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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28 #include "csprogs.h"
29 #include "cl_video.h"
30
31 mempool_t *r_main_mempool;
32 rtexturepool_t *r_main_texturepool;
33
34 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
35
36 static qboolean r_loadnormalmap;
37 static qboolean r_loadgloss;
38 qboolean r_loadfog;
39 static qboolean r_loaddds;
40 static qboolean r_savedds;
41
42 //
43 // screen size info
44 //
45 r_refdef_t r_refdef;
46
47 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
48 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
49 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
50 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
51 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
52 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
53 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
54 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
55
56 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
57 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
58 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
59 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
60 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
61
62 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
63 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
64 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
65 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
66 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
67 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
68 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
69 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
70 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
71 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
72 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
73 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
74 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
75 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
76 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
77 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
78 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
79 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
80 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
81 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
82 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
83 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
84 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
85 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
86 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
87 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
88 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
89 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
90 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
91 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
92 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
93 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
94 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
95 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
96 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
97 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
98 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
99 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
100 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
101 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
102 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
103 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
104 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
105 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
106 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
107 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
108 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
109
110 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
111 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
112 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
113 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
114 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
115 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
116 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
117 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
118
119 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
120 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
121
122 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
123 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
124 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
125 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
126 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
127
128 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
129 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
130 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
131
132 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
133 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
134 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
135 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
136 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
137 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
138 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
139 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
140 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
141
142 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
143 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
144 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
145 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
146 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
147
148 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
149 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
150 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
151 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
152
153 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
154 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
155 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
156 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
157 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
158 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
159 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
160
161 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
162 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
163 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
164 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
165
166 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
167
168 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
169
170 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
171
172 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
173 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
174 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
175 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
176 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
177 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
178 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
179
180 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
181
182 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
183
184 extern cvar_t v_glslgamma;
185
186 extern qboolean v_flipped_state;
187
188 static struct r_bloomstate_s
189 {
190         qboolean enabled;
191         qboolean hdr;
192
193         int bloomwidth, bloomheight;
194
195         int screentexturewidth, screentextureheight;
196         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
197
198         int bloomtexturewidth, bloomtextureheight;
199         rtexture_t *texture_bloom;
200
201         // arrays for rendering the screen passes
202         float screentexcoord2f[8];
203         float bloomtexcoord2f[8];
204         float offsettexcoord2f[8];
205
206         r_viewport_t viewport;
207 }
208 r_bloomstate;
209
210 r_waterstate_t r_waterstate;
211
212 /// shadow volume bsp struct with automatically growing nodes buffer
213 svbsp_t r_svbsp;
214
215 rtexture_t *r_texture_blanknormalmap;
216 rtexture_t *r_texture_white;
217 rtexture_t *r_texture_grey128;
218 rtexture_t *r_texture_black;
219 rtexture_t *r_texture_notexture;
220 rtexture_t *r_texture_whitecube;
221 rtexture_t *r_texture_normalizationcube;
222 rtexture_t *r_texture_fogattenuation;
223 rtexture_t *r_texture_fogheighttexture;
224 rtexture_t *r_texture_gammaramps;
225 unsigned int r_texture_gammaramps_serial;
226 //rtexture_t *r_texture_fogintensity;
227 rtexture_t *r_texture_reflectcube;
228
229 // TODO: hash lookups?
230 typedef struct cubemapinfo_s
231 {
232         char basename[64];
233         rtexture_t *texture;
234 }
235 cubemapinfo_t;
236
237 int r_texture_numcubemaps;
238 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
239
240 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
241 unsigned int r_numqueries;
242 unsigned int r_maxqueries;
243
244 typedef struct r_qwskincache_s
245 {
246         char name[MAX_QPATH];
247         skinframe_t *skinframe;
248 }
249 r_qwskincache_t;
250
251 static r_qwskincache_t *r_qwskincache;
252 static int r_qwskincache_size;
253
254 /// vertex coordinates for a quad that covers the screen exactly
255 extern const float r_screenvertex3f[12];
256 const float r_screenvertex3f[12] =
257 {
258         0, 0, 0,
259         1, 0, 0,
260         1, 1, 0,
261         0, 1, 0
262 };
263
264 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
265 {
266         int i;
267         for (i = 0;i < verts;i++)
268         {
269                 out[0] = in[0] * r;
270                 out[1] = in[1] * g;
271                 out[2] = in[2] * b;
272                 out[3] = in[3];
273                 in += 4;
274                 out += 4;
275         }
276 }
277
278 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
279 {
280         int i;
281         for (i = 0;i < verts;i++)
282         {
283                 out[0] = r;
284                 out[1] = g;
285                 out[2] = b;
286                 out[3] = a;
287                 out += 4;
288         }
289 }
290
291 // FIXME: move this to client?
292 void FOG_clear(void)
293 {
294         if (gamemode == GAME_NEHAHRA)
295         {
296                 Cvar_Set("gl_fogenable", "0");
297                 Cvar_Set("gl_fogdensity", "0.2");
298                 Cvar_Set("gl_fogred", "0.3");
299                 Cvar_Set("gl_foggreen", "0.3");
300                 Cvar_Set("gl_fogblue", "0.3");
301         }
302         r_refdef.fog_density = 0;
303         r_refdef.fog_red = 0;
304         r_refdef.fog_green = 0;
305         r_refdef.fog_blue = 0;
306         r_refdef.fog_alpha = 1;
307         r_refdef.fog_start = 0;
308         r_refdef.fog_end = 16384;
309         r_refdef.fog_height = 1<<30;
310         r_refdef.fog_fadedepth = 128;
311         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
312 }
313
314 static void R_BuildBlankTextures(void)
315 {
316         unsigned char data[4];
317         data[2] = 128; // normal X
318         data[1] = 128; // normal Y
319         data[0] = 255; // normal Z
320         data[3] = 128; // height
321         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
322         data[0] = 255;
323         data[1] = 255;
324         data[2] = 255;
325         data[3] = 255;
326         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
327         data[0] = 128;
328         data[1] = 128;
329         data[2] = 128;
330         data[3] = 255;
331         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
332         data[0] = 0;
333         data[1] = 0;
334         data[2] = 0;
335         data[3] = 255;
336         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
337 }
338
339 static void R_BuildNoTexture(void)
340 {
341         int x, y;
342         unsigned char pix[16][16][4];
343         // this makes a light grey/dark grey checkerboard texture
344         for (y = 0;y < 16;y++)
345         {
346                 for (x = 0;x < 16;x++)
347                 {
348                         if ((y < 8) ^ (x < 8))
349                         {
350                                 pix[y][x][0] = 128;
351                                 pix[y][x][1] = 128;
352                                 pix[y][x][2] = 128;
353                                 pix[y][x][3] = 255;
354                         }
355                         else
356                         {
357                                 pix[y][x][0] = 64;
358                                 pix[y][x][1] = 64;
359                                 pix[y][x][2] = 64;
360                                 pix[y][x][3] = 255;
361                         }
362                 }
363         }
364         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
365 }
366
367 static void R_BuildWhiteCube(void)
368 {
369         unsigned char data[6*1*1*4];
370         memset(data, 255, sizeof(data));
371         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
372 }
373
374 static void R_BuildNormalizationCube(void)
375 {
376         int x, y, side;
377         vec3_t v;
378         vec_t s, t, intensity;
379 #define NORMSIZE 64
380         unsigned char *data;
381         data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
382         for (side = 0;side < 6;side++)
383         {
384                 for (y = 0;y < NORMSIZE;y++)
385                 {
386                         for (x = 0;x < NORMSIZE;x++)
387                         {
388                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
389                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
390                                 switch(side)
391                                 {
392                                 default:
393                                 case 0:
394                                         v[0] = 1;
395                                         v[1] = -t;
396                                         v[2] = -s;
397                                         break;
398                                 case 1:
399                                         v[0] = -1;
400                                         v[1] = -t;
401                                         v[2] = s;
402                                         break;
403                                 case 2:
404                                         v[0] = s;
405                                         v[1] = 1;
406                                         v[2] = t;
407                                         break;
408                                 case 3:
409                                         v[0] = s;
410                                         v[1] = -1;
411                                         v[2] = -t;
412                                         break;
413                                 case 4:
414                                         v[0] = s;
415                                         v[1] = -t;
416                                         v[2] = 1;
417                                         break;
418                                 case 5:
419                                         v[0] = -s;
420                                         v[1] = -t;
421                                         v[2] = -1;
422                                         break;
423                                 }
424                                 intensity = 127.0f / sqrt(DotProduct(v, v));
425                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
426                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
427                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
428                                 data[((side*64+y)*64+x)*4+3] = 255;
429                         }
430                 }
431         }
432         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
433         Mem_Free(data);
434 }
435
436 static void R_BuildFogTexture(void)
437 {
438         int x, b;
439 #define FOGWIDTH 256
440         unsigned char data1[FOGWIDTH][4];
441         //unsigned char data2[FOGWIDTH][4];
442         double d, r, alpha;
443
444         r_refdef.fogmasktable_start = r_refdef.fog_start;
445         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
446         r_refdef.fogmasktable_range = r_refdef.fogrange;
447         r_refdef.fogmasktable_density = r_refdef.fog_density;
448
449         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
450         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
451         {
452                 d = (x * r - r_refdef.fogmasktable_start);
453                 if(developer_extra.integer)
454                         Con_DPrintf("%f ", d);
455                 d = max(0, d);
456                 if (r_fog_exp2.integer)
457                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
458                 else
459                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
460                 if(developer_extra.integer)
461                         Con_DPrintf(" : %f ", alpha);
462                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
463                 if(developer_extra.integer)
464                         Con_DPrintf(" = %f\n", alpha);
465                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
466         }
467
468         for (x = 0;x < FOGWIDTH;x++)
469         {
470                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
471                 data1[x][0] = b;
472                 data1[x][1] = b;
473                 data1[x][2] = b;
474                 data1[x][3] = 255;
475                 //data2[x][0] = 255 - b;
476                 //data2[x][1] = 255 - b;
477                 //data2[x][2] = 255 - b;
478                 //data2[x][3] = 255;
479         }
480         if (r_texture_fogattenuation)
481         {
482                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
483                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
484         }
485         else
486         {
487                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, -1, NULL);
488                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
489         }
490 }
491
492 static void R_BuildFogHeightTexture(void)
493 {
494         unsigned char *inpixels;
495         int size;
496         int x;
497         int y;
498         int j;
499         float c[4];
500         float f;
501         inpixels = NULL;
502         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
503         if (r_refdef.fogheighttexturename[0])
504                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
505         if (!inpixels)
506         {
507                 r_refdef.fog_height_tablesize = 0;
508                 if (r_texture_fogheighttexture)
509                         R_FreeTexture(r_texture_fogheighttexture);
510                 r_texture_fogheighttexture = NULL;
511                 if (r_refdef.fog_height_table2d)
512                         Mem_Free(r_refdef.fog_height_table2d);
513                 r_refdef.fog_height_table2d = NULL;
514                 if (r_refdef.fog_height_table1d)
515                         Mem_Free(r_refdef.fog_height_table1d);
516                 r_refdef.fog_height_table1d = NULL;
517                 return;
518         }
519         size = image_width;
520         r_refdef.fog_height_tablesize = size;
521         r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
522         r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
523         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
524         Mem_Free(inpixels);
525         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
526         // average fog color table accounting for every fog layer between a point
527         // and the camera.  (Note: attenuation is handled separately!)
528         for (y = 0;y < size;y++)
529         {
530                 for (x = 0;x < size;x++)
531                 {
532                         Vector4Clear(c);
533                         f = 0;
534                         if (x < y)
535                         {
536                                 for (j = x;j <= y;j++)
537                                 {
538                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
539                                         f++;
540                                 }
541                         }
542                         else
543                         {
544                                 for (j = x;j >= y;j--)
545                                 {
546                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
547                                         f++;
548                                 }
549                         }
550                         f = 1.0f / f;
551                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
552                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
553                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
554                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
555                 }
556         }
557         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
558 }
559
560 //=======================================================================================================================================================
561
562 static const char *builtinshaderstring =
563 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
564 "// written by Forest 'LordHavoc' Hale\n"
565 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
566 "\n"
567 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
568 "# define USEFOG\n"
569 "#endif\n"
570 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
571 "#define USELIGHTMAP\n"
572 "#endif\n"
573 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
574 "#define USEEYEVECTOR\n"
575 "#endif\n"
576 "\n"
577 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
578 "# extension GL_ARB_texture_rectangle : enable\n"
579 "#endif\n"
580 "\n"
581 "#ifdef USESHADOWMAP2D\n"
582 "# ifdef GL_EXT_gpu_shader4\n"
583 "#   extension GL_EXT_gpu_shader4 : enable\n"
584 "# endif\n"
585 "# ifdef GL_ARB_texture_gather\n"
586 "#   extension GL_ARB_texture_gather : enable\n"
587 "# else\n"
588 "#   ifdef GL_AMD_texture_texture4\n"
589 "#     extension GL_AMD_texture_texture4 : enable\n"
590 "#   endif\n"
591 "# endif\n"
592 "#endif\n"
593 "\n"
594 "#ifdef USESHADOWMAPCUBE\n"
595 "# extension GL_EXT_gpu_shader4 : enable\n"
596 "#endif\n"
597 "\n"
598 "//#ifdef USESHADOWSAMPLER\n"
599 "//# extension GL_ARB_shadow : enable\n"
600 "//#endif\n"
601 "\n"
602 "//#ifdef __GLSL_CG_DATA_TYPES\n"
603 "//# define myhalf half\n"
604 "//# define myhalf2 half2\n"
605 "//# define myhalf3 half3\n"
606 "//# define myhalf4 half4\n"
607 "//#else\n"
608 "# define myhalf float\n"
609 "# define myhalf2 vec2\n"
610 "# define myhalf3 vec3\n"
611 "# define myhalf4 vec4\n"
612 "//#endif\n"
613 "\n"
614 "#ifdef VERTEX_SHADER\n"
615 "uniform mat4 ModelViewProjectionMatrix;\n"
616 "#endif\n"
617 "\n"
618 "#ifdef MODE_DEPTH_OR_SHADOW\n"
619 "#ifdef VERTEX_SHADER\n"
620 "void main(void)\n"
621 "{\n"
622 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
623 "}\n"
624 "#endif\n"
625 "#else // !MODE_DEPTH_ORSHADOW\n"
626 "\n"
627 "\n"
628 "\n"
629 "\n"
630 "#ifdef MODE_SHOWDEPTH\n"
631 "#ifdef VERTEX_SHADER\n"
632 "void main(void)\n"
633 "{\n"
634 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
635 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
636 "}\n"
637 "#endif\n"
638 "\n"
639 "#ifdef FRAGMENT_SHADER\n"
640 "void main(void)\n"
641 "{\n"
642 "       gl_FragColor = gl_Color;\n"
643 "}\n"
644 "#endif\n"
645 "#else // !MODE_SHOWDEPTH\n"
646 "\n"
647 "\n"
648 "\n"
649 "\n"
650 "#ifdef MODE_POSTPROCESS\n"
651 "varying vec2 TexCoord1;\n"
652 "varying vec2 TexCoord2;\n"
653 "\n"
654 "#ifdef VERTEX_SHADER\n"
655 "void main(void)\n"
656 "{\n"
657 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
658 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
659 "#ifdef USEBLOOM\n"
660 "       TexCoord2 = gl_MultiTexCoord4.xy;\n"
661 "#endif\n"
662 "}\n"
663 "#endif\n"
664 "\n"
665 "#ifdef FRAGMENT_SHADER\n"
666 "uniform sampler2D Texture_First;\n"
667 "#ifdef USEBLOOM\n"
668 "uniform sampler2D Texture_Second;\n"
669 "#endif\n"
670 "#ifdef USEGAMMARAMPS\n"
671 "uniform sampler2D Texture_GammaRamps;\n"
672 "#endif\n"
673 "#ifdef USESATURATION\n"
674 "uniform float Saturation;\n"
675 "#endif\n"
676 "#ifdef USEVIEWTINT\n"
677 "uniform vec4 ViewTintColor;\n"
678 "#endif\n"
679 "//uncomment these if you want to use them:\n"
680 "uniform vec4 UserVec1;\n"
681 "uniform vec4 UserVec2;\n"
682 "// uniform vec4 UserVec3;\n"
683 "// uniform vec4 UserVec4;\n"
684 "// uniform float ClientTime;\n"
685 "uniform vec2 PixelSize;\n"
686 "void main(void)\n"
687 "{\n"
688 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
689 "#ifdef USEBLOOM\n"
690 "       gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
691 "#endif\n"
692 "#ifdef USEVIEWTINT\n"
693 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
694 "#endif\n"
695 "\n"
696 "#ifdef USEPOSTPROCESSING\n"
697 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
698 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
699 "       float sobel = 1.0;\n"
700 "       // vec2 ts = textureSize(Texture_First, 0);\n"
701 "       // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
702 "       vec2 px = PixelSize;\n"
703 "       vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
704 "       vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;\n"
705 "       vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
706 "       vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
707 "       vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;\n"
708 "       vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
709 "       vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
710 "       vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;\n"
711 "       vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
712 "       vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
713 "       vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;\n"
714 "       vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
715 "       float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
716 "       float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
717 "       float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
718 "       float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
719 "       float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
720 "       float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
721 "       float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
722 "       float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
723 "       float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
724 "       float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
725 "       float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
726 "       float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
727 "       sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
728 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
729 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
730 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
731 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
732 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
733 "       gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
734 "       gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
735 "#endif\n"
736 "\n"
737 "#ifdef USESATURATION\n"
738 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
739 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
740 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
741 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
742 "#endif\n"
743 "\n"
744 "#ifdef USEGAMMARAMPS\n"
745 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
746 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
747 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
748 "#endif\n"
749 "}\n"
750 "#endif\n"
751 "#else // !MODE_POSTPROCESS\n"
752 "\n"
753 "\n"
754 "\n"
755 "\n"
756 "#ifdef MODE_GENERIC\n"
757 "#ifdef USEDIFFUSE\n"
758 "varying vec2 TexCoord1;\n"
759 "#endif\n"
760 "#ifdef USESPECULAR\n"
761 "varying vec2 TexCoord2;\n"
762 "#endif\n"
763 "#ifdef VERTEX_SHADER\n"
764 "void main(void)\n"
765 "{\n"
766 "       gl_FrontColor = gl_Color;\n"
767 "#ifdef USEDIFFUSE\n"
768 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
769 "#endif\n"
770 "#ifdef USESPECULAR\n"
771 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
772 "#endif\n"
773 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
774 "}\n"
775 "#endif\n"
776 "\n"
777 "#ifdef FRAGMENT_SHADER\n"
778 "#ifdef USEDIFFUSE\n"
779 "uniform sampler2D Texture_First;\n"
780 "#endif\n"
781 "#ifdef USESPECULAR\n"
782 "uniform sampler2D Texture_Second;\n"
783 "#endif\n"
784 "\n"
785 "void main(void)\n"
786 "{\n"
787 "       gl_FragColor = gl_Color;\n"
788 "#ifdef USEDIFFUSE\n"
789 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
790 "#endif\n"
791 "\n"
792 "#ifdef USESPECULAR\n"
793 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
794 "# ifdef USECOLORMAPPING\n"
795 "       gl_FragColor *= tex2;\n"
796 "# endif\n"
797 "# ifdef USEGLOW\n"
798 "       gl_FragColor += tex2;\n"
799 "# endif\n"
800 "# ifdef USEVERTEXTEXTUREBLEND\n"
801 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
802 "# endif\n"
803 "#endif\n"
804 "}\n"
805 "#endif\n"
806 "#else // !MODE_GENERIC\n"
807 "\n"
808 "\n"
809 "\n"
810 "\n"
811 "#ifdef MODE_BLOOMBLUR\n"
812 "varying TexCoord;\n"
813 "#ifdef VERTEX_SHADER\n"
814 "void main(void)\n"
815 "{\n"
816 "       gl_FrontColor = gl_Color;\n"
817 "       TexCoord = gl_MultiTexCoord0.xy;\n"
818 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
819 "}\n"
820 "#endif\n"
821 "\n"
822 "#ifdef FRAGMENT_SHADER\n"
823 "uniform sampler2D Texture_First;\n"
824 "uniform vec4 BloomBlur_Parameters;\n"
825 "\n"
826 "void main(void)\n"
827 "{\n"
828 "       int i;\n"
829 "       vec2 tc = TexCoord;\n"
830 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
831 "       tc += BloomBlur_Parameters.xy;\n"
832 "       for (i = 1;i < SAMPLES;i++)\n"
833 "       {\n"
834 "               color += texture2D(Texture_First, tc).rgb;\n"
835 "               tc += BloomBlur_Parameters.xy;\n"
836 "       }\n"
837 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
838 "}\n"
839 "#endif\n"
840 "#else // !MODE_BLOOMBLUR\n"
841 "#ifdef MODE_REFRACTION\n"
842 "varying vec2 TexCoord;\n"
843 "varying vec4 ModelViewProjectionPosition;\n"
844 "uniform mat4 TexMatrix;\n"
845 "#ifdef VERTEX_SHADER\n"
846 "\n"
847 "void main(void)\n"
848 "{\n"
849 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
850 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
851 "       ModelViewProjectionPosition = gl_Position;\n"
852 "}\n"
853 "#endif\n"
854 "\n"
855 "#ifdef FRAGMENT_SHADER\n"
856 "uniform sampler2D Texture_Normal;\n"
857 "uniform sampler2D Texture_Refraction;\n"
858 "uniform sampler2D Texture_Reflection;\n"
859 "\n"
860 "uniform vec4 DistortScaleRefractReflect;\n"
861 "uniform vec4 ScreenScaleRefractReflect;\n"
862 "uniform vec4 ScreenCenterRefractReflect;\n"
863 "uniform vec4 RefractColor;\n"
864 "uniform vec4 ReflectColor;\n"
865 "uniform float ReflectFactor;\n"
866 "uniform float ReflectOffset;\n"
867 "\n"
868 "void main(void)\n"
869 "{\n"
870 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
871 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
872 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
873 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
874 "       // FIXME temporary hack to detect the case that the reflection\n"
875 "       // gets blackened at edges due to leaving the area that contains actual\n"
876 "       // content.\n"
877 "       // Remove this 'ack once we have a better way to stop this thing from\n"
878 "       // 'appening.\n"
879 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
880 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
881 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
882 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
883 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
884 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
885 "}\n"
886 "#endif\n"
887 "#else // !MODE_REFRACTION\n"
888 "\n"
889 "\n"
890 "\n"
891 "\n"
892 "#ifdef MODE_WATER\n"
893 "varying vec2 TexCoord;\n"
894 "varying vec3 EyeVector;\n"
895 "varying vec4 ModelViewProjectionPosition;\n"
896 "#ifdef VERTEX_SHADER\n"
897 "uniform vec3 EyePosition;\n"
898 "uniform mat4 TexMatrix;\n"
899 "\n"
900 "void main(void)\n"
901 "{\n"
902 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
903 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
904 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
905 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
906 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
907 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
908 "       ModelViewProjectionPosition = gl_Position;\n"
909 "}\n"
910 "#endif\n"
911 "\n"
912 "#ifdef FRAGMENT_SHADER\n"
913 "uniform sampler2D Texture_Normal;\n"
914 "uniform sampler2D Texture_Refraction;\n"
915 "uniform sampler2D Texture_Reflection;\n"
916 "\n"
917 "uniform vec4 DistortScaleRefractReflect;\n"
918 "uniform vec4 ScreenScaleRefractReflect;\n"
919 "uniform vec4 ScreenCenterRefractReflect;\n"
920 "uniform vec4 RefractColor;\n"
921 "uniform vec4 ReflectColor;\n"
922 "uniform float ReflectFactor;\n"
923 "uniform float ReflectOffset;\n"
924 "\n"
925 "void main(void)\n"
926 "{\n"
927 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
928 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
929 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
930 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
931 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
932 "       // FIXME temporary hack to detect the case that the reflection\n"
933 "       // gets blackened at edges due to leaving the area that contains actual\n"
934 "       // content.\n"
935 "       // Remove this 'ack once we have a better way to stop this thing from\n"
936 "       // 'appening.\n"
937 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
938 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
939 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
940 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
941 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
942 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
943 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
944 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
945 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
946 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
947 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
948 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
949 "}\n"
950 "#endif\n"
951 "#else // !MODE_WATER\n"
952 "\n"
953 "\n"
954 "\n"
955 "\n"
956 "// common definitions between vertex shader and fragment shader:\n"
957 "\n"
958 "varying vec2 TexCoord;\n"
959 "#ifdef USEVERTEXTEXTUREBLEND\n"
960 "varying vec2 TexCoord2;\n"
961 "#endif\n"
962 "#ifdef USELIGHTMAP\n"
963 "varying vec2 TexCoordLightmap;\n"
964 "#endif\n"
965 "\n"
966 "#ifdef MODE_LIGHTSOURCE\n"
967 "varying vec3 CubeVector;\n"
968 "#endif\n"
969 "\n"
970 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
971 "varying vec3 LightVector;\n"
972 "#endif\n"
973 "\n"
974 "#ifdef USEEYEVECTOR\n"
975 "varying vec3 EyeVector;\n"
976 "#endif\n"
977 "#ifdef USEFOG\n"
978 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
979 "#endif\n"
980 "\n"
981 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
982 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
983 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
984 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
985 "#endif\n"
986 "\n"
987 "#ifdef USEREFLECTION\n"
988 "varying vec4 ModelViewProjectionPosition;\n"
989 "#endif\n"
990 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
991 "uniform vec3 LightPosition;\n"
992 "varying vec4 ModelViewPosition;\n"
993 "#endif\n"
994 "\n"
995 "#ifdef MODE_LIGHTSOURCE\n"
996 "uniform vec3 LightPosition;\n"
997 "#endif\n"
998 "uniform vec3 EyePosition;\n"
999 "#ifdef MODE_LIGHTDIRECTION\n"
1000 "uniform vec3 LightDir;\n"
1001 "#endif\n"
1002 "uniform vec4 FogPlane;\n"
1003 "\n"
1004 "#ifdef USESHADOWMAPORTHO\n"
1005 "varying vec3 ShadowMapTC;\n"
1006 "#endif\n"
1007 "\n"
1008 "\n"
1009 "\n"
1010 "\n"
1011 "\n"
1012 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
1013 "\n"
1014 "// fragment shader specific:\n"
1015 "#ifdef FRAGMENT_SHADER\n"
1016 "\n"
1017 "uniform sampler2D Texture_Normal;\n"
1018 "uniform sampler2D Texture_Color;\n"
1019 "uniform sampler2D Texture_Gloss;\n"
1020 "#ifdef USEGLOW\n"
1021 "uniform sampler2D Texture_Glow;\n"
1022 "#endif\n"
1023 "#ifdef USEVERTEXTEXTUREBLEND\n"
1024 "uniform sampler2D Texture_SecondaryNormal;\n"
1025 "uniform sampler2D Texture_SecondaryColor;\n"
1026 "uniform sampler2D Texture_SecondaryGloss;\n"
1027 "#ifdef USEGLOW\n"
1028 "uniform sampler2D Texture_SecondaryGlow;\n"
1029 "#endif\n"
1030 "#endif\n"
1031 "#ifdef USECOLORMAPPING\n"
1032 "uniform sampler2D Texture_Pants;\n"
1033 "uniform sampler2D Texture_Shirt;\n"
1034 "#endif\n"
1035 "#ifdef USEFOG\n"
1036 "#ifdef USEFOGHEIGHTTEXTURE\n"
1037 "uniform sampler2D Texture_FogHeightTexture;\n"
1038 "#endif\n"
1039 "uniform sampler2D Texture_FogMask;\n"
1040 "#endif\n"
1041 "#ifdef USELIGHTMAP\n"
1042 "uniform sampler2D Texture_Lightmap;\n"
1043 "#endif\n"
1044 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1045 "uniform sampler2D Texture_Deluxemap;\n"
1046 "#endif\n"
1047 "#ifdef USEREFLECTION\n"
1048 "uniform sampler2D Texture_Reflection;\n"
1049 "#endif\n"
1050 "\n"
1051 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1052 "uniform sampler2D Texture_ScreenDepth;\n"
1053 "uniform sampler2D Texture_ScreenNormalMap;\n"
1054 "#endif\n"
1055 "#ifdef USEDEFERREDLIGHTMAP\n"
1056 "uniform sampler2D Texture_ScreenDiffuse;\n"
1057 "uniform sampler2D Texture_ScreenSpecular;\n"
1058 "#endif\n"
1059 "\n"
1060 "uniform myhalf3 Color_Pants;\n"
1061 "uniform myhalf3 Color_Shirt;\n"
1062 "uniform myhalf3 FogColor;\n"
1063 "\n"
1064 "#ifdef USEFOG\n"
1065 "uniform float FogRangeRecip;\n"
1066 "uniform float FogPlaneViewDist;\n"
1067 "uniform float FogHeightFade;\n"
1068 "vec3 FogVertex(vec3 surfacecolor)\n"
1069 "{\n"
1070 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1071 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1072 "       float fogfrac;\n"
1073 "#ifdef USEFOGHEIGHTTEXTURE\n"
1074 "       vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1075 "       fogfrac = fogheightpixel.a;\n"
1076 "       return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1077 "#else\n"
1078 "# ifdef USEFOGOUTSIDE\n"
1079 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1080 "# else\n"
1081 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1082 "# endif\n"
1083 "       return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1084 "#endif\n"
1085 "}\n"
1086 "#endif\n"
1087 "\n"
1088 "#ifdef USEOFFSETMAPPING\n"
1089 "uniform float OffsetMapping_Scale;\n"
1090 "vec2 OffsetMapping(vec2 TexCoord)\n"
1091 "{\n"
1092 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1093 "       // 14 sample relief mapping: linear search and then binary search\n"
1094 "       // this basically steps forward a small amount repeatedly until it finds\n"
1095 "       // itself inside solid, then jitters forward and back using decreasing\n"
1096 "       // amounts to find the impact\n"
1097 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1098 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1099 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1100 "       vec3 RT = vec3(TexCoord, 1);\n"
1101 "       OffsetVector *= 0.1;\n"
1102 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1103 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1104 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1105 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1106 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1107 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1108 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1109 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1110 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1111 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
1112 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
1113 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
1114 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
1115 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1116 "       return RT.xy;\n"
1117 "#else\n"
1118 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1119 "       // this basically moves forward the full distance, and then backs up based\n"
1120 "       // on height of samples\n"
1121 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1122 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1123 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1124 "       TexCoord += OffsetVector;\n"
1125 "       OffsetVector *= 0.333;\n"
1126 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1127 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1128 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1129 "       return TexCoord;\n"
1130 "#endif\n"
1131 "}\n"
1132 "#endif // USEOFFSETMAPPING\n"
1133 "\n"
1134 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1135 "uniform sampler2D Texture_Attenuation;\n"
1136 "uniform samplerCube Texture_Cube;\n"
1137 "#endif\n"
1138 "\n"
1139 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1140 "\n"
1141 "#ifdef USESHADOWMAPRECT\n"
1142 "# ifdef USESHADOWSAMPLER\n"
1143 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1144 "# else\n"
1145 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1146 "# endif\n"
1147 "#endif\n"
1148 "\n"
1149 "#ifdef USESHADOWMAP2D\n"
1150 "# ifdef USESHADOWSAMPLER\n"
1151 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1152 "# else\n"
1153 "uniform sampler2D Texture_ShadowMap2D;\n"
1154 "# endif\n"
1155 "#endif\n"
1156 "\n"
1157 "#ifdef USESHADOWMAPVSDCT\n"
1158 "uniform samplerCube Texture_CubeProjection;\n"
1159 "#endif\n"
1160 "\n"
1161 "#ifdef USESHADOWMAPCUBE\n"
1162 "# ifdef USESHADOWSAMPLER\n"
1163 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1164 "# else\n"
1165 "uniform samplerCube Texture_ShadowMapCube;\n"
1166 "# endif\n"
1167 "#endif\n"
1168 "\n"
1169 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1170 "uniform vec2 ShadowMap_TextureScale;\n"
1171 "uniform vec4 ShadowMap_Parameters;\n"
1172 "#endif\n"
1173 "\n"
1174 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1175 "# ifdef USESHADOWMAPORTHO\n"
1176 "#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1177 "# else\n"
1178 "#  ifdef USESHADOWMAPVSDCT\n"
1179 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1180 "{\n"
1181 "       vec3 adir = abs(dir);\n"
1182 "       vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1183 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1184 "       return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1185 "}\n"
1186 "#  else\n"
1187 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1188 "{\n"
1189 "       vec3 adir = abs(dir);\n"
1190 "       float ma = adir.z;\n"
1191 "       vec4 proj = vec4(dir, 2.5);\n"
1192 "       if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1193 "       if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1194 "       vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1195 "       return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1196 "}\n"
1197 "#  endif\n"
1198 "# endif\n"
1199 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1200 "\n"
1201 "#ifdef USESHADOWMAPCUBE\n"
1202 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1203 "{\n"
1204 "       vec3 adir = abs(dir);\n"
1205 "       return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1206 "}\n"
1207 "#endif\n"
1208 "\n"
1209 "# ifdef USESHADOWMAPRECT\n"
1210 "float ShadowMapCompare(vec3 dir)\n"
1211 "{\n"
1212 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1213 "       float f;\n"
1214 "#  ifdef USESHADOWSAMPLER\n"
1215 "\n"
1216 "#    ifdef USESHADOWMAPPCF\n"
1217 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1218 "       f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1219 "#    else\n"
1220 "       f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1221 "#    endif\n"
1222 "\n"
1223 "#  else\n"
1224 "\n"
1225 "#    ifdef USESHADOWMAPPCF\n"
1226 "#      if USESHADOWMAPPCF > 1\n"
1227 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1228 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1229 "       vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1230 "       vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1231 "       vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1232 "       vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1233 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1234 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1235 "#      else\n"
1236 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1237 "       vec2 offset = fract(shadowmaptc.xy);\n"
1238 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1239 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1240 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1241 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1242 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1243 "#      endif\n"
1244 "#    else\n"
1245 "       f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1246 "#    endif\n"
1247 "\n"
1248 "#  endif\n"
1249 "#  ifdef USESHADOWMAPORTHO\n"
1250 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1251 "#  else\n"
1252 "       return f;\n"
1253 "#  endif\n"
1254 "}\n"
1255 "# endif\n"
1256 "\n"
1257 "# ifdef USESHADOWMAP2D\n"
1258 "float ShadowMapCompare(vec3 dir)\n"
1259 "{\n"
1260 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1261 "       float f;\n"
1262 "\n"
1263 "#  ifdef USESHADOWSAMPLER\n"
1264 "#    ifdef USESHADOWMAPPCF\n"
1265 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1266 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1267 "       f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1268 "#    else\n"
1269 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1270 "#    endif\n"
1271 "#  else\n"
1272 "#    ifdef USESHADOWMAPPCF\n"
1273 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1274 "#      ifdef GL_ARB_texture_gather\n"
1275 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1276 "#      else\n"
1277 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1278 "#      endif\n"
1279 "       vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1280 "#      if USESHADOWMAPPCF > 1\n"
1281 "   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1282 "   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1283 "   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1284 "   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
1285 "   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
1286 "   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
1287 "   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
1288 "   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
1289 "   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
1290 "       vec4 locols = vec4(group1.ab, group3.ab);\n"
1291 "       vec4 hicols = vec4(group7.rg, group9.rg);\n"
1292 "       locols.yz += group2.ab;\n"
1293 "       hicols.yz += group8.rg;\n"
1294 "       vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1295 "                               vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1296 "                               mix(locols, hicols, offset.y);\n"
1297 "       vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1298 "       cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1299 "       f = dot(cols, vec4(1.0/25.0));\n"
1300 "#      else\n"
1301 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1302 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1303 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1304 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1305 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1306 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1307 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1308 "#      endif\n"
1309 "#     else\n"
1310 "#      ifdef GL_EXT_gpu_shader4\n"
1311 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1312 "#      else\n"
1313 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1314 "#      endif\n"
1315 "#      if USESHADOWMAPPCF > 1\n"
1316 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1317 "       center *= ShadowMap_TextureScale;\n"
1318 "       vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1319 "       vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1320 "       vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1321 "       vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1322 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1323 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1324 "#      else\n"
1325 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1326 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1327 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1328 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1329 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1330 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1331 "#      endif\n"
1332 "#     endif\n"
1333 "#    else\n"
1334 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1335 "#    endif\n"
1336 "#  endif\n"
1337 "#  ifdef USESHADOWMAPORTHO\n"
1338 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1339 "#  else\n"
1340 "       return f;\n"
1341 "#  endif\n"
1342 "}\n"
1343 "# endif\n"
1344 "\n"
1345 "# ifdef USESHADOWMAPCUBE\n"
1346 "float ShadowMapCompare(vec3 dir)\n"
1347 "{\n"
1348 "       // apply depth texture cubemap as light filter\n"
1349 "       vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1350 "       float f;\n"
1351 "#  ifdef USESHADOWSAMPLER\n"
1352 "       f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1353 "#  else\n"
1354 "       f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1355 "#  endif\n"
1356 "       return f;\n"
1357 "}\n"
1358 "# endif\n"
1359 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1360 "#endif // FRAGMENT_SHADER\n"
1361 "\n"
1362 "\n"
1363 "\n"
1364 "\n"
1365 "#ifdef MODE_DEFERREDGEOMETRY\n"
1366 "#ifdef VERTEX_SHADER\n"
1367 "uniform mat4 TexMatrix;\n"
1368 "#ifdef USEVERTEXTEXTUREBLEND\n"
1369 "uniform mat4 BackgroundTexMatrix;\n"
1370 "#endif\n"
1371 "uniform mat4 ModelViewMatrix;\n"
1372 "void main(void)\n"
1373 "{\n"
1374 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1375 "#ifdef USEVERTEXTEXTUREBLEND\n"
1376 "       gl_FrontColor = gl_Color;\n"
1377 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1378 "#endif\n"
1379 "\n"
1380 "       // transform unnormalized eye direction into tangent space\n"
1381 "#ifdef USEOFFSETMAPPING\n"
1382 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1383 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1384 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1385 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1386 "#endif\n"
1387 "\n"
1388 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1389 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1390 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1391 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1392 "}\n"
1393 "#endif // VERTEX_SHADER\n"
1394 "\n"
1395 "#ifdef FRAGMENT_SHADER\n"
1396 "void main(void)\n"
1397 "{\n"
1398 "#ifdef USEOFFSETMAPPING\n"
1399 "       // apply offsetmapping\n"
1400 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1401 "#define TexCoord TexCoordOffset\n"
1402 "#endif\n"
1403 "\n"
1404 "#ifdef USEALPHAKILL\n"
1405 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1406 "               discard;\n"
1407 "#endif\n"
1408 "\n"
1409 "#ifdef USEVERTEXTEXTUREBLEND\n"
1410 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1411 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1412 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1413 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1414 "#endif\n"
1415 "\n"
1416 "#ifdef USEVERTEXTEXTUREBLEND\n"
1417 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1418 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1419 "#else\n"
1420 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1421 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1422 "#endif\n"
1423 "\n"
1424 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1425 "}\n"
1426 "#endif // FRAGMENT_SHADER\n"
1427 "#else // !MODE_DEFERREDGEOMETRY\n"
1428 "\n"
1429 "\n"
1430 "\n"
1431 "\n"
1432 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1433 "#ifdef VERTEX_SHADER\n"
1434 "uniform mat4 ModelViewMatrix;\n"
1435 "void main(void)\n"
1436 "{\n"
1437 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1438 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1439 "}\n"
1440 "#endif // VERTEX_SHADER\n"
1441 "\n"
1442 "#ifdef FRAGMENT_SHADER\n"
1443 "uniform mat4 ViewToLight;\n"
1444 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1445 "uniform vec2 ScreenToDepth;\n"
1446 "uniform myhalf3 DeferredColor_Ambient;\n"
1447 "uniform myhalf3 DeferredColor_Diffuse;\n"
1448 "#ifdef USESPECULAR\n"
1449 "uniform myhalf3 DeferredColor_Specular;\n"
1450 "uniform myhalf SpecularPower;\n"
1451 "#endif\n"
1452 "uniform myhalf2 PixelToScreenTexCoord;\n"
1453 "void main(void)\n"
1454 "{\n"
1455 "       // calculate viewspace pixel position\n"
1456 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1457 "       vec3 position;\n"
1458 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1459 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1460 "       // decode viewspace pixel normal\n"
1461 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1462 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1463 "       // surfacenormal = pixel normal in viewspace\n"
1464 "       // LightVector = pixel to light in viewspace\n"
1465 "       // CubeVector = position in lightspace\n"
1466 "       // eyevector = pixel to view in viewspace\n"
1467 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1468 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1469 "#ifdef USEDIFFUSE\n"
1470 "       // calculate diffuse shading\n"
1471 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1472 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1473 "#endif\n"
1474 "#ifdef USESPECULAR\n"
1475 "       // calculate directional shading\n"
1476 "       vec3 eyevector = position * -1.0;\n"
1477 "#  ifdef USEEXACTSPECULARMATH\n"
1478 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1479 "#  else\n"
1480 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1481 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1482 "#  endif\n"
1483 "#endif\n"
1484 "\n"
1485 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1486 "       fade *= ShadowMapCompare(CubeVector);\n"
1487 "#endif\n"
1488 "\n"
1489 "#ifdef USEDIFFUSE\n"
1490 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1491 "#else\n"
1492 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1493 "#endif\n"
1494 "#ifdef USESPECULAR\n"
1495 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1496 "#else\n"
1497 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1498 "#endif\n"
1499 "\n"
1500 "# ifdef USECUBEFILTER\n"
1501 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1502 "       gl_FragData[0].rgb *= cubecolor;\n"
1503 "       gl_FragData[1].rgb *= cubecolor;\n"
1504 "# endif\n"
1505 "}\n"
1506 "#endif // FRAGMENT_SHADER\n"
1507 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1508 "\n"
1509 "\n"
1510 "\n"
1511 "\n"
1512 "#ifdef VERTEX_SHADER\n"
1513 "uniform mat4 TexMatrix;\n"
1514 "#ifdef USEVERTEXTEXTUREBLEND\n"
1515 "uniform mat4 BackgroundTexMatrix;\n"
1516 "#endif\n"
1517 "#ifdef MODE_LIGHTSOURCE\n"
1518 "uniform mat4 ModelToLight;\n"
1519 "#endif\n"
1520 "#ifdef USESHADOWMAPORTHO\n"
1521 "uniform mat4 ShadowMapMatrix;\n"
1522 "#endif\n"
1523 "void main(void)\n"
1524 "{\n"
1525 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1526 "       gl_FrontColor = gl_Color;\n"
1527 "#endif\n"
1528 "       // copy the surface texcoord\n"
1529 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1530 "#ifdef USEVERTEXTEXTUREBLEND\n"
1531 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1532 "#endif\n"
1533 "#ifdef USELIGHTMAP\n"
1534 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1535 "#endif\n"
1536 "\n"
1537 "#ifdef MODE_LIGHTSOURCE\n"
1538 "       // transform vertex position into light attenuation/cubemap space\n"
1539 "       // (-1 to +1 across the light box)\n"
1540 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1541 "\n"
1542 "# ifdef USEDIFFUSE\n"
1543 "       // transform unnormalized light direction into tangent space\n"
1544 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1545 "       //  normalize it per pixel)\n"
1546 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1547 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1548 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1549 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1550 "# endif\n"
1551 "#endif\n"
1552 "\n"
1553 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1554 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1555 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1556 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1557 "#endif\n"
1558 "\n"
1559 "       // transform unnormalized eye direction into tangent space\n"
1560 "#ifdef USEEYEVECTOR\n"
1561 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1562 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1563 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1564 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1565 "#endif\n"
1566 "\n"
1567 "#ifdef USEFOG\n"
1568 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1569 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1570 "#endif\n"
1571 "\n"
1572 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1573 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1574 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1575 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1576 "#endif\n"
1577 "\n"
1578 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1579 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1580 "\n"
1581 "#ifdef USESHADOWMAPORTHO\n"
1582 "       ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1583 "#endif\n"
1584 "\n"
1585 "#ifdef USEREFLECTION\n"
1586 "       ModelViewProjectionPosition = gl_Position;\n"
1587 "#endif\n"
1588 "}\n"
1589 "#endif // VERTEX_SHADER\n"
1590 "\n"
1591 "\n"
1592 "\n"
1593 "\n"
1594 "#ifdef FRAGMENT_SHADER\n"
1595 "#ifdef USEDEFERREDLIGHTMAP\n"
1596 "uniform myhalf2 PixelToScreenTexCoord;\n"
1597 "uniform myhalf3 DeferredMod_Diffuse;\n"
1598 "uniform myhalf3 DeferredMod_Specular;\n"
1599 "#endif\n"
1600 "uniform myhalf3 Color_Ambient;\n"
1601 "uniform myhalf3 Color_Diffuse;\n"
1602 "uniform myhalf3 Color_Specular;\n"
1603 "uniform myhalf SpecularPower;\n"
1604 "#ifdef USEGLOW\n"
1605 "uniform myhalf3 Color_Glow;\n"
1606 "#endif\n"
1607 "uniform myhalf Alpha;\n"
1608 "#ifdef USEREFLECTION\n"
1609 "uniform vec4 DistortScaleRefractReflect;\n"
1610 "uniform vec4 ScreenScaleRefractReflect;\n"
1611 "uniform vec4 ScreenCenterRefractReflect;\n"
1612 "uniform myhalf4 ReflectColor;\n"
1613 "#endif\n"
1614 "#ifdef USEREFLECTCUBE\n"
1615 "uniform mat4 ModelToReflectCube;\n"
1616 "uniform sampler2D Texture_ReflectMask;\n"
1617 "uniform samplerCube Texture_ReflectCube;\n"
1618 "#endif\n"
1619 "#ifdef MODE_LIGHTDIRECTION\n"
1620 "uniform myhalf3 LightColor;\n"
1621 "#endif\n"
1622 "#ifdef MODE_LIGHTSOURCE\n"
1623 "uniform myhalf3 LightColor;\n"
1624 "#endif\n"
1625 "void main(void)\n"
1626 "{\n"
1627 "#ifdef USEOFFSETMAPPING\n"
1628 "       // apply offsetmapping\n"
1629 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1630 "#define TexCoord TexCoordOffset\n"
1631 "#endif\n"
1632 "\n"
1633 "       // combine the diffuse textures (base, pants, shirt)\n"
1634 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1635 "#ifdef USEALPHAKILL\n"
1636 "       if (color.a < 0.5)\n"
1637 "               discard;\n"
1638 "#endif\n"
1639 "       color.a *= Alpha;\n"
1640 "#ifdef USECOLORMAPPING\n"
1641 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1642 "#endif\n"
1643 "#ifdef USEVERTEXTEXTUREBLEND\n"
1644 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1645 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1646 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1647 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1648 "       color.a = 1.0;\n"
1649 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1650 "#endif\n"
1651 "\n"
1652 "       // get the surface normal\n"
1653 "#ifdef USEVERTEXTEXTUREBLEND\n"
1654 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1655 "#else\n"
1656 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1657 "#endif\n"
1658 "\n"
1659 "       // get the material colors\n"
1660 "       myhalf3 diffusetex = color.rgb;\n"
1661 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1662 "# ifdef USEVERTEXTEXTUREBLEND\n"
1663 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1664 "# else\n"
1665 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1666 "# endif\n"
1667 "#endif\n"
1668 "\n"
1669 "#ifdef USEREFLECTCUBE\n"
1670 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1671 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1672 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1673 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1674 "#endif\n"
1675 "\n"
1676 "\n"
1677 "\n"
1678 "\n"
1679 "#ifdef MODE_LIGHTSOURCE\n"
1680 "       // light source\n"
1681 "#ifdef USEDIFFUSE\n"
1682 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1683 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1684 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1685 "#ifdef USESPECULAR\n"
1686 "#ifdef USEEXACTSPECULARMATH\n"
1687 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1688 "#else\n"
1689 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1690 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1691 "#endif\n"
1692 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1693 "#endif\n"
1694 "#else\n"
1695 "       color.rgb = diffusetex * Color_Ambient;\n"
1696 "#endif\n"
1697 "       color.rgb *= LightColor;\n"
1698 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1699 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1700 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1701 "#endif\n"
1702 "# ifdef USECUBEFILTER\n"
1703 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1704 "# endif\n"
1705 "#endif // MODE_LIGHTSOURCE\n"
1706 "\n"
1707 "\n"
1708 "\n"
1709 "\n"
1710 "#ifdef MODE_LIGHTDIRECTION\n"
1711 "#define SHADING\n"
1712 "#ifdef USEDIFFUSE\n"
1713 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1714 "#endif\n"
1715 "#define lightcolor LightColor\n"
1716 "#endif // MODE_LIGHTDIRECTION\n"
1717 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1718 "#define SHADING\n"
1719 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1720 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1721 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1722 "       // convert modelspace light vector to tangentspace\n"
1723 "       myhalf3 lightnormal;\n"
1724 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1725 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1726 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1727 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1728 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1729 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1730 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1731 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1732 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1733 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1734 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1735 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1736 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1737 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1738 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1739 "#define SHADING\n"
1740 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1741 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1742 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1743 "#endif\n"
1744 "\n"
1745 "\n"
1746 "\n"
1747 "\n"
1748 "#ifdef MODE_LIGHTMAP\n"
1749 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1750 "#endif // MODE_LIGHTMAP\n"
1751 "#ifdef MODE_VERTEXCOLOR\n"
1752 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1753 "#endif // MODE_VERTEXCOLOR\n"
1754 "#ifdef MODE_FLATCOLOR\n"
1755 "       color.rgb = diffusetex * Color_Ambient;\n"
1756 "#endif // MODE_FLATCOLOR\n"
1757 "\n"
1758 "\n"
1759 "\n"
1760 "\n"
1761 "#ifdef SHADING\n"
1762 "# ifdef USEDIFFUSE\n"
1763 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1764 "#  ifdef USESPECULAR\n"
1765 "#   ifdef USEEXACTSPECULARMATH\n"
1766 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1767 "#   else\n"
1768 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1769 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1770 "#   endif\n"
1771 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1772 "#  else\n"
1773 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1774 "#  endif\n"
1775 "# else\n"
1776 "       color.rgb = diffusetex * Color_Ambient;\n"
1777 "# endif\n"
1778 "#endif\n"
1779 "\n"
1780 "#ifdef USESHADOWMAPORTHO\n"
1781 "       color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1782 "#endif\n"
1783 "\n"
1784 "#ifdef USEDEFERREDLIGHTMAP\n"
1785 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1786 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1787 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1788 "#endif\n"
1789 "\n"
1790 "#ifdef USEGLOW\n"
1791 "#ifdef USEVERTEXTEXTUREBLEND\n"
1792 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1793 "#else\n"
1794 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1795 "#endif\n"
1796 "#endif\n"
1797 "\n"
1798 "#ifdef USEFOG\n"
1799 "       color.rgb = FogVertex(color.rgb);\n"
1800 "#endif\n"
1801 "\n"
1802 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1803 "#ifdef USEREFLECTION\n"
1804 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1805 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1806 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1807 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1808 "       // FIXME temporary hack to detect the case that the reflection\n"
1809 "       // gets blackened at edges due to leaving the area that contains actual\n"
1810 "       // content.\n"
1811 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1812 "       // 'appening.\n"
1813 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1814 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1815 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1816 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1817 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1818 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1819 "#endif\n"
1820 "\n"
1821 "       gl_FragColor = vec4(color);\n"
1822 "}\n"
1823 "#endif // FRAGMENT_SHADER\n"
1824 "\n"
1825 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1826 "#endif // !MODE_DEFERREDGEOMETRY\n"
1827 "#endif // !MODE_WATER\n"
1828 "#endif // !MODE_REFRACTION\n"
1829 "#endif // !MODE_BLOOMBLUR\n"
1830 "#endif // !MODE_GENERIC\n"
1831 "#endif // !MODE_POSTPROCESS\n"
1832 "#endif // !MODE_SHOWDEPTH\n"
1833 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1834 ;
1835
1836 /*
1837 =========================================================================================================================================================
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1839
1840
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1843
1844
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1847
1848
1849 =========================================================================================================================================================
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1851
1852
1853 =========================================================================================================================================================
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1855
1856
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1859
1860
1861 =========================================================================================================================================================
1862 */
1863
1864 const char *builtincgshaderstring =
1865 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1866 "// written by Forest 'LordHavoc' Hale\n"
1867 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1868 "\n"
1869 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1870 "#if defined(USEREFLECTION)\n"
1871 "#undef USESHADOWMAPORTHO\n"
1872 "#endif\n"
1873 "\n"
1874 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1875 "# define USEFOG\n"
1876 "#endif\n"
1877 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1878 "#define USELIGHTMAP\n"
1879 "#endif\n"
1880 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1881 "#define USEEYEVECTOR\n"
1882 "#endif\n"
1883 "\n"
1884 "#ifdef FRAGMENT_SHADER\n"
1885 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1886 "#endif\n"
1887 "\n"
1888 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1889 "#ifdef VERTEX_SHADER\n"
1890 "void main\n"
1891 "(\n"
1892 "float4 gl_Vertex : POSITION,\n"
1893 "uniform float4x4 ModelViewProjectionMatrix,\n"
1894 "out float4 gl_Position : POSITION\n"
1895 ")\n"
1896 "{\n"
1897 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1898 "}\n"
1899 "#endif\n"
1900 "#else // !MODE_DEPTH_ORSHADOW\n"
1901 "\n"
1902 "\n"
1903 "\n"
1904 "\n"
1905 "#ifdef MODE_SHOWDEPTH\n"
1906 "#ifdef VERTEX_SHADER\n"
1907 "void main\n"
1908 "(\n"
1909 "float4 gl_Vertex : POSITION,\n"
1910 "uniform float4x4 ModelViewProjectionMatrix,\n"
1911 "out float4 gl_Position : POSITION,\n"
1912 "out float4 gl_FrontColor : COLOR0\n"
1913 ")\n"
1914 "{\n"
1915 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1916 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1917 "}\n"
1918 "#endif\n"
1919 "\n"
1920 "#ifdef FRAGMENT_SHADER\n"
1921 "void main\n"
1922 "(\n"
1923 "float4 gl_FrontColor : COLOR0,\n"
1924 "out float4 gl_FragColor : COLOR\n"
1925 ")\n"
1926 "{\n"
1927 "       gl_FragColor = gl_FrontColor;\n"
1928 "}\n"
1929 "#endif\n"
1930 "#else // !MODE_SHOWDEPTH\n"
1931 "\n"
1932 "\n"
1933 "\n"
1934 "\n"
1935 "#ifdef MODE_POSTPROCESS\n"
1936 "\n"
1937 "#ifdef VERTEX_SHADER\n"
1938 "void main\n"
1939 "(\n"
1940 "float4 gl_Vertex : POSITION,\n"
1941 "uniform float4x4 ModelViewProjectionMatrix,\n"
1942 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1943 "float4 gl_MultiTexCoord1 : TEXCOORD4,\n"
1944 "out float4 gl_Position : POSITION,\n"
1945 "out float2 TexCoord1 : TEXCOORD0,\n"
1946 "out float2 TexCoord2 : TEXCOORD1\n"
1947 ")\n"
1948 "{\n"
1949 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1950 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1951 "#ifdef USEBLOOM\n"
1952 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1953 "#endif\n"
1954 "}\n"
1955 "#endif\n"
