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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28 #include "csprogs.h"
29 #include "cl_video.h"
30
31 mempool_t *r_main_mempool;
32 rtexturepool_t *r_main_texturepool;
33
34 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
35
36 static qboolean r_loadnormalmap;
37 static qboolean r_loadgloss;
38 qboolean r_loadfog;
39 static qboolean r_loaddds;
40 static qboolean r_savedds;
41
42 //
43 // screen size info
44 //
45 r_refdef_t r_refdef;
46
47 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
48 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
49 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
50 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
51 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
52 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
53 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
54 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
55
56 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
57 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
58 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
59 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
60 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
61
62 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
63 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
64 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
65 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
66 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
67 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
68 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
69 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
70 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
71 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
72 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
73 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
74 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
75 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
76 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
77 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
78 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
79 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
80 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
81 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
82 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
83 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)"};
84 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)"};
85 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
86 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
87 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
88 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
89 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
90 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
91 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
92 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."};
93 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
94 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
95 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
96 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."};
97 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
98 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
99 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
100 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
101 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"};
102 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"};
103 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
104 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
105 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
106 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
107 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"};
108
109 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
110 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
111 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
112 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
113 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
114 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
115 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
116 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
117
118 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)"};
119 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"};
120
121 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
122 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
123 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
124 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
125 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
126
127 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
128 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
129 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
130
131 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)"};
132 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
133 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
134 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
135 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
136 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)"};
137 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)"};
138 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)"};
139 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)"};
140
141 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)"};
142 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
143 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"};
144 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
145 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
146
147 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
148 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
149 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
150 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
151
152 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
153 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
154 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
155 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
156 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
157 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
158 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
159
160 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
161 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
162 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
163 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)"};
164
165 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"};
166
167 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"};
168
169 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
170
171 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
172 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
173 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
174 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
175 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
176 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
177 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
178
179 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
180
181 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
182
183 extern cvar_t v_glslgamma;
184
185 extern qboolean v_flipped_state;
186
187 static struct r_bloomstate_s
188 {
189         qboolean enabled;
190         qboolean hdr;
191
192         int bloomwidth, bloomheight;
193
194         int screentexturewidth, screentextureheight;
195         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
196
197         int bloomtexturewidth, bloomtextureheight;
198         rtexture_t *texture_bloom;
199
200         // arrays for rendering the screen passes
201         float screentexcoord2f[8];
202         float bloomtexcoord2f[8];
203         float offsettexcoord2f[8];
204
205         r_viewport_t viewport;
206 }
207 r_bloomstate;
208
209 r_waterstate_t r_waterstate;
210
211 /// shadow volume bsp struct with automatically growing nodes buffer
212 svbsp_t r_svbsp;
213
214 rtexture_t *r_texture_blanknormalmap;
215 rtexture_t *r_texture_white;
216 rtexture_t *r_texture_grey128;
217 rtexture_t *r_texture_black;
218 rtexture_t *r_texture_notexture;
219 rtexture_t *r_texture_whitecube;
220 rtexture_t *r_texture_normalizationcube;
221 rtexture_t *r_texture_fogattenuation;
222 rtexture_t *r_texture_fogheighttexture;
223 rtexture_t *r_texture_gammaramps;
224 unsigned int r_texture_gammaramps_serial;
225 //rtexture_t *r_texture_fogintensity;
226 rtexture_t *r_texture_reflectcube;
227
228 // TODO: hash lookups?
229 typedef struct cubemapinfo_s
230 {
231         char basename[64];
232         rtexture_t *texture;
233 }
234 cubemapinfo_t;
235
236 int r_texture_numcubemaps;
237 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
238
239 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
240 unsigned int r_numqueries;
241 unsigned int r_maxqueries;
242
243 typedef struct r_qwskincache_s
244 {
245         char name[MAX_QPATH];
246         skinframe_t *skinframe;
247 }
248 r_qwskincache_t;
249
250 static r_qwskincache_t *r_qwskincache;
251 static int r_qwskincache_size;
252
253 /// vertex coordinates for a quad that covers the screen exactly
254 const float r_screenvertex3f[12] =
255 {
256         0, 0, 0,
257         1, 0, 0,
258         1, 1, 0,
259         0, 1, 0
260 };
261
262 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
263 {
264         int i;
265         for (i = 0;i < verts;i++)
266         {
267                 out[0] = in[0] * r;
268                 out[1] = in[1] * g;
269                 out[2] = in[2] * b;
270                 out[3] = in[3];
271                 in += 4;
272                 out += 4;
273         }
274 }
275
276 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
277 {
278         int i;
279         for (i = 0;i < verts;i++)
280         {
281                 out[0] = r;
282                 out[1] = g;
283                 out[2] = b;
284                 out[3] = a;
285                 out += 4;
286         }
287 }
288
289 // FIXME: move this to client?
290 void FOG_clear(void)
291 {
292         if (gamemode == GAME_NEHAHRA)
293         {
294                 Cvar_Set("gl_fogenable", "0");
295                 Cvar_Set("gl_fogdensity", "0.2");
296                 Cvar_Set("gl_fogred", "0.3");
297                 Cvar_Set("gl_foggreen", "0.3");
298                 Cvar_Set("gl_fogblue", "0.3");
299         }
300         r_refdef.fog_density = 0;
301         r_refdef.fog_red = 0;
302         r_refdef.fog_green = 0;
303         r_refdef.fog_blue = 0;
304         r_refdef.fog_alpha = 1;
305         r_refdef.fog_start = 0;
306         r_refdef.fog_end = 16384;
307         r_refdef.fog_height = 1<<30;
308         r_refdef.fog_fadedepth = 128;
309         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
310 }
311
312 static void R_BuildBlankTextures(void)
313 {
314         unsigned char data[4];
315         data[2] = 128; // normal X
316         data[1] = 128; // normal Y
317         data[0] = 255; // normal Z
318         data[3] = 128; // height
319         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
320         data[0] = 255;
321         data[1] = 255;
322         data[2] = 255;
323         data[3] = 255;
324         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
325         data[0] = 128;
326         data[1] = 128;
327         data[2] = 128;
328         data[3] = 255;
329         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
330         data[0] = 0;
331         data[1] = 0;
332         data[2] = 0;
333         data[3] = 255;
334         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
335 }
336
337 static void R_BuildNoTexture(void)
338 {
339         int x, y;
340         unsigned char pix[16][16][4];
341         // this makes a light grey/dark grey checkerboard texture
342         for (y = 0;y < 16;y++)
343         {
344                 for (x = 0;x < 16;x++)
345                 {
346                         if ((y < 8) ^ (x < 8))
347                         {
348                                 pix[y][x][0] = 128;
349                                 pix[y][x][1] = 128;
350                                 pix[y][x][2] = 128;
351                                 pix[y][x][3] = 255;
352                         }
353                         else
354                         {
355                                 pix[y][x][0] = 64;
356                                 pix[y][x][1] = 64;
357                                 pix[y][x][2] = 64;
358                                 pix[y][x][3] = 255;
359                         }
360                 }
361         }
362         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
363 }
364
365 static void R_BuildWhiteCube(void)
366 {
367         unsigned char data[6*1*1*4];
368         memset(data, 255, sizeof(data));
369         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
370 }
371
372 static void R_BuildNormalizationCube(void)
373 {
374         int x, y, side;
375         vec3_t v;
376         vec_t s, t, intensity;
377 #define NORMSIZE 64
378         unsigned char *data;
379         data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
380         for (side = 0;side < 6;side++)
381         {
382                 for (y = 0;y < NORMSIZE;y++)
383                 {
384                         for (x = 0;x < NORMSIZE;x++)
385                         {
386                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
387                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
388                                 switch(side)
389                                 {
390                                 default:
391                                 case 0:
392                                         v[0] = 1;
393                                         v[1] = -t;
394                                         v[2] = -s;
395                                         break;
396                                 case 1:
397                                         v[0] = -1;
398                                         v[1] = -t;
399                                         v[2] = s;
400                                         break;
401                                 case 2:
402                                         v[0] = s;
403                                         v[1] = 1;
404                                         v[2] = t;
405                                         break;
406                                 case 3:
407                                         v[0] = s;
408                                         v[1] = -1;
409                                         v[2] = -t;
410                                         break;
411                                 case 4:
412                                         v[0] = s;
413                                         v[1] = -t;
414                                         v[2] = 1;
415                                         break;
416                                 case 5:
417                                         v[0] = -s;
418                                         v[1] = -t;
419                                         v[2] = -1;
420                                         break;
421                                 }
422                                 intensity = 127.0f / sqrt(DotProduct(v, v));
423                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
424                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
425                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
426                                 data[((side*64+y)*64+x)*4+3] = 255;
427                         }
428                 }
429         }
430         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
431         Mem_Free(data);
432 }
433
434 static void R_BuildFogTexture(void)
435 {
436         int x, b;
437 #define FOGWIDTH 256
438         unsigned char data1[FOGWIDTH][4];
439         //unsigned char data2[FOGWIDTH][4];
440         double d, r, alpha;
441
442         r_refdef.fogmasktable_start = r_refdef.fog_start;
443         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
444         r_refdef.fogmasktable_range = r_refdef.fogrange;
445         r_refdef.fogmasktable_density = r_refdef.fog_density;
446
447         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
448         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
449         {
450                 d = (x * r - r_refdef.fogmasktable_start);
451                 if(developer_extra.integer)
452                         Con_DPrintf("%f ", d);
453                 d = max(0, d);
454                 if (r_fog_exp2.integer)
455                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
456                 else
457                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
458                 if(developer_extra.integer)
459                         Con_DPrintf(" : %f ", alpha);
460                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
461                 if(developer_extra.integer)
462                         Con_DPrintf(" = %f\n", alpha);
463                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
464         }
465
466         for (x = 0;x < FOGWIDTH;x++)
467         {
468                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
469                 data1[x][0] = b;
470                 data1[x][1] = b;
471                 data1[x][2] = b;
472                 data1[x][3] = 255;
473                 //data2[x][0] = 255 - b;
474                 //data2[x][1] = 255 - b;
475                 //data2[x][2] = 255 - b;
476                 //data2[x][3] = 255;
477         }
478         if (r_texture_fogattenuation)
479         {
480                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
481                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
482         }
483         else
484         {
485                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, -1, NULL);
486                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
487         }
488 }
489
490 static void R_BuildFogHeightTexture(void)
491 {
492         unsigned char *inpixels;
493         int size;
494         int x;
495         int y;
496         int j;
497         float c[4];
498         float f;
499         inpixels = NULL;
500         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
501         if (r_refdef.fogheighttexturename[0])
502                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
503         if (!inpixels)
504         {
505                 r_refdef.fog_height_tablesize = 0;
506                 if (r_texture_fogheighttexture)
507                         R_FreeTexture(r_texture_fogheighttexture);
508                 r_texture_fogheighttexture = NULL;
509                 if (r_refdef.fog_height_table2d)
510                         Mem_Free(r_refdef.fog_height_table2d);
511                 r_refdef.fog_height_table2d = NULL;
512                 if (r_refdef.fog_height_table1d)
513                         Mem_Free(r_refdef.fog_height_table1d);
514                 r_refdef.fog_height_table1d = NULL;
515                 return;
516         }
517         size = image_width;
518         r_refdef.fog_height_tablesize = size;
519         r_refdef.fog_height_table1d = Mem_Alloc(r_main_mempool, size * 4);
520         r_refdef.fog_height_table2d = Mem_Alloc(r_main_mempool, size * size * 4);
521         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
522         Mem_Free(inpixels);
523         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
524         // average fog color table accounting for every fog layer between a point
525         // and the camera.  (Note: attenuation is handled separately!)
526         for (y = 0;y < size;y++)
527         {
528                 for (x = 0;x < size;x++)
529                 {
530                         Vector4Clear(c);
531                         f = 0;
532                         if (x < y)
533                         {
534                                 for (j = x;j <= y;j++)
535                                 {
536                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
537                                         f++;
538                                 }
539                         }
540                         else
541                         {
542                                 for (j = x;j >= y;j--)
543                                 {
544                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
545                                         f++;
546                                 }
547                         }
548                         f = 1.0f / f;
549                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
550                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
551                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
552                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
553                 }
554         }
555         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
556 }
557
558 //=======================================================================================================================================================
559
560 static const char *builtinshaderstring =
561 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
562 "// written by Forest 'LordHavoc' Hale\n"
563 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
564 "\n"
565 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
566 "# define USEFOG\n"
567 "#endif\n"
568 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
569 "#define USELIGHTMAP\n"
570 "#endif\n"
571 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
572 "#define USEEYEVECTOR\n"
573 "#endif\n"
574 "\n"
575 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
576 "# extension GL_ARB_texture_rectangle : enable\n"
577 "#endif\n"
578 "\n"
579 "#ifdef USESHADOWMAP2D\n"
580 "# ifdef GL_EXT_gpu_shader4\n"
581 "#   extension GL_EXT_gpu_shader4 : enable\n"
582 "# endif\n"
583 "# ifdef GL_ARB_texture_gather\n"
584 "#   extension GL_ARB_texture_gather : enable\n"
585 "# else\n"
586 "#   ifdef GL_AMD_texture_texture4\n"
587 "#     extension GL_AMD_texture_texture4 : enable\n"
588 "#   endif\n"
589 "# endif\n"
590 "#endif\n"
591 "\n"
592 "#ifdef USESHADOWMAPCUBE\n"
593 "# extension GL_EXT_gpu_shader4 : enable\n"
594 "#endif\n"
595 "\n"
596 "//#ifdef USESHADOWSAMPLER\n"
597 "//# extension GL_ARB_shadow : enable\n"
598 "//#endif\n"
599 "\n"
600 "//#ifdef __GLSL_CG_DATA_TYPES\n"
601 "//# define myhalf half\n"
602 "//# define myhalf2 half2\n"
603 "//# define myhalf3 half3\n"
604 "//# define myhalf4 half4\n"
605 "//#else\n"
606 "# define myhalf float\n"
607 "# define myhalf2 vec2\n"
608 "# define myhalf3 vec3\n"
609 "# define myhalf4 vec4\n"
610 "//#endif\n"
611 "\n"
612 "#ifdef VERTEX_SHADER\n"
613 "uniform mat4 ModelViewProjectionMatrix;\n"
614 "#endif\n"
615 "\n"
616 "#ifdef MODE_DEPTH_OR_SHADOW\n"
617 "#ifdef VERTEX_SHADER\n"
618 "void main(void)\n"
619 "{\n"
620 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
621 "}\n"
622 "#endif\n"
623 "#else // !MODE_DEPTH_ORSHADOW\n"
624 "\n"
625 "\n"
626 "\n"
627 "\n"
628 "#ifdef MODE_SHOWDEPTH\n"
629 "#ifdef VERTEX_SHADER\n"
630 "void main(void)\n"
631 "{\n"
632 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
633 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
634 "}\n"
635 "#endif\n"
636 "\n"
637 "#ifdef FRAGMENT_SHADER\n"
638 "void main(void)\n"
639 "{\n"
640 "       gl_FragColor = gl_Color;\n"
641 "}\n"
642 "#endif\n"
643 "#else // !MODE_SHOWDEPTH\n"
644 "\n"
645 "\n"
646 "\n"
647 "\n"
648 "#ifdef MODE_POSTPROCESS\n"
649 "varying vec2 TexCoord1;\n"
650 "varying vec2 TexCoord2;\n"
651 "\n"
652 "#ifdef VERTEX_SHADER\n"
653 "void main(void)\n"
654 "{\n"
655 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
656 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
657 "#ifdef USEBLOOM\n"
658 "       TexCoord2 = gl_MultiTexCoord4.xy;\n"
659 "#endif\n"
660 "}\n"
661 "#endif\n"
662 "\n"
663 "#ifdef FRAGMENT_SHADER\n"
664 "uniform sampler2D Texture_First;\n"
665 "#ifdef USEBLOOM\n"
666 "uniform sampler2D Texture_Second;\n"
667 "#endif\n"
668 "#ifdef USEGAMMARAMPS\n"
669 "uniform sampler2D Texture_GammaRamps;\n"
670 "#endif\n"
671 "#ifdef USESATURATION\n"
672 "uniform float Saturation;\n"
673 "#endif\n"
674 "#ifdef USEVIEWTINT\n"
675 "uniform vec4 ViewTintColor;\n"
676 "#endif\n"
677 "//uncomment these if you want to use them:\n"
678 "uniform vec4 UserVec1;\n"
679 "uniform vec4 UserVec2;\n"
680 "// uniform vec4 UserVec3;\n"
681 "// uniform vec4 UserVec4;\n"
682 "// uniform float ClientTime;\n"
683 "uniform vec2 PixelSize;\n"
684 "void main(void)\n"
685 "{\n"
686 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
687 "#ifdef USEBLOOM\n"
688 "       gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
689 "#endif\n"
690 "#ifdef USEVIEWTINT\n"
691 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
692 "#endif\n"
693 "\n"
694 "#ifdef USEPOSTPROCESSING\n"
695 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
696 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
697 "       float sobel = 1.0;\n"
698 "       // vec2 ts = textureSize(Texture_First, 0);\n"
699 "       // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
700 "       vec2 px = PixelSize;\n"
701 "       vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
702 "       vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;\n"
703 "       vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
704 "       vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
705 "       vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;\n"
706 "       vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
707 "       vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
708 "       vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;\n"
709 "       vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
710 "       vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
711 "       vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;\n"
712 "       vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
713 "       float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
714 "       float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
715 "       float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
716 "       float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
717 "       float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
718 "       float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
719 "       float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
720 "       float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
721 "       float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
722 "       float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
723 "       float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
724 "       float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
725 "       sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
726 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
727 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
728 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
729 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
730 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
731 "       gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
732 "       gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
733 "#endif\n"
734 "\n"
735 "#ifdef USESATURATION\n"
736 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
737 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
738 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
739 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
740 "#endif\n"
741 "\n"
742 "#ifdef USEGAMMARAMPS\n"
743 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
744 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
745 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
746 "#endif\n"
747 "}\n"
748 "#endif\n"
749 "#else // !MODE_POSTPROCESS\n"
750 "\n"
751 "\n"
752 "\n"
753 "\n"
754 "#ifdef MODE_GENERIC\n"
755 "#ifdef USEDIFFUSE\n"
756 "varying vec2 TexCoord1;\n"
757 "#endif\n"
758 "#ifdef USESPECULAR\n"
759 "varying vec2 TexCoord2;\n"
760 "#endif\n"
761 "#ifdef VERTEX_SHADER\n"
762 "void main(void)\n"
763 "{\n"
764 "       gl_FrontColor = gl_Color;\n"
765 "#ifdef USEDIFFUSE\n"
766 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
767 "#endif\n"
768 "#ifdef USESPECULAR\n"
769 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
770 "#endif\n"
771 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
772 "}\n"
773 "#endif\n"
774 "\n"
775 "#ifdef FRAGMENT_SHADER\n"
776 "#ifdef USEDIFFUSE\n"
777 "uniform sampler2D Texture_First;\n"
778 "#endif\n"
779 "#ifdef USESPECULAR\n"
780 "uniform sampler2D Texture_Second;\n"
781 "#endif\n"
782 "\n"
783 "void main(void)\n"
784 "{\n"
785 "       gl_FragColor = gl_Color;\n"
786 "#ifdef USEDIFFUSE\n"
787 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
788 "#endif\n"
789 "\n"
790 "#ifdef USESPECULAR\n"
791 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
792 "# ifdef USECOLORMAPPING\n"
793 "       gl_FragColor *= tex2;\n"
794 "# endif\n"
795 "# ifdef USEGLOW\n"
796 "       gl_FragColor += tex2;\n"
797 "# endif\n"
798 "# ifdef USEVERTEXTEXTUREBLEND\n"
799 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
800 "# endif\n"
801 "#endif\n"
802 "}\n"
803 "#endif\n"
804 "#else // !MODE_GENERIC\n"
805 "\n"
806 "\n"
807 "\n"
808 "\n"
809 "#ifdef MODE_BLOOMBLUR\n"
810 "varying TexCoord;\n"
811 "#ifdef VERTEX_SHADER\n"
812 "void main(void)\n"
813 "{\n"
814 "       gl_FrontColor = gl_Color;\n"
815 "       TexCoord = gl_MultiTexCoord0.xy;\n"
816 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
817 "}\n"
818 "#endif\n"
819 "\n"
820 "#ifdef FRAGMENT_SHADER\n"
821 "uniform sampler2D Texture_First;\n"
822 "uniform vec4 BloomBlur_Parameters;\n"
823 "\n"
824 "void main(void)\n"
825 "{\n"
826 "       int i;\n"
827 "       vec2 tc = TexCoord;\n"
828 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
829 "       tc += BloomBlur_Parameters.xy;\n"
830 "       for (i = 1;i < SAMPLES;i++)\n"
831 "       {\n"
832 "               color += texture2D(Texture_First, tc).rgb;\n"
833 "               tc += BloomBlur_Parameters.xy;\n"
834 "       }\n"
835 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
836 "}\n"
837 "#endif\n"
838 "#else // !MODE_BLOOMBLUR\n"
839 "#ifdef MODE_REFRACTION\n"
840 "varying vec2 TexCoord;\n"
841 "varying vec4 ModelViewProjectionPosition;\n"
842 "uniform mat4 TexMatrix;\n"
843 "#ifdef VERTEX_SHADER\n"
844 "\n"
845 "void main(void)\n"
846 "{\n"
847 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
848 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
849 "       ModelViewProjectionPosition = gl_Position;\n"
850 "}\n"
851 "#endif\n"
852 "\n"
853 "#ifdef FRAGMENT_SHADER\n"
854 "uniform sampler2D Texture_Normal;\n"
855 "uniform sampler2D Texture_Refraction;\n"
856 "uniform sampler2D Texture_Reflection;\n"
857 "\n"
858 "uniform vec4 DistortScaleRefractReflect;\n"
859 "uniform vec4 ScreenScaleRefractReflect;\n"
860 "uniform vec4 ScreenCenterRefractReflect;\n"
861 "uniform vec4 RefractColor;\n"
862 "uniform vec4 ReflectColor;\n"
863 "uniform float ReflectFactor;\n"
864 "uniform float ReflectOffset;\n"
865 "\n"
866 "void main(void)\n"
867 "{\n"
868 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
869 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
870 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
871 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
872 "       // FIXME temporary hack to detect the case that the reflection\n"
873 "       // gets blackened at edges due to leaving the area that contains actual\n"
874 "       // content.\n"
875 "       // Remove this 'ack once we have a better way to stop this thing from\n"
876 "       // 'appening.\n"
877 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
878 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
879 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
880 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
881 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
882 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
883 "}\n"
884 "#endif\n"
885 "#else // !MODE_REFRACTION\n"
886 "\n"
887 "\n"
888 "\n"
889 "\n"
890 "#ifdef MODE_WATER\n"
891 "varying vec2 TexCoord;\n"
892 "varying vec3 EyeVector;\n"
893 "varying vec4 ModelViewProjectionPosition;\n"
894 "#ifdef VERTEX_SHADER\n"
895 "uniform vec3 EyePosition;\n"
896 "uniform mat4 TexMatrix;\n"
897 "\n"
898 "void main(void)\n"
899 "{\n"
900 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
901 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
902 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
903 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
904 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
905 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
906 "       ModelViewProjectionPosition = gl_Position;\n"
907 "}\n"
908 "#endif\n"
909 "\n"
910 "#ifdef FRAGMENT_SHADER\n"
911 "uniform sampler2D Texture_Normal;\n"
912 "uniform sampler2D Texture_Refraction;\n"
913 "uniform sampler2D Texture_Reflection;\n"
914 "\n"
915 "uniform vec4 DistortScaleRefractReflect;\n"
916 "uniform vec4 ScreenScaleRefractReflect;\n"
917 "uniform vec4 ScreenCenterRefractReflect;\n"
918 "uniform vec4 RefractColor;\n"
919 "uniform vec4 ReflectColor;\n"
920 "uniform float ReflectFactor;\n"
921 "uniform float ReflectOffset;\n"
922 "\n"
923 "void main(void)\n"
924 "{\n"
925 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
926 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
927 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
928 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
929 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
930 "       // FIXME temporary hack to detect the case that the reflection\n"
931 "       // gets blackened at edges due to leaving the area that contains actual\n"
932 "       // content.\n"
933 "       // Remove this 'ack once we have a better way to stop this thing from\n"
934 "       // 'appening.\n"
935 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
936 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
937 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
938 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
939 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
940 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
941 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
942 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
943 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
944 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
945 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
946 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
947 "}\n"
948 "#endif\n"
949 "#else // !MODE_WATER\n"
950 "\n"
951 "\n"
952 "\n"
953 "\n"
954 "// common definitions between vertex shader and fragment shader:\n"
955 "\n"
956 "varying vec2 TexCoord;\n"
957 "#ifdef USEVERTEXTEXTUREBLEND\n"
958 "varying vec2 TexCoord2;\n"
959 "#endif\n"
960 "#ifdef USELIGHTMAP\n"
961 "varying vec2 TexCoordLightmap;\n"
962 "#endif\n"
963 "\n"
964 "#ifdef MODE_LIGHTSOURCE\n"
965 "varying vec3 CubeVector;\n"
966 "#endif\n"
967 "\n"
968 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
969 "varying vec3 LightVector;\n"
970 "#endif\n"
971 "\n"
972 "#ifdef USEEYEVECTOR\n"
973 "varying vec3 EyeVector;\n"
974 "#endif\n"
975 "#ifdef USEFOG\n"
976 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
977 "#endif\n"
978 "\n"
979 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
980 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
981 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
982 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
983 "#endif\n"
984 "\n"
985 "#ifdef USEREFLECTION\n"
986 "varying vec4 ModelViewProjectionPosition;\n"
987 "#endif\n"
988 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
989 "uniform vec3 LightPosition;\n"
990 "varying vec4 ModelViewPosition;\n"
991 "#endif\n"
992 "\n"
993 "#ifdef MODE_LIGHTSOURCE\n"
994 "uniform vec3 LightPosition;\n"
995 "#endif\n"
996 "uniform vec3 EyePosition;\n"
997 "#ifdef MODE_LIGHTDIRECTION\n"
998 "uniform vec3 LightDir;\n"
999 "#endif\n"
1000 "uniform vec4 FogPlane;\n"
1001 "\n"
1002 "#ifdef USESHADOWMAPORTHO\n"
1003 "varying vec3 ShadowMapTC;\n"
1004 "#endif\n"
1005 "\n"
1006 "\n"
1007 "\n"
1008 "\n"
1009 "\n"
1010 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
1011 "\n"
1012 "// fragment shader specific:\n"
1013 "#ifdef FRAGMENT_SHADER\n"
1014 "\n"
1015 "uniform sampler2D Texture_Normal;\n"
1016 "uniform sampler2D Texture_Color;\n"
1017 "uniform sampler2D Texture_Gloss;\n"
1018 "#ifdef USEGLOW\n"
1019 "uniform sampler2D Texture_Glow;\n"
1020 "#endif\n"
1021 "#ifdef USEVERTEXTEXTUREBLEND\n"
1022 "uniform sampler2D Texture_SecondaryNormal;\n"
1023 "uniform sampler2D Texture_SecondaryColor;\n"
1024 "uniform sampler2D Texture_SecondaryGloss;\n"
1025 "#ifdef USEGLOW\n"
1026 "uniform sampler2D Texture_SecondaryGlow;\n"
1027 "#endif\n"
1028 "#endif\n"
1029 "#ifdef USECOLORMAPPING\n"
1030 "uniform sampler2D Texture_Pants;\n"
1031 "uniform sampler2D Texture_Shirt;\n"
1032 "#endif\n"
1033 "#ifdef USEFOG\n"
1034 "#ifdef USEFOGHEIGHTTEXTURE\n"
1035 "uniform sampler2D Texture_FogHeightTexture;\n"
1036 "#endif\n"
1037 "uniform sampler2D Texture_FogMask;\n"
1038 "#endif\n"
1039 "#ifdef USELIGHTMAP\n"
1040 "uniform sampler2D Texture_Lightmap;\n"
1041 "#endif\n"
1042 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1043 "uniform sampler2D Texture_Deluxemap;\n"
1044 "#endif\n"
1045 "#ifdef USEREFLECTION\n"
1046 "uniform sampler2D Texture_Reflection;\n"
1047 "#endif\n"
1048 "\n"
1049 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1050 "uniform sampler2D Texture_ScreenDepth;\n"
1051 "uniform sampler2D Texture_ScreenNormalMap;\n"
1052 "#endif\n"
1053 "#ifdef USEDEFERREDLIGHTMAP\n"
1054 "uniform sampler2D Texture_ScreenDiffuse;\n"
1055 "uniform sampler2D Texture_ScreenSpecular;\n"
1056 "#endif\n"
1057 "\n"
1058 "uniform myhalf3 Color_Pants;\n"
1059 "uniform myhalf3 Color_Shirt;\n"
1060 "uniform myhalf3 FogColor;\n"
1061 "\n"
1062 "#ifdef USEFOG\n"
1063 "uniform float FogRangeRecip;\n"
1064 "uniform float FogPlaneViewDist;\n"
1065 "uniform float FogHeightFade;\n"
1066 "vec3 FogVertex(vec3 surfacecolor)\n"
1067 "{\n"
1068 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1069 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1070 "       float fogfrac;\n"
1071 "#ifdef USEFOGHEIGHTTEXTURE\n"
1072 "       vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1073 "       fogfrac = fogheightpixel.a;\n"
1074 "       return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1075 "#else\n"
1076 "# ifdef USEFOGOUTSIDE\n"
1077 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1078 "# else\n"
1079 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1080 "# endif\n"
1081 "       return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1082 "#endif\n"
1083 "}\n"
1084 "#endif\n"
1085 "\n"
1086 "#ifdef USEOFFSETMAPPING\n"
1087 "uniform float OffsetMapping_Scale;\n"
1088 "vec2 OffsetMapping(vec2 TexCoord)\n"
1089 "{\n"
1090 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1091 "       // 14 sample relief mapping: linear search and then binary search\n"
1092 "       // this basically steps forward a small amount repeatedly until it finds\n"
1093 "       // itself inside solid, then jitters forward and back using decreasing\n"
1094 "       // amounts to find the impact\n"
1095 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1096 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1097 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1098 "       vec3 RT = vec3(TexCoord, 1);\n"
1099 "       OffsetVector *= 0.1;\n"
1100 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1101 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1102 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1103 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1104 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1105 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1106 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1107 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1108 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1109 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
1110 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
1111 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
1112 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
1113 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1114 "       return RT.xy;\n"
1115 "#else\n"
1116 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1117 "       // this basically moves forward the full distance, and then backs up based\n"
1118 "       // on height of samples\n"
1119 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1120 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1121 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1122 "       TexCoord += OffsetVector;\n"
1123 "       OffsetVector *= 0.333;\n"
1124 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1125 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1126 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1127 "       return TexCoord;\n"
1128 "#endif\n"
1129 "}\n"
1130 "#endif // USEOFFSETMAPPING\n"
1131 "\n"
1132 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1133 "uniform sampler2D Texture_Attenuation;\n"
1134 "uniform samplerCube Texture_Cube;\n"
1135 "#endif\n"
1136 "\n"
1137 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1138 "\n"
1139 "#ifdef USESHADOWMAPRECT\n"
1140 "# ifdef USESHADOWSAMPLER\n"
1141 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1142 "# else\n"
1143 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1144 "# endif\n"
1145 "#endif\n"
1146 "\n"
1147 "#ifdef USESHADOWMAP2D\n"
1148 "# ifdef USESHADOWSAMPLER\n"
1149 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1150 "# else\n"
1151 "uniform sampler2D Texture_ShadowMap2D;\n"
1152 "# endif\n"
1153 "#endif\n"
1154 "\n"
1155 "#ifdef USESHADOWMAPVSDCT\n"
1156 "uniform samplerCube Texture_CubeProjection;\n"
1157 "#endif\n"
1158 "\n"
1159 "#ifdef USESHADOWMAPCUBE\n"
1160 "# ifdef USESHADOWSAMPLER\n"
1161 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1162 "# else\n"
1163 "uniform samplerCube Texture_ShadowMapCube;\n"
1164 "# endif\n"
1165 "#endif\n"
1166 "\n"
1167 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1168 "uniform vec2 ShadowMap_TextureScale;\n"
1169 "uniform vec4 ShadowMap_Parameters;\n"
1170 "#endif\n"
1171 "\n"
1172 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1173 "# ifdef USESHADOWMAPORTHO\n"
1174 "#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1175 "# else\n"
1176 "#  ifdef USESHADOWMAPVSDCT\n"
1177 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1178 "{\n"
1179 "       vec3 adir = abs(dir);\n"
1180 "       vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1181 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1182 "       return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1183 "}\n"
1184 "#  else\n"
1185 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1186 "{\n"
1187 "       vec3 adir = abs(dir);\n"
1188 "       float ma = adir.z;\n"
1189 "       vec4 proj = vec4(dir, 2.5);\n"
1190 "       if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1191 "       if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1192 "       vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1193 "       return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1194 "}\n"
1195 "#  endif\n"
1196 "# endif\n"
1197 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1198 "\n"
1199 "#ifdef USESHADOWMAPCUBE\n"
1200 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1201 "{\n"
1202 "       vec3 adir = abs(dir);\n"
1203 "       return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1204 "}\n"
1205 "#endif\n"
1206 "\n"
1207 "# ifdef USESHADOWMAPRECT\n"
1208 "float ShadowMapCompare(vec3 dir)\n"
1209 "{\n"
1210 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1211 "       float f;\n"
1212 "#  ifdef USESHADOWSAMPLER\n"
1213 "\n"
1214 "#    ifdef USESHADOWMAPPCF\n"
1215 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1216 "       f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1217 "#    else\n"
1218 "       f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1219 "#    endif\n"
1220 "\n"
1221 "#  else\n"
1222 "\n"
1223 "#    ifdef USESHADOWMAPPCF\n"
1224 "#      if USESHADOWMAPPCF > 1\n"
1225 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1226 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1227 "       vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1228 "       vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1229 "       vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1230 "       vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1231 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1232 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1233 "#      else\n"
1234 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1235 "       vec2 offset = fract(shadowmaptc.xy);\n"
1236 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1237 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1238 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1239 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1240 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1241 "#      endif\n"
1242 "#    else\n"
1243 "       f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1244 "#    endif\n"
1245 "\n"
1246 "#  endif\n"
1247 "#  ifdef USESHADOWMAPORTHO\n"
1248 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1249 "#  else\n"
1250 "       return f;\n"
1251 "#  endif\n"
1252 "}\n"
1253 "# endif\n"
1254 "\n"
1255 "# ifdef USESHADOWMAP2D\n"
1256 "float ShadowMapCompare(vec3 dir)\n"
1257 "{\n"
1258 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1259 "       float f;\n"
1260 "\n"
1261 "#  ifdef USESHADOWSAMPLER\n"
1262 "#    ifdef USESHADOWMAPPCF\n"
1263 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1264 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1265 "       f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1266 "#    else\n"
1267 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1268 "#    endif\n"
1269 "#  else\n"
1270 "#    ifdef USESHADOWMAPPCF\n"
1271 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1272 "#      ifdef GL_ARB_texture_gather\n"
1273 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1274 "#      else\n"
1275 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1276 "#      endif\n"
1277 "       vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1278 "#      if USESHADOWMAPPCF > 1\n"
1279 "   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1280 "   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1281 "   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1282 "   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
1283 "   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
1284 "   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
1285 "   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
1286 "   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
1287 "   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
1288 "       vec4 locols = vec4(group1.ab, group3.ab);\n"
1289 "       vec4 hicols = vec4(group7.rg, group9.rg);\n"
1290 "       locols.yz += group2.ab;\n"
1291 "       hicols.yz += group8.rg;\n"
1292 "       vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1293 "                               vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1294 "                               mix(locols, hicols, offset.y);\n"
1295 "       vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1296 "       cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1297 "       f = dot(cols, vec4(1.0/25.0));\n"
1298 "#      else\n"
1299 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1300 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1301 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1302 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1303 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1304 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1305 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1306 "#      endif\n"
1307 "#     else\n"
1308 "#      ifdef GL_EXT_gpu_shader4\n"
1309 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1310 "#      else\n"
1311 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1312 "#      endif\n"
1313 "#      if USESHADOWMAPPCF > 1\n"
1314 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1315 "       center *= ShadowMap_TextureScale;\n"
1316 "       vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1317 "       vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1318 "       vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1319 "       vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1320 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1321 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1322 "#      else\n"
1323 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1324 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1325 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1326 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1327 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1328 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1329 "#      endif\n"
1330 "#     endif\n"
1331 "#    else\n"
1332 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1333 "#    endif\n"
1334 "#  endif\n"
1335 "#  ifdef USESHADOWMAPORTHO\n"
1336 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1337 "#  else\n"
1338 "       return f;\n"
1339 "#  endif\n"
1340 "}\n"
1341 "# endif\n"
1342 "\n"
1343 "# ifdef USESHADOWMAPCUBE\n"
1344 "float ShadowMapCompare(vec3 dir)\n"
1345 "{\n"
1346 "       // apply depth texture cubemap as light filter\n"
1347 "       vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1348 "       float f;\n"
1349 "#  ifdef USESHADOWSAMPLER\n"
1350 "       f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1351 "#  else\n"
1352 "       f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1353 "#  endif\n"
1354 "       return f;\n"
1355 "}\n"
1356 "# endif\n"
1357 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1358 "#endif // FRAGMENT_SHADER\n"
1359 "\n"
1360 "\n"
1361 "\n"
1362 "\n"
1363 "#ifdef MODE_DEFERREDGEOMETRY\n"
1364 "#ifdef VERTEX_SHADER\n"
1365 "uniform mat4 TexMatrix;\n"
1366 "#ifdef USEVERTEXTEXTUREBLEND\n"
1367 "uniform mat4 BackgroundTexMatrix;\n"
1368 "#endif\n"
1369 "uniform mat4 ModelViewMatrix;\n"
1370 "void main(void)\n"
1371 "{\n"
1372 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1373 "#ifdef USEVERTEXTEXTUREBLEND\n"
1374 "       gl_FrontColor = gl_Color;\n"
1375 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1376 "#endif\n"
1377 "\n"
1378 "       // transform unnormalized eye direction into tangent space\n"
1379 "#ifdef USEOFFSETMAPPING\n"
1380 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1381 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1382 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1383 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1384 "#endif\n"
1385 "\n"
1386 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1387 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1388 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1389 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1390 "}\n"
1391 "#endif // VERTEX_SHADER\n"
1392 "\n"
1393 "#ifdef FRAGMENT_SHADER\n"
1394 "void main(void)\n"
1395 "{\n"
1396 "#ifdef USEOFFSETMAPPING\n"
1397 "       // apply offsetmapping\n"
1398 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1399 "#define TexCoord TexCoordOffset\n"
1400 "#endif\n"
1401 "\n"
1402 "#ifdef USEALPHAKILL\n"
1403 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1404 "               discard;\n"
1405 "#endif\n"
1406 "\n"
1407 "#ifdef USEVERTEXTEXTUREBLEND\n"
1408 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1409 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1410 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1411 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1412 "#endif\n"
1413 "\n"
1414 "#ifdef USEVERTEXTEXTUREBLEND\n"
1415 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1416 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1417 "#else\n"
1418 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1419 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1420 "#endif\n"
1421 "\n"
1422 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1423 "}\n"
1424 "#endif // FRAGMENT_SHADER\n"
1425 "#else // !MODE_DEFERREDGEOMETRY\n"
1426 "\n"
1427 "\n"
1428 "\n"
1429 "\n"
1430 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1431 "#ifdef VERTEX_SHADER\n"
1432 "uniform mat4 ModelViewMatrix;\n"
1433 "void main(void)\n"
1434 "{\n"
1435 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1436 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1437 "}\n"
1438 "#endif // VERTEX_SHADER\n"
1439 "\n"
1440 "#ifdef FRAGMENT_SHADER\n"
1441 "uniform mat4 ViewToLight;\n"
1442 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1443 "uniform vec2 ScreenToDepth;\n"
1444 "uniform myhalf3 DeferredColor_Ambient;\n"
1445 "uniform myhalf3 DeferredColor_Diffuse;\n"
1446 "#ifdef USESPECULAR\n"
1447 "uniform myhalf3 DeferredColor_Specular;\n"
1448 "uniform myhalf SpecularPower;\n"
1449 "#endif\n"
1450 "uniform myhalf2 PixelToScreenTexCoord;\n"
1451 "void main(void)\n"
1452 "{\n"
1453 "       // calculate viewspace pixel position\n"
1454 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1455 "       vec3 position;\n"
1456 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1457 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1458 "       // decode viewspace pixel normal\n"
1459 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1460 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1461 "       // surfacenormal = pixel normal in viewspace\n"
1462 "       // LightVector = pixel to light in viewspace\n"
1463 "       // CubeVector = position in lightspace\n"
1464 "       // eyevector = pixel to view in viewspace\n"
1465 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1466 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1467 "#ifdef USEDIFFUSE\n"
1468 "       // calculate diffuse shading\n"
1469 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1470 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1471 "#endif\n"
1472 "#ifdef USESPECULAR\n"
1473 "       // calculate directional shading\n"
1474 "       vec3 eyevector = position * -1.0;\n"
1475 "#  ifdef USEEXACTSPECULARMATH\n"
1476 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1477 "#  else\n"
1478 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1479 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1480 "#  endif\n"
1481 "#endif\n"
1482 "\n"
1483 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1484 "       fade *= ShadowMapCompare(CubeVector);\n"
1485 "#endif\n"
1486 "\n"
1487 "#ifdef USEDIFFUSE\n"
1488 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1489 "#else\n"
1490 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1491 "#endif\n"
1492 "#ifdef USESPECULAR\n"
1493 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1494 "#else\n"
1495 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1496 "#endif\n"
1497 "\n"
1498 "# ifdef USECUBEFILTER\n"
1499 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1500 "       gl_FragData[0].rgb *= cubecolor;\n"
1501 "       gl_FragData[1].rgb *= cubecolor;\n"
1502 "# endif\n"
1503 "}\n"
1504 "#endif // FRAGMENT_SHADER\n"
1505 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1506 "\n"
1507 "\n"
1508 "\n"
1509 "\n"
1510 "#ifdef VERTEX_SHADER\n"
1511 "uniform mat4 TexMatrix;\n"
1512 "#ifdef USEVERTEXTEXTUREBLEND\n"
1513 "uniform mat4 BackgroundTexMatrix;\n"
1514 "#endif\n"
1515 "#ifdef MODE_LIGHTSOURCE\n"
1516 "uniform mat4 ModelToLight;\n"
1517 "#endif\n"
1518 "#ifdef USESHADOWMAPORTHO\n"
1519 "uniform mat4 ShadowMapMatrix;\n"
1520 "#endif\n"
1521 "void main(void)\n"
1522 "{\n"
1523 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1524 "       gl_FrontColor = gl_Color;\n"
1525 "#endif\n"
1526 "       // copy the surface texcoord\n"
1527 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1528 "#ifdef USEVERTEXTEXTUREBLEND\n"
1529 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1530 "#endif\n"
1531 "#ifdef USELIGHTMAP\n"
1532 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1533 "#endif\n"
1534 "\n"
1535 "#ifdef MODE_LIGHTSOURCE\n"
1536 "       // transform vertex position into light attenuation/cubemap space\n"
1537 "       // (-1 to +1 across the light box)\n"
1538 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1539 "\n"
1540 "# ifdef USEDIFFUSE\n"
1541 "       // transform unnormalized light direction into tangent space\n"
1542 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1543 "       //  normalize it per pixel)\n"
1544 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1545 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1546 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1547 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1548 "# endif\n"
1549 "#endif\n"
1550 "\n"
1551 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1552 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1553 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1554 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1555 "#endif\n"
1556 "\n"
1557 "       // transform unnormalized eye direction into tangent space\n"
1558 "#ifdef USEEYEVECTOR\n"
1559 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1560 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1561 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1562 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1563 "#endif\n"
1564 "\n"
1565 "#ifdef USEFOG\n"
1566 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1567 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1568 "#endif\n"
1569 "\n"
1570 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1571 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1572 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1573 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1574 "#endif\n"
1575 "\n"
1576 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1577 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1578 "\n"
1579 "#ifdef USESHADOWMAPORTHO\n"
1580 "       ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1581 "#endif\n"
1582 "\n"
1583 "#ifdef USEREFLECTION\n"
1584 "       ModelViewProjectionPosition = gl_Position;\n"
1585 "#endif\n"
1586 "}\n"
1587 "#endif // VERTEX_SHADER\n"
1588 "\n"
1589 "\n"
1590 "\n"
1591 "\n"
1592 "#ifdef FRAGMENT_SHADER\n"
1593 "#ifdef USEDEFERREDLIGHTMAP\n"
1594 "uniform myhalf2 PixelToScreenTexCoord;\n"
1595 "uniform myhalf3 DeferredMod_Diffuse;\n"
1596 "uniform myhalf3 DeferredMod_Specular;\n"
1597 "#endif\n"
1598 "uniform myhalf3 Color_Ambient;\n"
1599 "uniform myhalf3 Color_Diffuse;\n"
1600 "uniform myhalf3 Color_Specular;\n"
1601 "uniform myhalf SpecularPower;\n"
1602 "#ifdef USEGLOW\n"
1603 "uniform myhalf3 Color_Glow;\n"
1604 "#endif\n"
1605 "uniform myhalf Alpha;\n"
1606 "#ifdef USEREFLECTION\n"
1607 "uniform vec4 DistortScaleRefractReflect;\n"
1608 "uniform vec4 ScreenScaleRefractReflect;\n"
1609 "uniform vec4 ScreenCenterRefractReflect;\n"
1610 "uniform myhalf4 ReflectColor;\n"
1611 "#endif\n"
1612 "#ifdef USEREFLECTCUBE\n"
1613 "uniform mat4 ModelToReflectCube;\n"
1614 "uniform sampler2D Texture_ReflectMask;\n"
1615 "uniform samplerCube Texture_ReflectCube;\n"
1616 "#endif\n"
1617 "#ifdef MODE_LIGHTDIRECTION\n"
1618 "uniform myhalf3 LightColor;\n"
1619 "#endif\n"
1620 "#ifdef MODE_LIGHTSOURCE\n"
1621 "uniform myhalf3 LightColor;\n"
1622 "#endif\n"
1623 "void main(void)\n"
1624 "{\n"
1625 "#ifdef USEOFFSETMAPPING\n"
1626 "       // apply offsetmapping\n"
1627 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1628 "#define TexCoord TexCoordOffset\n"
1629 "#endif\n"
1630 "\n"
1631 "       // combine the diffuse textures (base, pants, shirt)\n"
1632 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1633 "#ifdef USEALPHAKILL\n"
1634 "       if (color.a < 0.5)\n"
1635 "               discard;\n"
1636 "#endif\n"
1637 "       color.a *= Alpha;\n"
1638 "#ifdef USECOLORMAPPING\n"
1639 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1640 "#endif\n"
1641 "#ifdef USEVERTEXTEXTUREBLEND\n"
1642 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1643 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1644 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1645 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1646 "       color.a = 1.0;\n"
1647 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1648 "#endif\n"
1649 "\n"
1650 "       // get the surface normal\n"
1651 "#ifdef USEVERTEXTEXTUREBLEND\n"
1652 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1653 "#else\n"
1654 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1655 "#endif\n"
1656 "\n"
1657 "       // get the material colors\n"
1658 "       myhalf3 diffusetex = color.rgb;\n"
1659 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1660 "# ifdef USEVERTEXTEXTUREBLEND\n"
1661 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1662 "# else\n"
1663 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1664 "# endif\n"
1665 "#endif\n"
1666 "\n"
1667 "#ifdef USEREFLECTCUBE\n"
1668 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1669 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1670 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1671 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1672 "#endif\n"
1673 "\n"
1674 "\n"
1675 "\n"
1676 "\n"
1677 "#ifdef MODE_LIGHTSOURCE\n"
1678 "       // light source\n"
1679 "#ifdef USEDIFFUSE\n"
1680 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1681 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1682 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1683 "#ifdef USESPECULAR\n"
1684 "#ifdef USEEXACTSPECULARMATH\n"
1685 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1686 "#else\n"
1687 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1688 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1689 "#endif\n"
1690 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1691 "#endif\n"
1692 "#else\n"
1693 "       color.rgb = diffusetex * Color_Ambient;\n"
1694 "#endif\n"
1695 "       color.rgb *= LightColor;\n"
1696 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1697 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1698 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1699 "#endif\n"
1700 "# ifdef USECUBEFILTER\n"
1701 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1702 "# endif\n"
1703 "#endif // MODE_LIGHTSOURCE\n"
1704 "\n"
1705 "\n"
1706 "\n"
1707 "\n"
1708 "#ifdef MODE_LIGHTDIRECTION\n"
1709 "#define SHADING\n"
1710 "#ifdef USEDIFFUSE\n"
1711 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1712 "#endif\n"
1713 "#define lightcolor LightColor\n"
1714 "#endif // MODE_LIGHTDIRECTION\n"
1715 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1716 "#define SHADING\n"
1717 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1718 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1719 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1720 "       // convert modelspace light vector to tangentspace\n"
1721 "       myhalf3 lightnormal;\n"
1722 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1723 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1724 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1725 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1726 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1727 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1728 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1729 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1730 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1731 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1732 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1733 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1734 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1735 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1736 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1737 "#define SHADING\n"
1738 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1739 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1740 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1741 "#endif\n"
1742 "\n"
1743 "\n"
1744 "\n"
1745 "\n"
1746 "#ifdef MODE_LIGHTMAP\n"
1747 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1748 "#endif // MODE_LIGHTMAP\n"
1749 "#ifdef MODE_VERTEXCOLOR\n"
1750 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1751 "#endif // MODE_VERTEXCOLOR\n"
1752 "#ifdef MODE_FLATCOLOR\n"
1753 "       color.rgb = diffusetex * Color_Ambient;\n"
1754 "#endif // MODE_FLATCOLOR\n"
1755 "\n"
1756 "\n"
1757 "\n"
1758 "\n"
1759 "#ifdef SHADING\n"
1760 "# ifdef USEDIFFUSE\n"
1761 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1762 "#  ifdef USESPECULAR\n"
1763 "#   ifdef USEEXACTSPECULARMATH\n"
1764 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1765 "#   else\n"
1766 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1767 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1768 "#   endif\n"
1769 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1770 "#  else\n"
1771 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1772 "#  endif\n"
1773 "# else\n"
1774 "       color.rgb = diffusetex * Color_Ambient;\n"
1775 "# endif\n"
1776 "#endif\n"
1777 "\n"
1778 "#ifdef USESHADOWMAPORTHO\n"
1779 "       color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1780 "#endif\n"
1781 "\n"
1782 "#ifdef USEDEFERREDLIGHTMAP\n"
1783 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1784 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1785 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1786 "#endif\n"
1787 "\n"
1788 "#ifdef USEGLOW\n"
1789 "#ifdef USEVERTEXTEXTUREBLEND\n"
1790 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1791 "#else\n"
1792 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1793 "#endif\n"
1794 "#endif\n"
1795 "\n"
1796 "#ifdef USEFOG\n"
1797 "       color.rgb = FogVertex(color.rgb);\n"
1798 "#endif\n"
1799 "\n"
1800 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1801 "#ifdef USEREFLECTION\n"
1802 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1803 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1804 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1805 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1806 "       // FIXME temporary hack to detect the case that the reflection\n"
1807 "       // gets blackened at edges due to leaving the area that contains actual\n"
1808 "       // content.\n"
1809 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1810 "       // 'appening.\n"
1811 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1812 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1813 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1814 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1815 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1816 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1817 "#endif\n"
1818 "\n"
1819 "       gl_FragColor = vec4(color);\n"
1820 "}\n"
1821 "#endif // FRAGMENT_SHADER\n"
1822 "\n"
1823 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1824 "#endif // !MODE_DEFERREDGEOMETRY\n"
1825 "#endif // !MODE_WATER\n"
1826 "#endif // !MODE_REFRACTION\n"
1827 "#endif // !MODE_BLOOMBLUR\n"
1828 "#endif // !MODE_GENERIC\n"
1829 "#endif // !MODE_POSTPROCESS\n"
1830 "#endif // !MODE_SHOWDEPTH\n"
1831 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1832 ;
1833
1834 /*
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1845
1846
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1853
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1860 */
1861
1862 const char *builtincgshaderstring =
1863 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1864 "// written by Forest 'LordHavoc' Hale\n"
1865 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1866 "\n"
1867 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1868 "#if defined(USEREFLECTION)\n"
1869 "#undef USESHADOWMAPORTHO\n"
1870 "#endif\n"
1871 "\n"
1872 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1873 "# define USEFOG\n"
1874 "#endif\n"
1875 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1876 "#define USELIGHTMAP\n"
1877 "#endif\n"
1878 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1879 "#define USEEYEVECTOR\n"
1880 "#endif\n"
1881 "\n"
1882 "#ifdef FRAGMENT_SHADER\n"
1883 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1884 "#endif\n"
1885 "\n"
1886 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1887 "#ifdef VERTEX_SHADER\n"
1888 "void main\n"
1889 "(\n"
1890 "float4 gl_Vertex : POSITION,\n"
1891 "uniform float4x4 ModelViewProjectionMatrix,\n"
1892 "out float4 gl_Position : POSITION\n"
1893 ")\n"
1894 "{\n"
1895 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1896 "}\n"
1897 "#endif\n"
1898 "#else // !MODE_DEPTH_ORSHADOW\n"
1899 "\n"
1900 "\n"
1901 "\n"
1902 "\n"
1903 "#ifdef MODE_SHOWDEPTH\n"
1904 "#ifdef VERTEX_SHADER\n"
1905 "void main\n"
1906 "(\n"
1907 "float4 gl_Vertex : POSITION,\n"
1908 "uniform float4x4 ModelViewProjectionMatrix,\n"
1909 "out float4 gl_Position : POSITION,\n"
1910 "out float4 gl_FrontColor : COLOR0\n"
1911 ")\n"
1912 "{\n"
1913 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1914 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1915 "}\n"
1916 "#endif\n"
1917 "\n"
1918 "#ifdef FRAGMENT_SHADER\n"
1919 "void main\n"
1920 "(\n"
1921 "float4 gl_FrontColor : COLOR0,\n"
1922 "out float4 gl_FragColor : COLOR\n"
1923 ")\n"
1924 "{\n"
1925 "       gl_FragColor = gl_FrontColor;\n"
1926 "}\n"
1927 "#endif\n"
1928 "#else // !MODE_SHOWDEPTH\n"
1929 "\n"
1930 "\n"
1931 "\n"
1932 "\n"
1933 "#ifdef MODE_POSTPROCESS\n"
1934 "\n"
1935 "#ifdef VERTEX_SHADER\n"
1936 "void main\n"
1937 "(\n"
1938 "float4 gl_Vertex : POSITION,\n"
1939 "uniform float4x4 ModelViewProjectionMatrix,\n"
1940 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1941 "float4 gl_MultiTexCoord1 : TEXCOORD4,\n"
1942 "out float4 gl_Position : POSITION,\n"
1943 "out float2 TexCoord1 : TEXCOORD0,\n"
1944 "out float2 TexCoord2 : TEXCOORD1\n"
1945 ")\n"
1946 "{\n"
1947 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1948 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1949 "#ifdef USEBLOOM\n"
1950 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1951 "#endif\n"
1952 "}\n"
1953 "#endif\n"
1954 "\n"
1955 "#ifdef FRAGMENT_SHADER\n"
1956 "void main\n"
1957 "(\n"
1958 "float2 TexCoord1 : TEXCOORD0,\n"
1959 "float2 TexCoord2 : TEXCOORD1,\n"
1960 "uniform sampler2D Texture_First,\n"
1961 "#ifdef USEBLOOM\n"
1962 "uniform sampler2D Texture_Second,\n"
1963 "#endif\n"
1964 "#ifdef USEGAMMARAMPS\n"
1965 "uniform sampler2D Texture_GammaRamps,\n"
1966 "#endif\n"
1967 "#ifdef USESATURATION\n"
1968 "uniform float Saturation,\n"
1969 "#endif\n"
1970 "#ifdef USEVIEWTINT\n"
1971 "uniform float4 ViewTintColor,\n"
1972 "#endif\n"
1973 "uniform float4 UserVec1,\n"
1974 "uniform float4 UserVec2,\n"
