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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28 #include "csprogs.h"
29 #include "cl_video.h"
30
31 mempool_t *r_main_mempool;
32 rtexturepool_t *r_main_texturepool;
33
34 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
35
36 static qboolean r_loadnormalmap;
37 static qboolean r_loadgloss;
38 qboolean r_loadfog;
39 static qboolean r_loaddds;
40 static qboolean r_savedds;
41
42 //
43 // screen size info
44 //
45 r_refdef_t r_refdef;
46
47 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
48 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
49 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
50 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
51 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
52 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
53 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
54 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
55
56 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
57 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
58 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
59 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
60 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
61
62 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
63 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
64 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
65 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
66 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
67 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
68 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
69 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
70 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
71 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
72 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
73 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
74 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
75 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
76 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
77 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
78 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
79 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
80 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
81 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
82 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
83 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
84 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
85 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
86 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
87 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
88 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
89 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
90 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
91 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
92 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
93 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
94 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
95 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
96 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
97 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
98 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
99 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
100 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
101 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
102 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
103 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
104 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
105 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
106 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
107 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
108
109 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
110 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
111 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
112 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
113 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
114 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
115 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
116 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
117
118 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
119 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
120
121 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
122 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
123 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
124 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
125 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
126
127 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
128 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
129 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
130
131 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
132 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
133 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
134 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
135 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
136 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
137 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
138 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
139 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
140
141 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
142 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
143 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
144 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
145 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
146
147 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
148 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
149 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
150 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
151
152 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
153 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
154 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
155 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
156 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
157 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
158 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
159
160 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
161 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
162 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
163 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
164
165 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
166
167 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
168
169 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
170
171 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
172 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
173 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
174 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
175 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
176 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
177 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
178
179 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
180
181 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
182
183 extern cvar_t v_glslgamma;
184
185 extern qboolean v_flipped_state;
186
187 static struct r_bloomstate_s
188 {
189         qboolean enabled;
190         qboolean hdr;
191
192         int bloomwidth, bloomheight;
193
194         int screentexturewidth, screentextureheight;
195         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
196
197         int bloomtexturewidth, bloomtextureheight;
198         rtexture_t *texture_bloom;
199
200         // arrays for rendering the screen passes
201         float screentexcoord2f[8];
202         float bloomtexcoord2f[8];
203         float offsettexcoord2f[8];
204
205         r_viewport_t viewport;
206 }
207 r_bloomstate;
208
209 r_waterstate_t r_waterstate;
210
211 /// shadow volume bsp struct with automatically growing nodes buffer
212 svbsp_t r_svbsp;
213
214 rtexture_t *r_texture_blanknormalmap;
215 rtexture_t *r_texture_white;
216 rtexture_t *r_texture_grey128;
217 rtexture_t *r_texture_black;
218 rtexture_t *r_texture_notexture;
219 rtexture_t *r_texture_whitecube;
220 rtexture_t *r_texture_normalizationcube;
221 rtexture_t *r_texture_fogattenuation;
222 rtexture_t *r_texture_fogheighttexture;
223 rtexture_t *r_texture_gammaramps;
224 unsigned int r_texture_gammaramps_serial;
225 //rtexture_t *r_texture_fogintensity;
226 rtexture_t *r_texture_reflectcube;
227
228 // TODO: hash lookups?
229 typedef struct cubemapinfo_s
230 {
231         char basename[64];
232         rtexture_t *texture;
233 }
234 cubemapinfo_t;
235
236 int r_texture_numcubemaps;
237 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
238
239 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
240 unsigned int r_numqueries;
241 unsigned int r_maxqueries;
242
243 typedef struct r_qwskincache_s
244 {
245         char name[MAX_QPATH];
246         skinframe_t *skinframe;
247 }
248 r_qwskincache_t;
249
250 static r_qwskincache_t *r_qwskincache;
251 static int r_qwskincache_size;
252
253 /// vertex coordinates for a quad that covers the screen exactly
254 const float r_screenvertex3f[12] =
255 {
256         0, 0, 0,
257         1, 0, 0,
258         1, 1, 0,
259         0, 1, 0
260 };
261
262 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
263 {
264         int i;
265         for (i = 0;i < verts;i++)
266         {
267                 out[0] = in[0] * r;
268                 out[1] = in[1] * g;
269                 out[2] = in[2] * b;
270                 out[3] = in[3];
271                 in += 4;
272                 out += 4;
273         }
274 }
275
276 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
277 {
278         int i;
279         for (i = 0;i < verts;i++)
280         {
281                 out[0] = r;
282                 out[1] = g;
283                 out[2] = b;
284                 out[3] = a;
285                 out += 4;
286         }
287 }
288
289 // FIXME: move this to client?