1956 "\n"
1957 "#ifdef FRAGMENT_SHADER\n"
1958 "void main\n"
1959 "(\n"
1960 "float2 TexCoord1 : TEXCOORD0,\n"
1961 "float2 TexCoord2 : TEXCOORD1,\n"
1962 "uniform sampler2D Texture_First,\n"
1963 "#ifdef USEBLOOM\n"
1964 "uniform sampler2D Texture_Second,\n"
1965 "#endif\n"
1966 "#ifdef USEGAMMARAMPS\n"
1967 "uniform sampler2D Texture_GammaRamps,\n"
1968 "#endif\n"
1969 "#ifdef USESATURATION\n"
1970 "uniform float Saturation,\n"
1971 "#endif\n"
1972 "#ifdef USEVIEWTINT\n"
1973 "uniform float4 ViewTintColor,\n"
1974 "#endif\n"
1975 "uniform float4 UserVec1,\n"
1976 "uniform float4 UserVec2,\n"
1977 "uniform float4 UserVec3,\n"
1978 "uniform float4 UserVec4,\n"
1979 "uniform float ClientTime,\n"
1980 "uniform float2 PixelSize,\n"
1981 "out float4 gl_FragColor : COLOR\n"
1982 ")\n"
1983 "{\n"
1984 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1985 "#ifdef USEBLOOM\n"
1986 "       gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1987 "#endif\n"
1988 "#ifdef USEVIEWTINT\n"
1989 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1990 "#endif\n"
1991 "\n"
1992 "#ifdef USEPOSTPROCESSING\n"
1993 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1994 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
1995 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1996 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1997 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1998 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
1999 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
2000 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
2001 "#endif\n"
2002 "\n"
2003 "#ifdef USESATURATION\n"
2004 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2005 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2006 "       //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2007 "       gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
2008 "#endif\n"
2009 "\n"
2010 "#ifdef USEGAMMARAMPS\n"
2011 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2012 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2013 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2014 "#endif\n"
2015 "}\n"
2016 "#endif\n"
2017 "#else // !MODE_POSTPROCESS\n"
2018 "\n"
2019 "\n"
2020 "\n"
2021 "\n"
2022 "#ifdef MODE_GENERIC\n"
2023 "#ifdef VERTEX_SHADER\n"
2024 "void main\n"
2025 "(\n"
2026 "float4 gl_Vertex : POSITION,\n"
2027 "uniform float4x4 ModelViewProjectionMatrix,\n"
2028 "float4 gl_Color : COLOR0,\n"
2029 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2030 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2031 "out float4 gl_Position : POSITION,\n"
2032 "out float4 gl_FrontColor : COLOR,\n"
2033 "out float2 TexCoord1 : TEXCOORD0,\n"
2034 "out float2 TexCoord2 : TEXCOORD1\n"
2035 ")\n"
2036 "{\n"
2037 "       gl_FrontColor = gl_Color;\n"
2038 "#ifdef USEDIFFUSE\n"
2039 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
2040 "#endif\n"
2041 "#ifdef USESPECULAR\n"
2042 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
2043 "#endif\n"
2044 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2045 "}\n"
2046 "#endif\n"
2047 "\n"
2048 "#ifdef FRAGMENT_SHADER\n"
2049 "\n"
2050 "void main\n"
2051 "(\n"
2052 "float4 gl_FrontColor : COLOR,\n"
2053 "float2 TexCoord1 : TEXCOORD0,\n"
2054 "float2 TexCoord2 : TEXCOORD1,\n"
2055 "#ifdef USEDIFFUSE\n"
2056 "uniform sampler2D Texture_First,\n"
2057 "#endif\n"
2058 "#ifdef USESPECULAR\n"
2059 "uniform sampler2D Texture_Second,\n"
2060 "#endif\n"
2061 "out float4 gl_FragColor : COLOR\n"
2062 ")\n"
2063 "{\n"
2064 "       gl_FragColor = gl_FrontColor;\n"
2065 "#ifdef USEDIFFUSE\n"
2066 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2067 "#endif\n"
2068 "\n"
2069 "#ifdef USESPECULAR\n"
2070 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2071 "# ifdef USECOLORMAPPING\n"
2072 "       gl_FragColor *= tex2;\n"
2073 "# endif\n"
2074 "# ifdef USEGLOW\n"
2075 "       gl_FragColor += tex2;\n"
2076 "# endif\n"
2077 "# ifdef USEVERTEXTEXTUREBLEND\n"
2078 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2079 "# endif\n"
2080 "#endif\n"
2081 "}\n"
2082 "#endif\n"
2083 "#else // !MODE_GENERIC\n"
2084 "\n"
2085 "\n"
2086 "\n"
2087 "\n"
2088 "#ifdef MODE_BLOOMBLUR\n"
2089 "#ifdef VERTEX_SHADER\n"
2090 "void main\n"
2091 "(\n"
2092 "float4 gl_Vertex : POSITION,\n"
2093 "uniform float4x4 ModelViewProjectionMatrix,\n"
2094 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2095 "out float4 gl_Position : POSITION,\n"
2096 "out float2 TexCoord : TEXCOORD0\n"
2097 ")\n"
2098 "{\n"
2099 "       TexCoord = gl_MultiTexCoord0.xy;\n"
2100 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2101 "}\n"
2102 "#endif\n"
2103 "\n"
2104 "#ifdef FRAGMENT_SHADER\n"
2105 "\n"
2106 "void main\n"
2107 "(\n"
2108 "float2 TexCoord : TEXCOORD0,\n"
2109 "uniform sampler2D Texture_First,\n"
2110 "uniform float4 BloomBlur_Parameters,\n"
2111 "out float4 gl_FragColor : COLOR\n"
2112 ")\n"
2113 "{\n"
2114 "       int i;\n"
2115 "       float2 tc = TexCoord;\n"
2116 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
2117 "       tc += BloomBlur_Parameters.xy;\n"
2118 "       for (i = 1;i < SAMPLES;i++)\n"
2119 "       {\n"
2120 "               color += tex2D(Texture_First, tc).rgb;\n"
2121 "               tc += BloomBlur_Parameters.xy;\n"
2122 "       }\n"
2123 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2124 "}\n"
2125 "#endif\n"
2126 "#else // !MODE_BLOOMBLUR\n"
2127 "#ifdef MODE_REFRACTION\n"
2128 "#ifdef VERTEX_SHADER\n"
2129 "void main\n"
2130 "(\n"
2131 "float4 gl_Vertex : POSITION,\n"
2132 "uniform float4x4 ModelViewProjectionMatrix,\n"
2133 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2134 "uniform float4x4 TexMatrix,\n"
2135 "uniform float3 EyePosition,\n"
2136 "out float4 gl_Position : POSITION,\n"
2137 "out float2 TexCoord : TEXCOORD0,\n"
2138 "out float3 EyeVector : TEXCOORD1,\n"
2139 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2140 ")\n"
2141 "{\n"
2142 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2143 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2144 "       ModelViewProjectionPosition = gl_Position;\n"
2145 "}\n"
2146 "#endif\n"
2147 "\n"
2148 "#ifdef FRAGMENT_SHADER\n"
2149 "void main\n"
2150 "(\n"
2151 "float2 TexCoord : TEXCOORD0,\n"
2152 "float3 EyeVector : TEXCOORD1,\n"
2153 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2154 "uniform sampler2D Texture_Normal,\n"
2155 "uniform sampler2D Texture_Refraction,\n"
2156 "uniform sampler2D Texture_Reflection,\n"
2157 "uniform float4 DistortScaleRefractReflect,\n"
2158 "uniform float4 ScreenScaleRefractReflect,\n"
2159 "uniform float4 ScreenCenterRefractReflect,\n"
2160 "uniform float4 RefractColor,\n"
2161 "out float4 gl_FragColor : COLOR\n"
2162 ")\n"
2163 "{\n"
2164 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2165 "       //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2166 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2167 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2168 "       // FIXME temporary hack to detect the case that the reflection\n"
2169 "       // gets blackened at edges due to leaving the area that contains actual\n"
2170 "       // content.\n"
2171 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2172 "       // 'appening.\n"
2173 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2174 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2175 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2176 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2177 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2178 "       gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2179 "}\n"
2180 "#endif\n"
2181 "#else // !MODE_REFRACTION\n"
2182 "\n"
2183 "\n"
2184 "\n"
2185 "\n"
2186 "#ifdef MODE_WATER\n"
2187 "#ifdef VERTEX_SHADER\n"
2188 "\n"
2189 "void main\n"
2190 "(\n"
2191 "float4 gl_Vertex : POSITION,\n"
2192 "uniform float4x4 ModelViewProjectionMatrix,\n"
2193 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2194 "uniform float4x4 TexMatrix,\n"
2195 "uniform float3 EyePosition,\n"
2196 "out float4 gl_Position : POSITION,\n"
2197 "out float2 TexCoord : TEXCOORD0,\n"
2198 "out float3 EyeVector : TEXCOORD1,\n"
2199 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2200 ")\n"
2201 "{\n"
2202 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2203 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2204 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2205 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2206 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2207 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2208 "       ModelViewProjectionPosition = gl_Position;\n"
2209 "}\n"
2210 "#endif\n"
2211 "\n"
2212 "#ifdef FRAGMENT_SHADER\n"
2213 "void main\n"
2214 "(\n"
2215 "float2 TexCoord : TEXCOORD0,\n"
2216 "float3 EyeVector : TEXCOORD1,\n"
2217 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2218 "uniform sampler2D Texture_Normal,\n"
2219 "uniform sampler2D Texture_Refraction,\n"
2220 "uniform sampler2D Texture_Reflection,\n"
2221 "uniform float4 DistortScaleRefractReflect,\n"
2222 "uniform float4 ScreenScaleRefractReflect,\n"
2223 "uniform float4 ScreenCenterRefractReflect,\n"
2224 "uniform float4 RefractColor,\n"
2225 "uniform float4 ReflectColor,\n"
2226 "uniform float ReflectFactor,\n"
2227 "uniform float ReflectOffset,\n"
2228 "out float4 gl_FragColor : COLOR\n"
2229 ")\n"
2230 "{\n"
2231 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2232 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2233 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2234 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2235 "       // FIXME temporary hack to detect the case that the reflection\n"
2236 "       // gets blackened at edges due to leaving the area that contains actual\n"
2237 "       // content.\n"
2238 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2239 "       // 'appening.\n"
2240 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2241 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2242 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2243 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2244 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2245 "       f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2246 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2247 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2248 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2249 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2250 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2251 "       gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2252 "}\n"
2253 "#endif\n"
2254 "#else // !MODE_WATER\n"
2255 "\n"
2256 "\n"
2257 "\n"
2258 "\n"
2259 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
2260 "\n"
2261 "// fragment shader specific:\n"
2262 "#ifdef FRAGMENT_SHADER\n"
2263 "\n"
2264 "#ifdef USEFOG\n"
2265 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
2266 "{\n"
2267 "       float fogfrac;\n"
2268 "#ifdef USEFOGHEIGHTTEXTURE\n"
2269 "       float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2270 "       fogfrac = fogheightpixel.a;\n"
2271 "       return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2272 "#else\n"
2273 "# ifdef USEFOGOUTSIDE\n"
2274 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2275 "# else\n"
2276 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2277 "# endif\n"
2278 "       return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2279 "#endif\n"
2280 "}\n"
2281 "#endif\n"
2282 "\n"
2283 "#ifdef USEOFFSETMAPPING\n"
2284 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2285 "{\n"
2286 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2287 "       // 14 sample relief mapping: linear search and then binary search\n"
2288 "       // this basically steps forward a small amount repeatedly until it finds\n"
2289 "       // itself inside solid, then jitters forward and back using decreasing\n"
2290 "       // amounts to find the impact\n"
2291 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2292 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2293 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2294 "       float3 RT = float3(TexCoord, 1);\n"
2295 "       OffsetVector *= 0.1;\n"
2296 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2297 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2298 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2299 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2300 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2301 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2302 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2303 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2304 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2305 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
2306 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2307 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2308 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2309 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2310 "       return RT.xy;\n"
2311 "#else\n"
2312 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2313 "       // this basically moves forward the full distance, and then backs up based\n"
2314 "       // on height of samples\n"
2315 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2316 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2317 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2318 "       TexCoord += OffsetVector;\n"
2319 "       OffsetVector *= 0.333;\n"
2320 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2321 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2322 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2323 "       return TexCoord;\n"
2324 "#endif\n"
2325 "}\n"
2326 "#endif // USEOFFSETMAPPING\n"
2327 "\n"
2328 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2329 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2330 "# ifdef USESHADOWMAPORTHO\n"
2331 "#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2332 "# else\n"
2333 "#  ifdef USESHADOWMAPVSDCT\n"
2334 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2335 "{\n"
2336 "       float3 adir = abs(dir);\n"
2337 "       float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2338 "       float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2339 "       return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2340 "}\n"
2341 "#  else\n"
2342 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2343 "{\n"
2344 "       float3 adir = abs(dir);\n"
2345 "       float ma = adir.z;\n"
2346 "       float4 proj = float4(dir, 2.5);\n"
2347 "       if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2348 "       if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2349 "       float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2350 "       return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2351 "}\n"
2352 "#  endif\n"
2353 "# endif\n"
2354 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2355 "\n"
2356 "#ifdef USESHADOWMAPCUBE\n"
2357 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2358 "{\n"
2359 "    float3 adir = abs(dir);\n"
2360 "    return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2361 "}\n"
2362 "#endif\n"
2363 "\n"
2364 "# ifdef USESHADOWMAPRECT\n"
2365 "#ifdef USESHADOWMAPVSDCT\n"
2366 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2367 "#else\n"
2368 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2369 "#endif\n"
2370 "{\n"
2371 "#ifdef USESHADOWMAPVSDCT\n"
2372 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2373 "#else\n"
2374 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2375 "#endif\n"
2376 "       float f;\n"
2377 "#  ifdef USESHADOWSAMPLER\n"
2378 "\n"
2379 "#    ifdef USESHADOWMAPPCF\n"
2380 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2381 "    f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2382 "#    else\n"
2383 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2384 "#    endif\n"
2385 "\n"
2386 "#  else\n"
2387 "\n"
2388 "#    ifdef USESHADOWMAPPCF\n"
2389 "#      if USESHADOWMAPPCF > 1\n"
2390 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2391 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2392 "    float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2393 "    float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
2394 "    float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
2395 "    float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
2396 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2397 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2398 "#      else\n"
2399 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2400 "    float2 offset = frac(shadowmaptc.xy);\n"
2401 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2402 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2403 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2404 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2405 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2406 "#      endif\n"
2407 "#    else\n"
2408 "    f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2409 "#    endif\n"
2410 "\n"
2411 "#  endif\n"
2412 "#  ifdef USESHADOWMAPORTHO\n"
2413 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2414 "#  else\n"
2415 "       return f;\n"
2416 "#  endif\n"
2417 "}\n"
2418 "# endif\n"
2419 "\n"
2420 "# ifdef USESHADOWMAP2D\n"
2421 "#ifdef USESHADOWMAPVSDCT\n"
2422 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2423 "#else\n"
2424 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2425 "#endif\n"
2426 "{\n"
2427 "#ifdef USESHADOWMAPVSDCT\n"
2428 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2429 "#else\n"
2430 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2431 "#endif\n"
2432 "    float f;\n"
2433 "\n"
2434 "#  ifdef USESHADOWSAMPLER\n"
2435 "#    ifdef USESHADOWMAPPCF\n"
2436 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
2437 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2438 "    f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2439 "#    else\n"
2440 "    f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2441 "#    endif\n"
2442 "#  else\n"
2443 "#    ifdef USESHADOWMAPPCF\n"
2444 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2445 "#      ifdef GL_ARB_texture_gather\n"
2446 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2447 "#      else\n"
2448 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2449 "#      endif\n"
2450 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2451 "    center *= ShadowMap_TextureScale;\n"
2452 "    float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2453 "    float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2454 "    float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2455 "    float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2456 "    float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2457 "                lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2458 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2459 "#     else\n"
2460 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)  \n"
2461 "#      if USESHADOWMAPPCF > 1\n"
2462 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2463 "    center *= ShadowMap_TextureScale;\n"
2464 "    float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2465 "    float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
2466 "    float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
2467 "    float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
2468 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2469 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2470 "#      else\n"
2471 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2472 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2473 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2474 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2475 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2476 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2477 "#      endif\n"
2478 "#     endif\n"
2479 "#    else\n"
2480 "    f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2481 "#    endif\n"
2482 "#  endif\n"
2483 "#  ifdef USESHADOWMAPORTHO\n"
2484 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2485 "#  else\n"
2486 "       return f;\n"
2487 "#  endif\n"
2488 "}\n"
2489 "# endif\n"
2490 "\n"
2491 "# ifdef USESHADOWMAPCUBE\n"
2492 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2493 "{\n"
2494 "    // apply depth texture cubemap as light filter\n"
2495 "    float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2496 "    float f;\n"
2497 "#  ifdef USESHADOWSAMPLER\n"
2498 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2499 "#  else\n"
2500 "    f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2501 "#  endif\n"
2502 "    return f;\n"
2503 "}\n"
2504 "# endif\n"
2505 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2506 "#endif // FRAGMENT_SHADER\n"
2507 "\n"
2508 "\n"
2509 "\n"
2510 "\n"
2511 "#ifdef MODE_DEFERREDGEOMETRY\n"
2512 "#ifdef VERTEX_SHADER\n"
2513 "void main\n"
2514 "(\n"
2515 "float4 gl_Vertex : POSITION,\n"
2516 "uniform float4x4 ModelViewProjectionMatrix,\n"
2517 "#ifdef USEVERTEXTEXTUREBLEND\n"
2518 "float4 gl_Color : COLOR0,\n"
2519 "#endif\n"
2520 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2521 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2522 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2523 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2524 "uniform float4x4 TexMatrix,\n"
2525 "#ifdef USEVERTEXTEXTUREBLEND\n"
2526 "uniform float4x4 BackgroundTexMatrix,\n"
2527 "#endif\n"
2528 "uniform float4x4 ModelViewMatrix,\n"
2529 "#ifdef USEOFFSETMAPPING\n"
2530 "uniform float3 EyePosition,\n"
2531 "#endif\n"
2532 "out float4 gl_Position : POSITION,\n"
2533 "out float4 gl_FrontColor : COLOR,\n"
2534 "out float4 TexCoordBoth : TEXCOORD0,\n"
2535 "#ifdef USEOFFSETMAPPING\n"
2536 "out float3 EyeVector : TEXCOORD2,\n"
2537 "#endif\n"
2538 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2539 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2540 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2541 ")\n"
2542 "{\n"
2543 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2544 "#ifdef USEVERTEXTEXTUREBLEND\n"
2545 "       gl_FrontColor = gl_Color;\n"
2546 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2547 "#endif\n"
2548 "\n"
2549 "       // transform unnormalized eye direction into tangent space\n"
2550 "#ifdef USEOFFSETMAPPING\n"
2551 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2552 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2553 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2554 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2555 "#endif\n"
2556 "\n"
2557 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2558 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2559 "       VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2560 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2561 "}\n"
2562 "#endif // VERTEX_SHADER\n"
2563 "\n"
2564 "#ifdef FRAGMENT_SHADER\n"
2565 "void main\n"
2566 "(\n"
2567 "float4 TexCoordBoth : TEXCOORD0,\n"
2568 "float3 EyeVector : TEXCOORD2,\n"
2569 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2570 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2571 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2572 "uniform sampler2D Texture_Normal,\n"
2573 "#ifdef USEALPHAKILL\n"
2574 "uniform sampler2D Texture_Color,\n"
2575 "#endif\n"
2576 "uniform sampler2D Texture_Gloss,\n"
2577 "#ifdef USEVERTEXTEXTUREBLEND\n"
2578 "uniform sampler2D Texture_SecondaryNormal,\n"
2579 "uniform sampler2D Texture_SecondaryGloss,\n"
2580 "#endif\n"
2581 "#ifdef USEOFFSETMAPPING\n"
2582 "uniform float OffsetMapping_Scale,\n"
2583 "#endif\n"
2584 "uniform half SpecularPower,\n"
2585 "out float4 gl_FragColor : COLOR\n"
2586 ")\n"
2587 "{\n"
2588 "       float2 TexCoord = TexCoordBoth.xy;\n"
2589 "#ifdef USEOFFSETMAPPING\n"
2590 "       // apply offsetmapping\n"
2591 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2592 "#define TexCoord TexCoordOffset\n"
2593 "#endif\n"
2594 "\n"
2595 "#ifdef USEALPHAKILL\n"
2596 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2597 "               discard;\n"
2598 "#endif\n"
2599 "\n"
2600 "#ifdef USEVERTEXTEXTUREBLEND\n"
2601 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2602 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2603 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2604 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2605 "#endif\n"
2606 "\n"
2607 "#ifdef USEVERTEXTEXTUREBLEND\n"
2608 "       float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2609 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2610 "#else\n"
2611 "       float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2612 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2613 "#endif\n"
2614 "\n"
2615 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2616 "}\n"
2617 "#endif // FRAGMENT_SHADER\n"
2618 "#else // !MODE_DEFERREDGEOMETRY\n"
2619 "\n"
2620 "\n"
2621 "\n"
2622 "\n"
2623 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2624 "#ifdef VERTEX_SHADER\n"
2625 "void main\n"
2626 "(\n"
2627 "float4 gl_Vertex : POSITION,\n"
2628 "uniform float4x4 ModelViewProjectionMatrix,\n"
2629 "uniform float4x4 ModelViewMatrix,\n"
2630 "out float4 gl_Position : POSITION,\n"
2631 "out float4 ModelViewPosition : TEXCOORD0\n"
2632 ")\n"
2633 "{\n"
2634 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2635 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2636 "}\n"
2637 "#endif // VERTEX_SHADER\n"
2638 "\n"
2639 "#ifdef FRAGMENT_SHADER\n"
2640 "void main\n"
2641 "(\n"
2642 "float2 Pixel : WPOS,\n"
2643 "float4 ModelViewPosition : TEXCOORD0,\n"
2644 "uniform float4x4 ViewToLight,\n"
2645 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2646 "uniform float3 LightPosition,\n"
2647 "uniform half2 PixelToScreenTexCoord,\n"
2648 "uniform half3 DeferredColor_Ambient,\n"
2649 "uniform half3 DeferredColor_Diffuse,\n"
2650 "#ifdef USESPECULAR\n"
2651 "uniform half3 DeferredColor_Specular,\n"
2652 "uniform half SpecularPower,\n"
2653 "#endif\n"
2654 "uniform sampler2D Texture_Attenuation,\n"
2655 "uniform sampler2D Texture_ScreenDepth,\n"
2656 "uniform sampler2D Texture_ScreenNormalMap,\n"
2657 "\n"
2658 "#ifdef USECUBEFILTER\n"
2659 "uniform samplerCUBE Texture_Cube,\n"
2660 "#endif\n"
2661 "\n"
2662 "#ifdef USESHADOWMAPRECT\n"
2663 "# ifdef USESHADOWSAMPLER\n"
2664 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2665 "# else\n"
2666 "uniform samplerRECT Texture_ShadowMapRect,\n"
2667 "# endif\n"
2668 "#endif\n"
2669 "\n"
2670 "#ifdef USESHADOWMAP2D\n"
2671 "# ifdef USESHADOWSAMPLER\n"
2672 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2673 "# else\n"
2674 "uniform sampler2D Texture_ShadowMap2D,\n"
2675 "# endif\n"
2676 "#endif\n"
2677 "\n"
2678 "#ifdef USESHADOWMAPVSDCT\n"
2679 "uniform samplerCUBE Texture_CubeProjection,\n"
2680 "#endif\n"
2681 "\n"
2682 "#ifdef USESHADOWMAPCUBE\n"
2683 "# ifdef USESHADOWSAMPLER\n"
2684 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2685 "# else\n"
2686 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2687 "# endif\n"
2688 "#endif\n"
2689 "\n"
2690 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2691 "uniform float2 ShadowMap_TextureScale,\n"
2692 "uniform float4 ShadowMap_Parameters,\n"
2693 "#endif\n"
2694 "\n"
2695 "out float4 gl_FragData0 : COLOR0,\n"
2696 "out float4 gl_FragData1 : COLOR1\n"
2697 ")\n"
2698 "{\n"
2699 "       // calculate viewspace pixel position\n"
2700 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2701 "       //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2702 "       float3 position;\n"
2703 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2704 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2705 "       // decode viewspace pixel normal\n"
2706 "       half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2707 "       half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2708 "       // surfacenormal = pixel normal in viewspace\n"
2709 "       // LightVector = pixel to light in viewspace\n"
2710 "       // CubeVector = position in lightspace\n"
2711 "       // eyevector = pixel to view in viewspace\n"
2712 "       float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2713 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2714 "#ifdef USEDIFFUSE\n"
2715 "       // calculate diffuse shading\n"
2716 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2717 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2718 "#endif\n"
2719 "#ifdef USESPECULAR\n"
2720 "       // calculate directional shading\n"
2721 "       float3 eyevector = position * -1.0;\n"
2722 "#  ifdef USEEXACTSPECULARMATH\n"
2723 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2724 "#  else\n"
2725 "       half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2726 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2727 "#  endif\n"
2728 "#endif\n"
2729 "\n"
2730 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2731 "       fade *= ShadowMapCompare(CubeVector,\n"
2732 "# if defined(USESHADOWMAP2D)\n"
2733 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2734 "# endif\n"
2735 "# if defined(USESHADOWMAPRECT)\n"
2736 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2737 "# endif\n"
2738 "# if defined(USESHADOWMAPCUBE)\n"
2739 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2740 "# endif\n"
2741 "\n"
2742 "#ifdef USESHADOWMAPVSDCT\n"
2743 ", Texture_CubeProjection\n"
2744 "#endif\n"
2745 "       );\n"
2746 "#endif\n"
2747 "\n"
2748 "#ifdef USEDIFFUSE\n"
2749 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2750 "#else\n"
2751 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2752 "#endif\n"
2753 "#ifdef USESPECULAR\n"
2754 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2755 "#else\n"
2756 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2757 "#endif\n"
2758 "\n"
2759 "# ifdef USECUBEFILTER\n"
2760 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2761 "       gl_FragData0.rgb *= cubecolor;\n"
2762 "       gl_FragData1.rgb *= cubecolor;\n"
2763 "# endif\n"
2764 "}\n"
2765 "#endif // FRAGMENT_SHADER\n"
2766 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2767 "\n"
2768 "\n"
2769 "\n"
2770 "\n"
2771 "#ifdef VERTEX_SHADER\n"
2772 "void main\n"
2773 "(\n"
2774 "float4 gl_Vertex : POSITION,\n"
2775 "uniform float4x4 ModelViewProjectionMatrix,\n"
2776 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2777 "float4 gl_Color : COLOR0,\n"
2778 "#endif\n"
2779 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2780 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2781 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2782 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2783 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2784 "\n"
2785 "uniform float3 EyePosition,\n"
2786 "uniform float4x4 TexMatrix,\n"
2787 "#ifdef USEVERTEXTEXTUREBLEND\n"
2788 "uniform float4x4 BackgroundTexMatrix,\n"
2789 "#endif\n"
2790 "#ifdef MODE_LIGHTSOURCE\n"
2791 "uniform float4x4 ModelToLight,\n"
2792 "#endif\n"
2793 "#ifdef MODE_LIGHTSOURCE\n"
2794 "uniform float3 LightPosition,\n"
2795 "#endif\n"
2796 "#ifdef MODE_LIGHTDIRECTION\n"
2797 "uniform float3 LightDir,\n"
2798 "#endif\n"
2799 "uniform float4 FogPlane,\n"
2800 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2801 "uniform float3 LightPosition,\n"
2802 "#endif\n"
2803 "#ifdef USESHADOWMAPORTHO\n"
2804 "uniform float4x4 ShadowMapMatrix,\n"
2805 "#endif\n"
2806 "\n"
2807 "out float4 gl_FrontColor : COLOR,\n"
2808 "out float4 TexCoordBoth : TEXCOORD0,\n"
2809 "#ifdef USELIGHTMAP\n"
2810 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2811 "#endif\n"
2812 "#ifdef USEEYEVECTOR\n"
2813 "out float3 EyeVector : TEXCOORD2,\n"
2814 "#endif\n"
2815 "#ifdef USEREFLECTION\n"
2816 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2817 "#endif\n"
2818 "#ifdef USEFOG\n"
2819 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2820 "#endif\n"
2821 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2822 "out float3 LightVector : TEXCOORD1,\n"
2823 "#endif\n"
2824 "#ifdef MODE_LIGHTSOURCE\n"
2825 "out float3 CubeVector : TEXCOORD3,\n"
2826 "#endif\n"
2827 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2828 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2829 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2830 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2831 "#endif\n"
2832 "#ifdef USESHADOWMAPORTHO\n"
2833 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2834 "#endif\n"
2835 "out float4 gl_Position : POSITION\n"
2836 ")\n"
2837 "{\n"
2838 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2839 "       gl_FrontColor = gl_Color;\n"
2840 "#endif\n"
2841 "       // copy the surface texcoord\n"
2842 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2843 "#ifdef USEVERTEXTEXTUREBLEND\n"
2844 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2845 "#endif\n"
2846 "#ifdef USELIGHTMAP\n"
2847 "       TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2848 "#endif\n"
2849 "\n"
2850 "#ifdef MODE_LIGHTSOURCE\n"
2851 "       // transform vertex position into light attenuation/cubemap space\n"
2852 "       // (-1 to +1 across the light box)\n"
2853 "       CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2854 "\n"
2855 "# ifdef USEDIFFUSE\n"
2856 "       // transform unnormalized light direction into tangent space\n"
2857 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2858 "       //  normalize it per pixel)\n"
2859 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2860 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2861 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2862 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2863 "# endif\n"
2864 "#endif\n"
2865 "\n"
2866 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2867 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2868 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2869 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2870 "#endif\n"
2871 "\n"
2872 "       // transform unnormalized eye direction into tangent space\n"
2873 "#ifdef USEEYEVECTOR\n"
2874 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2875 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2876 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2877 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2878 "#endif\n"
2879 "\n"
2880 "#ifdef USEFOG\n"
2881 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2882 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2883 "#endif\n"
2884 "\n"
2885 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2886 "       VectorS = gl_MultiTexCoord1.xyz;\n"
2887 "       VectorT = gl_MultiTexCoord2.xyz;\n"
2888 "       VectorR = gl_MultiTexCoord3.xyz;\n"
2889 "#endif\n"
2890 "\n"
2891 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2892 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2893 "\n"
2894 "#ifdef USESHADOWMAPORTHO\n"
2895 "       ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2896 "#endif\n"
2897 "\n"
2898 "#ifdef USEREFLECTION\n"
2899 "       ModelViewProjectionPosition = gl_Position;\n"
2900 "#endif\n"
2901 "}\n"
2902 "#endif // VERTEX_SHADER\n"
2903 "\n"
2904 "\n"
2905 "\n"
2906 "\n"
2907 "#ifdef FRAGMENT_SHADER\n"
2908 "void main\n"
2909 "(\n"
2910 "#ifdef USEDEFERREDLIGHTMAP\n"
2911 "float2 Pixel : WPOS,\n"
2912 "#endif\n"
2913 "float4 gl_FrontColor : COLOR,\n"
2914 "float4 TexCoordBoth : TEXCOORD0,\n"
2915 "#ifdef USELIGHTMAP\n"
2916 "float2 TexCoordLightmap : TEXCOORD1,\n"
2917 "#endif\n"
2918 "#ifdef USEEYEVECTOR\n"
2919 "float3 EyeVector : TEXCOORD2,\n"
2920 "#endif\n"
2921 "#ifdef USEREFLECTION\n"
2922 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2923 "#endif\n"
2924 "#ifdef USEFOG\n"
2925 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2926 "#endif\n"
2927 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2928 "float3 LightVector : TEXCOORD1,\n"
2929 "#endif\n"
2930 "#ifdef MODE_LIGHTSOURCE\n"
2931 "float3 CubeVector : TEXCOORD3,\n"
2932 "#endif\n"
2933 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2934 "float4 ModelViewPosition : TEXCOORD0,\n"
2935 "#endif\n"
2936 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2937 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2938 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2939 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2940 "#endif\n"
2941 "#ifdef USESHADOWMAPORTHO\n"
2942 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2943 "#endif\n"
2944 "\n"
2945 "uniform sampler2D Texture_Normal,\n"
2946 "uniform sampler2D Texture_Color,\n"
2947 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2948 "uniform sampler2D Texture_Gloss,\n"
2949 "#endif\n"
2950 "#ifdef USEGLOW\n"
2951 "uniform sampler2D Texture_Glow,\n"
2952 "#endif\n"
2953 "#ifdef USEVERTEXTEXTUREBLEND\n"
2954 "uniform sampler2D Texture_SecondaryNormal,\n"
2955 "uniform sampler2D Texture_SecondaryColor,\n"
2956 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2957 "uniform sampler2D Texture_SecondaryGloss,\n"
2958 "#endif\n"
2959 "#ifdef USEGLOW\n"
2960 "uniform sampler2D Texture_SecondaryGlow,\n"
2961 "#endif\n"
2962 "#endif\n"
2963 "#ifdef USECOLORMAPPING\n"
2964 "uniform sampler2D Texture_Pants,\n"
2965 "uniform sampler2D Texture_Shirt,\n"
2966 "#endif\n"
2967 "#ifdef USEFOG\n"
2968 "uniform sampler2D Texture_FogHeightTexture,\n"
2969 "uniform sampler2D Texture_FogMask,\n"
2970 "#endif\n"
2971 "#ifdef USELIGHTMAP\n"
2972 "uniform sampler2D Texture_Lightmap,\n"
2973 "#endif\n"
2974 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2975 "uniform sampler2D Texture_Deluxemap,\n"
2976 "#endif\n"
2977 "#ifdef USEREFLECTION\n"
2978 "uniform sampler2D Texture_Reflection,\n"
2979 "#endif\n"
2980 "\n"
2981 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2982 "uniform sampler2D Texture_ScreenDepth,\n"
2983 "uniform sampler2D Texture_ScreenNormalMap,\n"
2984 "#endif\n"
2985 "#ifdef USEDEFERREDLIGHTMAP\n"
2986 "uniform sampler2D Texture_ScreenDiffuse,\n"
2987 "uniform sampler2D Texture_ScreenSpecular,\n"
2988 "#endif\n"
2989 "\n"
2990 "#ifdef USECOLORMAPPING\n"
2991 "uniform half3 Color_Pants,\n"
2992 "uniform half3 Color_Shirt,\n"
2993 "#endif\n"
2994 "#ifdef USEFOG\n"
2995 "uniform float3 FogColor,\n"
2996 "uniform float FogRangeRecip,\n"
2997 "uniform float FogPlaneViewDist,\n"
2998 "uniform float FogHeightFade,\n"
2999 "#endif\n"
3000 "\n"
3001 "#ifdef USEOFFSETMAPPING\n"
3002 "uniform float OffsetMapping_Scale,\n"
3003 "#endif\n"
3004 "\n"
3005 "#ifdef USEDEFERREDLIGHTMAP\n"
3006 "uniform half2 PixelToScreenTexCoord,\n"
3007 "uniform half3 DeferredMod_Diffuse,\n"
3008 "uniform half3 DeferredMod_Specular,\n"
3009 "#endif\n"
3010 "uniform half3 Color_Ambient,\n"
3011 "uniform half3 Color_Diffuse,\n"
3012 "uniform half3 Color_Specular,\n"
3013 "uniform half SpecularPower,\n"
3014 "#ifdef USEGLOW\n"
3015 "uniform half3 Color_Glow,\n"
3016 "#endif\n"
3017 "uniform half Alpha,\n"
3018 "#ifdef USEREFLECTION\n"
3019 "uniform float4 DistortScaleRefractReflect,\n"
3020 "uniform float4 ScreenScaleRefractReflect,\n"
3021 "uniform float4 ScreenCenterRefractReflect,\n"
3022 "uniform half4 ReflectColor,\n"
3023 "#endif\n"
3024 "#ifdef USEREFLECTCUBE\n"
3025 "uniform float4x4 ModelToReflectCube,\n"
3026 "uniform sampler2D Texture_ReflectMask,\n"
3027 "uniform samplerCUBE Texture_ReflectCube,\n"
3028 "#endif\n"
3029 "#ifdef MODE_LIGHTDIRECTION\n"
3030 "uniform half3 LightColor,\n"
3031 "#endif\n"
3032 "#ifdef MODE_LIGHTSOURCE\n"
3033 "uniform half3 LightColor,\n"
3034 "#endif\n"
3035 "\n"
3036 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3037 "uniform sampler2D Texture_Attenuation,\n"
3038 "uniform samplerCUBE Texture_Cube,\n"
3039 "#endif\n"
3040 "\n"
3041 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3042 "\n"
3043 "#ifdef USESHADOWMAPRECT\n"
3044 "# ifdef USESHADOWSAMPLER\n"
3045 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
3046 "# else\n"
3047 "uniform samplerRECT Texture_ShadowMapRect,\n"
3048 "# endif\n"
3049 "#endif\n"
3050 "\n"
3051 "#ifdef USESHADOWMAP2D\n"
3052 "# ifdef USESHADOWSAMPLER\n"
3053 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
3054 "# else\n"
3055 "uniform sampler2D Texture_ShadowMap2D,\n"
3056 "# endif\n"
3057 "#endif\n"
3058 "\n"
3059 "#ifdef USESHADOWMAPVSDCT\n"
3060 "uniform samplerCUBE Texture_CubeProjection,\n"
3061 "#endif\n"
3062 "\n"
3063 "#ifdef USESHADOWMAPCUBE\n"
3064 "# ifdef USESHADOWSAMPLER\n"
3065 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
3066 "# else\n"
3067 "uniform samplerCUBE Texture_ShadowMapCube,\n"
3068 "# endif\n"
3069 "#endif\n"
3070 "\n"
3071 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3072 "uniform float2 ShadowMap_TextureScale,\n"
3073 "uniform float4 ShadowMap_Parameters,\n"
3074 "#endif\n"
3075 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3076 "\n"
3077 "out float4 gl_FragColor : COLOR\n"
3078 ")\n"
3079 "{\n"
3080 "       float2 TexCoord = TexCoordBoth.xy;\n"
3081 "#ifdef USEVERTEXTEXTUREBLEND\n"
3082 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
3083 "#endif\n"
3084 "#ifdef USEOFFSETMAPPING\n"
3085 "       // apply offsetmapping\n"
3086 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3087 "#define TexCoord TexCoordOffset\n"
3088 "#endif\n"
3089 "\n"
3090 "       // combine the diffuse textures (base, pants, shirt)\n"
3091 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3092 "#ifdef USEALPHAKILL\n"
3093 "       if (color.a < 0.5)\n"
3094 "               discard;\n"
3095 "#endif\n"
3096 "       color.a *= Alpha;\n"
3097 "#ifdef USECOLORMAPPING\n"
3098 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3099 "#endif\n"
3100 "#ifdef USEVERTEXTEXTUREBLEND\n"
3101 "       float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3102 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3103 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3104 "       color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3105 "       color.a = 1.0;\n"
3106 "       //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3107 "#endif\n"
3108 "\n"
3109 "       // get the surface normal\n"
3110 "#ifdef USEVERTEXTEXTUREBLEND\n"
3111 "       half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3112 "#else\n"
3113 "       half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3114 "#endif\n"
3115 "\n"
3116 "       // get the material colors\n"
3117 "       half3 diffusetex = color.rgb;\n"
3118 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3119 "# ifdef USEVERTEXTEXTUREBLEND\n"
3120 "       half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3121 "# else\n"
3122 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3123 "# endif\n"
3124 "#endif\n"
3125 "\n"
3126 "#ifdef USEREFLECTCUBE\n"
3127 "       float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3128 "       float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3129 "       float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3130 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3131 "#endif\n"
3132 "\n"
3133 "\n"
3134 "\n"
3135 "\n"
3136 "#ifdef MODE_LIGHTSOURCE\n"
3137 "       // light source\n"
3138 "#ifdef USEDIFFUSE\n"
3139 "       half3 lightnormal = half3(normalize(LightVector));\n"
3140 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3141 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3142 "#ifdef USESPECULAR\n"
3143 "#ifdef USEEXACTSPECULARMATH\n"
3144 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3145 "#else\n"
3146 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3147 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3148 "#endif\n"
3149 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3150 "#endif\n"
3151 "#else\n"
3152 "       color.rgb = diffusetex * Color_Ambient;\n"
3153 "#endif\n"
3154 "       color.rgb *= LightColor;\n"
3155 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3156 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3157 "       color.rgb *= ShadowMapCompare(CubeVector,\n"
3158 "# if defined(USESHADOWMAP2D)\n"
3159 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3160 "# endif\n"
3161 "# if defined(USESHADOWMAPRECT)\n"
3162 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3163 "# endif\n"
3164 "# if defined(USESHADOWMAPCUBE)\n"
3165 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3166 "# endif\n"
3167 "\n"
3168 "#ifdef USESHADOWMAPVSDCT\n"
3169 ", Texture_CubeProjection\n"
3170 "#endif\n"
3171 "       );\n"
3172 "\n"
3173 "#endif\n"
3174 "# ifdef USECUBEFILTER\n"
3175 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3176 "# endif\n"
3177 "#endif // MODE_LIGHTSOURCE\n"
3178 "\n"
3179 "\n"
3180 "\n"
3181 "\n"
3182 "#ifdef MODE_LIGHTDIRECTION\n"
3183 "#define SHADING\n"
3184 "#ifdef USEDIFFUSE\n"
3185 "       half3 lightnormal = half3(normalize(LightVector));\n"
3186 "#endif\n"
3187 "#define lightcolor LightColor\n"
3188 "#endif // MODE_LIGHTDIRECTION\n"
3189 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3190 "#define SHADING\n"
3191 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3192 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3193 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3194 "       // convert modelspace light vector to tangentspace\n"
3195 "       half3 lightnormal;\n"
3196 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3197 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3198 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3199 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3200 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3201 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3202 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3203 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3204 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3205 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3206 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3207 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3208 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3209 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3210 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3211 "#define SHADING\n"
3212 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3213 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3214 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3215 "#endif\n"
3216 "\n"
3217 "\n"
3218 "\n"
3219 "\n"
3220 "#ifdef MODE_LIGHTMAP\n"
3221 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3222 "#endif // MODE_LIGHTMAP\n"
3223 "#ifdef MODE_VERTEXCOLOR\n"
3224 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3225 "#endif // MODE_VERTEXCOLOR\n"
3226 "#ifdef MODE_FLATCOLOR\n"
3227 "       color.rgb = diffusetex * Color_Ambient;\n"
3228 "#endif // MODE_FLATCOLOR\n"
3229 "\n"
3230 "\n"
3231 "\n"
3232 "\n"
3233 "#ifdef SHADING\n"
3234 "# ifdef USEDIFFUSE\n"
3235 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3236 "#  ifdef USESPECULAR\n"
3237 "#   ifdef USEEXACTSPECULARMATH\n"
3238 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3239 "#   else\n"
3240 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3241 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3242 "#   endif\n"
3243 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3244 "#  else\n"
3245 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3246 "#  endif\n"
3247 "# else\n"
3248 "       color.rgb = diffusetex * Color_Ambient;\n"
3249 "# endif\n"
3250 "#endif\n"
3251 "\n"
3252 "#ifdef USESHADOWMAPORTHO\n"
3253 "       color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3254 "# if defined(USESHADOWMAP2D)\n"
3255 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3256 "# endif\n"
3257 "# if defined(USESHADOWMAPRECT)\n"
3258 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3259 "# endif\n"
3260 "       );\n"
3261 "#endif\n"
3262 "\n"
3263 "#ifdef USEDEFERREDLIGHTMAP\n"
3264 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3265 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3266 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3267 "#endif\n"
3268 "\n"
3269 "#ifdef USEGLOW\n"
3270 "#ifdef USEVERTEXTEXTUREBLEND\n"
3271 "       color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3272 "#else\n"
3273 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3274 "#endif\n"
3275 "#endif\n"
3276 "\n"
3277 "#ifdef USEFOG\n"
3278 "       color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3279 "#endif\n"
3280 "\n"
3281 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
3282 "#ifdef USEREFLECTION\n"
3283 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3284 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3285 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3286 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3287 "       // FIXME temporary hack to detect the case that the reflection\n"
3288 "       // gets blackened at edges due to leaving the area that contains actual\n"
3289 "       // content.\n"
3290 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3291 "       // 'appening.\n"
3292 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3293 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3294 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3295 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3296 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3297 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3298 "#endif\n"
3299 "\n"
3300 "       gl_FragColor = float4(color);\n"
3301 "}\n"
3302 "#endif // FRAGMENT_SHADER\n"
3303 "\n"
3304 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3305 "#endif // !MODE_DEFERREDGEOMETRY\n"
3306 "#endif // !MODE_WATER\n"
3307 "#endif // !MODE_REFRACTION\n"
3308 "#endif // !MODE_BLOOMBLUR\n"
3309 "#endif // !MODE_GENERIC\n"
3310 "#endif // !MODE_POSTPROCESS\n"
3311 "#endif // !MODE_SHOWDEPTH\n"
3312 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3313 ;
3314
3315 char *glslshaderstring = NULL;
3316 char *cgshaderstring = NULL;
3317
3318 //=======================================================================================================================================================
3319
3320 typedef struct shaderpermutationinfo_s
3321 {
3322         const char *pretext;
3323         const char *name;
3324 }
3325 shaderpermutationinfo_t;
3326
3327 typedef struct shadermodeinfo_s
3328 {
3329         const char *vertexfilename;
3330         const char *geometryfilename;
3331         const char *fragmentfilename;
3332         const char *pretext;
3333         const char *name;
3334 }
3335 shadermodeinfo_t;
3336
3337 typedef enum shaderpermutation_e
3338 {
3339         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3340         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3341         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3342         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3343         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3344         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3345         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3346         SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3347         SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3348         SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3349         SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3350         SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3351         SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3352         SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3353         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3354         SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3355         SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3356         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3357         SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3358         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3359         SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3360         SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3361         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3362         SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3363         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3364         SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3365         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3366         SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3367         SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3368         SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3369         SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3370 }
3371 shaderpermutation_t;
3372
3373 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3374 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3375 {
3376         {"#define USEDIFFUSE\n", " diffuse"},
3377         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3378         {"#define USEVIEWTINT\n", " viewtint"},
3379         {"#define USECOLORMAPPING\n", " colormapping"},
3380         {"#define USESATURATION\n", " saturation"},
3381         {"#define USEFOGINSIDE\n", " foginside"},
3382         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3383         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3384         {"#define USEGAMMARAMPS\n", " gammaramps"},
3385         {"#define USECUBEFILTER\n", " cubefilter"},
3386         {"#define USEGLOW\n", " glow"},
3387         {"#define USEBLOOM\n", " bloom"},
3388         {"#define USESPECULAR\n", " specular"},
3389         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3390         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3391         {"#define USEREFLECTION\n", " reflection"},
3392         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3393         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3394         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3395         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3396         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3397         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3398         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3399         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3400         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3401         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3402         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3403         {"#define USEALPHAKILL\n", " alphakill"},
3404         {"#define USEREFLECTCUBE\n", " reflectcube"},
3405 };
3406
3407 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3408 typedef enum shadermode_e
3409 {
3410         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3411         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3412         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3413         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3414         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3415         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3416         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3417         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3418         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3419         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3420         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3421         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3422         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3423         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3424         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3425         SHADERMODE_COUNT
3426 }
3427 shadermode_t;
3428
3429 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3430 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3431 {
3432         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3433         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3434         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3435         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3436         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3437         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3438         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3439         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3440         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3441         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3442         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3443         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3444         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3445         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3446         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3447 };
3448
3449 #ifdef SUPPORTCG
3450 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3451 {
3452         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3453         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3454         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3455         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3456         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3457         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3458         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3459         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3460         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3461         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3462         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3463         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3464         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3465         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3466         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3467 };
3468 #endif
3469
3470 struct r_glsl_permutation_s;
3471 typedef struct r_glsl_permutation_s
3472 {
3473         /// hash lookup data
3474         struct r_glsl_permutation_s *hashnext;
3475         unsigned int mode;
3476         unsigned int permutation;
3477
3478         /// indicates if we have tried compiling this permutation already
3479         qboolean compiled;
3480         /// 0 if compilation failed
3481         int program;
3482         /// locations of detected uniforms in program object, or -1 if not found
3483         int loc_Texture_First;
3484         int loc_Texture_Second;
3485         int loc_Texture_GammaRamps;
3486         int loc_Texture_Normal;
3487         int loc_Texture_Color;
3488         int loc_Texture_Gloss;
3489         int loc_Texture_Glow;
3490         int loc_Texture_SecondaryNormal;
3491         int loc_Texture_SecondaryColor;
3492         int loc_Texture_SecondaryGloss;
3493         int loc_Texture_SecondaryGlow;
3494         int loc_Texture_Pants;
3495         int loc_Texture_Shirt;
3496         int loc_Texture_FogHeightTexture;
3497         int loc_Texture_FogMask;
3498         int loc_Texture_Lightmap;
3499         int loc_Texture_Deluxemap;
3500         int loc_Texture_Attenuation;
3501         int loc_Texture_Cube;
3502         int loc_Texture_Refraction;
3503         int loc_Texture_Reflection;
3504         int loc_Texture_ShadowMapRect;
3505         int loc_Texture_ShadowMapCube;
3506         int loc_Texture_ShadowMap2D;
3507         int loc_Texture_CubeProjection;
3508         int loc_Texture_ScreenDepth;
3509         int loc_Texture_ScreenNormalMap;
3510         int loc_Texture_ScreenDiffuse;
3511         int loc_Texture_ScreenSpecular;
3512         int loc_Texture_ReflectMask;
3513         int loc_Texture_ReflectCube;
3514         int loc_Alpha;
3515         int loc_BloomBlur_Parameters;
3516         int loc_ClientTime;
3517         int loc_Color_Ambient;
3518         int loc_Color_Diffuse;
3519         int loc_Color_Specular;
3520         int loc_Color_Glow;
3521         int loc_Color_Pants;
3522         int loc_Color_Shirt;
3523         int loc_DeferredColor_Ambient;
3524         int loc_DeferredColor_Diffuse;
3525         int loc_DeferredColor_Specular;
3526         int loc_DeferredMod_Diffuse;
3527         int loc_DeferredMod_Specular;
3528         int loc_DistortScaleRefractReflect;
3529         int loc_EyePosition;
3530         int loc_FogColor;
3531         int loc_FogHeightFade;
3532         int loc_FogPlane;
3533         int loc_FogPlaneViewDist;
3534         int loc_FogRangeRecip;
3535         int loc_LightColor;
3536         int loc_LightDir;
3537         int loc_LightPosition;
3538         int loc_OffsetMapping_Scale;
3539         int loc_PixelSize;
3540         int loc_ReflectColor;
3541         int loc_ReflectFactor;
3542         int loc_ReflectOffset;
3543         int loc_RefractColor;
3544         int loc_Saturation;
3545         int loc_ScreenCenterRefractReflect;
3546         int loc_ScreenScaleRefractReflect;
3547         int loc_ScreenToDepth;
3548         int loc_ShadowMap_Parameters;
3549         int loc_ShadowMap_TextureScale;
3550         int loc_SpecularPower;
3551         int loc_UserVec1;
3552         int loc_UserVec2;
3553         int loc_UserVec3;
3554         int loc_UserVec4;
3555         int loc_ViewTintColor;
3556         int loc_ViewToLight;
3557         int loc_ModelToLight;
3558         int loc_TexMatrix;
3559         int loc_BackgroundTexMatrix;
3560         int loc_ModelViewProjectionMatrix;
3561         int loc_ModelViewMatrix;
3562         int loc_PixelToScreenTexCoord;
3563         int loc_ModelToReflectCube;
3564         int loc_ShadowMapMatrix;        
3565 }
3566 r_glsl_permutation_t;
3567
3568 #define SHADERPERMUTATION_HASHSIZE 256
3569
3570 /// information about each possible shader permutation
3571 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3572 /// currently selected permutation
3573 r_glsl_permutation_t *r_glsl_permutation;
3574 /// storage for permutations linked in the hash table
3575 memexpandablearray_t r_glsl_permutationarray;
3576
3577 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3578 {
3579         //unsigned int hashdepth = 0;
3580         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3581         r_glsl_permutation_t *p;
3582         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3583         {
3584                 if (p->mode == mode && p->permutation == permutation)
3585                 {
3586                         //if (hashdepth > 10)
3587                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3588                         return p;
3589                 }
3590                 //hashdepth++;
3591         }
3592         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3593         p->mode = mode;
3594         p->permutation = permutation;
3595         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3596         r_glsl_permutationhash[mode][hashindex] = p;
3597         //if (hashdepth > 10)
3598         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3599         return p;
3600 }
3601
3602 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3603 {
3604         char *shaderstring;
3605         if (!filename || !filename[0])
3606                 return NULL;
3607         if (!strcmp(filename, "glsl/default.glsl"))
3608         {
3609                 if (!glslshaderstring)
3610                 {
3611                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3612                         if (glslshaderstring)
3613                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3614                         else
3615                                 glslshaderstring = (char *)builtinshaderstring;
3616                 }
3617                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3618                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3619                 return shaderstring;
3620         }
3621         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3622         if (shaderstring)
3623         {
3624                 if (printfromdisknotice)
3625                         Con_DPrintf("from disk %s... ", filename);
3626                 return shaderstring;
3627         }
3628         return shaderstring;
3629 }
3630
3631 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3632 {
3633         int i;
3634         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3635         int vertstrings_count = 0;
3636         int geomstrings_count = 0;
3637         int fragstrings_count = 0;
3638         char *vertexstring, *geometrystring, *fragmentstring;
3639         const char *vertstrings_list[32+3];
3640         const char *geomstrings_list[32+3];
3641         const char *fragstrings_list[32+3];
3642         char permutationname[256];
3643
3644         if (p->compiled)
3645                 return;
3646         p->compiled = true;
3647         p->program = 0;
3648
3649         permutationname[0] = 0;
3650         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3651         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3652         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3653
3654         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3655
3656         // the first pretext is which type of shader to compile as
3657         // (later these will all be bound together as a program object)
3658         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3659         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3660         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3661
3662         // the second pretext is the mode (for example a light source)
3663         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3664         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3665         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3666         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3667
3668         // now add all the permutation pretexts
3669         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3670         {
3671                 if (permutation & (1<<i))
3672                 {
3673                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3674                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3675                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3676                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3677                 }
3678                 else
3679                 {
3680                         // keep line numbers correct
3681                         vertstrings_list[vertstrings_count++] = "\n";
3682                         geomstrings_list[geomstrings_count++] = "\n";
3683                         fragstrings_list[fragstrings_count++] = "\n";
3684                 }
3685         }
3686
3687         // now append the shader text itself
3688         vertstrings_list[vertstrings_count++] = vertexstring;
3689         geomstrings_list[geomstrings_count++] = geometrystring;
3690         fragstrings_list[fragstrings_count++] = fragmentstring;
3691
3692         // if any sources were NULL, clear the respective list
3693         if (!vertexstring)
3694                 vertstrings_count = 0;
3695         if (!geometrystring)
3696                 geomstrings_count = 0;
3697         if (!fragmentstring)
3698                 fragstrings_count = 0;
3699
3700         // compile the shader program
3701         if (vertstrings_count + geomstrings_count + fragstrings_count)
3702                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3703         if (p->program)
3704         {
3705                 CHECKGLERROR
3706                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3707                 // look up all the uniform variable names we care about, so we don't
3708                 // have to look them up every time we set them
3709
3710                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3711                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3712                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3713                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3714                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3715                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3716                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3717                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3718                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3719                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3720                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3721                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3722                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3723                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3724                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3725                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3726                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3727                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3728                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3729                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3730                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3731                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3732                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3733                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3734                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3735                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3736                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3737                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3738                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3739                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3740                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3741                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3742                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3743                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3744                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3745                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3746                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3747                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3748                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3749                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3750                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3751                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3752                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3753                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3754                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3755                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3756                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3757                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3758                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3759                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3760                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3761                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3762                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3763                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3764                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3765                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3766                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3767                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3768                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3769                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3770                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3771                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3772                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3773                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3774                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3775                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3776                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3777                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3778                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3779                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3780                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3781                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3782                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3783                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3784                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3785                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3786                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3787                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3788                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3789                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3790                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3791                 p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");            