1975 "uniform float4 UserVec3,\n"
1976 "uniform float4 UserVec4,\n"
1977 "uniform float ClientTime,\n"
1978 "uniform float2 PixelSize,\n"
1979 "out float4 gl_FragColor : COLOR\n"
1980 ")\n"
1981 "{\n"
1982 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1983 "#ifdef USEBLOOM\n"
1984 "       gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1985 "#endif\n"
1986 "#ifdef USEVIEWTINT\n"
1987 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1988 "#endif\n"
1989 "\n"
1990 "#ifdef USEPOSTPROCESSING\n"
1991 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1992 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
1993 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1994 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1995 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1996 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
1997 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
1998 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1999 "#endif\n"
2000 "\n"
2001 "#ifdef USESATURATION\n"
2002 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2003 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2004 "       //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2005 "       gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
2006 "#endif\n"
2007 "\n"
2008 "#ifdef USEGAMMARAMPS\n"
2009 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2010 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2011 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2012 "#endif\n"
2013 "}\n"
2014 "#endif\n"
2015 "#else // !MODE_POSTPROCESS\n"
2016 "\n"
2017 "\n"
2018 "\n"
2019 "\n"
2020 "#ifdef MODE_GENERIC\n"
2021 "#ifdef VERTEX_SHADER\n"
2022 "void main\n"
2023 "(\n"
2024 "float4 gl_Vertex : POSITION,\n"
2025 "uniform float4x4 ModelViewProjectionMatrix,\n"
2026 "float4 gl_Color : COLOR0,\n"
2027 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2028 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2029 "out float4 gl_Position : POSITION,\n"
2030 "out float4 gl_FrontColor : COLOR,\n"
2031 "out float2 TexCoord1 : TEXCOORD0,\n"
2032 "out float2 TexCoord2 : TEXCOORD1\n"
2033 ")\n"
2034 "{\n"
2035 "       gl_FrontColor = gl_Color;\n"
2036 "#ifdef USEDIFFUSE\n"
2037 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
2038 "#endif\n"
2039 "#ifdef USESPECULAR\n"
2040 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
2041 "#endif\n"
2042 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2043 "}\n"
2044 "#endif\n"
2045 "\n"
2046 "#ifdef FRAGMENT_SHADER\n"
2047 "\n"
2048 "void main\n"
2049 "(\n"
2050 "float4 gl_FrontColor : COLOR,\n"
2051 "float2 TexCoord1 : TEXCOORD0,\n"
2052 "float2 TexCoord2 : TEXCOORD1,\n"
2053 "#ifdef USEDIFFUSE\n"
2054 "uniform sampler2D Texture_First,\n"
2055 "#endif\n"
2056 "#ifdef USESPECULAR\n"
2057 "uniform sampler2D Texture_Second,\n"
2058 "#endif\n"
2059 "out float4 gl_FragColor : COLOR\n"
2060 ")\n"
2061 "{\n"
2062 "       gl_FragColor = gl_FrontColor;\n"
2063 "#ifdef USEDIFFUSE\n"
2064 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2065 "#endif\n"
2066 "\n"
2067 "#ifdef USESPECULAR\n"
2068 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2069 "# ifdef USECOLORMAPPING\n"
2070 "       gl_FragColor *= tex2;\n"
2071 "# endif\n"
2072 "# ifdef USEGLOW\n"
2073 "       gl_FragColor += tex2;\n"
2074 "# endif\n"
2075 "# ifdef USEVERTEXTEXTUREBLEND\n"
2076 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2077 "# endif\n"
2078 "#endif\n"
2079 "}\n"
2080 "#endif\n"
2081 "#else // !MODE_GENERIC\n"
2082 "\n"
2083 "\n"
2084 "\n"
2085 "\n"
2086 "#ifdef MODE_BLOOMBLUR\n"
2087 "#ifdef VERTEX_SHADER\n"
2088 "void main\n"
2089 "(\n"
2090 "float4 gl_Vertex : POSITION,\n"
2091 "uniform float4x4 ModelViewProjectionMatrix,\n"
2092 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2093 "out float4 gl_Position : POSITION,\n"
2094 "out float2 TexCoord : TEXCOORD0\n"
2095 ")\n"
2096 "{\n"
2097 "       TexCoord = gl_MultiTexCoord0.xy;\n"
2098 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2099 "}\n"
2100 "#endif\n"
2101 "\n"
2102 "#ifdef FRAGMENT_SHADER\n"
2103 "\n"
2104 "void main\n"
2105 "(\n"
2106 "float2 TexCoord : TEXCOORD0,\n"
2107 "uniform sampler2D Texture_First,\n"
2108 "uniform float4 BloomBlur_Parameters,\n"
2109 "out float4 gl_FragColor : COLOR\n"
2110 ")\n"
2111 "{\n"
2112 "       int i;\n"
2113 "       float2 tc = TexCoord;\n"
2114 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
2115 "       tc += BloomBlur_Parameters.xy;\n"
2116 "       for (i = 1;i < SAMPLES;i++)\n"
2117 "       {\n"
2118 "               color += tex2D(Texture_First, tc).rgb;\n"
2119 "               tc += BloomBlur_Parameters.xy;\n"
2120 "       }\n"
2121 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2122 "}\n"
2123 "#endif\n"
2124 "#else // !MODE_BLOOMBLUR\n"
2125 "#ifdef MODE_REFRACTION\n"
2126 "#ifdef VERTEX_SHADER\n"
2127 "void main\n"
2128 "(\n"
2129 "float4 gl_Vertex : POSITION,\n"
2130 "uniform float4x4 ModelViewProjectionMatrix,\n"
2131 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2132 "uniform float4x4 TexMatrix,\n"
2133 "uniform float3 EyePosition,\n"
2134 "out float4 gl_Position : POSITION,\n"
2135 "out float2 TexCoord : TEXCOORD0,\n"
2136 "out float3 EyeVector : TEXCOORD1,\n"
2137 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2138 ")\n"
2139 "{\n"
2140 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2141 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2142 "       ModelViewProjectionPosition = gl_Position;\n"
2143 "}\n"
2144 "#endif\n"
2145 "\n"
2146 "#ifdef FRAGMENT_SHADER\n"
2147 "void main\n"
2148 "(\n"
2149 "float2 TexCoord : TEXCOORD0,\n"
2150 "float3 EyeVector : TEXCOORD1,\n"
2151 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2152 "uniform sampler2D Texture_Normal,\n"
2153 "uniform sampler2D Texture_Refraction,\n"
2154 "uniform sampler2D Texture_Reflection,\n"
2155 "uniform float4 DistortScaleRefractReflect,\n"
2156 "uniform float4 ScreenScaleRefractReflect,\n"
2157 "uniform float4 ScreenCenterRefractReflect,\n"
2158 "uniform float4 RefractColor,\n"
2159 "out float4 gl_FragColor : COLOR\n"
2160 ")\n"
2161 "{\n"
2162 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2163 "       //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2164 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2165 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2166 "       // FIXME temporary hack to detect the case that the reflection\n"
2167 "       // gets blackened at edges due to leaving the area that contains actual\n"
2168 "       // content.\n"
2169 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2170 "       // 'appening.\n"
2171 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2172 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2173 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2174 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2175 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2176 "       gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2177 "}\n"
2178 "#endif\n"
2179 "#else // !MODE_REFRACTION\n"
2180 "\n"
2181 "\n"
2182 "\n"
2183 "\n"
2184 "#ifdef MODE_WATER\n"
2185 "#ifdef VERTEX_SHADER\n"
2186 "\n"
2187 "void main\n"
2188 "(\n"
2189 "float4 gl_Vertex : POSITION,\n"
2190 "uniform float4x4 ModelViewProjectionMatrix,\n"
2191 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2192 "uniform float4x4 TexMatrix,\n"
2193 "uniform float3 EyePosition,\n"
2194 "out float4 gl_Position : POSITION,\n"
2195 "out float2 TexCoord : TEXCOORD0,\n"
2196 "out float3 EyeVector : TEXCOORD1,\n"
2197 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2198 ")\n"
2199 "{\n"
2200 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2201 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2202 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2203 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2204 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2205 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2206 "       ModelViewProjectionPosition = gl_Position;\n"
2207 "}\n"
2208 "#endif\n"
2209 "\n"
2210 "#ifdef FRAGMENT_SHADER\n"
2211 "void main\n"
2212 "(\n"
2213 "float2 TexCoord : TEXCOORD0,\n"
2214 "float3 EyeVector : TEXCOORD1,\n"
2215 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2216 "uniform sampler2D Texture_Normal,\n"
2217 "uniform sampler2D Texture_Refraction,\n"
2218 "uniform sampler2D Texture_Reflection,\n"
2219 "uniform float4 DistortScaleRefractReflect,\n"
2220 "uniform float4 ScreenScaleRefractReflect,\n"
2221 "uniform float4 ScreenCenterRefractReflect,\n"
2222 "uniform float4 RefractColor,\n"
2223 "uniform float4 ReflectColor,\n"
2224 "uniform float ReflectFactor,\n"
2225 "uniform float ReflectOffset,\n"
2226 "out float4 gl_FragColor : COLOR\n"
2227 ")\n"
2228 "{\n"
2229 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2230 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2231 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2232 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2233 "       // FIXME temporary hack to detect the case that the reflection\n"
2234 "       // gets blackened at edges due to leaving the area that contains actual\n"
2235 "       // content.\n"
2236 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2237 "       // 'appening.\n"
2238 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2239 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2240 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2241 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2242 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2243 "       f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2244 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2245 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2246 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2247 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2248 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2249 "       gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2250 "}\n"
2251 "#endif\n"
2252 "#else // !MODE_WATER\n"
2253 "\n"
2254 "\n"
2255 "\n"
2256 "\n"
2257 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
2258 "\n"
2259 "// fragment shader specific:\n"
2260 "#ifdef FRAGMENT_SHADER\n"
2261 "\n"
2262 "#ifdef USEFOG\n"
2263 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
2264 "{\n"
2265 "       float fogfrac;\n"
2266 "#ifdef USEFOGHEIGHTTEXTURE\n"
2267 "       float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2268 "       fogfrac = fogheightpixel.a;\n"
2269 "       return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2270 "#else\n"
2271 "# ifdef USEFOGOUTSIDE\n"
2272 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2273 "# else\n"
2274 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2275 "# endif\n"
2276 "       return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2277 "#endif\n"
2278 "}\n"
2279 "#endif\n"
2280 "\n"
2281 "#ifdef USEOFFSETMAPPING\n"
2282 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2283 "{\n"
2284 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2285 "       // 14 sample relief mapping: linear search and then binary search\n"
2286 "       // this basically steps forward a small amount repeatedly until it finds\n"
2287 "       // itself inside solid, then jitters forward and back using decreasing\n"
2288 "       // amounts to find the impact\n"
2289 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2290 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2291 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2292 "       float3 RT = float3(TexCoord, 1);\n"
2293 "       OffsetVector *= 0.1;\n"
2294 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2295 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2296 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2297 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2298 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2299 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2300 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2301 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2302 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2303 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
2304 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2305 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2306 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2307 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2308 "       return RT.xy;\n"
2309 "#else\n"
2310 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2311 "       // this basically moves forward the full distance, and then backs up based\n"
2312 "       // on height of samples\n"
2313 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2314 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2315 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2316 "       TexCoord += OffsetVector;\n"
2317 "       OffsetVector *= 0.333;\n"
2318 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2319 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2320 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2321 "       return TexCoord;\n"
2322 "#endif\n"
2323 "}\n"
2324 "#endif // USEOFFSETMAPPING\n"
2325 "\n"
2326 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2327 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2328 "# ifdef USESHADOWMAPORTHO\n"
2329 "#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2330 "# else\n"
2331 "#  ifdef USESHADOWMAPVSDCT\n"
2332 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2333 "{\n"
2334 "       float3 adir = abs(dir);\n"
2335 "       float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2336 "       float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2337 "       return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2338 "}\n"
2339 "#  else\n"
2340 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2341 "{\n"
2342 "       float3 adir = abs(dir);\n"
2343 "       float ma = adir.z;\n"
2344 "       float4 proj = float4(dir, 2.5);\n"
2345 "       if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2346 "       if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2347 "       float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2348 "       return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2349 "}\n"
2350 "#  endif\n"
2351 "# endif\n"
2352 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2353 "\n"
2354 "#ifdef USESHADOWMAPCUBE\n"
2355 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2356 "{\n"
2357 "    float3 adir = abs(dir);\n"
2358 "    return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2359 "}\n"
2360 "#endif\n"
2361 "\n"
2362 "# ifdef USESHADOWMAPRECT\n"
2363 "#ifdef USESHADOWMAPVSDCT\n"
2364 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2365 "#else\n"
2366 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2367 "#endif\n"
2368 "{\n"
2369 "#ifdef USESHADOWMAPVSDCT\n"
2370 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2371 "#else\n"
2372 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2373 "#endif\n"
2374 "       float f;\n"
2375 "#  ifdef USESHADOWSAMPLER\n"
2376 "\n"
2377 "#    ifdef USESHADOWMAPPCF\n"
2378 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2379 "    f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2380 "#    else\n"
2381 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2382 "#    endif\n"
2383 "\n"
2384 "#  else\n"
2385 "\n"
2386 "#    ifdef USESHADOWMAPPCF\n"
2387 "#      if USESHADOWMAPPCF > 1\n"
2388 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2389 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2390 "    float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2391 "    float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
2392 "    float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
2393 "    float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
2394 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2395 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2396 "#      else\n"
2397 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2398 "    float2 offset = frac(shadowmaptc.xy);\n"
2399 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2400 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2401 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2402 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2403 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2404 "#      endif\n"
2405 "#    else\n"
2406 "    f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2407 "#    endif\n"
2408 "\n"
2409 "#  endif\n"
2410 "#  ifdef USESHADOWMAPORTHO\n"
2411 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2412 "#  else\n"
2413 "       return f;\n"
2414 "#  endif\n"
2415 "}\n"
2416 "# endif\n"
2417 "\n"
2418 "# ifdef USESHADOWMAP2D\n"
2419 "#ifdef USESHADOWMAPVSDCT\n"
2420 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2421 "#else\n"
2422 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2423 "#endif\n"
2424 "{\n"
2425 "#ifdef USESHADOWMAPVSDCT\n"
2426 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2427 "#else\n"
2428 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2429 "#endif\n"
2430 "    float f;\n"
2431 "\n"
2432 "#  ifdef USESHADOWSAMPLER\n"
2433 "#    ifdef USESHADOWMAPPCF\n"
2434 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
2435 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2436 "    f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2437 "#    else\n"
2438 "    f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2439 "#    endif\n"
2440 "#  else\n"
2441 "#    ifdef USESHADOWMAPPCF\n"
2442 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2443 "#      ifdef GL_ARB_texture_gather\n"
2444 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2445 "#      else\n"
2446 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2447 "#      endif\n"
2448 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2449 "    center *= ShadowMap_TextureScale;\n"
2450 "    float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2451 "    float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2452 "    float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2453 "    float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2454 "    float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2455 "                lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2456 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2457 "#     else\n"
2458 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)  \n"
2459 "#      if USESHADOWMAPPCF > 1\n"
2460 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2461 "    center *= ShadowMap_TextureScale;\n"
2462 "    float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2463 "    float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
2464 "    float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
2465 "    float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
2466 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2467 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2468 "#      else\n"
2469 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2470 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2471 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2472 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2473 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2474 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2475 "#      endif\n"
2476 "#     endif\n"
2477 "#    else\n"
2478 "    f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2479 "#    endif\n"
2480 "#  endif\n"
2481 "#  ifdef USESHADOWMAPORTHO\n"
2482 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2483 "#  else\n"
2484 "       return f;\n"
2485 "#  endif\n"
2486 "}\n"
2487 "# endif\n"
2488 "\n"
2489 "# ifdef USESHADOWMAPCUBE\n"
2490 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2491 "{\n"
2492 "    // apply depth texture cubemap as light filter\n"
2493 "    float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2494 "    float f;\n"
2495 "#  ifdef USESHADOWSAMPLER\n"
2496 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2497 "#  else\n"
2498 "    f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2499 "#  endif\n"
2500 "    return f;\n"
2501 "}\n"
2502 "# endif\n"
2503 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2504 "#endif // FRAGMENT_SHADER\n"
2505 "\n"
2506 "\n"
2507 "\n"
2508 "\n"
2509 "#ifdef MODE_DEFERREDGEOMETRY\n"
2510 "#ifdef VERTEX_SHADER\n"
2511 "void main\n"
2512 "(\n"
2513 "float4 gl_Vertex : POSITION,\n"
2514 "uniform float4x4 ModelViewProjectionMatrix,\n"
2515 "#ifdef USEVERTEXTEXTUREBLEND\n"
2516 "float4 gl_Color : COLOR0,\n"
2517 "#endif\n"
2518 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2519 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2520 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2521 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2522 "uniform float4x4 TexMatrix,\n"
2523 "#ifdef USEVERTEXTEXTUREBLEND\n"
2524 "uniform float4x4 BackgroundTexMatrix,\n"
2525 "#endif\n"
2526 "uniform float4x4 ModelViewMatrix,\n"
2527 "#ifdef USEOFFSETMAPPING\n"
2528 "uniform float3 EyePosition,\n"
2529 "#endif\n"
2530 "out float4 gl_Position : POSITION,\n"
2531 "out float4 gl_FrontColor : COLOR,\n"
2532 "out float4 TexCoordBoth : TEXCOORD0,\n"
2533 "#ifdef USEOFFSETMAPPING\n"
2534 "out float3 EyeVector : TEXCOORD2,\n"
2535 "#endif\n"
2536 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2537 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2538 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2539 ")\n"
2540 "{\n"
2541 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2542 "#ifdef USEVERTEXTEXTUREBLEND\n"
2543 "       gl_FrontColor = gl_Color;\n"
2544 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2545 "#endif\n"
2546 "\n"
2547 "       // transform unnormalized eye direction into tangent space\n"
2548 "#ifdef USEOFFSETMAPPING\n"
2549 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2550 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2551 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2552 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2553 "#endif\n"
2554 "\n"
2555 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2556 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2557 "       VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2558 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2559 "}\n"
2560 "#endif // VERTEX_SHADER\n"
2561 "\n"
2562 "#ifdef FRAGMENT_SHADER\n"
2563 "void main\n"
2564 "(\n"
2565 "float4 TexCoordBoth : TEXCOORD0,\n"
2566 "float3 EyeVector : TEXCOORD2,\n"
2567 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2568 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2569 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2570 "uniform sampler2D Texture_Normal,\n"
2571 "#ifdef USEALPHAKILL\n"
2572 "uniform sampler2D Texture_Color,\n"
2573 "#endif\n"
2574 "uniform sampler2D Texture_Gloss,\n"
2575 "#ifdef USEVERTEXTEXTUREBLEND\n"
2576 "uniform sampler2D Texture_SecondaryNormal,\n"
2577 "uniform sampler2D Texture_SecondaryGloss,\n"
2578 "#endif\n"
2579 "#ifdef USEOFFSETMAPPING\n"
2580 "uniform float OffsetMapping_Scale,\n"
2581 "#endif\n"
2582 "uniform half SpecularPower,\n"
2583 "out float4 gl_FragColor : COLOR\n"
2584 ")\n"
2585 "{\n"
2586 "       float2 TexCoord = TexCoordBoth.xy;\n"
2587 "#ifdef USEOFFSETMAPPING\n"
2588 "       // apply offsetmapping\n"
2589 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2590 "#define TexCoord TexCoordOffset\n"
2591 "#endif\n"
2592 "\n"
2593 "#ifdef USEALPHAKILL\n"
2594 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2595 "               discard;\n"
2596 "#endif\n"
2597 "\n"
2598 "#ifdef USEVERTEXTEXTUREBLEND\n"
2599 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2600 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2601 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2602 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2603 "#endif\n"
2604 "\n"
2605 "#ifdef USEVERTEXTEXTUREBLEND\n"
2606 "       float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2607 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2608 "#else\n"
2609 "       float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2610 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2611 "#endif\n"
2612 "\n"
2613 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2614 "}\n"
2615 "#endif // FRAGMENT_SHADER\n"
2616 "#else // !MODE_DEFERREDGEOMETRY\n"
2617 "\n"
2618 "\n"
2619 "\n"
2620 "\n"
2621 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2622 "#ifdef VERTEX_SHADER\n"
2623 "void main\n"
2624 "(\n"
2625 "float4 gl_Vertex : POSITION,\n"
2626 "uniform float4x4 ModelViewProjectionMatrix,\n"
2627 "uniform float4x4 ModelViewMatrix,\n"
2628 "out float4 gl_Position : POSITION,\n"
2629 "out float4 ModelViewPosition : TEXCOORD0\n"
2630 ")\n"
2631 "{\n"
2632 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2633 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2634 "}\n"
2635 "#endif // VERTEX_SHADER\n"
2636 "\n"
2637 "#ifdef FRAGMENT_SHADER\n"
2638 "void main\n"
2639 "(\n"
2640 "float2 Pixel : WPOS,\n"
2641 "float4 ModelViewPosition : TEXCOORD0,\n"
2642 "uniform float4x4 ViewToLight,\n"
2643 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2644 "uniform float3 LightPosition,\n"
2645 "uniform half2 PixelToScreenTexCoord,\n"
2646 "uniform half3 DeferredColor_Ambient,\n"
2647 "uniform half3 DeferredColor_Diffuse,\n"
2648 "#ifdef USESPECULAR\n"
2649 "uniform half3 DeferredColor_Specular,\n"
2650 "uniform half SpecularPower,\n"
2651 "#endif\n"
2652 "uniform sampler2D Texture_Attenuation,\n"
2653 "uniform sampler2D Texture_ScreenDepth,\n"
2654 "uniform sampler2D Texture_ScreenNormalMap,\n"
2655 "\n"
2656 "#ifdef USECUBEFILTER\n"
2657 "uniform samplerCUBE Texture_Cube,\n"
2658 "#endif\n"
2659 "\n"
2660 "#ifdef USESHADOWMAPRECT\n"
2661 "# ifdef USESHADOWSAMPLER\n"
2662 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2663 "# else\n"
2664 "uniform samplerRECT Texture_ShadowMapRect,\n"
2665 "# endif\n"
2666 "#endif\n"
2667 "\n"
2668 "#ifdef USESHADOWMAP2D\n"
2669 "# ifdef USESHADOWSAMPLER\n"
2670 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2671 "# else\n"
2672 "uniform sampler2D Texture_ShadowMap2D,\n"
2673 "# endif\n"
2674 "#endif\n"
2675 "\n"
2676 "#ifdef USESHADOWMAPVSDCT\n"
2677 "uniform samplerCUBE Texture_CubeProjection,\n"
2678 "#endif\n"
2679 "\n"
2680 "#ifdef USESHADOWMAPCUBE\n"
2681 "# ifdef USESHADOWSAMPLER\n"
2682 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2683 "# else\n"
2684 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2685 "# endif\n"
2686 "#endif\n"
2687 "\n"
2688 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2689 "uniform float2 ShadowMap_TextureScale,\n"
2690 "uniform float4 ShadowMap_Parameters,\n"
2691 "#endif\n"
2692 "\n"
2693 "out float4 gl_FragData0 : COLOR0,\n"
2694 "out float4 gl_FragData1 : COLOR1\n"
2695 ")\n"
2696 "{\n"
2697 "       // calculate viewspace pixel position\n"
2698 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2699 "       //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2700 "       float3 position;\n"
2701 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2702 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2703 "       // decode viewspace pixel normal\n"
2704 "       half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2705 "       half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2706 "       // surfacenormal = pixel normal in viewspace\n"
2707 "       // LightVector = pixel to light in viewspace\n"
2708 "       // CubeVector = position in lightspace\n"
2709 "       // eyevector = pixel to view in viewspace\n"
2710 "       float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2711 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2712 "#ifdef USEDIFFUSE\n"
2713 "       // calculate diffuse shading\n"
2714 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2715 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2716 "#endif\n"
2717 "#ifdef USESPECULAR\n"
2718 "       // calculate directional shading\n"
2719 "       float3 eyevector = position * -1.0;\n"
2720 "#  ifdef USEEXACTSPECULARMATH\n"
2721 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2722 "#  else\n"
2723 "       half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2724 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2725 "#  endif\n"
2726 "#endif\n"
2727 "\n"
2728 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2729 "       fade *= ShadowMapCompare(CubeVector,\n"
2730 "# if defined(USESHADOWMAP2D)\n"
2731 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2732 "# endif\n"
2733 "# if defined(USESHADOWMAPRECT)\n"
2734 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2735 "# endif\n"
2736 "# if defined(USESHADOWMAPCUBE)\n"
2737 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2738 "# endif\n"
2739 "\n"
2740 "#ifdef USESHADOWMAPVSDCT\n"
2741 ", Texture_CubeProjection\n"
2742 "#endif\n"
2743 "       );\n"
2744 "#endif\n"
2745 "\n"
2746 "#ifdef USEDIFFUSE\n"
2747 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2748 "#else\n"
2749 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2750 "#endif\n"
2751 "#ifdef USESPECULAR\n"
2752 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2753 "#else\n"
2754 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2755 "#endif\n"
2756 "\n"
2757 "# ifdef USECUBEFILTER\n"
2758 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2759 "       gl_FragData0.rgb *= cubecolor;\n"
2760 "       gl_FragData1.rgb *= cubecolor;\n"
2761 "# endif\n"
2762 "}\n"
2763 "#endif // FRAGMENT_SHADER\n"
2764 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2765 "\n"
2766 "\n"
2767 "\n"
2768 "\n"
2769 "#ifdef VERTEX_SHADER\n"
2770 "void main\n"
2771 "(\n"
2772 "float4 gl_Vertex : POSITION,\n"
2773 "uniform float4x4 ModelViewProjectionMatrix,\n"
2774 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2775 "float4 gl_Color : COLOR0,\n"
2776 "#endif\n"
2777 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2778 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2779 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2780 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2781 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2782 "\n"
2783 "uniform float3 EyePosition,\n"
2784 "uniform float4x4 TexMatrix,\n"
2785 "#ifdef USEVERTEXTEXTUREBLEND\n"
2786 "uniform float4x4 BackgroundTexMatrix,\n"
2787 "#endif\n"
2788 "#ifdef MODE_LIGHTSOURCE\n"
2789 "uniform float4x4 ModelToLight,\n"
2790 "#endif\n"
2791 "#ifdef MODE_LIGHTSOURCE\n"
2792 "uniform float3 LightPosition,\n"
2793 "#endif\n"
2794 "#ifdef MODE_LIGHTDIRECTION\n"
2795 "uniform float3 LightDir,\n"
2796 "#endif\n"
2797 "uniform float4 FogPlane,\n"
2798 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2799 "uniform float3 LightPosition,\n"
2800 "#endif\n"
2801 "#ifdef USESHADOWMAPORTHO\n"
2802 "uniform float4x4 ShadowMapMatrix,\n"
2803 "#endif\n"
2804 "\n"
2805 "out float4 gl_FrontColor : COLOR,\n"
2806 "out float4 TexCoordBoth : TEXCOORD0,\n"
2807 "#ifdef USELIGHTMAP\n"
2808 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2809 "#endif\n"
2810 "#ifdef USEEYEVECTOR\n"
2811 "out float3 EyeVector : TEXCOORD2,\n"
2812 "#endif\n"
2813 "#ifdef USEREFLECTION\n"
2814 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2815 "#endif\n"
2816 "#ifdef USEFOG\n"
2817 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2818 "#endif\n"
2819 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2820 "out float3 LightVector : TEXCOORD1,\n"
2821 "#endif\n"
2822 "#ifdef MODE_LIGHTSOURCE\n"
2823 "out float3 CubeVector : TEXCOORD3,\n"
2824 "#endif\n"
2825 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2826 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2827 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2828 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2829 "#endif\n"
2830 "#ifdef USESHADOWMAPORTHO\n"
2831 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2832 "#endif\n"
2833 "out float4 gl_Position : POSITION\n"
2834 ")\n"
2835 "{\n"
2836 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2837 "       gl_FrontColor = gl_Color;\n"
2838 "#endif\n"
2839 "       // copy the surface texcoord\n"
2840 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2841 "#ifdef USEVERTEXTEXTUREBLEND\n"
2842 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2843 "#endif\n"
2844 "#ifdef USELIGHTMAP\n"
2845 "       TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2846 "#endif\n"
2847 "\n"
2848 "#ifdef MODE_LIGHTSOURCE\n"
2849 "       // transform vertex position into light attenuation/cubemap space\n"
2850 "       // (-1 to +1 across the light box)\n"
2851 "       CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2852 "\n"
2853 "# ifdef USEDIFFUSE\n"
2854 "       // transform unnormalized light direction into tangent space\n"
2855 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2856 "       //  normalize it per pixel)\n"
2857 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2858 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2859 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2860 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2861 "# endif\n"
2862 "#endif\n"
2863 "\n"
2864 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2865 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2866 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2867 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2868 "#endif\n"
2869 "\n"
2870 "       // transform unnormalized eye direction into tangent space\n"
2871 "#ifdef USEEYEVECTOR\n"
2872 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2873 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2874 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2875 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2876 "#endif\n"
2877 "\n"
2878 "#ifdef USEFOG\n"
2879 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2880 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2881 "#endif\n"
2882 "\n"
2883 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2884 "       VectorS = gl_MultiTexCoord1.xyz;\n"
2885 "       VectorT = gl_MultiTexCoord2.xyz;\n"
2886 "       VectorR = gl_MultiTexCoord3.xyz;\n"
2887 "#endif\n"
2888 "\n"
2889 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2890 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2891 "\n"
2892 "#ifdef USESHADOWMAPORTHO\n"
2893 "       ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2894 "#endif\n"
2895 "\n"
2896 "#ifdef USEREFLECTION\n"
2897 "       ModelViewProjectionPosition = gl_Position;\n"
2898 "#endif\n"
2899 "}\n"
2900 "#endif // VERTEX_SHADER\n"
2901 "\n"
2902 "\n"
2903 "\n"
2904 "\n"
2905 "#ifdef FRAGMENT_SHADER\n"
2906 "void main\n"
2907 "(\n"
2908 "#ifdef USEDEFERREDLIGHTMAP\n"
2909 "float2 Pixel : WPOS,\n"
2910 "#endif\n"
2911 "float4 gl_FrontColor : COLOR,\n"
2912 "float4 TexCoordBoth : TEXCOORD0,\n"
2913 "#ifdef USELIGHTMAP\n"
2914 "float2 TexCoordLightmap : TEXCOORD1,\n"
2915 "#endif\n"
2916 "#ifdef USEEYEVECTOR\n"
2917 "float3 EyeVector : TEXCOORD2,\n"
2918 "#endif\n"
2919 "#ifdef USEREFLECTION\n"
2920 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2921 "#endif\n"
2922 "#ifdef USEFOG\n"
2923 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2924 "#endif\n"
2925 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2926 "float3 LightVector : TEXCOORD1,\n"
2927 "#endif\n"
2928 "#ifdef MODE_LIGHTSOURCE\n"
2929 "float3 CubeVector : TEXCOORD3,\n"
2930 "#endif\n"
2931 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2932 "float4 ModelViewPosition : TEXCOORD0,\n"
2933 "#endif\n"
2934 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2935 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2936 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2937 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2938 "#endif\n"
2939 "#ifdef USESHADOWMAPORTHO\n"
2940 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2941 "#endif\n"
2942 "\n"
2943 "uniform sampler2D Texture_Normal,\n"
2944 "uniform sampler2D Texture_Color,\n"
2945 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2946 "uniform sampler2D Texture_Gloss,\n"
2947 "#endif\n"
2948 "#ifdef USEGLOW\n"
2949 "uniform sampler2D Texture_Glow,\n"
2950 "#endif\n"
2951 "#ifdef USEVERTEXTEXTUREBLEND\n"
2952 "uniform sampler2D Texture_SecondaryNormal,\n"
2953 "uniform sampler2D Texture_SecondaryColor,\n"
2954 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2955 "uniform sampler2D Texture_SecondaryGloss,\n"
2956 "#endif\n"
2957 "#ifdef USEGLOW\n"
2958 "uniform sampler2D Texture_SecondaryGlow,\n"
2959 "#endif\n"
2960 "#endif\n"
2961 "#ifdef USECOLORMAPPING\n"
2962 "uniform sampler2D Texture_Pants,\n"
2963 "uniform sampler2D Texture_Shirt,\n"
2964 "#endif\n"
2965 "#ifdef USEFOG\n"
2966 "uniform sampler2D Texture_FogHeightTexture,\n"
2967 "uniform sampler2D Texture_FogMask,\n"
2968 "#endif\n"
2969 "#ifdef USELIGHTMAP\n"
2970 "uniform sampler2D Texture_Lightmap,\n"
2971 "#endif\n"
2972 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2973 "uniform sampler2D Texture_Deluxemap,\n"
2974 "#endif\n"
2975 "#ifdef USEREFLECTION\n"
2976 "uniform sampler2D Texture_Reflection,\n"
2977 "#endif\n"
2978 "\n"
2979 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2980 "uniform sampler2D Texture_ScreenDepth,\n"
2981 "uniform sampler2D Texture_ScreenNormalMap,\n"
2982 "#endif\n"
2983 "#ifdef USEDEFERREDLIGHTMAP\n"
2984 "uniform sampler2D Texture_ScreenDiffuse,\n"
2985 "uniform sampler2D Texture_ScreenSpecular,\n"
2986 "#endif\n"
2987 "\n"
2988 "#ifdef USECOLORMAPPING\n"
2989 "uniform half3 Color_Pants,\n"
2990 "uniform half3 Color_Shirt,\n"
2991 "#endif\n"
2992 "#ifdef USEFOG\n"
2993 "uniform float3 FogColor,\n"
2994 "uniform float FogRangeRecip,\n"
2995 "uniform float FogPlaneViewDist,\n"
2996 "uniform float FogHeightFade,\n"
2997 "#endif\n"
2998 "\n"
2999 "#ifdef USEOFFSETMAPPING\n"
3000 "uniform float OffsetMapping_Scale,\n"
3001 "#endif\n"
3002 "\n"
3003 "#ifdef USEDEFERREDLIGHTMAP\n"
3004 "uniform half2 PixelToScreenTexCoord,\n"
3005 "uniform half3 DeferredMod_Diffuse,\n"
3006 "uniform half3 DeferredMod_Specular,\n"
3007 "#endif\n"
3008 "uniform half3 Color_Ambient,\n"
3009 "uniform half3 Color_Diffuse,\n"
3010 "uniform half3 Color_Specular,\n"
3011 "uniform half SpecularPower,\n"
3012 "#ifdef USEGLOW\n"
3013 "uniform half3 Color_Glow,\n"
3014 "#endif\n"
3015 "uniform half Alpha,\n"
3016 "#ifdef USEREFLECTION\n"
3017 "uniform float4 DistortScaleRefractReflect,\n"
3018 "uniform float4 ScreenScaleRefractReflect,\n"
3019 "uniform float4 ScreenCenterRefractReflect,\n"
3020 "uniform half4 ReflectColor,\n"
3021 "#endif\n"
3022 "#ifdef USEREFLECTCUBE\n"
3023 "uniform float4x4 ModelToReflectCube,\n"
3024 "uniform sampler2D Texture_ReflectMask,\n"
3025 "uniform samplerCUBE Texture_ReflectCube,\n"
3026 "#endif\n"
3027 "#ifdef MODE_LIGHTDIRECTION\n"
3028 "uniform half3 LightColor,\n"
3029 "#endif\n"
3030 "#ifdef MODE_LIGHTSOURCE\n"
3031 "uniform half3 LightColor,\n"
3032 "#endif\n"
3033 "\n"
3034 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3035 "uniform sampler2D Texture_Attenuation,\n"
3036 "uniform samplerCUBE Texture_Cube,\n"
3037 "#endif\n"
3038 "\n"
3039 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3040 "\n"
3041 "#ifdef USESHADOWMAPRECT\n"
3042 "# ifdef USESHADOWSAMPLER\n"
3043 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
3044 "# else\n"
3045 "uniform samplerRECT Texture_ShadowMapRect,\n"
3046 "# endif\n"
3047 "#endif\n"
3048 "\n"
3049 "#ifdef USESHADOWMAP2D\n"
3050 "# ifdef USESHADOWSAMPLER\n"
3051 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
3052 "# else\n"
3053 "uniform sampler2D Texture_ShadowMap2D,\n"
3054 "# endif\n"
3055 "#endif\n"
3056 "\n"
3057 "#ifdef USESHADOWMAPVSDCT\n"
3058 "uniform samplerCUBE Texture_CubeProjection,\n"
3059 "#endif\n"
3060 "\n"
3061 "#ifdef USESHADOWMAPCUBE\n"
3062 "# ifdef USESHADOWSAMPLER\n"
3063 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
3064 "# else\n"
3065 "uniform samplerCUBE Texture_ShadowMapCube,\n"
3066 "# endif\n"
3067 "#endif\n"
3068 "\n"
3069 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3070 "uniform float2 ShadowMap_TextureScale,\n"
3071 "uniform float4 ShadowMap_Parameters,\n"
3072 "#endif\n"
3073 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3074 "\n"
3075 "out float4 gl_FragColor : COLOR\n"
3076 ")\n"
3077 "{\n"
3078 "       float2 TexCoord = TexCoordBoth.xy;\n"
3079 "#ifdef USEVERTEXTEXTUREBLEND\n"
3080 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
3081 "#endif\n"
3082 "#ifdef USEOFFSETMAPPING\n"
3083 "       // apply offsetmapping\n"
3084 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3085 "#define TexCoord TexCoordOffset\n"
3086 "#endif\n"
3087 "\n"
3088 "       // combine the diffuse textures (base, pants, shirt)\n"
3089 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3090 "#ifdef USEALPHAKILL\n"
3091 "       if (color.a < 0.5)\n"
3092 "               discard;\n"
3093 "#endif\n"
3094 "       color.a *= Alpha;\n"
3095 "#ifdef USECOLORMAPPING\n"
3096 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3097 "#endif\n"
3098 "#ifdef USEVERTEXTEXTUREBLEND\n"
3099 "       float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3100 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3101 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3102 "       color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3103 "       color.a = 1.0;\n"
3104 "       //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3105 "#endif\n"
3106 "\n"
3107 "       // get the surface normal\n"
3108 "#ifdef USEVERTEXTEXTUREBLEND\n"
3109 "       half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3110 "#else\n"
3111 "       half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3112 "#endif\n"
3113 "\n"
3114 "       // get the material colors\n"
3115 "       half3 diffusetex = color.rgb;\n"
3116 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3117 "# ifdef USEVERTEXTEXTUREBLEND\n"
3118 "       half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3119 "# else\n"
3120 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3121 "# endif\n"
3122 "#endif\n"
3123 "\n"
3124 "#ifdef USEREFLECTCUBE\n"
3125 "       float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3126 "       float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3127 "       float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3128 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3129 "#endif\n"
3130 "\n"
3131 "\n"
3132 "\n"
3133 "\n"
3134 "#ifdef MODE_LIGHTSOURCE\n"
3135 "       // light source\n"
3136 "#ifdef USEDIFFUSE\n"
3137 "       half3 lightnormal = half3(normalize(LightVector));\n"
3138 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3139 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3140 "#ifdef USESPECULAR\n"
3141 "#ifdef USEEXACTSPECULARMATH\n"
3142 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3143 "#else\n"
3144 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3145 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3146 "#endif\n"
3147 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3148 "#endif\n"
3149 "#else\n"
3150 "       color.rgb = diffusetex * Color_Ambient;\n"
3151 "#endif\n"
3152 "       color.rgb *= LightColor;\n"
3153 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3154 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3155 "       color.rgb *= ShadowMapCompare(CubeVector,\n"
3156 "# if defined(USESHADOWMAP2D)\n"
3157 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3158 "# endif\n"
3159 "# if defined(USESHADOWMAPRECT)\n"
3160 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3161 "# endif\n"
3162 "# if defined(USESHADOWMAPCUBE)\n"
3163 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3164 "# endif\n"
3165 "\n"
3166 "#ifdef USESHADOWMAPVSDCT\n"
3167 ", Texture_CubeProjection\n"
3168 "#endif\n"
3169 "       );\n"
3170 "\n"
3171 "#endif\n"
3172 "# ifdef USECUBEFILTER\n"
3173 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3174 "# endif\n"
3175 "#endif // MODE_LIGHTSOURCE\n"
3176 "\n"
3177 "\n"
3178 "\n"
3179 "\n"
3180 "#ifdef MODE_LIGHTDIRECTION\n"
3181 "#define SHADING\n"
3182 "#ifdef USEDIFFUSE\n"
3183 "       half3 lightnormal = half3(normalize(LightVector));\n"
3184 "#endif\n"
3185 "#define lightcolor LightColor\n"
3186 "#endif // MODE_LIGHTDIRECTION\n"
3187 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3188 "#define SHADING\n"
3189 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3190 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3191 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3192 "       // convert modelspace light vector to tangentspace\n"
3193 "       half3 lightnormal;\n"
3194 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3195 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3196 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3197 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3198 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3199 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3200 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3201 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3202 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3203 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3204 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3205 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3206 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3207 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3208 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3209 "#define SHADING\n"
3210 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3211 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3212 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3213 "#endif\n"
3214 "\n"
3215 "\n"
3216 "\n"
3217 "\n"
3218 "#ifdef MODE_LIGHTMAP\n"
3219 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3220 "#endif // MODE_LIGHTMAP\n"
3221 "#ifdef MODE_VERTEXCOLOR\n"
3222 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3223 "#endif // MODE_VERTEXCOLOR\n"
3224 "#ifdef MODE_FLATCOLOR\n"
3225 "       color.rgb = diffusetex * Color_Ambient;\n"
3226 "#endif // MODE_FLATCOLOR\n"
3227 "\n"
3228 "\n"
3229 "\n"
3230 "\n"
3231 "#ifdef SHADING\n"
3232 "# ifdef USEDIFFUSE\n"
3233 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3234 "#  ifdef USESPECULAR\n"
3235 "#   ifdef USEEXACTSPECULARMATH\n"
3236 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3237 "#   else\n"
3238 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3239 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3240 "#   endif\n"
3241 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3242 "#  else\n"
3243 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3244 "#  endif\n"
3245 "# else\n"
3246 "       color.rgb = diffusetex * Color_Ambient;\n"
3247 "# endif\n"
3248 "#endif\n"
3249 "\n"
3250 "#ifdef USESHADOWMAPORTHO\n"
3251 "       color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3252 "# if defined(USESHADOWMAP2D)\n"
3253 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3254 "# endif\n"
3255 "# if defined(USESHADOWMAPRECT)\n"
3256 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3257 "# endif\n"
3258 "       );\n"
3259 "#endif\n"
3260 "\n"
3261 "#ifdef USEDEFERREDLIGHTMAP\n"
3262 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3263 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3264 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3265 "#endif\n"
3266 "\n"
3267 "#ifdef USEGLOW\n"
3268 "#ifdef USEVERTEXTEXTUREBLEND\n"
3269 "       color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3270 "#else\n"
3271 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3272 "#endif\n"
3273 "#endif\n"
3274 "\n"
3275 "#ifdef USEFOG\n"
3276 "       color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3277 "#endif\n"
3278 "\n"
3279 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
3280 "#ifdef USEREFLECTION\n"
3281 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3282 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3283 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3284 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3285 "       // FIXME temporary hack to detect the case that the reflection\n"
3286 "       // gets blackened at edges due to leaving the area that contains actual\n"
3287 "       // content.\n"
3288 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3289 "       // 'appening.\n"
3290 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3291 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3292 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3293 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3294 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3295 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3296 "#endif\n"
3297 "\n"
3298 "       gl_FragColor = float4(color);\n"
3299 "}\n"
3300 "#endif // FRAGMENT_SHADER\n"
3301 "\n"
3302 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3303 "#endif // !MODE_DEFERREDGEOMETRY\n"
3304 "#endif // !MODE_WATER\n"
3305 "#endif // !MODE_REFRACTION\n"
3306 "#endif // !MODE_BLOOMBLUR\n"
3307 "#endif // !MODE_GENERIC\n"
3308 "#endif // !MODE_POSTPROCESS\n"
3309 "#endif // !MODE_SHOWDEPTH\n"
3310 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3311 ;
3312
3313 char *glslshaderstring = NULL;
3314 char *cgshaderstring = NULL;
3315
3316 //=======================================================================================================================================================
3317
3318 typedef struct shaderpermutationinfo_s
3319 {
3320         const char *pretext;
3321         const char *name;
3322 }
3323 shaderpermutationinfo_t;
3324
3325 typedef struct shadermodeinfo_s
3326 {
3327         const char *vertexfilename;
3328         const char *geometryfilename;
3329         const char *fragmentfilename;
3330         const char *pretext;
3331         const char *name;
3332 }
3333 shadermodeinfo_t;
3334
3335 typedef enum shaderpermutation_e
3336 {
3337         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3338         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3339         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3340         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3341         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3342         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3343         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3344         SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3345         SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3346         SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3347         SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3348         SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3349         SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3350         SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3351         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3352         SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3353         SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3354         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3355         SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3356         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3357         SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3358         SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3359         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3360         SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3361         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3362         SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3363         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3364         SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3365         SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3366         SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3367         SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3368 }
3369 shaderpermutation_t;
3370
3371 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3372 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3373 {
3374         {"#define USEDIFFUSE\n", " diffuse"},
3375         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3376         {"#define USEVIEWTINT\n", " viewtint"},
3377         {"#define USECOLORMAPPING\n", " colormapping"},
3378         {"#define USESATURATION\n", " saturation"},
3379         {"#define USEFOGINSIDE\n", " foginside"},
3380         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3381         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3382         {"#define USEGAMMARAMPS\n", " gammaramps"},
3383         {"#define USECUBEFILTER\n", " cubefilter"},
3384         {"#define USEGLOW\n", " glow"},
3385         {"#define USEBLOOM\n", " bloom"},
3386         {"#define USESPECULAR\n", " specular"},
3387         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3388         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3389         {"#define USEREFLECTION\n", " reflection"},
3390         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3391         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3392         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3393         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3394         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3395         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3396         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3397         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3398         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3399         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3400         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3401         {"#define USEALPHAKILL\n", " alphakill"},
3402         {"#define USEREFLECTCUBE\n", " reflectcube"},
3403 };
3404
3405 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3406 typedef enum shadermode_e
3407 {
3408         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3409         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3410         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3411         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3412         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3413         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3414         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3415         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3416         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3417         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3418         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3419         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3420         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3421         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3422         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3423         SHADERMODE_COUNT
3424 }
3425 shadermode_t;
3426
3427 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3428 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3429 {
3430         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3431         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3432         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3433         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3434         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3435         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3436         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3437         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3438         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3439         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3440         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3441         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3442         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3443         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3444         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3445 };
3446
3447 #ifdef SUPPORTCG
3448 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3449 {
3450         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3451         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3452         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3453         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3454         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3455         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3456         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3457         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3458         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3459         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3460         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3461         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3462         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3463         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3464         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3465 };
3466 #endif
3467
3468 struct r_glsl_permutation_s;
3469 typedef struct r_glsl_permutation_s
3470 {
3471         /// hash lookup data
3472         struct r_glsl_permutation_s *hashnext;
3473         unsigned int mode;
3474         unsigned int permutation;
3475
3476         /// indicates if we have tried compiling this permutation already
3477         qboolean compiled;
3478         /// 0 if compilation failed
3479         int program;
3480         /// locations of detected uniforms in program object, or -1 if not found
3481         int loc_Texture_First;
3482         int loc_Texture_Second;
3483         int loc_Texture_GammaRamps;
3484         int loc_Texture_Normal;
3485         int loc_Texture_Color;
3486         int loc_Texture_Gloss;
3487         int loc_Texture_Glow;
3488         int loc_Texture_SecondaryNormal;
3489         int loc_Texture_SecondaryColor;
3490         int loc_Texture_SecondaryGloss;
3491         int loc_Texture_SecondaryGlow;
3492         int loc_Texture_Pants;
3493         int loc_Texture_Shirt;
3494         int loc_Texture_FogHeightTexture;
3495         int loc_Texture_FogMask;
3496         int loc_Texture_Lightmap;
3497         int loc_Texture_Deluxemap;
3498         int loc_Texture_Attenuation;
3499         int loc_Texture_Cube;
3500         int loc_Texture_Refraction;
3501         int loc_Texture_Reflection;
3502         int loc_Texture_ShadowMapRect;
3503         int loc_Texture_ShadowMapCube;
3504         int loc_Texture_ShadowMap2D;
3505         int loc_Texture_CubeProjection;
3506         int loc_Texture_ScreenDepth;
3507         int loc_Texture_ScreenNormalMap;
3508         int loc_Texture_ScreenDiffuse;
3509         int loc_Texture_ScreenSpecular;
3510         int loc_Texture_ReflectMask;
3511         int loc_Texture_ReflectCube;
3512         int loc_Alpha;
3513         int loc_BloomBlur_Parameters;
3514         int loc_ClientTime;
3515         int loc_Color_Ambient;
3516         int loc_Color_Diffuse;
3517         int loc_Color_Specular;
3518         int loc_Color_Glow;
3519         int loc_Color_Pants;
3520         int loc_Color_Shirt;
3521         int loc_DeferredColor_Ambient;
3522         int loc_DeferredColor_Diffuse;
3523         int loc_DeferredColor_Specular;
3524         int loc_DeferredMod_Diffuse;
3525         int loc_DeferredMod_Specular;
3526         int loc_DistortScaleRefractReflect;
3527         int loc_EyePosition;
3528         int loc_FogColor;
3529         int loc_FogHeightFade;
3530         int loc_FogPlane;
3531         int loc_FogPlaneViewDist;
3532         int loc_FogRangeRecip;
3533         int loc_LightColor;
3534         int loc_LightDir;
3535         int loc_LightPosition;
3536         int loc_OffsetMapping_Scale;
3537         int loc_PixelSize;
3538         int loc_ReflectColor;
3539         int loc_ReflectFactor;
3540         int loc_ReflectOffset;
3541         int loc_RefractColor;
3542         int loc_Saturation;
3543         int loc_ScreenCenterRefractReflect;
3544         int loc_ScreenScaleRefractReflect;
3545         int loc_ScreenToDepth;
3546         int loc_ShadowMap_Parameters;
3547         int loc_ShadowMap_TextureScale;
3548         int loc_SpecularPower;
3549         int loc_UserVec1;
3550         int loc_UserVec2;
3551         int loc_UserVec3;
3552         int loc_UserVec4;
3553         int loc_ViewTintColor;
3554         int loc_ViewToLight;
3555         int loc_ModelToLight;
3556         int loc_TexMatrix;
3557         int loc_BackgroundTexMatrix;
3558         int loc_ModelViewProjectionMatrix;
3559         int loc_ModelViewMatrix;
3560         int loc_PixelToScreenTexCoord;
3561         int loc_ModelToReflectCube;
3562         int loc_ShadowMapMatrix;        
3563 }
3564 r_glsl_permutation_t;
3565
3566 #define SHADERPERMUTATION_HASHSIZE 256
3567
3568 /// information about each possible shader permutation
3569 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3570 /// currently selected permutation
3571 r_glsl_permutation_t *r_glsl_permutation;
3572 /// storage for permutations linked in the hash table
3573 memexpandablearray_t r_glsl_permutationarray;
3574
3575 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3576 {
3577         //unsigned int hashdepth = 0;
3578         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3579         r_glsl_permutation_t *p;
3580         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3581         {
3582                 if (p->mode == mode && p->permutation == permutation)
3583                 {
3584                         //if (hashdepth > 10)
3585                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3586                         return p;
3587                 }
3588                 //hashdepth++;
3589         }
3590         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3591         p->mode = mode;
3592         p->permutation = permutation;
3593         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3594         r_glsl_permutationhash[mode][hashindex] = p;
3595         //if (hashdepth > 10)
3596         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3597         return p;
3598 }
3599
3600 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3601 {
3602         char *shaderstring;
3603         if (!filename || !filename[0])
3604                 return NULL;
3605         if (!strcmp(filename, "glsl/default.glsl"))
3606         {
3607                 if (!glslshaderstring)
3608                 {
3609                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3610                         if (glslshaderstring)
3611                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3612                         else
3613                                 glslshaderstring = (char *)builtinshaderstring;
3614                 }
3615                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3616                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3617                 return shaderstring;
3618         }
3619         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3620         if (shaderstring)
3621         {
3622                 if (printfromdisknotice)
3623                         Con_DPrintf("from disk %s... ", filename);
3624                 return shaderstring;
3625         }
3626         return shaderstring;
3627 }
3628
3629 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3630 {
3631         int i;
3632         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3633         int vertstrings_count = 0;
3634         int geomstrings_count = 0;
3635         int fragstrings_count = 0;
3636         char *vertexstring, *geometrystring, *fragmentstring;
3637         const char *vertstrings_list[32+3];
3638         const char *geomstrings_list[32+3];
3639         const char *fragstrings_list[32+3];
3640         char permutationname[256];
3641
3642         if (p->compiled)
3643                 return;
3644         p->compiled = true;
3645         p->program = 0;
3646
3647         permutationname[0] = 0;
3648         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3649         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3650         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3651
3652         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3653
3654         // the first pretext is which type of shader to compile as
3655         // (later these will all be bound together as a program object)
3656         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3657         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3658         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3659
3660         // the second pretext is the mode (for example a light source)
3661         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3662         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3663         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3664         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3665
3666         // now add all the permutation pretexts
3667         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3668         {
3669                 if (permutation & (1<<i))
3670                 {
3671                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3672                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3673                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3674                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3675                 }
3676                 else
3677                 {
3678                         // keep line numbers correct
3679                         vertstrings_list[vertstrings_count++] = "\n";
3680                         geomstrings_list[geomstrings_count++] = "\n";
3681                         fragstrings_list[fragstrings_count++] = "\n";
3682                 }
3683         }
3684
3685         // now append the shader text itself
3686         vertstrings_list[vertstrings_count++] = vertexstring;
3687         geomstrings_list[geomstrings_count++] = geometrystring;
3688         fragstrings_list[fragstrings_count++] = fragmentstring;
3689
3690         // if any sources were NULL, clear the respective list
3691         if (!vertexstring)
3692                 vertstrings_count = 0;
3693         if (!geometrystring)
3694                 geomstrings_count = 0;
3695         if (!fragmentstring)
3696                 fragstrings_count = 0;
3697
3698         // compile the shader program
3699         if (vertstrings_count + geomstrings_count + fragstrings_count)
3700                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3701         if (p->program)
3702         {
3703                 CHECKGLERROR
3704                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3705                 // look up all the uniform variable names we care about, so we don't
3706                 // have to look them up every time we set them
3707
3708                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3709                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3710                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3711                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3712                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3713                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3714                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3715                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3716                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3717                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3718                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3719                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3720                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3721                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3722                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3723                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3724                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3725                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3726                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3727                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3728                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3729                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3730                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3731                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3732                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3733                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3734                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3735                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3736                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3737                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3738                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3739                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3740                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3741                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3742                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3743                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3744                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3745                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3746                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3747                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3748                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3749                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3750                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3751                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3752                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3753                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3754                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3755                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3756                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3757                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3758                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3759                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3760                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3761                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3762                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3763                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3764                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3765                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3766                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3767                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3768                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3769                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3770                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3771                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3772                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3773                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3774                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3775                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3776                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3777                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3778                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3779                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3780                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3781                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3782                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3783                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3784                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3785                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3786                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3787                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3788                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3789                 p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");            