290 void FOG_clear(void)
291 {
292         if (gamemode == GAME_NEHAHRA)
293         {
294                 Cvar_Set("gl_fogenable", "0");
295                 Cvar_Set("gl_fogdensity", "0.2");
296                 Cvar_Set("gl_fogred", "0.3");
297                 Cvar_Set("gl_foggreen", "0.3");
298                 Cvar_Set("gl_fogblue", "0.3");
299         }
300         r_refdef.fog_density = 0;
301         r_refdef.fog_red = 0;
302         r_refdef.fog_green = 0;
303         r_refdef.fog_blue = 0;
304         r_refdef.fog_alpha = 1;
305         r_refdef.fog_start = 0;
306         r_refdef.fog_end = 16384;
307         r_refdef.fog_height = 1<<30;
308         r_refdef.fog_fadedepth = 128;
309         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
310 }
311
312 static void R_BuildBlankTextures(void)
313 {
314         unsigned char data[4];
315         data[2] = 128; // normal X
316         data[1] = 128; // normal Y
317         data[0] = 255; // normal Z
318         data[3] = 128; // height
319         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
320         data[0] = 255;
321         data[1] = 255;
322         data[2] = 255;
323         data[3] = 255;
324         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
325         data[0] = 128;
326         data[1] = 128;
327         data[2] = 128;
328         data[3] = 255;
329         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
330         data[0] = 0;
331         data[1] = 0;
332         data[2] = 0;
333         data[3] = 255;
334         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
335 }
336
337 static void R_BuildNoTexture(void)
338 {
339         int x, y;
340         unsigned char pix[16][16][4];
341         // this makes a light grey/dark grey checkerboard texture
342         for (y = 0;y < 16;y++)
343         {
344                 for (x = 0;x < 16;x++)
345                 {
346                         if ((y < 8) ^ (x < 8))
347                         {
348                                 pix[y][x][0] = 128;
349                                 pix[y][x][1] = 128;
350                                 pix[y][x][2] = 128;
351                                 pix[y][x][3] = 255;
352                         }
353                         else
354                         {
355                                 pix[y][x][0] = 64;
356                                 pix[y][x][1] = 64;
357                                 pix[y][x][2] = 64;
358                                 pix[y][x][3] = 255;
359                         }
360                 }
361         }
362         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
363 }
364
365 static void R_BuildWhiteCube(void)
366 {
367         unsigned char data[6*1*1*4];
368         memset(data, 255, sizeof(data));
369         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
370 }
371
372 static void R_BuildNormalizationCube(void)
373 {
374         int x, y, side;
375         vec3_t v;
376         vec_t s, t, intensity;
377 #define NORMSIZE 64
378         unsigned char *data;
379         data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
380         for (side = 0;side < 6;side++)
381         {
382                 for (y = 0;y < NORMSIZE;y++)
383                 {
384                         for (x = 0;x < NORMSIZE;x++)
385                         {
386                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
387                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
388                                 switch(side)
389                                 {
390                                 default:
391                                 case 0:
392                                         v[0] = 1;
393                                         v[1] = -t;
394                                         v[2] = -s;
395                                         break;
396                                 case 1:
397                                         v[0] = -1;
398                                         v[1] = -t;
399                                         v[2] = s;
400                                         break;
401                                 case 2:
402                                         v[0] = s;
403                                         v[1] = 1;
404                                         v[2] = t;
405                                         break;
406                                 case 3:
407                                         v[0] = s;
408                                         v[1] = -1;
409                                         v[2] = -t;
410                                         break;
411                                 case 4:
412                                         v[0] = s;
413                                         v[1] = -t;
414                                         v[2] = 1;