3792                 // initialize the samplers to refer to the texture units we use
3793                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3794                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3795                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3796                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3797                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3798                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3799                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3800                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3801                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3802                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3803                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3804                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3805                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3806                 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3807                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3808                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3809                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3810                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3811                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3812                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3813                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3814                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3815                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
3816                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3817                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3818                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3819                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3820                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3821                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3822                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3823                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3824                 CHECKGLERROR
3825                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3826         }
3827         else
3828                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3829
3830         // free the strings
3831         if (vertexstring)
3832                 Mem_Free(vertexstring);
3833         if (geometrystring)
3834                 Mem_Free(geometrystring);
3835         if (fragmentstring)
3836                 Mem_Free(fragmentstring);
3837 }
3838
3839 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3840 {
3841         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3842         if (r_glsl_permutation != perm)
3843         {
3844                 r_glsl_permutation = perm;
3845                 if (!r_glsl_permutation->program)
3846                 {
3847                         if (!r_glsl_permutation->compiled)
3848                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3849                         if (!r_glsl_permutation->program)
3850                         {
3851                                 // remove features until we find a valid permutation
3852                                 int i;
3853                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3854                                 {
3855                                         // reduce i more quickly whenever it would not remove any bits
3856                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3857                                         if (!(permutation & j))
3858                                                 continue;
3859                                         permutation -= j;
3860                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3861                                         if (!r_glsl_permutation->compiled)
3862                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3863                                         if (r_glsl_permutation->program)
3864                                                 break;
3865                                 }
3866                                 if (i >= SHADERPERMUTATION_COUNT)
3867                                 {
3868                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3869                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3870                                         qglUseProgramObjectARB(0);CHECKGLERROR
3871                                         return; // no bit left to clear, entire mode is broken
3872                                 }
3873                         }
3874                 }
3875                 CHECKGLERROR
3876                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3877         }
3878         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3879         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3880         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3881 }
3882
3883 #ifdef SUPPORTCG
3884 #include <Cg/cgGL.h>
3885 struct r_cg_permutation_s;
3886 typedef struct r_cg_permutation_s
3887 {
3888         /// hash lookup data
3889         struct r_cg_permutation_s *hashnext;
3890         unsigned int mode;
3891         unsigned int permutation;
3892
3893         /// indicates if we have tried compiling this permutation already
3894         qboolean compiled;
3895         /// 0 if compilation failed
3896         CGprogram vprogram;
3897         CGprogram fprogram;
3898         /// locations of detected parameters in programs, or NULL if not found
3899         CGparameter vp_EyePosition;
3900         CGparameter vp_FogPlane;
3901         CGparameter vp_LightDir;
3902         CGparameter vp_LightPosition;
3903         CGparameter vp_ModelToLight;
3904         CGparameter vp_TexMatrix;
3905         CGparameter vp_BackgroundTexMatrix;
3906         CGparameter vp_ModelViewProjectionMatrix;
3907         CGparameter vp_ModelViewMatrix;
3908         CGparameter vp_ShadowMapMatrix;
3909
3910         CGparameter fp_Texture_First;
3911         CGparameter fp_Texture_Second;
3912         CGparameter fp_Texture_GammaRamps;
3913         CGparameter fp_Texture_Normal;
3914         CGparameter fp_Texture_Color;
3915         CGparameter fp_Texture_Gloss;
3916         CGparameter fp_Texture_Glow;
3917         CGparameter fp_Texture_SecondaryNormal;
3918         CGparameter fp_Texture_SecondaryColor;
3919         CGparameter fp_Texture_SecondaryGloss;
3920         CGparameter fp_Texture_SecondaryGlow;
3921         CGparameter fp_Texture_Pants;
3922         CGparameter fp_Texture_Shirt;
3923         CGparameter fp_Texture_FogHeightTexture;
3924         CGparameter fp_Texture_FogMask;
3925         CGparameter fp_Texture_Lightmap;
3926         CGparameter fp_Texture_Deluxemap;
3927         CGparameter fp_Texture_Attenuation;
3928         CGparameter fp_Texture_Cube;
3929         CGparameter fp_Texture_Refraction;
3930         CGparameter fp_Texture_Reflection;
3931         CGparameter fp_Texture_ShadowMapRect;
3932         CGparameter fp_Texture_ShadowMapCube;
3933         CGparameter fp_Texture_ShadowMap2D;
3934         CGparameter fp_Texture_CubeProjection;
3935         CGparameter fp_Texture_ScreenDepth;
3936         CGparameter fp_Texture_ScreenNormalMap;
3937         CGparameter fp_Texture_ScreenDiffuse;
3938         CGparameter fp_Texture_ScreenSpecular;
3939         CGparameter fp_Texture_ReflectMask;
3940         CGparameter fp_Texture_ReflectCube;
3941         CGparameter fp_Alpha;
3942         CGparameter fp_BloomBlur_Parameters;
3943         CGparameter fp_ClientTime;
3944         CGparameter fp_Color_Ambient;
3945         CGparameter fp_Color_Diffuse;
3946         CGparameter fp_Color_Specular;
3947         CGparameter fp_Color_Glow;
3948         CGparameter fp_Color_Pants;
3949         CGparameter fp_Color_Shirt;
3950         CGparameter fp_DeferredColor_Ambient;
3951         CGparameter fp_DeferredColor_Diffuse;
3952         CGparameter fp_DeferredColor_Specular;
3953         CGparameter fp_DeferredMod_Diffuse;
3954         CGparameter fp_DeferredMod_Specular;
3955         CGparameter fp_DistortScaleRefractReflect;
3956         CGparameter fp_EyePosition;
3957         CGparameter fp_FogColor;
3958         CGparameter fp_FogHeightFade;
3959         CGparameter fp_FogPlane;
3960         CGparameter fp_FogPlaneViewDist;
3961         CGparameter fp_FogRangeRecip;
3962         CGparameter fp_LightColor;
3963         CGparameter fp_LightDir;
3964         CGparameter fp_LightPosition;
3965         CGparameter fp_OffsetMapping_Scale;
3966         CGparameter fp_PixelSize;
3967         CGparameter fp_ReflectColor;
3968         CGparameter fp_ReflectFactor;
3969         CGparameter fp_ReflectOffset;
3970         CGparameter fp_RefractColor;
3971         CGparameter fp_Saturation;
3972         CGparameter fp_ScreenCenterRefractReflect;
3973         CGparameter fp_ScreenScaleRefractReflect;
3974         CGparameter fp_ScreenToDepth;
3975         CGparameter fp_ShadowMap_Parameters;
3976         CGparameter fp_ShadowMap_TextureScale;
3977         CGparameter fp_SpecularPower;
3978         CGparameter fp_UserVec1;
3979         CGparameter fp_UserVec2;
3980         CGparameter fp_UserVec3;
3981         CGparameter fp_UserVec4;
3982         CGparameter fp_ViewTintColor;
3983         CGparameter fp_ViewToLight;
3984         CGparameter fp_PixelToScreenTexCoord;
3985         CGparameter fp_ModelToReflectCube;
3986 }
3987 r_cg_permutation_t;
3988
3989 /// information about each possible shader permutation
3990 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3991 /// currently selected permutation
3992 r_cg_permutation_t *r_cg_permutation;
3993 /// storage for permutations linked in the hash table
3994 memexpandablearray_t r_cg_permutationarray;
3995
3996 #define CHECKCGERROR {CGerror err = cgGetError(), err2 = err;if (err){Con_Printf("%s:%i CG error %i: %s : %s\n", __FILE__, __LINE__, err, cgGetErrorString(err), cgGetLastErrorString(&err2));if (err == 1) Con_Printf("last listing:\n%s\n", cgGetLastListing(vid.cgcontext));}}
3997
3998 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3999 {
4000         //unsigned int hashdepth = 0;
4001         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4002         r_cg_permutation_t *p;
4003         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4004         {
4005                 if (p->mode == mode && p->permutation == permutation)
4006                 {
4007                         //if (hashdepth > 10)
4008                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4009                         return p;
4010                 }
4011                 //hashdepth++;
4012         }
4013         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4014         p->mode = mode;
4015         p->permutation = permutation;
4016         p->hashnext = r_cg_permutationhash[mode][hashindex];
4017         r_cg_permutationhash[mode][hashindex] = p;
4018         //if (hashdepth > 10)
4019         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4020         return p;
4021 }
4022
4023 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4024 {
4025         char *shaderstring;
4026         if (!filename || !filename[0])
4027                 return NULL;
4028         if (!strcmp(filename, "cg/default.cg"))
4029         {
4030                 if (!cgshaderstring)
4031                 {
4032                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4033                         if (cgshaderstring)
4034                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
4035                         else
4036                                 cgshaderstring = (char *)builtincgshaderstring;
4037                 }
4038                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4039                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4040                 return shaderstring;
4041         }
4042         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4043         if (shaderstring)
4044         {
4045                 if (printfromdisknotice)
4046                         Con_DPrintf("from disk %s... ", filename);
4047                 return shaderstring;
4048         }
4049         return shaderstring;
4050 }
4051
4052 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4053 {
4054         // TODO: load or create .fp and .vp shader files
4055 }
4056
4057 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4058 {
4059         int i;
4060         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4061         int vertstrings_count = 0, vertstring_length = 0;
4062         int geomstrings_count = 0, geomstring_length = 0;
4063         int fragstrings_count = 0, fragstring_length = 0;
4064         char *t;
4065         char *vertexstring, *geometrystring, *fragmentstring;
4066         char *vertstring, *geomstring, *fragstring;
4067         const char *vertstrings_list[32+3];
4068         const char *geomstrings_list[32+3];
4069         const char *fragstrings_list[32+3];
4070         char permutationname[256];
4071         char cachename[256];
4072         CGprofile vertexProfile;
4073         CGprofile fragmentProfile;
4074
4075         if (p->compiled)
4076                 return;
4077         p->compiled = true;
4078         p->vprogram = NULL;
4079         p->fprogram = NULL;
4080
4081         permutationname[0] = 0;
4082         cachename[0] = 0;
4083         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
4084         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4085         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4086
4087         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4088         strlcat(cachename, "cg/", sizeof(cachename));
4089
4090         // the first pretext is which type of shader to compile as
4091         // (later these will all be bound together as a program object)
4092         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4093         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4094         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4095
4096         // the second pretext is the mode (for example a light source)
4097         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4098         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4099         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4100         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4101         strlcat(cachename, modeinfo->name, sizeof(cachename));
4102
4103         // now add all the permutation pretexts
4104         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4105         {
4106                 if (permutation & (1<<i))
4107                 {
4108                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4109                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4110                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4111                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4112                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4113                 }
4114                 else
4115                 {
4116                         // keep line numbers correct
4117                         vertstrings_list[vertstrings_count++] = "\n";
4118                         geomstrings_list[geomstrings_count++] = "\n";
4119                         fragstrings_list[fragstrings_count++] = "\n";
4120                 }
4121         }
4122
4123         // replace spaces in the cachename with _ characters
4124         for (i = 0;cachename[i];i++)
4125                 if (cachename[i] == ' ')
4126                         cachename[i] = '_';
4127
4128         // now append the shader text itself
4129         vertstrings_list[vertstrings_count++] = vertexstring;
4130         geomstrings_list[geomstrings_count++] = geometrystring;
4131         fragstrings_list[fragstrings_count++] = fragmentstring;
4132
4133         // if any sources were NULL, clear the respective list
4134         if (!vertexstring)
4135                 vertstrings_count = 0;
4136         if (!geometrystring)
4137                 geomstrings_count = 0;
4138         if (!fragmentstring)
4139                 fragstrings_count = 0;
4140
4141         vertstring_length = 0;
4142         for (i = 0;i < vertstrings_count;i++)
4143                 vertstring_length += strlen(vertstrings_list[i]);
4144         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4145         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4146                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4147
4148         geomstring_length = 0;
4149         for (i = 0;i < geomstrings_count;i++)
4150                 geomstring_length += strlen(geomstrings_list[i]);
4151         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4152         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4153                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4154
4155         fragstring_length = 0;
4156         for (i = 0;i < fragstrings_count;i++)
4157                 fragstring_length += strlen(fragstrings_list[i]);
4158         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4159         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4160                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4161
4162         CHECKGLERROR
4163         CHECKCGERROR
4164         //vertexProfile = CG_PROFILE_ARBVP1;
4165         //fragmentProfile = CG_PROFILE_ARBFP1;
4166         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4167         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4168         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4169         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4170         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4171         CHECKGLERROR
4172
4173         // try to load the cached shader, or generate one
4174         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4175
4176         // if caching failed, do a dynamic compile for now
4177         CHECKCGERROR
4178         if (vertstring[0] && !p->vprogram)
4179                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4180         CHECKCGERROR
4181         if (fragstring[0] && !p->fprogram)
4182                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4183         CHECKCGERROR
4184
4185         // look up all the uniform variable names we care about, so we don't
4186         // have to look them up every time we set them
4187         if (p->vprogram)
4188         {
4189                 CHECKCGERROR
4190                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4191                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4192                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4193                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4194                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4195                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4196                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4197                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4198                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4199                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4200                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4201                 p->vp_ShadowMapMatrix            = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4202                 CHECKCGERROR
4203         }
4204         if (p->fprogram)
4205         {
4206                 CHECKCGERROR
4207                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4208                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4209                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4210                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4211                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4212                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4213                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4214                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4215                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4216                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4217                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4218                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4219                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4220                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4221                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4222                 p->fp_Texture_FogHeightTexture   = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4223                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4224                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4225                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4226                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4227                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4228                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4229                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4230                 p->fp_Texture_ShadowMapRect      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4231                 p->fp_Texture_ShadowMapCube      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4232                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4233                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4234                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4235                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4236                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4237                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4238                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4239                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4240                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4241                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4242                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4243                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4244                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4245                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4246                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4247                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4248                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4249                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4250                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4251                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4252                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4253                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4254                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4255                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4256                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4257                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4258                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4259                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4260                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4261                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4262                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4263                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4264                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4265                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4266                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4267                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4268                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4269                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4270                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4271                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4272                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4273                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4274                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4275                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4276                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4277                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4278                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4279                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4280                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4281                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4282                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4283                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4284                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4285                 CHECKCGERROR
4286         }
4287
4288         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4289                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4290         else
4291                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4292
4293         // free the strings
4294         if (vertstring)
4295                 Mem_Free(vertstring);
4296         if (geomstring)
4297                 Mem_Free(geomstring);
4298         if (fragstring)
4299                 Mem_Free(fragstring);
4300         if (vertexstring)
4301                 Mem_Free(vertexstring);
4302         if (geometrystring)
4303                 Mem_Free(geometrystring);
4304         if (fragmentstring)
4305                 Mem_Free(fragmentstring);
4306 }
4307
4308 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4309 {
4310         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4311         CHECKGLERROR
4312         CHECKCGERROR
4313         if (r_cg_permutation != perm)
4314         {
4315                 r_cg_permutation = perm;
4316                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4317                 {
4318                         if (!r_cg_permutation->compiled)
4319                                 R_CG_CompilePermutation(perm, mode, permutation);
4320                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4321                         {
4322                                 // remove features until we find a valid permutation
4323                                 int i;
4324                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4325                                 {
4326                                         // reduce i more quickly whenever it would not remove any bits
4327                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4328                                         if (!(permutation & j))
4329                                                 continue;
4330                                         permutation -= j;
4331                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4332                                         if (!r_cg_permutation->compiled)
4333                                                 R_CG_CompilePermutation(perm, mode, permutation);
4334                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4335                                                 break;
4336                                 }
4337                                 if (i >= SHADERPERMUTATION_COUNT)
4338                                 {
4339                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4340                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4341                                         return; // no bit left to clear, entire mode is broken
4342                                 }
4343                         }
4344                 }
4345                 CHECKGLERROR
4346                 CHECKCGERROR
4347                 if (r_cg_permutation->vprogram)
4348                 {
4349                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4350                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4351                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4352                 }
4353                 else
4354                 {
4355                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4356                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4357                 }
4358                 if (r_cg_permutation->fprogram)
4359                 {
4360                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4361                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4362                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4363                 }
4364                 else
4365                 {
4366                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4367                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4368                 }
4369         }
4370         CHECKCGERROR
4371         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4372         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4373         if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4374 }
4375
4376 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4377 {
4378         cgGLSetTextureParameter(param, R_GetTexture(tex));
4379         cgGLEnableTextureParameter(param);
4380 }
4381 #endif
4382
4383 void R_GLSL_Restart_f(void)
4384 {
4385         unsigned int i, limit;
4386         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4387                 Mem_Free(glslshaderstring);
4388         glslshaderstring = NULL;
4389         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4390                 Mem_Free(cgshaderstring);
4391         cgshaderstring = NULL;
4392         switch(vid.renderpath)
4393         {
4394         case RENDERPATH_GL20:
4395                 {
4396                         r_glsl_permutation_t *p;
4397                         r_glsl_permutation = NULL;
4398                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4399                         for (i = 0;i < limit;i++)
4400                         {
4401                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4402                                 {
4403                                         GL_Backend_FreeProgram(p->program);
4404                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4405                                 }
4406                         }
4407                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4408                 }
4409                 break;
4410         case RENDERPATH_CGGL:
4411 #ifdef SUPPORTCG
4412                 {
4413                         r_cg_permutation_t *p;
4414                         r_cg_permutation = NULL;
4415                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4416                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4417                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4418                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4419                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4420                         for (i = 0;i < limit;i++)
4421                         {
4422                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4423                                 {
4424                                         if (p->vprogram)
4425                                                 cgDestroyProgram(p->vprogram);
4426                                         if (p->fprogram)
4427                                                 cgDestroyProgram(p->fprogram);
4428                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4429                                 }
4430                         }
4431                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4432                 }
4433 #endif
4434                 break;
4435         case RENDERPATH_GL13:
4436         case RENDERPATH_GL11:
4437                 break;
4438         }
4439 }
4440
4441 void R_GLSL_DumpShader_f(void)
4442 {
4443         int i;
4444         qfile_t *file;
4445
4446         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4447         if (file)
4448         {
4449                 FS_Print(file, "/* The engine may define the following macros:\n");
4450                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4451                 for (i = 0;i < SHADERMODE_COUNT;i++)
4452                         FS_Print(file, glslshadermodeinfo[i].pretext);
4453                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4454                         FS_Print(file, shaderpermutationinfo[i].pretext);
4455                 FS_Print(file, "*/\n");
4456                 FS_Print(file, builtinshaderstring);
4457                 FS_Close(file);
4458                 Con_Printf("glsl/default.glsl written\n");
4459         }
4460         else
4461                 Con_Printf("failed to write to glsl/default.glsl\n");
4462
4463 #ifdef SUPPORTCG
4464         file = FS_OpenRealFile("cg/default.cg", "w", false);
4465         if (file)
4466         {
4467                 FS_Print(file, "/* The engine may define the following macros:\n");
4468                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4469                 for (i = 0;i < SHADERMODE_COUNT;i++)
4470                         FS_Print(file, cgshadermodeinfo[i].pretext);
4471                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4472                         FS_Print(file, shaderpermutationinfo[i].pretext);
4473                 FS_Print(file, "*/\n");
4474                 FS_Print(file, builtincgshaderstring);
4475                 FS_Close(file);
4476                 Con_Printf("cg/default.cg written\n");
4477         }
4478         else
4479                 Con_Printf("failed to write to cg/default.cg\n");
4480 #endif
4481 }
4482
4483 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4484 {
4485         if (!second)
4486                 texturemode = GL_MODULATE;
4487         switch (vid.renderpath)
4488         {
4489         case RENDERPATH_GL20:
4490                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4491                 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4492                 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4493                 break;
4494         case RENDERPATH_CGGL:
4495 #ifdef SUPPORTCG
4496                 CHECKCGERROR
4497                 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4498                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4499                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4500 #endif
4501                 break;
4502         case RENDERPATH_GL13:
4503                 R_Mesh_TexBind(0, first );
4504                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4505                 R_Mesh_TexBind(1, second);
4506                 if (second)
4507                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4508                 break;
4509         case RENDERPATH_GL11:
4510                 R_Mesh_TexBind(0, first );
4511                 break;
4512         }
4513 }
4514
4515 void R_SetupShader_DepthOrShadow(void)
4516 {
4517         switch (vid.renderpath)
4518         {
4519         case RENDERPATH_GL20:
4520                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4521                 break;
4522         case RENDERPATH_CGGL:
4523 #ifdef SUPPORTCG
4524                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4525 #endif
4526                 break;
4527         case RENDERPATH_GL13:
4528                 R_Mesh_TexBind(0, 0);
4529                 R_Mesh_TexBind(1, 0);
4530                 break;
4531         case RENDERPATH_GL11:
4532                 R_Mesh_TexBind(0, 0);
4533                 break;
4534         }
4535 }
4536
4537 void R_SetupShader_ShowDepth(void)
4538 {
4539         switch (vid.renderpath)
4540         {
4541         case RENDERPATH_GL20:
4542                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4543                 break;
4544         case RENDERPATH_CGGL:
4545 #ifdef SUPPORTCG
4546                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4547 #endif
4548                 break;
4549         case RENDERPATH_GL13:
4550                 break;
4551         case RENDERPATH_GL11:
4552                 break;
4553         }
4554 }
4555
4556 extern qboolean r_shadow_usingdeferredprepass;
4557 extern cvar_t r_shadow_deferred_8bitrange;
4558 extern rtexture_t *r_shadow_attenuationgradienttexture;
4559 extern rtexture_t *r_shadow_attenuation2dtexture;
4560 extern rtexture_t *r_shadow_attenuation3dtexture;
4561 extern qboolean r_shadow_usingshadowmaprect;
4562 extern qboolean r_shadow_usingshadowmapcube;
4563 extern qboolean r_shadow_usingshadowmap2d;
4564 extern qboolean r_shadow_usingshadowmaportho;
4565 extern float r_shadow_shadowmap_texturescale[2];
4566 extern float r_shadow_shadowmap_parameters[4];
4567 extern qboolean r_shadow_shadowmapvsdct;
4568 extern qboolean r_shadow_shadowmapsampler;
4569 extern int r_shadow_shadowmappcf;
4570 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4571 extern rtexture_t *r_shadow_shadowmap2dtexture;
4572 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4573 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4574 extern matrix4x4_t r_shadow_shadowmapmatrix;
4575 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4576 extern int r_shadow_prepass_width;
4577 extern int r_shadow_prepass_height;
4578 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4579 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4580 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4581 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4582 extern cvar_t gl_mesh_separatearrays;
4583 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)
4584 {
4585         // select a permutation of the lighting shader appropriate to this
4586         // combination of texture, entity, light source, and fogging, only use the
4587         // minimum features necessary to avoid wasting rendering time in the
4588         // fragment shader on features that are not being used
4589         unsigned int permutation = 0;
4590         unsigned int mode = 0;
4591         float m16f[16];
4592         if (rsurfacepass == RSURFPASS_BACKGROUND)
4593         {
4594                 // distorted background
4595                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4596                         mode = SHADERMODE_WATER;
4597                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4598                         mode = SHADERMODE_REFRACTION;
4599                 else
4600                 {
4601                         mode = SHADERMODE_GENERIC;
4602                         permutation |= SHADERPERMUTATION_DIFFUSE;
4603                 }
4604                 GL_AlphaTest(false);
4605                 GL_BlendFunc(GL_ONE, GL_ZERO);
4606         }
4607         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4608         {
4609                 if (r_glsl_offsetmapping.integer)
4610                 {
4611                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4612                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4613                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4614                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4615                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4616                         {
4617                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4618                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4619                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4620                         }
4621                 }
4622                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4623                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4624                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4625                         permutation |= SHADERPERMUTATION_ALPHAKILL;
4626                 // normalmap (deferred prepass), may use alpha test on diffuse
4627                 mode = SHADERMODE_DEFERREDGEOMETRY;
4628                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4629                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4630                 GL_AlphaTest(false);
4631                 GL_BlendFunc(GL_ONE, GL_ZERO);
4632         }
4633         else if (rsurfacepass == RSURFPASS_RTLIGHT)
4634         {
4635                 if (r_glsl_offsetmapping.integer)
4636                 {
4637                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4638                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4639                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4640                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4641                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4642                         {
4643                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4644                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4645                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4646                         }
4647                 }
4648                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4649                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4650                 // light source
4651                 mode = SHADERMODE_LIGHTSOURCE;
4652                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4653                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4654                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4655                         permutation |= SHADERPERMUTATION_CUBEFILTER;
4656                 if (diffusescale > 0)
4657                         permutation |= SHADERPERMUTATION_DIFFUSE;
4658                 if (specularscale > 0)
4659                 {
4660                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4661                         if (r_shadow_glossexact.integer)
4662                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4663                 }
4664                 if (r_refdef.fogenabled)
4665                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4666                 if (rsurface.texture->colormapping)
4667                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4668                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4669                 {
4670                         if (r_shadow_usingshadowmaprect)
4671                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4672                         if (r_shadow_usingshadowmap2d)
4673                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4674                         if (r_shadow_usingshadowmapcube)
4675                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4676                         else if(r_shadow_shadowmapvsdct)
4677                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4678
4679                         if (r_shadow_shadowmapsampler)
4680                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4681                         if (r_shadow_shadowmappcf > 1)
4682                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4683                         else if (r_shadow_shadowmappcf)
4684                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4685                 }
4686                 if (rsurface.texture->reflectmasktexture)
4687                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4688                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4689                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4690         }
4691         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4692         {
4693                 if (r_glsl_offsetmapping.integer)
4694                 {
4695                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4696                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4697                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4698                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4699                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4700                         {
4701                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4702                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4703                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4704                         }
4705                 }
4706                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4707                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4708                 // unshaded geometry (fullbright or ambient model lighting)
4709                 mode = SHADERMODE_FLATCOLOR;
4710                 ambientscale = diffusescale = specularscale = 0;
4711                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4712                         permutation |= SHADERPERMUTATION_GLOW;
4713                 if (r_refdef.fogenabled)
4714                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4715                 if (rsurface.texture->colormapping)
4716                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4717                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4718                 {
4719                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4720                         if (r_shadow_usingshadowmaprect)
4721                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4722                         if (r_shadow_usingshadowmap2d)
4723                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4724
4725                         if (r_shadow_shadowmapsampler)
4726                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4727                         if (r_shadow_shadowmappcf > 1)
4728                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4729                         else if (r_shadow_shadowmappcf)
4730                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4731                 }
4732                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4733                         permutation |= SHADERPERMUTATION_REFLECTION;
4734                 if (rsurface.texture->reflectmasktexture)
4735                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4736                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4737                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4738         }
4739         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4740         {
4741                 if (r_glsl_offsetmapping.integer)
4742                 {
4743                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4744                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4745                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4746                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4747                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4748                         {
4749                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4750                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4751                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4752                         }
4753                 }
4754                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4755                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4756                 // directional model lighting
4757                 mode = SHADERMODE_LIGHTDIRECTION;
4758                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4759                         permutation |= SHADERPERMUTATION_GLOW;
4760                 permutation |= SHADERPERMUTATION_DIFFUSE;
4761                 if (specularscale > 0)
4762                 {
4763                         permutation |= SHADERPERMUTATION_SPECULAR;
4764                         if (r_shadow_glossexact.integer)
4765                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4766                 }
4767                 if (r_refdef.fogenabled)
4768                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4769                 if (rsurface.texture->colormapping)
4770                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4771                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4772                 {
4773                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4774                         if (r_shadow_usingshadowmaprect)
4775                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4776                         if (r_shadow_usingshadowmap2d)
4777                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4778
4779                         if (r_shadow_shadowmapsampler)
4780                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4781                         if (r_shadow_shadowmappcf > 1)
4782                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4783                         else if (r_shadow_shadowmappcf)
4784                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4785                 }
4786                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4787                         permutation |= SHADERPERMUTATION_REFLECTION;
4788                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4789                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4790                 if (rsurface.texture->reflectmasktexture)
4791                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4792                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4793                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4794         }
4795         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4796         {
4797                 if (r_glsl_offsetmapping.integer)
4798                 {
4799                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4800                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4801                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4802                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4803                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4804                         {
4805                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4806                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4807                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4808                         }
4809                 }
4810                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4811                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4812                 // ambient model lighting
4813                 mode = SHADERMODE_LIGHTDIRECTION;
4814                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4815                         permutation |= SHADERPERMUTATION_GLOW;
4816                 if (r_refdef.fogenabled)
4817                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4818                 if (rsurface.texture->colormapping)
4819                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4820                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4821                 {
4822                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4823                         if (r_shadow_usingshadowmaprect)
4824                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4825                         if (r_shadow_usingshadowmap2d)
4826                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4827
4828                         if (r_shadow_shadowmapsampler)
4829                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4830                         if (r_shadow_shadowmappcf > 1)
4831                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4832                         else if (r_shadow_shadowmappcf)
4833                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4834                 }
4835                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4836                         permutation |= SHADERPERMUTATION_REFLECTION;
4837                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4838                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4839                 if (rsurface.texture->reflectmasktexture)
4840                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4841                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4842                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4843         }
4844         else
4845         {
4846                 if (r_glsl_offsetmapping.integer)
4847                 {
4848                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4849                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4850                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4851                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4852                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4853                         {
4854                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4855                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4856                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4857                         }
4858                 }
4859                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4860                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4861                 // lightmapped wall
4862                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4863                         permutation |= SHADERPERMUTATION_GLOW;
4864                 if (r_refdef.fogenabled)
4865                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4866                 if (rsurface.texture->colormapping)
4867                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4868                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4869                 {
4870                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4871                         if (r_shadow_usingshadowmaprect)
4872                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4873                         if (r_shadow_usingshadowmap2d)
4874                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4875
4876                         if (r_shadow_shadowmapsampler)
4877                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4878                         if (r_shadow_shadowmappcf > 1)
4879                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4880                         else if (r_shadow_shadowmappcf)
4881                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4882                 }
4883                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4884                         permutation |= SHADERPERMUTATION_REFLECTION;
4885                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4886                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4887                 if (rsurface.texture->reflectmasktexture)
4888                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4889                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4890                 {
4891                         // deluxemapping (light direction texture)
4892                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4893                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4894                         else
4895                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4896                         permutation |= SHADERPERMUTATION_DIFFUSE;
4897                         if (specularscale > 0)
4898                         {
4899                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4900                                 if (r_shadow_glossexact.integer)
4901                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4902                         }
4903                 }
4904                 else if (r_glsl_deluxemapping.integer >= 2)
4905                 {
4906                         // fake deluxemapping (uniform light direction in tangentspace)
4907                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4908                         permutation |= SHADERPERMUTATION_DIFFUSE;
4909                         if (specularscale > 0)
4910                         {
4911                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4912                                 if (r_shadow_glossexact.integer)
4913                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4914                         }
4915                 }
4916                 else if (rsurface.uselightmaptexture)
4917                 {
4918                         // ordinary lightmapping (q1bsp, q3bsp)
4919                         mode = SHADERMODE_LIGHTMAP;
4920                 }
4921                 else
4922                 {
4923                         // ordinary vertex coloring (q3bsp)
4924                         mode = SHADERMODE_VERTEXCOLOR;
4925                 }
4926                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4927                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4928         }
4929         switch(vid.renderpath)
4930         {
4931         case RENDERPATH_GL20:
4932                 if (gl_mesh_separatearrays.integer)
4933                 {
4934                         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);
4935                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
4936                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
4937                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
4938                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
4939                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
4940                         R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
4941                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
4942                 }
4943                 else
4944                 {
4945                         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);
4946                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
4947                 }
4948                 R_SetupShader_SetPermutationGLSL(mode, permutation);
4949                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4950                 if (mode == SHADERMODE_LIGHTSOURCE)
4951                 {
4952                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4953                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4954                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4955                         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);
4956                         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);
4957                         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);
4958         
4959                         // additive passes are only darkened by fog, not tinted
4960                         if (r_glsl_permutation->loc_FogColor >= 0)
4961                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4962                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4963                 }
4964                 else
4965                 {
4966                         if (mode == SHADERMODE_FLATCOLOR)
4967                         {
4968                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4969                         }
4970                         else if (mode == SHADERMODE_LIGHTDIRECTION)
4971                         {
4972                                 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]);
4973                                 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]);
4974                                 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);
4975                                 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);
4976                                 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);
4977                                 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]);
4978                                 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]);
4979                         }
4980                         else
4981                         {
4982                                 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]);
4983                                 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]);
4984                                 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);
4985                                 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);
4986                                 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);
4987                         }
4988                         // additive passes are only darkened by fog, not tinted
4989                         if (r_glsl_permutation->loc_FogColor >= 0)
4990                         {
4991                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4992                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4993                                 else
4994                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4995                         }
4996                         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);
4997                         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]);
4998                         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]);
4999                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
5000                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
5001                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5002                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5003                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5004                 }
5005                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5006                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5007                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5008                 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]);
5009                 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]);
5010
5011                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5012                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5013                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5014                 if (r_glsl_permutation->loc_Color_Pants >= 0)
5015                 {
5016                         if (rsurface.texture->pantstexture)
5017                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5018                         else
5019                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5020                 }
5021                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5022                 {
5023                         if (rsurface.texture->shirttexture)
5024                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5025                         else
5026                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5027                 }
5028                 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]);
5029                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5030                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5031                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5032                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5033                 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]);
5034                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5035
5036         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
5037         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
5038         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
5039                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5040                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5041                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5042                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5043                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5044                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5045                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5046                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5047                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5048                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5049                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5050                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5051                 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
5052                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5053                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_white                                     );
5054                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP         , r_texture_blanknormalmap                            );
5055                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5056                 if (r_glsl_permutation->loc_Texture_Refraction      >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , r_texture_white                                     );
5057                 if (r_glsl_permutation->loc_Texture_Reflection      >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , r_texture_white                                     );
5058                 if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5059                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5060                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5061                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5062                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5063                 {
5064                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
5065                         if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture                  );
5066                         if (rsurface.rtlight)
5067                         {
5068                                 if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5069                                 if (r_shadow_usingshadowmapcube)
5070                                         if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5071                                 if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5072                         }
5073                 }
5074                 CHECKGLERROR
5075                 break;
5076         case RENDERPATH_CGGL:
5077 #ifdef SUPPORTCG
5078                 if (gl_mesh_separatearrays.integer)
5079                 {
5080                         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);
5081                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5082                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5083                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5084                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5085                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5086                         R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5087                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5088                 }
5089                 else
5090                 {
5091                         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);
5092                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5093                 }
5094                 R_SetupShader_SetPermutationCG(mode, permutation);
5095                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5096                 if (mode == SHADERMODE_LIGHTSOURCE)
5097                 {
5098                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5099                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5100                 }
5101                 else
5102                 {
5103                         if (mode == SHADERMODE_LIGHTDIRECTION)
5104                         {
5105                                 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
5106                         }
5107                 }