3790                 // initialize the samplers to refer to the texture units we use
3791                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3792                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3793                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3794                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3795                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3796                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3797                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3798                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3799                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3800                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3801                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3802                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3803                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3804                 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3805                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3806                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3807                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3808                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3809                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3810                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3811                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3812                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3813                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
3814                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3815                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3816                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3817                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3818                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3819                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3820                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3821                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3822                 CHECKGLERROR
3823                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3824         }
3825         else
3826                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3827
3828         // free the strings
3829         if (vertexstring)
3830                 Mem_Free(vertexstring);
3831         if (geometrystring)
3832                 Mem_Free(geometrystring);
3833         if (fragmentstring)
3834                 Mem_Free(fragmentstring);
3835 }
3836
3837 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3838 {
3839         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3840         if (r_glsl_permutation != perm)
3841         {
3842                 r_glsl_permutation = perm;
3843                 if (!r_glsl_permutation->program)
3844                 {
3845                         if (!r_glsl_permutation->compiled)
3846                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3847                         if (!r_glsl_permutation->program)
3848                         {
3849                                 // remove features until we find a valid permutation
3850                                 int i;
3851                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3852                                 {
3853                                         // reduce i more quickly whenever it would not remove any bits
3854                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3855                                         if (!(permutation & j))
3856                                                 continue;
3857                                         permutation -= j;
3858                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3859                                         if (!r_glsl_permutation->compiled)
3860                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3861                                         if (r_glsl_permutation->program)
3862                                                 break;
3863                                 }
3864                                 if (i >= SHADERPERMUTATION_COUNT)
3865                                 {
3866                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3867                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3868                                         qglUseProgramObjectARB(0);CHECKGLERROR
3869                                         return; // no bit left to clear, entire mode is broken
3870                                 }
3871                         }
3872                 }
3873                 CHECKGLERROR
3874                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3875         }
3876         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3877         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3878         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3879 }
3880
3881 #ifdef SUPPORTCG
3882 #include <Cg/cgGL.h>
3883 struct r_cg_permutation_s;
3884 typedef struct r_cg_permutation_s
3885 {
3886         /// hash lookup data
3887         struct r_cg_permutation_s *hashnext;
3888         unsigned int mode;
3889         unsigned int permutation;
3890
3891         /// indicates if we have tried compiling this permutation already
3892         qboolean compiled;
3893         /// 0 if compilation failed
3894         CGprogram vprogram;
3895         CGprogram fprogram;
3896         /// locations of detected parameters in programs, or NULL if not found
3897         CGparameter vp_EyePosition;
3898         CGparameter vp_FogPlane;
3899         CGparameter vp_LightDir;
3900         CGparameter vp_LightPosition;
3901         CGparameter vp_ModelToLight;
3902         CGparameter vp_TexMatrix;
3903         CGparameter vp_BackgroundTexMatrix;
3904         CGparameter vp_ModelViewProjectionMatrix;
3905         CGparameter vp_ModelViewMatrix;
3906         CGparameter vp_ShadowMapMatrix;
3907
3908         CGparameter fp_Texture_First;
3909         CGparameter fp_Texture_Second;
3910         CGparameter fp_Texture_GammaRamps;
3911         CGparameter fp_Texture_Normal;
3912         CGparameter fp_Texture_Color;
3913         CGparameter fp_Texture_Gloss;
3914         CGparameter fp_Texture_Glow;
3915         CGparameter fp_Texture_SecondaryNormal;
3916         CGparameter fp_Texture_SecondaryColor;
3917         CGparameter fp_Texture_SecondaryGloss;
3918         CGparameter fp_Texture_SecondaryGlow;
3919         CGparameter fp_Texture_Pants;
3920         CGparameter fp_Texture_Shirt;
3921         CGparameter fp_Texture_FogHeightTexture;
3922         CGparameter fp_Texture_FogMask;
3923         CGparameter fp_Texture_Lightmap;
3924         CGparameter fp_Texture_Deluxemap;
3925         CGparameter fp_Texture_Attenuation;
3926         CGparameter fp_Texture_Cube;
3927         CGparameter fp_Texture_Refraction;
3928         CGparameter fp_Texture_Reflection;
3929         CGparameter fp_Texture_ShadowMapRect;
3930         CGparameter fp_Texture_ShadowMapCube;
3931         CGparameter fp_Texture_ShadowMap2D;
3932         CGparameter fp_Texture_CubeProjection;
3933         CGparameter fp_Texture_ScreenDepth;
3934         CGparameter fp_Texture_ScreenNormalMap;
3935         CGparameter fp_Texture_ScreenDiffuse;
3936         CGparameter fp_Texture_ScreenSpecular;
3937         CGparameter fp_Texture_ReflectMask;
3938         CGparameter fp_Texture_ReflectCube;
3939         CGparameter fp_Alpha;
3940         CGparameter fp_BloomBlur_Parameters;
3941         CGparameter fp_ClientTime;
3942         CGparameter fp_Color_Ambient;
3943         CGparameter fp_Color_Diffuse;
3944         CGparameter fp_Color_Specular;
3945         CGparameter fp_Color_Glow;
3946         CGparameter fp_Color_Pants;
3947         CGparameter fp_Color_Shirt;
3948         CGparameter fp_DeferredColor_Ambient;
3949         CGparameter fp_DeferredColor_Diffuse;
3950         CGparameter fp_DeferredColor_Specular;
3951         CGparameter fp_DeferredMod_Diffuse;
3952         CGparameter fp_DeferredMod_Specular;
3953         CGparameter fp_DistortScaleRefractReflect;
3954         CGparameter fp_EyePosition;
3955         CGparameter fp_FogColor;
3956         CGparameter fp_FogHeightFade;
3957         CGparameter fp_FogPlane;
3958         CGparameter fp_FogPlaneViewDist;
3959         CGparameter fp_FogRangeRecip;
3960         CGparameter fp_LightColor;
3961         CGparameter fp_LightDir;
3962         CGparameter fp_LightPosition;
3963         CGparameter fp_OffsetMapping_Scale;
3964         CGparameter fp_PixelSize;
3965         CGparameter fp_ReflectColor;
3966         CGparameter fp_ReflectFactor;
3967         CGparameter fp_ReflectOffset;
3968         CGparameter fp_RefractColor;
3969         CGparameter fp_Saturation;
3970         CGparameter fp_ScreenCenterRefractReflect;
3971         CGparameter fp_ScreenScaleRefractReflect;
3972         CGparameter fp_ScreenToDepth;
3973         CGparameter fp_ShadowMap_Parameters;
3974         CGparameter fp_ShadowMap_TextureScale;
3975         CGparameter fp_SpecularPower;
3976         CGparameter fp_UserVec1;
3977         CGparameter fp_UserVec2;
3978         CGparameter fp_UserVec3;
3979         CGparameter fp_UserVec4;
3980         CGparameter fp_ViewTintColor;
3981         CGparameter fp_ViewToLight;
3982         CGparameter fp_PixelToScreenTexCoord;
3983         CGparameter fp_ModelToReflectCube;
3984 }
3985 r_cg_permutation_t;
3986
3987 /// information about each possible shader permutation
3988 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3989 /// currently selected permutation
3990 r_cg_permutation_t *r_cg_permutation;
3991 /// storage for permutations linked in the hash table
3992 memexpandablearray_t r_cg_permutationarray;
3993
3994 #define CHECKCGERROR {CGerror err = cgGetError(), err2 = err;if (err){Con_Printf("%s:%i CG error %i: %s : %s\n", __FILE__, __LINE__, err, cgGetErrorString(err), cgGetLastErrorString(&err2));if (err == 1) Con_Printf("last listing:\n%s\n", cgGetLastListing(vid.cgcontext));}}
3995
3996 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3997 {
3998         //unsigned int hashdepth = 0;
3999         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4000         r_cg_permutation_t *p;
4001         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4002         {
4003                 if (p->mode == mode && p->permutation == permutation)
4004                 {
4005                         //if (hashdepth > 10)
4006                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4007                         return p;
4008                 }
4009                 //hashdepth++;
4010         }
4011         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4012         p->mode = mode;
4013         p->permutation = permutation;
4014         p->hashnext = r_cg_permutationhash[mode][hashindex];
4015         r_cg_permutationhash[mode][hashindex] = p;
4016         //if (hashdepth > 10)
4017         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4018         return p;
4019 }
4020
4021 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4022 {
4023         char *shaderstring;
4024         if (!filename || !filename[0])
4025                 return NULL;
4026         if (!strcmp(filename, "cg/default.cg"))
4027         {
4028                 if (!cgshaderstring)
4029                 {
4030                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4031                         if (cgshaderstring)
4032                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
4033                         else
4034                                 cgshaderstring = (char *)builtincgshaderstring;
4035                 }
4036                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4037                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4038                 return shaderstring;
4039         }
4040         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4041         if (shaderstring)
4042         {
4043                 if (printfromdisknotice)
4044                         Con_DPrintf("from disk %s... ", filename);
4045                 return shaderstring;
4046         }
4047         return shaderstring;
4048 }
4049
4050 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4051 {
4052         // TODO: load or create .fp and .vp shader files
4053 }
4054
4055 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4056 {
4057         int i;
4058         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4059         int vertstrings_count = 0, vertstring_length = 0;
4060         int geomstrings_count = 0, geomstring_length = 0;
4061         int fragstrings_count = 0, fragstring_length = 0;
4062         char *t;
4063         char *vertexstring, *geometrystring, *fragmentstring;
4064         char *vertstring, *geomstring, *fragstring;
4065         const char *vertstrings_list[32+3];
4066         const char *geomstrings_list[32+3];
4067         const char *fragstrings_list[32+3];
4068         char permutationname[256];
4069         char cachename[256];
4070         CGprofile vertexProfile;
4071         CGprofile fragmentProfile;
4072
4073         if (p->compiled)
4074                 return;
4075         p->compiled = true;
4076         p->vprogram = NULL;
4077         p->fprogram = NULL;
4078
4079         permutationname[0] = 0;
4080         cachename[0] = 0;
4081         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
4082         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4083         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4084
4085         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4086         strlcat(cachename, "cg/", sizeof(cachename));
4087
4088         // the first pretext is which type of shader to compile as
4089         // (later these will all be bound together as a program object)
4090         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4091         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4092         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4093
4094         // the second pretext is the mode (for example a light source)
4095         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4096         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4097         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4098         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4099         strlcat(cachename, modeinfo->name, sizeof(cachename));
4100
4101         // now add all the permutation pretexts
4102         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4103         {
4104                 if (permutation & (1<<i))
4105                 {
4106                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4107                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4108                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4109                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4110                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4111                 }
4112                 else
4113                 {
4114                         // keep line numbers correct
4115                         vertstrings_list[vertstrings_count++] = "\n";
4116                         geomstrings_list[geomstrings_count++] = "\n";
4117                         fragstrings_list[fragstrings_count++] = "\n";
4118                 }
4119         }
4120
4121         // replace spaces in the cachename with _ characters
4122         for (i = 0;cachename[i];i++)
4123                 if (cachename[i] == ' ')
4124                         cachename[i] = '_';
4125
4126         // now append the shader text itself
4127         vertstrings_list[vertstrings_count++] = vertexstring;
4128         geomstrings_list[geomstrings_count++] = geometrystring;
4129         fragstrings_list[fragstrings_count++] = fragmentstring;
4130
4131         // if any sources were NULL, clear the respective list
4132         if (!vertexstring)
4133                 vertstrings_count = 0;
4134         if (!geometrystring)
4135                 geomstrings_count = 0;
4136         if (!fragmentstring)
4137                 fragstrings_count = 0;
4138
4139         vertstring_length = 0;
4140         for (i = 0;i < vertstrings_count;i++)
4141                 vertstring_length += strlen(vertstrings_list[i]);
4142         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4143         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4144                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4145
4146         geomstring_length = 0;
4147         for (i = 0;i < geomstrings_count;i++)
4148                 geomstring_length += strlen(geomstrings_list[i]);
4149         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4150         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4151                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4152
4153         fragstring_length = 0;
4154         for (i = 0;i < fragstrings_count;i++)
4155                 fragstring_length += strlen(fragstrings_list[i]);
4156         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4157         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4158                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4159
4160         CHECKGLERROR
4161         CHECKCGERROR
4162         //vertexProfile = CG_PROFILE_ARBVP1;
4163         //fragmentProfile = CG_PROFILE_ARBFP1;
4164         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4165         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4166         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4167         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4168         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4169         CHECKGLERROR
4170
4171         // try to load the cached shader, or generate one
4172         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4173
4174         // if caching failed, do a dynamic compile for now
4175         CHECKCGERROR
4176         if (vertstring[0] && !p->vprogram)
4177                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4178         CHECKCGERROR
4179         if (fragstring[0] && !p->fprogram)
4180                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4181         CHECKCGERROR
4182
4183         // look up all the uniform variable names we care about, so we don't
4184         // have to look them up every time we set them
4185         if (p->vprogram)
4186         {
4187                 CHECKCGERROR
4188                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4189                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4190                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4191                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4192                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4193                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4194                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4195                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4196                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4197                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4198                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4199                 p->vp_ShadowMapMatrix            = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4200                 CHECKCGERROR
4201         }
4202         if (p->fprogram)
4203         {
4204                 CHECKCGERROR
4205                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4206                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4207                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4208                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4209                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4210                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4211                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4212                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4213                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4214                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4215                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4216                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4217                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4218                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4219                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4220                 p->fp_Texture_FogHeightTexture   = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4221                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4222                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4223                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4224                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4225                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4226                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4227                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4228                 p->fp_Texture_ShadowMapRect      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4229                 p->fp_Texture_ShadowMapCube      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4230                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4231                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4232                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4233                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4234                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4235                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4236                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4237                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4238                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4239                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4240                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4241                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4242                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4243                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4244                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4245                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4246                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4247                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4248                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4249                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4250                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4251                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4252                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4253                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4254                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4255                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4256                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4257                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4258                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4259                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4260                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4261                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4262                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4263                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4264                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4265                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4266                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4267                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4268                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4269                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4270                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4271                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4272                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4273                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4274                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4275                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4276                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4277                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4278                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4279                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4280                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4281                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4282                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4283                 CHECKCGERROR
4284         }
4285
4286         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4287                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4288         else
4289                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4290
4291         // free the strings
4292         if (vertstring)
4293                 Mem_Free(vertstring);
4294         if (geomstring)
4295                 Mem_Free(geomstring);
4296         if (fragstring)
4297                 Mem_Free(fragstring);
4298         if (vertexstring)
4299                 Mem_Free(vertexstring);
4300         if (geometrystring)
4301                 Mem_Free(geometrystring);
4302         if (fragmentstring)
4303                 Mem_Free(fragmentstring);
4304 }
4305
4306 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4307 {
4308         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4309         CHECKGLERROR
4310         CHECKCGERROR
4311         if (r_cg_permutation != perm)
4312         {
4313                 r_cg_permutation = perm;
4314                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4315                 {
4316                         if (!r_cg_permutation->compiled)
4317                                 R_CG_CompilePermutation(perm, mode, permutation);
4318                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4319                         {
4320                                 // remove features until we find a valid permutation
4321                                 int i;
4322                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4323                                 {
4324                                         // reduce i more quickly whenever it would not remove any bits
4325                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4326                                         if (!(permutation & j))
4327                                                 continue;
4328                                         permutation -= j;
4329                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4330                                         if (!r_cg_permutation->compiled)
4331                                                 R_CG_CompilePermutation(perm, mode, permutation);
4332                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4333                                                 break;
4334                                 }
4335                                 if (i >= SHADERPERMUTATION_COUNT)
4336                                 {
4337                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4338                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4339                                         return; // no bit left to clear, entire mode is broken
4340                                 }
4341                         }
4342                 }
4343                 CHECKGLERROR
4344                 CHECKCGERROR
4345                 if (r_cg_permutation->vprogram)
4346                 {
4347                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4348                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4349                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4350                 }
4351                 else
4352                 {
4353                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4354                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4355                 }
4356                 if (r_cg_permutation->fprogram)
4357                 {
4358                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4359                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4360                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4361                 }
4362                 else
4363                 {
4364                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4365                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4366                 }
4367         }
4368         CHECKCGERROR
4369         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4370         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4371         if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4372 }
4373
4374 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4375 {
4376         cgGLSetTextureParameter(param, R_GetTexture(tex));
4377         cgGLEnableTextureParameter(param);
4378 }
4379 #endif
4380
4381 void R_GLSL_Restart_f(void)
4382 {
4383         unsigned int i, limit;
4384         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4385                 Mem_Free(glslshaderstring);
4386         glslshaderstring = NULL;
4387         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4388                 Mem_Free(cgshaderstring);
4389         cgshaderstring = NULL;
4390         switch(vid.renderpath)
4391         {
4392         case RENDERPATH_GL20:
4393                 {
4394                         r_glsl_permutation_t *p;
4395                         r_glsl_permutation = NULL;
4396                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4397                         for (i = 0;i < limit;i++)
4398                         {
4399                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4400                                 {
4401                                         GL_Backend_FreeProgram(p->program);
4402                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4403                                 }
4404                         }
4405                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4406                 }
4407                 break;
4408         case RENDERPATH_CGGL:
4409 #ifdef SUPPORTCG
4410                 {
4411                         r_cg_permutation_t *p;
4412                         r_cg_permutation = NULL;
4413                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4414                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4415                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4416                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4417                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4418                         for (i = 0;i < limit;i++)
4419                         {
4420                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4421                                 {
4422                                         if (p->vprogram)
4423                                                 cgDestroyProgram(p->vprogram);
4424                                         if (p->fprogram)
4425                                                 cgDestroyProgram(p->fprogram);
4426                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4427                                 }
4428                         }
4429                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4430                 }
4431                 break;
4432 #endif
4433         case RENDERPATH_GL13:
4434         case RENDERPATH_GL11:
4435                 break;
4436         }
4437 }
4438
4439 void R_GLSL_DumpShader_f(void)
4440 {
4441         int i;
4442         qfile_t *file;
4443
4444         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4445         if (file)
4446         {
4447                 FS_Print(file, "/* The engine may define the following macros:\n");
4448                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4449                 for (i = 0;i < SHADERMODE_COUNT;i++)
4450                         FS_Print(file, glslshadermodeinfo[i].pretext);
4451                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4452                         FS_Print(file, shaderpermutationinfo[i].pretext);
4453                 FS_Print(file, "*/\n");
4454                 FS_Print(file, builtinshaderstring);
4455                 FS_Close(file);
4456                 Con_Printf("glsl/default.glsl written\n");
4457         }
4458         else
4459                 Con_Printf("failed to write to glsl/default.glsl\n");
4460
4461 #ifdef SUPPORTCG
4462         file = FS_OpenRealFile("cg/default.cg", "w", false);
4463         if (file)
4464         {
4465                 FS_Print(file, "/* The engine may define the following macros:\n");
4466                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4467                 for (i = 0;i < SHADERMODE_COUNT;i++)
4468                         FS_Print(file, cgshadermodeinfo[i].pretext);
4469                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4470                         FS_Print(file, shaderpermutationinfo[i].pretext);
4471                 FS_Print(file, "*/\n");
4472                 FS_Print(file, builtincgshaderstring);
4473                 FS_Close(file);
4474                 Con_Printf("cg/default.cg written\n");
4475         }
4476         else
4477                 Con_Printf("failed to write to cg/default.cg\n");
4478 #endif
4479 }
4480
4481 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4482 {
4483         if (!second)
4484                 texturemode = GL_MODULATE;
4485         switch (vid.renderpath)
4486         {
4487         case RENDERPATH_GL20:
4488                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4489                 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4490                 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4491                 break;
4492         case RENDERPATH_CGGL:
4493 #ifdef SUPPORTCG
4494                 CHECKCGERROR
4495                 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4496                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4497                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4498 #endif
4499                 break;
4500         case RENDERPATH_GL13:
4501                 R_Mesh_TexBind(0, first );
4502                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4503                 R_Mesh_TexBind(1, second);
4504                 if (second)
4505                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4506                 break;
4507         case RENDERPATH_GL11:
4508                 R_Mesh_TexBind(0, first );
4509                 break;
4510         }
4511 }
4512
4513 void R_SetupShader_DepthOrShadow(void)
4514 {
4515         switch (vid.renderpath)
4516         {
4517         case RENDERPATH_GL20:
4518                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4519                 break;
4520         case RENDERPATH_CGGL:
4521 #ifdef SUPPORTCG
4522                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4523 #endif
4524                 break;
4525         case RENDERPATH_GL13:
4526                 R_Mesh_TexBind(0, 0);
4527                 R_Mesh_TexBind(1, 0);
4528                 break;
4529         case RENDERPATH_GL11:
4530                 R_Mesh_TexBind(0, 0);
4531                 break;
4532         }
4533 }
4534
4535 void R_SetupShader_ShowDepth(void)
4536 {
4537         switch (vid.renderpath)
4538         {
4539         case RENDERPATH_GL20:
4540                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4541                 break;
4542         case RENDERPATH_CGGL:
4543 #ifdef SUPPORTCG
4544                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4545 #endif
4546                 break;
4547         case RENDERPATH_GL13:
4548                 break;
4549         case RENDERPATH_GL11:
4550                 break;
4551         }
4552 }
4553
4554 extern qboolean r_shadow_usingdeferredprepass;
4555 extern cvar_t r_shadow_deferred_8bitrange;
4556 extern rtexture_t *r_shadow_attenuationgradienttexture;
4557 extern rtexture_t *r_shadow_attenuation2dtexture;
4558 extern rtexture_t *r_shadow_attenuation3dtexture;
4559 extern qboolean r_shadow_usingshadowmaprect;
4560 extern qboolean r_shadow_usingshadowmapcube;
4561 extern qboolean r_shadow_usingshadowmap2d;
4562 extern qboolean r_shadow_usingshadowmaportho;
4563 extern float r_shadow_shadowmap_texturescale[2];
4564 extern float r_shadow_shadowmap_parameters[4];
4565 extern qboolean r_shadow_shadowmapvsdct;
4566 extern qboolean r_shadow_shadowmapsampler;
4567 extern int r_shadow_shadowmappcf;
4568 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4569 extern rtexture_t *r_shadow_shadowmap2dtexture;
4570 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4571 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4572 extern matrix4x4_t r_shadow_shadowmapmatrix;
4573 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4574 extern int r_shadow_prepass_width;
4575 extern int r_shadow_prepass_height;
4576 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4577 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4578 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4579 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4580 extern cvar_t gl_mesh_separatearrays;
4581 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist)
4582 {
4583         // select a permutation of the lighting shader appropriate to this
4584         // combination of texture, entity, light source, and fogging, only use the
4585         // minimum features necessary to avoid wasting rendering time in the
4586         // fragment shader on features that are not being used
4587         unsigned int permutation = 0;
4588         unsigned int mode = 0;
4589         float m16f[16];
4590         if (rsurfacepass == RSURFPASS_BACKGROUND)
4591         {
4592                 // distorted background
4593                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4594                         mode = SHADERMODE_WATER;
4595                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4596                         mode = SHADERMODE_REFRACTION;
4597                 else
4598                 {
4599                         mode = SHADERMODE_GENERIC;
4600                         permutation |= SHADERPERMUTATION_DIFFUSE;
4601                 }
4602                 GL_AlphaTest(false);
4603                 GL_BlendFunc(GL_ONE, GL_ZERO);
4604         }
4605         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4606         {
4607                 if (r_glsl_offsetmapping.integer)
4608                 {
4609                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4610                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4611                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4612                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4613                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4614                         {
4615                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4616                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4617                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4618                         }
4619                 }
4620                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4621                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4622                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4623                         permutation |= SHADERPERMUTATION_ALPHAKILL;
4624                 // normalmap (deferred prepass), may use alpha test on diffuse
4625                 mode = SHADERMODE_DEFERREDGEOMETRY;
4626                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4627                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4628                 GL_AlphaTest(false);
4629                 GL_BlendFunc(GL_ONE, GL_ZERO);
4630         }
4631         else if (rsurfacepass == RSURFPASS_RTLIGHT)
4632         {
4633                 if (r_glsl_offsetmapping.integer)
4634                 {
4635                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4636                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4637                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4638                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4639                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4640                         {
4641                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4642                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4643                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4644                         }
4645                 }
4646                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4647                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4648                 // light source
4649                 mode = SHADERMODE_LIGHTSOURCE;
4650                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4651                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4652                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4653                         permutation |= SHADERPERMUTATION_CUBEFILTER;
4654                 if (diffusescale > 0)
4655                         permutation |= SHADERPERMUTATION_DIFFUSE;
4656                 if (specularscale > 0)
4657                 {
4658                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4659                         if (r_shadow_glossexact.integer)
4660                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4661                 }
4662                 if (r_refdef.fogenabled)
4663                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4664                 if (rsurface.texture->colormapping)
4665                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4666                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4667                 {
4668                         if (r_shadow_usingshadowmaprect)
4669                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4670                         if (r_shadow_usingshadowmap2d)
4671                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4672                         if (r_shadow_usingshadowmapcube)
4673                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4674                         else if(r_shadow_shadowmapvsdct)
4675                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4676
4677                         if (r_shadow_shadowmapsampler)
4678                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4679                         if (r_shadow_shadowmappcf > 1)
4680                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4681                         else if (r_shadow_shadowmappcf)
4682                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4683                 }
4684                 if (rsurface.texture->reflectmasktexture)
4685                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4686                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4687                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4688         }
4689         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4690         {
4691                 if (r_glsl_offsetmapping.integer)
4692                 {
4693                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4694                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4695                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4696                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4697                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4698                         {
4699                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4700                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4701                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4702                         }
4703                 }
4704                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4705                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4706                 // unshaded geometry (fullbright or ambient model lighting)
4707                 mode = SHADERMODE_FLATCOLOR;
4708                 ambientscale = diffusescale = specularscale = 0;
4709                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4710                         permutation |= SHADERPERMUTATION_GLOW;
4711                 if (r_refdef.fogenabled)
4712                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4713                 if (rsurface.texture->colormapping)
4714                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4715                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4716                 {
4717                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4718                         if (r_shadow_usingshadowmaprect)
4719                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4720                         if (r_shadow_usingshadowmap2d)
4721                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4722
4723                         if (r_shadow_shadowmapsampler)
4724                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4725                         if (r_shadow_shadowmappcf > 1)
4726                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4727                         else if (r_shadow_shadowmappcf)
4728                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4729                 }
4730                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4731                         permutation |= SHADERPERMUTATION_REFLECTION;
4732                 if (rsurface.texture->reflectmasktexture)
4733                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4734                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4735                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4736         }
4737         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4738         {
4739                 if (r_glsl_offsetmapping.integer)
4740                 {
4741                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4742                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4743                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4744                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4745                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4746                         {
4747                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4748                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4749                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4750                         }
4751                 }
4752                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4753                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4754                 // directional model lighting
4755                 mode = SHADERMODE_LIGHTDIRECTION;
4756                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4757                         permutation |= SHADERPERMUTATION_GLOW;
4758                 permutation |= SHADERPERMUTATION_DIFFUSE;
4759                 if (specularscale > 0)
4760                 {
4761                         permutation |= SHADERPERMUTATION_SPECULAR;
4762                         if (r_shadow_glossexact.integer)
4763                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4764                 }
4765                 if (r_refdef.fogenabled)
4766                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4767                 if (rsurface.texture->colormapping)
4768                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4769                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4770                 {
4771                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4772                         if (r_shadow_usingshadowmaprect)
4773                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4774                         if (r_shadow_usingshadowmap2d)
4775                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4776
4777                         if (r_shadow_shadowmapsampler)
4778                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4779                         if (r_shadow_shadowmappcf > 1)
4780                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4781                         else if (r_shadow_shadowmappcf)
4782                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4783                 }
4784                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4785                         permutation |= SHADERPERMUTATION_REFLECTION;
4786                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4787                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4788                 if (rsurface.texture->reflectmasktexture)
4789                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4790                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4791                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4792         }
4793         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4794         {
4795                 if (r_glsl_offsetmapping.integer)
4796                 {
4797                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4798                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4799                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4800                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4801                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4802                         {
4803                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4804                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4805                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4806                         }
4807                 }
4808                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4809                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4810                 // ambient model lighting
4811                 mode = SHADERMODE_LIGHTDIRECTION;
4812                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4813                         permutation |= SHADERPERMUTATION_GLOW;
4814                 if (r_refdef.fogenabled)
4815                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4816                 if (rsurface.texture->colormapping)
4817                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4818                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4819                 {
4820                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4821                         if (r_shadow_usingshadowmaprect)
4822                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4823                         if (r_shadow_usingshadowmap2d)
4824                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4825
4826                         if (r_shadow_shadowmapsampler)
4827                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4828                         if (r_shadow_shadowmappcf > 1)
4829                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4830                         else if (r_shadow_shadowmappcf)
4831                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4832                 }
4833                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4834                         permutation |= SHADERPERMUTATION_REFLECTION;
4835                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4836                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4837                 if (rsurface.texture->reflectmasktexture)
4838                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4839                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4840                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4841         }
4842         else
4843         {
4844                 if (r_glsl_offsetmapping.integer)
4845                 {
4846                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4847                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4848                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4849                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4850                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4851                         {
4852                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4853                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4854                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4855                         }
4856                 }
4857                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4858                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4859                 // lightmapped wall
4860                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4861                         permutation |= SHADERPERMUTATION_GLOW;
4862                 if (r_refdef.fogenabled)
4863                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4864                 if (rsurface.texture->colormapping)
4865                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4866                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4867                 {
4868                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4869                         if (r_shadow_usingshadowmaprect)
4870                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4871                         if (r_shadow_usingshadowmap2d)
4872                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4873
4874                         if (r_shadow_shadowmapsampler)
4875                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4876                         if (r_shadow_shadowmappcf > 1)
4877                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4878                         else if (r_shadow_shadowmappcf)
4879                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4880                 }
4881                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4882                         permutation |= SHADERPERMUTATION_REFLECTION;
4883                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4884                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4885                 if (rsurface.texture->reflectmasktexture)
4886                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4887                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4888                 {
4889                         // deluxemapping (light direction texture)
4890                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4891                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4892                         else
4893                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4894                         permutation |= SHADERPERMUTATION_DIFFUSE;
4895                         if (specularscale > 0)
4896                         {
4897                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4898                                 if (r_shadow_glossexact.integer)
4899                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4900                         }
4901                 }
4902                 else if (r_glsl_deluxemapping.integer >= 2)
4903                 {
4904                         // fake deluxemapping (uniform light direction in tangentspace)
4905                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4906                         permutation |= SHADERPERMUTATION_DIFFUSE;
4907                         if (specularscale > 0)
4908                         {
4909                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4910                                 if (r_shadow_glossexact.integer)
4911                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4912                         }
4913                 }
4914                 else if (rsurface.uselightmaptexture)
4915                 {
4916                         // ordinary lightmapping (q1bsp, q3bsp)
4917                         mode = SHADERMODE_LIGHTMAP;
4918                 }
4919                 else
4920                 {
4921                         // ordinary vertex coloring (q3bsp)
4922                         mode = SHADERMODE_VERTEXCOLOR;
4923                 }
4924                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4925                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4926         }
4927         switch(vid.renderpath)
4928         {
4929         case RENDERPATH_GL20:
4930                 if (gl_mesh_separatearrays.integer)
4931                 {
4932                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
4933                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
4934                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
4935                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
4936                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
4937                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
4938                         R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
4939                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
4940                 }
4941                 else
4942                 {
4943                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
4944                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
4945                 }
4946                 R_SetupShader_SetPermutationGLSL(mode, permutation);
4947                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4948                 if (mode == SHADERMODE_LIGHTSOURCE)
4949                 {
4950                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4951                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4952                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4953                         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);
4954                         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);
4955                         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);
4956         
4957                         // additive passes are only darkened by fog, not tinted
4958                         if (r_glsl_permutation->loc_FogColor >= 0)
4959                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4960                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4961                 }
4962                 else
4963                 {
4964                         if (mode == SHADERMODE_FLATCOLOR)
4965                         {
4966                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4967                         }
4968                         else if (mode == SHADERMODE_LIGHTDIRECTION)
4969                         {
4970                                 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]);
4971                                 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]);
4972                                 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);
4973                                 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);
4974                                 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);
4975                                 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]);
4976                                 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]);
4977                         }
4978                         else
4979                         {
4980                                 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]);
4981                                 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]);
4982                                 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);
4983                                 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);
4984                                 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);
4985                         }
4986                         // additive passes are only darkened by fog, not tinted
4987                         if (r_glsl_permutation->loc_FogColor >= 0)
4988                         {
4989                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4990                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4991                                 else
4992                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4993                         }
4994                         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);
4995                         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]);
4996                         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]);
4997                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4998                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4999                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5000                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5001                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5002                 }
5003                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5004                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5005                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5006                 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]);
5007                 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]);
5008
5009                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5010                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5011                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5012                 if (r_glsl_permutation->loc_Color_Pants >= 0)
5013                 {
5014                         if (rsurface.texture->pantstexture)
5015                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5016                         else
5017                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5018                 }
5019                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5020                 {
5021                         if (rsurface.texture->shirttexture)
5022                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5023                         else
5024                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5025                 }
5026                 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]);
5027                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5028                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5029                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5030                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5031                 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]);
5032                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5033
5034         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
5035         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
5036         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
5037                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5038                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5039                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5040                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5041                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5042                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5043                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5044                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5045                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5046                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5047                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5048                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5049                 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
5050                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5051                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_white                                     );
5052                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP         , r_texture_blanknormalmap                            );
5053                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5054                 if (r_glsl_permutation->loc_Texture_Refraction      >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , r_texture_white                                     );
5055                 if (r_glsl_permutation->loc_Texture_Reflection      >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , r_texture_white                                     );
5056                 if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5057                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5058                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5059                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5060                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5061                 {
5062                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
5063                         if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture                  );
5064                         if (rsurface.rtlight)
5065                         {
5066                                 if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5067                                 if (r_shadow_usingshadowmapcube)
5068                                         if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5069                                 if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5070                         }
5071                 }
5072                 CHECKGLERROR
5073                 break;
5074         case RENDERPATH_CGGL:
5075 #ifdef SUPPORTCG
5076                 if (gl_mesh_separatearrays.integer)
5077                 {
5078                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5079                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5080                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5081                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5082                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5083                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5084                         R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5085                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5086                 }
5087                 else
5088                 {
5089                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5090                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5091                 }
5092                 R_SetupShader_SetPermutationCG(mode, permutation);
5093                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5094                 if (mode == SHADERMODE_LIGHTSOURCE)
5095                 {
5096                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5097                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5098                 }
5099                 else
5100                 {
5101                         if (mode == SHADERMODE_LIGHTDIRECTION)
5102                         {
5103                                 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
5104                         }
5105                 }
5106                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5107                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5108                 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5109                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5110                 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