415                                         break;
416                                 case 5:
417                                         v[0] = -s;
418                                         v[1] = -t;
419                                         v[2] = -1;
420                                         break;
421                                 }
422                                 intensity = 127.0f / sqrt(DotProduct(v, v));
423                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
424                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
425                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
426                                 data[((side*64+y)*64+x)*4+3] = 255;
427                         }
428                 }
429         }
430         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
431         Mem_Free(data);
432 }
433
434 static void R_BuildFogTexture(void)
435 {
436         int x, b;
437 #define FOGWIDTH 256
438         unsigned char data1[FOGWIDTH][4];
439         //unsigned char data2[FOGWIDTH][4];
440         double d, r, alpha;
441
442         r_refdef.fogmasktable_start = r_refdef.fog_start;
443         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
444         r_refdef.fogmasktable_range = r_refdef.fogrange;
445         r_refdef.fogmasktable_density = r_refdef.fog_density;
446
447         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
448         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
449         {
450                 d = (x * r - r_refdef.fogmasktable_start);
451                 if(developer_extra.integer)
452                         Con_DPrintf("%f ", d);
453                 d = max(0, d);
454                 if (r_fog_exp2.integer)
455                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
456                 else
457                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
458                 if(developer_extra.integer)
459                         Con_DPrintf(" : %f ", alpha);
460                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
461                 if(developer_extra.integer)
462                         Con_DPrintf(" = %f\n", alpha);
463                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
464         }
465
466         for (x = 0;x < FOGWIDTH;x++)
467         {
468                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
469                 data1[x][0] = b;
470                 data1[x][1] = b;
471                 data1[x][2] = b;
472                 data1[x][3] = 255;
473                 //data2[x][0] = 255 - b;
474                 //data2[x][1] = 255 - b;
475                 //data2[x][2] = 255 - b;
476                 //data2[x][3] = 255;
477         }
478         if (r_texture_fogattenuation)
479         {
480                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
481                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
482         }
483         else
484         {
485                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, -1, NULL);
486                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
487         }
488 }
489
490 static void R_BuildFogHeightTexture(void)
491 {
492         unsigned char *inpixels;
493         int size;
494         int x;
495         int y;
496         int j;
497         float c[4];
498         float f;
499         inpixels = NULL;
500         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
501         if (r_refdef.fogheighttexturename[0])
502                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
503         if (!inpixels)
504         {
505                 r_refdef.fog_height_tablesize = 0;
506                 if (r_texture_fogheighttexture)
507                         R_FreeTexture(r_texture_fogheighttexture);
508                 r_texture_fogheighttexture = NULL;
509                 if (r_refdef.fog_height_table2d)
510                         Mem_Free(r_refdef.fog_height_table2d);
511                 r_refdef.fog_height_table2d = NULL;
512                 if (r_refdef.fog_height_table1d)
513                         Mem_Free(r_refdef.fog_height_table1d);
514                 r_refdef.fog_height_table1d = NULL;
515                 return;
516         }
517         size = image_width;
518         r_refdef.fog_height_tablesize = size;
519         r_refdef.fog_height_table1d = Mem_Alloc(r_main_mempool, size * 4);
520         r_refdef.fog_height_table2d = Mem_Alloc(r_main_mempool, size * size * 4);
521         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
522         Mem_Free(inpixels);
523         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
524         // average fog color table accounting for every fog layer between a point
525         // and the camera.  (Note: attenuation is handled separately!)