5108                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5109                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5110                 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5111                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5112                 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
5113                 CHECKGLERROR
5114
5115                 if (mode == SHADERMODE_LIGHTSOURCE)
5116                 {
5117                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5118                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5119                         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
5120                         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
5121                         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
5122
5123                         // additive passes are only darkened by fog, not tinted
5124                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5125                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5126                 }
5127                 else
5128                 {
5129                         if (mode == SHADERMODE_FLATCOLOR)
5130                         {
5131                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5132                         }
5133                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5134                         {
5135                                 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
5136                                 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
5137                                 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
5138                                 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
5139                                 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
5140                                 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
5141                                 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
5142                         }
5143                         else
5144                         {
5145                                 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
5146                                 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
5147                                 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
5148                                 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
5149                                 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
5150                         }
5151                         // additive passes are only darkened by fog, not tinted
5152                         if (r_cg_permutation->fp_FogColor)
5153                         {
5154                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5155                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5156                                 else
5157                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5158                                 CHECKCGERROR
5159                         }
5160                         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
5161                         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
5162                         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
5163                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5164                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5165                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5166                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5167                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5168                 }
5169                 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
5170                 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
5171                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5172                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5173                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5174                 if (r_cg_permutation->fp_Color_Pants)
5175                 {
5176                         if (rsurface.texture->pantstexture)
5177                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5178                         else
5179                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5180                         CHECKCGERROR
5181                 }
5182                 if (r_cg_permutation->fp_Color_Shirt)
5183                 {
5184                         if (rsurface.texture->shirttexture)
5185                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5186                         else
5187                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5188                         CHECKCGERROR
5189                 }
5190                 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
5191                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5192                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5193                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5194                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5195                 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
5196                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5197
5198         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
5199         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
5200         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
5201                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
5202                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
5203                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
5204                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
5205                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
5206                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
5207                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
5208                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
5209                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
5210                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
5211                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
5212                 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
5213                 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture                         );CHECKCGERROR
5214                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
5215                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , r_texture_white                                     );CHECKCGERROR
5216                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , r_texture_blanknormalmap                            );CHECKCGERROR
5217                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5218                 if (r_cg_permutation->fp_Texture_Refraction     ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction     , r_texture_white                                     );CHECKCGERROR
5219                 if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , r_texture_white                                     );CHECKCGERROR
5220                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5221                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5222                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
5223                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
5224                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5225                 {
5226                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5227                         if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5228                         if (rsurface.rtlight)
5229                         {
5230                                 if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5231                                 if (r_shadow_usingshadowmapcube)
5232                                         if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5233                                 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5234                         }
5235                 }
5236
5237                 CHECKGLERROR
5238 #endif
5239                 break;
5240         case RENDERPATH_GL13:
5241         case RENDERPATH_GL11:
5242                 break;
5243         }
5244 }
5245
5246 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5247 {
5248         // select a permutation of the lighting shader appropriate to this
5249         // combination of texture, entity, light source, and fogging, only use the
5250         // minimum features necessary to avoid wasting rendering time in the
5251         // fragment shader on features that are not being used
5252         unsigned int permutation = 0;
5253         unsigned int mode = 0;
5254         const float *lightcolorbase = rtlight->currentcolor;
5255         float ambientscale = rtlight->ambientscale;
5256         float diffusescale = rtlight->diffusescale;
5257         float specularscale = rtlight->specularscale;
5258         // this is the location of the light in view space
5259         vec3_t viewlightorigin;
5260         // this transforms from view space (camera) to light space (cubemap)
5261         matrix4x4_t viewtolight;
5262         matrix4x4_t lighttoview;
5263         float viewtolight16f[16];
5264         float range = 1.0f / r_shadow_deferred_8bitrange.value;
5265         // light source
5266         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5267         if (rtlight->currentcubemap != r_texture_whitecube)
5268                 permutation |= SHADERPERMUTATION_CUBEFILTER;
5269         if (diffusescale > 0)
5270                 permutation |= SHADERPERMUTATION_DIFFUSE;
5271         if (specularscale > 0)
5272         {
5273                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5274                 if (r_shadow_glossexact.integer)
5275                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5276         }
5277         if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5278         {
5279                 if (r_shadow_usingshadowmaprect)
5280                         permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5281                 if (r_shadow_usingshadowmap2d)
5282                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5283                 if (r_shadow_usingshadowmapcube)
5284                         permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5285                 else if(r_shadow_shadowmapvsdct)
5286                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5287
5288                 if (r_shadow_shadowmapsampler)
5289                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5290                 if (r_shadow_shadowmappcf > 1)
5291                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5292                 else if (r_shadow_shadowmappcf)
5293                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5294         }
5295         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5296         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5297         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5298         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5299         switch(vid.renderpath)
5300         {
5301         case RENDERPATH_GL20:
5302                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5303                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5304                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
5305                 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);
5306                 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);
5307                 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);
5308                 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]);
5309                 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]);
5310                 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));
5311                 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]);
5312                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5313
5314                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
5315                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
5316                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
5317                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
5318                 if (r_glsl_permutation->loc_Texture_ShadowMapRect     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
5319                 if (r_shadow_usingshadowmapcube)
5320                         if (r_glsl_permutation->loc_Texture_ShadowMapCube     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5321                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
5322                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
5323                 break;
5324         case RENDERPATH_CGGL:
5325 #ifdef SUPPORTCG
5326                 R_SetupShader_SetPermutationCG(mode, permutation);
5327                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5328                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5329                 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
5330                 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
5331                 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
5332                 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
5333                 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
5334                 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
5335                 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
5336                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5337
5338                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5339                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5340                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5341                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5342                 if (r_cg_permutation->fp_Texture_ShadowMapRect    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5343                 if (r_shadow_usingshadowmapcube)
5344                         if (r_cg_permutation->fp_Texture_ShadowMapCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5345                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5346                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5347 #endif
5348                 break;
5349         case RENDERPATH_GL13:
5350         case RENDERPATH_GL11:
5351                 break;
5352         }
5353 }
5354
5355 #define SKINFRAME_HASH 1024
5356
5357 typedef struct
5358 {
5359         int loadsequence; // incremented each level change
5360         memexpandablearray_t array;
5361         skinframe_t *hash[SKINFRAME_HASH];
5362 }
5363 r_skinframe_t;
5364 r_skinframe_t r_skinframe;
5365
5366 void R_SkinFrame_PrepareForPurge(void)
5367 {
5368         r_skinframe.loadsequence++;
5369         // wrap it without hitting zero
5370         if (r_skinframe.loadsequence >= 200)
5371                 r_skinframe.loadsequence = 1;
5372 }
5373
5374 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5375 {
5376         if (!skinframe)
5377                 return;
5378         // mark the skinframe as used for the purging code
5379         skinframe->loadsequence = r_skinframe.loadsequence;
5380 }
5381
5382 void R_SkinFrame_Purge(void)
5383 {
5384         int i;
5385         skinframe_t *s;
5386         for (i = 0;i < SKINFRAME_HASH;i++)
5387         {
5388                 for (s = r_skinframe.hash[i];s;s = s->next)
5389                 {
5390                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5391                         {
5392                                 if (s->merged == s->base)
5393                                         s->merged = NULL;
5394                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5395                                 R_PurgeTexture(s->stain );s->stain  = NULL;
5396                                 R_PurgeTexture(s->merged);s->merged = NULL;
5397                                 R_PurgeTexture(s->base  );s->base   = NULL;
5398                                 R_PurgeTexture(s->pants );s->pants  = NULL;
5399                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
5400                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
5401                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
5402                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
5403                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
5404                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
5405                                 s->loadsequence = 0;
5406                         }
5407                 }
5408         }
5409 }
5410
5411 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5412         skinframe_t *item;
5413         char basename[MAX_QPATH];
5414
5415         Image_StripImageExtension(name, basename, sizeof(basename));
5416
5417         if( last == NULL ) {
5418                 int hashindex;
5419                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5420                 item = r_skinframe.hash[hashindex];
5421         } else {
5422                 item = last->next;
5423         }
5424
5425         // linearly search through the hash bucket
5426         for( ; item ; item = item->next ) {
5427                 if( !strcmp( item->basename, basename ) ) {
5428                         return item;
5429                 }
5430         }
5431         return NULL;
5432 }
5433
5434 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5435 {
5436         skinframe_t *item;
5437         int hashindex;
5438         char basename[MAX_QPATH];
5439
5440         Image_StripImageExtension(name, basename, sizeof(basename));
5441
5442         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5443         for (item = r_skinframe.hash[hashindex];item;item = item->next)
5444                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5445                         break;
5446
5447         if (!item) {
5448                 rtexture_t *dyntexture;
5449                 // check whether its a dynamic texture
5450                 dyntexture = CL_GetDynTexture( basename );
5451                 if (!add && !dyntexture)
5452                         return NULL;
5453                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5454                 memset(item, 0, sizeof(*item));
5455                 strlcpy(item->basename, basename, sizeof(item->basename));
5456                 item->base = dyntexture; // either NULL or dyntexture handle
5457                 item->textureflags = textureflags;
5458                 item->comparewidth = comparewidth;
5459                 item->compareheight = compareheight;
5460                 item->comparecrc = comparecrc;
5461                 item->next = r_skinframe.hash[hashindex];
5462                 r_skinframe.hash[hashindex] = item;
5463         }
5464         else if( item->base == NULL )
5465         {
5466                 rtexture_t *dyntexture;
5467                 // check whether its a dynamic texture
5468                 // 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]
5469                 dyntexture = CL_GetDynTexture( basename );
5470                 item->base = dyntexture; // either NULL or dyntexture handle
5471         }
5472
5473         R_SkinFrame_MarkUsed(item);
5474         return item;
5475 }
5476
5477 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5478         { \
5479                 unsigned long long avgcolor[5], wsum; \
5480                 int pix, comp, w; \
5481                 avgcolor[0] = 0; \
5482                 avgcolor[1] = 0; \
5483                 avgcolor[2] = 0; \
5484                 avgcolor[3] = 0; \
5485                 avgcolor[4] = 0; \
5486                 wsum = 0; \
5487                 for(pix = 0; pix < cnt; ++pix) \
5488                 { \
5489                         w = 0; \
5490                         for(comp = 0; comp < 3; ++comp) \
5491                                 w += getpixel; \
5492                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5493                         { \
5494                                 ++wsum; \
5495                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5496                                 w = getpixel; \
5497                                 for(comp = 0; comp < 3; ++comp) \
5498                                         avgcolor[comp] += getpixel * w; \
5499                                 avgcolor[3] += w; \
5500                         } \
5501                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5502                         avgcolor[4] += getpixel; \
5503                 } \
5504                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5505                         avgcolor[3] = 1; \
5506                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5507                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5508                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5509                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5510         }
5511
5512 extern cvar_t gl_picmip;
5513 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5514 {
5515         int j;
5516         unsigned char *pixels;
5517         unsigned char *bumppixels;
5518         unsigned char *basepixels = NULL;
5519         int basepixels_width = 0;
5520         int basepixels_height = 0;
5521         skinframe_t *skinframe;
5522         rtexture_t *ddsbase = NULL;
5523         qboolean ddshasalpha = false;
5524         float ddsavgcolor[4];
5525         char basename[MAX_QPATH];
5526         int miplevel = R_PicmipForFlags(textureflags);
5527         int savemiplevel = miplevel;
5528         int mymiplevel;
5529
5530         if (cls.state == ca_dedicated)
5531                 return NULL;
5532
5533         // return an existing skinframe if already loaded
5534         // if loading of the first image fails, don't make a new skinframe as it
5535         // would cause all future lookups of this to be missing
5536         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5537         if (skinframe && skinframe->base)
5538                 return skinframe;
5539
5540         Image_StripImageExtension(name, basename, sizeof(basename));
5541
5542         // check for DDS texture file first
5543         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
5544         {
5545                 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
5546                 if (basepixels == NULL)
5547                         return NULL;
5548         }
5549
5550         // FIXME handle miplevel
5551
5552         if (developer_loading.integer)
5553                 Con_Printf("loading skin \"%s\"\n", name);
5554
5555         // we've got some pixels to store, so really allocate this new texture now
5556         if (!skinframe)
5557                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5558         skinframe->stain = NULL;
5559         skinframe->merged = NULL;
5560         skinframe->base = NULL;
5561         skinframe->pants = NULL;
5562         skinframe->shirt = NULL;
5563         skinframe->nmap = NULL;
5564         skinframe->gloss = NULL;
5565         skinframe->glow = NULL;
5566         skinframe->fog = NULL;
5567         skinframe->reflect = NULL;
5568         skinframe->hasalpha = false;
5569
5570         if (ddsbase)
5571         {
5572                 skinframe->base = ddsbase;
5573                 skinframe->hasalpha = ddshasalpha;
5574                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5575                 if (r_loadfog && skinframe->hasalpha)
5576                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
5577                 //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]);
5578         }
5579         else
5580         {
5581                 basepixels_width = image_width;
5582                 basepixels_height = image_height;
5583                 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);
5584                 if (textureflags & TEXF_ALPHA)
5585                 {
5586                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5587                         {
5588                                 if (basepixels[j] < 255)
5589                                 {
5590                                         skinframe->hasalpha = true;
5591                                         break;
5592                                 }
5593                         }
5594                         if (r_loadfog && skinframe->hasalpha)
5595                         {
5596                                 // has transparent pixels
5597                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5598                                 for (j = 0;j < image_width * image_height * 4;j += 4)
5599                                 {
5600                                         pixels[j+0] = 255;
5601                                         pixels[j+1] = 255;
5602                                         pixels[j+2] = 255;
5603                                         pixels[j+3] = basepixels[j+3];
5604                                 }
5605                                 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);
5606                                 Mem_Free(pixels);
5607                         }
5608                 }
5609                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5610                 //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]);
5611                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5612                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5613                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5614                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5615         }
5616
5617         if (r_loaddds)
5618         {
5619                 mymiplevel = savemiplevel;
5620                 if (r_loadnormalmap)
5621                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, mymiplevel);
5622                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5623                 if (r_loadgloss)
5624                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5625                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5626                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5627                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5628         }
5629
5630         // _norm is the name used by tenebrae and has been adopted as standard
5631         if (r_loadnormalmap && skinframe->nmap == NULL)
5632         {
5633                 mymiplevel = savemiplevel;
5634                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5635                 {
5636                         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);
5637                         Mem_Free(pixels);
5638                         pixels = NULL;
5639                 }
5640                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5641                 {
5642                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5643                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5644                         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);
5645                         Mem_Free(pixels);
5646                         Mem_Free(bumppixels);
5647                 }
5648                 else if (r_shadow_bumpscale_basetexture.value > 0)
5649                 {
5650                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5651                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5652                         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);
5653                         Mem_Free(pixels);
5654                 }
5655                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5656                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5657         }
5658
5659         // _luma is supported only for tenebrae compatibility
5660         // _glow is the preferred name
5661         mymiplevel = savemiplevel;
5662         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel))))
5663         {
5664                 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);
5665                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5666                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5667                 Mem_Free(pixels);pixels = NULL;
5668         }
5669
5670         mymiplevel = savemiplevel;
5671         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
5672         {
5673                 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);
5674                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5675                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5676                 Mem_Free(pixels);
5677                 pixels = NULL;
5678         }
5679
5680         mymiplevel = savemiplevel;
5681         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
5682         {
5683                 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);
5684                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5685                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5686                 Mem_Free(pixels);
5687                 pixels = NULL;
5688         }
5689
5690         mymiplevel = savemiplevel;
5691         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
5692         {
5693                 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);
5694                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5695                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5696                 Mem_Free(pixels);
5697                 pixels = NULL;
5698         }
5699
5700         mymiplevel = savemiplevel;
5701         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
5702         {
5703                 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);
5704                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5705                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5706                 Mem_Free(pixels);
5707                 pixels = NULL;
5708         }
5709
5710         if (basepixels)
5711                 Mem_Free(basepixels);
5712
5713         return skinframe;
5714 }
5715
5716 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5717 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5718 {
5719         int i;
5720         unsigned char *temp1, *temp2;
5721         skinframe_t *skinframe;
5722
5723         if (cls.state == ca_dedicated)
5724                 return NULL;
5725
5726         // if already loaded just return it, otherwise make a new skinframe
5727         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5728         if (skinframe && skinframe->base)
5729                 return skinframe;
5730
5731         skinframe->stain = NULL;
5732         skinframe->merged = NULL;
5733         skinframe->base = NULL;
5734         skinframe->pants = NULL;
5735         skinframe->shirt = NULL;
5736         skinframe->nmap = NULL;
5737         skinframe->gloss = NULL;
5738         skinframe->glow = NULL;
5739         skinframe->fog = NULL;
5740         skinframe->reflect = NULL;
5741         skinframe->hasalpha = false;
5742
5743         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5744         if (!skindata)
5745                 return NULL;
5746
5747         if (developer_loading.integer)
5748                 Con_Printf("loading 32bit skin \"%s\"\n", name);
5749
5750         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5751         {
5752                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5753                 temp2 = temp1 + width * height * 4;
5754                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5755                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, -1, NULL);
5756                 Mem_Free(temp1);
5757         }
5758         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, -1, NULL);
5759         if (textureflags & TEXF_ALPHA)
5760         {
5761                 for (i = 3;i < width * height * 4;i += 4)
5762                 {
5763                         if (skindata[i] < 255)
5764                         {
5765                                 skinframe->hasalpha = true;
5766                                 break;
5767                         }
5768                 }
5769                 if (r_loadfog && skinframe->hasalpha)
5770                 {
5771                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5772                         memcpy(fogpixels, skindata, width * height * 4);
5773                         for (i = 0;i < width * height * 4;i += 4)
5774                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5775                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, -1, NULL);
5776                         Mem_Free(fogpixels);
5777                 }
5778         }
5779
5780         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5781         //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]);
5782
5783         return skinframe;
5784 }
5785
5786 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5787 {
5788         int i;
5789         int featuresmask;
5790         skinframe_t *skinframe;
5791
5792         if (cls.state == ca_dedicated)
5793                 return NULL;
5794
5795         // if already loaded just return it, otherwise make a new skinframe
5796         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5797         if (skinframe && skinframe->base)
5798                 return skinframe;
5799
5800         skinframe->stain = NULL;
5801         skinframe->merged = NULL;
5802         skinframe->base = NULL;
5803         skinframe->pants = NULL;
5804         skinframe->shirt = NULL;
5805         skinframe->nmap = NULL;
5806         skinframe->gloss = NULL;
5807         skinframe->glow = NULL;
5808         skinframe->fog = NULL;
5809         skinframe->reflect = NULL;
5810         skinframe->hasalpha = false;
5811
5812         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5813         if (!skindata)
5814                 return NULL;
5815
5816         if (developer_loading.integer)
5817                 Con_Printf("loading quake skin \"%s\"\n", name);
5818
5819         // 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)
5820         skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height);
5821         memcpy(skinframe->qpixels, skindata, width*height);
5822         skinframe->qwidth = width;
5823         skinframe->qheight = height;
5824
5825         featuresmask = 0;
5826         for (i = 0;i < width * height;i++)
5827                 featuresmask |= palette_featureflags[skindata[i]];
5828
5829         skinframe->hasalpha = false;
5830         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5831         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5832         skinframe->qgeneratemerged = true;
5833         skinframe->qgeneratebase = skinframe->qhascolormapping;
5834         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5835
5836         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5837         //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]);
5838
5839         return skinframe;
5840 }
5841
5842 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5843 {
5844         int width;
5845         int height;
5846         unsigned char *skindata;
5847
5848         if (!skinframe->qpixels)
5849                 return;
5850
5851         if (!skinframe->qhascolormapping)
5852                 colormapped = false;
5853
5854         if (colormapped)
5855         {
5856                 if (!skinframe->qgeneratebase)
5857                         return;
5858         }
5859         else
5860         {
5861                 if (!skinframe->qgeneratemerged)
5862                         return;
5863         }
5864
5865         width = skinframe->qwidth;
5866         height = skinframe->qheight;
5867         skindata = skinframe->qpixels;
5868
5869         if (skinframe->qgeneratenmap)
5870         {
5871                 unsigned char *temp1, *temp2;
5872                 skinframe->qgeneratenmap = false;
5873                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5874                 temp2 = temp1 + width * height * 4;
5875                 // use either a custom palette or the quake palette
5876                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5877                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5878                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, -1, NULL);
5879                 Mem_Free(temp1);
5880         }
5881
5882         if (skinframe->qgenerateglow)
5883         {
5884                 skinframe->qgenerateglow = false;
5885                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
5886         }
5887
5888         if (colormapped)
5889         {
5890                 skinframe->qgeneratebase = false;
5891                 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);
5892                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
5893                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
5894         }
5895         else
5896         {
5897                 skinframe->qgeneratemerged = false;
5898                 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);
5899         }
5900
5901         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5902         {
5903                 Mem_Free(skinframe->qpixels);
5904                 skinframe->qpixels = NULL;
5905         }
5906 }
5907
5908 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)
5909 {
5910         int i;
5911         skinframe_t *skinframe;
5912
5913         if (cls.state == ca_dedicated)
5914                 return NULL;
5915
5916         // if already loaded just return it, otherwise make a new skinframe
5917         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5918         if (skinframe && skinframe->base)
5919                 return skinframe;
5920
5921         skinframe->stain = NULL;
5922         skinframe->merged = NULL;
5923         skinframe->base = NULL;
5924         skinframe->pants = NULL;
5925         skinframe->shirt = NULL;
5926         skinframe->nmap = NULL;
5927         skinframe->gloss = NULL;
5928         skinframe->glow = NULL;
5929         skinframe->fog = NULL;
5930         skinframe->reflect = NULL;
5931         skinframe->hasalpha = false;
5932
5933         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5934         if (!skindata)
5935                 return NULL;
5936
5937         if (developer_loading.integer)
5938                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5939
5940         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette);
5941         if (textureflags & TEXF_ALPHA)
5942         {
5943                 for (i = 0;i < width * height;i++)
5944                 {
5945                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5946                         {
5947                                 skinframe->hasalpha = true;
5948                                 break;
5949                         }
5950                 }
5951                 if (r_loadfog && skinframe->hasalpha)
5952                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, alphapalette);
5953         }
5954
5955         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5956         //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]);
5957
5958         return skinframe;
5959 }
5960
5961 skinframe_t *R_SkinFrame_LoadMissing(void)
5962 {
5963         skinframe_t *skinframe;
5964
5965         if (cls.state == ca_dedicated)
5966                 return NULL;
5967
5968         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5969         skinframe->stain = NULL;
5970         skinframe->merged = NULL;
5971         skinframe->base = NULL;
5972         skinframe->pants = NULL;
5973         skinframe->shirt = NULL;
5974         skinframe->nmap = NULL;
5975         skinframe->gloss = NULL;
5976         skinframe->glow = NULL;
5977         skinframe->fog = NULL;
5978         skinframe->reflect = NULL;
5979         skinframe->hasalpha = false;
5980
5981         skinframe->avgcolor[0] = rand() / RAND_MAX;
5982         skinframe->avgcolor[1] = rand() / RAND_MAX;
5983         skinframe->avgcolor[2] = rand() / RAND_MAX;
5984         skinframe->avgcolor[3] = 1;
5985
5986         return skinframe;
5987 }
5988
5989 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5990 typedef struct suffixinfo_s
5991 {
5992         char *suffix;
5993         qboolean flipx, flipy, flipdiagonal;
5994 }
5995 suffixinfo_t;
5996 static suffixinfo_t suffix[3][6] =
5997 {
5998         {
5999                 {"px",   false, false, false},
6000                 {"nx",   false, false, false},
6001                 {"py",   false, false, false},
6002                 {"ny",   false, false, false},
6003                 {"pz",   false, false, false},
6004                 {"nz",   false, false, false}
6005         },
6006         {
6007                 {"posx", false, false, false},
6008                 {"negx", false, false, false},
6009                 {"posy", false, false, false},
6010                 {"negy", false, false, false},
6011                 {"posz", false, false, false},
6012                 {"negz", false, false, false}
6013         },
6014         {
6015                 {"rt",    true, false,  true},
6016                 {"lf",   false,  true,  true},
6017                 {"ft",    true,  true, false},
6018                 {"bk",   false, false, false},
6019                 {"up",    true, false,  true},
6020                 {"dn",    true, false,  true}
6021         }
6022 };
6023
6024 static int componentorder[4] = {0, 1, 2, 3};
6025
6026 rtexture_t *R_LoadCubemap(const char *basename)
6027 {
6028         int i, j, cubemapsize;
6029         unsigned char *cubemappixels, *image_buffer;
6030         rtexture_t *cubemaptexture;
6031         char name[256];
6032         // must start 0 so the first loadimagepixels has no requested width/height
6033         cubemapsize = 0;
6034         cubemappixels = NULL;
6035         cubemaptexture = NULL;
6036         // keep trying different suffix groups (posx, px, rt) until one loads
6037         for (j = 0;j < 3 && !cubemappixels;j++)
6038         {
6039                 // load the 6 images in the suffix group
6040                 for (i = 0;i < 6;i++)
6041                 {
6042                         // generate an image name based on the base and and suffix
6043                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6044                         // load it
6045                         if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
6046                         {
6047                                 // an image loaded, make sure width and height are equal
6048                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6049                                 {
6050                                         // if this is the first image to load successfully, allocate the cubemap memory
6051                                         if (!cubemappixels && image_width >= 1)
6052                                         {
6053                                                 cubemapsize = image_width;
6054                                                 // note this clears to black, so unavailable sides are black
6055                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6056                                         }
6057                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6058                                         if (cubemappixels)
6059                                                 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);
6060                                 }
6061                                 else
6062                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6063                                 // free the image
6064                                 Mem_Free(image_buffer);
6065                         }
6066                 }
6067         }
6068         // if a cubemap loaded, upload it
6069         if (cubemappixels)
6070         {
6071                 if (developer_loading.integer)
6072                         Con_Printf("loading cubemap \"%s\"\n", basename);
6073
6074                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6075                 Mem_Free(cubemappixels);
6076         }
6077         else
6078         {
6079                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6080                 if (developer_loading.integer)
6081                 {
6082                         Con_Printf("(tried tried images ");
6083                         for (j = 0;j < 3;j++)
6084                                 for (i = 0;i < 6;i++)
6085                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6086                         Con_Print(" and was unable to find any of them).\n");
6087                 }
6088         }
6089         return cubemaptexture;
6090 }
6091
6092 rtexture_t *R_GetCubemap(const char *basename)
6093 {
6094         int i;
6095         for (i = 0;i < r_texture_numcubemaps;i++)
6096                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6097                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6098         if (i >= MAX_CUBEMAPS)
6099                 return r_texture_whitecube;
6100         r_texture_numcubemaps++;
6101         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6102         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6103         return r_texture_cubemaps[i].texture;
6104 }
6105
6106 void R_FreeCubemaps(void)
6107 {
6108         int i;
6109         for (i = 0;i < r_texture_numcubemaps;i++)
6110         {
6111                 if (developer_loading.integer)
6112                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6113                 if (r_texture_cubemaps[i].texture)
6114                         R_FreeTexture(r_texture_cubemaps[i].texture);
6115         }
6116         r_texture_numcubemaps = 0;
6117 }
6118
6119 void R_Main_FreeViewCache(void)
6120 {
6121         if (r_refdef.viewcache.entityvisible)
6122                 Mem_Free(r_refdef.viewcache.entityvisible);
6123         if (r_refdef.viewcache.world_pvsbits)
6124                 Mem_Free(r_refdef.viewcache.world_pvsbits);
6125         if (r_refdef.viewcache.world_leafvisible)
6126                 Mem_Free(r_refdef.viewcache.world_leafvisible);
6127         if (r_refdef.viewcache.world_surfacevisible)
6128                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6129         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6130 }
6131
6132 void R_Main_ResizeViewCache(void)
6133 {
6134         int numentities = r_refdef.scene.numentities;
6135         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6136         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6137         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6138         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6139         if (r_refdef.viewcache.maxentities < numentities)
6140         {
6141                 r_refdef.viewcache.maxentities = numentities;
6142                 if (r_refdef.viewcache.entityvisible)
6143                         Mem_Free(r_refdef.viewcache.entityvisible);
6144                 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6145         }
6146         if (r_refdef.viewcache.world_numclusters != numclusters)
6147         {
6148                 r_refdef.viewcache.world_numclusters = numclusters;
6149                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6150                 if (r_refdef.viewcache.world_pvsbits)
6151                         Mem_Free(r_refdef.viewcache.world_pvsbits);
6152                 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6153         }
6154         if (r_refdef.viewcache.world_numleafs != numleafs)
6155         {
6156                 r_refdef.viewcache.world_numleafs = numleafs;
6157                 if (r_refdef.viewcache.world_leafvisible)
6158                         Mem_Free(r_refdef.viewcache.world_leafvisible);
6159                 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6160         }
6161         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6162         {
6163                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6164                 if (r_refdef.viewcache.world_surfacevisible)
6165                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
6166                 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6167         }
6168 }
6169
6170 extern rtexture_t *loadingscreentexture;
6171 void gl_main_start(void)
6172 {
6173         loadingscreentexture = NULL;
6174         r_texture_blanknormalmap = NULL;
6175         r_texture_white = NULL;
6176         r_texture_grey128 = NULL;
6177         r_texture_black = NULL;
6178         r_texture_whitecube = NULL;
6179         r_texture_normalizationcube = NULL;
6180         r_texture_fogattenuation = NULL;
6181         r_texture_fogheighttexture = NULL;
6182         r_texture_gammaramps = NULL;
6183         r_texture_numcubemaps = 0;
6184
6185         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6186         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6187
6188         switch(vid.renderpath)
6189         {
6190         case RENDERPATH_GL20:
6191         case RENDERPATH_CGGL:
6192                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6193                 Cvar_SetValueQuick(&gl_combine, 1);
6194                 Cvar_SetValueQuick(&r_glsl, 1);
6195                 r_loadnormalmap = true;
6196                 r_loadgloss = true;
6197                 r_loadfog = false;
6198                 break;
6199         case RENDERPATH_GL13:
6200                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6201                 Cvar_SetValueQuick(&gl_combine, 1);
6202                 Cvar_SetValueQuick(&r_glsl, 0);
6203                 r_loadnormalmap = false;
6204                 r_loadgloss = false;
6205                 r_loadfog = true;
6206                 break;
6207         case RENDERPATH_GL11:
6208                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6209                 Cvar_SetValueQuick(&gl_combine, 0);
6210                 Cvar_SetValueQuick(&r_glsl, 0);
6211                 r_loadnormalmap = false;
6212                 r_loadgloss = false;
6213                 r_loadfog = true;
6214                 break;
6215         }
6216
6217         R_AnimCache_Free();
6218         R_FrameData_Reset();
6219
6220         r_numqueries = 0;
6221         r_maxqueries = 0;
6222         memset(r_queries, 0, sizeof(r_queries));
6223
6224         r_qwskincache = NULL;
6225         r_qwskincache_size = 0;
6226
6227         // set up r_skinframe loading system for textures
6228         memset(&r_skinframe, 0, sizeof(r_skinframe));
6229         r_skinframe.loadsequence = 1;
6230         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6231
6232         r_main_texturepool = R_AllocTexturePool();
6233         R_BuildBlankTextures();
6234         R_BuildNoTexture();
6235         if (vid.support.arb_texture_cube_map)
6236         {
6237                 R_BuildWhiteCube();
6238                 R_BuildNormalizationCube();
6239         }
6240         r_texture_fogattenuation = NULL;
6241         r_texture_fogheighttexture = NULL;
6242         r_texture_gammaramps = NULL;
6243         //r_texture_fogintensity = NULL;
6244         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6245         memset(&r_waterstate, 0, sizeof(r_waterstate));
6246         r_glsl_permutation = NULL;
6247         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6248         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6249         glslshaderstring = NULL;
6250 #ifdef SUPPORTCG
6251         r_cg_permutation = NULL;
6252         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6253         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6254         cgshaderstring = NULL;
6255 #endif
6256         memset(&r_svbsp, 0, sizeof (r_svbsp));
6257
6258         r_refdef.fogmasktable_density = 0;
6259 }
6260
6261 void gl_main_shutdown(void)
6262 {
6263         R_AnimCache_Free();
6264         R_FrameData_Reset();
6265
6266         R_Main_FreeViewCache();
6267
6268         if (r_maxqueries)
6269                 qglDeleteQueriesARB(r_maxqueries, r_queries);
6270
6271         r_numqueries = 0;
6272         r_maxqueries = 0;
6273         memset(r_queries, 0, sizeof(r_queries));
6274
6275         r_qwskincache = NULL;
6276         r_qwskincache_size = 0;
6277
6278         // clear out the r_skinframe state
6279         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6280         memset(&r_skinframe, 0, sizeof(r_skinframe));
6281
6282         if (r_svbsp.nodes)
6283                 Mem_Free(r_svbsp.nodes);
6284         memset(&r_svbsp, 0, sizeof (r_svbsp));
6285         R_FreeTexturePool(&r_main_texturepool);
6286         loadingscreentexture = NULL;
6287         r_texture_blanknormalmap = NULL;
6288         r_texture_white = NULL;
6289         r_texture_grey128 = NULL;
6290         r_texture_black = NULL;
6291         r_texture_whitecube = NULL;
6292         r_texture_normalizationcube = NULL;
6293         r_texture_fogattenuation = NULL;
6294         r_texture_fogheighttexture = NULL;
6295         r_texture_gammaramps = NULL;
6296         r_texture_numcubemaps = 0;
6297         //r_texture_fogintensity = NULL;
6298         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6299         memset(&r_waterstate, 0, sizeof(r_waterstate));
6300         r_glsl_permutation = NULL;
6301         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6302         glslshaderstring = NULL;
6303 #ifdef SUPPORTCG
6304         r_cg_permutation = NULL;
6305         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6306         cgshaderstring = NULL;
6307 #endif
6308         R_GLSL_Restart_f();
6309 }
6310
6311 extern void CL_ParseEntityLump(char *entitystring);
6312 void gl_main_newmap(void)
6313 {
6314         // FIXME: move this code to client
6315         char *entities, entname[MAX_QPATH];
6316         if (r_qwskincache)
6317                 Mem_Free(r_qwskincache);
6318         r_qwskincache = NULL;
6319         r_qwskincache_size = 0;
6320         if (cl.worldmodel)
6321         {
6322                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
6323                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6324                 {
6325                         CL_ParseEntityLump(entities);
6326                         Mem_Free(entities);
6327                         return;
6328                 }
6329                 if (cl.worldmodel->brush.entities)
6330                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
6331         }
6332         R_Main_FreeViewCache();
6333
6334         R_FrameData_Reset();
6335 }
6336
6337 void GL_Main_Init(void)
6338 {
6339         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6340
6341         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6342         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6343         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6344         if (gamemode == GAME_NEHAHRA)
6345         {
6346                 Cvar_RegisterVariable (&gl_fogenable);
6347                 Cvar_RegisterVariable (&gl_fogdensity);
6348                 Cvar_RegisterVariable (&gl_fogred);
6349                 Cvar_RegisterVariable (&gl_foggreen);
6350                 Cvar_RegisterVariable (&gl_fogblue);
6351                 Cvar_RegisterVariable (&gl_fogstart);
6352                 Cvar_RegisterVariable (&gl_fogend);
6353                 Cvar_RegisterVariable (&gl_skyclip);
6354         }
6355         Cvar_RegisterVariable(&r_motionblur);
6356         Cvar_RegisterVariable(&r_motionblur_maxblur);
6357         Cvar_RegisterVariable(&r_motionblur_bmin);
6358         Cvar_RegisterVariable(&r_motionblur_vmin);
6359         Cvar_RegisterVariable(&r_motionblur_vmax);
6360         Cvar_RegisterVariable(&r_motionblur_vcoeff);
6361         Cvar_RegisterVariable(&r_motionblur_randomize);
6362         Cvar_RegisterVariable(&r_damageblur);
6363         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6364         Cvar_RegisterVariable(&r_equalize_entities_minambient);
6365         Cvar_RegisterVariable(&r_equalize_entities_by);
6366         Cvar_RegisterVariable(&r_equalize_entities_to);
6367         Cvar_RegisterVariable(&r_depthfirst);
6368         Cvar_RegisterVariable(&r_useinfinitefarclip);
6369         Cvar_RegisterVariable(&r_farclip_base);
6370         Cvar_RegisterVariable(&r_farclip_world);
6371         Cvar_RegisterVariable(&r_nearclip);
6372         Cvar_RegisterVariable(&r_showbboxes);
6373         Cvar_RegisterVariable(&r_showsurfaces);
6374         Cvar_RegisterVariable(&r_showtris);
6375         Cvar_RegisterVariable(&r_shownormals);
6376         Cvar_RegisterVariable(&r_showlighting);
6377         Cvar_RegisterVariable(&r_showshadowvolumes);
6378         Cvar_RegisterVariable(&r_showcollisionbrushes);
6379         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6380         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6381         Cvar_RegisterVariable(&r_showdisabledepthtest);
6382         Cvar_RegisterVariable(&r_drawportals);
6383         Cvar_RegisterVariable(&r_drawentities);
6384         Cvar_RegisterVariable(&r_draw2d);
6385         Cvar_RegisterVariable(&r_drawworld);
6386         Cvar_RegisterVariable(&r_cullentities_trace);
6387         Cvar_RegisterVariable(&r_cullentities_trace_samples);
6388         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6389         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6390         Cvar_RegisterVariable(&r_cullentities_trace_delay);
6391         Cvar_RegisterVariable(&r_drawviewmodel);
6392         Cvar_RegisterVariable(&r_drawexteriormodel);
6393         Cvar_RegisterVariable(&r_speeds);
6394         Cvar_RegisterVariable(&r_fullbrights);
6395         Cvar_RegisterVariable(&r_wateralpha);
6396         Cvar_RegisterVariable(&r_dynamic);
6397         Cvar_RegisterVariable(&r_fullbright);
6398         Cvar_RegisterVariable(&r_shadows);
6399         Cvar_RegisterVariable(&r_shadows_darken);
6400         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6401         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6402         Cvar_RegisterVariable(&r_shadows_throwdistance);
6403         Cvar_RegisterVariable(&r_shadows_throwdirection);
6404         Cvar_RegisterVariable(&r_shadows_focus);
6405         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6406         Cvar_RegisterVariable(&r_q1bsp_skymasking);
6407         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6408         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6409         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6410         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6411         Cvar_RegisterVariable(&r_fog_exp2);
6412         Cvar_RegisterVariable(&r_drawfog);
6413         Cvar_RegisterVariable(&r_transparentdepthmasking);
6414         Cvar_RegisterVariable(&r_texture_dds_load);
6415         Cvar_RegisterVariable(&r_texture_dds_save);
6416         Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6417         Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6418         Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6419         Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6420         Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6421         Cvar_RegisterVariable(&r_textureunits);
6422         Cvar_RegisterVariable(&gl_combine);
6423         Cvar_RegisterVariable(&r_glsl);
6424         Cvar_RegisterVariable(&r_glsl_deluxemapping);
6425         Cvar_RegisterVariable(&r_glsl_offsetmapping);
6426         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6427         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6428         Cvar_RegisterVariable(&r_glsl_postprocess);
6429         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6430         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6431         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6432         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6433         Cvar_RegisterVariable(&r_water);
6434         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6435         Cvar_RegisterVariable(&r_water_clippingplanebias);
6436         Cvar_RegisterVariable(&r_water_refractdistort);
6437         Cvar_RegisterVariable(&r_water_reflectdistort);
6438         Cvar_RegisterVariable(&r_lerpsprites);
6439         Cvar_RegisterVariable(&r_lerpmodels);
6440         Cvar_RegisterVariable(&r_lerplightstyles);
6441         Cvar_RegisterVariable(&r_waterscroll);
6442         Cvar_RegisterVariable(&r_bloom);
6443         Cvar_RegisterVariable(&r_bloom_colorscale);
6444         Cvar_RegisterVariable(&r_bloom_brighten);
6445         Cvar_RegisterVariable(&r_bloom_blur);
6446         Cvar_RegisterVariable(&r_bloom_resolution);
6447         Cvar_RegisterVariable(&r_bloom_colorexponent);
6448         Cvar_RegisterVariable(&r_bloom_colorsubtract);
6449         Cvar_RegisterVariable(&r_hdr);
6450         Cvar_RegisterVariable(&r_hdr_scenebrightness);
6451         Cvar_RegisterVariable(&r_hdr_glowintensity);
6452         Cvar_RegisterVariable(&r_hdr_range);
6453         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6454         Cvar_RegisterVariable(&developer_texturelogging);
6455         Cvar_RegisterVariable(&gl_lightmaps);
6456         Cvar_RegisterVariable(&r_test);
6457         Cvar_RegisterVariable(&r_glsl_saturation);
6458         Cvar_RegisterVariable(&r_framedatasize);
6459         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6460                 Cvar_SetValue("r_fullbrights", 0);
6461         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6462
6463         Cvar_RegisterVariable(&r_track_sprites);
6464         Cvar_RegisterVariable(&r_track_sprites_flags);
6465         Cvar_RegisterVariable(&r_track_sprites_scalew);
6466         Cvar_RegisterVariable(&r_track_sprites_scaleh);
6467         Cvar_RegisterVariable(&r_overheadsprites_perspective);
6468         Cvar_RegisterVariable(&r_overheadsprites_pushback);
6469 }
6470
6471 extern void R_Textures_Init(void);
6472 extern void GL_Draw_Init(void);
6473 extern void GL_Main_Init(void);
6474 extern void R_Shadow_Init(void);
6475 extern void R_Sky_Init(void);
6476 extern void GL_Surf_Init(void);
6477 extern void R_Particles_Init(void);
6478 extern void R_Explosion_Init(void);
6479 extern void gl_backend_init(void);
6480 extern void Sbar_Init(void);
6481 extern void R_LightningBeams_Init(void);
6482 extern void Mod_RenderInit(void);
6483 extern void Font_Init(void);
6484
6485 void Render_Init(void)
6486 {
6487         gl_backend_init();
6488         R_Textures_Init();
6489         GL_Main_Init();
6490         Font_Init();
6491         GL_Draw_Init();
6492         R_Shadow_Init();
6493         R_Sky_Init();
6494         GL_Surf_Init();
6495         Sbar_Init();
6496         R_Particles_Init();
6497         R_Explosion_Init();
6498         R_LightningBeams_Init();
6499         Mod_RenderInit();
6500 }
6501
6502 /*
6503 ===============
6504 GL_Init
6505 ===============
6506 */
6507 extern char *ENGINE_EXTENSIONS;
6508 void GL_Init (void)
6509 {
6510         gl_renderer = (const char *)qglGetString(GL_RENDERER);
6511         gl_vendor = (const char *)qglGetString(GL_VENDOR);
6512         gl_version = (const char *)qglGetString(GL_VERSION);
6513         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6514
6515         if (!gl_extensions)
6516                 gl_extensions = "";
6517         if (!gl_platformextensions)
6518                 gl_platformextensions = "";
6519
6520         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6521         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6522         Con_Printf("GL_VERSION: %s\n", gl_version);
6523         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6524         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6525
6526         VID_CheckExtensions();
6527
6528         // LordHavoc: report supported extensions
6529         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6530
6531         // clear to black (loading plaque will be seen over this)
6532         CHECKGLERROR
6533         qglClearColor(0,0,0,1);CHECKGLERROR
6534         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6535 }
6536
6537 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6538 {
6539         int i;
6540         mplane_t *p;
6541         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6542         {
6543                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6544                 if (i == 4)
6545                         continue;
6546                 p = r_refdef.view.frustum + i;
6547                 switch(p->signbits)
6548                 {
6549                 default:
6550                 case 0:
6551                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6552                                 return true;
6553                         break;
6554                 case 1:
6555                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6556                                 return true;
6557                         break;
6558                 case 2:
6559                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6560                                 return true;
6561                         break;
6562                 case 3:
6563                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6564                                 return true;
6565                         break;
6566                 case 4:
6567                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6568                                 return true;
6569                         break;
6570                 case 5:
6571                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6572                                 return true;
6573                         break;
6574                 case 6:
6575                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6576                                 return true;
6577                         break;
6578                 case 7:
6579                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6580                                 return true;
6581                         break;
6582                 }
6583         }
6584         return false;
6585 }
6586
6587 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6588 {
6589         int i;
6590         const mplane_t *p;
6591         for (i = 0;i < numplanes;i++)
6592         {
6593                 p = planes + i;
6594                 switch(p->signbits)
6595                 {
6596                 default:
6597                 case 0:
6598                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6599                                 return true;
6600                         break;
6601                 case 1:
6602                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6603                                 return true;
6604                         break;
6605                 case 2:
6606                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6607                                 return true;
6608                         break;
6609                 case 3:
6610                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6611                                 return true;
6612                         break;
6613                 case 4:
6614                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6615                                 return true;
6616                         break;
6617                 case 5:
6618                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6619                                 return true;
6620                         break;
6621                 case 6:
6622                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6623                                 return true;
6624                         break;
6625                 case 7:
6626                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6627                                 return true;
6628                         break;
6629                 }
6630         }
6631         return false;
6632 }
6633
6634 //==================================================================================
6635
6636 // LordHavoc: this stores temporary data used within the same frame
6637
6638 qboolean r_framedata_failed;
6639 static size_t r_framedata_size;
6640 static size_t r_framedata_current;
6641 static void *r_framedata_base;
6642
6643 void R_FrameData_Reset(void)
6644 {
6645         if (r_framedata_base)
6646                 Mem_Free(r_framedata_base);
6647         r_framedata_base = NULL;
6648         r_framedata_size = 0;
6649         r_framedata_current = 0;
6650         r_framedata_failed = false;
6651 }
6652
6653 void R_FrameData_NewFrame(void)
6654 {
6655         size_t wantedsize;
6656         if (r_framedata_failed)
6657                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6658         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6659         wantedsize = bound(65536, wantedsize, 128*1024*1024);
6660         if (r_framedata_size != wantedsize)
6661         {
6662                 r_framedata_size = wantedsize;
6663                 if (r_framedata_base)
6664                         Mem_Free(r_framedata_base);
6665                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6666         }
6667         r_framedata_current = 0;
6668         r_framedata_failed = false;
6669 }
6670
6671 void *R_FrameData_Alloc(size_t size)
6672 {
6673         void *data;
6674
6675         // align to 16 byte boundary
6676         size = (size + 15) & ~15;
6677         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6678         r_framedata_current += size;
6679
6680         // check overflow
6681         if (r_framedata_current > r_framedata_size)
6682                 r_framedata_failed = true;
6683
6684         // return NULL on everything after a failure
6685         if (r_framedata_failed)
6686                 return NULL;
6687
6688         return data;
6689 }
6690
6691 void *R_FrameData_Store(size_t size, void *data)
6692 {
6693         void *d = R_FrameData_Alloc(size);
6694         if (d)
6695                 memcpy(d, data, size);
6696         return d;
6697 }
6698
6699 //==================================================================================
6700
6701 // LordHavoc: animcache originally written by Echon, rewritten since then
6702
6703 /**
6704  * Animation cache prevents re-generating mesh data for an animated model
6705  * multiple times in one frame for lighting, shadowing, reflections, etc.