5111                 CHECKGLERROR
5112
5113                 if (mode == SHADERMODE_LIGHTSOURCE)
5114                 {
5115                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5116                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5117                         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
5118                         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
5119                         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
5120
5121                         // additive passes are only darkened by fog, not tinted
5122                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5123                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5124                 }
5125                 else
5126                 {
5127                         if (mode == SHADERMODE_FLATCOLOR)
5128                         {
5129                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5130                         }
5131                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5132                         {
5133                                 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
5134                                 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
5135                                 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
5136                                 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
5137                                 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
5138                                 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
5139                                 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
5140                         }
5141                         else
5142                         {
5143                                 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
5144                                 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
5145                                 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
5146                                 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
5147                                 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
5148                         }
5149                         // additive passes are only darkened by fog, not tinted
5150                         if (r_cg_permutation->fp_FogColor)
5151                         {
5152                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5153                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5154                                 else
5155                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5156                                 CHECKCGERROR
5157                         }
5158                         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
5159                         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
5160                         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
5161                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5162                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5163                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5164                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5165                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5166                 }
5167                 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
5168                 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
5169                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5170                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5171                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5172                 if (r_cg_permutation->fp_Color_Pants)
5173                 {
5174                         if (rsurface.texture->pantstexture)
5175                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5176                         else
5177                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5178                         CHECKCGERROR
5179                 }
5180                 if (r_cg_permutation->fp_Color_Shirt)
5181                 {
5182                         if (rsurface.texture->shirttexture)
5183                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5184                         else
5185                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5186                         CHECKCGERROR
5187                 }
5188                 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
5189                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5190                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5191                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5192                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5193                 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
5194                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5195
5196         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
5197         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
5198         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
5199                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
5200                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
5201                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
5202                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
5203                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
5204                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
5205                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
5206                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
5207                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
5208                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
5209                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
5210                 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
5211                 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture                         );CHECKCGERROR
5212                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
5213                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , r_texture_white                                     );CHECKCGERROR
5214                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , r_texture_blanknormalmap                            );CHECKCGERROR
5215                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5216                 if (r_cg_permutation->fp_Texture_Refraction     ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction     , r_texture_white                                     );CHECKCGERROR
5217                 if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , r_texture_white                                     );CHECKCGERROR
5218                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5219                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5220                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
5221                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
5222                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5223                 {
5224                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5225                         if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5226                         if (rsurface.rtlight)
5227                         {
5228                                 if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5229                                 if (r_shadow_usingshadowmapcube)
5230                                         if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5231                                 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5232                         }
5233                 }
5234
5235                 CHECKGLERROR
5236 #endif
5237                 break;
5238         case RENDERPATH_GL13:
5239         case RENDERPATH_GL11:
5240                 break;
5241         }
5242 }
5243
5244 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5245 {
5246         // select a permutation of the lighting shader appropriate to this
5247         // combination of texture, entity, light source, and fogging, only use the
5248         // minimum features necessary to avoid wasting rendering time in the
5249         // fragment shader on features that are not being used
5250         unsigned int permutation = 0;
5251         unsigned int mode = 0;
5252         const float *lightcolorbase = rtlight->currentcolor;
5253         float ambientscale = rtlight->ambientscale;
5254         float diffusescale = rtlight->diffusescale;
5255         float specularscale = rtlight->specularscale;
5256         // this is the location of the light in view space
5257         vec3_t viewlightorigin;
5258         // this transforms from view space (camera) to light space (cubemap)
5259         matrix4x4_t viewtolight;
5260         matrix4x4_t lighttoview;
5261         float viewtolight16f[16];
5262         float range = 1.0f / r_shadow_deferred_8bitrange.value;
5263         // light source
5264         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5265         if (rtlight->currentcubemap != r_texture_whitecube)
5266                 permutation |= SHADERPERMUTATION_CUBEFILTER;
5267         if (diffusescale > 0)
5268                 permutation |= SHADERPERMUTATION_DIFFUSE;
5269         if (specularscale > 0)
5270         {
5271                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5272                 if (r_shadow_glossexact.integer)
5273                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5274         }
5275         if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5276         {
5277                 if (r_shadow_usingshadowmaprect)
5278                         permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5279                 if (r_shadow_usingshadowmap2d)
5280                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5281                 if (r_shadow_usingshadowmapcube)
5282                         permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5283                 else if(r_shadow_shadowmapvsdct)
5284                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5285
5286                 if (r_shadow_shadowmapsampler)
5287                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5288                 if (r_shadow_shadowmappcf > 1)
5289                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5290                 else if (r_shadow_shadowmappcf)
5291                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5292         }
5293         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5294         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5295         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5296         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5297         switch(vid.renderpath)
5298         {
5299         case RENDERPATH_GL20:
5300                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5301                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5302                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
5303                 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);
5304                 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);
5305                 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);
5306                 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]);
5307                 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]);
5308                 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));
5309                 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]);
5310                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5311
5312                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
5313                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
5314                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
5315                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
5316                 if (r_glsl_permutation->loc_Texture_ShadowMapRect     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
5317                 if (r_shadow_usingshadowmapcube)
5318                         if (r_glsl_permutation->loc_Texture_ShadowMapCube     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5319                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
5320                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
5321                 break;
5322         case RENDERPATH_CGGL:
5323 #ifdef SUPPORTCG
5324                 R_SetupShader_SetPermutationCG(mode, permutation);
5325                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5326                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5327                 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
5328                 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
5329                 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
5330                 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
5331                 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
5332                 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
5333                 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
5334                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5335
5336                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5337                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5338                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5339                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5340                 if (r_cg_permutation->fp_Texture_ShadowMapRect    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5341                 if (r_shadow_usingshadowmapcube)
5342                         if (r_cg_permutation->fp_Texture_ShadowMapCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5343                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5344                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5345 #endif
5346                 break;
5347         case RENDERPATH_GL13:
5348         case RENDERPATH_GL11:
5349                 break;
5350         }
5351 }
5352
5353 #define SKINFRAME_HASH 1024
5354
5355 typedef struct
5356 {
5357         int loadsequence; // incremented each level change
5358         memexpandablearray_t array;
5359         skinframe_t *hash[SKINFRAME_HASH];
5360 }
5361 r_skinframe_t;
5362 r_skinframe_t r_skinframe;
5363
5364 void R_SkinFrame_PrepareForPurge(void)
5365 {
5366         r_skinframe.loadsequence++;
5367         // wrap it without hitting zero
5368         if (r_skinframe.loadsequence >= 200)
5369                 r_skinframe.loadsequence = 1;
5370 }
5371
5372 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5373 {
5374         if (!skinframe)
5375                 return;
5376         // mark the skinframe as used for the purging code
5377         skinframe->loadsequence = r_skinframe.loadsequence;
5378 }
5379
5380 void R_SkinFrame_Purge(void)
5381 {
5382         int i;
5383         skinframe_t *s;
5384         for (i = 0;i < SKINFRAME_HASH;i++)
5385         {
5386                 for (s = r_skinframe.hash[i];s;s = s->next)
5387                 {
5388                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5389                         {
5390                                 if (s->merged == s->base)
5391                                         s->merged = NULL;
5392                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5393                                 R_PurgeTexture(s->stain );s->stain  = NULL;
5394                                 R_PurgeTexture(s->merged);s->merged = NULL;
5395                                 R_PurgeTexture(s->base  );s->base   = NULL;
5396                                 R_PurgeTexture(s->pants );s->pants  = NULL;
5397                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
5398                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
5399                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
5400                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
5401                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
5402                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
5403                                 s->loadsequence = 0;
5404                         }
5405                 }
5406         }
5407 }
5408
5409 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5410         skinframe_t *item;
5411         char basename[MAX_QPATH];
5412
5413         Image_StripImageExtension(name, basename, sizeof(basename));
5414
5415         if( last == NULL ) {
5416                 int hashindex;
5417                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5418                 item = r_skinframe.hash[hashindex];
5419         } else {
5420                 item = last->next;
5421         }
5422
5423         // linearly search through the hash bucket
5424         for( ; item ; item = item->next ) {
5425                 if( !strcmp( item->basename, basename ) ) {
5426                         return item;
5427                 }
5428         }
5429         return NULL;
5430 }
5431
5432 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5433 {
5434         skinframe_t *item;
5435         int hashindex;
5436         char basename[MAX_QPATH];
5437
5438         Image_StripImageExtension(name, basename, sizeof(basename));
5439
5440         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5441         for (item = r_skinframe.hash[hashindex];item;item = item->next)
5442                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5443                         break;
5444
5445         if (!item) {
5446                 rtexture_t *dyntexture;
5447                 // check whether its a dynamic texture
5448                 dyntexture = CL_GetDynTexture( basename );
5449                 if (!add && !dyntexture)
5450                         return NULL;
5451                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5452                 memset(item, 0, sizeof(*item));
5453                 strlcpy(item->basename, basename, sizeof(item->basename));
5454                 item->base = dyntexture; // either NULL or dyntexture handle
5455                 item->textureflags = textureflags;
5456                 item->comparewidth = comparewidth;
5457                 item->compareheight = compareheight;
5458                 item->comparecrc = comparecrc;
5459                 item->next = r_skinframe.hash[hashindex];
5460                 r_skinframe.hash[hashindex] = item;
5461         }
5462         else if( item->base == NULL )
5463         {
5464                 rtexture_t *dyntexture;
5465                 // check whether its a dynamic texture
5466                 // 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]
5467                 dyntexture = CL_GetDynTexture( basename );
5468                 item->base = dyntexture; // either NULL or dyntexture handle
5469         }
5470
5471         R_SkinFrame_MarkUsed(item);
5472         return item;
5473 }
5474
5475 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5476         { \
5477                 unsigned long long avgcolor[5], wsum; \
5478                 int pix, comp, w; \
5479                 avgcolor[0] = 0; \
5480                 avgcolor[1] = 0; \
5481                 avgcolor[2] = 0; \
5482                 avgcolor[3] = 0; \
5483                 avgcolor[4] = 0; \
5484                 wsum = 0; \
5485                 for(pix = 0; pix < cnt; ++pix) \
5486                 { \
5487                         w = 0; \
5488                         for(comp = 0; comp < 3; ++comp) \
5489                                 w += getpixel; \
5490                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5491                         { \
5492                                 ++wsum; \
5493                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5494                                 w = getpixel; \
5495                                 for(comp = 0; comp < 3; ++comp) \
5496                                         avgcolor[comp] += getpixel * w; \
5497                                 avgcolor[3] += w; \
5498                         } \
5499                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5500                         avgcolor[4] += getpixel; \
5501                 } \
5502                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5503                         avgcolor[3] = 1; \
5504                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5505                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5506                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5507                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5508         }
5509
5510 extern cvar_t gl_picmip;
5511 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5512 {
5513         int j;
5514         unsigned char *pixels;
5515         unsigned char *bumppixels;
5516         unsigned char *basepixels = NULL;
5517         int basepixels_width = 0;
5518         int basepixels_height = 0;
5519         skinframe_t *skinframe;
5520         rtexture_t *ddsbase = NULL;
5521         qboolean ddshasalpha = false;
5522         float ddsavgcolor[4];
5523         char basename[MAX_QPATH];
5524         int miplevel = R_PicmipForFlags(textureflags);
5525         int savemiplevel = miplevel;
5526         int mymiplevel;
5527
5528         if (cls.state == ca_dedicated)
5529                 return NULL;
5530
5531         // return an existing skinframe if already loaded
5532         // if loading of the first image fails, don't make a new skinframe as it
5533         // would cause all future lookups of this to be missing
5534         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5535         if (skinframe && skinframe->base)
5536                 return skinframe;
5537
5538         Image_StripImageExtension(name, basename, sizeof(basename));
5539
5540         // check for DDS texture file first
5541         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
5542         {
5543                 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer, &miplevel);
5544                 if (basepixels == NULL)
5545                         return NULL;
5546         }
5547
5548         // FIXME handle miplevel
5549
5550         if (developer_loading.integer)
5551                 Con_Printf("loading skin \"%s\"\n", name);
5552
5553         // we've got some pixels to store, so really allocate this new texture now
5554         if (!skinframe)
5555                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5556         skinframe->stain = NULL;
5557         skinframe->merged = NULL;
5558         skinframe->base = NULL;
5559         skinframe->pants = NULL;
5560         skinframe->shirt = NULL;
5561         skinframe->nmap = NULL;
5562         skinframe->gloss = NULL;
5563         skinframe->glow = NULL;
5564         skinframe->fog = NULL;
5565         skinframe->reflect = NULL;
5566         skinframe->hasalpha = false;
5567
5568         if (ddsbase)
5569         {
5570                 skinframe->base = ddsbase;
5571                 skinframe->hasalpha = ddshasalpha;
5572                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5573                 if (r_loadfog && skinframe->hasalpha)
5574                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
5575                 //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]);
5576         }
5577         else
5578         {
5579                 basepixels_width = image_width;
5580                 basepixels_height = image_height;
5581                 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
5582                 if (textureflags & TEXF_ALPHA)
5583                 {
5584                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5585                         {
5586                                 if (basepixels[j] < 255)
5587                                 {
5588                                         skinframe->hasalpha = true;
5589                                         break;
5590                                 }
5591                         }
5592                         if (r_loadfog && skinframe->hasalpha)
5593                         {
5594                                 // has transparent pixels
5595                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5596                                 for (j = 0;j < image_width * image_height * 4;j += 4)
5597                                 {
5598                                         pixels[j+0] = 255;
5599                                         pixels[j+1] = 255;
5600                                         pixels[j+2] = 255;
5601                                         pixels[j+3] = basepixels[j+3];
5602                                 }
5603                                 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
5604                                 Mem_Free(pixels);
5605                         }
5606                 }
5607                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5608                 //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]);
5609                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5610                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5611                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5612                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5613         }
5614
5615         if (r_loaddds)
5616         {
5617                 mymiplevel = savemiplevel;
5618                 if (r_loadnormalmap)
5619                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, mymiplevel);
5620                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5621                 if (r_loadgloss)
5622                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5623                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5624                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5625                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5626         }
5627
5628         // _norm is the name used by tenebrae and has been adopted as standard
5629         if (r_loadnormalmap && skinframe->nmap == NULL)
5630         {
5631                 mymiplevel = savemiplevel;
5632                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5633                 {
5634                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5635                         Mem_Free(pixels);
5636                         pixels = NULL;
5637                 }
5638                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5639                 {
5640                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5641                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5642                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5643                         Mem_Free(pixels);
5644                         Mem_Free(bumppixels);
5645                 }
5646                 else if (r_shadow_bumpscale_basetexture.value > 0)
5647                 {
5648                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5649                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5650                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5651                         Mem_Free(pixels);
5652                 }
5653                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5654                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5655         }
5656
5657         // _luma is supported only for tenebrae compatibility
5658         // _glow is the preferred name
5659         mymiplevel = savemiplevel;
5660         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))))
5661         {
5662                 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5663                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5664                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5665                 Mem_Free(pixels);pixels = NULL;
5666         }
5667
5668         mymiplevel = savemiplevel;
5669         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5670         {
5671                 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5672                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5673                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5674                 Mem_Free(pixels);
5675                 pixels = NULL;
5676         }
5677
5678         mymiplevel = savemiplevel;
5679         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5680         {
5681                 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5682                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5683                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5684                 Mem_Free(pixels);
5685                 pixels = NULL;
5686         }
5687
5688         mymiplevel = savemiplevel;
5689         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5690         {
5691                 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5692                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5693                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5694                 Mem_Free(pixels);
5695                 pixels = NULL;
5696         }
5697
5698         mymiplevel = savemiplevel;
5699         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5700         {
5701                 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5702                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5703                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5704                 Mem_Free(pixels);
5705                 pixels = NULL;
5706         }
5707
5708         if (basepixels)
5709                 Mem_Free(basepixels);
5710
5711         return skinframe;
5712 }
5713
5714 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5715 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5716 {
5717         int i;
5718         unsigned char *temp1, *temp2;
5719         skinframe_t *skinframe;
5720
5721         if (cls.state == ca_dedicated)
5722                 return NULL;
5723
5724         // if already loaded just return it, otherwise make a new skinframe
5725         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5726         if (skinframe && skinframe->base)
5727                 return skinframe;
5728
5729         skinframe->stain = NULL;
5730         skinframe->merged = NULL;
5731         skinframe->base = NULL;
5732         skinframe->pants = NULL;
5733         skinframe->shirt = NULL;
5734         skinframe->nmap = NULL;
5735         skinframe->gloss = NULL;
5736         skinframe->glow = NULL;
5737         skinframe->fog = NULL;
5738         skinframe->reflect = NULL;
5739         skinframe->hasalpha = false;
5740
5741         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5742         if (!skindata)
5743                 return NULL;
5744
5745         if (developer_loading.integer)
5746                 Con_Printf("loading 32bit skin \"%s\"\n", name);
5747
5748         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5749         {
5750                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5751                 temp2 = temp1 + width * height * 4;
5752                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5753                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, -1, NULL);
5754                 Mem_Free(temp1);
5755         }
5756         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, -1, NULL);
5757         if (textureflags & TEXF_ALPHA)
5758         {
5759                 for (i = 3;i < width * height * 4;i += 4)
5760                 {
5761                         if (skindata[i] < 255)
5762                         {
5763                                 skinframe->hasalpha = true;
5764                                 break;
5765                         }
5766                 }
5767                 if (r_loadfog && skinframe->hasalpha)
5768                 {
5769                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5770                         memcpy(fogpixels, skindata, width * height * 4);
5771                         for (i = 0;i < width * height * 4;i += 4)
5772                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5773                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, -1, NULL);
5774                         Mem_Free(fogpixels);
5775                 }
5776         }
5777
5778         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5779         //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]);
5780
5781         return skinframe;
5782 }
5783
5784 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5785 {
5786         int i;
5787         int featuresmask;
5788         skinframe_t *skinframe;
5789
5790         if (cls.state == ca_dedicated)
5791                 return NULL;
5792
5793         // if already loaded just return it, otherwise make a new skinframe
5794         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5795         if (skinframe && skinframe->base)
5796                 return skinframe;
5797
5798         skinframe->stain = NULL;
5799         skinframe->merged = NULL;
5800         skinframe->base = NULL;
5801         skinframe->pants = NULL;
5802         skinframe->shirt = NULL;
5803         skinframe->nmap = NULL;
5804         skinframe->gloss = NULL;
5805         skinframe->glow = NULL;
5806         skinframe->fog = NULL;
5807         skinframe->reflect = NULL;
5808         skinframe->hasalpha = false;
5809
5810         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5811         if (!skindata)
5812                 return NULL;
5813
5814         if (developer_loading.integer)
5815                 Con_Printf("loading quake skin \"%s\"\n", name);
5816
5817         // 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)
5818         skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5819         memcpy(skinframe->qpixels, skindata, width*height);
5820         skinframe->qwidth = width;
5821         skinframe->qheight = height;
5822
5823         featuresmask = 0;
5824         for (i = 0;i < width * height;i++)
5825                 featuresmask |= palette_featureflags[skindata[i]];
5826
5827         skinframe->hasalpha = false;
5828         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5829         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5830         skinframe->qgeneratemerged = true;
5831         skinframe->qgeneratebase = skinframe->qhascolormapping;
5832         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5833
5834         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5835         //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]);
5836
5837         return skinframe;
5838 }
5839
5840 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5841 {
5842         int width;
5843         int height;
5844         unsigned char *skindata;
5845
5846         if (!skinframe->qpixels)
5847                 return;
5848
5849         if (!skinframe->qhascolormapping)
5850                 colormapped = false;
5851
5852         if (colormapped)
5853         {
5854                 if (!skinframe->qgeneratebase)
5855                         return;
5856         }
5857         else
5858         {
5859                 if (!skinframe->qgeneratemerged)
5860                         return;
5861         }
5862
5863         width = skinframe->qwidth;
5864         height = skinframe->qheight;
5865         skindata = skinframe->qpixels;
5866
5867         if (skinframe->qgeneratenmap)
5868         {
5869                 unsigned char *temp1, *temp2;
5870                 skinframe->qgeneratenmap = false;
5871                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5872                 temp2 = temp1 + width * height * 4;
5873                 // use either a custom palette or the quake palette
5874                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5875                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5876                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, -1, NULL);
5877                 Mem_Free(temp1);
5878         }
5879
5880         if (skinframe->qgenerateglow)
5881         {
5882                 skinframe->qgenerateglow = false;
5883                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
5884         }
5885
5886         if (colormapped)
5887         {
5888                 skinframe->qgeneratebase = false;
5889                 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);
5890                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
5891                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
5892         }
5893         else
5894         {
5895                 skinframe->qgeneratemerged = false;
5896                 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);
5897         }
5898
5899         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5900         {
5901                 Mem_Free(skinframe->qpixels);
5902                 skinframe->qpixels = NULL;
5903         }
5904 }
5905
5906 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)
5907 {
5908         int i;
5909         skinframe_t *skinframe;
5910
5911         if (cls.state == ca_dedicated)
5912                 return NULL;
5913
5914         // if already loaded just return it, otherwise make a new skinframe
5915         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5916         if (skinframe && skinframe->base)
5917                 return skinframe;
5918
5919         skinframe->stain = NULL;
5920         skinframe->merged = NULL;
5921         skinframe->base = NULL;
5922         skinframe->pants = NULL;
5923         skinframe->shirt = NULL;
5924         skinframe->nmap = NULL;
5925         skinframe->gloss = NULL;
5926         skinframe->glow = NULL;
5927         skinframe->fog = NULL;
5928         skinframe->reflect = NULL;
5929         skinframe->hasalpha = false;
5930
5931         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5932         if (!skindata)
5933                 return NULL;
5934
5935         if (developer_loading.integer)
5936                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5937
5938         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette);
5939         if (textureflags & TEXF_ALPHA)
5940         {
5941                 for (i = 0;i < width * height;i++)
5942                 {
5943                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5944                         {
5945                                 skinframe->hasalpha = true;
5946                                 break;
5947                         }
5948                 }
5949                 if (r_loadfog && skinframe->hasalpha)
5950                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, alphapalette);
5951         }
5952
5953         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5954         //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]);
5955
5956         return skinframe;
5957 }
5958
5959 skinframe_t *R_SkinFrame_LoadMissing(void)
5960 {
5961         skinframe_t *skinframe;
5962
5963         if (cls.state == ca_dedicated)
5964                 return NULL;
5965
5966         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5967         skinframe->stain = NULL;
5968         skinframe->merged = NULL;
5969         skinframe->base = NULL;
5970         skinframe->pants = NULL;
5971         skinframe->shirt = NULL;
5972         skinframe->nmap = NULL;
5973         skinframe->gloss = NULL;
5974         skinframe->glow = NULL;
5975         skinframe->fog = NULL;
5976         skinframe->reflect = NULL;
5977         skinframe->hasalpha = false;
5978
5979         skinframe->avgcolor[0] = rand() / RAND_MAX;
5980         skinframe->avgcolor[1] = rand() / RAND_MAX;
5981         skinframe->avgcolor[2] = rand() / RAND_MAX;
5982         skinframe->avgcolor[3] = 1;
5983
5984         return skinframe;
5985 }
5986
5987 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5988 typedef struct suffixinfo_s
5989 {
5990         char *suffix;
5991         qboolean flipx, flipy, flipdiagonal;
5992 }
5993 suffixinfo_t;
5994 static suffixinfo_t suffix[3][6] =
5995 {
5996         {
5997                 {"px",   false, false, false},
5998                 {"nx",   false, false, false},
5999                 {"py",   false, false, false},
6000                 {"ny",   false, false, false},
6001                 {"pz",   false, false, false},
6002                 {"nz",   false, false, false}
6003         },
6004         {
6005                 {"posx", false, false, false},
6006                 {"negx", false, false, false},
6007                 {"posy", false, false, false},
6008                 {"negy", false, false, false},
6009                 {"posz", false, false, false},
6010                 {"negz", false, false, false}
6011         },
6012         {
6013                 {"rt",    true, false,  true},
6014                 {"lf",   false,  true,  true},
6015                 {"ft",    true,  true, false},
6016                 {"bk",   false, false, false},
6017                 {"up",    true, false,  true},
6018                 {"dn",    true, false,  true}
6019         }
6020 };
6021
6022 static int componentorder[4] = {0, 1, 2, 3};
6023
6024 rtexture_t *R_LoadCubemap(const char *basename)
6025 {
6026         int i, j, cubemapsize;
6027         unsigned char *cubemappixels, *image_buffer;
6028         rtexture_t *cubemaptexture;
6029         char name[256];
6030         // must start 0 so the first loadimagepixels has no requested width/height
6031         cubemapsize = 0;
6032         cubemappixels = NULL;
6033         cubemaptexture = NULL;
6034         // keep trying different suffix groups (posx, px, rt) until one loads
6035         for (j = 0;j < 3 && !cubemappixels;j++)
6036         {
6037                 // load the 6 images in the suffix group
6038                 for (i = 0;i < 6;i++)
6039                 {
6040                         // generate an image name based on the base and and suffix
6041                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6042                         // load it
6043                         if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer, NULL)))
6044                         {
6045                                 // an image loaded, make sure width and height are equal
6046                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6047                                 {
6048                                         // if this is the first image to load successfully, allocate the cubemap memory
6049                                         if (!cubemappixels && image_width >= 1)
6050                                         {
6051                                                 cubemapsize = image_width;
6052                                                 // note this clears to black, so unavailable sides are black
6053                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6054                                         }
6055                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6056                                         if (cubemappixels)
6057                                                 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);
6058                                 }
6059                                 else
6060                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6061                                 // free the image
6062                                 Mem_Free(image_buffer);
6063                         }
6064                 }
6065         }
6066         // if a cubemap loaded, upload it
6067         if (cubemappixels)
6068         {
6069                 if (developer_loading.integer)
6070                         Con_Printf("loading cubemap \"%s\"\n", basename);
6071
6072                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, -1, NULL);
6073                 Mem_Free(cubemappixels);
6074         }
6075         else
6076         {
6077                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6078                 if (developer_loading.integer)
6079                 {
6080                         Con_Printf("(tried tried images ");
6081                         for (j = 0;j < 3;j++)
6082                                 for (i = 0;i < 6;i++)
6083                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6084                         Con_Print(" and was unable to find any of them).\n");
6085                 }
6086         }
6087         return cubemaptexture;
6088 }
6089
6090 rtexture_t *R_GetCubemap(const char *basename)
6091 {
6092         int i;
6093         for (i = 0;i < r_texture_numcubemaps;i++)
6094                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6095                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6096         if (i >= MAX_CUBEMAPS)
6097                 return r_texture_whitecube;
6098         r_texture_numcubemaps++;
6099         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6100         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6101         return r_texture_cubemaps[i].texture;
6102 }
6103
6104 void R_FreeCubemaps(void)
6105 {
6106         int i;
6107         for (i = 0;i < r_texture_numcubemaps;i++)
6108         {
6109                 if (developer_loading.integer)
6110                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6111                 if (r_texture_cubemaps[i].texture)
6112                         R_FreeTexture(r_texture_cubemaps[i].texture);
6113         }
6114         r_texture_numcubemaps = 0;
6115 }
6116
6117 void R_Main_FreeViewCache(void)
6118 {
6119         if (r_refdef.viewcache.entityvisible)
6120                 Mem_Free(r_refdef.viewcache.entityvisible);
6121         if (r_refdef.viewcache.world_pvsbits)
6122                 Mem_Free(r_refdef.viewcache.world_pvsbits);
6123         if (r_refdef.viewcache.world_leafvisible)
6124                 Mem_Free(r_refdef.viewcache.world_leafvisible);
6125         if (r_refdef.viewcache.world_surfacevisible)
6126                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6127         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6128 }
6129
6130 void R_Main_ResizeViewCache(void)
6131 {
6132         int numentities = r_refdef.scene.numentities;
6133         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6134         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6135         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6136         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6137         if (r_refdef.viewcache.maxentities < numentities)
6138         {
6139                 r_refdef.viewcache.maxentities = numentities;
6140                 if (r_refdef.viewcache.entityvisible)
6141                         Mem_Free(r_refdef.viewcache.entityvisible);
6142                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6143         }
6144         if (r_refdef.viewcache.world_numclusters != numclusters)
6145         {
6146                 r_refdef.viewcache.world_numclusters = numclusters;
6147                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6148                 if (r_refdef.viewcache.world_pvsbits)
6149                         Mem_Free(r_refdef.viewcache.world_pvsbits);
6150                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6151         }
6152         if (r_refdef.viewcache.world_numleafs != numleafs)
6153         {
6154                 r_refdef.viewcache.world_numleafs = numleafs;
6155                 if (r_refdef.viewcache.world_leafvisible)
6156                         Mem_Free(r_refdef.viewcache.world_leafvisible);
6157                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6158         }
6159         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6160         {
6161                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6162                 if (r_refdef.viewcache.world_surfacevisible)
6163                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
6164                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6165         }
6166 }
6167
6168 extern rtexture_t *loadingscreentexture;
6169 void gl_main_start(void)
6170 {
6171         loadingscreentexture = NULL;
6172         r_texture_blanknormalmap = NULL;
6173         r_texture_white = NULL;
6174         r_texture_grey128 = NULL;
6175         r_texture_black = NULL;
6176         r_texture_whitecube = NULL;
6177         r_texture_normalizationcube = NULL;
6178         r_texture_fogattenuation = NULL;
6179         r_texture_fogheighttexture = NULL;
6180         r_texture_gammaramps = NULL;
6181         r_texture_numcubemaps = 0;
6182
6183         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6184         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6185
6186         switch(vid.renderpath)
6187         {
6188         case RENDERPATH_GL20:
6189         case RENDERPATH_CGGL:
6190                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6191                 Cvar_SetValueQuick(&gl_combine, 1);
6192                 Cvar_SetValueQuick(&r_glsl, 1);
6193                 r_loadnormalmap = true;
6194                 r_loadgloss = true;
6195                 r_loadfog = false;
6196                 break;
6197         case RENDERPATH_GL13:
6198                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6199                 Cvar_SetValueQuick(&gl_combine, 1);
6200                 Cvar_SetValueQuick(&r_glsl, 0);
6201                 r_loadnormalmap = false;
6202                 r_loadgloss = false;
6203                 r_loadfog = true;
6204                 break;
6205         case RENDERPATH_GL11:
6206                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6207                 Cvar_SetValueQuick(&gl_combine, 0);
6208                 Cvar_SetValueQuick(&r_glsl, 0);
6209                 r_loadnormalmap = false;
6210                 r_loadgloss = false;
6211                 r_loadfog = true;
6212                 break;
6213         }
6214
6215         R_AnimCache_Free();
6216         R_FrameData_Reset();
6217
6218         r_numqueries = 0;
6219         r_maxqueries = 0;
6220         memset(r_queries, 0, sizeof(r_queries));
6221
6222         r_qwskincache = NULL;
6223         r_qwskincache_size = 0;
6224
6225         // set up r_skinframe loading system for textures
6226         memset(&r_skinframe, 0, sizeof(r_skinframe));
6227         r_skinframe.loadsequence = 1;
6228         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6229
6230         r_main_texturepool = R_AllocTexturePool();
6231         R_BuildBlankTextures();
6232         R_BuildNoTexture();
6233         if (vid.support.arb_texture_cube_map)
6234         {
6235                 R_BuildWhiteCube();
6236                 R_BuildNormalizationCube();
6237         }
6238         r_texture_fogattenuation = NULL;
6239         r_texture_fogheighttexture = NULL;
6240         r_texture_gammaramps = NULL;
6241         //r_texture_fogintensity = NULL;
6242         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6243         memset(&r_waterstate, 0, sizeof(r_waterstate));
6244         r_glsl_permutation = NULL;
6245         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6246         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6247         glslshaderstring = NULL;
6248 #ifdef SUPPORTCG
6249         r_cg_permutation = NULL;
6250         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6251         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6252         cgshaderstring = NULL;
6253 #endif
6254         memset(&r_svbsp, 0, sizeof (r_svbsp));
6255
6256         r_refdef.fogmasktable_density = 0;
6257 }
6258
6259 void gl_main_shutdown(void)
6260 {
6261         R_AnimCache_Free();
6262         R_FrameData_Reset();
6263
6264         R_Main_FreeViewCache();
6265
6266         if (r_maxqueries)
6267                 qglDeleteQueriesARB(r_maxqueries, r_queries);
6268
6269         r_numqueries = 0;
6270         r_maxqueries = 0;
6271         memset(r_queries, 0, sizeof(r_queries));
6272
6273         r_qwskincache = NULL;
6274         r_qwskincache_size = 0;
6275
6276         // clear out the r_skinframe state
6277         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6278         memset(&r_skinframe, 0, sizeof(r_skinframe));
6279
6280         if (r_svbsp.nodes)
6281                 Mem_Free(r_svbsp.nodes);
6282         memset(&r_svbsp, 0, sizeof (r_svbsp));
6283         R_FreeTexturePool(&r_main_texturepool);
6284         loadingscreentexture = NULL;
6285         r_texture_blanknormalmap = NULL;
6286         r_texture_white = NULL;
6287         r_texture_grey128 = NULL;
6288         r_texture_black = NULL;
6289         r_texture_whitecube = NULL;
6290         r_texture_normalizationcube = NULL;
6291         r_texture_fogattenuation = NULL;
6292         r_texture_fogheighttexture = NULL;
6293         r_texture_gammaramps = NULL;
6294         r_texture_numcubemaps = 0;
6295         //r_texture_fogintensity = NULL;
6296         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6297         memset(&r_waterstate, 0, sizeof(r_waterstate));
6298         r_glsl_permutation = NULL;
6299         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6300         glslshaderstring = NULL;
6301 #ifdef SUPPORTCG
6302         r_cg_permutation = NULL;
6303         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6304         cgshaderstring = NULL;
6305 #endif
6306         R_GLSL_Restart_f();
6307 }
6308
6309 extern void CL_ParseEntityLump(char *entitystring);
6310 void gl_main_newmap(void)
6311 {
6312         // FIXME: move this code to client
6313         char *entities, entname[MAX_QPATH];
6314         if (r_qwskincache)
6315                 Mem_Free(r_qwskincache);
6316         r_qwskincache = NULL;
6317         r_qwskincache_size = 0;
6318         if (cl.worldmodel)
6319         {
6320                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
6321                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6322                 {
6323                         CL_ParseEntityLump(entities);
6324                         Mem_Free(entities);
6325                         return;
6326                 }
6327                 if (cl.worldmodel->brush.entities)
6328                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
6329         }
6330         R_Main_FreeViewCache();
6331
6332         R_FrameData_Reset();
6333 }
6334
6335 void GL_Main_Init(void)
6336 {
6337         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6338
6339         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6340         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6341         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6342         if (gamemode == GAME_NEHAHRA)
6343         {
6344                 Cvar_RegisterVariable (&gl_fogenable);
6345                 Cvar_RegisterVariable (&gl_fogdensity);
6346                 Cvar_RegisterVariable (&gl_fogred);
6347                 Cvar_RegisterVariable (&gl_foggreen);
6348                 Cvar_RegisterVariable (&gl_fogblue);
6349                 Cvar_RegisterVariable (&gl_fogstart);
6350                 Cvar_RegisterVariable (&gl_fogend);
6351                 Cvar_RegisterVariable (&gl_skyclip);
6352         }
6353         Cvar_RegisterVariable(&r_motionblur);
6354         Cvar_RegisterVariable(&r_motionblur_maxblur);
6355         Cvar_RegisterVariable(&r_motionblur_bmin);
6356         Cvar_RegisterVariable(&r_motionblur_vmin);
6357         Cvar_RegisterVariable(&r_motionblur_vmax);
6358         Cvar_RegisterVariable(&r_motionblur_vcoeff);
6359         Cvar_RegisterVariable(&r_motionblur_randomize);
6360         Cvar_RegisterVariable(&r_damageblur);
6361         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6362         Cvar_RegisterVariable(&r_equalize_entities_minambient);
6363         Cvar_RegisterVariable(&r_equalize_entities_by);
6364         Cvar_RegisterVariable(&r_equalize_entities_to);
6365         Cvar_RegisterVariable(&r_depthfirst);
6366         Cvar_RegisterVariable(&r_useinfinitefarclip);
6367         Cvar_RegisterVariable(&r_farclip_base);
6368         Cvar_RegisterVariable(&r_farclip_world);
6369         Cvar_RegisterVariable(&r_nearclip);
6370         Cvar_RegisterVariable(&r_showbboxes);
6371         Cvar_RegisterVariable(&r_showsurfaces);
6372         Cvar_RegisterVariable(&r_showtris);
6373         Cvar_RegisterVariable(&r_shownormals);
6374         Cvar_RegisterVariable(&r_showlighting);
6375         Cvar_RegisterVariable(&r_showshadowvolumes);
6376         Cvar_RegisterVariable(&r_showcollisionbrushes);
6377         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6378         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6379         Cvar_RegisterVariable(&r_showdisabledepthtest);
6380         Cvar_RegisterVariable(&r_drawportals);
6381         Cvar_RegisterVariable(&r_drawentities);
6382         Cvar_RegisterVariable(&r_drawworld);
6383         Cvar_RegisterVariable(&r_cullentities_trace);
6384         Cvar_RegisterVariable(&r_cullentities_trace_samples);
6385         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6386         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6387         Cvar_RegisterVariable(&r_cullentities_trace_delay);
6388         Cvar_RegisterVariable(&r_drawviewmodel);
6389         Cvar_RegisterVariable(&r_drawexteriormodel);
6390         Cvar_RegisterVariable(&r_speeds);
6391         Cvar_RegisterVariable(&r_fullbrights);
6392         Cvar_RegisterVariable(&r_wateralpha);
6393         Cvar_RegisterVariable(&r_dynamic);
6394         Cvar_RegisterVariable(&r_fullbright);
6395         Cvar_RegisterVariable(&r_shadows);
6396         Cvar_RegisterVariable(&r_shadows_darken);
6397         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6398         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6399         Cvar_RegisterVariable(&r_shadows_throwdistance);
6400         Cvar_RegisterVariable(&r_shadows_throwdirection);
6401         Cvar_RegisterVariable(&r_shadows_focus);
6402         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6403         Cvar_RegisterVariable(&r_q1bsp_skymasking);
6404         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6405         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6406         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6407         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6408         Cvar_RegisterVariable(&r_fog_exp2);
6409         Cvar_RegisterVariable(&r_drawfog);
6410         Cvar_RegisterVariable(&r_transparentdepthmasking);
6411         Cvar_RegisterVariable(&r_texture_dds_load);
6412         Cvar_RegisterVariable(&r_texture_dds_save);
6413         Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6414         Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6415         Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6416         Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6417         Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6418         Cvar_RegisterVariable(&r_textureunits);
6419         Cvar_RegisterVariable(&gl_combine);
6420         Cvar_RegisterVariable(&r_glsl);
6421         Cvar_RegisterVariable(&r_glsl_deluxemapping);
6422         Cvar_RegisterVariable(&r_glsl_offsetmapping);
6423         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6424         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6425         Cvar_RegisterVariable(&r_glsl_postprocess);
6426         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6427         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6428         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6429         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6430         Cvar_RegisterVariable(&r_water);
6431         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6432         Cvar_RegisterVariable(&r_water_clippingplanebias);
6433         Cvar_RegisterVariable(&r_water_refractdistort);
6434         Cvar_RegisterVariable(&r_water_reflectdistort);
6435         Cvar_RegisterVariable(&r_lerpsprites);
6436         Cvar_RegisterVariable(&r_lerpmodels);
6437         Cvar_RegisterVariable(&r_lerplightstyles);
6438         Cvar_RegisterVariable(&r_waterscroll);
6439         Cvar_RegisterVariable(&r_bloom);
6440         Cvar_RegisterVariable(&r_bloom_colorscale);
6441         Cvar_RegisterVariable(&r_bloom_brighten);
6442         Cvar_RegisterVariable(&r_bloom_blur);
6443         Cvar_RegisterVariable(&r_bloom_resolution);
6444         Cvar_RegisterVariable(&r_bloom_colorexponent);
6445         Cvar_RegisterVariable(&r_bloom_colorsubtract);
6446         Cvar_RegisterVariable(&r_hdr);
6447         Cvar_RegisterVariable(&r_hdr_scenebrightness);
6448         Cvar_RegisterVariable(&r_hdr_glowintensity);
6449         Cvar_RegisterVariable(&r_hdr_range);
6450         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6451         Cvar_RegisterVariable(&developer_texturelogging);
6452         Cvar_RegisterVariable(&gl_lightmaps);
6453         Cvar_RegisterVariable(&r_test);
6454         Cvar_RegisterVariable(&r_glsl_saturation);
6455         Cvar_RegisterVariable(&r_framedatasize);
6456         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6457                 Cvar_SetValue("r_fullbrights", 0);
6458         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6459
6460         Cvar_RegisterVariable(&r_track_sprites);
6461         Cvar_RegisterVariable(&r_track_sprites_flags);
6462         Cvar_RegisterVariable(&r_track_sprites_scalew);
6463         Cvar_RegisterVariable(&r_track_sprites_scaleh);
6464         Cvar_RegisterVariable(&r_overheadsprites_perspective);
6465         Cvar_RegisterVariable(&r_overheadsprites_pushback);
6466 }
6467
6468 extern void R_Textures_Init(void);
6469 extern void GL_Draw_Init(void);
6470 extern void GL_Main_Init(void);
6471 extern void R_Shadow_Init(void);
6472 extern void R_Sky_Init(void);
6473 extern void GL_Surf_Init(void);
6474 extern void R_Particles_Init(void);
6475 extern void R_Explosion_Init(void);
6476 extern void gl_backend_init(void);
6477 extern void Sbar_Init(void);
6478 extern void R_LightningBeams_Init(void);
6479 extern void Mod_RenderInit(void);
6480 extern void Font_Init(void);
6481
6482 void Render_Init(void)
6483 {
6484         gl_backend_init();
6485         R_Textures_Init();
6486         GL_Main_Init();
6487         Font_Init();
6488         GL_Draw_Init();
6489         R_Shadow_Init();
6490         R_Sky_Init();
6491         GL_Surf_Init();
6492         Sbar_Init();
6493         R_Particles_Init();
6494         R_Explosion_Init();
6495         R_LightningBeams_Init();
6496         Mod_RenderInit();
6497 }
6498
6499 /*
6500 ===============
6501 GL_Init
6502 ===============
6503 */
6504 extern char *ENGINE_EXTENSIONS;
6505 void GL_Init (void)
6506 {
6507         gl_renderer = (const char *)qglGetString(GL_RENDERER);
6508         gl_vendor = (const char *)qglGetString(GL_VENDOR);
6509         gl_version = (const char *)qglGetString(GL_VERSION);
6510         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6511
6512         if (!gl_extensions)
6513                 gl_extensions = "";
6514         if (!gl_platformextensions)
6515                 gl_platformextensions = "";
6516
6517         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6518         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6519         Con_Printf("GL_VERSION: %s\n", gl_version);
6520         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6521         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6522
6523         VID_CheckExtensions();
6524
6525         // LordHavoc: report supported extensions
6526         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6527
6528         // clear to black (loading plaque will be seen over this)
6529         CHECKGLERROR
6530         qglClearColor(0,0,0,1);CHECKGLERROR
6531         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6532 }
6533
6534 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6535 {
6536         int i;
6537         mplane_t *p;
6538         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6539         {
6540                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6541                 if (i == 4)
6542                         continue;
6543                 p = r_refdef.view.frustum + i;
6544                 switch(p->signbits)
6545                 {
6546                 default:
6547                 case 0:
6548                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6549                                 return true;
6550                         break;
6551                 case 1:
6552                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6553                                 return true;
6554                         break;
6555                 case 2:
6556                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6557                                 return true;
6558                         break;
6559                 case 3:
6560                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6561                                 return true;
6562                         break;
6563                 case 4:
6564                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6565                                 return true;
6566                         break;
6567                 case 5:
6568                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6569                                 return true;
6570                         break;
6571                 case 6:
6572                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6573                                 return true;
6574                         break;
6575                 case 7:
6576                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6577                                 return true;
6578                         break;
6579                 }
6580         }
6581         return false;
6582 }
6583
6584 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6585 {
6586         int i;
6587         const mplane_t *p;
6588         for (i = 0;i < numplanes;i++)
6589         {
6590                 p = planes + i;
6591                 switch(p->signbits)
6592                 {
6593                 default:
6594                 case 0:
6595                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6596                                 return true;
6597                         break;
6598                 case 1:
6599                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6600                                 return true;
6601                         break;
6602                 case 2:
6603                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6604                                 return true;
6605                         break;
6606                 case 3:
6607                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6608                                 return true;
6609                         break;
6610                 case 4:
6611                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6612                                 return true;
6613                         break;
6614                 case 5:
6615                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6616                                 return true;
6617                         break;
6618                 case 6:
6619                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6620                                 return true;
6621                         break;
6622                 case 7:
6623                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6624                                 return true;
6625                         break;
6626                 }
6627         }
6628         return false;
6629 }
6630
6631 //==================================================================================
6632
6633 // LordHavoc: this stores temporary data used within the same frame
6634
6635 qboolean r_framedata_failed;
6636 static size_t r_framedata_size;
6637 static size_t r_framedata_current;
6638 static void *r_framedata_base;
6639
6640 void R_FrameData_Reset(void)
6641 {
6642         if (r_framedata_base)
6643                 Mem_Free(r_framedata_base);
6644         r_framedata_base = NULL;
6645         r_framedata_size = 0;
6646         r_framedata_current = 0;
6647         r_framedata_failed = false;
6648 }
6649
6650 void R_FrameData_NewFrame(void)
6651 {
6652         size_t wantedsize;
6653         if (r_framedata_failed)
6654                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6655         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6656         wantedsize = bound(65536, wantedsize, 128*1024*1024);
6657         if (r_framedata_size != wantedsize)
6658         {
6659                 r_framedata_size = wantedsize;
6660                 if (r_framedata_base)
6661                         Mem_Free(r_framedata_base);
6662                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6663         }
6664         r_framedata_current = 0;
6665         r_framedata_failed = false;
6666 }
6667
6668 void *R_FrameData_Alloc(size_t size)
6669 {
6670         void *data;
6671
6672         // align to 16 byte boundary
6673         size = (size + 15) & ~15;
6674         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6675         r_framedata_current += size;
6676
6677         // check overflow
6678         if (r_framedata_current > r_framedata_size)
6679                 r_framedata_failed = true;
6680
6681         // return NULL on everything after a failure
6682         if (r_framedata_failed)
6683                 return NULL;
6684
6685         return data;
6686 }
6687
6688 void *R_FrameData_Store(size_t size, void *data)
6689 {
6690         void *d = R_FrameData_Alloc(size);
6691         if (d)
6692                 memcpy(d, data, size);
6693         return d;
6694 }
6695
6696 //==================================================================================
6697
6698 // LordHavoc: animcache originally written by Echon, rewritten since then
6699
6700 /**
6701  * Animation cache prevents re-generating mesh data for an animated model
6702  * multiple times in one frame for lighting, shadowing, reflections, etc.