526         for (y = 0;y < size;y++)
527         {
528                 for (x = 0;x < size;x++)
529                 {
530                         Vector4Clear(c);
531                         f = 0;
532                         if (x < y)
533                         {
534                                 for (j = x;j <= y;j++)
535                                 {
536                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
537                                         f++;
538                                 }
539                         }
540                         else
541                         {
542                                 for (j = x;j >= y;j--)
543                                 {
544                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
545                                         f++;
546                                 }
547                         }
548                         f = 1.0f / f;
549                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
550                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
551                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
552                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
553                 }
554         }
555         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
556 }
557
558 //=======================================================================================================================================================
559
560 static const char *builtinshaderstring =
561 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
562 "// written by Forest 'LordHavoc' Hale\n"
563 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
564 "\n"
565 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
566 "# define USEFOG\n"
567 "#endif\n"
568 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
569 "#define USELIGHTMAP\n"
570 "#endif\n"
571 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
572 "#define USEEYEVECTOR\n"
573 "#endif\n"
574 "\n"
575 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
576 "# extension GL_ARB_texture_rectangle : enable\n"
577 "#endif\n"
578 "\n"
579 "#ifdef USESHADOWMAP2D\n"
580 "# ifdef GL_EXT_gpu_shader4\n"
581 "#   extension GL_EXT_gpu_shader4 : enable\n"
582 "# endif\n"
583 "# ifdef GL_ARB_texture_gather\n"
584 "#   extension GL_ARB_texture_gather : enable\n"
585 "# else\n"
586 "#   ifdef GL_AMD_texture_texture4\n"
587 "#     extension GL_AMD_texture_texture4 : enable\n"
588 "#   endif\n"
589 "# endif\n"
590 "#endif\n"
591 "\n"
592 "#ifdef USESHADOWMAPCUBE\n"
593 "# extension GL_EXT_gpu_shader4 : enable\n"
594 "#endif\n"
595 "\n"
596 "//#ifdef USESHADOWSAMPLER\n"
597 "//# extension GL_ARB_shadow : enable\n"
598 "//#endif\n"
599 "\n"
600 "//#ifdef __GLSL_CG_DATA_TYPES\n"
601 "//# define myhalf half\n"
602 "//# define myhalf2 half2\n"
603 "//# define myhalf3 half3\n"
604 "//# define myhalf4 half4\n"
605 "//#else\n"
606 "# define myhalf float\n"
607 "# define myhalf2 vec2\n"
608 "# define myhalf3 vec3\n"
609 "# define myhalf4 vec4\n"
610 "//#endif\n"
611 "\n"
612 "#ifdef VERTEX_SHADER\n"
613 "uniform mat4 ModelViewProjectionMatrix;\n"
614 "#endif\n"
615 "\n"
616 "#ifdef MODE_DEPTH_OR_SHADOW\n"
617 "#ifdef VERTEX_SHADER\n"
618 "void main(void)\n"
619 "{\n"
620 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
621 "}\n"
622 "#endif\n"
623 "#else // !MODE_DEPTH_ORSHADOW\n"
624 "\n"
625 "\n"
626 "\n"
627 "\n"
628 "#ifdef MODE_SHOWDEPTH\n"
629 "#ifdef VERTEX_SHADER\n"
630 "void main(void)\n"
631 "{\n"
632 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
633 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
634 "}\n"
635 "#endif\n"
636 "\n"
637 "#ifdef FRAGMENT_SHADER\n"
638 "void main(void)\n"
639 "{\n"
640 "       gl_FragColor = gl_Color;\n"
641 "}\n"
642 "#endif\n"
643 "#else // !MODE_SHOWDEPTH\n"
644 "\n"
645 "\n"
646 "\n"
647 "\n"
648 "#ifdef MODE_POSTPROCESS\n"
649 "varying vec2 TexCoord1;\n"
650 "varying vec2 TexCoord2;\n"
651 "\n"
652 "#ifdef VERTEX_SHADER\n"
653 "void main(void)\n"
654 "{\n"
655 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
656 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
657 "#ifdef USEBLOOM\n"
658 "       TexCoord2 = gl_MultiTexCoord4.xy;\n"
659 "#endif\n"
660 "}\n"
661 "#endif\n"
662 "\n"
663 "#ifdef FRAGMENT_SHADER\n"
664 "uniform sampler2D Texture_First;\n"
665 "#ifdef USEBLOOM\n"
666 "uniform sampler2D Texture_Second;\n"
667 "#endif\n"
668 "#ifdef USEGAMMARAMPS\n"
669 "uniform sampler2D Texture_GammaRamps;\n"
670 "#endif\n"