6706  */
6707
6708 void R_AnimCache_Free(void)
6709 {
6710 }
6711
6712 void R_AnimCache_ClearCache(void)
6713 {
6714         int i;
6715         entity_render_t *ent;
6716
6717         for (i = 0;i < r_refdef.scene.numentities;i++)
6718         {
6719                 ent = r_refdef.scene.entities[i];
6720                 ent->animcache_vertex3f = NULL;
6721                 ent->animcache_normal3f = NULL;
6722                 ent->animcache_svector3f = NULL;
6723                 ent->animcache_tvector3f = NULL;
6724                 ent->animcache_vertexposition = NULL;
6725                 ent->animcache_vertexmesh = NULL;
6726                 ent->animcache_vertexpositionbuffer = NULL;
6727                 ent->animcache_vertexmeshbuffer = NULL;
6728         }
6729 }
6730
6731 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
6732 {
6733         int i;
6734         if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
6735                 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
6736         if (!ent->animcache_vertexposition)
6737                 ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
6738         if (ent->animcache_vertexposition)
6739         {
6740                 for (i = 0;i < numvertices;i++)
6741                         VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexposition[i].vertex3f);
6742                 // TODO: upload vertex buffer?
6743         }
6744         if (ent->animcache_vertexmesh)
6745         {
6746                 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
6747                 for (i = 0;i < numvertices;i++)
6748                         VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexmesh[i].vertex3f);
6749                 if (ent->animcache_svector3f)
6750                         for (i = 0;i < numvertices;i++)
6751                                 VectorCopy(ent->animcache_svector3f + 3*i, ent->animcache_vertexmesh[i].svector3f);
6752                 if (ent->animcache_tvector3f)
6753                         for (i = 0;i < numvertices;i++)
6754                                 VectorCopy(ent->animcache_tvector3f + 3*i, ent->animcache_vertexmesh[i].tvector3f);
6755                 if (ent->animcache_normal3f)
6756                         for (i = 0;i < numvertices;i++)
6757                                 VectorCopy(ent->animcache_normal3f + 3*i, ent->animcache_vertexmesh[i].normal3f);
6758                 // TODO: upload vertex buffer?
6759         }
6760 }
6761
6762 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6763 {
6764         dp_model_t *model = ent->model;
6765         int numvertices;
6766         // see if it's already cached this frame
6767         if (ent->animcache_vertex3f)
6768         {
6769                 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
6770                 if (wantnormals || wanttangents)
6771                 {
6772                         if (ent->animcache_normal3f)
6773                                 wantnormals = false;
6774                         if (ent->animcache_svector3f)
6775                                 wanttangents = false;
6776                         if (wantnormals || wanttangents)
6777                         {
6778                                 numvertices = model->surfmesh.num_vertices;
6779                                 if (wantnormals)
6780                                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
6781                                 if (wanttangents)
6782                                 {
6783                                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
6784                                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
6785                                 }
6786                                 if (!r_framedata_failed)
6787                                 {
6788                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6789                                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
6790                                 }
6791                         }
6792                 }
6793         }
6794         else
6795         {
6796                 // see if this ent is worth caching
6797                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6798                         return false;
6799                 // get some memory for this entity and generate mesh data
6800                 numvertices = model->surfmesh.num_vertices;
6801                 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
6802                 if (wantnormals)
6803                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
6804                 if (wanttangents)
6805                 {
6806                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
6807                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
6808                 }
6809                 if (!r_framedata_failed)
6810                 {
6811                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6812                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
6813                 }
6814         }
6815         return !r_framedata_failed;
6816 }
6817
6818 void R_AnimCache_CacheVisibleEntities(void)
6819 {
6820         int i;
6821         qboolean wantnormals = true;
6822         qboolean wanttangents = !r_showsurfaces.integer;
6823
6824         switch(vid.renderpath)
6825         {
6826         case RENDERPATH_GL20:
6827         case RENDERPATH_CGGL:
6828                 break;
6829         case RENDERPATH_GL13:
6830         case RENDERPATH_GL11:
6831                 wanttangents = false;
6832                 break;
6833         }
6834
6835         if (r_shownormals.integer)
6836                 wanttangents = wantnormals = true;
6837
6838         // TODO: thread this
6839         // NOTE: R_PrepareRTLights() also caches entities
6840
6841         for (i = 0;i < r_refdef.scene.numentities;i++)
6842                 if (r_refdef.viewcache.entityvisible[i])
6843                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6844 }
6845
6846 //==================================================================================
6847
6848 static void R_View_UpdateEntityLighting (void)
6849 {
6850         int i;
6851         entity_render_t *ent;
6852         vec3_t tempdiffusenormal, avg;
6853         vec_t f, fa, fd, fdd;
6854         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
6855
6856         for (i = 0;i < r_refdef.scene.numentities;i++)
6857         {
6858                 ent = r_refdef.scene.entities[i];
6859
6860                 // skip unseen models
6861                 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6862                         continue;
6863
6864                 // skip bsp models
6865                 if (ent->model && ent->model->brush.num_leafs)
6866                 {
6867                         // TODO: use modellight for r_ambient settings on world?
6868                         VectorSet(ent->modellight_ambient, 0, 0, 0);
6869                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
6870                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
6871                         continue;
6872                 }
6873
6874                 // fetch the lighting from the worldmodel data
6875                 VectorClear(ent->modellight_ambient);
6876                 VectorClear(ent->modellight_diffuse);
6877                 VectorClear(tempdiffusenormal);
6878                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6879                 {
6880                         vec3_t org;
6881                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6882                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6883                         if(ent->flags & RENDER_EQUALIZE)
6884                         {
6885                                 // first fix up ambient lighting...
6886                                 if(r_equalize_entities_minambient.value > 0)
6887                                 {
6888                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6889                                         if(fd > 0)
6890                                         {
6891                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6892                                                 if(fa < r_equalize_entities_minambient.value * fd)
6893                                                 {
6894                                                         // solve:
6895                                                         //   fa'/fd' = minambient
6896                                                         //   fa'+0.25*fd' = fa+0.25*fd
6897                                                         //   ...
6898                                                         //   fa' = fd' * minambient
6899                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
6900                                                         //   ...
6901                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6902                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6903                                                         //   ...
6904                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6905                                                         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
6906                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6907                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6908                                                 }
6909                                         }
6910                                 }
6911
6912                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6913                                 {
6914                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6915                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6916                                         if(f > 0)
6917                                         {
6918                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6919                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6920                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6921                                         }
6922                                 }
6923                         }
6924                 }
6925                 else // highly rare
6926                         VectorSet(ent->modellight_ambient, 1, 1, 1);
6927
6928                 // move the light direction into modelspace coordinates for lighting code
6929                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6930                 if(VectorLength2(ent->modellight_lightdir) == 0)
6931                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6932                 VectorNormalize(ent->modellight_lightdir);
6933         }
6934 }
6935
6936 #define MAX_LINEOFSIGHTTRACES 64
6937
6938 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6939 {
6940         int i;
6941         vec3_t boxmins, boxmaxs;
6942         vec3_t start;
6943         vec3_t end;
6944         dp_model_t *model = r_refdef.scene.worldmodel;
6945
6946         if (!model || !model->brush.TraceLineOfSight)
6947                 return true;
6948
6949         // expand the box a little
6950         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6951         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6952         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6953         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6954         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6955         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6956
6957         // return true if eye is inside enlarged box
6958         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6959                 return true;
6960
6961         // try center
6962         VectorCopy(eye, start);
6963         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6964         if (model->brush.TraceLineOfSight(model, start, end))
6965                 return true;
6966
6967         // try various random positions
6968         for (i = 0;i < numsamples;i++)
6969         {
6970                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6971                 if (model->brush.TraceLineOfSight(model, start, end))
6972                         return true;
6973         }
6974
6975         return false;
6976 }
6977
6978
6979 static void R_View_UpdateEntityVisible (void)
6980 {
6981         int i;
6982         int renderimask;
6983         int samples;
6984         entity_render_t *ent;
6985
6986         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6987                 : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6988                 : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
6989                 :                                                          RENDER_EXTERIORMODEL;
6990         if (!r_drawviewmodel.integer)
6991                 renderimask |= RENDER_VIEWMODEL;
6992         if (!r_drawexteriormodel.integer)
6993                 renderimask |= RENDER_EXTERIORMODEL;
6994         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6995         {
6996                 // worldmodel can check visibility
6997                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6998                 for (i = 0;i < r_refdef.scene.numentities;i++)
6999                 {
7000                         ent = r_refdef.scene.entities[i];
7001                         if (!(ent->flags & renderimask))
7002                         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)))
7003                         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))
7004                                 r_refdef.viewcache.entityvisible[i] = true;
7005                 }
7006                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7007                         // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7008                 {
7009                         for (i = 0;i < r_refdef.scene.numentities;i++)
7010                         {
7011                                 ent = r_refdef.scene.entities[i];
7012                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7013                                 {
7014                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7015                                         if (samples < 0)
7016                                                 continue; // temp entities do pvs only
7017                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7018                                                 ent->last_trace_visibility = realtime;
7019                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7020                                                 r_refdef.viewcache.entityvisible[i] = 0;
7021                                 }
7022                         }
7023                 }
7024         }
7025         else
7026         {
7027                 // no worldmodel or it can't check visibility
7028                 for (i = 0;i < r_refdef.scene.numentities;i++)
7029                 {
7030                         ent = r_refdef.scene.entities[i];
7031                         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));
7032                 }
7033         }
7034 }
7035
7036 /// only used if skyrendermasked, and normally returns false
7037 int R_DrawBrushModelsSky (void)
7038 {
7039         int i, sky;
7040         entity_render_t *ent;
7041
7042         sky = false;
7043         for (i = 0;i < r_refdef.scene.numentities;i++)
7044         {
7045                 if (!r_refdef.viewcache.entityvisible[i])
7046                         continue;
7047                 ent = r_refdef.scene.entities[i];
7048                 if (!ent->model || !ent->model->DrawSky)
7049                         continue;
7050                 ent->model->DrawSky(ent);
7051                 sky = true;
7052         }
7053         return sky;
7054 }
7055
7056 static void R_DrawNoModel(entity_render_t *ent);
7057 static void R_DrawModels(void)
7058 {
7059         int i;
7060         entity_render_t *ent;
7061
7062         for (i = 0;i < r_refdef.scene.numentities;i++)
7063         {
7064                 if (!r_refdef.viewcache.entityvisible[i])
7065                         continue;
7066                 ent = r_refdef.scene.entities[i];
7067                 r_refdef.stats.entities++;
7068                 if (ent->model && ent->model->Draw != NULL)
7069                         ent->model->Draw(ent);
7070                 else
7071                         R_DrawNoModel(ent);
7072         }
7073 }
7074
7075 static void R_DrawModelsDepth(void)
7076 {
7077         int i;
7078         entity_render_t *ent;
7079
7080         for (i = 0;i < r_refdef.scene.numentities;i++)
7081         {
7082                 if (!r_refdef.viewcache.entityvisible[i])
7083                         continue;
7084                 ent = r_refdef.scene.entities[i];
7085                 if (ent->model && ent->model->DrawDepth != NULL)
7086                         ent->model->DrawDepth(ent);
7087         }
7088 }
7089
7090 static void R_DrawModelsDebug(void)
7091 {
7092         int i;
7093         entity_render_t *ent;
7094
7095         for (i = 0;i < r_refdef.scene.numentities;i++)
7096         {
7097                 if (!r_refdef.viewcache.entityvisible[i])
7098                         continue;
7099                 ent = r_refdef.scene.entities[i];
7100                 if (ent->model && ent->model->DrawDebug != NULL)
7101                         ent->model->DrawDebug(ent);
7102         }
7103 }
7104
7105 static void R_DrawModelsAddWaterPlanes(void)
7106 {
7107         int i;
7108         entity_render_t *ent;
7109
7110         for (i = 0;i < r_refdef.scene.numentities;i++)
7111         {
7112                 if (!r_refdef.viewcache.entityvisible[i])
7113                         continue;
7114                 ent = r_refdef.scene.entities[i];
7115                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7116                         ent->model->DrawAddWaterPlanes(ent);
7117         }
7118 }
7119
7120 static void R_View_SetFrustum(void)
7121 {
7122         int i;
7123         double slopex, slopey;
7124         vec3_t forward, left, up, origin;
7125
7126         // we can't trust r_refdef.view.forward and friends in reflected scenes
7127         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7128
7129 #if 0
7130         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7131         r_refdef.view.frustum[0].normal[1] = 0 - 0;
7132         r_refdef.view.frustum[0].normal[2] = -1 - 0;
7133         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7134         r_refdef.view.frustum[1].normal[1] = 0 + 0;
7135         r_refdef.view.frustum[1].normal[2] = -1 + 0;
7136         r_refdef.view.frustum[2].normal[0] = 0 - 0;
7137         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7138         r_refdef.view.frustum[2].normal[2] = -1 - 0;
7139         r_refdef.view.frustum[3].normal[0] = 0 + 0;
7140         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7141         r_refdef.view.frustum[3].normal[2] = -1 + 0;
7142 #endif
7143
7144 #if 0
7145         zNear = r_refdef.nearclip;
7146         nudge = 1.0 - 1.0 / (1<<23);
7147         r_refdef.view.frustum[4].normal[0] = 0 - 0;
7148         r_refdef.view.frustum[4].normal[1] = 0 - 0;
7149         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7150         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7151         r_refdef.view.frustum[5].normal[0] = 0 + 0;
7152         r_refdef.view.frustum[5].normal[1] = 0 + 0;
7153         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7154         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7155 #endif
7156
7157
7158
7159 #if 0
7160         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7161         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7162         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7163         r_refdef.view.frustum[0].dist = m[15] - m[12];
7164
7165         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7166         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7167         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7168         r_refdef.view.frustum[1].dist = m[15] + m[12];
7169
7170         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7171         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7172         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7173         r_refdef.view.frustum[2].dist = m[15] - m[13];
7174
7175         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7176         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7177         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7178         r_refdef.view.frustum[3].dist = m[15] + m[13];
7179
7180         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7181         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7182         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7183         r_refdef.view.frustum[4].dist = m[15] - m[14];
7184
7185         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7186         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7187         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7188         r_refdef.view.frustum[5].dist = m[15] + m[14];
7189 #endif
7190
7191         if (r_refdef.view.useperspective)
7192         {
7193                 slopex = 1.0 / r_refdef.view.frustum_x;
7194                 slopey = 1.0 / r_refdef.view.frustum_y;
7195                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7196                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
7197                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
7198                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
7199                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7200
7201                 // Leaving those out was a mistake, those were in the old code, and they
7202                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7203                 // I couldn't reproduce it after adding those normalizations. --blub
7204                 VectorNormalize(r_refdef.view.frustum[0].normal);
7205                 VectorNormalize(r_refdef.view.frustum[1].normal);
7206                 VectorNormalize(r_refdef.view.frustum[2].normal);
7207                 VectorNormalize(r_refdef.view.frustum[3].normal);
7208
7209                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
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[0]);
7211                 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]);
7212                 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]);
7213                 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]);
7214
7215                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7216                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7217                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7218                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7219                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7220         }
7221         else
7222         {
7223                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7224                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7225                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7226                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7227                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7228                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7229                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7230                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7231                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7232                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7233         }
7234         r_refdef.view.numfrustumplanes = 5;
7235
7236         if (r_refdef.view.useclipplane)
7237         {
7238                 r_refdef.view.numfrustumplanes = 6;
7239                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7240         }
7241
7242         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7243                 PlaneClassify(r_refdef.view.frustum + i);
7244
7245         // LordHavoc: note to all quake engine coders, Quake had a special case
7246         // for 90 degrees which assumed a square view (wrong), so I removed it,
7247         // Quake2 has it disabled as well.
7248
7249         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7250         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7251         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7252         //PlaneClassify(&frustum[0]);
7253
7254         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7255         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7256         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7257         //PlaneClassify(&frustum[1]);
7258
7259         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7260         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7261         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7262         //PlaneClassify(&frustum[2]);
7263
7264         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7265         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7266         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7267         //PlaneClassify(&frustum[3]);
7268
7269         // nearclip plane
7270         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7271         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7272         //PlaneClassify(&frustum[4]);
7273 }
7274
7275 void R_View_Update(void)
7276 {
7277         R_Main_ResizeViewCache();
7278         R_View_SetFrustum();
7279         R_View_WorldVisibility(r_refdef.view.useclipplane);
7280         R_View_UpdateEntityVisible();
7281         R_View_UpdateEntityLighting();
7282 }
7283
7284 void R_SetupView(qboolean allowwaterclippingplane)
7285 {
7286         const float *customclipplane = NULL;
7287         float plane[4];
7288         if (r_refdef.view.useclipplane && allowwaterclippingplane)
7289         {
7290                 // LordHavoc: couldn't figure out how to make this approach the
7291                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7292                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7293                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7294                         dist = r_refdef.view.clipplane.dist;
7295                 plane[0] = r_refdef.view.clipplane.normal[0];
7296                 plane[1] = r_refdef.view.clipplane.normal[1];
7297                 plane[2] = r_refdef.view.clipplane.normal[2];
7298                 plane[3] = dist;
7299                 customclipplane = plane;
7300         }
7301
7302         if (!r_refdef.view.useperspective)
7303                 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);
7304         else if (vid.stencil && r_useinfinitefarclip.integer)
7305                 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);
7306         else
7307                 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);
7308         R_SetViewport(&r_refdef.view.viewport);
7309 }
7310
7311 void R_EntityMatrix(const matrix4x4_t *matrix)
7312 {
7313         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7314         {
7315                 gl_modelmatrixchanged = false;
7316                 gl_modelmatrix = *matrix;
7317                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7318                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7319                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7320                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7321                 CHECKGLERROR
7322                 switch(vid.renderpath)
7323                 {
7324                 case RENDERPATH_GL20:
7325                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7326                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7327                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7328                         break;
7329                 case RENDERPATH_CGGL:
7330 #ifdef SUPPORTCG
7331                         CHECKCGERROR
7332                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7333                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7334                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7335 #endif
7336                         break;
7337                 case RENDERPATH_GL13:
7338                 case RENDERPATH_GL11:
7339                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7340                         break;
7341                 }
7342         }
7343 }
7344
7345 void R_ResetViewRendering2D(void)
7346 {
7347         r_viewport_t viewport;
7348         DrawQ_Finish();
7349
7350         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7351         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);
7352         R_SetViewport(&viewport);
7353         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7354         GL_Color(1, 1, 1, 1);
7355         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7356         GL_BlendFunc(GL_ONE, GL_ZERO);
7357         GL_AlphaTest(false);
7358         GL_ScissorTest(false);
7359         GL_DepthMask(false);
7360         GL_DepthRange(0, 1);
7361         GL_DepthTest(false);
7362         R_EntityMatrix(&identitymatrix);
7363         R_Mesh_ResetTextureState();
7364         GL_PolygonOffset(0, 0);
7365         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7366         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7367         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7368         qglStencilMask(~0);CHECKGLERROR
7369         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7370         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7371         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7372 }
7373
7374 void R_ResetViewRendering3D(void)
7375 {
7376         DrawQ_Finish();
7377
7378         R_SetupView(true);
7379         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7380         GL_Color(1, 1, 1, 1);
7381         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7382         GL_BlendFunc(GL_ONE, GL_ZERO);
7383         GL_AlphaTest(false);
7384         GL_ScissorTest(true);
7385         GL_DepthMask(true);
7386         GL_DepthRange(0, 1);
7387         GL_DepthTest(true);
7388         R_EntityMatrix(&identitymatrix);
7389         R_Mesh_ResetTextureState();
7390         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7391         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7392         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7393         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7394         qglStencilMask(~0);CHECKGLERROR
7395         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7396         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7397         GL_CullFace(r_refdef.view.cullface_back);
7398 }
7399
7400 /*
7401 ================
7402 R_RenderView_UpdateViewVectors
7403 ================
7404 */
7405 static void R_RenderView_UpdateViewVectors(void)
7406 {
7407         // break apart the view matrix into vectors for various purposes
7408         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7409         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7410         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7411         VectorNegate(r_refdef.view.left, r_refdef.view.right);
7412         // make an inverted copy of the view matrix for tracking sprites
7413         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7414 }
7415
7416 void R_RenderScene(void);
7417 void R_RenderWaterPlanes(void);
7418
7419 static void R_Water_StartFrame(void)
7420 {
7421         int i;
7422         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7423         r_waterstate_waterplane_t *p;
7424
7425         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7426                 return;
7427
7428         switch(vid.renderpath)
7429         {
7430         case RENDERPATH_GL20:
7431         case RENDERPATH_CGGL:
7432                 break;
7433         case RENDERPATH_GL13:
7434         case RENDERPATH_GL11:
7435                 return;
7436         }
7437
7438         // set waterwidth and waterheight to the water resolution that will be
7439         // used (often less than the screen resolution for faster rendering)
7440         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7441         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7442
7443         // calculate desired texture sizes
7444         // can't use water if the card does not support the texture size
7445         if (!r_water.integer || r_showsurfaces.integer)
7446                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7447         else if (vid.support.arb_texture_non_power_of_two)
7448         {
7449                 texturewidth = waterwidth;
7450                 textureheight = waterheight;
7451                 camerawidth = waterwidth;
7452                 cameraheight = waterheight;
7453         }
7454         else
7455         {
7456                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
7457                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
7458                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
7459                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
7460         }
7461
7462         // allocate textures as needed
7463         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7464         {
7465                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7466                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7467                 {
7468                         if (p->texture_refraction)
7469                                 R_FreeTexture(p->texture_refraction);
7470                         p->texture_refraction = NULL;
7471                         if (p->texture_reflection)
7472                                 R_FreeTexture(p->texture_reflection);
7473                         p->texture_reflection = NULL;
7474                         if (p->texture_camera)
7475                                 R_FreeTexture(p->texture_camera);
7476                         p->texture_camera = NULL;
7477                 }
7478                 memset(&r_waterstate, 0, sizeof(r_waterstate));
7479                 r_waterstate.texturewidth = texturewidth;
7480                 r_waterstate.textureheight = textureheight;
7481                 r_waterstate.camerawidth = camerawidth;
7482                 r_waterstate.cameraheight = cameraheight;
7483         }
7484
7485         if (r_waterstate.texturewidth)
7486         {
7487                 r_waterstate.enabled = true;
7488
7489                 // when doing a reduced render (HDR) we want to use a smaller area
7490                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7491                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7492
7493                 // set up variables that will be used in shader setup
7494                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7495                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7496                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7497                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7498         }
7499
7500         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7501         r_waterstate.numwaterplanes = 0;
7502 }
7503
7504 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
7505 {
7506         int triangleindex, planeindex;
7507         const int *e;
7508         vec3_t vert[3];
7509         vec3_t normal;
7510         vec3_t center;
7511         mplane_t plane;
7512         int cam_ent;
7513         r_waterstate_waterplane_t *p;
7514         texture_t *t = R_GetCurrentTexture(surface->texture);
7515         cam_ent = t->camera_entity;
7516         if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7517                 cam_ent = 0;
7518
7519         // just use the first triangle with a valid normal for any decisions
7520         VectorClear(normal);
7521         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7522         {
7523                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7524                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7525                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7526                 TriangleNormal(vert[0], vert[1], vert[2], normal);
7527                 if (VectorLength2(normal) >= 0.001)
7528                         break;
7529         }
7530
7531         VectorCopy(normal, plane.normal);
7532         VectorNormalize(plane.normal);
7533         plane.dist = DotProduct(vert[0], plane.normal);
7534         PlaneClassify(&plane);
7535         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7536         {
7537                 // skip backfaces (except if nocullface is set)
7538                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7539                         return;
7540                 VectorNegate(plane.normal, plane.normal);
7541                 plane.dist *= -1;
7542                 PlaneClassify(&plane);
7543         }
7544
7545
7546         // find a matching plane if there is one
7547         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7548                 if(p->camera_entity == t->camera_entity)
7549                         if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7550                                 break;
7551         if (planeindex >= r_waterstate.maxwaterplanes)
7552                 return; // nothing we can do, out of planes
7553
7554         // if this triangle does not fit any known plane rendered this frame, add one
7555         if (planeindex >= r_waterstate.numwaterplanes)
7556         {
7557                 // store the new plane
7558                 r_waterstate.numwaterplanes++;
7559                 p->plane = plane;
7560                 // clear materialflags and pvs
7561                 p->materialflags = 0;
7562                 p->pvsvalid = false;
7563                 p->camera_entity = t->camera_entity;
7564         }
7565         // merge this surface's materialflags into the waterplane
7566         p->materialflags |= t->currentmaterialflags;
7567         if(!(p->materialflags & MATERIALFLAG_CAMERA))
7568         {
7569                 // merge this surface's PVS into the waterplane
7570                 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7571                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7572                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7573                 {
7574                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7575                         p->pvsvalid = true;
7576                 }
7577         }
7578 }
7579
7580 static void R_Water_ProcessPlanes(void)
7581 {
7582         r_refdef_view_t originalview;
7583         r_refdef_view_t myview;
7584         int planeindex;
7585         r_waterstate_waterplane_t *p;
7586         vec3_t visorigin;
7587
7588         originalview = r_refdef.view;
7589
7590         // make sure enough textures are allocated
7591         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7592         {
7593                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7594                 {
7595                         if (!p->texture_refraction)
7596                                 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);
7597                         if (!p->texture_refraction)
7598                                 goto error;
7599                 }
7600                 else if (p->materialflags & MATERIALFLAG_CAMERA)
7601                 {
7602                         if (!p->texture_camera)
7603                                 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);
7604                         if (!p->texture_camera)
7605                                 goto error;
7606                 }
7607
7608                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7609                 {
7610                         if (!p->texture_reflection)
7611                                 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);
7612                         if (!p->texture_reflection)
7613                                 goto error;
7614                 }
7615         }
7616
7617         // render views
7618         r_refdef.view = originalview;
7619         r_refdef.view.showdebug = false;
7620         r_refdef.view.width = r_waterstate.waterwidth;
7621         r_refdef.view.height = r_waterstate.waterheight;
7622         r_refdef.view.useclipplane = true;
7623         myview = r_refdef.view;
7624         r_waterstate.renderingscene = true;
7625         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7626         {
7627                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7628                 {
7629                         r_refdef.view = myview;
7630                         // render reflected scene and copy into texture
7631                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7632                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7633                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7634                         r_refdef.view.clipplane = p->plane;
7635                         // reverse the cullface settings for this render
7636                         r_refdef.view.cullface_front = GL_FRONT;
7637                         r_refdef.view.cullface_back = GL_BACK;
7638                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7639                         {
7640                                 r_refdef.view.usecustompvs = true;
7641                                 if (p->pvsvalid)
7642                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7643                                 else
7644                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7645                         }
7646
7647                         R_ResetViewRendering3D();
7648                         R_ClearScreen(r_refdef.fogenabled);
7649                         R_View_Update();
7650                         R_RenderScene();
7651
7652                         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);
7653                 }
7654
7655                 // render the normal view scene and copy into texture
7656                 // (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)
7657                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7658                 {
7659                         r_waterstate.renderingrefraction = true;
7660                         r_refdef.view = myview;
7661
7662                         r_refdef.view.clipplane = p->plane;
7663                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7664                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7665
7666                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7667                         {
7668                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7669                                 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7670                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7671                                 R_RenderView_UpdateViewVectors();
7672                                 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);
7673                         }
7674
7675                         PlaneClassify(&r_refdef.view.clipplane);
7676
7677                         R_ResetViewRendering3D();
7678                         R_ClearScreen(r_refdef.fogenabled);
7679                         R_View_Update();
7680                         R_RenderScene();
7681
7682                         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);
7683                         r_waterstate.renderingrefraction = false;
7684                 }
7685                 else if (p->materialflags & MATERIALFLAG_CAMERA)
7686                 {
7687                         r_refdef.view = myview;
7688
7689                         r_refdef.view.clipplane = p->plane;
7690                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7691                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7692
7693                         r_refdef.view.width = r_waterstate.camerawidth;
7694                         r_refdef.view.height = r_waterstate.cameraheight;
7695                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7696                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7697
7698                         if(p->camera_entity)
7699                         {
7700                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7701                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7702                         }
7703
7704                         // reverse the cullface settings for this render
7705                         r_refdef.view.cullface_front = GL_FRONT;
7706                         r_refdef.view.cullface_back = GL_BACK;
7707                         // also reverse the view matrix
7708                         Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
7709                         R_RenderView_UpdateViewVectors();
7710                         if(p->camera_entity)
7711                                 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);
7712                         
7713                         // camera needs no clipplane
7714                         r_refdef.view.useclipplane = false;
7715
7716                         PlaneClassify(&r_refdef.view.clipplane);
7717
7718                         R_ResetViewRendering3D();
7719                         R_ClearScreen(r_refdef.fogenabled);
7720                         R_View_Update();
7721                         R_RenderScene();
7722
7723                         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);
7724                         r_waterstate.renderingrefraction = false;
7725                 }
7726
7727         }
7728         r_waterstate.renderingscene = false;
7729         r_refdef.view = originalview;
7730         R_ResetViewRendering3D();
7731         R_ClearScreen(r_refdef.fogenabled);
7732         R_View_Update();
7733         return;
7734 error:
7735         r_refdef.view = originalview;
7736         r_waterstate.renderingscene = false;
7737         Cvar_SetValueQuick(&r_water, 0);
7738         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
7739         return;
7740 }
7741
7742 void R_Bloom_StartFrame(void)
7743 {
7744         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7745
7746         switch(vid.renderpath)
7747         {
7748         case RENDERPATH_GL20:
7749         case RENDERPATH_CGGL:
7750                 break;
7751         case RENDERPATH_GL13:
7752         case RENDERPATH_GL11:
7753                 return;
7754         }
7755
7756         // set bloomwidth and bloomheight to the bloom resolution that will be
7757         // used (often less than the screen resolution for faster rendering)
7758         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7759         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7760         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7761         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7762         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7763
7764         // calculate desired texture sizes
7765         if (vid.support.arb_texture_non_power_of_two)
7766         {
7767                 screentexturewidth = r_refdef.view.width;
7768                 screentextureheight = r_refdef.view.height;
7769                 bloomtexturewidth = r_bloomstate.bloomwidth;
7770                 bloomtextureheight = r_bloomstate.bloomheight;
7771         }
7772         else
7773         {
7774                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
7775                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
7776                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
7777                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
7778         }
7779
7780         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))
7781         {
7782                 Cvar_SetValueQuick(&r_hdr, 0);
7783                 Cvar_SetValueQuick(&r_bloom, 0);
7784                 Cvar_SetValueQuick(&r_motionblur, 0);
7785                 Cvar_SetValueQuick(&r_damageblur, 0);
7786         }
7787
7788         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)))
7789                 screentexturewidth = screentextureheight = 0;
7790         if (!r_hdr.integer && !r_bloom.integer)
7791                 bloomtexturewidth = bloomtextureheight = 0;
7792
7793         // allocate textures as needed
7794         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7795         {
7796                 if (r_bloomstate.texture_screen)
7797                         R_FreeTexture(r_bloomstate.texture_screen);
7798                 r_bloomstate.texture_screen = NULL;
7799                 r_bloomstate.screentexturewidth = screentexturewidth;
7800                 r_bloomstate.screentextureheight = screentextureheight;
7801                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7802                         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);
7803         }
7804         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7805         {
7806                 if (r_bloomstate.texture_bloom)
7807                         R_FreeTexture(r_bloomstate.texture_bloom);
7808                 r_bloomstate.texture_bloom = NULL;
7809                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7810                 r_bloomstate.bloomtextureheight = bloomtextureheight;
7811                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7812                         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);
7813         }
7814
7815         // when doing a reduced render (HDR) we want to use a smaller area
7816         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7817         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7818         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7819         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7820         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7821
7822         // set up a texcoord array for the full resolution screen image
7823         // (we have to keep this around to copy back during final render)
7824         r_bloomstate.screentexcoord2f[0] = 0;
7825         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7826         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7827         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7828         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7829         r_bloomstate.screentexcoord2f[5] = 0;
7830         r_bloomstate.screentexcoord2f[6] = 0;
7831         r_bloomstate.screentexcoord2f[7] = 0;
7832
7833         // set up a texcoord array for the reduced resolution bloom image
7834         // (which will be additive blended over the screen image)
7835         r_bloomstate.bloomtexcoord2f[0] = 0;
7836         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7837         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7838         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7839         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7840         r_bloomstate.bloomtexcoord2f[5] = 0;
7841         r_bloomstate.bloomtexcoord2f[6] = 0;
7842         r_bloomstate.bloomtexcoord2f[7] = 0;
7843
7844         if (r_hdr.integer || r_bloom.integer)
7845         {
7846                 r_bloomstate.enabled = true;
7847                 r_bloomstate.hdr = r_hdr.integer != 0;
7848         }
7849
7850         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);
7851 }
7852
7853 void R_Bloom_CopyBloomTexture(float colorscale)
7854 {
7855         r_refdef.stats.bloom++;
7856
7857         // scale down screen texture to the bloom texture size
7858         CHECKGLERROR
7859         R_SetViewport(&r_bloomstate.viewport);
7860         GL_BlendFunc(GL_ONE, GL_ZERO);
7861         GL_Color(colorscale, colorscale, colorscale, 1);
7862         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
7863         // TODO: do boxfilter scale-down in shader?
7864         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7865         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7866         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7867
7868         // we now have a bloom image in the framebuffer
7869         // copy it into the bloom image texture for later processing
7870         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);
7871         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7872 }
7873
7874 void R_Bloom_CopyHDRTexture(void)
7875 {
7876         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);
7877         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7878 }
7879
7880 void R_Bloom_MakeTexture(void)
7881 {
7882         int x, range, dir;
7883         float xoffset, yoffset, r, brighten;
7884
7885         r_refdef.stats.bloom++;
7886
7887         R_ResetViewRendering2D();
7888
7889         // we have a bloom image in the framebuffer
7890         CHECKGLERROR
7891         R_SetViewport(&r_bloomstate.viewport);
7892
7893         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7894         {
7895                 x *= 2;
7896                 r = bound(0, r_bloom_colorexponent.value / x, 1);
7897                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7898                 GL_Color(r,r,r,1);
7899                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7900                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7901                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7902                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7903
7904                 // copy the vertically blurred bloom view to a texture
7905                 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
7906                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7907         }
7908
7909         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7910         brighten = r_bloom_brighten.value;
7911         if (r_hdr.integer)
7912                 brighten *= r_hdr_range.value;
7913         brighten = sqrt(brighten);
7914         if(range >= 1)
7915                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7916         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7917
7918         for (dir = 0;dir < 2;dir++)
7919         {
7920                 // blend on at multiple vertical offsets to achieve a vertical blur
7921                 // TODO: do offset blends using GLSL
7922                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7923                 GL_BlendFunc(GL_ONE, GL_ZERO);
7924                 for (x = -range;x <= range;x++)
7925                 {
7926                         if (!dir){xoffset = 0;yoffset = x;}
7927                         else {xoffset = x;yoffset = 0;}
7928                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
7929                         yoffset /= (float)r_bloomstate.bloomtextureheight;
7930                         // compute a texcoord array with the specified x and y offset
7931                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7932                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7933                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7934                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7935                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7936                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7937                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7938                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7939                         // this r value looks like a 'dot' particle, fading sharply to
7940                         // black at the edges
7941                         // (probably not realistic but looks good enough)
7942                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7943                         //r = brighten/(range*2+1);
7944                         r = brighten / (range * 2 + 1);
7945                         if(range >= 1)
7946                                 r *= (1 - x*x/(float)(range*range));
7947                         GL_Color(r, r, r, 1);
7948                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
7949                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7950                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7951                         GL_BlendFunc(GL_ONE, GL_ONE);
7952                 }
7953
7954                 // copy the vertically blurred bloom view to a texture
7955                 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);
7956                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7957         }
7958
7959         // apply subtract last
7960         // (just like it would be in a GLSL shader)
7961         if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7962         {
7963                 GL_BlendFunc(GL_ONE, GL_ZERO);
7964                 GL_Color(1,1,1,1);
7965                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7966                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7967                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7968                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7969
7970                 GL_BlendFunc(GL_ONE, GL_ONE);
7971                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7972                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7973                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7974                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7975                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7976                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7977                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7978
7979                 // copy the darkened bloom view to a texture
7980                 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);
7981                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7982         }
7983 }
7984
7985 void R_HDR_RenderBloomTexture(void)
7986 {
7987         int oldwidth, oldheight;
7988         float oldcolorscale;
7989
7990         oldcolorscale = r_refdef.view.colorscale;
7991         oldwidth = r_refdef.view.width;
7992         oldheight = r_refdef.view.height;
7993         r_refdef.view.width = r_bloomstate.bloomwidth;
7994         r_refdef.view.height = r_bloomstate.bloomheight;
7995
7996         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
7997         // TODO: add exposure compensation features
7998         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7999
8000         r_refdef.view.showdebug = false;
8001         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8002
8003         R_ResetViewRendering3D();
8004
8005         R_ClearScreen(r_refdef.fogenabled);
8006         if (r_timereport_active)
8007                 R_TimeReport("HDRclear");
8008
8009         R_View_Update();
8010         if (r_timereport_active)
8011                 R_TimeReport("visibility");
8012
8013         // only do secondary renders with HDR if r_hdr is 2 or higher
8014         r_waterstate.numwaterplanes = 0;
8015         if (r_waterstate.enabled && r_hdr.integer >= 2)
8016                 R_RenderWaterPlanes();
8017
8018         r_refdef.view.showdebug = true;
8019         R_RenderScene();
8020         r_waterstate.numwaterplanes = 0;
8021
8022         R_ResetViewRendering2D();
8023
8024         R_Bloom_CopyHDRTexture();
8025         R_Bloom_MakeTexture();
8026
8027         // restore the view settings
8028         r_refdef.view.width = oldwidth;
8029         r_refdef.view.height = oldheight;
8030         r_refdef.view.colorscale = oldcolorscale;
8031
8032         R_ResetViewRendering3D();
8033
8034         R_ClearScreen(r_refdef.fogenabled);
8035         if (r_timereport_active)
8036                 R_TimeReport("viewclear");
8037 }
8038
8039 static void R_BlendView(void)
8040 {
8041         unsigned int permutation;
8042         float uservecs[4][4];
8043
8044         switch (vid.renderpath)
8045         {
8046         case RENDERPATH_GL20:
8047         case RENDERPATH_CGGL:
8048                 permutation =
8049                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8050                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8051                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8052                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8053                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8054
8055                 if (r_bloomstate.texture_screen)
8056                 {
8057                         // make sure the buffer is available
8058                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8059
8060                         R_ResetViewRendering2D();
8061
8062                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8063                         {
8064                                 // declare variables
8065                                 float speed;
8066                                 static float avgspeed;
8067
8068                                 speed = VectorLength(cl.movement_velocity);
8069
8070                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8071                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8072
8073                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8074                                 speed = bound(0, speed, 1);
8075                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8076
8077                                 // calculate values into a standard alpha
8078                                 cl.motionbluralpha = 1 - exp(-
8079                                                 (
8080                                                  (r_motionblur.value * speed / 80)
8081                                                  +
8082                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8083                                                 )
8084                                                 /
8085                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
8086                                            );
8087
8088                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8089                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8090                                 // apply the blur
8091                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8092                                 {
8093                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8094                                         GL_Color(1, 1, 1, cl.motionbluralpha);
8095                                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8096                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8097                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8098                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8099                                 }
8100                         }
8101
8102                         // copy view into the screen texture
8103                         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);
8104                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8105                 }
8106                 else if (!r_bloomstate.texture_bloom)
8107                 {
8108                         // we may still have to do view tint...