6703  */
6704
6705 void R_AnimCache_Free(void)
6706 {
6707 }
6708
6709 void R_AnimCache_ClearCache(void)
6710 {
6711         int i;
6712         entity_render_t *ent;
6713
6714         for (i = 0;i < r_refdef.scene.numentities;i++)
6715         {
6716                 ent = r_refdef.scene.entities[i];
6717                 ent->animcache_vertex3f = NULL;
6718                 ent->animcache_normal3f = NULL;
6719                 ent->animcache_svector3f = NULL;
6720                 ent->animcache_tvector3f = NULL;
6721                 ent->animcache_vertexposition = NULL;
6722                 ent->animcache_vertexmesh = NULL;
6723                 ent->animcache_vertexpositionbuffer = NULL;
6724                 ent->animcache_vertexmeshbuffer = NULL;
6725         }
6726 }
6727
6728 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
6729 {
6730         int i;
6731         if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
6732                 ent->animcache_vertexmesh = R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
6733         if (!ent->animcache_vertexposition)
6734                 ent->animcache_vertexposition = R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
6735         if (ent->animcache_vertexposition)
6736         {
6737                 for (i = 0;i < numvertices;i++)
6738                         VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexposition[i].vertex3f);
6739                 // TODO: upload vertex buffer?
6740         }
6741         if (ent->animcache_vertexmesh)
6742         {
6743                 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
6744                 for (i = 0;i < numvertices;i++)
6745                         VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexmesh[i].vertex3f);
6746                 if (ent->animcache_svector3f)
6747                         for (i = 0;i < numvertices;i++)
6748                                 VectorCopy(ent->animcache_svector3f + 3*i, ent->animcache_vertexmesh[i].svector3f);
6749                 if (ent->animcache_tvector3f)
6750                         for (i = 0;i < numvertices;i++)
6751                                 VectorCopy(ent->animcache_tvector3f + 3*i, ent->animcache_vertexmesh[i].tvector3f);
6752                 if (ent->animcache_normal3f)
6753                         for (i = 0;i < numvertices;i++)
6754                                 VectorCopy(ent->animcache_normal3f + 3*i, ent->animcache_vertexmesh[i].normal3f);
6755                 // TODO: upload vertex buffer?
6756         }
6757 }
6758
6759 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6760 {
6761         dp_model_t *model = ent->model;
6762         int numvertices;
6763         // see if it's already cached this frame
6764         if (ent->animcache_vertex3f)
6765         {
6766                 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
6767                 if (wantnormals || wanttangents)
6768                 {
6769                         if (ent->animcache_normal3f)
6770                                 wantnormals = false;
6771                         if (ent->animcache_svector3f)
6772                                 wanttangents = false;
6773                         if (wantnormals || wanttangents)
6774                         {
6775                                 numvertices = model->surfmesh.num_vertices;
6776                                 if (wantnormals)
6777                                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6778                                 if (wanttangents)
6779                                 {
6780                                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6781                                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6782                                 }
6783                                 if (!r_framedata_failed)
6784                                 {
6785                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6786                                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
6787                                 }
6788                         }
6789                 }
6790         }
6791         else
6792         {
6793                 // see if this ent is worth caching
6794                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6795                         return false;
6796                 // get some memory for this entity and generate mesh data
6797                 numvertices = model->surfmesh.num_vertices;
6798                 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6799                 if (wantnormals)
6800                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6801                 if (wanttangents)
6802                 {
6803                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6804                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6805                 }
6806                 if (!r_framedata_failed)
6807                 {
6808                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6809                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
6810                 }
6811         }
6812         return !r_framedata_failed;
6813 }
6814
6815 void R_AnimCache_CacheVisibleEntities(void)
6816 {
6817         int i;
6818         qboolean wantnormals = true;
6819         qboolean wanttangents = !r_showsurfaces.integer;
6820
6821         switch(vid.renderpath)
6822         {
6823         case RENDERPATH_GL20:
6824         case RENDERPATH_CGGL:
6825                 break;
6826         case RENDERPATH_GL13:
6827         case RENDERPATH_GL11:
6828                 wanttangents = false;
6829                 break;
6830         }
6831
6832         if (r_shownormals.integer)
6833                 wanttangents = wantnormals = true;
6834
6835         // TODO: thread this
6836         // NOTE: R_PrepareRTLights() also caches entities
6837
6838         for (i = 0;i < r_refdef.scene.numentities;i++)
6839                 if (r_refdef.viewcache.entityvisible[i])
6840                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6841 }
6842
6843 //==================================================================================
6844
6845 static void R_View_UpdateEntityLighting (void)
6846 {
6847         int i;
6848         entity_render_t *ent;
6849         vec3_t tempdiffusenormal, avg;
6850         vec_t f, fa, fd, fdd;
6851         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
6852
6853         for (i = 0;i < r_refdef.scene.numentities;i++)
6854         {
6855                 ent = r_refdef.scene.entities[i];
6856
6857                 // skip unseen models
6858                 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6859                         continue;
6860
6861                 // skip bsp models
6862                 if (ent->model && ent->model->brush.num_leafs)
6863                 {
6864                         // TODO: use modellight for r_ambient settings on world?
6865                         VectorSet(ent->modellight_ambient, 0, 0, 0);
6866                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
6867                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
6868                         continue;
6869                 }
6870
6871                 // fetch the lighting from the worldmodel data
6872                 VectorClear(ent->modellight_ambient);
6873                 VectorClear(ent->modellight_diffuse);
6874                 VectorClear(tempdiffusenormal);
6875                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6876                 {
6877                         vec3_t org;
6878                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6879                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6880                         if(ent->flags & RENDER_EQUALIZE)
6881                         {
6882                                 // first fix up ambient lighting...
6883                                 if(r_equalize_entities_minambient.value > 0)
6884                                 {
6885                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6886                                         if(fd > 0)
6887                                         {
6888                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6889                                                 if(fa < r_equalize_entities_minambient.value * fd)
6890                                                 {
6891                                                         // solve:
6892                                                         //   fa'/fd' = minambient
6893                                                         //   fa'+0.25*fd' = fa+0.25*fd
6894                                                         //   ...
6895                                                         //   fa' = fd' * minambient
6896                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
6897                                                         //   ...
6898                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6899                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6900                                                         //   ...
6901                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6902                                                         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
6903                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6904                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6905                                                 }
6906                                         }
6907                                 }
6908
6909                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6910                                 {
6911                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6912                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6913                                         if(f > 0)
6914                                         {
6915                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6916                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6917                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6918                                         }
6919                                 }
6920                         }
6921                 }
6922                 else // highly rare
6923                         VectorSet(ent->modellight_ambient, 1, 1, 1);
6924
6925                 // move the light direction into modelspace coordinates for lighting code
6926                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6927                 if(VectorLength2(ent->modellight_lightdir) == 0)
6928                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6929                 VectorNormalize(ent->modellight_lightdir);
6930         }
6931 }
6932
6933 #define MAX_LINEOFSIGHTTRACES 64
6934
6935 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6936 {
6937         int i;
6938         vec3_t boxmins, boxmaxs;
6939         vec3_t start;
6940         vec3_t end;
6941         dp_model_t *model = r_refdef.scene.worldmodel;
6942
6943         if (!model || !model->brush.TraceLineOfSight)
6944                 return true;
6945
6946         // expand the box a little
6947         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6948         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6949         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6950         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6951         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6952         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6953
6954         // return true if eye is inside enlarged box
6955         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6956                 return true;
6957
6958         // try center
6959         VectorCopy(eye, start);
6960         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6961         if (model->brush.TraceLineOfSight(model, start, end))
6962                 return true;
6963
6964         // try various random positions
6965         for (i = 0;i < numsamples;i++)
6966         {
6967                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6968                 if (model->brush.TraceLineOfSight(model, start, end))
6969                         return true;
6970         }
6971
6972         return false;
6973 }
6974
6975
6976 static void R_View_UpdateEntityVisible (void)
6977 {
6978         int i;
6979         int renderimask;
6980         int samples;
6981         entity_render_t *ent;
6982
6983         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6984                 : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6985                 : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
6986                 :                                                          RENDER_EXTERIORMODEL;
6987         if (!r_drawviewmodel.integer)
6988                 renderimask |= RENDER_VIEWMODEL;
6989         if (!r_drawexteriormodel.integer)
6990                 renderimask |= RENDER_EXTERIORMODEL;
6991         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6992         {
6993                 // worldmodel can check visibility
6994                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6995                 for (i = 0;i < r_refdef.scene.numentities;i++)
6996                 {
6997                         ent = r_refdef.scene.entities[i];
6998                         if (!(ent->flags & renderimask))
6999                         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)))
7000                         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))
7001                                 r_refdef.viewcache.entityvisible[i] = true;
7002                 }
7003                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7004                         // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7005                 {
7006                         for (i = 0;i < r_refdef.scene.numentities;i++)
7007                         {
7008                                 ent = r_refdef.scene.entities[i];
7009                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7010                                 {
7011                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7012                                         if (samples < 0)
7013                                                 continue; // temp entities do pvs only
7014                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7015                                                 ent->last_trace_visibility = realtime;
7016                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7017                                                 r_refdef.viewcache.entityvisible[i] = 0;
7018                                 }
7019                         }
7020                 }
7021         }
7022         else
7023         {
7024                 // no worldmodel or it can't check visibility
7025                 for (i = 0;i < r_refdef.scene.numentities;i++)
7026                 {
7027                         ent = r_refdef.scene.entities[i];
7028                         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));
7029                 }
7030         }
7031 }
7032
7033 /// only used if skyrendermasked, and normally returns false
7034 int R_DrawBrushModelsSky (void)
7035 {
7036         int i, sky;
7037         entity_render_t *ent;
7038
7039         sky = false;
7040         for (i = 0;i < r_refdef.scene.numentities;i++)
7041         {
7042                 if (!r_refdef.viewcache.entityvisible[i])
7043                         continue;
7044                 ent = r_refdef.scene.entities[i];
7045                 if (!ent->model || !ent->model->DrawSky)
7046                         continue;
7047                 ent->model->DrawSky(ent);
7048                 sky = true;
7049         }
7050         return sky;
7051 }
7052
7053 static void R_DrawNoModel(entity_render_t *ent);
7054 static void R_DrawModels(void)
7055 {
7056         int i;
7057         entity_render_t *ent;
7058
7059         for (i = 0;i < r_refdef.scene.numentities;i++)
7060         {
7061                 if (!r_refdef.viewcache.entityvisible[i])
7062                         continue;
7063                 ent = r_refdef.scene.entities[i];
7064                 r_refdef.stats.entities++;
7065                 if (ent->model && ent->model->Draw != NULL)
7066                         ent->model->Draw(ent);
7067                 else
7068                         R_DrawNoModel(ent);
7069         }
7070 }
7071
7072 static void R_DrawModelsDepth(void)
7073 {
7074         int i;
7075         entity_render_t *ent;
7076
7077         for (i = 0;i < r_refdef.scene.numentities;i++)
7078         {
7079                 if (!r_refdef.viewcache.entityvisible[i])
7080                         continue;
7081                 ent = r_refdef.scene.entities[i];
7082                 if (ent->model && ent->model->DrawDepth != NULL)
7083                         ent->model->DrawDepth(ent);
7084         }
7085 }
7086
7087 static void R_DrawModelsDebug(void)
7088 {
7089         int i;
7090         entity_render_t *ent;
7091
7092         for (i = 0;i < r_refdef.scene.numentities;i++)
7093         {
7094                 if (!r_refdef.viewcache.entityvisible[i])
7095                         continue;
7096                 ent = r_refdef.scene.entities[i];
7097                 if (ent->model && ent->model->DrawDebug != NULL)
7098                         ent->model->DrawDebug(ent);
7099         }
7100 }
7101
7102 static void R_DrawModelsAddWaterPlanes(void)
7103 {
7104         int i;
7105         entity_render_t *ent;
7106
7107         for (i = 0;i < r_refdef.scene.numentities;i++)
7108         {
7109                 if (!r_refdef.viewcache.entityvisible[i])
7110                         continue;
7111                 ent = r_refdef.scene.entities[i];
7112                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7113                         ent->model->DrawAddWaterPlanes(ent);
7114         }
7115 }
7116
7117 static void R_View_SetFrustum(void)
7118 {
7119         int i;
7120         double slopex, slopey;
7121         vec3_t forward, left, up, origin;
7122
7123         // we can't trust r_refdef.view.forward and friends in reflected scenes
7124         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7125
7126 #if 0
7127         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7128         r_refdef.view.frustum[0].normal[1] = 0 - 0;
7129         r_refdef.view.frustum[0].normal[2] = -1 - 0;
7130         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7131         r_refdef.view.frustum[1].normal[1] = 0 + 0;
7132         r_refdef.view.frustum[1].normal[2] = -1 + 0;
7133         r_refdef.view.frustum[2].normal[0] = 0 - 0;
7134         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7135         r_refdef.view.frustum[2].normal[2] = -1 - 0;
7136         r_refdef.view.frustum[3].normal[0] = 0 + 0;
7137         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7138         r_refdef.view.frustum[3].normal[2] = -1 + 0;
7139 #endif
7140
7141 #if 0
7142         zNear = r_refdef.nearclip;
7143         nudge = 1.0 - 1.0 / (1<<23);
7144         r_refdef.view.frustum[4].normal[0] = 0 - 0;
7145         r_refdef.view.frustum[4].normal[1] = 0 - 0;
7146         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7147         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7148         r_refdef.view.frustum[5].normal[0] = 0 + 0;
7149         r_refdef.view.frustum[5].normal[1] = 0 + 0;
7150         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7151         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7152 #endif
7153
7154
7155
7156 #if 0
7157         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7158         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7159         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7160         r_refdef.view.frustum[0].dist = m[15] - m[12];
7161
7162         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7163         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7164         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7165         r_refdef.view.frustum[1].dist = m[15] + m[12];
7166
7167         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7168         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7169         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7170         r_refdef.view.frustum[2].dist = m[15] - m[13];
7171
7172         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7173         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7174         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7175         r_refdef.view.frustum[3].dist = m[15] + m[13];
7176
7177         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7178         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7179         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7180         r_refdef.view.frustum[4].dist = m[15] - m[14];
7181
7182         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7183         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7184         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7185         r_refdef.view.frustum[5].dist = m[15] + m[14];
7186 #endif
7187
7188         if (r_refdef.view.useperspective)
7189         {
7190                 slopex = 1.0 / r_refdef.view.frustum_x;
7191                 slopey = 1.0 / r_refdef.view.frustum_y;
7192                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7193                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
7194                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
7195                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
7196                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7197
7198                 // Leaving those out was a mistake, those were in the old code, and they
7199                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7200                 // I couldn't reproduce it after adding those normalizations. --blub
7201                 VectorNormalize(r_refdef.view.frustum[0].normal);
7202                 VectorNormalize(r_refdef.view.frustum[1].normal);
7203                 VectorNormalize(r_refdef.view.frustum[2].normal);
7204                 VectorNormalize(r_refdef.view.frustum[3].normal);
7205
7206                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7207                 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]);
7208                 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]);
7209                 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]);
7210                 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]);
7211
7212                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7213                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7214                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7215                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7216                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7217         }
7218         else
7219         {
7220                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7221                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7222                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7223                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7224                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7225                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7226                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7227                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7228                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7229                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7230         }
7231         r_refdef.view.numfrustumplanes = 5;
7232
7233         if (r_refdef.view.useclipplane)
7234         {
7235                 r_refdef.view.numfrustumplanes = 6;
7236                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7237         }
7238
7239         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7240                 PlaneClassify(r_refdef.view.frustum + i);
7241
7242         // LordHavoc: note to all quake engine coders, Quake had a special case
7243         // for 90 degrees which assumed a square view (wrong), so I removed it,
7244         // Quake2 has it disabled as well.
7245
7246         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7247         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7248         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7249         //PlaneClassify(&frustum[0]);
7250
7251         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7252         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7253         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7254         //PlaneClassify(&frustum[1]);
7255
7256         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7257         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7258         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7259         //PlaneClassify(&frustum[2]);
7260
7261         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7262         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7263         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7264         //PlaneClassify(&frustum[3]);
7265
7266         // nearclip plane
7267         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7268         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7269         //PlaneClassify(&frustum[4]);
7270 }
7271
7272 void R_View_Update(void)
7273 {
7274         R_Main_ResizeViewCache();
7275         R_View_SetFrustum();
7276         R_View_WorldVisibility(r_refdef.view.useclipplane);
7277         R_View_UpdateEntityVisible();
7278         R_View_UpdateEntityLighting();
7279 }
7280
7281 void R_SetupView(qboolean allowwaterclippingplane)
7282 {
7283         const float *customclipplane = NULL;
7284         float plane[4];
7285         if (r_refdef.view.useclipplane && allowwaterclippingplane)
7286         {
7287                 // LordHavoc: couldn't figure out how to make this approach the
7288                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7289                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7290                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7291                         dist = r_refdef.view.clipplane.dist;
7292                 plane[0] = r_refdef.view.clipplane.normal[0];
7293                 plane[1] = r_refdef.view.clipplane.normal[1];
7294                 plane[2] = r_refdef.view.clipplane.normal[2];
7295                 plane[3] = dist;
7296                 customclipplane = plane;
7297         }
7298
7299         if (!r_refdef.view.useperspective)
7300                 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);
7301         else if (vid.stencil && r_useinfinitefarclip.integer)
7302                 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);
7303         else
7304                 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);
7305         R_SetViewport(&r_refdef.view.viewport);
7306 }
7307
7308 void R_EntityMatrix(const matrix4x4_t *matrix)
7309 {
7310         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7311         {
7312                 gl_modelmatrixchanged = false;
7313                 gl_modelmatrix = *matrix;
7314                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7315                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7316                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7317                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7318                 CHECKGLERROR
7319                 switch(vid.renderpath)
7320                 {
7321                 case RENDERPATH_GL20:
7322                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7323                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7324                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7325                         break;
7326                 case RENDERPATH_CGGL:
7327 #ifdef SUPPORTCG
7328                         CHECKCGERROR
7329                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7330                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7331                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7332 #endif
7333                         break;
7334                 case RENDERPATH_GL13:
7335                 case RENDERPATH_GL11:
7336                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7337                         break;
7338                 }
7339         }
7340 }
7341
7342 void R_ResetViewRendering2D(void)
7343 {
7344         r_viewport_t viewport;
7345         DrawQ_Finish();
7346
7347         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7348         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);
7349         R_SetViewport(&viewport);
7350         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7351         GL_Color(1, 1, 1, 1);
7352         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7353         GL_BlendFunc(GL_ONE, GL_ZERO);
7354         GL_AlphaTest(false);
7355         GL_ScissorTest(false);
7356         GL_DepthMask(false);
7357         GL_DepthRange(0, 1);
7358         GL_DepthTest(false);
7359         R_EntityMatrix(&identitymatrix);
7360         R_Mesh_ResetTextureState();
7361         GL_PolygonOffset(0, 0);
7362         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7363         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7364         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7365         qglStencilMask(~0);CHECKGLERROR
7366         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7367         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7368         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7369 }
7370
7371 void R_ResetViewRendering3D(void)
7372 {
7373         DrawQ_Finish();
7374
7375         R_SetupView(true);
7376         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7377         GL_Color(1, 1, 1, 1);
7378         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7379         GL_BlendFunc(GL_ONE, GL_ZERO);
7380         GL_AlphaTest(false);
7381         GL_ScissorTest(true);
7382         GL_DepthMask(true);
7383         GL_DepthRange(0, 1);
7384         GL_DepthTest(true);
7385         R_EntityMatrix(&identitymatrix);
7386         R_Mesh_ResetTextureState();
7387         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7388         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7389         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7390         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7391         qglStencilMask(~0);CHECKGLERROR
7392         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7393         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7394         GL_CullFace(r_refdef.view.cullface_back);
7395 }
7396
7397 /*
7398 ================
7399 R_RenderView_UpdateViewVectors
7400 ================
7401 */
7402 static void R_RenderView_UpdateViewVectors(void)
7403 {
7404         // break apart the view matrix into vectors for various purposes
7405         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7406         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7407         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7408         VectorNegate(r_refdef.view.left, r_refdef.view.right);
7409         // make an inverted copy of the view matrix for tracking sprites
7410         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7411 }
7412
7413 void R_RenderScene(void);
7414 void R_RenderWaterPlanes(void);
7415
7416 static void R_Water_StartFrame(void)
7417 {
7418         int i;
7419         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7420         r_waterstate_waterplane_t *p;
7421
7422         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7423                 return;
7424
7425         switch(vid.renderpath)
7426         {
7427         case RENDERPATH_GL20:
7428         case RENDERPATH_CGGL:
7429                 break;
7430         case RENDERPATH_GL13:
7431         case RENDERPATH_GL11:
7432                 return;
7433         }
7434
7435         // set waterwidth and waterheight to the water resolution that will be
7436         // used (often less than the screen resolution for faster rendering)
7437         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7438         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7439
7440         // calculate desired texture sizes
7441         // can't use water if the card does not support the texture size
7442         if (!r_water.integer || r_showsurfaces.integer)
7443                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7444         else if (vid.support.arb_texture_non_power_of_two)
7445         {
7446                 texturewidth = waterwidth;
7447                 textureheight = waterheight;
7448                 camerawidth = waterwidth;
7449                 cameraheight = waterheight;
7450         }
7451         else
7452         {
7453                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
7454                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
7455                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
7456                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
7457         }
7458
7459         // allocate textures as needed
7460         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7461         {
7462                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7463                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7464                 {
7465                         if (p->texture_refraction)
7466                                 R_FreeTexture(p->texture_refraction);
7467                         p->texture_refraction = NULL;
7468                         if (p->texture_reflection)
7469                                 R_FreeTexture(p->texture_reflection);
7470                         p->texture_reflection = NULL;
7471                         if (p->texture_camera)
7472                                 R_FreeTexture(p->texture_camera);
7473                         p->texture_camera = NULL;
7474                 }
7475                 memset(&r_waterstate, 0, sizeof(r_waterstate));
7476                 r_waterstate.texturewidth = texturewidth;
7477                 r_waterstate.textureheight = textureheight;
7478                 r_waterstate.camerawidth = camerawidth;
7479                 r_waterstate.cameraheight = cameraheight;
7480         }
7481
7482         if (r_waterstate.texturewidth)
7483         {
7484                 r_waterstate.enabled = true;
7485
7486                 // when doing a reduced render (HDR) we want to use a smaller area
7487                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7488                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7489
7490                 // set up variables that will be used in shader setup
7491                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7492                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7493                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7494                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7495         }
7496
7497         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7498         r_waterstate.numwaterplanes = 0;
7499 }
7500
7501 void R_Water_AddWaterPlane(msurface_t *surface)
7502 {
7503         int triangleindex, planeindex;
7504         const int *e;
7505         vec3_t vert[3];
7506         vec3_t normal;
7507         vec3_t center;
7508         mplane_t plane;
7509         int cam_ent;
7510         r_waterstate_waterplane_t *p;
7511         texture_t *t = R_GetCurrentTexture(surface->texture);
7512         cam_ent = t->camera_entity;
7513         if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7514                 cam_ent = 0;
7515
7516         // just use the first triangle with a valid normal for any decisions
7517         VectorClear(normal);
7518         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7519         {
7520                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7521                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7522                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7523                 TriangleNormal(vert[0], vert[1], vert[2], normal);
7524                 if (VectorLength2(normal) >= 0.001)
7525                         break;
7526         }
7527
7528         VectorCopy(normal, plane.normal);
7529         VectorNormalize(plane.normal);
7530         plane.dist = DotProduct(vert[0], plane.normal);
7531         PlaneClassify(&plane);
7532         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7533         {
7534                 // skip backfaces (except if nocullface is set)
7535                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7536                         return;
7537                 VectorNegate(plane.normal, plane.normal);
7538                 plane.dist *= -1;
7539                 PlaneClassify(&plane);
7540         }
7541
7542
7543         // find a matching plane if there is one
7544         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7545                 if(p->camera_entity == t->camera_entity)
7546                         if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7547                                 break;
7548         if (planeindex >= r_waterstate.maxwaterplanes)
7549                 return; // nothing we can do, out of planes
7550
7551         // if this triangle does not fit any known plane rendered this frame, add one
7552         if (planeindex >= r_waterstate.numwaterplanes)
7553         {
7554                 // store the new plane
7555                 r_waterstate.numwaterplanes++;
7556                 p->plane = plane;
7557                 // clear materialflags and pvs
7558                 p->materialflags = 0;
7559                 p->pvsvalid = false;
7560                 p->camera_entity = t->camera_entity;
7561         }
7562         // merge this surface's materialflags into the waterplane
7563         p->materialflags |= t->currentmaterialflags;
7564         if(!(p->materialflags & MATERIALFLAG_CAMERA))
7565         {
7566                 // merge this surface's PVS into the waterplane
7567                 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7568                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7569                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7570                 {
7571                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7572                         p->pvsvalid = true;
7573                 }
7574         }
7575 }
7576
7577 static void R_Water_ProcessPlanes(void)
7578 {
7579         r_refdef_view_t originalview;
7580         r_refdef_view_t myview;
7581         int planeindex;
7582         r_waterstate_waterplane_t *p;
7583         vec3_t visorigin;
7584
7585         originalview = r_refdef.view;
7586
7587         // make sure enough textures are allocated
7588         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7589         {
7590                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7591                 {
7592                         if (!p->texture_refraction)
7593                                 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);
7594                         if (!p->texture_refraction)
7595                                 goto error;
7596                 }
7597                 else if (p->materialflags & MATERIALFLAG_CAMERA)
7598                 {
7599                         if (!p->texture_camera)
7600                                 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);
7601                         if (!p->texture_camera)
7602                                 goto error;
7603                 }
7604
7605                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7606                 {
7607                         if (!p->texture_reflection)
7608                                 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);
7609                         if (!p->texture_reflection)
7610                                 goto error;
7611                 }
7612         }
7613
7614         // render views
7615         r_refdef.view = originalview;
7616         r_refdef.view.showdebug = false;
7617         r_refdef.view.width = r_waterstate.waterwidth;
7618         r_refdef.view.height = r_waterstate.waterheight;
7619         r_refdef.view.useclipplane = true;
7620         myview = r_refdef.view;
7621         r_waterstate.renderingscene = true;
7622         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7623         {
7624                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7625                 {
7626                         r_refdef.view = myview;
7627                         // render reflected scene and copy into texture
7628                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7629                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7630                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7631                         r_refdef.view.clipplane = p->plane;
7632                         // reverse the cullface settings for this render
7633                         r_refdef.view.cullface_front = GL_FRONT;
7634                         r_refdef.view.cullface_back = GL_BACK;
7635                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7636                         {
7637                                 r_refdef.view.usecustompvs = true;
7638                                 if (p->pvsvalid)
7639                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7640                                 else
7641                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7642                         }
7643
7644                         R_ResetViewRendering3D();
7645                         R_ClearScreen(r_refdef.fogenabled);
7646                         R_View_Update();
7647                         R_RenderScene();
7648
7649                         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);
7650                 }
7651
7652                 // render the normal view scene and copy into texture
7653                 // (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)
7654                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7655                 {
7656                         r_waterstate.renderingrefraction = true;
7657                         r_refdef.view = myview;
7658
7659                         r_refdef.view.clipplane = p->plane;
7660                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7661                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7662
7663                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7664                         {
7665                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7666                                 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7667                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7668                                 R_RenderView_UpdateViewVectors();
7669                                 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);
7670                         }
7671
7672                         PlaneClassify(&r_refdef.view.clipplane);
7673
7674                         R_ResetViewRendering3D();
7675                         R_ClearScreen(r_refdef.fogenabled);
7676                         R_View_Update();
7677                         R_RenderScene();
7678
7679                         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);
7680                         r_waterstate.renderingrefraction = false;
7681                 }
7682                 else if (p->materialflags & MATERIALFLAG_CAMERA)
7683                 {
7684                         r_refdef.view = myview;
7685
7686                         r_refdef.view.clipplane = p->plane;
7687                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7688                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7689
7690                         r_refdef.view.width = r_waterstate.camerawidth;
7691                         r_refdef.view.height = r_waterstate.cameraheight;
7692                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7693                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7694
7695                         if(p->camera_entity)
7696                         {
7697                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7698                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7699                         }
7700
7701                         // reverse the cullface settings for this render
7702                         r_refdef.view.cullface_front = GL_FRONT;
7703                         r_refdef.view.cullface_back = GL_BACK;
7704                         // also reverse the view matrix
7705                         Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, -1, 1);
7706                         R_RenderView_UpdateViewVectors();
7707                         if(p->camera_entity)
7708                                 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);
7709                         
7710                         // camera needs no clipplane
7711                         r_refdef.view.useclipplane = false;
7712
7713                         PlaneClassify(&r_refdef.view.clipplane);
7714
7715                         R_ResetViewRendering3D();
7716                         R_ClearScreen(r_refdef.fogenabled);
7717                         R_View_Update();
7718                         R_RenderScene();
7719
7720                         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);
7721                         r_waterstate.renderingrefraction = false;
7722                 }
7723
7724         }
7725         r_waterstate.renderingscene = false;
7726         r_refdef.view = originalview;
7727         R_ResetViewRendering3D();
7728         R_ClearScreen(r_refdef.fogenabled);
7729         R_View_Update();
7730         return;
7731 error:
7732         r_refdef.view = originalview;
7733         r_waterstate.renderingscene = false;
7734         Cvar_SetValueQuick(&r_water, 0);
7735         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
7736         return;
7737 }
7738
7739 void R_Bloom_StartFrame(void)
7740 {
7741         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7742
7743         switch(vid.renderpath)
7744         {
7745         case RENDERPATH_GL20:
7746         case RENDERPATH_CGGL:
7747                 break;
7748         case RENDERPATH_GL13:
7749         case RENDERPATH_GL11:
7750                 return;
7751         }
7752
7753         // set bloomwidth and bloomheight to the bloom resolution that will be
7754         // used (often less than the screen resolution for faster rendering)
7755         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7756         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7757         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7758         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7759         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7760
7761         // calculate desired texture sizes
7762         if (vid.support.arb_texture_non_power_of_two)
7763         {
7764                 screentexturewidth = r_refdef.view.width;
7765                 screentextureheight = r_refdef.view.height;
7766                 bloomtexturewidth = r_bloomstate.bloomwidth;
7767                 bloomtextureheight = r_bloomstate.bloomheight;
7768         }
7769         else
7770         {
7771                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
7772                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
7773                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
7774                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
7775         }
7776
7777         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))
7778         {
7779                 Cvar_SetValueQuick(&r_hdr, 0);
7780                 Cvar_SetValueQuick(&r_bloom, 0);
7781                 Cvar_SetValueQuick(&r_motionblur, 0);
7782                 Cvar_SetValueQuick(&r_damageblur, 0);
7783         }
7784
7785         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)))
7786                 screentexturewidth = screentextureheight = 0;
7787         if (!r_hdr.integer && !r_bloom.integer)
7788                 bloomtexturewidth = bloomtextureheight = 0;
7789
7790         // allocate textures as needed
7791         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7792         {
7793                 if (r_bloomstate.texture_screen)
7794                         R_FreeTexture(r_bloomstate.texture_screen);
7795                 r_bloomstate.texture_screen = NULL;
7796                 r_bloomstate.screentexturewidth = screentexturewidth;
7797                 r_bloomstate.screentextureheight = screentextureheight;
7798                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7799                         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);
7800         }
7801         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7802         {
7803                 if (r_bloomstate.texture_bloom)
7804                         R_FreeTexture(r_bloomstate.texture_bloom);
7805                 r_bloomstate.texture_bloom = NULL;
7806                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7807                 r_bloomstate.bloomtextureheight = bloomtextureheight;
7808                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7809                         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);
7810         }
7811
7812         // when doing a reduced render (HDR) we want to use a smaller area
7813         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7814         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7815         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7816         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7817         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7818
7819         // set up a texcoord array for the full resolution screen image
7820         // (we have to keep this around to copy back during final render)
7821         r_bloomstate.screentexcoord2f[0] = 0;
7822         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7823         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7824         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7825         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7826         r_bloomstate.screentexcoord2f[5] = 0;
7827         r_bloomstate.screentexcoord2f[6] = 0;
7828         r_bloomstate.screentexcoord2f[7] = 0;
7829
7830         // set up a texcoord array for the reduced resolution bloom image
7831         // (which will be additive blended over the screen image)
7832         r_bloomstate.bloomtexcoord2f[0] = 0;
7833         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7834         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7835         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7836         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7837         r_bloomstate.bloomtexcoord2f[5] = 0;
7838         r_bloomstate.bloomtexcoord2f[6] = 0;
7839         r_bloomstate.bloomtexcoord2f[7] = 0;
7840
7841         if (r_hdr.integer || r_bloom.integer)
7842         {
7843                 r_bloomstate.enabled = true;
7844                 r_bloomstate.hdr = r_hdr.integer != 0;
7845         }
7846
7847         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);
7848 }
7849
7850 void R_Bloom_CopyBloomTexture(float colorscale)
7851 {
7852         r_refdef.stats.bloom++;
7853
7854         // scale down screen texture to the bloom texture size
7855         CHECKGLERROR
7856         R_SetViewport(&r_bloomstate.viewport);
7857         GL_BlendFunc(GL_ONE, GL_ZERO);
7858         GL_Color(colorscale, colorscale, colorscale, 1);
7859         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
7860         // TODO: do boxfilter scale-down in shader?
7861         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7862         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7863         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7864
7865         // we now have a bloom image in the framebuffer
7866         // copy it into the bloom image texture for later processing
7867         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);
7868         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7869 }
7870
7871 void R_Bloom_CopyHDRTexture(void)
7872 {
7873         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);
7874         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7875 }
7876
7877 void R_Bloom_MakeTexture(void)
7878 {
7879         int x, range, dir;
7880         float xoffset, yoffset, r, brighten;
7881
7882         r_refdef.stats.bloom++;
7883
7884         R_ResetViewRendering2D();
7885
7886         // we have a bloom image in the framebuffer
7887         CHECKGLERROR
7888         R_SetViewport(&r_bloomstate.viewport);
7889
7890         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7891         {
7892                 x *= 2;
7893                 r = bound(0, r_bloom_colorexponent.value / x, 1);
7894                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7895                 GL_Color(r,r,r,1);
7896                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7897                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7898                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7899                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7900
7901                 // copy the vertically blurred bloom view to a texture
7902                 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);
7903                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7904         }
7905
7906         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7907         brighten = r_bloom_brighten.value;
7908         if (r_hdr.integer)
7909                 brighten *= r_hdr_range.value;
7910         brighten = sqrt(brighten);
7911         if(range >= 1)
7912                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7913         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7914
7915         for (dir = 0;dir < 2;dir++)
7916         {
7917                 // blend on at multiple vertical offsets to achieve a vertical blur
7918                 // TODO: do offset blends using GLSL
7919                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7920                 GL_BlendFunc(GL_ONE, GL_ZERO);
7921                 for (x = -range;x <= range;x++)
7922                 {
7923                         if (!dir){xoffset = 0;yoffset = x;}
7924                         else {xoffset = x;yoffset = 0;}
7925                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
7926                         yoffset /= (float)r_bloomstate.bloomtextureheight;
7927                         // compute a texcoord array with the specified x and y offset
7928                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7929                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7930                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7931                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7932                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7933                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7934                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7935                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7936                         // this r value looks like a 'dot' particle, fading sharply to
7937                         // black at the edges
7938                         // (probably not realistic but looks good enough)
7939                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7940                         //r = brighten/(range*2+1);
7941                         r = brighten / (range * 2 + 1);
7942                         if(range >= 1)
7943                                 r *= (1 - x*x/(float)(range*range));
7944                         GL_Color(r, r, r, 1);
7945                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
7946                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7947                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7948                         GL_BlendFunc(GL_ONE, GL_ONE);
7949                 }
7950
7951                 // copy the vertically blurred bloom view to a texture
7952                 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);
7953                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7954         }
7955
7956         // apply subtract last
7957         // (just like it would be in a GLSL shader)
7958         if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7959         {
7960                 GL_BlendFunc(GL_ONE, GL_ZERO);
7961                 GL_Color(1,1,1,1);
7962                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7963                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7964                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7965                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7966
7967                 GL_BlendFunc(GL_ONE, GL_ONE);
7968                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7969                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7970                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7971                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7972                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7973                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7974                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7975
7976                 // copy the darkened bloom view to a texture
7977                 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);
7978                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7979         }
7980 }
7981
7982 void R_HDR_RenderBloomTexture(void)
7983 {
7984         int oldwidth, oldheight;
7985         float oldcolorscale;
7986
7987         oldcolorscale = r_refdef.view.colorscale;
7988         oldwidth = r_refdef.view.width;
7989         oldheight = r_refdef.view.height;
7990         r_refdef.view.width = r_bloomstate.bloomwidth;
7991         r_refdef.view.height = r_bloomstate.bloomheight;
7992
7993         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
7994         // TODO: add exposure compensation features
7995         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7996
7997         r_refdef.view.showdebug = false;
7998         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7999
8000         R_ResetViewRendering3D();
8001
8002         R_ClearScreen(r_refdef.fogenabled);
8003         if (r_timereport_active)
8004                 R_TimeReport("HDRclear");
8005
8006         R_View_Update();
8007         if (r_timereport_active)
8008                 R_TimeReport("visibility");
8009
8010         // only do secondary renders with HDR if r_hdr is 2 or higher
8011         r_waterstate.numwaterplanes = 0;
8012         if (r_waterstate.enabled && r_hdr.integer >= 2)
8013                 R_RenderWaterPlanes();
8014
8015         r_refdef.view.showdebug = true;
8016         R_RenderScene();
8017         r_waterstate.numwaterplanes = 0;
8018
8019         R_ResetViewRendering2D();
8020
8021         R_Bloom_CopyHDRTexture();
8022         R_Bloom_MakeTexture();
8023
8024         // restore the view settings
8025         r_refdef.view.width = oldwidth;
8026         r_refdef.view.height = oldheight;
8027         r_refdef.view.colorscale = oldcolorscale;
8028
8029         R_ResetViewRendering3D();
8030
8031         R_ClearScreen(r_refdef.fogenabled);
8032         if (r_timereport_active)
8033                 R_TimeReport("viewclear");
8034 }
8035
8036 static void R_BlendView(void)
8037 {
8038         unsigned int permutation;
8039         float uservecs[4][4];
8040
8041         switch (vid.renderpath)
8042         {
8043         case RENDERPATH_GL20:
8044         case RENDERPATH_CGGL:
8045                 permutation =
8046                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8047                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8048                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8049                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8050                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8051
8052                 if (r_bloomstate.texture_screen)
8053                 {
8054                         // make sure the buffer is available
8055                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8056
8057                         R_ResetViewRendering2D();
8058
8059                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8060                         {
8061                                 // declare variables
8062                                 float speed;
8063                                 static float avgspeed;
8064
8065                                 speed = VectorLength(cl.movement_velocity);
8066
8067                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8068                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8069
8070                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8071                                 speed = bound(0, speed, 1);
8072                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8073
8074                                 // calculate values into a standard alpha
8075                                 cl.motionbluralpha = 1 - exp(-
8076                                                 (
8077                                                  (r_motionblur.value * speed / 80)
8078                                                  +
8079                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8080                                                 )
8081                                                 /
8082                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
8083                                            );
8084
8085                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8086                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8087                                 // apply the blur
8088                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8089                                 {
8090                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8091                                         GL_Color(1, 1, 1, cl.motionbluralpha);
8092                                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8093                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8094                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8095                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8096                                 }
8097                         }
8098
8099                         // copy view into the screen texture
8100                         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);
8101                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8102                 }
8103                 else if (!r_bloomstate.texture_bloom)
8104                 {
8105                         // we may still have to do view tint...