671 "#ifdef USESATURATION\n"
672 "uniform float Saturation;\n"
673 "#endif\n"
674 "#ifdef USEVIEWTINT\n"
675 "uniform vec4 ViewTintColor;\n"
676 "#endif\n"
677 "//uncomment these if you want to use them:\n"
678 "uniform vec4 UserVec1;\n"
679 "uniform vec4 UserVec2;\n"
680 "// uniform vec4 UserVec3;\n"
681 "// uniform vec4 UserVec4;\n"
682 "// uniform float ClientTime;\n"
683 "uniform vec2 PixelSize;\n"
684 "void main(void)\n"
685 "{\n"
686 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
687 "#ifdef USEBLOOM\n"
688 "       gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
689 "#endif\n"
690 "#ifdef USEVIEWTINT\n"
691 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
692 "#endif\n"
693 "\n"
694 "#ifdef USEPOSTPROCESSING\n"
695 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
696 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
697 "       float sobel = 1.0;\n"
698 "       // vec2 ts = textureSize(Texture_First, 0);\n"
699 "       // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
700 "       vec2 px = PixelSize;\n"
701 "       vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
702 "       vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;\n"
703 "       vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
704 "       vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
705 "       vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;\n"
706 "       vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
707 "       vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
708 "       vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;\n"
709 "       vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
710 "       vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
711 "       vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;\n"
712 "       vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
713 "       float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
714 "       float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
715 "       float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
716 "       float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
717 "       float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
718 "       float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
719 "       float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
720 "       float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
721 "       float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
722 "       float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
723 "       float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
724 "       float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
725 "       sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
726 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
727 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
728 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
729 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
730 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
731 "       gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
732 "       gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
733 "#endif\n"
734 "\n"
735 "#ifdef USESATURATION\n"
736 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
737 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
738 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
739 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
740 "#endif\n"
741 "\n"
742 "#ifdef USEGAMMARAMPS\n"
743 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
744 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
745 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
746 "#endif\n"
747 "}\n"
748 "#endif\n"
749 "#else // !MODE_POSTPROCESS\n"
750 "\n"
751 "\n"
752 "\n"
753 "\n"
754 "#ifdef MODE_GENERIC\n"
755 "#ifdef USEDIFFUSE\n"
756 "varying vec2 TexCoord1;\n"
757 "#endif\n"
758 "#ifdef USESPECULAR\n"
759 "varying vec2 TexCoord2;\n"
760 "#endif\n"
761 "#ifdef VERTEX_SHADER\n"
762 "void main(void)\n"
763 "{\n"
764 "       gl_FrontColor = gl_Color;\n"
765 "#ifdef USEDIFFUSE\n"
766 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
767 "#endif\n"
768 "#ifdef USESPECULAR\n"
769 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
770 "#endif\n"
771 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
772 "}\n"
773 "#endif\n"
774 "\n"
775 "#ifdef FRAGMENT_SHADER\n"
776 "#ifdef USEDIFFUSE\n"
777 "uniform sampler2D Texture_First;\n"
778 "#endif\n"
779 "#ifdef USESPECULAR\n"
780 "uniform sampler2D Texture_Second;\n"