8109                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8110                         {
8111                                 // apply a color tint to the whole view
8112                                 R_ResetViewRendering2D();
8113                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8114                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
8115                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8116                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8117                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8118                         }
8119                         break; // no screen processing, no bloom, skip it
8120                 }
8121
8122                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8123                 {
8124                         // render simple bloom effect
8125                         // copy the screen and shrink it and darken it for the bloom process
8126                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8127                         // make the bloom texture
8128                         R_Bloom_MakeTexture();
8129                 }
8130
8131 #if _MSC_VER >= 1400
8132 #define sscanf sscanf_s
8133 #endif
8134                 memset(uservecs, 0, sizeof(uservecs));
8135                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8136                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8137                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8138                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8139
8140                 R_ResetViewRendering2D();
8141                 GL_Color(1, 1, 1, 1);
8142                 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
8143                 GL_BlendFunc(GL_ONE, GL_ZERO);
8144
8145                 switch(vid.renderpath)
8146                 {
8147                 case RENDERPATH_GL20:
8148                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8149                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
8150                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
8151                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
8152                         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]);
8153                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8154                         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]);
8155                         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]);
8156                         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]);
8157                         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]);
8158                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
8159                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8160                         break;
8161                 case RENDERPATH_CGGL:
8162 #ifdef SUPPORTCG
8163                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8164                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
8165                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
8166                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
8167                         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
8168                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8169                         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
8170                         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
8171                         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
8172                         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
8173                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
8174                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8175 #endif
8176                         break;
8177                 default:
8178                         break;
8179                 }
8180                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8181                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8182                 break;
8183         case RENDERPATH_GL13:
8184         case RENDERPATH_GL11:
8185                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8186                 {
8187                         // apply a color tint to the whole view
8188                         R_ResetViewRendering2D();
8189                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8190                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
8191                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8192                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8193                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8194                 }
8195                 break;
8196         }
8197 }
8198
8199 matrix4x4_t r_waterscrollmatrix;
8200
8201 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8202 {
8203         if (r_refdef.fog_density)
8204         {
8205                 r_refdef.fogcolor[0] = r_refdef.fog_red;
8206                 r_refdef.fogcolor[1] = r_refdef.fog_green;
8207                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8208
8209                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8210                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8211                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8212                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8213
8214                 {
8215                         vec3_t fogvec;
8216                         VectorCopy(r_refdef.fogcolor, fogvec);
8217                         //   color.rgb *= ContrastBoost * SceneBrightness;
8218                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8219                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8220                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8221                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8222                 }
8223         }
8224 }
8225
8226 void R_UpdateVariables(void)
8227 {
8228         R_Textures_Frame();
8229
8230         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8231
8232         r_refdef.farclip = r_farclip_base.value;
8233         if (r_refdef.scene.worldmodel)
8234                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8235         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8236
8237         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8238                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8239         r_refdef.polygonfactor = 0;
8240         r_refdef.polygonoffset = 0;
8241         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8242         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8243
8244         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8245         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8246         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8247         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8248         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8249         if (r_showsurfaces.integer)
8250         {
8251                 r_refdef.scene.rtworld = false;
8252                 r_refdef.scene.rtworldshadows = false;
8253                 r_refdef.scene.rtdlight = false;
8254                 r_refdef.scene.rtdlightshadows = false;
8255                 r_refdef.lightmapintensity = 0;
8256         }
8257
8258         if (gamemode == GAME_NEHAHRA)
8259         {
8260                 if (gl_fogenable.integer)
8261                 {
8262                         r_refdef.oldgl_fogenable = true;
8263                         r_refdef.fog_density = gl_fogdensity.value;
8264                         r_refdef.fog_red = gl_fogred.value;
8265                         r_refdef.fog_green = gl_foggreen.value;
8266                         r_refdef.fog_blue = gl_fogblue.value;
8267                         r_refdef.fog_alpha = 1;
8268                         r_refdef.fog_start = 0;
8269                         r_refdef.fog_end = gl_skyclip.value;
8270                         r_refdef.fog_height = 1<<30;
8271                         r_refdef.fog_fadedepth = 128;
8272                 }
8273                 else if (r_refdef.oldgl_fogenable)
8274                 {
8275                         r_refdef.oldgl_fogenable = false;
8276                         r_refdef.fog_density = 0;
8277                         r_refdef.fog_red = 0;
8278                         r_refdef.fog_green = 0;
8279                         r_refdef.fog_blue = 0;
8280                         r_refdef.fog_alpha = 0;
8281                         r_refdef.fog_start = 0;
8282                         r_refdef.fog_end = 0;
8283                         r_refdef.fog_height = 1<<30;
8284                         r_refdef.fog_fadedepth = 128;
8285                 }
8286         }
8287
8288         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8289         r_refdef.fog_start = max(0, r_refdef.fog_start);
8290         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8291
8292         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8293
8294         if (r_refdef.fog_density && r_drawfog.integer)
8295         {
8296                 r_refdef.fogenabled = true;
8297                 // this is the point where the fog reaches 0.9986 alpha, which we
8298                 // consider a good enough cutoff point for the texture
8299                 // (0.9986 * 256 == 255.6)
8300                 if (r_fog_exp2.integer)
8301                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8302                 else
8303                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8304                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8305                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8306                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8307                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8308                         R_BuildFogHeightTexture();
8309                 // fog color was already set
8310                 // update the fog texture
8311                 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)
8312                         R_BuildFogTexture();
8313                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8314                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8315         }
8316         else
8317                 r_refdef.fogenabled = false;
8318
8319         switch(vid.renderpath)
8320         {
8321         case RENDERPATH_GL20:
8322         case RENDERPATH_CGGL:
8323                 if(v_glslgamma.integer && !vid_gammatables_trivial)
8324                 {
8325                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8326                         {
8327                                 // build GLSL gamma texture
8328 #define RAMPWIDTH 256
8329                                 unsigned short ramp[RAMPWIDTH * 3];
8330                                 unsigned char rampbgr[RAMPWIDTH][4];
8331                                 int i;
8332
8333                                 r_texture_gammaramps_serial = vid_gammatables_serial;
8334
8335                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8336                                 for(i = 0; i < RAMPWIDTH; ++i)
8337                                 {
8338                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8339                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8340                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8341                                         rampbgr[i][3] = 0;
8342                                 }
8343                                 if (r_texture_gammaramps)
8344                                 {
8345                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8346                                 }
8347                                 else
8348                                 {
8349                                         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);
8350                                 }
8351                         }
8352                 }
8353                 else
8354                 {
8355                         // remove GLSL gamma texture
8356                 }
8357                 break;
8358         case RENDERPATH_GL13:
8359         case RENDERPATH_GL11:
8360                 break;
8361         }
8362 }
8363
8364 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8365 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8366 /*
8367 ================
8368 R_SelectScene
8369 ================
8370 */
8371 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8372         if( scenetype != r_currentscenetype ) {
8373                 // store the old scenetype
8374                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8375                 r_currentscenetype = scenetype;
8376                 // move in the new scene
8377                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8378         }
8379 }
8380
8381 /*
8382 ================
8383 R_GetScenePointer
8384 ================
8385 */
8386 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8387 {
8388         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8389         if( scenetype == r_currentscenetype ) {
8390                 return &r_refdef.scene;
8391         } else {
8392                 return &r_scenes_store[ scenetype ];
8393         }
8394 }
8395
8396 /*
8397 ================
8398 R_RenderView
8399 ================
8400 */
8401 void R_RenderView(void)
8402 {
8403         if (r_timereport_active)
8404                 R_TimeReport("start");
8405         r_textureframe++; // used only by R_GetCurrentTexture
8406         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8407
8408         if (!r_drawentities.integer)
8409                 r_refdef.scene.numentities = 0;
8410
8411         R_AnimCache_ClearCache();
8412         R_FrameData_NewFrame();
8413
8414         if (r_refdef.view.isoverlay)
8415         {
8416                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8417                 GL_Clear( GL_DEPTH_BUFFER_BIT );
8418                 R_TimeReport("depthclear");
8419
8420                 r_refdef.view.showdebug = false;
8421
8422                 r_waterstate.enabled = false;
8423                 r_waterstate.numwaterplanes = 0;
8424
8425                 R_RenderScene();
8426
8427                 CHECKGLERROR
8428                 return;
8429         }
8430
8431         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8432                 return; //Host_Error ("R_RenderView: NULL worldmodel");
8433
8434         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8435
8436         R_RenderView_UpdateViewVectors();
8437
8438         R_Shadow_UpdateWorldLightSelection();
8439
8440         R_Bloom_StartFrame();
8441         R_Water_StartFrame();
8442
8443         CHECKGLERROR
8444         if (r_timereport_active)
8445                 R_TimeReport("viewsetup");
8446
8447         R_ResetViewRendering3D();
8448
8449         if (r_refdef.view.clear || r_refdef.fogenabled)
8450         {
8451                 R_ClearScreen(r_refdef.fogenabled);
8452                 if (r_timereport_active)
8453                         R_TimeReport("viewclear");
8454         }
8455         r_refdef.view.clear = true;
8456
8457         // this produces a bloom texture to be used in R_BlendView() later
8458         if (r_hdr.integer && r_bloomstate.bloomwidth)
8459         {
8460                 R_HDR_RenderBloomTexture();
8461                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8462                 r_textureframe++; // used only by R_GetCurrentTexture
8463         }
8464
8465         r_refdef.view.showdebug = true;
8466
8467         R_View_Update();
8468         if (r_timereport_active)
8469                 R_TimeReport("visibility");
8470
8471         r_waterstate.numwaterplanes = 0;
8472         if (r_waterstate.enabled)
8473                 R_RenderWaterPlanes();
8474
8475         R_RenderScene();
8476         r_waterstate.numwaterplanes = 0;
8477
8478         R_BlendView();
8479         if (r_timereport_active)
8480                 R_TimeReport("blendview");
8481
8482         GL_Scissor(0, 0, vid.width, vid.height);
8483         GL_ScissorTest(false);
8484         CHECKGLERROR
8485 }
8486
8487 void R_RenderWaterPlanes(void)
8488 {
8489         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8490         {
8491                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8492                 if (r_timereport_active)
8493                         R_TimeReport("waterworld");
8494         }
8495
8496         // don't let sound skip if going slow
8497         if (r_refdef.scene.extraupdate)
8498                 S_ExtraUpdate ();
8499
8500         R_DrawModelsAddWaterPlanes();
8501         if (r_timereport_active)
8502                 R_TimeReport("watermodels");
8503
8504         if (r_waterstate.numwaterplanes)
8505         {
8506                 R_Water_ProcessPlanes();
8507                 if (r_timereport_active)
8508                         R_TimeReport("waterscenes");
8509         }
8510 }
8511
8512 extern void R_DrawLightningBeams (void);
8513 extern void VM_CL_AddPolygonsToMeshQueue (void);
8514 extern void R_DrawPortals (void);
8515 extern cvar_t cl_locs_show;
8516 static void R_DrawLocs(void);
8517 static void R_DrawEntityBBoxes(void);
8518 static void R_DrawModelDecals(void);
8519 extern void R_DrawModelShadows(void);
8520 extern void R_DrawModelShadowMaps(void);
8521 extern cvar_t cl_decals_newsystem;
8522 extern qboolean r_shadow_usingdeferredprepass;
8523 void R_RenderScene(void)
8524 {
8525         qboolean shadowmapping = false;
8526
8527         if (r_timereport_active)
8528                 R_TimeReport("beginscene");
8529
8530         r_refdef.stats.renders++;
8531
8532         R_UpdateFogColor();
8533
8534         // don't let sound skip if going slow
8535         if (r_refdef.scene.extraupdate)
8536                 S_ExtraUpdate ();
8537
8538         R_MeshQueue_BeginScene();
8539
8540         R_SkyStartFrame();
8541
8542         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);
8543
8544         if (r_timereport_active)
8545                 R_TimeReport("skystartframe");
8546
8547         if (cl.csqc_vidvars.drawworld)
8548         {
8549                 // don't let sound skip if going slow
8550                 if (r_refdef.scene.extraupdate)
8551                         S_ExtraUpdate ();
8552
8553                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8554                 {
8555                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8556                         if (r_timereport_active)
8557                                 R_TimeReport("worldsky");
8558                 }
8559
8560                 if (R_DrawBrushModelsSky() && r_timereport_active)
8561                         R_TimeReport("bmodelsky");
8562
8563                 if (skyrendermasked && skyrenderlater)
8564                 {
8565                         // we have to force off the water clipping plane while rendering sky
8566                         R_SetupView(false);
8567                         R_Sky();
8568                         R_SetupView(true);
8569                         if (r_timereport_active)
8570                                 R_TimeReport("sky");
8571                 }
8572         }
8573
8574         R_AnimCache_CacheVisibleEntities();
8575         if (r_timereport_active)
8576                 R_TimeReport("animation");
8577
8578         R_Shadow_PrepareLights();
8579         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8580                 R_Shadow_PrepareModelShadows();
8581         if (r_timereport_active)
8582                 R_TimeReport("preparelights");
8583
8584         if (R_Shadow_ShadowMappingEnabled())
8585                 shadowmapping = true;
8586
8587         if (r_shadow_usingdeferredprepass)
8588                 R_Shadow_DrawPrepass();
8589
8590         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8591         {
8592                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8593                 if (r_timereport_active)
8594                         R_TimeReport("worlddepth");
8595         }
8596         if (r_depthfirst.integer >= 2)
8597         {
8598                 R_DrawModelsDepth();
8599                 if (r_timereport_active)
8600                         R_TimeReport("modeldepth");
8601         }
8602
8603         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
8604         {
8605                 R_DrawModelShadowMaps();
8606                 R_ResetViewRendering3D();
8607                 // don't let sound skip if going slow
8608                 if (r_refdef.scene.extraupdate)
8609                         S_ExtraUpdate ();
8610         }
8611
8612         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8613         {
8614                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8615                 if (r_timereport_active)
8616                         R_TimeReport("world");
8617         }
8618
8619         // don't let sound skip if going slow
8620         if (r_refdef.scene.extraupdate)
8621                 S_ExtraUpdate ();
8622
8623         R_DrawModels();
8624         if (r_timereport_active)
8625                 R_TimeReport("models");
8626
8627         // don't let sound skip if going slow
8628         if (r_refdef.scene.extraupdate)
8629                 S_ExtraUpdate ();
8630
8631         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8632         {
8633                 R_DrawModelShadows();
8634                 R_ResetViewRendering3D();
8635                 // don't let sound skip if going slow
8636                 if (r_refdef.scene.extraupdate)
8637                         S_ExtraUpdate ();
8638         }
8639
8640         if (!r_shadow_usingdeferredprepass)
8641         {
8642                 R_Shadow_DrawLights();
8643                 if (r_timereport_active)
8644                         R_TimeReport("rtlights");
8645         }
8646
8647         // don't let sound skip if going slow
8648         if (r_refdef.scene.extraupdate)
8649                 S_ExtraUpdate ();
8650
8651         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8652         {
8653                 R_DrawModelShadows();
8654                 R_ResetViewRendering3D();
8655                 // don't let sound skip if going slow
8656                 if (r_refdef.scene.extraupdate)
8657                         S_ExtraUpdate ();
8658         }
8659
8660         if (cl.csqc_vidvars.drawworld)
8661         {
8662                 if (cl_decals_newsystem.integer)
8663                 {
8664                         R_DrawModelDecals();
8665                         if (r_timereport_active)
8666                                 R_TimeReport("modeldecals");
8667                 }
8668                 else
8669                 {
8670                         R_DrawDecals();
8671                         if (r_timereport_active)
8672                                 R_TimeReport("decals");
8673                 }
8674
8675                 R_DrawParticles();
8676                 if (r_timereport_active)
8677                         R_TimeReport("particles");
8678
8679                 R_DrawExplosions();
8680                 if (r_timereport_active)
8681                         R_TimeReport("explosions");
8682
8683                 R_DrawLightningBeams();
8684                 if (r_timereport_active)
8685                         R_TimeReport("lightning");
8686         }
8687
8688         VM_CL_AddPolygonsToMeshQueue();
8689
8690         if (r_refdef.view.showdebug)
8691         {
8692                 if (cl_locs_show.integer)
8693                 {
8694                         R_DrawLocs();
8695                         if (r_timereport_active)
8696                                 R_TimeReport("showlocs");
8697                 }
8698
8699                 if (r_drawportals.integer)
8700                 {
8701                         R_DrawPortals();
8702                         if (r_timereport_active)
8703                                 R_TimeReport("portals");
8704                 }
8705
8706                 if (r_showbboxes.value > 0)
8707                 {
8708                         R_DrawEntityBBoxes();
8709                         if (r_timereport_active)
8710                                 R_TimeReport("bboxes");
8711                 }
8712         }
8713
8714         R_MeshQueue_RenderTransparent();
8715         if (r_timereport_active)
8716                 R_TimeReport("drawtrans");
8717
8718         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))
8719         {
8720                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8721                 if (r_timereport_active)
8722                         R_TimeReport("worlddebug");
8723                 R_DrawModelsDebug();
8724                 if (r_timereport_active)
8725                         R_TimeReport("modeldebug");
8726         }
8727
8728         if (cl.csqc_vidvars.drawworld)
8729         {
8730                 R_Shadow_DrawCoronas();
8731                 if (r_timereport_active)
8732                         R_TimeReport("coronas");
8733         }
8734
8735         // don't let sound skip if going slow
8736         if (r_refdef.scene.extraupdate)
8737                 S_ExtraUpdate ();
8738
8739         R_ResetViewRendering2D();
8740 }
8741
8742 static const unsigned short bboxelements[36] =
8743 {
8744         5, 1, 3, 5, 3, 7,
8745         6, 2, 0, 6, 0, 4,
8746         7, 3, 2, 7, 2, 6,
8747         4, 0, 1, 4, 1, 5,
8748         4, 5, 7, 4, 7, 6,
8749         1, 0, 2, 1, 2, 3,
8750 };
8751
8752 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8753 {
8754         int i;
8755         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8756
8757         RSurf_ActiveWorldEntity();
8758
8759         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8760         GL_DepthMask(false);
8761         GL_DepthRange(0, 1);
8762         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8763         R_Mesh_ResetTextureState();
8764
8765         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8766         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8767         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8768         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8769         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8770         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8771         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8772         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8773         R_FillColors(color4f, 8, cr, cg, cb, ca);
8774         if (r_refdef.fogenabled)
8775         {
8776                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8777                 {
8778                         f1 = RSurf_FogVertex(v);
8779                         f2 = 1 - f1;
8780                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8781                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8782                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8783                 }
8784         }
8785         R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
8786         R_Mesh_ResetTextureState();
8787         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8788         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
8789 }
8790
8791 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8792 {
8793         int i;
8794         float color[4];
8795         prvm_edict_t *edict;
8796         prvm_prog_t *prog_save = prog;
8797
8798         // this function draws bounding boxes of server entities
8799         if (!sv.active)
8800                 return;
8801
8802         GL_CullFace(GL_NONE);
8803         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8804
8805         prog = 0;
8806         SV_VM_Begin();
8807         for (i = 0;i < numsurfaces;i++)
8808         {
8809                 edict = PRVM_EDICT_NUM(surfacelist[i]);
8810                 switch ((int)edict->fields.server->solid)
8811                 {
8812                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
8813                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
8814                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
8815                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8816                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
8817                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
8818                 }
8819                 color[3] *= r_showbboxes.value;
8820                 color[3] = bound(0, color[3], 1);
8821                 GL_DepthTest(!r_showdisabledepthtest.integer);
8822                 GL_CullFace(r_refdef.view.cullface_front);
8823                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8824         }
8825         SV_VM_End();
8826         prog = prog_save;
8827 }
8828
8829 static void R_DrawEntityBBoxes(void)
8830 {
8831         int i;
8832         prvm_edict_t *edict;
8833         vec3_t center;
8834         prvm_prog_t *prog_save = prog;
8835
8836         // this function draws bounding boxes of server entities
8837         if (!sv.active)
8838                 return;
8839
8840         prog = 0;
8841         SV_VM_Begin();
8842         for (i = 0;i < prog->num_edicts;i++)
8843         {
8844                 edict = PRVM_EDICT_NUM(i);
8845                 if (edict->priv.server->free)
8846                         continue;
8847                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8848                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8849                         continue;
8850                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8851                         continue;
8852                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8853                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8854         }
8855         SV_VM_End();
8856         prog = prog_save;
8857 }
8858
8859 static const int nomodelelement3i[24] =
8860 {
8861         5, 2, 0,
8862         5, 1, 2,
8863         5, 0, 3,
8864         5, 3, 1,
8865         0, 2, 4,
8866         2, 1, 4,
8867         3, 0, 4,
8868         1, 3, 4
8869 };
8870
8871 static const unsigned short nomodelelement3s[24] =
8872 {
8873         5, 2, 0,
8874         5, 1, 2,
8875         5, 0, 3,
8876         5, 3, 1,
8877         0, 2, 4,
8878         2, 1, 4,
8879         3, 0, 4,
8880         1, 3, 4
8881 };
8882
8883 static const float nomodelvertex3f[6*3] =
8884 {
8885         -16,   0,   0,
8886          16,   0,   0,
8887           0, -16,   0,
8888           0,  16,   0,
8889           0,   0, -16,
8890           0,   0,  16
8891 };
8892
8893 static const float nomodelcolor4f[6*4] =
8894 {
8895         0.0f, 0.0f, 0.5f, 1.0f,
8896         0.0f, 0.0f, 0.5f, 1.0f,
8897         0.0f, 0.5f, 0.0f, 1.0f,
8898         0.0f, 0.5f, 0.0f, 1.0f,
8899         0.5f, 0.0f, 0.0f, 1.0f,
8900         0.5f, 0.0f, 0.0f, 1.0f
8901 };
8902
8903 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8904 {
8905         int i;
8906         float f1, f2, *c;
8907         float color4f[6*4];
8908
8909         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);
8910
8911         // this is only called once per entity so numsurfaces is always 1, and
8912         // surfacelist is always {0}, so this code does not handle batches
8913
8914         if (rsurface.ent_flags & RENDER_ADDITIVE)
8915         {
8916                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8917                 GL_DepthMask(false);
8918         }
8919         else if (rsurface.colormod[3] < 1)
8920         {
8921                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8922                 GL_DepthMask(false);
8923         }
8924         else
8925         {
8926                 GL_BlendFunc(GL_ONE, GL_ZERO);
8927                 GL_DepthMask(true);
8928         }
8929         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8930         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8931         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8932         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8933         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8934         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8935         for (i = 0, c = color4f;i < 6;i++, c += 4)
8936         {
8937                 c[0] *= rsurface.colormod[0];
8938                 c[1] *= rsurface.colormod[1];
8939                 c[2] *= rsurface.colormod[2];
8940                 c[3] *= rsurface.colormod[3];
8941         }
8942         if (r_refdef.fogenabled)
8943         {
8944                 for (i = 0, c = color4f;i < 6;i++, c += 4)
8945                 {
8946                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
8947                         f2 = 1 - f1;
8948                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8949                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8950                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8951                 }
8952         }
8953         R_Mesh_ResetTextureState();
8954         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
8955         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
8956 }
8957
8958 void R_DrawNoModel(entity_render_t *ent)
8959 {
8960         vec3_t org;
8961         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8962         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8963                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8964         else
8965                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8966 }
8967
8968 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8969 {
8970         vec3_t right1, right2, diff, normal;
8971
8972         VectorSubtract (org2, org1, normal);
8973
8974         // calculate 'right' vector for start
8975         VectorSubtract (r_refdef.view.origin, org1, diff);
8976         CrossProduct (normal, diff, right1);
8977         VectorNormalize (right1);
8978
8979         // calculate 'right' vector for end
8980         VectorSubtract (r_refdef.view.origin, org2, diff);
8981         CrossProduct (normal, diff, right2);
8982         VectorNormalize (right2);
8983
8984         vert[ 0] = org1[0] + width * right1[0];
8985         vert[ 1] = org1[1] + width * right1[1];
8986         vert[ 2] = org1[2] + width * right1[2];
8987         vert[ 3] = org1[0] - width * right1[0];
8988         vert[ 4] = org1[1] - width * right1[1];
8989         vert[ 5] = org1[2] - width * right1[2];
8990         vert[ 6] = org2[0] - width * right2[0];
8991         vert[ 7] = org2[1] - width * right2[1];
8992         vert[ 8] = org2[2] - width * right2[2];
8993         vert[ 9] = org2[0] + width * right2[0];
8994         vert[10] = org2[1] + width * right2[1];
8995         vert[11] = org2[2] + width * right2[2];
8996 }
8997
8998 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)
8999 {
9000         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9001         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9002         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9003         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9004         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9005         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9006         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9007         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9008         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9009         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9010         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9011         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9012 }
9013
9014 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9015 {
9016         int i;
9017         float *vertex3f;
9018         float v[3];
9019         VectorSet(v, x, y, z);
9020         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9021                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9022                         break;
9023         if (i == mesh->numvertices)
9024         {
9025                 if (mesh->numvertices < mesh->maxvertices)
9026                 {
9027                         VectorCopy(v, vertex3f);
9028                         mesh->numvertices++;
9029                 }
9030                 return mesh->numvertices;
9031         }
9032         else
9033                 return i;
9034 }
9035
9036 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9037 {
9038         int i;
9039         int *e, element[3];
9040         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9041         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9042         e = mesh->element3i + mesh->numtriangles * 3;
9043         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9044         {
9045                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9046                 if (mesh->numtriangles < mesh->maxtriangles)
9047                 {
9048                         *e++ = element[0];
9049                         *e++ = element[1];
9050                         *e++ = element[2];
9051                         mesh->numtriangles++;
9052                 }
9053                 element[1] = element[2];
9054         }
9055 }
9056
9057 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9058 {
9059         int i;
9060         int *e, element[3];
9061         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9062         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9063         e = mesh->element3i + mesh->numtriangles * 3;
9064         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9065         {
9066                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9067                 if (mesh->numtriangles < mesh->maxtriangles)
9068                 {
9069                         *e++ = element[0];
9070                         *e++ = element[1];
9071                         *e++ = element[2];
9072                         mesh->numtriangles++;
9073                 }
9074                 element[1] = element[2];
9075         }
9076 }
9077
9078 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9079 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9080 {
9081         int planenum, planenum2;
9082         int w;
9083         int tempnumpoints;
9084         mplane_t *plane, *plane2;
9085         double maxdist;
9086         double temppoints[2][256*3];
9087         // figure out how large a bounding box we need to properly compute this brush
9088         maxdist = 0;
9089         for (w = 0;w < numplanes;w++)
9090                 maxdist = max(maxdist, fabs(planes[w].dist));
9091         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9092         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9093         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9094         {
9095                 w = 0;
9096                 tempnumpoints = 4;
9097                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9098                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9099                 {
9100                         if (planenum2 == planenum)
9101                                 continue;
9102                         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);
9103                         w = !w;
9104                 }
9105                 if (tempnumpoints < 3)
9106                         continue;
9107                 // generate elements forming a triangle fan for this polygon
9108                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9109         }
9110 }
9111
9112 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)
9113 {
9114         texturelayer_t *layer;
9115         layer = t->currentlayers + t->currentnumlayers++;
9116         layer->type = type;
9117         layer->depthmask = depthmask;
9118         layer->blendfunc1 = blendfunc1;
9119         layer->blendfunc2 = blendfunc2;
9120         layer->texture = texture;
9121         layer->texmatrix = *matrix;
9122         layer->color[0] = r;
9123         layer->color[1] = g;
9124         layer->color[2] = b;
9125         layer->color[3] = a;
9126 }
9127
9128 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
9129 {
9130         if(parms[0] == 0 && parms[1] == 0)
9131                 return false;
9132         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9133                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
9134                         return false;
9135         return true;
9136 }
9137
9138 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9139 {
9140         double index, f;
9141         index = parms[2] + r_refdef.scene.time * parms[3];
9142         index -= floor(index);
9143         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
9144         {
9145         default:
9146         case Q3WAVEFUNC_NONE:
9147         case Q3WAVEFUNC_NOISE:
9148         case Q3WAVEFUNC_COUNT:
9149                 f = 0;
9150                 break;
9151         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9152         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9153         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9154         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9155         case Q3WAVEFUNC_TRIANGLE:
9156                 index *= 4;
9157                 f = index - floor(index);
9158                 if (index < 1)
9159                         f = f;
9160                 else if (index < 2)
9161                         f = 1 - f;
9162                 else if (index < 3)
9163                         f = -f;
9164                 else
9165                         f = -(1 - f);
9166                 break;
9167         }
9168         f = parms[0] + parms[1] * f;
9169         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9170                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
9171         return (float) f;
9172 }
9173
9174 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9175 {
9176         int w, h, idx;
9177         float f;
9178         float tcmat[12];
9179         matrix4x4_t matrix, temp;
9180         switch(tcmod->tcmod)
9181         {
9182                 case Q3TCMOD_COUNT:
9183                 case Q3TCMOD_NONE:
9184                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9185                                 matrix = r_waterscrollmatrix;
9186                         else
9187                                 matrix = identitymatrix;
9188                         break;
9189                 case Q3TCMOD_ENTITYTRANSLATE:
9190                         // this is used in Q3 to allow the gamecode to control texcoord
9191                         // scrolling on the entity, which is not supported in darkplaces yet.
9192                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9193                         break;
9194                 case Q3TCMOD_ROTATE:
9195                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9196                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9197                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9198                         break;
9199                 case Q3TCMOD_SCALE:
9200                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9201                         break;
9202                 case Q3TCMOD_SCROLL:
9203                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9204                         break;
9205                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9206                         w = (int) tcmod->parms[0];
9207                         h = (int) tcmod->parms[1];
9208                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9209                         f = f - floor(f);
9210                         idx = (int) floor(f * w * h);
9211                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9212                         break;
9213                 case Q3TCMOD_STRETCH:
9214                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9215                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9216                         break;
9217                 case Q3TCMOD_TRANSFORM:
9218                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
9219                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
9220                         VectorSet(tcmat +  6, 0                   , 0                , 1);
9221                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
9222                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9223                         break;
9224                 case Q3TCMOD_TURBULENT:
9225                         // this is handled in the RSurf_PrepareVertices function
9226                         matrix = identitymatrix;
9227                         break;
9228         }
9229         temp = *texmatrix;
9230         Matrix4x4_Concat(texmatrix, &matrix, &temp);
9231 }
9232
9233 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9234 {
9235         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9236         char name[MAX_QPATH];
9237         skinframe_t *skinframe;
9238         unsigned char pixels[296*194];
9239         strlcpy(cache->name, skinname, sizeof(cache->name));
9240         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9241         if (developer_loading.integer)
9242                 Con_Printf("loading %s\n", name);
9243         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9244         if (!skinframe || !skinframe->base)
9245         {
9246                 unsigned char *f;
9247                 fs_offset_t filesize;
9248                 skinframe = NULL;
9249                 f = FS_LoadFile(name, tempmempool, true, &filesize);
9250                 if (f)
9251                 {
9252                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9253                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9254                         Mem_Free(f);
9255                 }
9256         }
9257         cache->skinframe = skinframe;
9258 }
9259
9260 texture_t *R_GetCurrentTexture(texture_t *t)
9261 {
9262         int i;
9263         const entity_render_t *ent = rsurface.entity;
9264         dp_model_t *model = ent->model;
9265         q3shaderinfo_layer_tcmod_t *tcmod;
9266
9267         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9268                 return t->currentframe;
9269         t->update_lastrenderframe = r_textureframe;
9270         t->update_lastrenderentity = (void *)ent;
9271
9272         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9273                 t->camera_entity = ent->entitynumber;
9274         else
9275                 t->camera_entity = 0;
9276
9277         // switch to an alternate material if this is a q1bsp animated material
9278         {
9279                 texture_t *texture = t;
9280                 int s = rsurface.ent_skinnum;
9281                 if ((unsigned int)s >= (unsigned int)model->numskins)
9282                         s = 0;
9283                 if (model->skinscenes)
9284                 {
9285                         if (model->skinscenes[s].framecount > 1)
9286                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9287                         else
9288                                 s = model->skinscenes[s].firstframe;
9289                 }
9290                 if (s > 0)
9291                         t = t + s * model->num_surfaces;
9292                 if (t->animated)
9293                 {
9294                         // use an alternate animation if the entity's frame is not 0,
9295                         // and only if the texture has an alternate animation
9296                         if (rsurface.ent_alttextures && t->anim_total[1])
9297                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9298                         else
9299                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9300                 }
9301                 texture->currentframe = t;
9302         }
9303
9304         // update currentskinframe to be a qw skin or animation frame
9305         if (rsurface.ent_qwskin >= 0)
9306         {
9307                 i = rsurface.ent_qwskin;
9308                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9309                 {
9310                         r_qwskincache_size = cl.maxclients;
9311                         if (r_qwskincache)
9312                                 Mem_Free(r_qwskincache);
9313                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9314                 }
9315                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9316                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9317                 t->currentskinframe = r_qwskincache[i].skinframe;
9318                 if (t->currentskinframe == NULL)
9319                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9320         }
9321         else if (t->numskinframes >= 2)
9322                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9323         if (t->backgroundnumskinframes >= 2)
9324                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9325
9326         t->currentmaterialflags = t->basematerialflags;
9327         t->currentalpha = rsurface.colormod[3];
9328         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9329                 t->currentalpha *= r_wateralpha.value;
9330         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9331                 t->currentalpha *= t->r_water_wateralpha;
9332         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9333                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9334         if (!(rsurface.ent_flags & RENDER_LIGHT))
9335                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9336         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9337         {
9338                 // pick a model lighting mode
9339                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9340                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9341                 else
9342                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9343         }
9344         if (rsurface.ent_flags & RENDER_ADDITIVE)
9345                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9346         else if (t->currentalpha < 1)
9347                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9348         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9349                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9350         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9351                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9352         if (t->backgroundnumskinframes)
9353                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9354         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9355         {
9356                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9357                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9358         }
9359         else
9360                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9361         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9362                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9363
9364         // there is no tcmod
9365         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9366         {
9367                 t->currenttexmatrix = r_waterscrollmatrix;
9368                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9369         }
9370         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9371         {
9372                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9373                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9374         }
9375
9376         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9377                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9378         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9379                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9380
9381         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9382         if (t->currentskinframe->qpixels)
9383                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9384         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9385         if (!t->basetexture)
9386                 t->basetexture = r_texture_notexture;
9387         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9388         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9389         t->nmaptexture = t->currentskinframe->nmap;
9390         if (!t->nmaptexture)
9391                 t->nmaptexture = r_texture_blanknormalmap;
9392         t->glosstexture = r_texture_black;
9393         t->glowtexture = t->currentskinframe->glow;
9394         t->fogtexture = t->currentskinframe->fog;
9395         t->reflectmasktexture = t->currentskinframe->reflect;
9396         if (t->backgroundnumskinframes)
9397         {
9398                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9399                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9400                 t->backgroundglosstexture = r_texture_black;
9401                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9402                 if (!t->backgroundnmaptexture)
9403                         t->backgroundnmaptexture = r_texture_blanknormalmap;
9404         }
9405         else
9406         {
9407                 t->backgroundbasetexture = r_texture_white;
9408                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9409                 t->backgroundglosstexture = r_texture_black;
9410                 t->backgroundglowtexture = NULL;
9411         }
9412         t->specularpower = r_shadow_glossexponent.value;
9413         // TODO: store reference values for these in the texture?
9414         t->specularscale = 0;
9415         if (r_shadow_gloss.integer > 0)
9416         {
9417                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9418                 {
9419                         if (r_shadow_glossintensity.value > 0)
9420                         {
9421                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9422                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9423                                 t->specularscale = r_shadow_glossintensity.value;
9424                         }
9425                 }
9426                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9427                 {
9428                         t->glosstexture = r_texture_white;
9429                         t->backgroundglosstexture = r_texture_white;
9430                         t->specularscale = r_shadow_gloss2intensity.value;
9431                         t->specularpower = r_shadow_gloss2exponent.value;
9432                 }
9433         }
9434         t->specularscale *= t->specularscalemod;
9435         t->specularpower *= t->specularpowermod;
9436
9437         // lightmaps mode looks bad with dlights using actual texturing, so turn
9438         // off the colormap and glossmap, but leave the normalmap on as it still
9439         // accurately represents the shading involved
9440         if (gl_lightmaps.integer)
9441         {
9442                 t->basetexture = r_texture_grey128;
9443                 t->pantstexture = r_texture_black;
9444                 t->shirttexture = r_texture_black;
9445                 t->nmaptexture = r_texture_blanknormalmap;
9446                 t->glosstexture = r_texture_black;
9447                 t->glowtexture = NULL;
9448                 t->fogtexture = NULL;
9449                 t->reflectmasktexture = NULL;
9450                 t->backgroundbasetexture = NULL;
9451                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9452                 t->backgroundglosstexture = r_texture_black;
9453                 t->backgroundglowtexture = NULL;
9454                 t->specularscale = 0;
9455                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9456         }
9457
9458         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9459         VectorClear(t->dlightcolor);
9460         t->currentnumlayers = 0;
9461         if (t->currentmaterialflags & MATERIALFLAG_WALL)
9462         {
9463                 int blendfunc1, blendfunc2;
9464                 qboolean depthmask;
9465                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9466                 {
9467                         blendfunc1 = GL_SRC_ALPHA;
9468                         blendfunc2 = GL_ONE;
9469                 }
9470                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9471                 {
9472                         blendfunc1 = GL_SRC_ALPHA;
9473                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9474                 }
9475                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9476                 {
9477                         blendfunc1 = t->customblendfunc[0];
9478                         blendfunc2 = t->customblendfunc[1];
9479                 }
9480                 else
9481                 {
9482                         blendfunc1 = GL_ONE;
9483                         blendfunc2 = GL_ZERO;
9484                 }
9485                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9486                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9487                 {
9488                         // fullbright is not affected by r_refdef.lightmapintensity
9489                         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]);
9490                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9491                                 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]);
9492                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9493                                 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]);
9494                 }
9495                 else
9496                 {
9497                         vec3_t ambientcolor;
9498                         float colorscale;
9499                         // set the color tint used for lights affecting this surface
9500                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9501                         colorscale = 2;
9502                         // q3bsp has no lightmap updates, so the lightstylevalue that
9503                         // would normally be baked into the lightmap must be
9504                         // applied to the color
9505                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9506                         if (model->type == mod_brushq3)
9507                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9508                         colorscale *= r_refdef.lightmapintensity;
9509                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9510                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9511                         // basic lit geometry
9512                         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]);
9513                         // add pants/shirt if needed
9514                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9515                                 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]);
9516                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9517                                 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]);
9518                         // now add ambient passes if needed
9519                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9520                         {
9521                                 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]);
9522                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9523                                         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]);
9524                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9525                                         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]);
9526                         }
9527                 }
9528                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9529                         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]);
9530                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9531                 {
9532                         // if this is opaque use alpha blend which will darken the earlier
9533                         // passes cheaply.
9534                         //
9535                         // if this is an alpha blended material, all the earlier passes
9536                         // were darkened by fog already, so we only need to add the fog
9537                         // color ontop through the fog mask texture
9538                         //
9539                         // if this is an additive blended material, all the earlier passes
9540                         // were darkened by fog already, and we should not add fog color
9541                         // (because the background was not darkened, there is no fog color
9542                         // that was lost behind it).
9543                         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]);
9544                 }
9545         }
9546
9547         return t->currentframe;
9548 }
9549
9550 rsurfacestate_t rsurface;
9551
9552 void R_Mesh_ResizeArrays(int newvertices)
9553 {
9554         unsigned char *base;
9555         size_t size;
9556         if (rsurface.array_size >= newvertices)
9557                 return;
9558         if (rsurface.array_base)
9559                 Mem_Free(rsurface.array_base);
9560         rsurface.array_size = (newvertices + 1023) & ~1023;
9561         size = 0;
9562         size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
9563         size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
9564         size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
9565         size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
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[3]);
9572         size += rsurface.array_size * sizeof(float[3]);
9573         size += rsurface.array_size * sizeof(float[3]);
9574         size += rsurface.array_size * sizeof(float[4]);
9575         size += rsurface.array_size * sizeof(float[2]);
9576         size += rsurface.array_size * sizeof(float[2]);
9577         size += rsurface.array_size * sizeof(float[4]);
9578         size += rsurface.array_size * sizeof(int[3]);
9579         size += rsurface.array_size * sizeof(unsigned short[3]);
9580         rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
9581         rsurface.array_modelvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
9582         rsurface.array_batchvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
9583         rsurface.array_modelvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
9584         rsurface.array_batchvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
9585         rsurface.array_modelvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9586         rsurface.array_modelsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9587         rsurface.array_modeltvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9588         rsurface.array_modelnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9589         rsurface.array_batchvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9590         rsurface.array_batchsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9591         rsurface.array_batchtvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9592         rsurface.array_batchnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9593         rsurface.array_batchlightmapcolor4f    = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
9594         rsurface.array_batchtexcoordtexture2f  = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
9595         rsurface.array_batchtexcoordlightmap2f = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
9596         rsurface.array_passcolor4f             = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
9597         rsurface.array_batchelement3i          = (int                *)base;base += rsurface.array_size * sizeof(int[3]);
9598         rsurface.array_batchelement3s          = (unsigned short     *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
9599 }
9600
9601 void RSurf_ActiveWorldEntity(void)
9602 {
9603         dp_model_t *model = r_refdef.scene.worldmodel;
9604         //if (rsurface.entity == r_refdef.scene.worldentity)
9605         //      return;
9606         rsurface.entity = r_refdef.scene.worldentity;
9607         rsurface.skeleton = NULL;
9608         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
9609         rsurface.ent_skinnum = 0;
9610         rsurface.ent_qwskin = -1;
9611         rsurface.ent_shadertime = 0;
9612         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9613         if (rsurface.array_size < model->surfmesh.num_vertices)
9614                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9615         rsurface.matrix = identitymatrix;
9616         rsurface.inversematrix = identitymatrix;
9617         rsurface.matrixscale = 1;
9618         rsurface.inversematrixscale = 1;
9619         R_EntityMatrix(&identitymatrix);
9620         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9621         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9622         rsurface.fograngerecip = r_refdef.fograngerecip;
9623         rsurface.fogheightfade = r_refdef.fogheightfade;
9624         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9625         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9626         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9627         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9628         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9629         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9630         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9631         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9632         rsurface.colormod[3] = 1;
9633         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);
9634         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9635         rsurface.frameblend[0].lerp = 1;
9636         rsurface.ent_alttextures = false;
9637         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9638         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9639         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9640         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9641         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9642         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9643         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9644         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9645         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9646         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9647         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9648         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9649         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9650         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9651         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9652         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9653         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9654         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9655         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9656         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9657         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9658         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9659         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9660         rsurface.modelelement3i = model->surfmesh.data_element3i;
9661         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
9662         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
9663         rsurface.modelelement3s = model->surfmesh.data_element3s;
9664         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
9665         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
9666         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9667         rsurface.modelnumvertices = model->surfmesh.num_vertices;
9668         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
9669         rsurface.modelsurfaces = model->data_surfaces;
9670         rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
9671         rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
9672         rsurface.modelvertexposition = model->surfmesh.vertexposition;
9673         rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
9674         rsurface.modelgeneratedvertex = false;
9675         rsurface.batchgeneratedvertex = false;
9676         rsurface.batchfirstvertex = 0;
9677         rsurface.batchnumvertices = 0;
9678         rsurface.batchfirsttriangle = 0;
9679         rsurface.batchnumtriangles = 0;
9680         rsurface.batchvertex3f  = NULL;
9681         rsurface.batchvertex3f_vertexbuffer = NULL;
9682         rsurface.batchvertex3f_bufferoffset = 0;
9683         rsurface.batchsvector3f = NULL;
9684         rsurface.batchsvector3f_vertexbuffer = NULL;
9685         rsurface.batchsvector3f_bufferoffset = 0;
9686         rsurface.batchtvector3f = NULL;
9687         rsurface.batchtvector3f_vertexbuffer = NULL;
9688         rsurface.batchtvector3f_bufferoffset = 0;
9689         rsurface.batchnormal3f  = NULL;
9690         rsurface.batchnormal3f_vertexbuffer = NULL;
9691         rsurface.batchnormal3f_bufferoffset = 0;
9692         rsurface.batchlightmapcolor4f = NULL;
9693         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9694         rsurface.batchlightmapcolor4f_bufferoffset = 0;
9695         rsurface.batchtexcoordtexture2f = NULL;
9696         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9697         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9698         rsurface.batchtexcoordlightmap2f = NULL;
9699         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9700         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9701         rsurface.batchvertexmesh = NULL;
9702         rsurface.batchvertexmeshbuffer = NULL;
9703         rsurface.batchvertexposition = NULL;
9704         rsurface.batchvertexpositionbuffer = NULL;
9705         rsurface.batchelement3i = NULL;
9706         rsurface.batchelement3i_indexbuffer = NULL;
9707         rsurface.batchelement3i_bufferoffset = 0;
9708         rsurface.batchelement3s = NULL;
9709         rsurface.batchelement3s_indexbuffer = NULL;
9710         rsurface.batchelement3s_bufferoffset = 0;
9711         rsurface.passcolor4f = NULL;
9712         rsurface.passcolor4f_vertexbuffer = NULL;
9713         rsurface.passcolor4f_bufferoffset = 0;
9714 }
9715
9716 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9717 {
9718         dp_model_t *model = ent->model;
9719         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9720         //      return;
9721         rsurface.entity = (entity_render_t *)ent;
9722         rsurface.skeleton = ent->skeleton;
9723         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
9724         rsurface.ent_skinnum = ent->skinnum;
9725         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;
9726         rsurface.ent_shadertime = ent->shadertime;
9727         rsurface.ent_flags = ent->flags;
9728         if (rsurface.array_size < model->surfmesh.num_vertices)
9729                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9730         rsurface.matrix = ent->matrix;
9731         rsurface.inversematrix = ent->inversematrix;
9732         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9733         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9734         R_EntityMatrix(&rsurface.matrix);
9735         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9736         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9737         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9738         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9739         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9740         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9741         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9742         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9743         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9744         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9745         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9746         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9747         rsurface.colormod[3] = ent->alpha;
9748         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9749         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9750         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9751         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9752         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9753         if (ent->model->brush.submodel && !prepass)
9754         {
9755                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9756                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9757         }
9758         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9759         {
9760                 if (ent->animcache_vertex3f && !r_framedata_failed)
9761                 {
9762                         rsurface.modelvertex3f = ent->animcache_vertex3f;
9763                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9764                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9765                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9766                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
9767                         rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
9768                         rsurface.modelvertexposition = ent->animcache_vertexposition;
9769                         rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
9770                 }
9771                 else if (wanttangents)
9772                 {
9773                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9774                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9775                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9776                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9777                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9778                         rsurface.modelvertexmesh = NULL;
9779                         rsurface.modelvertexmeshbuffer = NULL;
9780                         rsurface.modelvertexposition = NULL;
9781                         rsurface.modelvertexpositionbuffer = NULL;
9782                 }
9783                 else if (wantnormals)
9784                 {
9785                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9786                         rsurface.modelsvector3f = NULL;
9787                         rsurface.modeltvector3f = NULL;
9788                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9789                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9790                         rsurface.modelvertexmesh = NULL;
9791                         rsurface.modelvertexmeshbuffer = NULL;
9792                         rsurface.modelvertexposition = NULL;
9793                         rsurface.modelvertexpositionbuffer = NULL;
9794                 }
9795                 else
9796                 {
9797                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9798                         rsurface.modelsvector3f = NULL;
9799                         rsurface.modeltvector3f = NULL;
9800                         rsurface.modelnormal3f = NULL;
9801                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9802                         rsurface.modelvertexmesh = NULL;
9803                         rsurface.modelvertexmeshbuffer = NULL;
9804                         rsurface.modelvertexposition = NULL;
9805                         rsurface.modelvertexpositionbuffer = NULL;
9806                 }
9807                 rsurface.modelvertex3f_vertexbuffer = 0;
9808                 rsurface.modelvertex3f_bufferoffset = 0;
9809                 rsurface.modelsvector3f_vertexbuffer = 0;
9810                 rsurface.modelsvector3f_bufferoffset = 0;
9811                 rsurface.modeltvector3f_vertexbuffer = 0;
9812                 rsurface.modeltvector3f_bufferoffset = 0;
9813                 rsurface.modelnormal3f_vertexbuffer = 0;
9814                 rsurface.modelnormal3f_bufferoffset = 0;
9815                 rsurface.modelgeneratedvertex = true;
9816         }
9817         else
9818         {
9819                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9820                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9821                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9822                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9823                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9824                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9825                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9826                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9827                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9828                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9829                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9830                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9831                 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
9832                 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
9833                 rsurface.modelvertexposition = model->surfmesh.vertexposition;
9834                 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
9835                 rsurface.modelgeneratedvertex = false;
9836         }
9837         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9838         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9839         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9840         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9841         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9842         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9843         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9844         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9845         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9846         rsurface.modelelement3i = model->surfmesh.data_element3i;
9847         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
9848         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
9849         rsurface.modelelement3s = model->surfmesh.data_element3s;
9850         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
9851         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
9852         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9853         rsurface.modelnumvertices = model->surfmesh.num_vertices;
9854         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
9855         rsurface.modelsurfaces = model->data_surfaces;
9856         rsurface.batchgeneratedvertex = false;
9857         rsurface.batchfirstvertex = 0;
9858         rsurface.batchnumvertices = 0;
9859         rsurface.batchfirsttriangle = 0;
9860         rsurface.batchnumtriangles = 0;
9861         rsurface.batchvertex3f  = NULL;
9862         rsurface.batchvertex3f_vertexbuffer = NULL;
9863         rsurface.batchvertex3f_bufferoffset = 0;
9864         rsurface.batchsvector3f = NULL;
9865         rsurface.batchsvector3f_vertexbuffer = NULL;
9866         rsurface.batchsvector3f_bufferoffset = 0;
9867         rsurface.batchtvector3f = NULL;
9868         rsurface.batchtvector3f_vertexbuffer = NULL;
9869         rsurface.batchtvector3f_bufferoffset = 0;
9870         rsurface.batchnormal3f  = NULL;
9871         rsurface.batchnormal3f_vertexbuffer = NULL;
9872         rsurface.batchnormal3f_bufferoffset = 0;
9873         rsurface.batchlightmapcolor4f = NULL;
9874         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9875         rsurface.batchlightmapcolor4f_bufferoffset = 0;
9876         rsurface.batchtexcoordtexture2f = NULL;
9877         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9878         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9879         rsurface.batchtexcoordlightmap2f = NULL;
9880         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9881         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9882         rsurface.batchvertexmesh = NULL;
9883         rsurface.batchvertexmeshbuffer = NULL;
9884         rsurface.batchvertexposition = NULL;
9885         rsurface.batchvertexpositionbuffer = NULL;
9886         rsurface.batchelement3i = NULL;
9887         rsurface.batchelement3i_indexbuffer = NULL;
9888         rsurface.batchelement3i_bufferoffset = 0;
9889         rsurface.batchelement3s = NULL;
9890         rsurface.batchelement3s_indexbuffer = NULL;
9891         rsurface.batchelement3s_bufferoffset = 0;
9892         rsurface.passcolor4f = NULL;
9893         rsurface.passcolor4f_vertexbuffer = NULL;
9894         rsurface.passcolor4f_bufferoffset = 0;
9895 }
9896
9897 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)
9898 {
9899         int i;
9900
9901         rsurface.entity = r_refdef.scene.worldentity;
9902         rsurface.skeleton = NULL;
9903         rsurface.ent_skinnum = 0;
9904         rsurface.ent_qwskin = -1;
9905         rsurface.ent_shadertime = shadertime;
9906         rsurface.ent_flags = entflags;
9907         rsurface.modelnumvertices = numvertices;
9908         rsurface.modelnumtriangles = numtriangles;
9909         if (rsurface.array_size < rsurface.modelnumvertices)
9910                 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
9911         rsurface.matrix = *matrix;
9912         rsurface.inversematrix = *inversematrix;
9913         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9914         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9915         R_EntityMatrix(&rsurface.matrix);
9916         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9917         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9918         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9919         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9920         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9921         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9922         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9923         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9924         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9925         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9926         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9927         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9928         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);
9929         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9930         rsurface.frameblend[0].lerp = 1;
9931         rsurface.ent_alttextures = false;
9932         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9933         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9934         if (wanttangents)
9935         {
9936                 rsurface.modelvertex3f = vertex3f;
9937                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9938                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9939                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9940         }
9941         else if (wantnormals)
9942         {
9943                 rsurface.modelvertex3f = vertex3f;
9944                 rsurface.modelsvector3f = NULL;
9945                 rsurface.modeltvector3f = NULL;
9946                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9947         }
9948         else
9949         {
9950                 rsurface.modelvertex3f = vertex3f;
9951                 rsurface.modelsvector3f = NULL;
9952                 rsurface.modeltvector3f = NULL;
9953                 rsurface.modelnormal3f = NULL;
9954         }
9955         rsurface.modelvertexmesh = NULL;
9956         rsurface.modelvertexmeshbuffer = NULL;
9957         rsurface.modelvertexposition = NULL;
9958         rsurface.modelvertexpositionbuffer = NULL;
9959         rsurface.modelvertex3f_vertexbuffer = 0;
9960         rsurface.modelvertex3f_bufferoffset = 0;
9961         rsurface.modelsvector3f_vertexbuffer = 0;
9962         rsurface.modelsvector3f_bufferoffset = 0;
9963         rsurface.modeltvector3f_vertexbuffer = 0;
9964         rsurface.modeltvector3f_bufferoffset = 0;
9965         rsurface.modelnormal3f_vertexbuffer = 0;
9966         rsurface.modelnormal3f_bufferoffset = 0;
9967         rsurface.modelgeneratedvertex = true;
9968         rsurface.modellightmapcolor4f  = color4f;
9969         rsurface.modellightmapcolor4f_vertexbuffer = 0;
9970         rsurface.modellightmapcolor4f_bufferoffset = 0;
9971         rsurface.modeltexcoordtexture2f  = texcoord2f;
9972         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
9973         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9974         rsurface.modeltexcoordlightmap2f  = NULL;
9975         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
9976         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9977         rsurface.modelelement3i = element3i;
9978         rsurface.modelelement3i_indexbuffer = NULL;
9979         rsurface.modelelement3i_bufferoffset = 0;
9980         rsurface.modelelement3s = element3s;
9981         rsurface.modelelement3s_indexbuffer = NULL;
9982         rsurface.modelelement3s_bufferoffset = 0;
9983         rsurface.modellightmapoffsets = NULL;
9984         rsurface.modelsurfaces = NULL;
9985         rsurface.batchgeneratedvertex = false;
9986         rsurface.batchfirstvertex = 0;
9987         rsurface.batchnumvertices = 0;
9988         rsurface.batchfirsttriangle = 0;
9989         rsurface.batchnumtriangles = 0;
9990         rsurface.batchvertex3f  = NULL;
9991         rsurface.batchvertex3f_vertexbuffer = NULL;
9992         rsurface.batchvertex3f_bufferoffset = 0;
9993         rsurface.batchsvector3f = NULL;
9994         rsurface.batchsvector3f_vertexbuffer = NULL;
9995         rsurface.batchsvector3f_bufferoffset = 0;
9996         rsurface.batchtvector3f = NULL;
9997         rsurface.batchtvector3f_vertexbuffer = NULL;
9998         rsurface.batchtvector3f_bufferoffset = 0;
9999         rsurface.batchnormal3f  = NULL;
10000         rsurface.batchnormal3f_vertexbuffer = NULL;
10001         rsurface.batchnormal3f_bufferoffset = 0;
10002         rsurface.batchlightmapcolor4f = NULL;
10003         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10004         rsurface.batchlightmapcolor4f_bufferoffset = 0;
10005         rsurface.batchtexcoordtexture2f = NULL;
10006         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10007         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10008         rsurface.batchtexcoordlightmap2f = NULL;
10009         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10010         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10011         rsurface.batchvertexmesh = NULL;
10012         rsurface.batchvertexmeshbuffer = NULL;
10013         rsurface.batchvertexposition = NULL;
10014         rsurface.batchvertexpositionbuffer = NULL;
10015         rsurface.batchelement3i = NULL;
10016         rsurface.batchelement3i_indexbuffer = NULL;
10017         rsurface.batchelement3i_bufferoffset = 0;
10018         rsurface.batchelement3s = NULL;
10019         rsurface.batchelement3s_indexbuffer = NULL;
10020         rsurface.batchelement3s_bufferoffset = 0;
10021         rsurface.passcolor4f = NULL;
10022         rsurface.passcolor4f_vertexbuffer = NULL;
10023         rsurface.passcolor4f_bufferoffset = 0;
10024
10025         if (rsurface.modelnumvertices && rsurface.modelelement3i)
10026         {
10027                 if ((wantnormals || wanttangents) && !normal3f)
10028                 {
10029                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10030                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10031                 }
10032                 if (wanttangents && !svector3f)
10033                 {
10034                         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);
10035                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10036                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10037                 }
10038         }
10039
10040         // now convert arrays into vertexmesh structs
10041         for (i = 0;i < numvertices;i++)
10042         {
10043                 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
10044                 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
10045                 if (rsurface.modelsvector3f)
10046                         VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
10047                 if (rsurface.modeltvector3f)
10048                         VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
10049                 if (rsurface.modelnormal3f)
10050                         VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
10051                 if (rsurface.modellightmapcolor4f)
10052                         Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
10053                 if (rsurface.modeltexcoordtexture2f)
10054                         Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
10055                 if (rsurface.modeltexcoordlightmap2f)
10056                         Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
10057         }
10058 }
10059
10060 float RSurf_FogPoint(const float *v)
10061 {
10062         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10063         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
10064         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
10065         float FogHeightFade = r_refdef.fogheightfade;
10066         float fogfrac;
10067         unsigned int fogmasktableindex;
10068         if (r_refdef.fogplaneviewabove)
10069                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10070         else
10071                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10072         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
10073         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10074 }
10075
10076 float RSurf_FogVertex(const float *v)
10077 {
10078         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10079         float FogPlaneViewDist = rsurface.fogplaneviewdist;
10080         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
10081         float FogHeightFade = rsurface.fogheightfade;
10082         float fogfrac;
10083         unsigned int fogmasktableindex;
10084         if (r_refdef.fogplaneviewabove)
10085                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10086         else
10087                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10088         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
10089         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10090 }
10091
10092 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
10093 {
10094         int i;
10095         for (i = 0;i < numelements;i++)
10096                 outelement3i[i] = inelement3i[i] + adjust;
10097 }
10098
10099 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
10100 extern cvar_t gl_vbo;
10101 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
10102 {
10103         int deformindex;
10104         int firsttriangle;
10105         int numtriangles;
10106         int firstvertex;
10107         int endvertex;
10108         int numvertices;
10109         int surfacefirsttriangle;
10110         int surfacenumtriangles;
10111         int surfacefirstvertex;
10112         int surfaceendvertex;
10113         int surfacenumvertices;
10114         int surfaceadjustvertex;
10115         int needsupdate;
10116         int i, j;
10117         qboolean gaps;
10118         qboolean dynamicvertex;
10119         float amplitude;
10120         float animpos;
10121         float scale;
10122         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
10123         float waveparms[4];
10124         q3shaderinfo_deform_t *deform;
10125         const msurface_t *surface, *firstsurface;
10126         r_vertexposition_t *vertexposition;
10127         r_vertexmesh_t *vertexmesh;
10128         if (!texturenumsurfaces)
10129                 return;
10130         // find vertex range of this surface batch
10131         gaps = false;
10132         firstsurface = texturesurfacelist[0];
10133         firsttriangle = firstsurface->num_firsttriangle;
10134         numtriangles = 0;
10135         firstvertex = endvertex = firstsurface->num_firstvertex;
10136         for (i = 0;i < texturenumsurfaces;i++)
10137         {
10138                 surface = texturesurfacelist[i];
10139                 if (surface != firstsurface + i)
10140                         gaps = true;
10141                 surfacefirstvertex = surface->num_firstvertex;
10142                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
10143                 surfacenumtriangles = surface->num_triangles;
10144                 if (firstvertex > surfacefirstvertex)
10145                         firstvertex = surfacefirstvertex;
10146                 if (endvertex < surfaceendvertex)
10147                         endvertex = surfaceendvertex;
10148                 numtriangles += surfacenumtriangles;
10149         }
10150         if (!numtriangles)
10151                 return;
10152
10153         // we now know the vertex range used, and if there are any gaps in it
10154         rsurface.batchfirstvertex = firstvertex;
10155         rsurface.batchnumvertices = endvertex - firstvertex;
10156         rsurface.batchfirsttriangle = firsttriangle;
10157         rsurface.batchnumtriangles = numtriangles;
10158
10159         // this variable holds flags for which properties have been updated that
10160         // may require regenerating vertexmesh or vertexposition arrays...