8106                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8107                         {
8108                                 // apply a color tint to the whole view
8109                                 R_ResetViewRendering2D();
8110                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8111                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
8112                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8113                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8114                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8115                         }
8116                         break; // no screen processing, no bloom, skip it
8117                 }
8118
8119                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8120                 {
8121                         // render simple bloom effect
8122                         // copy the screen and shrink it and darken it for the bloom process
8123                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8124                         // make the bloom texture
8125                         R_Bloom_MakeTexture();
8126                 }
8127
8128 #if _MSC_VER >= 1400
8129 #define sscanf sscanf_s
8130 #endif
8131                 memset(uservecs, 0, sizeof(uservecs));
8132                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8133                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8134                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8135                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8136
8137                 R_ResetViewRendering2D();
8138                 GL_Color(1, 1, 1, 1);
8139                 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
8140                 GL_BlendFunc(GL_ONE, GL_ZERO);
8141
8142                 switch(vid.renderpath)
8143                 {
8144                 case RENDERPATH_GL20:
8145                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8146                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
8147                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
8148                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
8149                         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]);
8150                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8151                         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]);
8152                         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]);
8153                         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]);
8154                         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]);
8155                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
8156                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8157                         break;
8158                 case RENDERPATH_CGGL:
8159 #ifdef SUPPORTCG
8160                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8161                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
8162                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
8163                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
8164                         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
8165                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8166                         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
8167                         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
8168                         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
8169                         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
8170                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
8171                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8172 #endif
8173                         break;
8174                 default:
8175                         break;
8176                 }
8177                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8178                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8179                 break;
8180         case RENDERPATH_GL13:
8181         case RENDERPATH_GL11:
8182                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8183                 {
8184                         // apply a color tint to the whole view
8185                         R_ResetViewRendering2D();
8186                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8187                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
8188                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8189                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8190                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8191                 }
8192                 break;
8193         }
8194 }
8195
8196 matrix4x4_t r_waterscrollmatrix;
8197
8198 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8199 {
8200         if (r_refdef.fog_density)
8201         {
8202                 r_refdef.fogcolor[0] = r_refdef.fog_red;
8203                 r_refdef.fogcolor[1] = r_refdef.fog_green;
8204                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8205
8206                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8207                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8208                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8209                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8210
8211                 {
8212                         vec3_t fogvec;
8213                         VectorCopy(r_refdef.fogcolor, fogvec);
8214                         //   color.rgb *= ContrastBoost * SceneBrightness;
8215                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8216                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8217                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8218                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8219                 }
8220         }
8221 }
8222
8223 void R_UpdateVariables(void)
8224 {
8225         R_Textures_Frame();
8226
8227         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8228
8229         r_refdef.farclip = r_farclip_base.value;
8230         if (r_refdef.scene.worldmodel)
8231                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8232         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8233
8234         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8235                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8236         r_refdef.polygonfactor = 0;
8237         r_refdef.polygonoffset = 0;
8238         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8239         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8240
8241         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8242         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8243         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8244         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8245         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8246         if (r_showsurfaces.integer)
8247         {
8248                 r_refdef.scene.rtworld = false;
8249                 r_refdef.scene.rtworldshadows = false;
8250                 r_refdef.scene.rtdlight = false;
8251                 r_refdef.scene.rtdlightshadows = false;
8252                 r_refdef.lightmapintensity = 0;
8253         }
8254
8255         if (gamemode == GAME_NEHAHRA)
8256         {
8257                 if (gl_fogenable.integer)
8258                 {
8259                         r_refdef.oldgl_fogenable = true;
8260                         r_refdef.fog_density = gl_fogdensity.value;
8261                         r_refdef.fog_red = gl_fogred.value;
8262                         r_refdef.fog_green = gl_foggreen.value;
8263                         r_refdef.fog_blue = gl_fogblue.value;
8264                         r_refdef.fog_alpha = 1;
8265                         r_refdef.fog_start = 0;
8266                         r_refdef.fog_end = gl_skyclip.value;
8267                         r_refdef.fog_height = 1<<30;
8268                         r_refdef.fog_fadedepth = 128;
8269                 }
8270                 else if (r_refdef.oldgl_fogenable)
8271                 {
8272                         r_refdef.oldgl_fogenable = false;
8273                         r_refdef.fog_density = 0;
8274                         r_refdef.fog_red = 0;
8275                         r_refdef.fog_green = 0;
8276                         r_refdef.fog_blue = 0;
8277                         r_refdef.fog_alpha = 0;
8278                         r_refdef.fog_start = 0;
8279                         r_refdef.fog_end = 0;
8280                         r_refdef.fog_height = 1<<30;
8281                         r_refdef.fog_fadedepth = 128;
8282                 }
8283         }
8284
8285         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8286         r_refdef.fog_start = max(0, r_refdef.fog_start);
8287         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8288
8289         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8290
8291         if (r_refdef.fog_density && r_drawfog.integer)
8292         {
8293                 r_refdef.fogenabled = true;
8294                 // this is the point where the fog reaches 0.9986 alpha, which we
8295                 // consider a good enough cutoff point for the texture
8296                 // (0.9986 * 256 == 255.6)
8297                 if (r_fog_exp2.integer)
8298                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8299                 else
8300                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8301                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8302                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8303                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8304                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8305                         R_BuildFogHeightTexture();
8306                 // fog color was already set
8307                 // update the fog texture
8308                 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)
8309                         R_BuildFogTexture();
8310                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8311                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8312         }
8313         else
8314                 r_refdef.fogenabled = false;
8315
8316         switch(vid.renderpath)
8317         {
8318         case RENDERPATH_GL20:
8319         case RENDERPATH_CGGL:
8320                 if(v_glslgamma.integer && !vid_gammatables_trivial)
8321                 {
8322                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8323                         {
8324                                 // build GLSL gamma texture
8325 #define RAMPWIDTH 256
8326                                 unsigned short ramp[RAMPWIDTH * 3];
8327                                 unsigned char rampbgr[RAMPWIDTH][4];
8328                                 int i;
8329
8330                                 r_texture_gammaramps_serial = vid_gammatables_serial;
8331
8332                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8333                                 for(i = 0; i < RAMPWIDTH; ++i)
8334                                 {
8335                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8336                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8337                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8338                                         rampbgr[i][3] = 0;
8339                                 }
8340                                 if (r_texture_gammaramps)
8341                                 {
8342                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8343                                 }
8344                                 else
8345                                 {
8346                                         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);
8347                                 }
8348                         }
8349                 }
8350                 else
8351                 {
8352                         // remove GLSL gamma texture
8353                 }
8354                 break;
8355         case RENDERPATH_GL13:
8356         case RENDERPATH_GL11:
8357                 break;
8358         }
8359 }
8360
8361 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8362 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8363 /*
8364 ================
8365 R_SelectScene
8366 ================
8367 */
8368 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8369         if( scenetype != r_currentscenetype ) {
8370                 // store the old scenetype
8371                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8372                 r_currentscenetype = scenetype;
8373                 // move in the new scene
8374                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8375         }
8376 }
8377
8378 /*
8379 ================
8380 R_GetScenePointer
8381 ================
8382 */
8383 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8384 {
8385         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8386         if( scenetype == r_currentscenetype ) {
8387                 return &r_refdef.scene;
8388         } else {
8389                 return &r_scenes_store[ scenetype ];
8390         }
8391 }
8392
8393 /*
8394 ================
8395 R_RenderView
8396 ================
8397 */
8398 void R_RenderView(void)
8399 {
8400         if (r_timereport_active)
8401                 R_TimeReport("start");
8402         r_textureframe++; // used only by R_GetCurrentTexture
8403         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8404
8405         if (!r_drawentities.integer)
8406                 r_refdef.scene.numentities = 0;
8407
8408         R_AnimCache_ClearCache();
8409         R_FrameData_NewFrame();
8410
8411         if (r_refdef.view.isoverlay)
8412         {
8413                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8414                 GL_Clear( GL_DEPTH_BUFFER_BIT );
8415                 R_TimeReport("depthclear");
8416
8417                 r_refdef.view.showdebug = false;
8418
8419                 r_waterstate.enabled = false;
8420                 r_waterstate.numwaterplanes = 0;
8421
8422                 R_RenderScene();
8423
8424                 CHECKGLERROR
8425                 return;
8426         }
8427
8428         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8429                 return; //Host_Error ("R_RenderView: NULL worldmodel");
8430
8431         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8432
8433         R_RenderView_UpdateViewVectors();
8434
8435         R_Shadow_UpdateWorldLightSelection();
8436
8437         R_Bloom_StartFrame();
8438         R_Water_StartFrame();
8439
8440         CHECKGLERROR
8441         if (r_timereport_active)
8442                 R_TimeReport("viewsetup");
8443
8444         R_ResetViewRendering3D();
8445
8446         if (r_refdef.view.clear || r_refdef.fogenabled)
8447         {
8448                 R_ClearScreen(r_refdef.fogenabled);
8449                 if (r_timereport_active)
8450                         R_TimeReport("viewclear");
8451         }
8452         r_refdef.view.clear = true;
8453
8454         // this produces a bloom texture to be used in R_BlendView() later
8455         if (r_hdr.integer && r_bloomstate.bloomwidth)
8456         {
8457                 R_HDR_RenderBloomTexture();
8458                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8459                 r_textureframe++; // used only by R_GetCurrentTexture
8460         }
8461
8462         r_refdef.view.showdebug = true;
8463
8464         R_View_Update();
8465         if (r_timereport_active)
8466                 R_TimeReport("visibility");
8467
8468         r_waterstate.numwaterplanes = 0;
8469         if (r_waterstate.enabled)
8470                 R_RenderWaterPlanes();
8471
8472         R_RenderScene();
8473         r_waterstate.numwaterplanes = 0;
8474
8475         R_BlendView();
8476         if (r_timereport_active)
8477                 R_TimeReport("blendview");
8478
8479         GL_Scissor(0, 0, vid.width, vid.height);
8480         GL_ScissorTest(false);
8481         CHECKGLERROR
8482 }
8483
8484 void R_RenderWaterPlanes(void)
8485 {
8486         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8487         {
8488                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8489                 if (r_timereport_active)
8490                         R_TimeReport("waterworld");
8491         }
8492
8493         // don't let sound skip if going slow
8494         if (r_refdef.scene.extraupdate)
8495                 S_ExtraUpdate ();
8496
8497         R_DrawModelsAddWaterPlanes();
8498         if (r_timereport_active)
8499                 R_TimeReport("watermodels");
8500
8501         if (r_waterstate.numwaterplanes)
8502         {
8503                 R_Water_ProcessPlanes();
8504                 if (r_timereport_active)
8505                         R_TimeReport("waterscenes");
8506         }
8507 }
8508
8509 extern void R_DrawLightningBeams (void);
8510 extern void VM_CL_AddPolygonsToMeshQueue (void);
8511 extern void R_DrawPortals (void);
8512 extern cvar_t cl_locs_show;
8513 static void R_DrawLocs(void);
8514 static void R_DrawEntityBBoxes(void);
8515 static void R_DrawModelDecals(void);
8516 extern void R_DrawModelShadows(void);
8517 extern void R_DrawModelShadowMaps(void);
8518 extern cvar_t cl_decals_newsystem;
8519 extern qboolean r_shadow_usingdeferredprepass;
8520 void R_RenderScene(void)
8521 {
8522         qboolean shadowmapping = false;
8523
8524         if (r_timereport_active)
8525                 R_TimeReport("beginscene");
8526
8527         r_refdef.stats.renders++;
8528
8529         R_UpdateFogColor();
8530
8531         // don't let sound skip if going slow
8532         if (r_refdef.scene.extraupdate)
8533                 S_ExtraUpdate ();
8534
8535         R_MeshQueue_BeginScene();
8536
8537         R_SkyStartFrame();
8538
8539         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);
8540
8541         if (r_timereport_active)
8542                 R_TimeReport("skystartframe");
8543
8544         if (cl.csqc_vidvars.drawworld)
8545         {
8546                 // don't let sound skip if going slow
8547                 if (r_refdef.scene.extraupdate)
8548                         S_ExtraUpdate ();
8549
8550                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8551                 {
8552                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8553                         if (r_timereport_active)
8554                                 R_TimeReport("worldsky");
8555                 }
8556
8557                 if (R_DrawBrushModelsSky() && r_timereport_active)
8558                         R_TimeReport("bmodelsky");
8559
8560                 if (skyrendermasked && skyrenderlater)
8561                 {
8562                         // we have to force off the water clipping plane while rendering sky
8563                         R_SetupView(false);
8564                         R_Sky();
8565                         R_SetupView(true);
8566                         if (r_timereport_active)
8567                                 R_TimeReport("sky");
8568                 }
8569         }
8570
8571         R_AnimCache_CacheVisibleEntities();
8572         if (r_timereport_active)
8573                 R_TimeReport("animation");
8574
8575         R_Shadow_PrepareLights();
8576         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8577                 R_Shadow_PrepareModelShadows();
8578         if (r_timereport_active)
8579                 R_TimeReport("preparelights");
8580
8581         if (R_Shadow_ShadowMappingEnabled())
8582                 shadowmapping = true;
8583
8584         if (r_shadow_usingdeferredprepass)
8585                 R_Shadow_DrawPrepass();
8586
8587         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8588         {
8589                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8590                 if (r_timereport_active)
8591                         R_TimeReport("worlddepth");
8592         }
8593         if (r_depthfirst.integer >= 2)
8594         {
8595                 R_DrawModelsDepth();
8596                 if (r_timereport_active)
8597                         R_TimeReport("modeldepth");
8598         }
8599
8600         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
8601         {
8602                 R_DrawModelShadowMaps();
8603                 R_ResetViewRendering3D();
8604                 // don't let sound skip if going slow
8605                 if (r_refdef.scene.extraupdate)
8606                         S_ExtraUpdate ();
8607         }
8608
8609         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8610         {
8611                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8612                 if (r_timereport_active)
8613                         R_TimeReport("world");
8614         }
8615
8616         // don't let sound skip if going slow
8617         if (r_refdef.scene.extraupdate)
8618                 S_ExtraUpdate ();
8619
8620         R_DrawModels();
8621         if (r_timereport_active)
8622                 R_TimeReport("models");
8623
8624         // don't let sound skip if going slow
8625         if (r_refdef.scene.extraupdate)
8626                 S_ExtraUpdate ();
8627
8628         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8629         {
8630                 R_DrawModelShadows();
8631                 R_ResetViewRendering3D();
8632                 // don't let sound skip if going slow
8633                 if (r_refdef.scene.extraupdate)
8634                         S_ExtraUpdate ();
8635         }
8636
8637         if (!r_shadow_usingdeferredprepass)
8638         {
8639                 R_Shadow_DrawLights();
8640                 if (r_timereport_active)
8641                         R_TimeReport("rtlights");
8642         }
8643
8644         // don't let sound skip if going slow
8645         if (r_refdef.scene.extraupdate)
8646                 S_ExtraUpdate ();
8647
8648         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8649         {
8650                 R_DrawModelShadows();
8651                 R_ResetViewRendering3D();
8652                 // don't let sound skip if going slow
8653                 if (r_refdef.scene.extraupdate)
8654                         S_ExtraUpdate ();
8655         }
8656
8657         if (cl.csqc_vidvars.drawworld)
8658         {
8659                 if (cl_decals_newsystem.integer)
8660                 {
8661                         R_DrawModelDecals();
8662                         if (r_timereport_active)
8663                                 R_TimeReport("modeldecals");
8664                 }
8665                 else
8666                 {
8667                         R_DrawDecals();
8668                         if (r_timereport_active)
8669                                 R_TimeReport("decals");
8670                 }
8671
8672                 R_DrawParticles();
8673                 if (r_timereport_active)
8674                         R_TimeReport("particles");
8675
8676                 R_DrawExplosions();
8677                 if (r_timereport_active)
8678                         R_TimeReport("explosions");
8679
8680                 R_DrawLightningBeams();
8681                 if (r_timereport_active)
8682                         R_TimeReport("lightning");
8683         }
8684
8685         VM_CL_AddPolygonsToMeshQueue();
8686
8687         if (r_refdef.view.showdebug)
8688         {
8689                 if (cl_locs_show.integer)
8690                 {
8691                         R_DrawLocs();
8692                         if (r_timereport_active)
8693                                 R_TimeReport("showlocs");
8694                 }
8695
8696                 if (r_drawportals.integer)
8697                 {
8698                         R_DrawPortals();
8699                         if (r_timereport_active)
8700                                 R_TimeReport("portals");
8701                 }
8702
8703                 if (r_showbboxes.value > 0)
8704                 {
8705                         R_DrawEntityBBoxes();
8706                         if (r_timereport_active)
8707                                 R_TimeReport("bboxes");
8708                 }
8709         }
8710
8711         R_MeshQueue_RenderTransparent();
8712         if (r_timereport_active)
8713                 R_TimeReport("drawtrans");
8714
8715         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))
8716         {
8717                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8718                 if (r_timereport_active)
8719                         R_TimeReport("worlddebug");
8720                 R_DrawModelsDebug();
8721                 if (r_timereport_active)
8722                         R_TimeReport("modeldebug");
8723         }
8724
8725         if (cl.csqc_vidvars.drawworld)
8726         {
8727                 R_Shadow_DrawCoronas();
8728                 if (r_timereport_active)
8729                         R_TimeReport("coronas");
8730         }
8731
8732         // don't let sound skip if going slow
8733         if (r_refdef.scene.extraupdate)
8734                 S_ExtraUpdate ();
8735
8736         R_ResetViewRendering2D();
8737 }
8738
8739 static const unsigned short bboxelements[36] =
8740 {
8741         5, 1, 3, 5, 3, 7,
8742         6, 2, 0, 6, 0, 4,
8743         7, 3, 2, 7, 2, 6,
8744         4, 0, 1, 4, 1, 5,
8745         4, 5, 7, 4, 7, 6,
8746         1, 0, 2, 1, 2, 3,
8747 };
8748
8749 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8750 {
8751         int i;
8752         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8753
8754         RSurf_ActiveWorldEntity();
8755
8756         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8757         GL_DepthMask(false);
8758         GL_DepthRange(0, 1);
8759         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8760         R_Mesh_ResetTextureState();
8761
8762         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8763         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8764         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8765         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8766         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8767         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8768         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8769         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8770         R_FillColors(color4f, 8, cr, cg, cb, ca);
8771         if (r_refdef.fogenabled)
8772         {
8773                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8774                 {
8775                         f1 = RSurf_FogVertex(v);
8776                         f2 = 1 - f1;
8777                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8778                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8779                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8780                 }
8781         }
8782         R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
8783         R_Mesh_ResetTextureState();
8784         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8785         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
8786 }
8787
8788 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8789 {
8790         int i;
8791         float color[4];
8792         prvm_edict_t *edict;
8793         prvm_prog_t *prog_save = prog;
8794
8795         // this function draws bounding boxes of server entities
8796         if (!sv.active)
8797                 return;
8798
8799         GL_CullFace(GL_NONE);
8800         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8801
8802         prog = 0;
8803         SV_VM_Begin();
8804         for (i = 0;i < numsurfaces;i++)
8805         {
8806                 edict = PRVM_EDICT_NUM(surfacelist[i]);
8807                 switch ((int)edict->fields.server->solid)
8808                 {
8809                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
8810                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
8811                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
8812                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8813                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
8814                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
8815                 }
8816                 color[3] *= r_showbboxes.value;
8817                 color[3] = bound(0, color[3], 1);
8818                 GL_DepthTest(!r_showdisabledepthtest.integer);
8819                 GL_CullFace(r_refdef.view.cullface_front);
8820                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8821         }
8822         SV_VM_End();
8823         prog = prog_save;
8824 }
8825
8826 static void R_DrawEntityBBoxes(void)
8827 {
8828         int i;
8829         prvm_edict_t *edict;
8830         vec3_t center;
8831         prvm_prog_t *prog_save = prog;
8832
8833         // this function draws bounding boxes of server entities
8834         if (!sv.active)
8835                 return;
8836
8837         prog = 0;
8838         SV_VM_Begin();
8839         for (i = 0;i < prog->num_edicts;i++)
8840         {
8841                 edict = PRVM_EDICT_NUM(i);
8842                 if (edict->priv.server->free)
8843                         continue;
8844                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8845                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8846                         continue;
8847                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8848                         continue;
8849                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8850                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8851         }
8852         SV_VM_End();
8853         prog = prog_save;
8854 }
8855
8856 static const int nomodelelement3i[24] =
8857 {
8858         5, 2, 0,
8859         5, 1, 2,
8860         5, 0, 3,
8861         5, 3, 1,
8862         0, 2, 4,
8863         2, 1, 4,
8864         3, 0, 4,
8865         1, 3, 4
8866 };
8867
8868 static const unsigned short nomodelelement3s[24] =
8869 {
8870         5, 2, 0,
8871         5, 1, 2,
8872         5, 0, 3,
8873         5, 3, 1,
8874         0, 2, 4,
8875         2, 1, 4,
8876         3, 0, 4,
8877         1, 3, 4
8878 };
8879
8880 static const float nomodelvertex3f[6*3] =
8881 {
8882         -16,   0,   0,
8883          16,   0,   0,
8884           0, -16,   0,
8885           0,  16,   0,
8886           0,   0, -16,
8887           0,   0,  16
8888 };
8889
8890 static const float nomodelcolor4f[6*4] =
8891 {
8892         0.0f, 0.0f, 0.5f, 1.0f,
8893         0.0f, 0.0f, 0.5f, 1.0f,
8894         0.0f, 0.5f, 0.0f, 1.0f,
8895         0.0f, 0.5f, 0.0f, 1.0f,
8896         0.5f, 0.0f, 0.0f, 1.0f,
8897         0.5f, 0.0f, 0.0f, 1.0f
8898 };
8899
8900 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8901 {
8902         int i;
8903         float f1, f2, *c;
8904         float color4f[6*4];
8905
8906         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);
8907
8908         // this is only called once per entity so numsurfaces is always 1, and
8909         // surfacelist is always {0}, so this code does not handle batches
8910
8911         if (rsurface.ent_flags & RENDER_ADDITIVE)
8912         {
8913                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8914                 GL_DepthMask(false);
8915         }
8916         else if (rsurface.colormod[3] < 1)
8917         {
8918                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8919                 GL_DepthMask(false);
8920         }
8921         else
8922         {
8923                 GL_BlendFunc(GL_ONE, GL_ZERO);
8924                 GL_DepthMask(true);
8925         }
8926         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8927         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8928         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8929         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8930         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8931         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8932         for (i = 0, c = color4f;i < 6;i++, c += 4)
8933         {
8934                 c[0] *= rsurface.colormod[0];
8935                 c[1] *= rsurface.colormod[1];
8936                 c[2] *= rsurface.colormod[2];
8937                 c[3] *= rsurface.colormod[3];
8938         }
8939         if (r_refdef.fogenabled)
8940         {
8941                 for (i = 0, c = color4f;i < 6;i++, c += 4)
8942                 {
8943                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
8944                         f2 = 1 - f1;
8945                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8946                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8947                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8948                 }
8949         }
8950         R_Mesh_ResetTextureState();
8951         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
8952         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
8953 }
8954
8955 void R_DrawNoModel(entity_render_t *ent)
8956 {
8957         vec3_t org;
8958         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8959         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8960                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8961         else
8962                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8963 }
8964
8965 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8966 {
8967         vec3_t right1, right2, diff, normal;
8968
8969         VectorSubtract (org2, org1, normal);
8970
8971         // calculate 'right' vector for start
8972         VectorSubtract (r_refdef.view.origin, org1, diff);
8973         CrossProduct (normal, diff, right1);
8974         VectorNormalize (right1);
8975
8976         // calculate 'right' vector for end
8977         VectorSubtract (r_refdef.view.origin, org2, diff);
8978         CrossProduct (normal, diff, right2);
8979         VectorNormalize (right2);
8980
8981         vert[ 0] = org1[0] + width * right1[0];
8982         vert[ 1] = org1[1] + width * right1[1];
8983         vert[ 2] = org1[2] + width * right1[2];
8984         vert[ 3] = org1[0] - width * right1[0];
8985         vert[ 4] = org1[1] - width * right1[1];
8986         vert[ 5] = org1[2] - width * right1[2];
8987         vert[ 6] = org2[0] - width * right2[0];
8988         vert[ 7] = org2[1] - width * right2[1];
8989         vert[ 8] = org2[2] - width * right2[2];
8990         vert[ 9] = org2[0] + width * right2[0];
8991         vert[10] = org2[1] + width * right2[1];
8992         vert[11] = org2[2] + width * right2[2];
8993 }
8994
8995 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)
8996 {
8997         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8998         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8999         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9000         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9001         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9002         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9003         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9004         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9005         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9006         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9007         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9008         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9009 }
9010
9011 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9012 {
9013         int i;
9014         float *vertex3f;
9015         float v[3];
9016         VectorSet(v, x, y, z);
9017         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9018                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9019                         break;
9020         if (i == mesh->numvertices)
9021         {
9022                 if (mesh->numvertices < mesh->maxvertices)
9023                 {
9024                         VectorCopy(v, vertex3f);
9025                         mesh->numvertices++;
9026                 }
9027                 return mesh->numvertices;
9028         }
9029         else
9030                 return i;
9031 }
9032
9033 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9034 {
9035         int i;
9036         int *e, element[3];
9037         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9038         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9039         e = mesh->element3i + mesh->numtriangles * 3;
9040         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9041         {
9042                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9043                 if (mesh->numtriangles < mesh->maxtriangles)
9044                 {
9045                         *e++ = element[0];
9046                         *e++ = element[1];
9047                         *e++ = element[2];
9048                         mesh->numtriangles++;
9049                 }
9050                 element[1] = element[2];
9051         }
9052 }
9053
9054 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9055 {
9056         int i;
9057         int *e, element[3];
9058         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9059         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9060         e = mesh->element3i + mesh->numtriangles * 3;
9061         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9062         {
9063                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9064                 if (mesh->numtriangles < mesh->maxtriangles)
9065                 {
9066                         *e++ = element[0];
9067                         *e++ = element[1];
9068                         *e++ = element[2];
9069                         mesh->numtriangles++;
9070                 }
9071                 element[1] = element[2];
9072         }
9073 }
9074
9075 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9076 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9077 {
9078         int planenum, planenum2;
9079         int w;
9080         int tempnumpoints;
9081         mplane_t *plane, *plane2;
9082         double maxdist;
9083         double temppoints[2][256*3];
9084         // figure out how large a bounding box we need to properly compute this brush
9085         maxdist = 0;
9086         for (w = 0;w < numplanes;w++)
9087                 maxdist = max(maxdist, fabs(planes[w].dist));
9088         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9089         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9090         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9091         {
9092                 w = 0;
9093                 tempnumpoints = 4;
9094                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9095                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9096                 {
9097                         if (planenum2 == planenum)
9098                                 continue;
9099                         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);
9100                         w = !w;
9101                 }
9102                 if (tempnumpoints < 3)
9103                         continue;
9104                 // generate elements forming a triangle fan for this polygon
9105                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9106         }
9107 }
9108
9109 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)
9110 {
9111         texturelayer_t *layer;
9112         layer = t->currentlayers + t->currentnumlayers++;
9113         layer->type = type;
9114         layer->depthmask = depthmask;
9115         layer->blendfunc1 = blendfunc1;
9116         layer->blendfunc2 = blendfunc2;
9117         layer->texture = texture;
9118         layer->texmatrix = *matrix;
9119         layer->color[0] = r;
9120         layer->color[1] = g;
9121         layer->color[2] = b;
9122         layer->color[3] = a;
9123 }
9124
9125 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
9126 {
9127         if(parms[0] == 0 && parms[1] == 0)
9128                 return false;
9129         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9130                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
9131                         return false;
9132         return true;
9133 }
9134
9135 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9136 {
9137         double index, f;
9138         index = parms[2] + r_refdef.scene.time * parms[3];
9139         index -= floor(index);
9140         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
9141         {
9142         default:
9143         case Q3WAVEFUNC_NONE:
9144         case Q3WAVEFUNC_NOISE:
9145         case Q3WAVEFUNC_COUNT:
9146                 f = 0;
9147                 break;
9148         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9149         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9150         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9151         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9152         case Q3WAVEFUNC_TRIANGLE:
9153                 index *= 4;
9154                 f = index - floor(index);
9155                 if (index < 1)
9156                         f = f;
9157                 else if (index < 2)
9158                         f = 1 - f;
9159                 else if (index < 3)
9160                         f = -f;
9161                 else
9162                         f = -(1 - f);
9163                 break;
9164         }
9165         f = parms[0] + parms[1] * f;
9166         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9167                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
9168         return (float) f;
9169 }
9170
9171 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9172 {
9173         int w, h, idx;
9174         float f;
9175         float tcmat[12];
9176         matrix4x4_t matrix, temp;
9177         switch(tcmod->tcmod)
9178         {
9179                 case Q3TCMOD_COUNT:
9180                 case Q3TCMOD_NONE:
9181                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9182                                 matrix = r_waterscrollmatrix;
9183                         else
9184                                 matrix = identitymatrix;
9185                         break;
9186                 case Q3TCMOD_ENTITYTRANSLATE:
9187                         // this is used in Q3 to allow the gamecode to control texcoord
9188                         // scrolling on the entity, which is not supported in darkplaces yet.
9189                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9190                         break;
9191                 case Q3TCMOD_ROTATE:
9192                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9193                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9194                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9195                         break;
9196                 case Q3TCMOD_SCALE:
9197                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9198                         break;
9199                 case Q3TCMOD_SCROLL:
9200                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9201                         break;
9202                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9203                         w = (int) tcmod->parms[0];
9204                         h = (int) tcmod->parms[1];
9205                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9206                         f = f - floor(f);
9207                         idx = (int) floor(f * w * h);
9208                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9209                         break;
9210                 case Q3TCMOD_STRETCH:
9211                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9212                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9213                         break;
9214                 case Q3TCMOD_TRANSFORM:
9215                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
9216                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
9217                         VectorSet(tcmat +  6, 0                   , 0                , 1);
9218                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
9219                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9220                         break;
9221                 case Q3TCMOD_TURBULENT:
9222                         // this is handled in the RSurf_PrepareVertices function
9223                         matrix = identitymatrix;
9224                         break;
9225         }
9226         temp = *texmatrix;
9227         Matrix4x4_Concat(texmatrix, &matrix, &temp);
9228 }
9229
9230 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9231 {
9232         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9233         char name[MAX_QPATH];
9234         skinframe_t *skinframe;
9235         unsigned char pixels[296*194];
9236         strlcpy(cache->name, skinname, sizeof(cache->name));
9237         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9238         if (developer_loading.integer)
9239                 Con_Printf("loading %s\n", name);
9240         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9241         if (!skinframe || !skinframe->base)
9242         {
9243                 unsigned char *f;
9244                 fs_offset_t filesize;
9245                 skinframe = NULL;
9246                 f = FS_LoadFile(name, tempmempool, true, &filesize);
9247                 if (f)
9248                 {
9249                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9250                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9251                         Mem_Free(f);
9252                 }
9253         }
9254         cache->skinframe = skinframe;
9255 }
9256
9257 texture_t *R_GetCurrentTexture(texture_t *t)
9258 {
9259         int i;
9260         const entity_render_t *ent = rsurface.entity;
9261         dp_model_t *model = ent->model;
9262         q3shaderinfo_layer_tcmod_t *tcmod;
9263
9264         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9265                 return t->currentframe;
9266         t->update_lastrenderframe = r_textureframe;
9267         t->update_lastrenderentity = (void *)ent;
9268
9269         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9270                 t->camera_entity = ent->entitynumber;
9271         else
9272                 t->camera_entity = 0;
9273
9274         // switch to an alternate material if this is a q1bsp animated material
9275         {
9276                 texture_t *texture = t;
9277                 int s = rsurface.ent_skinnum;
9278                 if ((unsigned int)s >= (unsigned int)model->numskins)
9279                         s = 0;
9280                 if (model->skinscenes)
9281                 {
9282                         if (model->skinscenes[s].framecount > 1)
9283                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9284                         else
9285                                 s = model->skinscenes[s].firstframe;
9286                 }
9287                 if (s > 0)
9288                         t = t + s * model->num_surfaces;
9289                 if (t->animated)
9290                 {
9291                         // use an alternate animation if the entity's frame is not 0,
9292                         // and only if the texture has an alternate animation
9293                         if (rsurface.ent_alttextures && t->anim_total[1])
9294                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9295                         else
9296                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9297                 }
9298                 texture->currentframe = t;
9299         }
9300
9301         // update currentskinframe to be a qw skin or animation frame
9302         if (rsurface.ent_qwskin >= 0)
9303         {
9304                 i = rsurface.ent_qwskin;
9305                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9306                 {
9307                         r_qwskincache_size = cl.maxclients;
9308                         if (r_qwskincache)
9309                                 Mem_Free(r_qwskincache);
9310                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9311                 }
9312                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9313                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9314                 t->currentskinframe = r_qwskincache[i].skinframe;
9315                 if (t->currentskinframe == NULL)
9316                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9317         }
9318         else if (t->numskinframes >= 2)
9319                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9320         if (t->backgroundnumskinframes >= 2)
9321                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9322
9323         t->currentmaterialflags = t->basematerialflags;
9324         t->currentalpha = rsurface.colormod[3];
9325         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9326                 t->currentalpha *= r_wateralpha.value;
9327         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9328                 t->currentalpha *= t->r_water_wateralpha;
9329         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9330                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9331         if (!(rsurface.ent_flags & RENDER_LIGHT))
9332                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9333         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9334         {
9335                 // pick a model lighting mode
9336                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9337                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9338                 else
9339                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9340         }
9341         if (rsurface.ent_flags & RENDER_ADDITIVE)
9342                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9343         else if (t->currentalpha < 1)
9344                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9345         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9346                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9347         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9348                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9349         if (t->backgroundnumskinframes)
9350                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9351         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9352         {
9353                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9354                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9355         }
9356         else
9357                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9358         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9359                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9360
9361         // there is no tcmod
9362         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9363         {
9364                 t->currenttexmatrix = r_waterscrollmatrix;
9365                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9366         }
9367         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9368         {
9369                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9370                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9371         }
9372
9373         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9374                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9375         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9376                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9377
9378         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9379         if (t->currentskinframe->qpixels)
9380                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9381         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9382         if (!t->basetexture)
9383                 t->basetexture = r_texture_notexture;
9384         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9385         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9386         t->nmaptexture = t->currentskinframe->nmap;
9387         if (!t->nmaptexture)
9388                 t->nmaptexture = r_texture_blanknormalmap;
9389         t->glosstexture = r_texture_black;
9390         t->glowtexture = t->currentskinframe->glow;
9391         t->fogtexture = t->currentskinframe->fog;
9392         t->reflectmasktexture = t->currentskinframe->reflect;
9393         if (t->backgroundnumskinframes)
9394         {
9395                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9396                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9397                 t->backgroundglosstexture = r_texture_black;
9398                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9399                 if (!t->backgroundnmaptexture)
9400                         t->backgroundnmaptexture = r_texture_blanknormalmap;
9401         }
9402         else
9403         {
9404                 t->backgroundbasetexture = r_texture_white;
9405                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9406                 t->backgroundglosstexture = r_texture_black;
9407                 t->backgroundglowtexture = NULL;
9408         }
9409         t->specularpower = r_shadow_glossexponent.value;
9410         // TODO: store reference values for these in the texture?
9411         t->specularscale = 0;
9412         if (r_shadow_gloss.integer > 0)
9413         {
9414                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9415                 {
9416                         if (r_shadow_glossintensity.value > 0)
9417                         {
9418                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9419                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9420                                 t->specularscale = r_shadow_glossintensity.value;
9421                         }
9422                 }
9423                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9424                 {
9425                         t->glosstexture = r_texture_white;
9426                         t->backgroundglosstexture = r_texture_white;
9427                         t->specularscale = r_shadow_gloss2intensity.value;
9428                         t->specularpower = r_shadow_gloss2exponent.value;
9429                 }
9430         }
9431         t->specularscale *= t->specularscalemod;
9432         t->specularpower *= t->specularpowermod;
9433
9434         // lightmaps mode looks bad with dlights using actual texturing, so turn
9435         // off the colormap and glossmap, but leave the normalmap on as it still
9436         // accurately represents the shading involved
9437         if (gl_lightmaps.integer)
9438         {
9439                 t->basetexture = r_texture_grey128;
9440                 t->pantstexture = r_texture_black;
9441                 t->shirttexture = r_texture_black;
9442                 t->nmaptexture = r_texture_blanknormalmap;
9443                 t->glosstexture = r_texture_black;
9444                 t->glowtexture = NULL;
9445                 t->fogtexture = NULL;
9446                 t->reflectmasktexture = NULL;
9447                 t->backgroundbasetexture = NULL;
9448                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9449                 t->backgroundglosstexture = r_texture_black;
9450                 t->backgroundglowtexture = NULL;
9451                 t->specularscale = 0;
9452                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9453         }
9454
9455         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9456         VectorClear(t->dlightcolor);
9457         t->currentnumlayers = 0;
9458         if (t->currentmaterialflags & MATERIALFLAG_WALL)
9459         {
9460                 int blendfunc1, blendfunc2;
9461                 qboolean depthmask;
9462                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9463                 {
9464                         blendfunc1 = GL_SRC_ALPHA;
9465                         blendfunc2 = GL_ONE;
9466                 }
9467                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9468                 {
9469                         blendfunc1 = GL_SRC_ALPHA;
9470                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9471                 }
9472                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9473                 {
9474                         blendfunc1 = t->customblendfunc[0];
9475                         blendfunc2 = t->customblendfunc[1];
9476                 }
9477                 else
9478                 {
9479                         blendfunc1 = GL_ONE;
9480                         blendfunc2 = GL_ZERO;
9481                 }
9482                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9483                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9484                 {
9485                         // fullbright is not affected by r_refdef.lightmapintensity
9486                         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]);
9487                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9488                                 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]);
9489                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9490                                 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]);
9491                 }
9492                 else
9493                 {
9494                         vec3_t ambientcolor;
9495                         float colorscale;
9496                         // set the color tint used for lights affecting this surface
9497                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9498                         colorscale = 2;
9499                         // q3bsp has no lightmap updates, so the lightstylevalue that
9500                         // would normally be baked into the lightmap must be
9501                         // applied to the color
9502                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9503                         if (model->type == mod_brushq3)
9504                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9505                         colorscale *= r_refdef.lightmapintensity;
9506                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9507                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9508                         // basic lit geometry
9509                         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]);
9510                         // add pants/shirt if needed
9511                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9512                                 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]);
9513                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9514                                 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]);
9515                         // now add ambient passes if needed
9516                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9517                         {
9518                                 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]);
9519                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9520                                         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]);
9521                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9522                                         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]);
9523                         }
9524                 }
9525                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9526                         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]);
9527                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9528                 {
9529                         // if this is opaque use alpha blend which will darken the earlier
9530                         // passes cheaply.
9531                         //
9532                         // if this is an alpha blended material, all the earlier passes
9533                         // were darkened by fog already, so we only need to add the fog
9534                         // color ontop through the fog mask texture
9535                         //
9536                         // if this is an additive blended material, all the earlier passes
9537                         // were darkened by fog already, and we should not add fog color
9538                         // (because the background was not darkened, there is no fog color
9539                         // that was lost behind it).
9540                         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]);
9541                 }
9542         }
9543
9544         return t->currentframe;
9545 }
9546
9547 rsurfacestate_t rsurface;
9548
9549 void R_Mesh_ResizeArrays(int newvertices)
9550 {
9551         unsigned char *base;
9552         size_t size;
9553         if (rsurface.array_size >= newvertices)
9554                 return;
9555         if (rsurface.array_base)
9556                 Mem_Free(rsurface.array_base);
9557         rsurface.array_size = (newvertices + 1023) & ~1023;
9558         size = 0;
9559         size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
9560         size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
9561         size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
9562         size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
9563         size += rsurface.array_size * sizeof(float[3]);
9564         size += rsurface.array_size * sizeof(float[3]);
9565         size += rsurface.array_size * sizeof(float[3]);
9566         size += rsurface.array_size * sizeof(float[3]);
9567         size += rsurface.array_size * sizeof(float[3]);
9568         size += rsurface.array_size * sizeof(float[3]);
9569         size += rsurface.array_size * sizeof(float[3]);
9570         size += rsurface.array_size * sizeof(float[3]);
9571         size += rsurface.array_size * sizeof(float[4]);
9572         size += rsurface.array_size * sizeof(float[2]);
9573         size += rsurface.array_size * sizeof(float[2]);
9574         size += rsurface.array_size * sizeof(float[4]);
9575         size += rsurface.array_size * sizeof(int[3]);
9576         size += rsurface.array_size * sizeof(unsigned short[3]);
9577         rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
9578         rsurface.array_modelvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
9579         rsurface.array_batchvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
9580         rsurface.array_modelvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
9581         rsurface.array_batchvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
9582         rsurface.array_modelvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9583         rsurface.array_modelsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9584         rsurface.array_modeltvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9585         rsurface.array_modelnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9586         rsurface.array_batchvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9587         rsurface.array_batchsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9588         rsurface.array_batchtvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9589         rsurface.array_batchnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9590         rsurface.array_batchlightmapcolor4f    = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
9591         rsurface.array_batchtexcoordtexture2f  = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
9592         rsurface.array_batchtexcoordlightmap2f = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
9593         rsurface.array_passcolor4f             = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
9594         rsurface.array_batchelement3i          = (int                *)base;base += rsurface.array_size * sizeof(int[3]);
9595         rsurface.array_batchelement3s          = (unsigned short     *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
9596 }
9597
9598 void RSurf_ActiveWorldEntity(void)
9599 {
9600         dp_model_t *model = r_refdef.scene.worldmodel;
9601         //if (rsurface.entity == r_refdef.scene.worldentity)
9602         //      return;
9603         rsurface.entity = r_refdef.scene.worldentity;
9604         rsurface.skeleton = NULL;
9605         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
9606         rsurface.ent_skinnum = 0;
9607         rsurface.ent_qwskin = -1;
9608         rsurface.ent_shadertime = 0;
9609         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9610         if (rsurface.array_size < model->surfmesh.num_vertices)
9611                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9612         rsurface.matrix = identitymatrix;
9613         rsurface.inversematrix = identitymatrix;
9614         rsurface.matrixscale = 1;
9615         rsurface.inversematrixscale = 1;
9616         R_EntityMatrix(&identitymatrix);
9617         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9618         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9619         rsurface.fograngerecip = r_refdef.fograngerecip;
9620         rsurface.fogheightfade = r_refdef.fogheightfade;
9621         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9622         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9623         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9624         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9625         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9626         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9627         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9628         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9629         rsurface.colormod[3] = 1;
9630         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);
9631         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9632         rsurface.frameblend[0].lerp = 1;
9633         rsurface.ent_alttextures = false;
9634         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9635         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9636         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9637         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9638         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9639         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9640         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9641         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9642         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9643         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9644         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9645         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9646         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9647         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9648         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9649         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9650         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9651         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9652         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9653         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9654         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9655         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9656         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9657         rsurface.modelelement3i = model->surfmesh.data_element3i;
9658         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
9659         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
9660         rsurface.modelelement3s = model->surfmesh.data_element3s;
9661         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
9662         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
9663         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9664         rsurface.modelnumvertices = model->surfmesh.num_vertices;
9665         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
9666         rsurface.modelsurfaces = model->data_surfaces;
9667         rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
9668         rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
9669         rsurface.modelvertexposition = model->surfmesh.vertexposition;
9670         rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
9671         rsurface.modelgeneratedvertex = false;
9672         rsurface.batchgeneratedvertex = false;
9673         rsurface.batchfirstvertex = 0;
9674         rsurface.batchnumvertices = 0;
9675         rsurface.batchfirsttriangle = 0;
9676         rsurface.batchnumtriangles = 0;
9677         rsurface.batchvertex3f  = NULL;
9678         rsurface.batchvertex3f_vertexbuffer = NULL;
9679         rsurface.batchvertex3f_bufferoffset = 0;
9680         rsurface.batchsvector3f = NULL;
9681         rsurface.batchsvector3f_vertexbuffer = NULL;
9682         rsurface.batchsvector3f_bufferoffset = 0;
9683         rsurface.batchtvector3f = NULL;
9684         rsurface.batchtvector3f_vertexbuffer = NULL;
9685         rsurface.batchtvector3f_bufferoffset = 0;
9686         rsurface.batchnormal3f  = NULL;
9687         rsurface.batchnormal3f_vertexbuffer = NULL;
9688         rsurface.batchnormal3f_bufferoffset = 0;
9689         rsurface.batchlightmapcolor4f = NULL;
9690         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9691         rsurface.batchlightmapcolor4f_bufferoffset = 0;
9692         rsurface.batchtexcoordtexture2f = NULL;
9693         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9694         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9695         rsurface.batchtexcoordlightmap2f = NULL;
9696         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9697         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9698         rsurface.batchvertexmesh = NULL;
9699         rsurface.batchvertexmeshbuffer = NULL;
9700         rsurface.batchvertexposition = NULL;
9701         rsurface.batchvertexpositionbuffer = NULL;
9702         rsurface.batchelement3i = NULL;
9703         rsurface.batchelement3i_indexbuffer = NULL;
9704         rsurface.batchelement3i_bufferoffset = 0;
9705         rsurface.batchelement3s = NULL;
9706         rsurface.batchelement3s_indexbuffer = NULL;
9707         rsurface.batchelement3s_bufferoffset = 0;
9708         rsurface.passcolor4f = NULL;
9709         rsurface.passcolor4f_vertexbuffer = NULL;
9710         rsurface.passcolor4f_bufferoffset = 0;
9711 }
9712
9713 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9714 {
9715         dp_model_t *model = ent->model;
9716         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9717         //      return;
9718         rsurface.entity = (entity_render_t *)ent;
9719         rsurface.skeleton = ent->skeleton;
9720         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
9721         rsurface.ent_skinnum = ent->skinnum;
9722         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;
9723         rsurface.ent_shadertime = ent->shadertime;
9724         rsurface.ent_flags = ent->flags;
9725         if (rsurface.array_size < model->surfmesh.num_vertices)
9726                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9727         rsurface.matrix = ent->matrix;
9728         rsurface.inversematrix = ent->inversematrix;
9729         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9730         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9731         R_EntityMatrix(&rsurface.matrix);
9732         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9733         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9734         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9735         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9736         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9737         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9738         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9739         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9740         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9741         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9742         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9743         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9744         rsurface.colormod[3] = ent->alpha;
9745         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9746         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9747         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9748         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9749         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9750         if (ent->model->brush.submodel && !prepass)
9751         {
9752                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9753                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9754         }
9755         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9756         {
9757                 if (ent->animcache_vertex3f && !r_framedata_failed)
9758                 {
9759                         rsurface.modelvertex3f = ent->animcache_vertex3f;
9760                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9761                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9762                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9763                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
9764                         rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
9765                         rsurface.modelvertexposition = ent->animcache_vertexposition;
9766                         rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
9767                 }
9768                 else if (wanttangents)
9769                 {
9770                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9771                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9772                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9773                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9774                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9775                         rsurface.modelvertexmesh = NULL;
9776                         rsurface.modelvertexmeshbuffer = NULL;
9777                         rsurface.modelvertexposition = NULL;
9778                         rsurface.modelvertexpositionbuffer = NULL;
9779                 }
9780                 else if (wantnormals)
9781                 {
9782                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9783                         rsurface.modelsvector3f = NULL;
9784                         rsurface.modeltvector3f = NULL;
9785                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9786                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9787                         rsurface.modelvertexmesh = NULL;
9788                         rsurface.modelvertexmeshbuffer = NULL;
9789                         rsurface.modelvertexposition = NULL;
9790                         rsurface.modelvertexpositionbuffer = NULL;
9791                 }
9792                 else
9793                 {
9794                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9795                         rsurface.modelsvector3f = NULL;
9796                         rsurface.modeltvector3f = NULL;
9797                         rsurface.modelnormal3f = NULL;
9798                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9799                         rsurface.modelvertexmesh = NULL;
9800                         rsurface.modelvertexmeshbuffer = NULL;
9801                         rsurface.modelvertexposition = NULL;
9802                         rsurface.modelvertexpositionbuffer = NULL;
9803                 }
9804                 rsurface.modelvertex3f_vertexbuffer = 0;
9805                 rsurface.modelvertex3f_bufferoffset = 0;
9806                 rsurface.modelsvector3f_vertexbuffer = 0;
9807                 rsurface.modelsvector3f_bufferoffset = 0;
9808                 rsurface.modeltvector3f_vertexbuffer = 0;
9809                 rsurface.modeltvector3f_bufferoffset = 0;
9810                 rsurface.modelnormal3f_vertexbuffer = 0;
9811                 rsurface.modelnormal3f_bufferoffset = 0;
9812                 rsurface.modelgeneratedvertex = true;
9813         }
9814         else
9815         {
9816                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9817                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9818                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9819                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9820                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9821                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9822                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9823                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9824                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9825                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9826                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9827                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9828                 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
9829                 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
9830                 rsurface.modelvertexposition = model->surfmesh.vertexposition;
9831                 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
9832                 rsurface.modelgeneratedvertex = false;
9833         }
9834         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9835         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9836         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9837         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9838         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9839         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9840         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9841         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9842         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9843         rsurface.modelelement3i = model->surfmesh.data_element3i;
9844         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
9845         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
9846         rsurface.modelelement3s = model->surfmesh.data_element3s;
9847         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
9848         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
9849         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9850         rsurface.modelnumvertices = model->surfmesh.num_vertices;
9851         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
9852         rsurface.modelsurfaces = model->data_surfaces;
9853         rsurface.batchgeneratedvertex = false;
9854         rsurface.batchfirstvertex = 0;
9855         rsurface.batchnumvertices = 0;
9856         rsurface.batchfirsttriangle = 0;
9857         rsurface.batchnumtriangles = 0;
9858         rsurface.batchvertex3f  = NULL;
9859         rsurface.batchvertex3f_vertexbuffer = NULL;
9860         rsurface.batchvertex3f_bufferoffset = 0;
9861         rsurface.batchsvector3f = NULL;
9862         rsurface.batchsvector3f_vertexbuffer = NULL;
9863         rsurface.batchsvector3f_bufferoffset = 0;
9864         rsurface.batchtvector3f = NULL;
9865         rsurface.batchtvector3f_vertexbuffer = NULL;
9866         rsurface.batchtvector3f_bufferoffset = 0;
9867         rsurface.batchnormal3f  = NULL;
9868         rsurface.batchnormal3f_vertexbuffer = NULL;
9869         rsurface.batchnormal3f_bufferoffset = 0;
9870         rsurface.batchlightmapcolor4f = NULL;
9871         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9872         rsurface.batchlightmapcolor4f_bufferoffset = 0;
9873         rsurface.batchtexcoordtexture2f = NULL;
9874         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9875         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9876         rsurface.batchtexcoordlightmap2f = NULL;
9877         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9878         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9879         rsurface.batchvertexmesh = NULL;
9880         rsurface.batchvertexmeshbuffer = NULL;
9881         rsurface.batchvertexposition = NULL;
9882         rsurface.batchvertexpositionbuffer = NULL;
9883         rsurface.batchelement3i = NULL;
9884         rsurface.batchelement3i_indexbuffer = NULL;
9885         rsurface.batchelement3i_bufferoffset = 0;
9886         rsurface.batchelement3s = NULL;
9887         rsurface.batchelement3s_indexbuffer = NULL;
9888         rsurface.batchelement3s_bufferoffset = 0;
9889         rsurface.passcolor4f = NULL;
9890         rsurface.passcolor4f_vertexbuffer = NULL;
9891         rsurface.passcolor4f_bufferoffset = 0;
9892 }
9893
9894 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)
9895 {
9896         int i;
9897
9898         rsurface.entity = r_refdef.scene.worldentity;
9899         rsurface.skeleton = NULL;
9900         rsurface.ent_skinnum = 0;
9901         rsurface.ent_qwskin = -1;
9902         rsurface.ent_shadertime = shadertime;
9903         rsurface.ent_flags = entflags;
9904         rsurface.modelnumvertices = numvertices;
9905         rsurface.modelnumtriangles = numtriangles;
9906         if (rsurface.array_size < rsurface.modelnumvertices)
9907                 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
9908         rsurface.matrix = *matrix;
9909         rsurface.inversematrix = *inversematrix;
9910         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9911         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9912         R_EntityMatrix(&rsurface.matrix);
9913         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9914         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9915         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9916         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9917         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9918         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9919         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9920         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9921         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9922         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9923         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9924         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9925         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);
9926         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9927         rsurface.frameblend[0].lerp = 1;
9928         rsurface.ent_alttextures = false;
9929         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9930         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9931         if (wanttangents)
9932         {
9933                 rsurface.modelvertex3f = vertex3f;
9934                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9935                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9936                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9937         }
9938         else if (wantnormals)
9939         {
9940                 rsurface.modelvertex3f = vertex3f;
9941                 rsurface.modelsvector3f = NULL;
9942                 rsurface.modeltvector3f = NULL;
9943                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9944         }
9945         else
9946         {
9947                 rsurface.modelvertex3f = vertex3f;
9948                 rsurface.modelsvector3f = NULL;
9949                 rsurface.modeltvector3f = NULL;
9950                 rsurface.modelnormal3f = NULL;
9951         }
9952         rsurface.modelvertexmesh = NULL;
9953         rsurface.modelvertexmeshbuffer = NULL;
9954         rsurface.modelvertexposition = NULL;
9955         rsurface.modelvertexpositionbuffer = NULL;
9956         rsurface.modelvertex3f_vertexbuffer = 0;
9957         rsurface.modelvertex3f_bufferoffset = 0;
9958         rsurface.modelsvector3f_vertexbuffer = 0;
9959         rsurface.modelsvector3f_bufferoffset = 0;
9960         rsurface.modeltvector3f_vertexbuffer = 0;
9961         rsurface.modeltvector3f_bufferoffset = 0;
9962         rsurface.modelnormal3f_vertexbuffer = 0;
9963         rsurface.modelnormal3f_bufferoffset = 0;
9964         rsurface.modelgeneratedvertex = true;
9965         rsurface.modellightmapcolor4f  = color4f;
9966         rsurface.modellightmapcolor4f_vertexbuffer = 0;
9967         rsurface.modellightmapcolor4f_bufferoffset = 0;
9968         rsurface.modeltexcoordtexture2f  = texcoord2f;
9969         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
9970         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9971         rsurface.modeltexcoordlightmap2f  = NULL;
9972         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
9973         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9974         rsurface.modelelement3i = element3i;
9975         rsurface.modelelement3i_indexbuffer = NULL;
9976         rsurface.modelelement3i_bufferoffset = 0;
9977         rsurface.modelelement3s = element3s;
9978         rsurface.modelelement3s_indexbuffer = NULL;
9979         rsurface.modelelement3s_bufferoffset = 0;
9980         rsurface.modellightmapoffsets = NULL;
9981         rsurface.modelsurfaces = NULL;
9982         rsurface.batchgeneratedvertex = false;
9983         rsurface.batchfirstvertex = 0;
9984         rsurface.batchnumvertices = 0;
9985         rsurface.batchfirsttriangle = 0;
9986         rsurface.batchnumtriangles = 0;
9987         rsurface.batchvertex3f  = NULL;
9988         rsurface.batchvertex3f_vertexbuffer = NULL;
9989         rsurface.batchvertex3f_bufferoffset = 0;
9990         rsurface.batchsvector3f = NULL;
9991         rsurface.batchsvector3f_vertexbuffer = NULL;
9992         rsurface.batchsvector3f_bufferoffset = 0;
9993         rsurface.batchtvector3f = NULL;
9994         rsurface.batchtvector3f_vertexbuffer = NULL;
9995         rsurface.batchtvector3f_bufferoffset = 0;
9996         rsurface.batchnormal3f  = NULL;
9997         rsurface.batchnormal3f_vertexbuffer = NULL;
9998         rsurface.batchnormal3f_bufferoffset = 0;
9999         rsurface.batchlightmapcolor4f = NULL;
10000         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10001         rsurface.batchlightmapcolor4f_bufferoffset = 0;
10002         rsurface.batchtexcoordtexture2f = NULL;
10003         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10004         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10005         rsurface.batchtexcoordlightmap2f = NULL;
10006         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10007         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10008         rsurface.batchvertexmesh = NULL;
10009         rsurface.batchvertexmeshbuffer = NULL;
10010         rsurface.batchvertexposition = NULL;
10011         rsurface.batchvertexpositionbuffer = NULL;
10012         rsurface.batchelement3i = NULL;
10013         rsurface.batchelement3i_indexbuffer = NULL;
10014         rsurface.batchelement3i_bufferoffset = 0;
10015         rsurface.batchelement3s = NULL;
10016         rsurface.batchelement3s_indexbuffer = NULL;
10017         rsurface.batchelement3s_bufferoffset = 0;
10018         rsurface.passcolor4f = NULL;
10019         rsurface.passcolor4f_vertexbuffer = NULL;
10020         rsurface.passcolor4f_bufferoffset = 0;
10021
10022         if (rsurface.modelnumvertices && rsurface.modelelement3i)
10023         {
10024                 if ((wantnormals || wanttangents) && !normal3f)
10025                 {
10026                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10027                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10028                 }
10029                 if (wanttangents && !svector3f)
10030                 {
10031                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
10032                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10033                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10034                 }
10035         }
10036
10037         // now convert arrays into vertexmesh structs
10038         for (i = 0;i < numvertices;i++)
10039         {
10040                 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
10041                 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
10042                 if (rsurface.modelsvector3f)
10043                         VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
10044                 if (rsurface.modeltvector3f)
10045                         VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
10046                 if (rsurface.modelnormal3f)
10047                         VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
10048                 if (rsurface.modellightmapcolor4f)
10049                         Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
10050                 if (rsurface.modeltexcoordtexture2f)
10051                         Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
10052                 if (rsurface.modeltexcoordlightmap2f)
10053                         Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
10054         }
10055 }
10056
10057 float RSurf_FogPoint(const float *v)
10058 {
10059         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10060         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
10061         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
10062         float FogHeightFade = r_refdef.fogheightfade;
10063         float fogfrac;
10064         unsigned int fogmasktableindex;
10065         if (r_refdef.fogplaneviewabove)
10066                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10067         else
10068                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10069         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
10070         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10071 }
10072
10073 float RSurf_FogVertex(const float *v)
10074 {
10075         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10076         float FogPlaneViewDist = rsurface.fogplaneviewdist;
10077         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
10078         float FogHeightFade = rsurface.fogheightfade;
10079         float fogfrac;
10080         unsigned int fogmasktableindex;
10081         if (r_refdef.fogplaneviewabove)
10082                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10083         else
10084                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10085         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
10086         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10087 }
10088
10089 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
10090 {
10091         int i;
10092         for (i = 0;i < numelements;i++)
10093                 outelement3i[i] = inelement3i[i] + adjust;
10094 }
10095
10096 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
10097 extern cvar_t gl_vbo;
10098 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
10099 {
10100         int deformindex;
10101         int firsttriangle;
10102         int numtriangles;
10103         int firstvertex;
10104         int endvertex;
10105         int numvertices;
10106         int surfacefirsttriangle;
10107         int surfacenumtriangles;
10108         int surfacefirstvertex;
10109         int surfaceendvertex;
10110         int surfacenumvertices;
10111         int surfaceadjustvertex;
10112         int needsupdate;
10113         int i, j;
10114         qboolean gaps;
10115         qboolean dynamicvertex;
10116         float amplitude;
10117         float animpos;
10118         float scale;
10119         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
10120         float waveparms[4];
10121         q3shaderinfo_deform_t *deform;
10122         const msurface_t *surface, *firstsurface;
10123         r_vertexposition_t *vertexposition;
10124         r_vertexmesh_t *vertexmesh;
10125         if (!texturenumsurfaces)
10126                 return;
10127         // find vertex range of this surface batch
10128         gaps = false;
10129         firstsurface = texturesurfacelist[0];
10130         firsttriangle = firstsurface->num_firsttriangle;
10131         numtriangles = 0;
10132         firstvertex = endvertex = firstsurface->num_firstvertex;
10133         for (i = 0;i < texturenumsurfaces;i++)
10134         {
10135                 surface = texturesurfacelist[i];
10136                 if (surface != firstsurface + i)
10137                         gaps = true;
10138                 surfacefirstvertex = surface->num_firstvertex;
10139                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
10140                 surfacenumtriangles = surface->num_triangles;
10141                 if (firstvertex > surfacefirstvertex)
10142                         firstvertex = surfacefirstvertex;
10143                 if (endvertex < surfaceendvertex)
10144                         endvertex = surfaceendvertex;
10145                 numtriangles += surfacenumtriangles;
10146         }
10147         if (!numtriangles)
10148                 return;
10149
10150         // we now know the vertex range used, and if there are any gaps in it
10151         rsurface.batchfirstvertex = firstvertex;
10152         rsurface.batchnumvertices = endvertex - firstvertex;
10153         rsurface.batchfirsttriangle = firsttriangle;
10154         rsurface.batchnumtriangles = numtriangles;
10155
10156         // this variable holds flags for which properties have been updated that
10157         // may require regenerating vertexmesh or vertexposition arrays...