781 "#endif\n"
782 "\n"
783 "void main(void)\n"
784 "{\n"
785 "       gl_FragColor = gl_Color;\n"
786 "#ifdef USEDIFFUSE\n"
787 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
788 "#endif\n"
789 "\n"
790 "#ifdef USESPECULAR\n"
791 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
792 "# ifdef USECOLORMAPPING\n"
793 "       gl_FragColor *= tex2;\n"
794 "# endif\n"
795 "# ifdef USEGLOW\n"
796 "       gl_FragColor += tex2;\n"
797 "# endif\n"
798 "# ifdef USEVERTEXTEXTUREBLEND\n"
799 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
800 "# endif\n"
801 "#endif\n"
802 "}\n"
803 "#endif\n"
804 "#else // !MODE_GENERIC\n"
805 "\n"
806 "\n"
807 "\n"
808 "\n"
809 "#ifdef MODE_BLOOMBLUR\n"
810 "varying TexCoord;\n"
811 "#ifdef VERTEX_SHADER\n"
812 "void main(void)\n"
813 "{\n"
814 "       gl_FrontColor = gl_Color;\n"
815 "       TexCoord = gl_MultiTexCoord0.xy;\n"
816 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
817 "}\n"
818 "#endif\n"
819 "\n"
820 "#ifdef FRAGMENT_SHADER\n"
821 "uniform sampler2D Texture_First;\n"
822 "uniform vec4 BloomBlur_Parameters;\n"
823 "\n"
824 "void main(void)\n"
825 "{\n"
826 "       int i;\n"
827 "       vec2 tc = TexCoord;\n"
828 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
829 "       tc += BloomBlur_Parameters.xy;\n"
830 "       for (i = 1;i < SAMPLES;i++)\n"
831 "       {\n"
832 "               color += texture2D(Texture_First, tc).rgb;\n"
833 "               tc += BloomBlur_Parameters.xy;\n"
834 "       }\n"
835 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
836 "}\n"
837 "#endif\n"
838 "#else // !MODE_BLOOMBLUR\n"
839 "#ifdef MODE_REFRACTION\n"
840 "varying vec2 TexCoord;\n"
841 "varying vec4 ModelViewProjectionPosition;\n"
842 "uniform mat4 TexMatrix;\n"
843 "#ifdef VERTEX_SHADER\n"
844 "\n"
845 "void main(void)\n"
846 "{\n"
847 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
848 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
849 "       ModelViewProjectionPosition = gl_Position;\n"
850 "}\n"
851 "#endif\n"
852 "\n"
853 "#ifdef FRAGMENT_SHADER\n"
854 "uniform sampler2D Texture_Normal;\n"
855 "uniform sampler2D Texture_Refraction;\n"
856 "uniform sampler2D Texture_Reflection;\n"
857 "\n"
858 "uniform vec4 DistortScaleRefractReflect;\n"
859 "uniform vec4 ScreenScaleRefractReflect;\n"
860 "uniform vec4 ScreenCenterRefractReflect;\n"
861 "uniform vec4 RefractColor;\n"
862 "uniform vec4 ReflectColor;\n"
863 "uniform float ReflectFactor;\n"
864 "uniform float ReflectOffset;\n"
865 "\n"
866 "void main(void)\n"
867 "{\n"
868 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
869 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
870 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
871 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
872 "       // FIXME temporary hack to detect the case that the reflection\n"
873 "       // gets blackened at edges due to leaving the area that contains actual\n"
874 "       // content.\n"
875 "       // Remove this 'ack once we have a better way to stop this thing from\n"
876 "       // 'appening.\n"
877 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
878 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
879 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
880 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
881 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
882 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
883 "}\n"
884 "#endif\n"
885 "#else // !MODE_REFRACTION\n"
886 "\n"
887 "\n"
888 "\n"
889 "\n"
890 "#ifdef MODE_WATER\n"
891 "varying vec2 TexCoord;\n"
892 "varying vec3 EyeVector;\n"
893 "varying vec4 ModelViewProjectionPosition;\n"
894 "#ifdef VERTEX_SHADER\n"
895 "uniform vec3 EyePosition;\n"
896 "uniform mat4 TexMatrix;\n"
897 "\n"
898 "void main(void)\n"
899 "{\n"
900 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
901 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
902 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
903 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
904 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
905 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
906 "       ModelViewProjectionPosition = gl_Position;\n"
907 "}\n"
908 "#endif\n"
909 "\n"
910 "#ifdef FRAGMENT_SHADER\n"
911 "uniform sampler2D Texture_Normal;\n"
912 "uniform sampler2D Texture_Refraction;\n"
913 "uniform sampler2D Texture_Reflection;\n"
914 "\n"
915 "uniform vec4 DistortScaleRefractReflect;\n"
916 "uniform vec4 ScreenScaleRefractReflect;\n"
917 "uniform vec4 ScreenCenterRefractReflect;\n"