10161         needsupdate = 0;
10162
10163         // check if any dynamic vertex processing must occur
10164         dynamicvertex = false;
10165
10166         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10167                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
10168         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10169         {
10170                 switch (deform->deform)
10171                 {
10172                 default:
10173                 case Q3DEFORM_PROJECTIONSHADOW:
10174                 case Q3DEFORM_TEXT0:
10175                 case Q3DEFORM_TEXT1:
10176                 case Q3DEFORM_TEXT2:
10177                 case Q3DEFORM_TEXT3:
10178                 case Q3DEFORM_TEXT4:
10179                 case Q3DEFORM_TEXT5:
10180                 case Q3DEFORM_TEXT6:
10181                 case Q3DEFORM_TEXT7:
10182                 case Q3DEFORM_NONE:
10183                         break;
10184                 case Q3DEFORM_AUTOSPRITE:
10185                         dynamicvertex = true;
10186                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10187                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10188                         break;
10189                 case Q3DEFORM_AUTOSPRITE2:
10190                         dynamicvertex = true;
10191                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10192                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10193                         break;
10194                 case Q3DEFORM_NORMAL:
10195                         dynamicvertex = true;
10196                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10197                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10198                         break;
10199                 case Q3DEFORM_WAVE:
10200                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10201                                 break; // if wavefunc is a nop, ignore this transform
10202                         dynamicvertex = true;
10203                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10204                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10205                         break;
10206                 case Q3DEFORM_BULGE:
10207                         dynamicvertex = true;
10208                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10209                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10210                         break;
10211                 case Q3DEFORM_MOVE:
10212                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10213                                 break; // if wavefunc is a nop, ignore this transform
10214                         dynamicvertex = true;
10215                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10216                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
10217                         break;
10218                 }
10219         }
10220         switch(rsurface.texture->tcgen.tcgen)
10221         {
10222         default:
10223         case Q3TCGEN_TEXTURE:
10224                 break;
10225         case Q3TCGEN_LIGHTMAP:
10226                 dynamicvertex = true;
10227                 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
10228                 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
10229                 break;
10230         case Q3TCGEN_VECTOR:
10231                 dynamicvertex = true;
10232                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10233                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10234                 break;
10235         case Q3TCGEN_ENVIRONMENT:
10236                 dynamicvertex = true;
10237                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
10238                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10239                 break;
10240         }
10241         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10242         {
10243                 dynamicvertex = true;
10244                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10245                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10246         }
10247
10248         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
10249         {
10250                 dynamicvertex = true;
10251                 batchneed |= BATCHNEED_NOGAPS;
10252                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
10253         }
10254
10255         if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
10256         {
10257                 dynamicvertex = true;
10258                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10259                 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
10260         }
10261
10262         if (dynamicvertex || gaps || rsurface.batchfirstvertex)
10263         {
10264                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
10265                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
10266                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
10267                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
10268                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
10269                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
10270                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
10271         }
10272
10273         // when the model data has no vertex buffer (dynamic mesh), we need to
10274         // eliminate gaps
10275         if (!rsurface.modelvertexmeshbuffer || (!gl_vbo.integer && !vid.forcevbo))
10276                 batchneed |= BATCHNEED_NOGAPS;
10277
10278         // if needsupdate, we have to do a dynamic vertex batch for sure
10279         if (needsupdate & batchneed)
10280                 dynamicvertex = true;
10281
10282         // see if we need to build vertexmesh from arrays
10283         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
10284                 dynamicvertex = true;
10285
10286         // see if we need to build vertexposition from arrays
10287         if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
10288                 dynamicvertex = true;
10289
10290         // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
10291         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
10292                 dynamicvertex = true;
10293
10294         // if there is a chance of animated vertex colors, it's a dynamic batch
10295         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10296                 dynamicvertex = true;
10297
10298         rsurface.batchvertex3f = rsurface.modelvertex3f;
10299         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
10300         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10301         rsurface.batchsvector3f = rsurface.modelsvector3f;
10302         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
10303         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10304         rsurface.batchtvector3f = rsurface.modeltvector3f;
10305         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
10306         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10307         rsurface.batchnormal3f = rsurface.modelnormal3f;
10308         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
10309         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10310         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
10311         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
10312         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
10313         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
10314         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
10315         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
10316         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10317         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
10318         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10319         rsurface.batchvertexposition = rsurface.modelvertexposition;
10320         rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
10321         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
10322         rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
10323         rsurface.batchelement3i = rsurface.modelelement3i;
10324         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
10325         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
10326         rsurface.batchelement3s = rsurface.modelelement3s;
10327         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
10328         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
10329
10330         // if any dynamic vertex processing has to occur in software, we copy the
10331         // entire surface list together before processing to rebase the vertices
10332         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
10333         //
10334         // if any gaps exist and we do not have a static vertex buffer, we have to
10335         // copy the surface list together to avoid wasting upload bandwidth on the
10336         // vertices in the gaps.
10337         //
10338         // if gaps exist and we have a static vertex buffer, we still have to
10339         // combine the index buffer ranges into one dynamic index buffer.
10340         //
10341         // in all cases we end up with data that can be drawn in one call.
10342
10343         if (!dynamicvertex)
10344         {
10345                 // static vertex data, just set pointers...
10346                 rsurface.batchgeneratedvertex = false;
10347                 // if there are gaps, we want to build a combined index buffer,
10348                 // otherwise use the original static buffer with an appropriate offset
10349                 if (gaps)
10350                 {
10351                         firsttriangle = 0;
10352                         numtriangles = 0;
10353                         for (i = 0;i < texturenumsurfaces;i++)
10354                         {
10355                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
10356                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
10357                                 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
10358                                 numtriangles += surfacenumtriangles;
10359                         }
10360                         rsurface.batchelement3i = rsurface.array_batchelement3i;
10361                         rsurface.batchelement3i_indexbuffer = NULL;
10362                         rsurface.batchelement3i_bufferoffset = 0;
10363                         rsurface.batchelement3s = NULL;
10364                         rsurface.batchelement3s_indexbuffer = NULL;
10365                         rsurface.batchelement3s_bufferoffset = 0;
10366                         if (endvertex <= 65536)
10367                         {
10368                                 rsurface.batchelement3s = rsurface.array_batchelement3s;
10369                                 for (i = 0;i < numtriangles*3;i++)
10370                                         rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
10371                         }
10372                         rsurface.batchfirsttriangle = firsttriangle;
10373                         rsurface.batchnumtriangles = numtriangles;
10374                 }
10375                 return;
10376         }
10377
10378         // something needs software processing, do it for real...
10379         // we only directly handle interleaved array data in this case...
10380         rsurface.batchgeneratedvertex = true;
10381
10382         // now copy the vertex data into a combined array and make an index array
10383         // (this is what Quake3 does all the time)
10384         //if (gaps || rsurface.batchfirstvertex)
10385         {
10386                 rsurface.batchvertexposition = NULL;
10387                 rsurface.batchvertexpositionbuffer = NULL;
10388                 rsurface.batchvertexmesh = NULL;
10389                 rsurface.batchvertexmeshbuffer = NULL;
10390                 rsurface.batchvertex3f = NULL;
10391                 rsurface.batchvertex3f_vertexbuffer = NULL;
10392                 rsurface.batchvertex3f_bufferoffset = 0;
10393                 rsurface.batchsvector3f = NULL;
10394                 rsurface.batchsvector3f_vertexbuffer = NULL;
10395                 rsurface.batchsvector3f_bufferoffset = 0;
10396                 rsurface.batchtvector3f = NULL;
10397                 rsurface.batchtvector3f_vertexbuffer = NULL;
10398                 rsurface.batchtvector3f_bufferoffset = 0;
10399                 rsurface.batchnormal3f = NULL;
10400                 rsurface.batchnormal3f_vertexbuffer = NULL;
10401                 rsurface.batchnormal3f_bufferoffset = 0;
10402                 rsurface.batchlightmapcolor4f = NULL;
10403                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10404                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10405                 rsurface.batchtexcoordtexture2f = NULL;
10406                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10407                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10408                 rsurface.batchtexcoordlightmap2f = NULL;
10409                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10410                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10411                 rsurface.batchelement3i = rsurface.array_batchelement3i;
10412                 rsurface.batchelement3i_indexbuffer = NULL;
10413                 rsurface.batchelement3i_bufferoffset = 0;
10414                 rsurface.batchelement3s = NULL;
10415                 rsurface.batchelement3s_indexbuffer = NULL;
10416                 rsurface.batchelement3s_bufferoffset = 0;
10417                 // we'll only be setting up certain arrays as needed
10418                 if (batchneed & BATCHNEED_VERTEXPOSITION)
10419                         rsurface.batchvertexposition = rsurface.array_batchvertexposition;
10420                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10421                         rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
10422                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
10423                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10424                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
10425                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10426                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
10427                 {
10428                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10429                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10430                 }
10431                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
10432                         rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
10433                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
10434                         rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10435                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
10436                         rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
10437                 numvertices = 0;
10438                 numtriangles = 0;
10439                 for (i = 0;i < texturenumsurfaces;i++)
10440                 {
10441                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
10442                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
10443                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
10444                         surfaceadjustvertex = numvertices - surfacefirstvertex;
10445                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
10446                         // copy only the data requested
10447                         if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
10448                                 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
10449                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
10450                                 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
10451                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
10452                         {
10453                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
10454                                         memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10455                                 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
10456                                         memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10457                                 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
10458                                 {
10459                                         memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10460                                         memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10461                                 }
10462                                 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
10463                                         memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
10464                                 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
10465                                         memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
10466                                 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
10467                                         memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
10468                         }
10469                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
10470                         numvertices += surfacenumvertices;
10471                         numtriangles += surfacenumtriangles;
10472                 }
10473
10474                 // generate a 16bit index array as well if possible
10475                 // (in general, dynamic batches fit)
10476                 if (numvertices <= 65536)
10477                 {
10478                         rsurface.batchelement3s = rsurface.array_batchelement3s;
10479                         for (i = 0;i < numtriangles*3;i++)
10480                                 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
10481                 }
10482
10483                 // since we've copied everything, the batch now starts at 0
10484                 rsurface.batchfirstvertex = 0;
10485                 rsurface.batchnumvertices = numvertices;
10486                 rsurface.batchfirsttriangle = 0;
10487                 rsurface.batchnumtriangles = numtriangles;
10488         }
10489
10490         // q1bsp surfaces rendered in vertex color mode have to have colors
10491         // calculated based on lightstyles
10492         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10493         {
10494                 // generate color arrays for the surfaces in this list
10495                 int c[4];
10496                 int scale;
10497                 int size3;
10498                 const int *offsets;
10499                 const unsigned char *lm;
10500                 numvertices = 0;
10501                 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
10502                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10503                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10504                 for (i = 0;i < texturenumsurfaces;i++)
10505                 {
10506                         surface = texturesurfacelist[i];
10507                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
10508                         surfacenumvertices = surface->num_vertices;
10509                         if (surface->lightmapinfo->samples)
10510                         {
10511                                 for (j = 0;j < surfacenumvertices;j++)
10512                                 {
10513                                         lm = surface->lightmapinfo->samples + offsets[j];
10514                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
10515                                         VectorScale(lm, scale, c);
10516                                         if (surface->lightmapinfo->styles[1] != 255)
10517                                         {
10518                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10519                                                 lm += size3;
10520                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
10521                                                 VectorMA(c, scale, lm, c);
10522                                                 if (surface->lightmapinfo->styles[2] != 255)
10523                                                 {
10524                                                         lm += size3;
10525                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
10526                                                         VectorMA(c, scale, lm, c);
10527                                                         if (surface->lightmapinfo->styles[3] != 255)
10528                                                         {
10529                                                                 lm += size3;
10530                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
10531                                                                 VectorMA(c, scale, lm, c);
10532                                                         }
10533                                                 }
10534                                         }
10535                                         c[0] >>= 15;
10536                                         c[1] >>= 15;
10537                                         c[2] >>= 15;
10538                                         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);
10539                                         numvertices++;
10540                                 }
10541                         }
10542                         else
10543                         {
10544                                 for (j = 0;j < surfacenumvertices;j++)
10545                                 {
10546                                         Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
10547                                         numvertices++;
10548                                 }
10549                         }
10550                 }
10551         }
10552
10553         // if vertices are deformed (sprite flares and things in maps, possibly
10554         // water waves, bulges and other deformations), modify the copied vertices
10555         // in place
10556         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10557         {
10558                 switch (deform->deform)
10559                 {
10560                 default:
10561                 case Q3DEFORM_PROJECTIONSHADOW:
10562                 case Q3DEFORM_TEXT0:
10563                 case Q3DEFORM_TEXT1:
10564                 case Q3DEFORM_TEXT2:
10565                 case Q3DEFORM_TEXT3:
10566                 case Q3DEFORM_TEXT4:
10567                 case Q3DEFORM_TEXT5:
10568                 case Q3DEFORM_TEXT6:
10569                 case Q3DEFORM_TEXT7:
10570                 case Q3DEFORM_NONE:
10571                         break;
10572                 case Q3DEFORM_AUTOSPRITE:
10573                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10574                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10575                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10576                         VectorNormalize(newforward);
10577                         VectorNormalize(newright);
10578                         VectorNormalize(newup);
10579                         // a single autosprite surface can contain multiple sprites...
10580                         for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
10581                         {
10582                                 VectorClear(center);
10583                                 for (i = 0;i < 4;i++)
10584                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
10585                                 VectorScale(center, 0.25f, center);
10586                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
10587                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
10588                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
10589                                 for (i = 0;i < 4;i++)
10590                                 {
10591                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
10592                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
10593                                 }
10594                         }
10595                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10596                         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);
10597                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10598                         rsurface.batchvertex3f_vertexbuffer = NULL;
10599                         rsurface.batchvertex3f_bufferoffset = 0;
10600                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10601                         rsurface.batchsvector3f_vertexbuffer = NULL;
10602                         rsurface.batchsvector3f_bufferoffset = 0;
10603                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10604                         rsurface.batchtvector3f_vertexbuffer = NULL;
10605                         rsurface.batchtvector3f_bufferoffset = 0;
10606                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10607                         rsurface.batchnormal3f_vertexbuffer = NULL;
10608                         rsurface.batchnormal3f_bufferoffset = 0;
10609                         break;
10610                 case Q3DEFORM_AUTOSPRITE2:
10611                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10612                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10613                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10614                         VectorNormalize(newforward);
10615                         VectorNormalize(newright);
10616                         VectorNormalize(newup);
10617                         {
10618                                 const float *v1, *v2;
10619                                 vec3_t start, end;
10620                                 float f, l;
10621                                 struct
10622                                 {
10623                                         float length2;
10624                                         const float *v1;
10625                                         const float *v2;
10626                                 }
10627                                 shortest[2];
10628                                 memset(shortest, 0, sizeof(shortest));
10629                                 // a single autosprite surface can contain multiple sprites...
10630                                 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
10631                                 {
10632                                         VectorClear(center);
10633                                         for (i = 0;i < 4;i++)
10634                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
10635                                         VectorScale(center, 0.25f, center);
10636                                         // find the two shortest edges, then use them to define the
10637                                         // axis vectors for rotating around the central axis
10638                                         for (i = 0;i < 6;i++)
10639                                         {
10640                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
10641                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
10642                                                 l = VectorDistance2(v1, v2);
10643                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10644                                                 if (v1[2] != v2[2])
10645                                                         l += (1.0f / 1024.0f);
10646                                                 if (shortest[0].length2 > l || i == 0)
10647                                                 {
10648                                                         shortest[1] = shortest[0];
10649                                                         shortest[0].length2 = l;
10650                                                         shortest[0].v1 = v1;
10651                                                         shortest[0].v2 = v2;
10652                                                 }
10653                                                 else if (shortest[1].length2 > l || i == 1)
10654                                                 {
10655                                                         shortest[1].length2 = l;
10656                                                         shortest[1].v1 = v1;
10657                                                         shortest[1].v2 = v2;
10658                                                 }
10659                                         }
10660                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10661                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10662                                         // this calculates the right vector from the shortest edge
10663                                         // and the up vector from the edge midpoints
10664                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10665                                         VectorNormalize(right);
10666                                         VectorSubtract(end, start, up);
10667                                         VectorNormalize(up);
10668                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10669                                         VectorSubtract(rsurface.localvieworigin, center, forward);
10670                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10671                                         VectorNegate(forward, forward);
10672                                         VectorReflect(forward, 0, up, forward);
10673                                         VectorNormalize(forward);
10674                                         CrossProduct(up, forward, newright);
10675                                         VectorNormalize(newright);
10676                                         // rotate the quad around the up axis vector, this is made
10677                                         // especially easy by the fact we know the quad is flat,
10678                                         // so we only have to subtract the center position and
10679                                         // measure distance along the right vector, and then
10680                                         // multiply that by the newright vector and add back the
10681                                         // center position
10682                                         // we also need to subtract the old position to undo the
10683                                         // displacement from the center, which we do with a
10684                                         // DotProduct, the subtraction/addition of center is also
10685                                         // optimized into DotProducts here
10686                                         l = DotProduct(right, center);
10687                                         for (i = 0;i < 4;i++)
10688                                         {
10689                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
10690                                                 f = DotProduct(right, v1) - l;
10691                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
10692                                         }
10693                                 }
10694                         }
10695                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10696                         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);
10697                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10698                         rsurface.batchvertex3f_vertexbuffer = NULL;
10699                         rsurface.batchvertex3f_bufferoffset = 0;
10700                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10701                         rsurface.batchsvector3f_vertexbuffer = NULL;
10702                         rsurface.batchsvector3f_bufferoffset = 0;
10703                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10704                         rsurface.batchtvector3f_vertexbuffer = NULL;
10705                         rsurface.batchtvector3f_bufferoffset = 0;
10706                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10707                         rsurface.batchnormal3f_vertexbuffer = NULL;
10708                         rsurface.batchnormal3f_bufferoffset = 0;
10709                         break;
10710                 case Q3DEFORM_NORMAL:
10711                         // deform the normals to make reflections wavey
10712                         for (j = 0;j < rsurface.batchnumvertices;j++)
10713                         {
10714                                 float vertex[3];
10715                                 float *normal = rsurface.array_batchnormal3f + 3*j;
10716                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
10717                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10718                                 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]);
10719                                 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]);
10720                                 VectorNormalize(normal);
10721                         }
10722                         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);
10723                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10724                         rsurface.batchsvector3f_vertexbuffer = NULL;
10725                         rsurface.batchsvector3f_bufferoffset = 0;
10726                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10727                         rsurface.batchtvector3f_vertexbuffer = NULL;
10728                         rsurface.batchtvector3f_bufferoffset = 0;
10729                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10730                         rsurface.batchnormal3f_vertexbuffer = NULL;
10731                         rsurface.batchnormal3f_bufferoffset = 0;
10732                         break;
10733                 case Q3DEFORM_WAVE:
10734                         // deform vertex array to make wavey water and flags and such
10735                         waveparms[0] = deform->waveparms[0];
10736                         waveparms[1] = deform->waveparms[1];
10737                         waveparms[2] = deform->waveparms[2];
10738                         waveparms[3] = deform->waveparms[3];
10739                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10740                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
10741                         // this is how a divisor of vertex influence on deformation
10742                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10743                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10744                         for (j = 0;j < rsurface.batchnumvertices;j++)
10745                         {
10746                                 // if the wavefunc depends on time, evaluate it per-vertex
10747                                 if (waveparms[3])
10748                                 {
10749                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
10750                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10751                                 }
10752                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
10753                         }
10754                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10755                         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);
10756                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10757                         rsurface.batchvertex3f_vertexbuffer = NULL;
10758                         rsurface.batchvertex3f_bufferoffset = 0;
10759                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10760                         rsurface.batchsvector3f_vertexbuffer = NULL;
10761                         rsurface.batchsvector3f_bufferoffset = 0;
10762                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10763                         rsurface.batchtvector3f_vertexbuffer = NULL;
10764                         rsurface.batchtvector3f_bufferoffset = 0;
10765                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10766                         rsurface.batchnormal3f_vertexbuffer = NULL;
10767                         rsurface.batchnormal3f_bufferoffset = 0;
10768                         break;
10769                 case Q3DEFORM_BULGE:
10770                         // deform vertex array to make the surface have moving bulges
10771                         for (j = 0;j < rsurface.batchnumvertices;j++)
10772                         {
10773                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
10774                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
10775                         }
10776                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10777                         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);
10778                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10779                         rsurface.batchvertex3f_vertexbuffer = NULL;
10780                         rsurface.batchvertex3f_bufferoffset = 0;
10781                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10782                         rsurface.batchsvector3f_vertexbuffer = NULL;
10783                         rsurface.batchsvector3f_bufferoffset = 0;
10784                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10785                         rsurface.batchtvector3f_vertexbuffer = NULL;
10786                         rsurface.batchtvector3f_bufferoffset = 0;
10787                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10788                         rsurface.batchnormal3f_vertexbuffer = NULL;
10789                         rsurface.batchnormal3f_bufferoffset = 0;
10790                         break;
10791                 case Q3DEFORM_MOVE:
10792                         // deform vertex array
10793                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10794                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
10795                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10796                         VectorScale(deform->parms, scale, waveparms);
10797                         for (j = 0;j < rsurface.batchnumvertices;j++)
10798                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
10799                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10800                         rsurface.batchvertex3f_vertexbuffer = NULL;
10801                         rsurface.batchvertex3f_bufferoffset = 0;
10802                         break;
10803                 }
10804         }
10805
10806         // generate texcoords based on the chosen texcoord source
10807         switch(rsurface.texture->tcgen.tcgen)
10808         {
10809         default:
10810         case Q3TCGEN_TEXTURE:
10811                 break;
10812         case Q3TCGEN_LIGHTMAP:
10813                 if (rsurface.batchtexcoordlightmap2f)
10814                         memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
10815                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10816                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10817                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10818                 break;
10819         case Q3TCGEN_VECTOR:
10820                 for (j = 0;j < rsurface.batchnumvertices;j++)
10821                 {
10822                         rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
10823                         rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
10824                 }
10825                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10826                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10827                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10828                 break;
10829         case Q3TCGEN_ENVIRONMENT:
10830                 // make environment reflections using a spheremap
10831                 for (j = 0;j < rsurface.batchnumvertices;j++)
10832                 {
10833                         // identical to Q3A's method, but executed in worldspace so
10834                         // carried models can be shiny too
10835
10836                         float viewer[3], d, reflected[3], worldreflected[3];
10837
10838                         VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
10839                         // VectorNormalize(viewer);
10840
10841                         d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
10842
10843                         reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
10844                         reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
10845                         reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
10846                         // note: this is proportinal to viewer, so we can normalize later
10847
10848                         Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10849                         VectorNormalize(worldreflected);
10850
10851                         // note: this sphere map only uses world x and z!
10852                         // so positive and negative y will LOOK THE SAME.
10853                         rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
10854                         rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
10855                 }
10856                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10857                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10858                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10859                 break;
10860         }
10861         // the only tcmod that needs software vertex processing is turbulent, so
10862         // check for it here and apply the changes if needed
10863         // and we only support that as the first one
10864         // (handling a mixture of turbulent and other tcmods would be problematic
10865         //  without punting it entirely to a software path)
10866         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10867         {
10868                 amplitude = rsurface.texture->tcmods[0].parms[1];
10869                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10870                 for (j = 0;j < rsurface.batchnumvertices;j++)
10871                 {
10872                         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);
10873                         rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10874                 }
10875                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10876                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10877                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10878         }
10879
10880         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10881         {
10882                 // convert the modified arrays to vertex structs
10883                 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
10884                 rsurface.batchvertexmeshbuffer = NULL;
10885                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
10886                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10887                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
10888                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
10889                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10890                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
10891                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
10892                 {
10893                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10894                         {
10895                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
10896                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
10897                         }
10898                 }
10899                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
10900                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10901                                 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
10902                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
10903                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10904                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
10905                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
10906                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10907                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
10908         }
10909
10910         if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
10911         {
10912                 // convert the modified arrays to vertex structs
10913                 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
10914                 rsurface.batchvertexpositionbuffer = NULL;
10915                 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
10916                         memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
10917                 else
10918                         for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
10919                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
10920         }
10921 }
10922
10923 void RSurf_DrawBatch(void)
10924 {
10925         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);
10926 }
10927
10928 static void RSurf_BindLightmapForBatch(void)
10929 {
10930         switch(vid.renderpath)
10931         {
10932         case RENDERPATH_CGGL:
10933 #ifdef SUPPORTCG
10934                 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture );CHECKCGERROR
10935                 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, rsurface.deluxemaptexture);CHECKCGERROR
10936 #endif
10937                 break;
10938         case RENDERPATH_GL20:
10939                 if (r_glsl_permutation->loc_Texture_Lightmap  >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture );
10940                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, rsurface.deluxemaptexture);
10941                 break;
10942         case RENDERPATH_GL13:
10943         case RENDERPATH_GL11:
10944                 R_Mesh_TexBind(0, rsurface.lightmaptexture);
10945                 break;
10946         }
10947 }
10948
10949 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
10950 {
10951         // pick the closest matching water plane
10952         int planeindex, vertexindex, bestplaneindex = -1;
10953         float d, bestd;
10954         vec3_t vert;
10955         const float *v;
10956         r_waterstate_waterplane_t *p;
10957         bestd = 0;
10958         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10959         {
10960                 if(p->camera_entity != rsurface.texture->camera_entity)
10961                         continue;
10962                 d = 0;
10963                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
10964                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10965                 {
10966                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
10967                         d += fabs(PlaneDiff(vert, &p->plane));
10968                 }
10969                 if (bestd > d || bestplaneindex < 0)
10970                 {
10971                         bestd = d;
10972                         bestplaneindex = planeindex;
10973                 }
10974         }
10975         return bestplaneindex;
10976 }
10977
10978 static void RSurf_BindReflectionForBatch(int planeindex)
10979 {
10980         // pick the closest matching water plane and bind textures
10981         r_waterstate_waterplane_t *bestp = planeindex >= 0 ? r_waterstate.waterplanes + planeindex : NULL;
10982         switch(vid.renderpath)
10983         {
10984         case RENDERPATH_CGGL:
10985 #ifdef SUPPORTCG
10986                 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10987                 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10988                 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10989 #endif
10990                 break;
10991         case RENDERPATH_GL20:
10992                 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10993                 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10994                 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10995                 break;
10996         case RENDERPATH_GL13:
10997         case RENDERPATH_GL11:
10998                 break;
10999         }
11000 }
11001
11002 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
11003 {
11004         int i;
11005         for (i = 0;i < rsurface.batchnumvertices;i++)
11006                 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
11007         rsurface.passcolor4f = rsurface.array_passcolor4f;
11008         rsurface.passcolor4f_vertexbuffer = 0;
11009         rsurface.passcolor4f_bufferoffset = 0;
11010 }
11011
11012 static void RSurf_DrawBatch_GL11_ApplyFog(void)
11013 {
11014         int i;
11015         float f;
11016         const float *v;
11017         const float *c;
11018         float *c2;
11019         if (rsurface.passcolor4f)
11020         {
11021                 // generate color arrays
11022                 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)
11023                 {
11024                         f = RSurf_FogVertex(v);
11025                         c2[0] = c[0] * f;
11026                         c2[1] = c[1] * f;
11027                         c2[2] = c[2] * f;
11028                         c2[3] = c[3];
11029                 }
11030         }
11031         else
11032         {
11033                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
11034                 {
11035                         f = RSurf_FogVertex(v);
11036                         c2[0] = f;
11037                         c2[1] = f;
11038                         c2[2] = f;
11039                         c2[3] = 1;
11040                 }
11041         }
11042         rsurface.passcolor4f = rsurface.array_passcolor4f;
11043         rsurface.passcolor4f_vertexbuffer = 0;
11044         rsurface.passcolor4f_bufferoffset = 0;
11045 }
11046
11047 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
11048 {
11049         int i;
11050         float f;
11051         const float *v;
11052         const float *c;
11053         float *c2;
11054         if (!rsurface.passcolor4f)
11055                 return;
11056         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)
11057         {
11058                 f = RSurf_FogVertex(v);
11059                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
11060                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
11061                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
11062                 c2[3] = c[3];
11063         }
11064         rsurface.passcolor4f = rsurface.array_passcolor4f;
11065         rsurface.passcolor4f_vertexbuffer = 0;
11066         rsurface.passcolor4f_bufferoffset = 0;
11067 }
11068
11069 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
11070 {
11071         int i;
11072         const float *c;
11073         float *c2;
11074         if (!rsurface.passcolor4f)
11075                 return;
11076         for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
11077         {
11078                 c2[0] = c[0] * r;
11079                 c2[1] = c[1] * g;
11080                 c2[2] = c[2] * b;
11081                 c2[3] = c[3] * a;
11082         }
11083         rsurface.passcolor4f = rsurface.array_passcolor4f;
11084         rsurface.passcolor4f_vertexbuffer = 0;
11085         rsurface.passcolor4f_bufferoffset = 0;
11086 }
11087
11088 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
11089 {
11090         int i;
11091         const float *c;
11092         float *c2;
11093         if (!rsurface.passcolor4f)
11094                 return;
11095         for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
11096         {
11097                 c2[0] = c[0] + r_refdef.scene.ambient;
11098                 c2[1] = c[1] + r_refdef.scene.ambient;
11099                 c2[2] = c[2] + r_refdef.scene.ambient;
11100                 c2[3] = c[3];
11101         }
11102         rsurface.passcolor4f = rsurface.array_passcolor4f;
11103         rsurface.passcolor4f_vertexbuffer = 0;
11104         rsurface.passcolor4f_bufferoffset = 0;
11105 }
11106
11107 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11108 {
11109         // TODO: optimize
11110         rsurface.passcolor4f = NULL;
11111         rsurface.passcolor4f_vertexbuffer = 0;
11112         rsurface.passcolor4f_bufferoffset = 0;
11113         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
11114         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11115         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11116         GL_Color(r, g, b, a);
11117         RSurf_BindLightmapForBatch();
11118         RSurf_DrawBatch();
11119 }
11120
11121 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11122 {
11123         // TODO: optimize applyfog && applycolor case
11124         // just apply fog if necessary, and tint the fog color array if necessary
11125         rsurface.passcolor4f = NULL;
11126         rsurface.passcolor4f_vertexbuffer = 0;
11127         rsurface.passcolor4f_bufferoffset = 0;
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_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11136 {
11137         // TODO: optimize
11138         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11139         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11140         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11141         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
11142         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11143         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11144         GL_Color(r, g, b, a);
11145         RSurf_DrawBatch();
11146 }
11147
11148 static void RSurf_DrawBatch_GL11_ClampColor(void)
11149 {
11150         int i;
11151         const float *c1;
11152         float *c2;
11153         if (!rsurface.passcolor4f)
11154                 return;
11155         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
11156         {
11157                 c2[0] = bound(0.0f, c1[0], 1.0f);
11158                 c2[1] = bound(0.0f, c1[1], 1.0f);
11159                 c2[2] = bound(0.0f, c1[2], 1.0f);
11160                 c2[3] = bound(0.0f, c1[3], 1.0f);
11161         }
11162 }
11163
11164 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
11165 {
11166         int i;
11167         float f;
11168         float alpha;
11169         const float *v;
11170         const float *n;
11171         float *c;
11172         vec3_t ambientcolor;
11173         vec3_t diffusecolor;
11174         vec3_t lightdir;
11175         // TODO: optimize
11176         // model lighting
11177         VectorCopy(rsurface.modellight_lightdir, lightdir);
11178         f = 0.5f * r_refdef.lightmapintensity;
11179         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
11180         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
11181         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
11182         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
11183         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
11184         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
11185         alpha = *a;
11186         if (VectorLength2(diffusecolor) > 0)
11187         {
11188                 // q3-style directional shading
11189                 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)
11190                 {
11191                         if ((f = DotProduct(n, lightdir)) > 0)
11192                                 VectorMA(ambientcolor, f, diffusecolor, c);
11193                         else
11194                                 VectorCopy(ambientcolor, c);
11195                         c[3] = alpha;
11196                 }
11197                 *r = 1;
11198                 *g = 1;
11199                 *b = 1;
11200                 *a = 1;
11201                 rsurface.passcolor4f = rsurface.array_passcolor4f;
11202                 rsurface.passcolor4f_vertexbuffer = 0;
11203                 rsurface.passcolor4f_bufferoffset = 0;
11204                 *applycolor = false;
11205         }
11206         else
11207         {
11208                 *r = ambientcolor[0];
11209                 *g = ambientcolor[1];
11210                 *b = ambientcolor[2];
11211                 rsurface.passcolor4f = NULL;
11212                 rsurface.passcolor4f_vertexbuffer = 0;
11213                 rsurface.passcolor4f_bufferoffset = 0;
11214         }
11215 }
11216
11217 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11218 {
11219         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
11220         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
11221         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11222         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11223         GL_Color(r, g, b, a);
11224         RSurf_DrawBatch();
11225 }
11226
11227 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
11228 {
11229         int i;
11230         float f;
11231         const float *v;
11232         float *c;
11233         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
11234         {
11235                 f = 1 - RSurf_FogVertex(v);
11236                 c[0] = r;
11237                 c[1] = g;
11238                 c[2] = b;
11239                 c[3] = f * a;
11240         }
11241 }
11242
11243 void RSurf_SetupDepthAndCulling(void)
11244 {
11245         // submodels are biased to avoid z-fighting with world surfaces that they
11246         // may be exactly overlapping (avoids z-fighting artifacts on certain
11247         // doors and things in Quake maps)
11248         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
11249         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
11250         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
11251         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11252 }
11253
11254 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11255 {
11256         // transparent sky would be ridiculous
11257         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11258                 return;
11259         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11260         skyrenderlater = true;
11261         RSurf_SetupDepthAndCulling();
11262         GL_DepthMask(true);
11263         // LordHavoc: HalfLife maps have freaky skypolys so don't use
11264         // skymasking on them, and Quake3 never did sky masking (unlike
11265         // software Quake and software Quake2), so disable the sky masking
11266         // in Quake3 maps as it causes problems with q3map2 sky tricks,
11267         // and skymasking also looks very bad when noclipping outside the
11268         // level, so don't use it then either.
11269         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
11270         {
11271                 R_Mesh_ResetTextureState();
11272                 if (skyrendermasked)
11273                 {
11274                         R_SetupShader_DepthOrShadow();
11275                         // depth-only (masking)
11276                         GL_ColorMask(0,0,0,0);
11277                         // just to make sure that braindead drivers don't draw
11278                         // anything despite that colormask...