10158         needsupdate = 0;
10159
10160         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10161                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
10162         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10163         {
10164                 switch (deform->deform)
10165                 {
10166                 default:
10167                 case Q3DEFORM_PROJECTIONSHADOW:
10168                 case Q3DEFORM_TEXT0:
10169                 case Q3DEFORM_TEXT1:
10170                 case Q3DEFORM_TEXT2:
10171                 case Q3DEFORM_TEXT3:
10172                 case Q3DEFORM_TEXT4:
10173                 case Q3DEFORM_TEXT5:
10174                 case Q3DEFORM_TEXT6:
10175                 case Q3DEFORM_TEXT7:
10176                 case Q3DEFORM_NONE:
10177                         break;
10178                 case Q3DEFORM_AUTOSPRITE:
10179                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10180                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10181                         break;
10182                 case Q3DEFORM_AUTOSPRITE2:
10183                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10184                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10185                         break;
10186                 case Q3DEFORM_NORMAL:
10187                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10188                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10189                         break;
10190                 case Q3DEFORM_WAVE:
10191                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10192                                 break; // if wavefunc is a nop, ignore this transform
10193                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10194                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10195                         break;
10196                 case Q3DEFORM_BULGE:
10197                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10198                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10199                         break;
10200                 case Q3DEFORM_MOVE:
10201                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10202                                 break; // if wavefunc is a nop, ignore this transform
10203                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10204                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
10205                         break;
10206                 }
10207         }
10208         switch(rsurface.texture->tcgen.tcgen)
10209         {
10210         default:
10211         case Q3TCGEN_TEXTURE:
10212                 break;
10213         case Q3TCGEN_LIGHTMAP:
10214                 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
10215                 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
10216                 break;
10217         case Q3TCGEN_VECTOR:
10218                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10219                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10220                 break;
10221         case Q3TCGEN_ENVIRONMENT:
10222                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
10223                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10224                 break;
10225         }
10226         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10227         {
10228                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10229                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10230         }
10231
10232         // check if any dynamic vertex processing must occur
10233         dynamicvertex = false;
10234
10235         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
10236         {
10237                 dynamicvertex = true;
10238                 batchneed |= BATCHNEED_NOGAPS;
10239                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
10240         }
10241
10242         if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
10243         {
10244                 dynamicvertex = true;
10245                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10246                 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
10247         }
10248
10249         if (dynamicvertex || gaps || rsurface.batchfirstvertex)
10250         {
10251                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
10252                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
10253                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
10254                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
10255                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
10256                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
10257                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
10258         }
10259
10260         // when the model data has no vertex buffer (dynamic mesh), we need to
10261         // eliminate gaps
10262         if (!rsurface.modelvertexmeshbuffer || (!gl_vbo.integer && !vid.forcevbo))
10263                 batchneed |= BATCHNEED_NOGAPS;
10264
10265         // if needsupdate, we have to do a dynamic vertex batch for sure
10266         if (needsupdate & batchneed)
10267                 dynamicvertex = true;
10268
10269         // see if we need to build vertexmesh from arrays
10270         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
10271                 dynamicvertex = true;
10272
10273         // see if we need to build vertexposition from arrays
10274         if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
10275                 dynamicvertex = true;
10276
10277         // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
10278         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
10279                 dynamicvertex = true;
10280
10281         // if there is a chance of animated vertex colors, it's a dynamic batch
10282         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10283                 dynamicvertex = true;
10284
10285         rsurface.batchvertex3f = rsurface.modelvertex3f;
10286         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
10287         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10288         rsurface.batchsvector3f = rsurface.modelsvector3f;
10289         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
10290         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10291         rsurface.batchtvector3f = rsurface.modeltvector3f;
10292         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
10293         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10294         rsurface.batchnormal3f = rsurface.modelnormal3f;
10295         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
10296         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10297         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
10298         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
10299         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
10300         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
10301         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
10302         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
10303         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10304         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
10305         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10306         rsurface.batchvertexposition = rsurface.modelvertexposition;
10307         rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
10308         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
10309         rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
10310         rsurface.batchelement3i = rsurface.modelelement3i;
10311         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
10312         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
10313         rsurface.batchelement3s = rsurface.modelelement3s;
10314         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
10315         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
10316
10317         // if any dynamic vertex processing has to occur in software, we copy the
10318         // entire surface list together before processing to rebase the vertices
10319         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
10320         //
10321         // if any gaps exist and we do not have a static vertex buffer, we have to
10322         // copy the surface list together to avoid wasting upload bandwidth on the
10323         // vertices in the gaps.
10324         //
10325         // if gaps exist and we have a static vertex buffer, we still have to
10326         // combine the index buffer ranges into one dynamic index buffer.
10327         //
10328         // in all cases we end up with data that can be drawn in one call.
10329
10330         if (!dynamicvertex)
10331         {
10332                 // static vertex data, just set pointers...
10333                 rsurface.batchgeneratedvertex = false;
10334                 // if there are gaps, we want to build a combined index buffer,
10335                 // otherwise use the original static buffer with an appropriate offset
10336                 if (gaps)
10337                 {
10338                         firsttriangle = 0;
10339                         numtriangles = 0;
10340                         for (i = 0;i < texturenumsurfaces;i++)
10341                         {
10342                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
10343                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
10344                                 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
10345                                 numtriangles += surfacenumtriangles;
10346                         }
10347                         rsurface.batchelement3i = rsurface.array_batchelement3i;
10348                         rsurface.batchelement3i_indexbuffer = NULL;
10349                         rsurface.batchelement3i_bufferoffset = 0;
10350                         rsurface.batchelement3s = NULL;
10351                         rsurface.batchelement3s_indexbuffer = NULL;
10352                         rsurface.batchelement3s_bufferoffset = 0;
10353                         if (endvertex <= 65536)
10354                         {
10355                                 rsurface.batchelement3s = rsurface.array_batchelement3s;
10356                                 for (i = 0;i < numtriangles*3;i++)
10357                                         rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
10358                         }
10359                         rsurface.batchfirsttriangle = firsttriangle;
10360                         rsurface.batchnumtriangles = numtriangles;
10361                 }
10362                 return;
10363         }
10364
10365         // something needs software processing, do it for real...
10366         // we only directly handle interleaved array data in this case...
10367         rsurface.batchgeneratedvertex = true;
10368
10369         // now copy the vertex data into a combined array and make an index array
10370         // (this is what Quake3 does all the time)
10371         //if (gaps || rsurface.batchfirstvertex)
10372         {
10373                 rsurface.batchvertexposition = NULL;
10374                 rsurface.batchvertexpositionbuffer = NULL;
10375                 rsurface.batchvertexmesh = NULL;
10376                 rsurface.batchvertexmeshbuffer = NULL;
10377                 rsurface.batchvertex3f = NULL;
10378                 rsurface.batchvertex3f_vertexbuffer = NULL;
10379                 rsurface.batchvertex3f_bufferoffset = 0;
10380                 rsurface.batchsvector3f = NULL;
10381                 rsurface.batchsvector3f_vertexbuffer = NULL;
10382                 rsurface.batchsvector3f_bufferoffset = 0;
10383                 rsurface.batchtvector3f = NULL;
10384                 rsurface.batchtvector3f_vertexbuffer = NULL;
10385                 rsurface.batchtvector3f_bufferoffset = 0;
10386                 rsurface.batchnormal3f = NULL;
10387                 rsurface.batchnormal3f_vertexbuffer = NULL;
10388                 rsurface.batchnormal3f_bufferoffset = 0;
10389                 rsurface.batchlightmapcolor4f = NULL;
10390                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10391                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10392                 rsurface.batchtexcoordtexture2f = NULL;
10393                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10394                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10395                 rsurface.batchtexcoordlightmap2f = NULL;
10396                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10397                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10398                 rsurface.batchelement3i = rsurface.array_batchelement3i;
10399                 rsurface.batchelement3i_indexbuffer = NULL;
10400                 rsurface.batchelement3i_bufferoffset = 0;
10401                 rsurface.batchelement3s = NULL;
10402                 rsurface.batchelement3s_indexbuffer = NULL;
10403                 rsurface.batchelement3s_bufferoffset = 0;
10404                 // we'll only be setting up certain arrays as needed
10405                 if (batchneed & BATCHNEED_VERTEXPOSITION)
10406                         rsurface.batchvertexposition = rsurface.array_batchvertexposition;
10407                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10408                         rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
10409                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
10410                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10411                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
10412                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10413                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
10414                 {
10415                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10416                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10417                 }
10418                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
10419                         rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
10420                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
10421                         rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10422                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
10423                         rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
10424                 numvertices = 0;
10425                 numtriangles = 0;
10426                 for (i = 0;i < texturenumsurfaces;i++)
10427                 {
10428                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
10429                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
10430                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
10431                         surfaceadjustvertex = numvertices - surfacefirstvertex;
10432                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
10433                         // copy only the data requested
10434                         if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
10435                                 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
10436                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
10437                                 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
10438                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
10439                         {
10440                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
10441                                         memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10442                                 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
10443                                         memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10444                                 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
10445                                 {
10446                                         memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10447                                         memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10448                                 }
10449                                 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
10450                                         memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
10451                                 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
10452                                         memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
10453                                 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
10454                                         memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
10455                         }
10456                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
10457                         numvertices += surfacenumvertices;
10458                         numtriangles += surfacenumtriangles;
10459                 }
10460
10461                 // generate a 16bit index array as well if possible
10462                 // (in general, dynamic batches fit)
10463                 if (numvertices <= 65536)
10464                 {
10465                         rsurface.batchelement3s = rsurface.array_batchelement3s;
10466                         for (i = 0;i < numtriangles*3;i++)
10467                                 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
10468                 }
10469
10470                 // since we've copied everything, the batch now starts at 0
10471                 rsurface.batchfirstvertex = 0;
10472                 rsurface.batchnumvertices = numvertices;
10473                 rsurface.batchfirsttriangle = 0;
10474                 rsurface.batchnumtriangles = numtriangles;
10475         }
10476
10477         // q1bsp surfaces rendered in vertex color mode have to have colors
10478         // calculated based on lightstyles
10479         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10480         {
10481                 // generate color arrays for the surfaces in this list
10482                 int c[4];
10483                 int scale;
10484                 int size3;
10485                 const int *offsets;
10486                 const unsigned char *lm;
10487                 numvertices = 0;
10488                 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
10489                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10490                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10491                 for (i = 0;i < texturenumsurfaces;i++)
10492                 {
10493                         surface = texturesurfacelist[i];
10494                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
10495                         surfacenumvertices = surface->num_vertices;
10496                         if (surface->lightmapinfo->samples)
10497                         {
10498                                 for (j = 0;j < surfacenumvertices;j++)
10499                                 {
10500                                         lm = surface->lightmapinfo->samples + offsets[j];
10501                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
10502                                         VectorScale(lm, scale, c);
10503                                         if (surface->lightmapinfo->styles[1] != 255)
10504                                         {
10505                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10506                                                 lm += size3;
10507                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
10508                                                 VectorMA(c, scale, lm, c);
10509                                                 if (surface->lightmapinfo->styles[2] != 255)
10510                                                 {
10511                                                         lm += size3;
10512                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
10513                                                         VectorMA(c, scale, lm, c);
10514                                                         if (surface->lightmapinfo->styles[3] != 255)
10515                                                         {
10516                                                                 lm += size3;
10517                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
10518                                                                 VectorMA(c, scale, lm, c);
10519                                                         }
10520                                                 }
10521                                         }
10522                                         c[0] >>= 15;
10523                                         c[1] >>= 15;
10524                                         c[2] >>= 15;
10525                                         Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
10526                                         numvertices++;
10527                                 }
10528                         }
10529                         else
10530                         {
10531                                 for (j = 0;j < surfacenumvertices;j++)
10532                                 {
10533                                         Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
10534                                         numvertices++;
10535                                 }
10536                         }
10537                 }
10538         }
10539
10540         // if vertices are deformed (sprite flares and things in maps, possibly
10541         // water waves, bulges and other deformations), modify the copied vertices
10542         // in place
10543         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10544         {
10545                 switch (deform->deform)
10546                 {
10547                 default:
10548                 case Q3DEFORM_PROJECTIONSHADOW:
10549                 case Q3DEFORM_TEXT0:
10550                 case Q3DEFORM_TEXT1:
10551                 case Q3DEFORM_TEXT2:
10552                 case Q3DEFORM_TEXT3:
10553                 case Q3DEFORM_TEXT4:
10554                 case Q3DEFORM_TEXT5:
10555                 case Q3DEFORM_TEXT6:
10556                 case Q3DEFORM_TEXT7:
10557                 case Q3DEFORM_NONE:
10558                         break;
10559                 case Q3DEFORM_AUTOSPRITE:
10560                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10561                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10562                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10563                         VectorNormalize(newforward);
10564                         VectorNormalize(newright);
10565                         VectorNormalize(newup);
10566                         // a single autosprite surface can contain multiple sprites...
10567                         for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
10568                         {
10569                                 VectorClear(center);
10570                                 for (i = 0;i < 4;i++)
10571                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
10572                                 VectorScale(center, 0.25f, center);
10573                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
10574                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
10575                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
10576                                 for (i = 0;i < 4;i++)
10577                                 {
10578                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
10579                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
10580                                 }
10581                         }
10582                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10583                         Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10584                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10585                         rsurface.batchvertex3f_vertexbuffer = NULL;
10586                         rsurface.batchvertex3f_bufferoffset = 0;
10587                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10588                         rsurface.batchsvector3f_vertexbuffer = NULL;
10589                         rsurface.batchsvector3f_bufferoffset = 0;
10590                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10591                         rsurface.batchtvector3f_vertexbuffer = NULL;
10592                         rsurface.batchtvector3f_bufferoffset = 0;
10593                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10594                         rsurface.batchnormal3f_vertexbuffer = NULL;
10595                         rsurface.batchnormal3f_bufferoffset = 0;
10596                         break;
10597                 case Q3DEFORM_AUTOSPRITE2:
10598                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10599                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10600                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10601                         VectorNormalize(newforward);
10602                         VectorNormalize(newright);
10603                         VectorNormalize(newup);
10604                         {
10605                                 const float *v1, *v2;
10606                                 vec3_t start, end;
10607                                 float f, l;
10608                                 struct
10609                                 {
10610                                         float length2;
10611                                         const float *v1;
10612                                         const float *v2;
10613                                 }
10614                                 shortest[2];
10615                                 memset(shortest, 0, sizeof(shortest));
10616                                 // a single autosprite surface can contain multiple sprites...
10617                                 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
10618                                 {
10619                                         VectorClear(center);
10620                                         for (i = 0;i < 4;i++)
10621                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
10622                                         VectorScale(center, 0.25f, center);
10623                                         // find the two shortest edges, then use them to define the
10624                                         // axis vectors for rotating around the central axis
10625                                         for (i = 0;i < 6;i++)
10626                                         {
10627                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
10628                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
10629                                                 l = VectorDistance2(v1, v2);
10630                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10631                                                 if (v1[2] != v2[2])
10632                                                         l += (1.0f / 1024.0f);
10633                                                 if (shortest[0].length2 > l || i == 0)
10634                                                 {
10635                                                         shortest[1] = shortest[0];
10636                                                         shortest[0].length2 = l;
10637                                                         shortest[0].v1 = v1;
10638                                                         shortest[0].v2 = v2;
10639                                                 }
10640                                                 else if (shortest[1].length2 > l || i == 1)
10641                                                 {
10642                                                         shortest[1].length2 = l;
10643                                                         shortest[1].v1 = v1;
10644                                                         shortest[1].v2 = v2;
10645                                                 }
10646                                         }
10647                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10648                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10649                                         // this calculates the right vector from the shortest edge
10650                                         // and the up vector from the edge midpoints
10651                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10652                                         VectorNormalize(right);
10653                                         VectorSubtract(end, start, up);
10654                                         VectorNormalize(up);
10655                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10656                                         VectorSubtract(rsurface.localvieworigin, center, forward);
10657                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10658                                         VectorNegate(forward, forward);
10659                                         VectorReflect(forward, 0, up, forward);
10660                                         VectorNormalize(forward);
10661                                         CrossProduct(up, forward, newright);
10662                                         VectorNormalize(newright);
10663                                         // rotate the quad around the up axis vector, this is made
10664                                         // especially easy by the fact we know the quad is flat,
10665                                         // so we only have to subtract the center position and
10666                                         // measure distance along the right vector, and then
10667                                         // multiply that by the newright vector and add back the
10668                                         // center position
10669                                         // we also need to subtract the old position to undo the
10670                                         // displacement from the center, which we do with a
10671                                         // DotProduct, the subtraction/addition of center is also
10672                                         // optimized into DotProducts here
10673                                         l = DotProduct(right, center);
10674                                         for (i = 0;i < 4;i++)
10675                                         {
10676                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
10677                                                 f = DotProduct(right, v1) - l;
10678                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
10679                                         }
10680                                 }
10681                         }
10682                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10683                         Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10684                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10685                         rsurface.batchvertex3f_vertexbuffer = NULL;
10686                         rsurface.batchvertex3f_bufferoffset = 0;
10687                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10688                         rsurface.batchsvector3f_vertexbuffer = NULL;
10689                         rsurface.batchsvector3f_bufferoffset = 0;
10690                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10691                         rsurface.batchtvector3f_vertexbuffer = NULL;
10692                         rsurface.batchtvector3f_bufferoffset = 0;
10693                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10694                         rsurface.batchnormal3f_vertexbuffer = NULL;
10695                         rsurface.batchnormal3f_bufferoffset = 0;
10696                         break;
10697                 case Q3DEFORM_NORMAL:
10698                         // deform the normals to make reflections wavey
10699                         for (j = 0;j < rsurface.batchnumvertices;j++)
10700                         {
10701                                 float vertex[3];
10702                                 float *normal = rsurface.array_batchnormal3f + 3*j;
10703                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
10704                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10705                                 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10706                                 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10707                                 VectorNormalize(normal);
10708                         }
10709                         Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10710                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10711                         rsurface.batchsvector3f_vertexbuffer = NULL;
10712                         rsurface.batchsvector3f_bufferoffset = 0;
10713                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10714                         rsurface.batchtvector3f_vertexbuffer = NULL;
10715                         rsurface.batchtvector3f_bufferoffset = 0;
10716                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10717                         rsurface.batchnormal3f_vertexbuffer = NULL;
10718                         rsurface.batchnormal3f_bufferoffset = 0;
10719                         break;
10720                 case Q3DEFORM_WAVE:
10721                         // deform vertex array to make wavey water and flags and such
10722                         waveparms[0] = deform->waveparms[0];
10723                         waveparms[1] = deform->waveparms[1];
10724                         waveparms[2] = deform->waveparms[2];
10725                         waveparms[3] = deform->waveparms[3];
10726                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10727                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
10728                         // this is how a divisor of vertex influence on deformation
10729                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10730                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10731                         for (j = 0;j < rsurface.batchnumvertices;j++)
10732                         {
10733                                 // if the wavefunc depends on time, evaluate it per-vertex
10734                                 if (waveparms[3])
10735                                 {
10736                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
10737                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10738                                 }
10739                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
10740                         }
10741                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10742                         Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10743                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10744                         rsurface.batchvertex3f_vertexbuffer = NULL;
10745                         rsurface.batchvertex3f_bufferoffset = 0;
10746                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10747                         rsurface.batchsvector3f_vertexbuffer = NULL;
10748                         rsurface.batchsvector3f_bufferoffset = 0;
10749                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10750                         rsurface.batchtvector3f_vertexbuffer = NULL;
10751                         rsurface.batchtvector3f_bufferoffset = 0;
10752                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10753                         rsurface.batchnormal3f_vertexbuffer = NULL;
10754                         rsurface.batchnormal3f_bufferoffset = 0;
10755                         break;
10756                 case Q3DEFORM_BULGE:
10757                         // deform vertex array to make the surface have moving bulges
10758                         for (j = 0;j < rsurface.batchnumvertices;j++)
10759                         {
10760                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
10761                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
10762                         }
10763                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10764                         Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10765                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10766                         rsurface.batchvertex3f_vertexbuffer = NULL;
10767                         rsurface.batchvertex3f_bufferoffset = 0;
10768                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10769                         rsurface.batchsvector3f_vertexbuffer = NULL;
10770                         rsurface.batchsvector3f_bufferoffset = 0;
10771                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10772                         rsurface.batchtvector3f_vertexbuffer = NULL;
10773                         rsurface.batchtvector3f_bufferoffset = 0;
10774                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10775                         rsurface.batchnormal3f_vertexbuffer = NULL;
10776                         rsurface.batchnormal3f_bufferoffset = 0;
10777                         break;
10778                 case Q3DEFORM_MOVE:
10779                         // deform vertex array
10780                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10781                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
10782                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10783                         VectorScale(deform->parms, scale, waveparms);
10784                         for (j = 0;j < rsurface.batchnumvertices;j++)
10785                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
10786                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10787                         rsurface.batchvertex3f_vertexbuffer = NULL;
10788                         rsurface.batchvertex3f_bufferoffset = 0;
10789                         break;
10790                 }
10791         }
10792
10793         // generate texcoords based on the chosen texcoord source
10794         switch(rsurface.texture->tcgen.tcgen)
10795         {
10796         default:
10797         case Q3TCGEN_TEXTURE:
10798                 break;
10799         case Q3TCGEN_LIGHTMAP:
10800                 if (rsurface.batchtexcoordlightmap2f)
10801                         memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
10802                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10803                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10804                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10805                 break;
10806         case Q3TCGEN_VECTOR:
10807                 for (j = 0;j < rsurface.batchnumvertices;j++)
10808                 {
10809                         rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
10810                         rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
10811                 }
10812                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10813                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10814                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10815                 break;
10816         case Q3TCGEN_ENVIRONMENT:
10817                 // make environment reflections using a spheremap
10818                 for (j = 0;j < rsurface.batchnumvertices;j++)
10819                 {
10820                         // identical to Q3A's method, but executed in worldspace so
10821                         // carried models can be shiny too
10822
10823                         float viewer[3], d, reflected[3], worldreflected[3];
10824
10825                         VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
10826                         // VectorNormalize(viewer);
10827
10828                         d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
10829
10830                         reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
10831                         reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
10832                         reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
10833                         // note: this is proportinal to viewer, so we can normalize later
10834
10835                         Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10836                         VectorNormalize(worldreflected);
10837
10838                         // note: this sphere map only uses world x and z!
10839                         // so positive and negative y will LOOK THE SAME.
10840                         rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
10841                         rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
10842                 }
10843                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10844                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10845                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10846                 break;
10847         }
10848         // the only tcmod that needs software vertex processing is turbulent, so
10849         // check for it here and apply the changes if needed
10850         // and we only support that as the first one
10851         // (handling a mixture of turbulent and other tcmods would be problematic
10852         //  without punting it entirely to a software path)
10853         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10854         {
10855                 amplitude = rsurface.texture->tcmods[0].parms[1];
10856                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10857                 for (j = 0;j < rsurface.batchnumvertices;j++)
10858                 {
10859                         rsurface.array_batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10860                         rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10861                 }
10862                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10863                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10864                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10865         }
10866
10867         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10868         {
10869                 // convert the modified arrays to vertex structs
10870                 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
10871                 rsurface.batchvertexmeshbuffer = NULL;
10872                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
10873                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10874                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
10875                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
10876                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10877                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
10878                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
10879                 {
10880                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10881                         {
10882                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
10883                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
10884                         }
10885                 }
10886                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
10887                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10888                                 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
10889                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
10890                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10891                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
10892                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
10893                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10894                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
10895         }
10896
10897         if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
10898         {
10899                 // convert the modified arrays to vertex structs
10900                 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
10901                 rsurface.batchvertexpositionbuffer = NULL;
10902                 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
10903                         memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
10904                 else
10905                         for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
10906                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
10907         }
10908 }
10909
10910 void RSurf_DrawBatch(void)
10911 {
10912         R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
10913 }
10914
10915 static void RSurf_BindLightmapForBatch(void)
10916 {
10917         switch(vid.renderpath)
10918         {
10919         case RENDERPATH_CGGL:
10920 #ifdef SUPPORTCG
10921                 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture );CHECKCGERROR
10922                 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, rsurface.deluxemaptexture);CHECKCGERROR
10923 #endif
10924                 break;
10925         case RENDERPATH_GL20:
10926                 if (r_glsl_permutation->loc_Texture_Lightmap  >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture );
10927                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, rsurface.deluxemaptexture);
10928                 break;
10929         case RENDERPATH_GL13:
10930         case RENDERPATH_GL11:
10931                 R_Mesh_TexBind(0, rsurface.lightmaptexture);
10932                 break;
10933         }
10934 }
10935
10936 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
10937 {
10938         // pick the closest matching water plane
10939         int planeindex, vertexindex, bestplaneindex = -1;
10940         float d, bestd;
10941         vec3_t vert;
10942         const float *v;
10943         r_waterstate_waterplane_t *p;
10944         bestd = 0;
10945         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10946         {
10947                 if(p->camera_entity != rsurface.texture->camera_entity)
10948                         continue;
10949                 d = 0;
10950                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
10951                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10952                 {
10953                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
10954                         d += fabs(PlaneDiff(vert, &p->plane));
10955                 }
10956                 if (bestd > d || bestplaneindex < 0)
10957                 {
10958                         bestd = d;
10959                         bestplaneindex = planeindex;
10960                 }
10961         }
10962         return bestplaneindex;
10963 }
10964
10965 static void RSurf_BindReflectionForBatch(int planeindex)
10966 {
10967         // pick the closest matching water plane and bind textures
10968         r_waterstate_waterplane_t *bestp = planeindex >= 0 ? r_waterstate.waterplanes + planeindex : NULL;
10969         switch(vid.renderpath)
10970         {
10971         case RENDERPATH_CGGL:
10972 #ifdef SUPPORTCG
10973                 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10974                 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10975                 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10976 #endif
10977                 break;
10978         case RENDERPATH_GL20:
10979                 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10980                 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10981                 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10982                 break;
10983         case RENDERPATH_GL13:
10984         case RENDERPATH_GL11:
10985                 break;
10986         }
10987 }
10988
10989 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
10990 {
10991         int i;
10992         for (i = 0;i < rsurface.batchnumvertices;i++)
10993                 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
10994         rsurface.passcolor4f = rsurface.array_passcolor4f;
10995         rsurface.passcolor4f_vertexbuffer = 0;
10996         rsurface.passcolor4f_bufferoffset = 0;
10997 }
10998
10999 static void RSurf_DrawBatch_GL11_ApplyFog(void)
11000 {
11001         int i;
11002         float f;
11003         const float *v;
11004         const float *c;
11005         float *c2;
11006         if (rsurface.passcolor4f)
11007         {
11008                 // generate color arrays
11009                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
11010                 {
11011                         f = RSurf_FogVertex(v);
11012                         c2[0] = c[0] * f;
11013                         c2[1] = c[1] * f;
11014                         c2[2] = c[2] * f;
11015                         c2[3] = c[3];
11016                 }
11017         }
11018         else
11019         {
11020                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
11021                 {
11022                         f = RSurf_FogVertex(v);
11023                         c2[0] = f;
11024                         c2[1] = f;
11025                         c2[2] = f;
11026                         c2[3] = 1;
11027                 }
11028         }
11029         rsurface.passcolor4f = rsurface.array_passcolor4f;
11030         rsurface.passcolor4f_vertexbuffer = 0;
11031         rsurface.passcolor4f_bufferoffset = 0;
11032 }
11033
11034 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
11035 {
11036         int i;
11037         float f;
11038         const float *v;
11039         const float *c;
11040         float *c2;
11041         if (!rsurface.passcolor4f)
11042                 return;
11043         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
11044         {
11045                 f = RSurf_FogVertex(v);
11046                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
11047                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
11048                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
11049                 c2[3] = c[3];
11050         }
11051         rsurface.passcolor4f = rsurface.array_passcolor4f;
11052         rsurface.passcolor4f_vertexbuffer = 0;
11053         rsurface.passcolor4f_bufferoffset = 0;
11054 }
11055
11056 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
11057 {
11058         int i;
11059         const float *c;
11060         float *c2;
11061         if (!rsurface.passcolor4f)
11062                 return;
11063         for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
11064         {
11065                 c2[0] = c[0] * r;
11066                 c2[1] = c[1] * g;
11067                 c2[2] = c[2] * b;
11068                 c2[3] = c[3] * a;
11069         }
11070         rsurface.passcolor4f = rsurface.array_passcolor4f;
11071         rsurface.passcolor4f_vertexbuffer = 0;
11072         rsurface.passcolor4f_bufferoffset = 0;
11073 }
11074
11075 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
11076 {
11077         int i;
11078         const float *c;
11079         float *c2;
11080         if (!rsurface.passcolor4f)
11081                 return;
11082         for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
11083         {
11084                 c2[0] = c[0] + r_refdef.scene.ambient;
11085                 c2[1] = c[1] + r_refdef.scene.ambient;
11086                 c2[2] = c[2] + r_refdef.scene.ambient;
11087                 c2[3] = c[3];
11088         }
11089         rsurface.passcolor4f = rsurface.array_passcolor4f;
11090         rsurface.passcolor4f_vertexbuffer = 0;
11091         rsurface.passcolor4f_bufferoffset = 0;
11092 }
11093
11094 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11095 {
11096         // TODO: optimize
11097         rsurface.passcolor4f = NULL;
11098         rsurface.passcolor4f_vertexbuffer = 0;
11099         rsurface.passcolor4f_bufferoffset = 0;
11100         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
11101         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11102         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11103         GL_Color(r, g, b, a);
11104         RSurf_BindLightmapForBatch();
11105         RSurf_DrawBatch();
11106 }
11107
11108 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11109 {
11110         // TODO: optimize applyfog && applycolor case
11111         // just apply fog if necessary, and tint the fog color array if necessary
11112         rsurface.passcolor4f = NULL;
11113         rsurface.passcolor4f_vertexbuffer = 0;
11114         rsurface.passcolor4f_bufferoffset = 0;
11115         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
11116         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11117         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11118         GL_Color(r, g, b, a);
11119         RSurf_DrawBatch();
11120 }
11121
11122 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11123 {
11124         // TODO: optimize
11125         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11126         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11127         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11128         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
11129         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11130         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11131         GL_Color(r, g, b, a);
11132         RSurf_DrawBatch();
11133 }
11134
11135 static void RSurf_DrawBatch_GL11_ClampColor(void)
11136 {
11137         int i;
11138         const float *c1;
11139         float *c2;
11140         if (!rsurface.passcolor4f)
11141                 return;
11142         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
11143         {
11144                 c2[0] = bound(0.0f, c1[0], 1.0f);
11145                 c2[1] = bound(0.0f, c1[1], 1.0f);
11146                 c2[2] = bound(0.0f, c1[2], 1.0f);
11147                 c2[3] = bound(0.0f, c1[3], 1.0f);
11148         }
11149 }
11150
11151 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
11152 {
11153         int i;
11154         float f;
11155         float alpha;
11156         const float *v;
11157         const float *n;
11158         float *c;
11159         vec3_t ambientcolor;
11160         vec3_t diffusecolor;
11161         vec3_t lightdir;
11162         // TODO: optimize
11163         // model lighting
11164         VectorCopy(rsurface.modellight_lightdir, lightdir);
11165         f = 0.5f * r_refdef.lightmapintensity;
11166         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
11167         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
11168         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
11169         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
11170         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
11171         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
11172         alpha = *a;
11173         if (VectorLength2(diffusecolor) > 0)
11174         {
11175                 // q3-style directional shading
11176                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
11177                 {
11178                         if ((f = DotProduct(n, lightdir)) > 0)
11179                                 VectorMA(ambientcolor, f, diffusecolor, c);
11180                         else
11181                                 VectorCopy(ambientcolor, c);
11182                         c[3] = alpha;
11183                 }
11184                 *r = 1;
11185                 *g = 1;
11186                 *b = 1;
11187                 *a = 1;
11188                 rsurface.passcolor4f = rsurface.array_passcolor4f;
11189                 rsurface.passcolor4f_vertexbuffer = 0;
11190                 rsurface.passcolor4f_bufferoffset = 0;
11191                 *applycolor = false;
11192         }
11193         else
11194         {
11195                 *r = ambientcolor[0];
11196                 *g = ambientcolor[1];
11197                 *b = ambientcolor[2];
11198                 rsurface.passcolor4f = NULL;
11199                 rsurface.passcolor4f_vertexbuffer = 0;
11200                 rsurface.passcolor4f_bufferoffset = 0;
11201         }
11202 }
11203
11204 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11205 {
11206         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
11207         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
11208         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11209         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11210         GL_Color(r, g, b, a);
11211         RSurf_DrawBatch();
11212 }
11213
11214 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
11215 {
11216         int i;
11217         float f;
11218         const float *v;
11219         float *c;
11220         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
11221         {
11222                 f = 1 - RSurf_FogVertex(v);
11223                 c[0] = r;
11224                 c[1] = g;
11225                 c[2] = b;
11226                 c[3] = f * a;
11227         }
11228 }
11229
11230 void RSurf_SetupDepthAndCulling(void)
11231 {
11232         // submodels are biased to avoid z-fighting with world surfaces that they
11233         // may be exactly overlapping (avoids z-fighting artifacts on certain
11234         // doors and things in Quake maps)
11235         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
11236         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
11237         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
11238         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11239 }
11240
11241 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11242 {
11243         // transparent sky would be ridiculous
11244         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11245                 return;
11246         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11247         skyrenderlater = true;
11248         RSurf_SetupDepthAndCulling();
11249         GL_DepthMask(true);
11250         // LordHavoc: HalfLife maps have freaky skypolys so don't use
11251         // skymasking on them, and Quake3 never did sky masking (unlike
11252         // software Quake and software Quake2), so disable the sky masking
11253         // in Quake3 maps as it causes problems with q3map2 sky tricks,
11254         // and skymasking also looks very bad when noclipping outside the
11255         // level, so don't use it then either.
11256         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
11257         {
11258                 R_Mesh_ResetTextureState();
11259                 if (skyrendermasked)
11260                 {
11261                         R_SetupShader_DepthOrShadow();
11262                         // depth-only (masking)
11263                         GL_ColorMask(0,0,0,0);
11264                         // just to make sure that braindead drivers don't draw
11265                         // anything despite that colormask...