918 "uniform vec4 RefractColor;\n"
919 "uniform vec4 ReflectColor;\n"
920 "uniform float ReflectFactor;\n"
921 "uniform float ReflectOffset;\n"
922 "\n"
923 "void main(void)\n"
924 "{\n"
925 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
926 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
927 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
928 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
929 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
930 "       // FIXME temporary hack to detect the case that the reflection\n"
931 "       // gets blackened at edges due to leaving the area that contains actual\n"
932 "       // content.\n"
933 "       // Remove this 'ack once we have a better way to stop this thing from\n"
934 "       // 'appening.\n"
935 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
936 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
937 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
938 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
939 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
940 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
941 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
942 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
943 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
944 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
945 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
946 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
947 "}\n"
948 "#endif\n"
949 "#else // !MODE_WATER\n"
950 "\n"
951 "\n"
952 "\n"
953 "\n"
954 "// common definitions between vertex shader and fragment shader:\n"
955 "\n"
956 "varying vec2 TexCoord;\n"
957 "#ifdef USEVERTEXTEXTUREBLEND\n"
958 "varying vec2 TexCoord2;\n"
959 "#endif\n"
960 "#ifdef USELIGHTMAP\n"
961 "varying vec2 TexCoordLightmap;\n"
962 "#endif\n"
963 "\n"
964 "#ifdef MODE_LIGHTSOURCE\n"
965 "varying vec3 CubeVector;\n"
966 "#endif\n"
967 "\n"
968 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
969 "varying vec3 LightVector;\n"
970 "#endif\n"
971 "\n"
972 "#ifdef USEEYEVECTOR\n"
973 "varying vec3 EyeVector;\n"
974 "#endif\n"
975 "#ifdef USEFOG\n"
976 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
977 "#endif\n"
978 "\n"
979 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
980 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
981 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
982 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
983 "#endif\n"
984 "\n"
985 "#ifdef USEREFLECTION\n"
986 "varying vec4 ModelViewProjectionPosition;\n"
987 "#endif\n"
988 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
989 "uniform vec3 LightPosition;\n"
990 "varying vec4 ModelViewPosition;\n"
991 "#endif\n"
992 "\n"
993 "#ifdef MODE_LIGHTSOURCE\n"
994 "uniform vec3 LightPosition;\n"
995 "#endif\n"
996 "uniform vec3 EyePosition;\n"
997 "#ifdef MODE_LIGHTDIRECTION\n"
998 "uniform vec3 LightDir;\n"
999 "#endif\n"
1000 "uniform vec4 FogPlane;\n"
1001 "\n"
1002 "#ifdef USESHADOWMAPORTHO\n"
1003 "varying vec3 ShadowMapTC;\n"
1004 "#endif\n"
1005 "\n"
1006 "\n"
1007 "\n"
1008 "\n"
1009 "\n"
1010 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
1011 "\n"
1012 "// fragment shader specific:\n"
1013 "#ifdef FRAGMENT_SHADER\n"
1014 "\n"
1015 "uniform sampler2D Texture_Normal;\n"
1016 "uniform sampler2D Texture_Color;\n"
1017 "uniform sampler2D Texture_Gloss;\n"
1018 "#ifdef USEGLOW\n"
1019 "uniform sampler2D Texture_Glow;\n"
1020 "#endif\n"
1021 "#ifdef USEVERTEXTEXTUREBLEND\n"
1022 "uniform sampler2D Texture_SecondaryNormal;\n"
1023 "uniform sampler2D Texture_SecondaryColor;\n"
1024 "uniform sampler2D Texture_SecondaryGloss;\n"
1025 "#ifdef USEGLOW\n"
1026 "uniform sampler2D Texture_SecondaryGlow;\n"
1027 "#endif\n"
1028 "#endif\n"
1029 "#ifdef USECOLORMAPPING\n"
1030 "uniform sampler2D Texture_Pants;\n"
1031 "uniform sampler2D Texture_Shirt;\n"
1032 "#endif\n"
1033 "#ifdef USEFOG\n"
1034 "#ifdef USEFOGHEIGHTTEXTURE\n"
1035 "uniform sampler2D Texture_FogHeightTexture;\n"
1036 "#endif\n"
1037 "uniform sampler2D Texture_FogMask;\n"
1038 "#endif\n"
1039 "#ifdef USELIGHTMAP\n"
1040 "uniform sampler2D Texture_Lightmap;\n"
1041 "#endif\n"
1042 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1043 "uniform sampler2D Texture_Deluxemap;\n"
1044 "#endif\n"
1045 "#ifdef USEREFLECTION\n"
1046 "uniform sampler2D Texture_Reflection;\n"
1047 "#endif\n"
1048 "\n"
1049 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1050 "uniform sampler2D Texture_ScreenDepth;\n"
1051 "uniform sampler2D Texture_ScreenNormalMap;\n"