11279                         GL_BlendFunc(GL_ZERO, GL_ONE);
11280                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11281                         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11282                 }
11283                 else
11284                 {
11285                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11286                         // fog sky
11287                         GL_BlendFunc(GL_ONE, GL_ZERO);
11288                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
11289                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
11290                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11291                 }
11292                 RSurf_DrawBatch();
11293                 if (skyrendermasked)
11294                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11295         }
11296         R_Mesh_ResetTextureState();
11297         GL_Color(1, 1, 1, 1);
11298 }
11299
11300 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
11301 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
11302 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11303 {
11304         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
11305                 return;
11306         if (prepass)
11307         {
11308                 // render screenspace normalmap to texture
11309                 GL_DepthMask(true);
11310                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist);
11311                 RSurf_DrawBatch();
11312                 return;
11313         }
11314
11315         // bind lightmap texture
11316
11317         // water/refraction/reflection/camera surfaces have to be handled specially
11318         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
11319         {
11320                 int start, end, startplaneindex;
11321                 for (start = 0;start < texturenumsurfaces;start = end)
11322                 {
11323                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
11324                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
11325                                 ;
11326                         // now that we have a batch using the same planeindex, render it
11327                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
11328                         {
11329                                 // render water or distortion background
11330                                 GL_DepthMask(true);
11331                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start);
11332                                 RSurf_BindReflectionForBatch(startplaneindex);
11333                                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11334                                         RSurf_BindLightmapForBatch();
11335                                 RSurf_DrawBatch();
11336                                 // blend surface on top
11337                                 GL_DepthMask(false);
11338                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start);
11339                                 RSurf_DrawBatch();
11340                         }
11341                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
11342                         {
11343                                 // render surface with reflection texture as input
11344                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11345                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start);
11346                                 RSurf_BindReflectionForBatch(startplaneindex);
11347                                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11348                                         RSurf_BindLightmapForBatch();
11349                                 RSurf_DrawBatch();
11350                         }
11351                 }
11352                 return;
11353         }
11354
11355         // render surface batch normally
11356         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11357         R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist);
11358         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11359                 RSurf_BindLightmapForBatch();
11360         RSurf_DrawBatch();
11361 }
11362
11363 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11364 {
11365         // OpenGL 1.3 path - anything not completely ancient
11366         qboolean applycolor;
11367         qboolean applyfog;
11368         int layerindex;
11369         const texturelayer_t *layer;
11370         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);
11371         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11372
11373         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11374         {
11375                 vec4_t layercolor;
11376                 int layertexrgbscale;
11377                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11378                 {
11379                         if (layerindex == 0)
11380                                 GL_AlphaTest(true);
11381                         else
11382                         {
11383                                 GL_AlphaTest(false);
11384                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11385                         }
11386                 }
11387                 GL_DepthMask(layer->depthmask && writedepth);
11388                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11389                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11390                 {
11391                         layertexrgbscale = 4;
11392                         VectorScale(layer->color, 0.25f, layercolor);
11393                 }
11394                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11395                 {
11396                         layertexrgbscale = 2;
11397                         VectorScale(layer->color, 0.5f, layercolor);
11398                 }
11399                 else
11400                 {
11401                         layertexrgbscale = 1;
11402                         VectorScale(layer->color, 1.0f, layercolor);
11403                 }
11404                 layercolor[3] = layer->color[3];
11405                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11406                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
11407                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11408                 switch (layer->type)
11409                 {
11410                 case TEXTURELAYERTYPE_LITTEXTURE:
11411                         // single-pass lightmapped texture with 2x rgbscale
11412                         R_Mesh_TexBind(0, r_texture_white);
11413                         R_Mesh_TexMatrix(0, NULL);
11414                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11415                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
11416                         R_Mesh_TexBind(1, layer->texture);
11417                         R_Mesh_TexMatrix(1, &layer->texmatrix);
11418                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11419                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11420                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11421                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11422                         else if (rsurface.uselightmaptexture)
11423                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11424                         else
11425                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11426                         break;
11427                 case TEXTURELAYERTYPE_TEXTURE:
11428                         // singletexture unlit texture with transparency support
11429                         R_Mesh_TexBind(0, layer->texture);
11430                         R_Mesh_TexMatrix(0, &layer->texmatrix);
11431                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11432                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11433                         R_Mesh_TexBind(1, 0);
11434                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11435                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11436                         break;
11437                 case TEXTURELAYERTYPE_FOG:
11438                         // singletexture fogging
11439                         if (layer->texture)
11440                         {
11441                                 R_Mesh_TexBind(0, layer->texture);
11442                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11443                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11444                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11445                         }
11446                         else
11447                         {
11448                                 R_Mesh_TexBind(0, 0);
11449                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11450                         }
11451                         R_Mesh_TexBind(1, 0);
11452                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11453                         // generate a color array for the fog pass
11454                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
11455                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
11456                         RSurf_DrawBatch();
11457                         break;
11458                 default:
11459                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11460                 }
11461         }
11462         CHECKGLERROR
11463         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11464         {
11465                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11466                 GL_AlphaTest(false);
11467         }
11468 }
11469
11470 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11471 {
11472         // OpenGL 1.1 - crusty old voodoo path
11473         qboolean applyfog;
11474         int layerindex;
11475         const texturelayer_t *layer;
11476         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);
11477         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11478
11479         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11480         {
11481                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11482                 {
11483                         if (layerindex == 0)
11484                                 GL_AlphaTest(true);
11485                         else
11486                         {
11487                                 GL_AlphaTest(false);
11488                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11489                         }
11490                 }
11491                 GL_DepthMask(layer->depthmask && writedepth);
11492                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11493                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
11494                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11495                 switch (layer->type)
11496                 {
11497                 case TEXTURELAYERTYPE_LITTEXTURE:
11498                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11499                         {
11500                                 // two-pass lit texture with 2x rgbscale
11501                                 // first the lightmap pass
11502                                 R_Mesh_TexBind(0, r_texture_white);
11503                                 R_Mesh_TexMatrix(0, NULL);
11504                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11505                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
11506                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11507                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
11508                                 else if (rsurface.uselightmaptexture)
11509                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
11510                                 else
11511                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
11512                                 // then apply the texture to it
11513                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11514                                 R_Mesh_TexBind(0, layer->texture);
11515                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11516                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11517                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11518                                 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);
11519                         }
11520                         else
11521                         {
11522                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11523                                 R_Mesh_TexBind(0, layer->texture);
11524                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11525                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11526                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11527                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11528                                         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);
11529                                 else
11530                                         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);
11531                         }
11532                         break;
11533                 case TEXTURELAYERTYPE_TEXTURE:
11534                         // singletexture unlit texture with transparency support
11535                         R_Mesh_TexBind(0, layer->texture);
11536                         R_Mesh_TexMatrix(0, &layer->texmatrix);
11537                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11538                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11539                         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);
11540                         break;
11541                 case TEXTURELAYERTYPE_FOG:
11542                         // singletexture fogging
11543                         if (layer->texture)
11544                         {
11545                                 R_Mesh_TexBind(0, layer->texture);
11546                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11547                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11548                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11549                         }
11550                         else
11551                         {
11552                                 R_Mesh_TexBind(0, 0);
11553                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11554                         }
11555                         // generate a color array for the fog pass
11556                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
11557                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
11558                         RSurf_DrawBatch();
11559                         break;
11560                 default:
11561                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11562                 }
11563         }
11564         CHECKGLERROR
11565         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11566         {
11567                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11568                 GL_AlphaTest(false);
11569         }
11570 }
11571
11572 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11573 {
11574         int vi;
11575         int j;
11576         r_vertexgeneric_t *batchvertex;
11577         float c[4];
11578
11579         GL_AlphaTest(false);
11580         R_Mesh_ResetTextureState();
11581         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11582
11583         if(rsurface.texture && rsurface.texture->currentskinframe)
11584         {
11585                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11586                 c[3] *= rsurface.texture->currentalpha;
11587         }
11588         else
11589         {
11590                 c[0] = 1;
11591                 c[1] = 0;
11592                 c[2] = 1;
11593                 c[3] = 1;
11594         }
11595
11596         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11597         {
11598                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11599                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11600                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11601         }
11602
11603         // brighten it up (as texture value 127 means "unlit")
11604         c[0] *= 2 * r_refdef.view.colorscale;
11605         c[1] *= 2 * r_refdef.view.colorscale;
11606         c[2] *= 2 * r_refdef.view.colorscale;
11607
11608         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11609                 c[3] *= r_wateralpha.value;
11610
11611         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11612         {
11613                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11614                 GL_DepthMask(false);
11615         }
11616         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11617         {
11618                 GL_BlendFunc(GL_ONE, GL_ONE);
11619                 GL_DepthMask(false);
11620         }
11621         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11622         {
11623                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11624                 GL_DepthMask(false);
11625         }
11626         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11627         {
11628                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11629                 GL_DepthMask(false);
11630         }
11631         else
11632         {
11633                 GL_BlendFunc(GL_ONE, GL_ZERO);
11634                 GL_DepthMask(writedepth);
11635         }
11636
11637         if (r_showsurfaces.integer == 3)
11638         {
11639                 rsurface.passcolor4f = NULL;
11640
11641                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11642                 {
11643                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11644
11645                         rsurface.passcolor4f = NULL;
11646                         rsurface.passcolor4f_vertexbuffer = 0;
11647                         rsurface.passcolor4f_bufferoffset = 0;
11648                 }
11649                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11650                 {
11651                         qboolean applycolor = true;
11652                         float one = 1.0;
11653
11654                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11655
11656                         r_refdef.lightmapintensity = 1;
11657                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
11658                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11659                 }
11660                 else
11661                 {
11662                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11663
11664                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11665                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11666                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11667                 }
11668
11669                 if(!rsurface.passcolor4f)
11670                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
11671
11672                 RSurf_DrawBatch_GL11_ApplyAmbient();
11673                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
11674                 if(r_refdef.fogenabled)
11675                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
11676                 RSurf_DrawBatch_GL11_ClampColor();
11677
11678                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
11679                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11680                 RSurf_DrawBatch();
11681         }
11682         else if (!r_refdef.view.showdebug)
11683         {
11684                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11685                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11686                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
11687                 {
11688                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11689                         Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
11690                 }
11691                 R_Mesh_PrepareVertices_Generic_Unlock();
11692                 RSurf_DrawBatch();
11693         }
11694         else if (r_showsurfaces.integer == 4)
11695         {
11696                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11697                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11698                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
11699                 {
11700                         unsigned char c = vi << 3;
11701                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11702                         Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
11703                 }
11704                 R_Mesh_PrepareVertices_Generic_Unlock();
11705                 RSurf_DrawBatch();
11706         }
11707         else if (r_showsurfaces.integer == 2)
11708         {
11709                 const int *e;
11710                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11711                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
11712                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
11713                 {
11714                         unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
11715                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
11716                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
11717                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
11718                         Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
11719                         Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
11720                         Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
11721                 }
11722                 R_Mesh_PrepareVertices_Generic_Unlock();
11723                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
11724         }
11725         else
11726         {
11727                 int texturesurfaceindex;
11728                 int k;
11729                 const msurface_t *surface;
11730                 unsigned char surfacecolor4ub[4];
11731                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11732                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
11733                 vi = 0;
11734                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11735                 {
11736                         surface = texturesurfacelist[texturesurfaceindex];
11737                         k = (int)(((size_t)surface) / sizeof(msurface_t));
11738                         Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
11739                         for (j = 0;j < surface->num_vertices;j++)
11740                         {
11741                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11742                                 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
11743                                 vi++;
11744                         }
11745                 }
11746                 R_Mesh_PrepareVertices_Generic_Unlock();
11747                 RSurf_DrawBatch();
11748         }
11749 }
11750
11751 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11752 {
11753         CHECKGLERROR
11754         RSurf_SetupDepthAndCulling();
11755         if (r_showsurfaces.integer)
11756         {
11757                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11758                 return;
11759         }
11760         switch (vid.renderpath)
11761         {
11762         case RENDERPATH_GL20:
11763         case RENDERPATH_CGGL:
11764                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11765                 break;
11766         case RENDERPATH_GL13:
11767                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11768                 break;
11769         case RENDERPATH_GL11:
11770                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11771                 break;
11772         }
11773         CHECKGLERROR
11774 }
11775
11776 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11777 {
11778         CHECKGLERROR
11779         RSurf_SetupDepthAndCulling();
11780         if (r_showsurfaces.integer)
11781         {
11782                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11783                 return;
11784         }
11785         switch (vid.renderpath)
11786         {
11787         case RENDERPATH_GL20:
11788         case RENDERPATH_CGGL:
11789                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11790                 break;
11791         case RENDERPATH_GL13:
11792                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11793                 break;
11794         case RENDERPATH_GL11:
11795                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11796                 break;
11797         }
11798         CHECKGLERROR
11799 }
11800
11801 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11802 {
11803         int i, j;
11804         int texturenumsurfaces, endsurface;
11805         texture_t *texture;
11806         const msurface_t *surface;
11807 #define MAXBATCH_TRANSPARENTSURFACES 256
11808         const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11809
11810         // if the model is static it doesn't matter what value we give for
11811         // wantnormals and wanttangents, so this logic uses only rules applicable
11812         // to a model, knowing that they are meaningless otherwise
11813         if (ent == r_refdef.scene.worldentity)
11814                 RSurf_ActiveWorldEntity();
11815         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11816                 RSurf_ActiveModelEntity(ent, false, false, false);
11817         else
11818         {
11819                 switch (vid.renderpath)
11820                 {
11821                 case RENDERPATH_GL20:
11822                 case RENDERPATH_CGGL:
11823                         RSurf_ActiveModelEntity(ent, true, true, false);
11824                         break;
11825                 case RENDERPATH_GL13:
11826                 case RENDERPATH_GL11:
11827                         RSurf_ActiveModelEntity(ent, true, false, false);
11828                         break;
11829                 }
11830         }
11831
11832         if (r_transparentdepthmasking.integer)
11833         {
11834                 qboolean setup = false;
11835                 for (i = 0;i < numsurfaces;i = j)
11836                 {
11837                         j = i + 1;
11838                         surface = rsurface.modelsurfaces + surfacelist[i];
11839                         texture = surface->texture;
11840                         rsurface.texture = R_GetCurrentTexture(texture);
11841                         rsurface.lightmaptexture = NULL;
11842                         rsurface.deluxemaptexture = NULL;
11843                         rsurface.uselightmaptexture = false;
11844                         // scan ahead until we find a different texture
11845                         endsurface = min(i + 1024, numsurfaces);
11846                         texturenumsurfaces = 0;
11847                         texturesurfacelist[texturenumsurfaces++] = surface;
11848                         for (;j < endsurface;j++)
11849                         {
11850                                 surface = rsurface.modelsurfaces + surfacelist[j];
11851                                 if (texture != surface->texture)
11852                                         break;
11853                                 texturesurfacelist[texturenumsurfaces++] = surface;
11854                         }
11855                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11856                                 continue;
11857                         // render the range of surfaces as depth
11858                         if (!setup)
11859                         {
11860                                 setup = true;
11861                                 GL_ColorMask(0,0,0,0);
11862                                 GL_Color(1,1,1,1);
11863                                 GL_DepthTest(true);
11864                                 GL_BlendFunc(GL_ONE, GL_ZERO);
11865                                 GL_DepthMask(true);
11866                                 GL_AlphaTest(false);
11867                                 R_Mesh_ResetTextureState();
11868                                 R_SetupShader_DepthOrShadow();
11869                         }
11870                         RSurf_SetupDepthAndCulling();
11871                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11872                         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11873                         RSurf_DrawBatch();
11874                 }
11875                 if (setup)
11876                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11877         }
11878
11879         for (i = 0;i < numsurfaces;i = j)
11880         {
11881                 j = i + 1;
11882                 surface = rsurface.modelsurfaces + surfacelist[i];
11883                 texture = surface->texture;
11884                 rsurface.texture = R_GetCurrentTexture(texture);
11885                 rsurface.lightmaptexture = surface->lightmaptexture;
11886                 rsurface.deluxemaptexture = surface->deluxemaptexture;
11887                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11888                 // scan ahead until we find a different texture
11889                 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11890                 texturenumsurfaces = 0;
11891                 texturesurfacelist[texturenumsurfaces++] = surface;
11892                 for (;j < endsurface;j++)
11893                 {
11894                         surface = rsurface.modelsurfaces + surfacelist[j];
11895                         if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11896                                 break;
11897                         texturesurfacelist[texturenumsurfaces++] = surface;
11898                 }
11899                 // render the range of surfaces
11900                 if (ent == r_refdef.scene.worldentity)
11901                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11902                 else
11903                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11904         }
11905         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11906         GL_AlphaTest(false);
11907 }
11908
11909 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11910 {
11911         // transparent surfaces get pushed off into the transparent queue
11912         int surfacelistindex;
11913         const msurface_t *surface;
11914         vec3_t tempcenter, center;
11915         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11916         {
11917                 surface = texturesurfacelist[surfacelistindex];
11918                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11919                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11920                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11921                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11922                 if (queueentity->transparent_offset) // transparent offset
11923                 {
11924                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11925                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11926                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11927                 }
11928                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11929         }
11930 }
11931
11932 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11933 {
11934         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11935                 return;
11936         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11937                 return;
11938         RSurf_SetupDepthAndCulling();
11939         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11940         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11941         RSurf_DrawBatch();
11942 }
11943
11944 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11945 {
11946         const entity_render_t *queueentity = r_refdef.scene.worldentity;
11947         CHECKGLERROR
11948         if (depthonly)
11949                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11950         else if (prepass)
11951         {
11952                 if (!rsurface.texture->currentnumlayers)
11953                         return;
11954                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11955                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11956                 else
11957                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11958         }
11959         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
11960                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11961         else if (!rsurface.texture->currentnumlayers)
11962                 return;
11963         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11964         {
11965                 // in the deferred case, transparent surfaces were queued during prepass
11966                 if (!r_shadow_usingdeferredprepass)
11967                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11968         }
11969         else
11970         {
11971                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11972                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11973         }
11974         CHECKGLERROR
11975 }
11976
11977 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11978 {
11979         int i, j;
11980         texture_t *texture;
11981         // break the surface list down into batches by texture and use of lightmapping
11982         for (i = 0;i < numsurfaces;i = j)
11983         {
11984                 j = i + 1;
11985                 // texture is the base texture pointer, rsurface.texture is the
11986                 // current frame/skin the texture is directing us to use (for example
11987                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11988                 // use skin 1 instead)
11989                 texture = surfacelist[i]->texture;
11990                 rsurface.texture = R_GetCurrentTexture(texture);
11991                 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11992                 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11993                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11994                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11995                 {
11996                         // if this texture is not the kind we want, skip ahead to the next one
11997                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11998                                 ;
11999                         continue;
12000                 }
12001                 // simply scan ahead until we find a different texture or lightmap state
12002                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
12003                         ;
12004                 // render the range of surfaces
12005                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
12006         }
12007 }
12008
12009 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
12010 {
12011         CHECKGLERROR
12012         if (depthonly)
12013                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
12014         else if (prepass)
12015         {
12016                 if (!rsurface.texture->currentnumlayers)
12017                         return;
12018                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12019                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12020                 else
12021                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12022         }
12023         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
12024                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12025         else if (!rsurface.texture->currentnumlayers)
12026                 return;
12027         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12028         {
12029                 // in the deferred case, transparent surfaces were queued during prepass
12030                 if (!r_shadow_usingdeferredprepass)
12031                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12032         }
12033         else
12034         {
12035                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12036                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12037         }
12038         CHECKGLERROR
12039 }
12040
12041 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12042 {
12043         int i, j;
12044         texture_t *texture;
12045         // break the surface list down into batches by texture and use of lightmapping
12046         for (i = 0;i < numsurfaces;i = j)
12047         {
12048                 j = i + 1;
12049                 // texture is the base texture pointer, rsurface.texture is the
12050                 // current frame/skin the texture is directing us to use (for example
12051                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12052                 // use skin 1 instead)
12053                 texture = surfacelist[i]->texture;
12054                 rsurface.texture = R_GetCurrentTexture(texture);
12055                 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
12056                 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
12057                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
12058                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12059                 {
12060                         // if this texture is not the kind we want, skip ahead to the next one
12061                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12062                                 ;
12063                         continue;
12064                 }
12065                 // simply scan ahead until we find a different texture or lightmap state
12066                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
12067                         ;
12068                 // render the range of surfaces
12069                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
12070         }
12071 }
12072
12073 float locboxvertex3f[6*4*3] =
12074 {
12075         1,0,1, 1,0,0, 1,1,0, 1,1,1,
12076         0,1,1, 0,1,0, 0,0,0, 0,0,1,
12077         1,1,1, 1,1,0, 0,1,0, 0,1,1,
12078         0,0,1, 0,0,0, 1,0,0, 1,0,1,
12079         0,0,1, 1,0,1, 1,1,1, 0,1,1,
12080         1,0,0, 0,0,0, 0,1,0, 1,1,0
12081 };
12082
12083 unsigned short locboxelements[6*2*3] =
12084 {
12085          0, 1, 2, 0, 2, 3,
12086          4, 5, 6, 4, 6, 7,
12087          8, 9,10, 8,10,11,
12088         12,13,14, 12,14,15,
12089         16,17,18, 16,18,19,
12090         20,21,22, 20,22,23
12091 };
12092
12093 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12094 {
12095         int i, j;
12096         cl_locnode_t *loc = (cl_locnode_t *)ent;
12097         vec3_t mins, size;
12098         float vertex3f[6*4*3];
12099         CHECKGLERROR
12100         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12101         GL_DepthMask(false);
12102         GL_DepthRange(0, 1);
12103         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12104         GL_DepthTest(true);
12105         GL_CullFace(GL_NONE);
12106         R_EntityMatrix(&identitymatrix);
12107
12108         R_Mesh_ResetTextureState();
12109
12110         i = surfacelist[0];
12111         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12112                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12113                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12114                         surfacelist[0] < 0 ? 0.5f : 0.125f);
12115
12116         if (VectorCompare(loc->mins, loc->maxs))
12117         {
12118                 VectorSet(size, 2, 2, 2);
12119                 VectorMA(loc->mins, -0.5f, size, mins);
12120         }
12121         else
12122         {
12123                 VectorCopy(loc->mins, mins);
12124                 VectorSubtract(loc->maxs, loc->mins, size);
12125         }
12126
12127         for (i = 0;i < 6*4*3;)
12128                 for (j = 0;j < 3;j++, i++)
12129                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
12130
12131         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
12132         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12133         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
12134 }
12135
12136 void R_DrawLocs(void)
12137 {
12138         int index;
12139         cl_locnode_t *loc, *nearestloc;
12140         vec3_t center;
12141         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
12142         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
12143         {
12144                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
12145                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
12146         }
12147 }
12148
12149 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
12150 {
12151         if (decalsystem->decals)
12152                 Mem_Free(decalsystem->decals);
12153         memset(decalsystem, 0, sizeof(*decalsystem));
12154 }
12155
12156 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)
12157 {
12158         tridecal_t *decal;
12159         tridecal_t *decals;
12160         int i;
12161
12162         // expand or initialize the system
12163         if (decalsystem->maxdecals <= decalsystem->numdecals)
12164         {
12165                 decalsystem_t old = *decalsystem;
12166                 qboolean useshortelements;
12167                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
12168                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
12169                 decalsystem->decals = (tridecal_t *)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)));
12170                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
12171                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
12172                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
12173                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
12174                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
12175                 if (decalsystem->numdecals)
12176                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
12177                 if (old.decals)
12178                         Mem_Free(old.decals);
12179                 for (i = 0;i < decalsystem->maxdecals*3;i++)
12180                         decalsystem->element3i[i] = i;
12181                 if (useshortelements)
12182                         for (i = 0;i < decalsystem->maxdecals*3;i++)
12183                                 decalsystem->element3s[i] = i;
12184         }
12185
12186         // grab a decal and search for another free slot for the next one
12187         decals = decalsystem->decals;
12188         decal = decalsystem->decals + (i = decalsystem->freedecal++);
12189         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
12190                 ;
12191         decalsystem->freedecal = i;
12192         if (decalsystem->numdecals <= i)
12193                 decalsystem->numdecals = i + 1;
12194
12195         // initialize the decal
12196         decal->lived = 0;
12197         decal->triangleindex = triangleindex;
12198         decal->surfaceindex = surfaceindex;
12199         decal->decalsequence = decalsequence;
12200         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
12201         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
12202         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
12203         decal->color4ub[0][3] = 255;
12204         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
12205         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
12206         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
12207         decal->color4ub[1][3] = 255;
12208         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
12209         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
12210         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
12211         decal->color4ub[2][3] = 255;
12212         decal->vertex3f[0][0] = v0[0];
12213         decal->vertex3f[0][1] = v0[1];
12214         decal->vertex3f[0][2] = v0[2];
12215         decal->vertex3f[1][0] = v1[0];
12216         decal->vertex3f[1][1] = v1[1];
12217         decal->vertex3f[1][2] = v1[2];
12218         decal->vertex3f[2][0] = v2[0];
12219         decal->vertex3f[2][1] = v2[1];
12220         decal->vertex3f[2][2] = v2[2];
12221         decal->texcoord2f[0][0] = t0[0];
12222         decal->texcoord2f[0][1] = t0[1];
12223         decal->texcoord2f[1][0] = t1[0];
12224         decal->texcoord2f[1][1] = t1[1];
12225         decal->texcoord2f[2][0] = t2[0];
12226         decal->texcoord2f[2][1] = t2[1];
12227 }
12228
12229 extern cvar_t cl_decals_bias;
12230 extern cvar_t cl_decals_models;
12231 extern cvar_t cl_decals_newsystem_intensitymultiplier;
12232 // baseparms, parms, temps
12233 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
12234 {
12235         int cornerindex;
12236         int index;
12237         float v[9][3];
12238         const float *vertex3f;
12239         int numpoints;
12240         float points[2][9][3];
12241         float temp[3];
12242         float tc[9][2];
12243         float f;
12244         float c[9][4];
12245         const int *e;
12246
12247         e = rsurface.modelelement3i + 3*triangleindex;
12248
12249         vertex3f = rsurface.modelvertex3f;
12250
12251         for (cornerindex = 0;cornerindex < 3;cornerindex++)
12252         {
12253                 index = 3*e[cornerindex];
12254                 VectorCopy(vertex3f + index, v[cornerindex]);
12255         }
12256         // cull backfaces
12257         //TriangleNormal(v[0], v[1], v[2], normal);
12258         //if (DotProduct(normal, localnormal) < 0.0f)
12259         //      continue;
12260         // clip by each of the box planes formed from the projection matrix
12261         // if anything survives, we emit the decal
12262         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]);
12263         if (numpoints < 3)
12264                 return;
12265         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]);
12266         if (numpoints < 3)
12267                 return;
12268         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]);
12269         if (numpoints < 3)
12270                 return;
12271         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]);
12272         if (numpoints < 3)
12273                 return;
12274         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]);
12275         if (numpoints < 3)
12276                 return;
12277         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]);
12278         if (numpoints < 3)
12279                 return;
12280         // some part of the triangle survived, so we have to accept it...
12281         if (dynamic)
12282         {
12283                 // dynamic always uses the original triangle
12284                 numpoints = 3;
12285                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12286                 {
12287                         index = 3*e[cornerindex];
12288                         VectorCopy(vertex3f + index, v[cornerindex]);
12289                 }
12290         }
12291         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12292         {
12293                 // convert vertex positions to texcoords
12294                 Matrix4x4_Transform(projection, v[cornerindex], temp);
12295                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12296                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12297                 // calculate distance fade from the projection origin
12298                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12299                 f = bound(0.0f, f, 1.0f);
12300                 c[cornerindex][0] = r * f;
12301                 c[cornerindex][1] = g * f;
12302                 c[cornerindex][2] = b * f;
12303                 c[cornerindex][3] = 1.0f;
12304                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12305         }
12306         if (dynamic)
12307                 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
12308         else
12309                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12310                         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);
12311 }
12312 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)
12313 {
12314         matrix4x4_t projection;
12315         decalsystem_t *decalsystem;
12316         qboolean dynamic;
12317         dp_model_t *model;
12318         const msurface_t *surface;
12319         const msurface_t *surfaces;
12320         const int *surfacelist;
12321         const texture_t *texture;
12322         int numtriangles;
12323         int numsurfacelist;
12324         int surfacelistindex;
12325         int surfaceindex;
12326         int triangleindex;
12327         float localorigin[3];
12328         float localnormal[3];
12329         float localmins[3];
12330         float localmaxs[3];
12331         float localsize;
12332         //float normal[3];
12333         float planes[6][4];
12334         float angles[3];
12335         bih_t *bih;
12336         int bih_triangles_count;
12337         int bih_triangles[256];
12338         int bih_surfaces[256];
12339
12340         decalsystem = &ent->decalsystem;
12341         model = ent->model;
12342         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
12343         {
12344                 R_DecalSystem_Reset(&ent->decalsystem);
12345                 return;
12346         }
12347
12348         if (!model->brush.data_nodes && !cl_decals_models.integer)
12349         {
12350                 if (decalsystem->model)
12351                         R_DecalSystem_Reset(decalsystem);
12352                 return;
12353         }
12354
12355         if (decalsystem->model != model)
12356                 R_DecalSystem_Reset(decalsystem);
12357         decalsystem->model = model;
12358
12359         RSurf_ActiveModelEntity(ent, false, false, false);
12360
12361         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
12362         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
12363         VectorNormalize(localnormal);
12364         localsize = worldsize*rsurface.inversematrixscale;
12365         localmins[0] = localorigin[0] - localsize;
12366         localmins[1] = localorigin[1] - localsize;
12367         localmins[2] = localorigin[2] - localsize;
12368         localmaxs[0] = localorigin[0] + localsize;
12369         localmaxs[1] = localorigin[1] + localsize;
12370         localmaxs[2] = localorigin[2] + localsize;
12371
12372         //VectorCopy(localnormal, planes[4]);
12373         //VectorVectors(planes[4], planes[2], planes[0]);
12374         AnglesFromVectors(angles, localnormal, NULL, false);
12375         AngleVectors(angles, planes[0], planes[2], planes[4]);
12376         VectorNegate(planes[0], planes[1]);
12377         VectorNegate(planes[2], planes[3]);
12378         VectorNegate(planes[4], planes[5]);
12379         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12380         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12381         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12382         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12383         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12384         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12385
12386 #if 1
12387 // works
12388 {
12389         matrix4x4_t forwardprojection;
12390         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12391         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12392 }
12393 #else
12394 // broken
12395 {
12396         float projectionvector[4][3];
12397         VectorScale(planes[0], ilocalsize, projectionvector[0]);
12398         VectorScale(planes[2], ilocalsize, projectionvector[1]);
12399         VectorScale(planes[4], ilocalsize, projectionvector[2]);
12400         projectionvector[0][0] = planes[0][0] * ilocalsize;
12401         projectionvector[0][1] = planes[1][0] * ilocalsize;
12402         projectionvector[0][2] = planes[2][0] * ilocalsize;
12403         projectionvector[1][0] = planes[0][1] * ilocalsize;
12404         projectionvector[1][1] = planes[1][1] * ilocalsize;
12405         projectionvector[1][2] = planes[2][1] * ilocalsize;
12406         projectionvector[2][0] = planes[0][2] * ilocalsize;
12407         projectionvector[2][1] = planes[1][2] * ilocalsize;
12408         projectionvector[2][2] = planes[2][2] * ilocalsize;
12409         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12410         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12411         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12412         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12413 }
12414 #endif
12415
12416         dynamic = model->surfmesh.isanimated;
12417         numsurfacelist = model->nummodelsurfaces;
12418         surfacelist = model->sortedmodelsurfaces;
12419         surfaces = model->data_surfaces;
12420
12421         bih = NULL;
12422         bih_triangles_count = -1;
12423         if(!dynamic)
12424         {
12425                 if(model->render_bih.numleafs)
12426                         bih = &model->render_bih;
12427                 else if(model->collision_bih.numleafs)
12428                         bih = &model->collision_bih;
12429         }
12430         if(bih)
12431                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
12432         if(bih_triangles_count == 0)
12433                 return;
12434         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
12435                 return;
12436         if(bih_triangles_count > 0)
12437         {
12438                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
12439                 {
12440                         surfaceindex = bih_surfaces[triangleindex];
12441                         surface = surfaces + surfaceindex;
12442                         texture = surface->texture;
12443                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12444                                 continue;
12445                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12446                                 continue;
12447                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
12448                 }
12449         }
12450         else
12451         {
12452                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12453                 {
12454                         surfaceindex = surfacelist[surfacelistindex];
12455                         surface = surfaces + surfaceindex;
12456                         // check cull box first because it rejects more than any other check
12457                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12458                                 continue;
12459                         // skip transparent surfaces
12460                         texture = surface->texture;
12461                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12462                                 continue;
12463                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12464                                 continue;
12465                         numtriangles = surface->num_triangles;
12466                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
12467                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
12468                 }
12469         }
12470 }
12471
12472 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12473 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)
12474 {
12475         int renderentityindex;
12476         float worldmins[3];
12477         float worldmaxs[3];
12478         entity_render_t *ent;
12479
12480         if (!cl_decals_newsystem.integer)
12481                 return;
12482
12483         worldmins[0] = worldorigin[0] - worldsize;
12484         worldmins[1] = worldorigin[1] - worldsize;
12485         worldmins[2] = worldorigin[2] - worldsize;
12486         worldmaxs[0] = worldorigin[0] + worldsize;
12487         worldmaxs[1] = worldorigin[1] + worldsize;
12488         worldmaxs[2] = worldorigin[2] + worldsize;
12489
12490         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12491
12492         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12493         {
12494                 ent = r_refdef.scene.entities[renderentityindex];
12495                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12496                         continue;
12497
12498                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12499         }
12500 }
12501
12502 typedef struct r_decalsystem_splatqueue_s
12503 {
12504         vec3_t worldorigin;
12505         vec3_t worldnormal;
12506         float color[4];
12507         float tcrange[4];
12508         float worldsize;
12509         int decalsequence;
12510 }
12511 r_decalsystem_splatqueue_t;
12512
12513 int r_decalsystem_numqueued = 0;
12514 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12515
12516 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)
12517 {
12518         r_decalsystem_splatqueue_t *queue;
12519
12520         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12521                 return;
12522
12523         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12524         VectorCopy(worldorigin, queue->worldorigin);
12525         VectorCopy(worldnormal, queue->worldnormal);
12526         Vector4Set(queue->color, r, g, b, a);
12527         Vector4Set(queue->tcrange, s1, t1, s2, t2);
12528         queue->worldsize = worldsize;
12529         queue->decalsequence = cl.decalsequence++;
12530 }
12531
12532 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12533 {
12534         int i;
12535         r_decalsystem_splatqueue_t *queue;
12536
12537         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12538                 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);
12539         r_decalsystem_numqueued = 0;
12540 }
12541
12542 extern cvar_t cl_decals_max;
12543 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12544 {
12545         int i;
12546         decalsystem_t *decalsystem = &ent->decalsystem;
12547         int numdecals;
12548         int killsequence;
12549         tridecal_t *decal;
12550         float frametime;
12551         float lifetime;
12552
12553         if (!decalsystem->numdecals)
12554                 return;
12555
12556         if (r_showsurfaces.integer)
12557                 return;
12558
12559         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12560         {
12561                 R_DecalSystem_Reset(decalsystem);
12562                 return;
12563         }
12564
12565         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12566         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12567
12568         if (decalsystem->lastupdatetime)
12569                 frametime = (cl.time - decalsystem->lastupdatetime);
12570         else
12571                 frametime = 0;
12572         decalsystem->lastupdatetime = cl.time;
12573         decal = decalsystem->decals;
12574         numdecals = decalsystem->numdecals;
12575
12576         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12577         {
12578                 if (decal->color4ub[0][3])
12579                 {
12580                         decal->lived += frametime;
12581                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12582                         {
12583                                 memset(decal, 0, sizeof(*decal));
12584                                 if (decalsystem->freedecal > i)
12585                                         decalsystem->freedecal = i;
12586                         }
12587                 }
12588         }
12589         decal = decalsystem->decals;
12590         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12591                 numdecals--;
12592
12593         // collapse the array by shuffling the tail decals into the gaps
12594         for (;;)
12595         {
12596                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12597                         decalsystem->freedecal++;
12598                 if (decalsystem->freedecal == numdecals)
12599                         break;
12600                 decal[decalsystem->freedecal] = decal[--numdecals];
12601         }
12602
12603         decalsystem->numdecals = numdecals;
12604
12605         if (numdecals <= 0)
12606         {
12607                 // if there are no decals left, reset decalsystem
12608                 R_DecalSystem_Reset(decalsystem);
12609         }
12610 }
12611
12612 extern skinframe_t *decalskinframe;
12613 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12614 {
12615         int i;
12616         decalsystem_t *decalsystem = &ent->decalsystem;
12617         int numdecals;
12618         tridecal_t *decal;
12619         float faderate;
12620         float alpha;
12621         float *v3f;
12622         float *c4f;
12623         float *t2f;
12624         const int *e;
12625         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12626         int numtris = 0;
12627
12628         numdecals = decalsystem->numdecals;
12629         if (!numdecals)
12630                 return;
12631
12632         if (r_showsurfaces.integer)
12633                 return;
12634
12635         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12636         {
12637                 R_DecalSystem_Reset(decalsystem);
12638                 return;
12639         }
12640
12641         // if the model is static it doesn't matter what value we give for
12642         // wantnormals and wanttangents, so this logic uses only rules applicable
12643         // to a model, knowing that they are meaningless otherwise
12644         if (ent == r_refdef.scene.worldentity)
12645                 RSurf_ActiveWorldEntity();
12646         else
12647                 RSurf_ActiveModelEntity(ent, false, false, false);
12648
12649         decalsystem->lastupdatetime = cl.time;
12650         decal = decalsystem->decals;
12651
12652         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12653
12654         // update vertex positions for animated models
12655         v3f = decalsystem->vertex3f;
12656         c4f = decalsystem->color4f;
12657         t2f = decalsystem->texcoord2f;
12658         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12659         {
12660                 if (!decal->color4ub[0][3])
12661                         continue;
12662
12663                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12664                         continue;
12665
12666                 // update color values for fading decals
12667                 if (decal->lived >= cl_decals_time.value)
12668                 {
12669                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12670                         alpha *= (1.0f/255.0f);
12671                 }
12672                 else
12673                         alpha = 1.0f/255.0f;
12674
12675                 c4f[ 0] = decal->color4ub[0][0] * alpha;
12676                 c4f[ 1] = decal->color4ub[0][1] * alpha;
12677                 c4f[ 2] = decal->color4ub[0][2] * alpha;
12678                 c4f[ 3] = 1;
12679                 c4f[ 4] = decal->color4ub[1][0] * alpha;
12680                 c4f[ 5] = decal->color4ub[1][1] * alpha;
12681                 c4f[ 6] = decal->color4ub[1][2] * alpha;
12682                 c4f[ 7] = 1;
12683                 c4f[ 8] = decal->color4ub[2][0] * alpha;
12684                 c4f[ 9] = decal->color4ub[2][1] * alpha;
12685                 c4f[10] = decal->color4ub[2][2] * alpha;
12686                 c4f[11] = 1;
12687
12688                 t2f[0] = decal->texcoord2f[0][0];
12689                 t2f[1] = decal->texcoord2f[0][1];
12690                 t2f[2] = decal->texcoord2f[1][0];
12691                 t2f[3] = decal->texcoord2f[1][1];
12692                 t2f[4] = decal->texcoord2f[2][0];
12693                 t2f[5] = decal->texcoord2f[2][1];
12694
12695                 // update vertex positions for animated models
12696                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
12697                 {
12698                         e = rsurface.modelelement3i + 3*decal->triangleindex;
12699                         VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
12700                         VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
12701                         VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
12702                 }
12703                 else
12704                 {
12705                         VectorCopy(decal->vertex3f[0], v3f);
12706                         VectorCopy(decal->vertex3f[1], v3f + 3);
12707                         VectorCopy(decal->vertex3f[2], v3f + 6);
12708                 }
12709
12710                 if (r_refdef.fogenabled)
12711                 {
12712                         alpha = RSurf_FogVertex(v3f);
12713                         VectorScale(c4f, alpha, c4f);
12714                         alpha = RSurf_FogVertex(v3f + 3);
12715                         VectorScale(c4f + 4, alpha, c4f + 4);
12716                         alpha = RSurf_FogVertex(v3f + 6);
12717                         VectorScale(c4f + 8, alpha, c4f + 8);
12718                 }
12719
12720                 v3f += 9;
12721                 c4f += 12;
12722                 t2f += 6;
12723                 numtris++;
12724         }
12725
12726         if (numtris > 0)
12727         {
12728                 r_refdef.stats.drawndecals += numtris;
12729
12730                 // now render the decals all at once
12731                 // (this assumes they all use one particle font texture!)
12732                 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);
12733                 R_Mesh_ResetTextureState();
12734                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
12735                 GL_DepthMask(false);
12736                 GL_DepthRange(0, 1);
12737                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12738                 GL_DepthTest(true);
12739                 GL_CullFace(GL_NONE);
12740                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12741                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12742                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
12743         }
12744 }
12745
12746 static void R_DrawModelDecals(void)
12747 {
12748         int i, numdecals;
12749
12750         // fade faster when there are too many decals
12751         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12752         for (i = 0;i < r_refdef.scene.numentities;i++)
12753                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12754
12755         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12756         for (i = 0;i < r_refdef.scene.numentities;i++)
12757                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12758                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12759
12760         R_DecalSystem_ApplySplatEntitiesQueue();
12761
12762         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12763         for (i = 0;i < r_refdef.scene.numentities;i++)
12764                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12765
12766         r_refdef.stats.totaldecals += numdecals;
12767
12768         if (r_showsurfaces.integer)
12769                 return;
12770
12771         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12772
12773         for (i = 0;i < r_refdef.scene.numentities;i++)
12774         {
12775                 if (!r_refdef.viewcache.entityvisible[i])
12776                         continue;
12777                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12778                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12779         }
12780 }
12781
12782 extern cvar_t mod_collision_bih;
12783 void R_DrawDebugModel(void)
12784 {
12785         entity_render_t *ent = rsurface.entity;
12786         int i, j, k, l, flagsmask;
12787         const msurface_t *surface;
12788         dp_model_t *model = ent->model;
12789         vec3_t v;
12790
12791         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12792
12793         R_Mesh_ResetTextureState();
12794         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12795         GL_DepthRange(0, 1);
12796         GL_DepthTest(!r_showdisabledepthtest.integer);
12797         GL_DepthMask(false);
12798         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12799
12800         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12801         {
12802                 int triangleindex;
12803                 int bihleafindex;
12804                 qboolean cullbox = ent == r_refdef.scene.worldentity;
12805                 const q3mbrush_t *brush;
12806                 const bih_t *bih = &model->collision_bih;
12807                 const bih_leaf_t *bihleaf;
12808                 float vertex3f[3][3];
12809                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12810                 cullbox = false;
12811                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12812                 {
12813                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12814                                 continue;
12815                         switch (bihleaf->type)
12816                         {
12817                         case BIH_BRUSH:
12818                                 brush = model->brush.data_brushes + bihleaf->itemindex;
12819                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
12820                                 {
12821                                         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);
12822                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12823                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12824                                 }
12825                                 break;
12826                         case BIH_COLLISIONTRIANGLE:
12827                                 triangleindex = bihleaf->itemindex;
12828                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12829                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12830                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12831                                 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12832                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12833                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12834                                 break;
12835                         case BIH_RENDERTRIANGLE:
12836                                 triangleindex = bihleaf->itemindex;
12837                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12838                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12839                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12840                                 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);
12841                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12842                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12843                                 break;
12844                         }
12845                 }
12846         }
12847
12848         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12849
12850         if (r_showtris.integer || r_shownormals.integer)
12851         {
12852                 if (r_showdisabledepthtest.integer)
12853                 {
12854                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12855                         GL_DepthMask(false);
12856                 }
12857                 else
12858                 {
12859                         GL_BlendFunc(GL_ONE, GL_ZERO);
12860                         GL_DepthMask(true);
12861                 }
12862                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12863                 {
12864                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12865                                 continue;
12866                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12867                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12868                         {
12869                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12870                                 if (r_showtris.value > 0)
12871                                 {
12872                                         if (!rsurface.texture->currentlayers->depthmask)
12873                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12874                                         else if (ent == r_refdef.scene.worldentity)
12875                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12876                                         else
12877                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12878                                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12879                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12880                                         RSurf_DrawBatch();
12881                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12882                                         CHECKGLERROR
12883                                 }
12884                                 if (r_shownormals.value < 0)
12885                                 {
12886                                         qglBegin(GL_LINES);
12887                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12888                                         {
12889                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12890                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12891                                                 qglVertex3f(v[0], v[1], v[2]);
12892                                                 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12893                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12894                                                 qglVertex3f(v[0], v[1], v[2]);
12895                                         }
12896                                         qglEnd();
12897                                         CHECKGLERROR
12898                                 }
12899                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12900                                 {
12901                                         qglBegin(GL_LINES);
12902                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12903                                         {
12904                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12905                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12906                                                 qglVertex3f(v[0], v[1], v[2]);
12907                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12908                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12909                                                 qglVertex3f(v[0], v[1], v[2]);
12910                                         }
12911                                         qglEnd();
12912                                         CHECKGLERROR
12913                                         qglBegin(GL_LINES);
12914                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12915                                         {
12916                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12917                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12918                                                 qglVertex3f(v[0], v[1], v[2]);
12919                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12920                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12921                                                 qglVertex3f(v[0], v[1], v[2]);
12922                                         }
12923                                         qglEnd();
12924                                         CHECKGLERROR
12925                                         qglBegin(GL_LINES);
12926                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12927                                         {
12928                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12929                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12930                                                 qglVertex3f(v[0], v[1], v[2]);
12931                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12932                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12933                                                 qglVertex3f(v[0], v[1], v[2]);
12934                                         }
12935                                         qglEnd();
12936                                         CHECKGLERROR
12937                                 }
12938                         }
12939                 }
12940                 rsurface.texture = NULL;
12941         }
12942 }
12943
12944 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12945 int r_maxsurfacelist = 0;
12946 const msurface_t **r_surfacelist = NULL;
12947 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12948 {
12949         int i, j, endj, flagsmask;
12950         dp_model_t *model = r_refdef.scene.worldmodel;
12951         msurface_t *surfaces;
12952         unsigned char *update;
12953         int numsurfacelist = 0;
12954         if (model == NULL)
12955                 return;
12956
12957         if (r_maxsurfacelist < model->num_surfaces)
12958         {
12959                 r_maxsurfacelist = model->num_surfaces;
12960                 if (r_surfacelist)
12961                         Mem_Free((msurface_t**)r_surfacelist);
12962                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12963         }
12964
12965         RSurf_ActiveWorldEntity();
12966
12967         surfaces = model->data_surfaces;
12968         update = model->brushq1.lightmapupdateflags;
12969
12970         // update light styles on this submodel
12971         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12972         {
12973                 model_brush_lightstyleinfo_t *style;
12974                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12975                 {
12976                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12977                         {
12978                                 int *list = style->surfacelist;
12979                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12980                                 for (j = 0;j < style->numsurfaces;j++)
12981                                         update[list[j]] = true;
12982                         }
12983                 }
12984         }
12985
12986         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12987
12988         if (debug)
12989         {
12990                 R_DrawDebugModel();
12991                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12992                 return;
12993         }
12994
12995         rsurface.lightmaptexture = NULL;
12996         rsurface.deluxemaptexture = NULL;
12997         rsurface.uselightmaptexture = false;
12998         rsurface.texture = NULL;
12999         rsurface.rtlight = NULL;
13000         numsurfacelist = 0;
13001         // add visible surfaces to draw list
13002         for (i = 0;i < model->nummodelsurfaces;i++)
13003         {
13004                 j = model->sortedmodelsurfaces[i];
13005                 if (r_refdef.viewcache.world_surfacevisible[j])
13006                         r_surfacelist[numsurfacelist++] = surfaces + j;
13007         }
13008         // update lightmaps if needed
13009         if (model->brushq1.firstrender)
13010         {
13011                 model->brushq1.firstrender = false;
13012                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13013                         if (update[j])
13014                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13015         }
13016         else if (update)
13017         {
13018                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13019                         if (r_refdef.viewcache.world_surfacevisible[j])
13020                                 if (update[j])
13021                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13022         }
13023         // don't do anything if there were no surfaces
13024         if (!numsurfacelist)
13025         {
13026                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13027                 return;
13028         }
13029         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13030         GL_AlphaTest(false);
13031
13032         // add to stats if desired
13033         if (r_speeds.integer && !skysurfaces && !depthonly)
13034         {
13035                 r_refdef.stats.world_surfaces += numsurfacelist;
13036                 for (j = 0;j < numsurfacelist;j++)
13037                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
13038         }
13039
13040         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13041 }
13042
13043 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13044 {
13045         int i, j, endj, flagsmask;
13046         dp_model_t *model = ent->model;
13047         msurface_t *surfaces;
13048         unsigned char *update;
13049         int numsurfacelist = 0;
13050         if (model == NULL)
13051                 return;
13052
13053         if (r_maxsurfacelist < model->num_surfaces)
13054         {
13055                 r_maxsurfacelist = model->num_surfaces;
13056                 if (r_surfacelist)
13057                         Mem_Free((msurface_t **)r_surfacelist);
13058                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13059         }
13060
13061         // if the model is static it doesn't matter what value we give for
13062         // wantnormals and wanttangents, so this logic uses only rules applicable
13063         // to a model, knowing that they are meaningless otherwise
13064         if (ent == r_refdef.scene.worldentity)
13065                 RSurf_ActiveWorldEntity();
13066         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
13067                 RSurf_ActiveModelEntity(ent, false, false, false);
13068         else if (prepass)
13069                 RSurf_ActiveModelEntity(ent, true, true, true);
13070         else if (depthonly)
13071         {
13072                 switch (vid.renderpath)
13073                 {
13074                 case RENDERPATH_GL20:
13075                 case RENDERPATH_CGGL:
13076                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
13077                         break;
13078                 case RENDERPATH_GL13:
13079                 case RENDERPATH_GL11:
13080                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
13081                         break;
13082                 }
13083         }
13084         else
13085         {
13086                 switch (vid.renderpath)
13087                 {
13088                 case RENDERPATH_GL20:
13089                 case RENDERPATH_CGGL:
13090                         RSurf_ActiveModelEntity(ent, true, true, false);
13091                         break;
13092                 case RENDERPATH_GL13:
13093                 case RENDERPATH_GL11:
13094                         RSurf_ActiveModelEntity(ent, true, false, false);
13095                         break;
13096                 }
13097         }
13098
13099         surfaces = model->data_surfaces;
13100         update = model->brushq1.lightmapupdateflags;
13101
13102         // update light styles
13103         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13104         {
13105                 model_brush_lightstyleinfo_t *style;
13106                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13107                 {
13108                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
13109                         {
13110                                 int *list = style->surfacelist;
13111                                 style->value = r_refdef.scene.lightstylevalue[style->style];
13112                                 for (j = 0;j < style->numsurfaces;j++)
13113                                         update[list[j]] = true;
13114                         }
13115                 }
13116         }
13117
13118         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13119
13120         if (debug)
13121         {
13122                 R_DrawDebugModel();
13123                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13124                 return;
13125         }
13126
13127         rsurface.lightmaptexture = NULL;
13128         rsurface.deluxemaptexture = NULL;
13129         rsurface.uselightmaptexture = false;
13130         rsurface.texture = NULL;
13131         rsurface.rtlight = NULL;
13132         numsurfacelist = 0;
13133         // add visible surfaces to draw list
13134         for (i = 0;i < model->nummodelsurfaces;i++)
13135                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
13136         // don't do anything if there were no surfaces
13137         if (!numsurfacelist)
13138         {
13139                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13140                 return;
13141         }
13142         // update lightmaps if needed
13143         if (update)
13144         {
13145                 int updated = 0;
13146                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13147                 {
13148                         if (update[j])
13149                         {
13150                                 updated++;
13151                                 R_BuildLightMap(ent, surfaces + j);
13152                         }
13153                 }
13154         }
13155         if (update)
13156                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13157                         if (update[j])
13158                                 R_BuildLightMap(ent, surfaces + j);
13159         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13160         GL_AlphaTest(false);
13161
13162         // add to stats if desired
13163         if (r_speeds.integer && !skysurfaces && !depthonly)
13164         {
13165                 r_refdef.stats.entities_surfaces += numsurfacelist;
13166                 for (j = 0;j < numsurfacelist;j++)
13167                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
13168         }
13169
13170         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13171 }
13172
13173 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
13174 {
13175         static texture_t texture;
13176         static msurface_t surface;
13177         const msurface_t *surfacelist = &surface;
13178
13179         // fake enough texture and surface state to render this geometry
13180
13181         texture.update_lastrenderframe = -1; // regenerate this texture
13182         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
13183         texture.currentskinframe = skinframe;
13184         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
13185         texture.offsetmapping = OFFSETMAPPING_OFF;
13186         texture.offsetscale = 1;
13187         texture.specularscalemod = 1;
13188         texture.specularpowermod = 1;
13189
13190         surface.texture = &texture;
13191         surface.num_triangles = numtriangles;
13192         surface.num_firsttriangle = firsttriangle;
13193         surface.num_vertices = numvertices;
13194         surface.num_firstvertex = firstvertex;
13195
13196         // now render it
13197         rsurface.texture = R_GetCurrentTexture(surface.texture);
13198         rsurface.lightmaptexture = NULL;
13199         rsurface.deluxemaptexture = NULL;
13200         rsurface.uselightmaptexture = false;
13201         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
13202 }
13203
13204 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)
13205 {
13206         static msurface_t surface;
13207         const msurface_t *surfacelist = &surface;
13208
13209         // fake enough texture and surface state to render this geometry
13210
13211         surface.texture = texture;
13212         surface.num_triangles = numtriangles;
13213         surface.num_firsttriangle = firsttriangle;
13214         surface.num_vertices = numvertices;
13215         surface.num_firstvertex = firstvertex;
13216
13217         // now render it
13218         rsurface.texture = R_GetCurrentTexture(surface.texture);
13219         rsurface.lightmaptexture = NULL;
13220         rsurface.deluxemaptexture = NULL;
13221         rsurface.uselightmaptexture = false;
13222         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
13223 }