11266                         GL_BlendFunc(GL_ZERO, GL_ONE);
11267                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11268                         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11269                 }
11270                 else
11271                 {
11272                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11273                         // fog sky
11274                         GL_BlendFunc(GL_ONE, GL_ZERO);
11275                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
11276                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
11277                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11278                 }
11279                 RSurf_DrawBatch();
11280                 if (skyrendermasked)
11281                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11282         }
11283         R_Mesh_ResetTextureState();
11284         GL_Color(1, 1, 1, 1);
11285 }
11286
11287 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
11288 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
11289 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11290 {
11291         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
11292                 return;
11293         if (prepass)
11294         {
11295                 // render screenspace normalmap to texture
11296                 GL_DepthMask(true);
11297                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist);
11298                 RSurf_DrawBatch();
11299                 return;
11300         }
11301
11302         // bind lightmap texture
11303
11304         // water/refraction/reflection/camera surfaces have to be handled specially
11305         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
11306         {
11307                 int start, end, startplaneindex;
11308                 for (start = 0;start < texturenumsurfaces;start = end)
11309                 {
11310                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
11311                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
11312                                 ;
11313                         // now that we have a batch using the same planeindex, render it
11314                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
11315                         {
11316                                 // render water or distortion background
11317                                 GL_DepthMask(true);
11318                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start);
11319                                 RSurf_BindReflectionForBatch(startplaneindex);
11320                                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11321                                         RSurf_BindLightmapForBatch();
11322                                 RSurf_DrawBatch();
11323                                 // blend surface on top
11324                                 GL_DepthMask(false);
11325                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start);
11326                                 RSurf_DrawBatch();
11327                         }
11328                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
11329                         {
11330                                 // render surface with reflection texture as input
11331                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11332                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start);
11333                                 RSurf_BindReflectionForBatch(startplaneindex);
11334                                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11335                                         RSurf_BindLightmapForBatch();
11336                                 RSurf_DrawBatch();
11337                         }
11338                 }
11339                 return;
11340         }
11341
11342         // render surface batch normally
11343         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11344         R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist);
11345         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11346                 RSurf_BindLightmapForBatch();
11347         RSurf_DrawBatch();
11348 }
11349
11350 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11351 {
11352         // OpenGL 1.3 path - anything not completely ancient
11353         qboolean applycolor;
11354         qboolean applyfog;
11355         int layerindex;
11356         const texturelayer_t *layer;
11357         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11358         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11359
11360         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11361         {
11362                 vec4_t layercolor;
11363                 int layertexrgbscale;
11364                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11365                 {
11366                         if (layerindex == 0)
11367                                 GL_AlphaTest(true);
11368                         else
11369                         {
11370                                 GL_AlphaTest(false);
11371                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11372                         }
11373                 }
11374                 GL_DepthMask(layer->depthmask && writedepth);
11375                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11376                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11377                 {
11378                         layertexrgbscale = 4;
11379                         VectorScale(layer->color, 0.25f, layercolor);
11380                 }
11381                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11382                 {
11383                         layertexrgbscale = 2;
11384                         VectorScale(layer->color, 0.5f, layercolor);
11385                 }
11386                 else
11387                 {
11388                         layertexrgbscale = 1;
11389                         VectorScale(layer->color, 1.0f, layercolor);
11390                 }
11391                 layercolor[3] = layer->color[3];
11392                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11393                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
11394                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11395                 switch (layer->type)
11396                 {
11397                 case TEXTURELAYERTYPE_LITTEXTURE:
11398                         // single-pass lightmapped texture with 2x rgbscale
11399                         R_Mesh_TexBind(0, r_texture_white);
11400                         R_Mesh_TexMatrix(0, NULL);
11401                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11402                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
11403                         R_Mesh_TexBind(1, layer->texture);
11404                         R_Mesh_TexMatrix(1, &layer->texmatrix);
11405                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11406                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11407                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11408                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11409                         else if (rsurface.uselightmaptexture)
11410                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11411                         else
11412                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11413                         break;
11414                 case TEXTURELAYERTYPE_TEXTURE:
11415                         // singletexture unlit texture with transparency support
11416                         R_Mesh_TexBind(0, layer->texture);
11417                         R_Mesh_TexMatrix(0, &layer->texmatrix);
11418                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11419                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11420                         R_Mesh_TexBind(1, 0);
11421                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11422                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11423                         break;
11424                 case TEXTURELAYERTYPE_FOG:
11425                         // singletexture fogging
11426                         if (layer->texture)
11427                         {
11428                                 R_Mesh_TexBind(0, layer->texture);
11429                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11430                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11431                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11432                         }
11433                         else
11434                         {
11435                                 R_Mesh_TexBind(0, 0);
11436                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11437                         }
11438                         R_Mesh_TexBind(1, 0);
11439                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11440                         // generate a color array for the fog pass
11441                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
11442                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
11443                         RSurf_DrawBatch();
11444                         break;
11445                 default:
11446                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11447                 }
11448         }
11449         CHECKGLERROR
11450         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11451         {
11452                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11453                 GL_AlphaTest(false);
11454         }
11455 }
11456
11457 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11458 {
11459         // OpenGL 1.1 - crusty old voodoo path
11460         qboolean applyfog;
11461         int layerindex;
11462         const texturelayer_t *layer;
11463         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11464         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11465
11466         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11467         {
11468                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11469                 {
11470                         if (layerindex == 0)
11471                                 GL_AlphaTest(true);
11472                         else
11473                         {
11474                                 GL_AlphaTest(false);
11475                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11476                         }
11477                 }
11478                 GL_DepthMask(layer->depthmask && writedepth);
11479                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11480                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
11481                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11482                 switch (layer->type)
11483                 {
11484                 case TEXTURELAYERTYPE_LITTEXTURE:
11485                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11486                         {
11487                                 // two-pass lit texture with 2x rgbscale
11488                                 // first the lightmap pass
11489                                 R_Mesh_TexBind(0, r_texture_white);
11490                                 R_Mesh_TexMatrix(0, NULL);
11491                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11492                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
11493                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11494                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
11495                                 else if (rsurface.uselightmaptexture)
11496                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
11497                                 else
11498                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
11499                                 // then apply the texture to it
11500                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11501                                 R_Mesh_TexBind(0, layer->texture);
11502                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11503                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11504                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11505                                 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
11506                         }
11507                         else
11508                         {
11509                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11510                                 R_Mesh_TexBind(0, layer->texture);
11511                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11512                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11513                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11514                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11515                                         RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11516                                 else
11517                                         RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11518                         }
11519                         break;
11520                 case TEXTURELAYERTYPE_TEXTURE:
11521                         // singletexture unlit texture with transparency support
11522                         R_Mesh_TexBind(0, layer->texture);
11523                         R_Mesh_TexMatrix(0, &layer->texmatrix);
11524                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11525                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11526                         RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11527                         break;
11528                 case TEXTURELAYERTYPE_FOG:
11529                         // singletexture fogging
11530                         if (layer->texture)
11531                         {
11532                                 R_Mesh_TexBind(0, layer->texture);
11533                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11534                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11535                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11536                         }
11537                         else
11538                         {
11539                                 R_Mesh_TexBind(0, 0);
11540                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11541                         }
11542                         // generate a color array for the fog pass
11543                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
11544                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
11545                         RSurf_DrawBatch();
11546                         break;
11547                 default:
11548                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11549                 }
11550         }
11551         CHECKGLERROR
11552         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11553         {
11554                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11555                 GL_AlphaTest(false);
11556         }
11557 }
11558
11559 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11560 {
11561         int vi;
11562         int j;
11563         r_vertexgeneric_t *batchvertex;
11564         float c[4];
11565
11566         GL_AlphaTest(false);
11567         R_Mesh_ResetTextureState();
11568         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11569
11570         if(rsurface.texture && rsurface.texture->currentskinframe)
11571         {
11572                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11573                 c[3] *= rsurface.texture->currentalpha;
11574         }
11575         else
11576         {
11577                 c[0] = 1;
11578                 c[1] = 0;
11579                 c[2] = 1;
11580                 c[3] = 1;
11581         }
11582
11583         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11584         {
11585                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11586                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11587                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11588         }
11589
11590         // brighten it up (as texture value 127 means "unlit")
11591         c[0] *= 2 * r_refdef.view.colorscale;
11592         c[1] *= 2 * r_refdef.view.colorscale;
11593         c[2] *= 2 * r_refdef.view.colorscale;
11594
11595         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11596                 c[3] *= r_wateralpha.value;
11597
11598         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11599         {
11600                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11601                 GL_DepthMask(false);
11602         }
11603         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11604         {
11605                 GL_BlendFunc(GL_ONE, GL_ONE);
11606                 GL_DepthMask(false);
11607         }
11608         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11609         {
11610                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11611                 GL_DepthMask(false);
11612         }
11613         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11614         {
11615                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11616                 GL_DepthMask(false);
11617         }
11618         else
11619         {
11620                 GL_BlendFunc(GL_ONE, GL_ZERO);
11621                 GL_DepthMask(writedepth);
11622         }
11623
11624         if (r_showsurfaces.integer == 3)
11625         {
11626                 rsurface.passcolor4f = NULL;
11627
11628                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11629                 {
11630                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11631
11632                         rsurface.passcolor4f = NULL;
11633                         rsurface.passcolor4f_vertexbuffer = 0;
11634                         rsurface.passcolor4f_bufferoffset = 0;
11635                 }
11636                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11637                 {
11638                         qboolean applycolor = true;
11639                         float one = 1.0;
11640
11641                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11642
11643                         r_refdef.lightmapintensity = 1;
11644                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
11645                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11646                 }
11647                 else
11648                 {
11649                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11650
11651                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11652                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11653                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11654                 }
11655
11656                 if(!rsurface.passcolor4f)
11657                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
11658
11659                 RSurf_DrawBatch_GL11_ApplyAmbient();
11660                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
11661                 if(r_refdef.fogenabled)
11662                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
11663                 RSurf_DrawBatch_GL11_ClampColor();
11664
11665                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
11666                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11667                 RSurf_DrawBatch();
11668         }
11669         else if (!r_refdef.view.showdebug)
11670         {
11671                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11672                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11673                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
11674                 {
11675                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11676                         Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
11677                 }
11678                 R_Mesh_PrepareVertices_Generic_Unlock();
11679                 RSurf_DrawBatch();
11680         }
11681         else if (r_showsurfaces.integer == 4)
11682         {
11683                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11684                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11685                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
11686                 {
11687                         unsigned char c = vi << 3;
11688                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11689                         Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
11690                 }
11691                 R_Mesh_PrepareVertices_Generic_Unlock();
11692                 RSurf_DrawBatch();
11693         }
11694         else if (r_showsurfaces.integer == 2)
11695         {
11696                 const int *e;
11697                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11698                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
11699                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
11700                 {
11701                         unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
11702                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
11703                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
11704                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
11705                         Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
11706                         Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
11707                         Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
11708                 }
11709                 R_Mesh_PrepareVertices_Generic_Unlock();
11710                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
11711         }
11712         else
11713         {
11714                 int texturesurfaceindex;
11715                 int k;
11716                 const msurface_t *surface;
11717                 unsigned char surfacecolor4ub[4];
11718                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11719                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
11720                 vi = 0;
11721                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11722                 {
11723                         surface = texturesurfacelist[texturesurfaceindex];
11724                         k = (int)(((size_t)surface) / sizeof(msurface_t));
11725                         Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
11726                         for (j = 0;j < surface->num_vertices;j++)
11727                         {
11728                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11729                                 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
11730                                 vi++;
11731                         }
11732                 }
11733                 R_Mesh_PrepareVertices_Generic_Unlock();
11734                 RSurf_DrawBatch();
11735         }
11736 }
11737
11738 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11739 {
11740         CHECKGLERROR
11741         RSurf_SetupDepthAndCulling();
11742         if (r_showsurfaces.integer)
11743         {
11744                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11745                 return;
11746         }
11747         switch (vid.renderpath)
11748         {
11749         case RENDERPATH_GL20:
11750         case RENDERPATH_CGGL:
11751                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11752                 break;
11753         case RENDERPATH_GL13:
11754                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11755                 break;
11756         case RENDERPATH_GL11:
11757                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11758                 break;
11759         }
11760         CHECKGLERROR
11761 }
11762
11763 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11764 {
11765         CHECKGLERROR
11766         RSurf_SetupDepthAndCulling();
11767         if (r_showsurfaces.integer)
11768         {
11769                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11770                 return;
11771         }
11772         switch (vid.renderpath)
11773         {
11774         case RENDERPATH_GL20:
11775         case RENDERPATH_CGGL:
11776                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11777                 break;
11778         case RENDERPATH_GL13:
11779                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11780                 break;
11781         case RENDERPATH_GL11:
11782                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11783                 break;
11784         }
11785         CHECKGLERROR
11786 }
11787
11788 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11789 {
11790         int i, j;
11791         int texturenumsurfaces, endsurface;
11792         texture_t *texture;
11793         const msurface_t *surface;
11794 #define MAXBATCH_TRANSPARENTSURFACES 256
11795         const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11796
11797         // if the model is static it doesn't matter what value we give for
11798         // wantnormals and wanttangents, so this logic uses only rules applicable
11799         // to a model, knowing that they are meaningless otherwise
11800         if (ent == r_refdef.scene.worldentity)
11801                 RSurf_ActiveWorldEntity();
11802         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11803                 RSurf_ActiveModelEntity(ent, false, false, false);
11804         else
11805         {
11806                 switch (vid.renderpath)
11807                 {
11808                 case RENDERPATH_GL20:
11809                 case RENDERPATH_CGGL:
11810                         RSurf_ActiveModelEntity(ent, true, true, false);
11811                         break;
11812                 case RENDERPATH_GL13:
11813                 case RENDERPATH_GL11:
11814                         RSurf_ActiveModelEntity(ent, true, false, false);
11815                         break;
11816                 }
11817         }
11818
11819         if (r_transparentdepthmasking.integer)
11820         {
11821                 qboolean setup = false;
11822                 for (i = 0;i < numsurfaces;i = j)
11823                 {
11824                         j = i + 1;
11825                         surface = rsurface.modelsurfaces + surfacelist[i];
11826                         texture = surface->texture;
11827                         rsurface.texture = R_GetCurrentTexture(texture);
11828                         rsurface.lightmaptexture = NULL;
11829                         rsurface.deluxemaptexture = NULL;
11830                         rsurface.uselightmaptexture = false;
11831                         // scan ahead until we find a different texture
11832                         endsurface = min(i + 1024, numsurfaces);
11833                         texturenumsurfaces = 0;
11834                         texturesurfacelist[texturenumsurfaces++] = surface;
11835                         for (;j < endsurface;j++)
11836                         {
11837                                 surface = rsurface.modelsurfaces + surfacelist[j];
11838                                 if (texture != surface->texture)
11839                                         break;
11840                                 texturesurfacelist[texturenumsurfaces++] = surface;
11841                         }
11842                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11843                                 continue;
11844                         // render the range of surfaces as depth
11845                         if (!setup)
11846                         {
11847                                 setup = true;
11848                                 GL_ColorMask(0,0,0,0);
11849                                 GL_Color(1,1,1,1);
11850                                 GL_DepthTest(true);
11851                                 GL_BlendFunc(GL_ONE, GL_ZERO);
11852                                 GL_DepthMask(true);
11853                                 GL_AlphaTest(false);
11854                                 R_Mesh_ResetTextureState();
11855                                 R_SetupShader_DepthOrShadow();
11856                         }
11857                         RSurf_SetupDepthAndCulling();
11858                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11859                         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11860                         RSurf_DrawBatch();
11861                 }
11862                 if (setup)
11863                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11864         }
11865
11866         for (i = 0;i < numsurfaces;i = j)
11867         {
11868                 j = i + 1;
11869                 surface = rsurface.modelsurfaces + surfacelist[i];
11870                 texture = surface->texture;
11871                 rsurface.texture = R_GetCurrentTexture(texture);
11872                 rsurface.lightmaptexture = surface->lightmaptexture;
11873                 rsurface.deluxemaptexture = surface->deluxemaptexture;
11874                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11875                 // scan ahead until we find a different texture
11876                 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11877                 texturenumsurfaces = 0;
11878                 texturesurfacelist[texturenumsurfaces++] = surface;
11879                 for (;j < endsurface;j++)
11880                 {
11881                         surface = rsurface.modelsurfaces + surfacelist[j];
11882                         if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11883                                 break;
11884                         texturesurfacelist[texturenumsurfaces++] = surface;
11885                 }
11886                 // render the range of surfaces
11887                 if (ent == r_refdef.scene.worldentity)
11888                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11889                 else
11890                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11891         }
11892         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11893         GL_AlphaTest(false);
11894 }
11895
11896 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11897 {
11898         // transparent surfaces get pushed off into the transparent queue
11899         int surfacelistindex;
11900         const msurface_t *surface;
11901         vec3_t tempcenter, center;
11902         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11903         {
11904                 surface = texturesurfacelist[surfacelistindex];
11905                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11906                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11907                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11908                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11909                 if (queueentity->transparent_offset) // transparent offset
11910                 {
11911                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11912                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11913                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11914                 }
11915                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11916         }
11917 }
11918
11919 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11920 {
11921         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11922                 return;
11923         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11924                 return;
11925         RSurf_SetupDepthAndCulling();
11926         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11927         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11928         RSurf_DrawBatch();
11929 }
11930
11931 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11932 {
11933         const entity_render_t *queueentity = r_refdef.scene.worldentity;
11934         CHECKGLERROR
11935         if (depthonly)
11936                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11937         else if (prepass)
11938         {
11939                 if (!rsurface.texture->currentnumlayers)
11940                         return;
11941                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11942                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11943                 else
11944                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11945         }
11946         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
11947                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11948         else if (!rsurface.texture->currentnumlayers)
11949                 return;
11950         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11951         {
11952                 // in the deferred case, transparent surfaces were queued during prepass
11953                 if (!r_shadow_usingdeferredprepass)
11954                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11955         }
11956         else
11957         {
11958                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11959                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11960         }
11961         CHECKGLERROR
11962 }
11963
11964 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11965 {
11966         int i, j;
11967         texture_t *texture;
11968         // break the surface list down into batches by texture and use of lightmapping
11969         for (i = 0;i < numsurfaces;i = j)
11970         {
11971                 j = i + 1;
11972                 // texture is the base texture pointer, rsurface.texture is the
11973                 // current frame/skin the texture is directing us to use (for example
11974                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11975                 // use skin 1 instead)
11976                 texture = surfacelist[i]->texture;
11977                 rsurface.texture = R_GetCurrentTexture(texture);
11978                 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11979                 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11980                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11981                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11982                 {
11983                         // if this texture is not the kind we want, skip ahead to the next one
11984                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11985                                 ;
11986                         continue;
11987                 }
11988                 // simply scan ahead until we find a different texture or lightmap state
11989                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11990                         ;
11991                 // render the range of surfaces
11992                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11993         }
11994 }
11995
11996 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11997 {
11998         CHECKGLERROR
11999         if (depthonly)
12000                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
12001         else if (prepass)
12002         {
12003                 if (!rsurface.texture->currentnumlayers)
12004                         return;
12005                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12006                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12007                 else
12008                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12009         }
12010         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
12011                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12012         else if (!rsurface.texture->currentnumlayers)
12013                 return;
12014         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12015         {
12016                 // in the deferred case, transparent surfaces were queued during prepass
12017                 if (!r_shadow_usingdeferredprepass)
12018                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12019         }
12020         else
12021         {
12022                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12023                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12024         }
12025         CHECKGLERROR
12026 }
12027
12028 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12029 {
12030         int i, j;
12031         texture_t *texture;
12032         // break the surface list down into batches by texture and use of lightmapping
12033         for (i = 0;i < numsurfaces;i = j)
12034         {
12035                 j = i + 1;
12036                 // texture is the base texture pointer, rsurface.texture is the
12037                 // current frame/skin the texture is directing us to use (for example
12038                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12039                 // use skin 1 instead)
12040                 texture = surfacelist[i]->texture;
12041                 rsurface.texture = R_GetCurrentTexture(texture);
12042                 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
12043                 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
12044                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
12045                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12046                 {
12047                         // if this texture is not the kind we want, skip ahead to the next one
12048                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12049                                 ;
12050                         continue;
12051                 }
12052                 // simply scan ahead until we find a different texture or lightmap state
12053                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
12054                         ;
12055                 // render the range of surfaces
12056                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
12057         }
12058 }
12059
12060 float locboxvertex3f[6*4*3] =
12061 {
12062         1,0,1, 1,0,0, 1,1,0, 1,1,1,
12063         0,1,1, 0,1,0, 0,0,0, 0,0,1,
12064         1,1,1, 1,1,0, 0,1,0, 0,1,1,
12065         0,0,1, 0,0,0, 1,0,0, 1,0,1,
12066         0,0,1, 1,0,1, 1,1,1, 0,1,1,
12067         1,0,0, 0,0,0, 0,1,0, 1,1,0
12068 };
12069
12070 unsigned short locboxelements[6*2*3] =
12071 {
12072          0, 1, 2, 0, 2, 3,
12073          4, 5, 6, 4, 6, 7,
12074          8, 9,10, 8,10,11,
12075         12,13,14, 12,14,15,
12076         16,17,18, 16,18,19,
12077         20,21,22, 20,22,23
12078 };
12079
12080 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12081 {
12082         int i, j;
12083         cl_locnode_t *loc = (cl_locnode_t *)ent;
12084         vec3_t mins, size;
12085         float vertex3f[6*4*3];
12086         CHECKGLERROR
12087         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12088         GL_DepthMask(false);
12089         GL_DepthRange(0, 1);
12090         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12091         GL_DepthTest(true);
12092         GL_CullFace(GL_NONE);
12093         R_EntityMatrix(&identitymatrix);
12094
12095         R_Mesh_ResetTextureState();
12096
12097         i = surfacelist[0];
12098         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12099                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12100                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12101                         surfacelist[0] < 0 ? 0.5f : 0.125f);
12102
12103         if (VectorCompare(loc->mins, loc->maxs))
12104         {
12105                 VectorSet(size, 2, 2, 2);
12106                 VectorMA(loc->mins, -0.5f, size, mins);
12107         }
12108         else
12109         {
12110                 VectorCopy(loc->mins, mins);
12111                 VectorSubtract(loc->maxs, loc->mins, size);
12112         }
12113
12114         for (i = 0;i < 6*4*3;)
12115                 for (j = 0;j < 3;j++, i++)
12116                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
12117
12118         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
12119         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12120         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
12121 }
12122
12123 void R_DrawLocs(void)
12124 {
12125         int index;
12126         cl_locnode_t *loc, *nearestloc;
12127         vec3_t center;
12128         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
12129         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
12130         {
12131                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
12132                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
12133         }
12134 }
12135
12136 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
12137 {
12138         if (decalsystem->decals)
12139                 Mem_Free(decalsystem->decals);
12140         memset(decalsystem, 0, sizeof(*decalsystem));
12141 }
12142
12143 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)
12144 {
12145         tridecal_t *decal;
12146         tridecal_t *decals;
12147         int i;
12148
12149         // expand or initialize the system
12150         if (decalsystem->maxdecals <= decalsystem->numdecals)
12151         {
12152                 decalsystem_t old = *decalsystem;
12153                 qboolean useshortelements;
12154                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
12155                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
12156                 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)));
12157                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
12158                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
12159                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
12160                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
12161                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
12162                 if (decalsystem->numdecals)
12163                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
12164                 if (old.decals)
12165                         Mem_Free(old.decals);
12166                 for (i = 0;i < decalsystem->maxdecals*3;i++)
12167                         decalsystem->element3i[i] = i;
12168                 if (useshortelements)
12169                         for (i = 0;i < decalsystem->maxdecals*3;i++)
12170                                 decalsystem->element3s[i] = i;
12171         }
12172
12173         // grab a decal and search for another free slot for the next one
12174         decals = decalsystem->decals;
12175         decal = decalsystem->decals + (i = decalsystem->freedecal++);
12176         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
12177                 ;
12178         decalsystem->freedecal = i;
12179         if (decalsystem->numdecals <= i)
12180                 decalsystem->numdecals = i + 1;
12181
12182         // initialize the decal
12183         decal->lived = 0;
12184         decal->triangleindex = triangleindex;
12185         decal->surfaceindex = surfaceindex;
12186         decal->decalsequence = decalsequence;
12187         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
12188         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
12189         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
12190         decal->color4ub[0][3] = 255;
12191         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
12192         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
12193         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
12194         decal->color4ub[1][3] = 255;
12195         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
12196         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
12197         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
12198         decal->color4ub[2][3] = 255;
12199         decal->vertex3f[0][0] = v0[0];
12200         decal->vertex3f[0][1] = v0[1];
12201         decal->vertex3f[0][2] = v0[2];
12202         decal->vertex3f[1][0] = v1[0];
12203         decal->vertex3f[1][1] = v1[1];
12204         decal->vertex3f[1][2] = v1[2];
12205         decal->vertex3f[2][0] = v2[0];
12206         decal->vertex3f[2][1] = v2[1];
12207         decal->vertex3f[2][2] = v2[2];
12208         decal->texcoord2f[0][0] = t0[0];
12209         decal->texcoord2f[0][1] = t0[1];
12210         decal->texcoord2f[1][0] = t1[0];
12211         decal->texcoord2f[1][1] = t1[1];
12212         decal->texcoord2f[2][0] = t2[0];
12213         decal->texcoord2f[2][1] = t2[1];
12214 }
12215
12216 extern cvar_t cl_decals_bias;
12217 extern cvar_t cl_decals_models;
12218 extern cvar_t cl_decals_newsystem_intensitymultiplier;
12219 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)
12220 {
12221         matrix4x4_t projection;
12222         decalsystem_t *decalsystem;
12223         qboolean dynamic;
12224         dp_model_t *model;
12225         const float *vertex3f;
12226         const msurface_t *surface;
12227         const msurface_t *surfaces;
12228         const int *surfacelist;
12229         const texture_t *texture;
12230         int numtriangles;
12231         int numsurfacelist;
12232         int surfacelistindex;
12233         int surfaceindex;
12234         int triangleindex;
12235         int cornerindex;
12236         int index;
12237         int numpoints;
12238         const int *e;
12239         float localorigin[3];
12240         float localnormal[3];
12241         float localmins[3];
12242         float localmaxs[3];
12243         float localsize;
12244         float v[9][3];
12245         float tc[9][2];
12246         float c[9][4];
12247         //float normal[3];
12248         float planes[6][4];
12249         float f;
12250         float points[2][9][3];
12251         float angles[3];
12252         float temp[3];
12253
12254         decalsystem = &ent->decalsystem;
12255         model = ent->model;
12256         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
12257         {
12258                 R_DecalSystem_Reset(&ent->decalsystem);
12259                 return;
12260         }
12261
12262         if (!model->brush.data_nodes && !cl_decals_models.integer)
12263         {
12264                 if (decalsystem->model)
12265                         R_DecalSystem_Reset(decalsystem);
12266                 return;
12267         }
12268
12269         if (decalsystem->model != model)
12270                 R_DecalSystem_Reset(decalsystem);
12271         decalsystem->model = model;
12272
12273         RSurf_ActiveModelEntity(ent, false, false, false);
12274
12275         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
12276         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
12277         VectorNormalize(localnormal);
12278         localsize = worldsize*rsurface.inversematrixscale;
12279         localmins[0] = localorigin[0] - localsize;
12280         localmins[1] = localorigin[1] - localsize;
12281         localmins[2] = localorigin[2] - localsize;
12282         localmaxs[0] = localorigin[0] + localsize;
12283         localmaxs[1] = localorigin[1] + localsize;
12284         localmaxs[2] = localorigin[2] + localsize;
12285
12286         //VectorCopy(localnormal, planes[4]);
12287         //VectorVectors(planes[4], planes[2], planes[0]);
12288         AnglesFromVectors(angles, localnormal, NULL, false);
12289         AngleVectors(angles, planes[0], planes[2], planes[4]);
12290         VectorNegate(planes[0], planes[1]);
12291         VectorNegate(planes[2], planes[3]);
12292         VectorNegate(planes[4], planes[5]);
12293         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12294         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12295         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12296         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12297         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12298         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12299
12300 #if 1
12301 // works
12302 {
12303         matrix4x4_t forwardprojection;
12304         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12305         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12306 }
12307 #else
12308 // broken
12309 {
12310         float projectionvector[4][3];
12311         VectorScale(planes[0], ilocalsize, projectionvector[0]);
12312         VectorScale(planes[2], ilocalsize, projectionvector[1]);
12313         VectorScale(planes[4], ilocalsize, projectionvector[2]);
12314         projectionvector[0][0] = planes[0][0] * ilocalsize;
12315         projectionvector[0][1] = planes[1][0] * ilocalsize;
12316         projectionvector[0][2] = planes[2][0] * ilocalsize;
12317         projectionvector[1][0] = planes[0][1] * ilocalsize;
12318         projectionvector[1][1] = planes[1][1] * ilocalsize;
12319         projectionvector[1][2] = planes[2][1] * ilocalsize;
12320         projectionvector[2][0] = planes[0][2] * ilocalsize;
12321         projectionvector[2][1] = planes[1][2] * ilocalsize;
12322         projectionvector[2][2] = planes[2][2] * ilocalsize;
12323         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12324         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12325         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12326         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12327 }
12328 #endif
12329
12330         dynamic = model->surfmesh.isanimated;
12331         vertex3f = rsurface.modelvertex3f;
12332         numsurfacelist = model->nummodelsurfaces;
12333         surfacelist = model->sortedmodelsurfaces;
12334         surfaces = model->data_surfaces;
12335         for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12336         {
12337                 surfaceindex = surfacelist[surfacelistindex];
12338                 surface = surfaces + surfaceindex;
12339                 // check cull box first because it rejects more than any other check
12340                 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12341                         continue;
12342                 // skip transparent surfaces
12343                 texture = surface->texture;
12344                 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12345                         continue;
12346                 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12347                         continue;
12348                 numtriangles = surface->num_triangles;
12349                 for (triangleindex = 0, e = rsurface.modelelement3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
12350                 {
12351                         for (cornerindex = 0;cornerindex < 3;cornerindex++)
12352                         {
12353                                 index = 3*e[cornerindex];
12354                                 VectorCopy(vertex3f + index, v[cornerindex]);
12355                         }
12356                         // cull backfaces
12357                         //TriangleNormal(v[0], v[1], v[2], normal);
12358                         //if (DotProduct(normal, localnormal) < 0.0f)
12359                         //      continue;
12360                         // clip by each of the box planes formed from the projection matrix
12361                         // if anything survives, we emit the decal
12362                         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]);
12363                         if (numpoints < 3)
12364                                 continue;
12365                         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]);
12366                         if (numpoints < 3)
12367                                 continue;
12368                         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]);
12369                         if (numpoints < 3)
12370                                 continue;
12371                         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]);
12372                         if (numpoints < 3)
12373                                 continue;
12374                         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]);
12375                         if (numpoints < 3)
12376                                 continue;
12377                         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]);
12378                         if (numpoints < 3)
12379                                 continue;
12380                         // some part of the triangle survived, so we have to accept it...
12381                         if (dynamic)
12382                         {
12383                                 // dynamic always uses the original triangle
12384                                 numpoints = 3;
12385                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12386                                 {
12387                                         index = 3*e[cornerindex];
12388                                         VectorCopy(vertex3f + index, v[cornerindex]);
12389                                 }
12390                         }
12391                         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12392                         {
12393                                 // convert vertex positions to texcoords
12394                                 Matrix4x4_Transform(&projection, v[cornerindex], temp);
12395                                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12396                                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12397                                 // calculate distance fade from the projection origin
12398                                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12399                                 f = bound(0.0f, f, 1.0f);
12400                                 c[cornerindex][0] = r * f;
12401                                 c[cornerindex][1] = g * f;
12402                                 c[cornerindex][2] = b * f;
12403                                 c[cornerindex][3] = 1.0f;
12404                                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12405                         }
12406                         if (dynamic)
12407                                 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle, surfaceindex, decalsequence);
12408                         else
12409                                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12410                                         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);
12411                 }
12412         }
12413 }
12414
12415 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12416 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)
12417 {
12418         int renderentityindex;
12419         float worldmins[3];
12420         float worldmaxs[3];
12421         entity_render_t *ent;
12422
12423         if (!cl_decals_newsystem.integer)
12424                 return;
12425
12426         worldmins[0] = worldorigin[0] - worldsize;
12427         worldmins[1] = worldorigin[1] - worldsize;
12428         worldmins[2] = worldorigin[2] - worldsize;
12429         worldmaxs[0] = worldorigin[0] + worldsize;
12430         worldmaxs[1] = worldorigin[1] + worldsize;
12431         worldmaxs[2] = worldorigin[2] + worldsize;
12432
12433         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12434
12435         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12436         {
12437                 ent = r_refdef.scene.entities[renderentityindex];
12438                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12439                         continue;
12440
12441                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12442         }
12443 }
12444
12445 typedef struct r_decalsystem_splatqueue_s
12446 {
12447         vec3_t worldorigin;
12448         vec3_t worldnormal;
12449         float color[4];
12450         float tcrange[4];
12451         float worldsize;
12452         int decalsequence;
12453 }
12454 r_decalsystem_splatqueue_t;
12455
12456 int r_decalsystem_numqueued = 0;
12457 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12458
12459 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)
12460 {
12461         r_decalsystem_splatqueue_t *queue;
12462
12463         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12464                 return;
12465
12466         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12467         VectorCopy(worldorigin, queue->worldorigin);
12468         VectorCopy(worldnormal, queue->worldnormal);
12469         Vector4Set(queue->color, r, g, b, a);
12470         Vector4Set(queue->tcrange, s1, t1, s2, t2);
12471         queue->worldsize = worldsize;
12472         queue->decalsequence = cl.decalsequence++;
12473 }
12474
12475 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12476 {
12477         int i;
12478         r_decalsystem_splatqueue_t *queue;
12479
12480         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12481                 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);
12482         r_decalsystem_numqueued = 0;
12483 }
12484
12485 extern cvar_t cl_decals_max;
12486 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12487 {
12488         int i;
12489         decalsystem_t *decalsystem = &ent->decalsystem;
12490         int numdecals;
12491         int killsequence;
12492         tridecal_t *decal;
12493         float frametime;
12494         float lifetime;
12495
12496         if (!decalsystem->numdecals)
12497                 return;
12498
12499         if (r_showsurfaces.integer)
12500                 return;
12501
12502         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12503         {
12504                 R_DecalSystem_Reset(decalsystem);
12505                 return;
12506         }
12507
12508         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12509         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12510
12511         if (decalsystem->lastupdatetime)
12512                 frametime = (cl.time - decalsystem->lastupdatetime);
12513         else
12514                 frametime = 0;
12515         decalsystem->lastupdatetime = cl.time;
12516         decal = decalsystem->decals;
12517         numdecals = decalsystem->numdecals;
12518
12519         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12520         {
12521                 if (decal->color4ub[0][3])
12522                 {
12523                         decal->lived += frametime;
12524                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12525                         {
12526                                 memset(decal, 0, sizeof(*decal));
12527                                 if (decalsystem->freedecal > i)
12528                                         decalsystem->freedecal = i;
12529                         }
12530                 }
12531         }
12532         decal = decalsystem->decals;
12533         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12534                 numdecals--;
12535
12536         // collapse the array by shuffling the tail decals into the gaps
12537         for (;;)
12538         {
12539                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12540                         decalsystem->freedecal++;
12541                 if (decalsystem->freedecal == numdecals)
12542                         break;
12543                 decal[decalsystem->freedecal] = decal[--numdecals];
12544         }
12545
12546         decalsystem->numdecals = numdecals;
12547
12548         if (numdecals <= 0)
12549         {
12550                 // if there are no decals left, reset decalsystem
12551                 R_DecalSystem_Reset(decalsystem);
12552         }
12553 }
12554
12555 extern skinframe_t *decalskinframe;
12556 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12557 {
12558         int i;
12559         decalsystem_t *decalsystem = &ent->decalsystem;
12560         int numdecals;
12561         tridecal_t *decal;
12562         float faderate;
12563         float alpha;
12564         float *v3f;
12565         float *c4f;
12566         float *t2f;
12567         const int *e;
12568         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12569         int numtris = 0;
12570
12571         numdecals = decalsystem->numdecals;
12572         if (!numdecals)
12573                 return;
12574
12575         if (r_showsurfaces.integer)
12576                 return;
12577
12578         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12579         {
12580                 R_DecalSystem_Reset(decalsystem);
12581                 return;
12582         }
12583
12584         // if the model is static it doesn't matter what value we give for
12585         // wantnormals and wanttangents, so this logic uses only rules applicable
12586         // to a model, knowing that they are meaningless otherwise
12587         if (ent == r_refdef.scene.worldentity)
12588                 RSurf_ActiveWorldEntity();
12589         else
12590                 RSurf_ActiveModelEntity(ent, false, false, false);
12591
12592         decalsystem->lastupdatetime = cl.time;
12593         decal = decalsystem->decals;
12594
12595         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12596
12597         // update vertex positions for animated models
12598         v3f = decalsystem->vertex3f;
12599         c4f = decalsystem->color4f;
12600         t2f = decalsystem->texcoord2f;
12601         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12602         {
12603                 if (!decal->color4ub[0][3])
12604                         continue;
12605
12606                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12607                         continue;
12608
12609                 // update color values for fading decals
12610                 if (decal->lived >= cl_decals_time.value)
12611                 {
12612                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12613                         alpha *= (1.0f/255.0f);
12614                 }
12615                 else
12616                         alpha = 1.0f/255.0f;
12617
12618                 c4f[ 0] = decal->color4ub[0][0] * alpha;
12619                 c4f[ 1] = decal->color4ub[0][1] * alpha;
12620                 c4f[ 2] = decal->color4ub[0][2] * alpha;
12621                 c4f[ 3] = 1;
12622                 c4f[ 4] = decal->color4ub[1][0] * alpha;
12623                 c4f[ 5] = decal->color4ub[1][1] * alpha;
12624                 c4f[ 6] = decal->color4ub[1][2] * alpha;
12625                 c4f[ 7] = 1;
12626                 c4f[ 8] = decal->color4ub[2][0] * alpha;
12627                 c4f[ 9] = decal->color4ub[2][1] * alpha;
12628                 c4f[10] = decal->color4ub[2][2] * alpha;
12629                 c4f[11] = 1;
12630
12631                 t2f[0] = decal->texcoord2f[0][0];
12632                 t2f[1] = decal->texcoord2f[0][1];
12633                 t2f[2] = decal->texcoord2f[1][0];
12634                 t2f[3] = decal->texcoord2f[1][1];
12635                 t2f[4] = decal->texcoord2f[2][0];
12636                 t2f[5] = decal->texcoord2f[2][1];
12637
12638                 // update vertex positions for animated models
12639                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
12640                 {
12641                         e = rsurface.modelelement3i + 3*decal->triangleindex;
12642                         VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
12643                         VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
12644                         VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
12645                 }
12646                 else
12647                 {
12648                         VectorCopy(decal->vertex3f[0], v3f);
12649                         VectorCopy(decal->vertex3f[1], v3f + 3);
12650                         VectorCopy(decal->vertex3f[2], v3f + 6);
12651                 }
12652
12653                 if (r_refdef.fogenabled)
12654                 {
12655                         alpha = RSurf_FogVertex(v3f);
12656                         VectorScale(c4f, alpha, c4f);
12657                         alpha = RSurf_FogVertex(v3f + 3);
12658                         VectorScale(c4f + 4, alpha, c4f + 4);
12659                         alpha = RSurf_FogVertex(v3f + 6);
12660                         VectorScale(c4f + 8, alpha, c4f + 8);
12661                 }
12662
12663                 v3f += 9;
12664                 c4f += 12;
12665                 t2f += 6;
12666                 numtris++;
12667         }
12668
12669         if (numtris > 0)
12670         {
12671                 r_refdef.stats.drawndecals += numtris;
12672
12673                 // now render the decals all at once
12674                 // (this assumes they all use one particle font texture!)
12675                 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);
12676                 R_Mesh_ResetTextureState();
12677                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
12678                 GL_DepthMask(false);
12679                 GL_DepthRange(0, 1);
12680                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12681                 GL_DepthTest(true);
12682                 GL_CullFace(GL_NONE);
12683                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12684                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12685                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
12686         }
12687 }
12688
12689 static void R_DrawModelDecals(void)
12690 {
12691         int i, numdecals;
12692
12693         // fade faster when there are too many decals
12694         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12695         for (i = 0;i < r_refdef.scene.numentities;i++)
12696                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12697
12698         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12699         for (i = 0;i < r_refdef.scene.numentities;i++)
12700                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12701                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12702
12703         R_DecalSystem_ApplySplatEntitiesQueue();
12704
12705         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12706         for (i = 0;i < r_refdef.scene.numentities;i++)
12707                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12708
12709         r_refdef.stats.totaldecals += numdecals;
12710
12711         if (r_showsurfaces.integer)
12712                 return;
12713
12714         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12715
12716         for (i = 0;i < r_refdef.scene.numentities;i++)
12717         {
12718                 if (!r_refdef.viewcache.entityvisible[i])
12719                         continue;
12720                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12721                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12722         }
12723 }
12724
12725 extern cvar_t mod_collision_bih;
12726 void R_DrawDebugModel(void)
12727 {
12728         entity_render_t *ent = rsurface.entity;
12729         int i, j, k, l, flagsmask;
12730         const msurface_t *surface;
12731         dp_model_t *model = ent->model;
12732         vec3_t v;
12733
12734         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12735
12736         R_Mesh_ResetTextureState();
12737         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12738         GL_DepthRange(0, 1);
12739         GL_DepthTest(!r_showdisabledepthtest.integer);
12740         GL_DepthMask(false);
12741         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12742
12743         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12744         {
12745                 int triangleindex;
12746                 int bihleafindex;
12747                 qboolean cullbox = ent == r_refdef.scene.worldentity;
12748                 const q3mbrush_t *brush;
12749                 const bih_t *bih = &model->collision_bih;
12750                 const bih_leaf_t *bihleaf;
12751                 float vertex3f[3][3];
12752                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12753                 cullbox = false;
12754                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12755                 {
12756                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12757                                 continue;
12758                         switch (bihleaf->type)
12759                         {
12760                         case BIH_BRUSH:
12761                                 brush = model->brush.data_brushes + bihleaf->itemindex;
12762                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
12763                                 {
12764                                         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);
12765                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12766                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12767                                 }
12768                                 break;
12769                         case BIH_COLLISIONTRIANGLE:
12770                                 triangleindex = bihleaf->itemindex;
12771                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12772                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12773                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12774                                 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);
12775                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12776                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12777                                 break;
12778                         case BIH_RENDERTRIANGLE:
12779                                 triangleindex = bihleaf->itemindex;
12780                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12781                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12782                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12783                                 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);
12784                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12785                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12786                                 break;
12787                         }
12788                 }
12789         }
12790
12791         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12792
12793         if (r_showtris.integer || r_shownormals.integer)
12794         {
12795                 if (r_showdisabledepthtest.integer)
12796                 {
12797                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12798                         GL_DepthMask(false);
12799                 }
12800                 else
12801                 {
12802                         GL_BlendFunc(GL_ONE, GL_ZERO);
12803                         GL_DepthMask(true);
12804                 }
12805                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12806                 {
12807                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12808                                 continue;
12809                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12810                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12811                         {
12812                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12813                                 if (r_showtris.value > 0)
12814                                 {
12815                                         if (!rsurface.texture->currentlayers->depthmask)
12816                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12817                                         else if (ent == r_refdef.scene.worldentity)
12818                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12819                                         else
12820                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12821                                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12822                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12823                                         RSurf_DrawBatch();
12824                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12825                                         CHECKGLERROR
12826                                 }
12827                                 if (r_shownormals.value < 0)
12828                                 {
12829                                         qglBegin(GL_LINES);
12830                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12831                                         {
12832                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12833                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12834                                                 qglVertex3f(v[0], v[1], v[2]);
12835                                                 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12836                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12837                                                 qglVertex3f(v[0], v[1], v[2]);
12838                                         }
12839                                         qglEnd();
12840                                         CHECKGLERROR
12841                                 }
12842                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12843                                 {
12844                                         qglBegin(GL_LINES);
12845                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12846                                         {
12847                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12848                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12849                                                 qglVertex3f(v[0], v[1], v[2]);
12850                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12851                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12852                                                 qglVertex3f(v[0], v[1], v[2]);
12853                                         }
12854                                         qglEnd();
12855                                         CHECKGLERROR
12856                                         qglBegin(GL_LINES);
12857                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12858                                         {
12859                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12860                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12861                                                 qglVertex3f(v[0], v[1], v[2]);
12862                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12863                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12864                                                 qglVertex3f(v[0], v[1], v[2]);
12865                                         }
12866                                         qglEnd();
12867                                         CHECKGLERROR
12868                                         qglBegin(GL_LINES);
12869                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12870                                         {
12871                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12872                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12873                                                 qglVertex3f(v[0], v[1], v[2]);
12874                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12875                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12876                                                 qglVertex3f(v[0], v[1], v[2]);
12877                                         }
12878                                         qglEnd();
12879                                         CHECKGLERROR
12880                                 }
12881                         }
12882                 }
12883                 rsurface.texture = NULL;
12884         }
12885 }
12886
12887 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12888 int r_maxsurfacelist = 0;
12889 const msurface_t **r_surfacelist = NULL;
12890 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12891 {
12892         int i, j, endj, flagsmask;
12893         dp_model_t *model = r_refdef.scene.worldmodel;
12894         msurface_t *surfaces;
12895         unsigned char *update;
12896         int numsurfacelist = 0;
12897         if (model == NULL)
12898                 return;
12899
12900         if (r_maxsurfacelist < model->num_surfaces)
12901         {
12902                 r_maxsurfacelist = model->num_surfaces;
12903                 if (r_surfacelist)
12904                         Mem_Free((msurface_t**)r_surfacelist);
12905                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12906         }
12907
12908         RSurf_ActiveWorldEntity();
12909
12910         surfaces = model->data_surfaces;
12911         update = model->brushq1.lightmapupdateflags;
12912
12913         // update light styles on this submodel
12914         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12915         {
12916                 model_brush_lightstyleinfo_t *style;
12917                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12918                 {
12919                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12920                         {
12921                                 int *list = style->surfacelist;
12922                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12923                                 for (j = 0;j < style->numsurfaces;j++)
12924                                         update[list[j]] = true;
12925                         }
12926                 }
12927         }
12928
12929         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12930
12931         if (debug)
12932         {
12933                 R_DrawDebugModel();
12934                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12935                 return;
12936         }
12937
12938         rsurface.lightmaptexture = NULL;
12939         rsurface.deluxemaptexture = NULL;
12940         rsurface.uselightmaptexture = false;
12941         rsurface.texture = NULL;
12942         rsurface.rtlight = NULL;
12943         numsurfacelist = 0;
12944         // add visible surfaces to draw list
12945         for (i = 0;i < model->nummodelsurfaces;i++)
12946         {
12947                 j = model->sortedmodelsurfaces[i];
12948                 if (r_refdef.viewcache.world_surfacevisible[j])
12949                         r_surfacelist[numsurfacelist++] = surfaces + j;
12950         }
12951         // update lightmaps if needed
12952         if (model->brushq1.firstrender)
12953         {
12954                 model->brushq1.firstrender = false;
12955                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12956                         if (update[j])
12957                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12958         }
12959         else if (update)
12960         {
12961                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12962                         if (r_refdef.viewcache.world_surfacevisible[j])
12963                                 if (update[j])
12964                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12965         }
12966         // don't do anything if there were no surfaces
12967         if (!numsurfacelist)
12968         {
12969                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12970                 return;
12971         }
12972         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12973         GL_AlphaTest(false);
12974
12975         // add to stats if desired
12976         if (r_speeds.integer && !skysurfaces && !depthonly)
12977         {
12978                 r_refdef.stats.world_surfaces += numsurfacelist;
12979                 for (j = 0;j < numsurfacelist;j++)
12980                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12981         }
12982
12983         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12984 }
12985
12986 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12987 {
12988         int i, j, endj, flagsmask;
12989         dp_model_t *model = ent->model;
12990         msurface_t *surfaces;
12991         unsigned char *update;
12992         int numsurfacelist = 0;
12993         if (model == NULL)
12994                 return;
12995
12996         if (r_maxsurfacelist < model->num_surfaces)
12997         {
12998                 r_maxsurfacelist = model->num_surfaces;
12999                 if (r_surfacelist)
13000                         Mem_Free((msurface_t **)r_surfacelist);
13001                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13002         }
13003
13004         // if the model is static it doesn't matter what value we give for
13005         // wantnormals and wanttangents, so this logic uses only rules applicable
13006         // to a model, knowing that they are meaningless otherwise
13007         if (ent == r_refdef.scene.worldentity)
13008                 RSurf_ActiveWorldEntity();
13009         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
13010                 RSurf_ActiveModelEntity(ent, false, false, false);
13011         else if (prepass)
13012                 RSurf_ActiveModelEntity(ent, true, true, true);
13013         else if (depthonly)
13014         {
13015                 switch (vid.renderpath)
13016                 {
13017                 case RENDERPATH_GL20:
13018                 case RENDERPATH_CGGL:
13019                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
13020                         break;
13021                 case RENDERPATH_GL13:
13022                 case RENDERPATH_GL11:
13023                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
13024                         break;
13025                 }
13026         }
13027         else
13028         {
13029                 switch (vid.renderpath)
13030                 {
13031                 case RENDERPATH_GL20:
13032                 case RENDERPATH_CGGL:
13033                         RSurf_ActiveModelEntity(ent, true, true, false);
13034                         break;
13035                 case RENDERPATH_GL13:
13036                 case RENDERPATH_GL11:
13037                         RSurf_ActiveModelEntity(ent, true, false, false);
13038                         break;
13039                 }
13040         }
13041
13042         surfaces = model->data_surfaces;
13043         update = model->brushq1.lightmapupdateflags;
13044
13045         // update light styles
13046         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13047         {
13048                 model_brush_lightstyleinfo_t *style;
13049                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13050                 {
13051                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
13052                         {
13053                                 int *list = style->surfacelist;
13054                                 style->value = r_refdef.scene.lightstylevalue[style->style];
13055                                 for (j = 0;j < style->numsurfaces;j++)
13056                                         update[list[j]] = true;
13057                         }
13058                 }
13059         }
13060
13061         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13062
13063         if (debug)
13064         {
13065                 R_DrawDebugModel();
13066                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13067                 return;
13068         }
13069
13070         rsurface.lightmaptexture = NULL;
13071         rsurface.deluxemaptexture = NULL;
13072         rsurface.uselightmaptexture = false;
13073         rsurface.texture = NULL;
13074         rsurface.rtlight = NULL;
13075         numsurfacelist = 0;
13076         // add visible surfaces to draw list
13077         for (i = 0;i < model->nummodelsurfaces;i++)
13078                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
13079         // don't do anything if there were no surfaces
13080         if (!numsurfacelist)
13081         {
13082                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13083                 return;
13084         }
13085         // update lightmaps if needed
13086         if (update)
13087         {
13088                 int updated = 0;
13089                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13090                 {
13091                         if (update[j])
13092                         {
13093                                 updated++;
13094                                 R_BuildLightMap(ent, surfaces + j);
13095                         }
13096                 }
13097         }
13098         if (update)
13099                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13100                         if (update[j])
13101                                 R_BuildLightMap(ent, surfaces + j);
13102         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13103         GL_AlphaTest(false);
13104
13105         // add to stats if desired
13106         if (r_speeds.integer && !skysurfaces && !depthonly)
13107         {
13108                 r_refdef.stats.entities_surfaces += numsurfacelist;
13109                 for (j = 0;j < numsurfacelist;j++)
13110                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
13111         }
13112
13113         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13114 }
13115
13116 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
13117 {
13118         static texture_t texture;
13119         static msurface_t surface;
13120         const msurface_t *surfacelist = &surface;
13121
13122         // fake enough texture and surface state to render this geometry
13123
13124         texture.update_lastrenderframe = -1; // regenerate this texture
13125         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
13126         texture.currentskinframe = skinframe;
13127         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
13128         texture.offsetmapping = OFFSETMAPPING_OFF;
13129         texture.offsetscale = 1;
13130         texture.specularscalemod = 1;
13131         texture.specularpowermod = 1;
13132
13133         surface.texture = &texture;
13134         surface.num_triangles = numtriangles;
13135         surface.num_firsttriangle = firsttriangle;
13136         surface.num_vertices = numvertices;
13137         surface.num_firstvertex = firstvertex;
13138
13139         // now render it
13140         rsurface.texture = R_GetCurrentTexture(surface.texture);
13141         rsurface.lightmaptexture = NULL;
13142         rsurface.deluxemaptexture = NULL;
13143         rsurface.uselightmaptexture = false;
13144         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
13145 }
13146
13147 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)
13148 {
13149         static msurface_t surface;
13150         const msurface_t *surfacelist = &surface;
13151
13152         // fake enough texture and surface state to render this geometry
13153
13154         surface.texture = texture;
13155         surface.num_triangles = numtriangles;
13156         surface.num_firsttriangle = firsttriangle;
13157         surface.num_vertices = numvertices;
13158         surface.num_firstvertex = firstvertex;
13159
13160         // now render it
13161         rsurface.texture = R_GetCurrentTexture(surface.texture);
13162         rsurface.lightmaptexture = NULL;
13163         rsurface.deluxemaptexture = NULL;
13164         rsurface.uselightmaptexture = false;
13165         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
13166 }