1052 "#endif\n"
1053 "#ifdef USEDEFERREDLIGHTMAP\n"
1054 "uniform sampler2D Texture_ScreenDiffuse;\n"
1055 "uniform sampler2D Texture_ScreenSpecular;\n"
1056 "#endif\n"
1057 "\n"
1058 "uniform myhalf3 Color_Pants;\n"
1059 "uniform myhalf3 Color_Shirt;\n"
1060 "uniform myhalf3 FogColor;\n"
1061 "\n"
1062 "#ifdef USEFOG\n"
1063 "uniform float FogRangeRecip;\n"
1064 "uniform float FogPlaneViewDist;\n"
1065 "uniform float FogHeightFade;\n"
1066 "vec3 FogVertex(vec3 surfacecolor)\n"
1067 "{\n"
1068 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1069 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1070 "       float fogfrac;\n"
1071 "#ifdef USEFOGHEIGHTTEXTURE\n"
1072 "       vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1073 "       fogfrac = fogheightpixel.a;\n"
1074 "       return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1075 "#else\n"
1076 "# ifdef USEFOGOUTSIDE\n"
1077 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1078 "# else\n"
1079 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1080 "# endif\n"
1081 "       return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1082 "#endif\n"
1083 "}\n"
1084 "#endif\n"
1085 "\n"
1086 "#ifdef USEOFFSETMAPPING\n"
1087 "uniform float OffsetMapping_Scale;\n"
1088 "vec2 OffsetMapping(vec2 TexCoord)\n"
1089 "{\n"
1090 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1091 "       // 14 sample relief mapping: linear search and then binary search\n"
1092 "       // this basically steps forward a small amount repeatedly until it finds\n"
1093 "       // itself inside solid, then jitters forward and back using decreasing\n"
1094 "       // amounts to find the impact\n"
1095 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1096 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1097 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1098 "       vec3 RT = vec3(TexCoord, 1);\n"
1099 "       OffsetVector *= 0.1;\n"
1100 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1101 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1102 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1103 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1104 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1105 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1106 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1107 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1108 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1109 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
1110 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
1111 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
1112 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
1113 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1114 "       return RT.xy;\n"
1115 "#else\n"
1116 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1117 "       // this basically moves forward the full distance, and then backs up based\n"
1118 "       // on height of samples\n"
1119 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1120 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1121 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1122 "       TexCoord += OffsetVector;\n"
1123 "       OffsetVector *= 0.333;\n"
1124 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1125 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1126 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1127 "       return TexCoord;\n"
1128 "#endif\n"
1129 "}\n"
1130 "#endif // USEOFFSETMAPPING\n"
1131 "\n"
1132 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1133 "uniform sampler2D Texture_Attenuation;\n"
1134 "uniform samplerCube Texture_Cube;\n"
1135 "#endif\n"
1136 "\n"
1137 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1138 "\n"
1139 "#ifdef USESHADOWMAPRECT\n"
1140 "# ifdef USESHADOWSAMPLER\n"
1141 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1142 "# else\n"
1143 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1144 "# endif\n"
1145 "#endif\n"
1146 "\n"
1147 "#ifdef USESHADOWMAP2D\n"
1148 "# ifdef USESHADOWSAMPLER\n"
1149 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1150 "# else\n"
1151 "uniform sampler2D Texture_ShadowMap2D;\n"
1152 "# endif\n"
1153 "#endif\n"
1154 "\n"
1155 "#ifdef USESHADOWMAPVSDCT\n"
1156 "uniform samplerCube Texture_CubeProjection;\n"
1157 "#endif\n"
1158 "\n"
1159 "#ifdef USESHADOWMAPCUBE\n"
1160 "# ifdef USESHADOWSAMPLER\n"
1161 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1162 "# else\n"
1163 "uniform samplerCube Texture_ShadowMapCube;\n"
1164 "# endif\n"
1165 "#endif\n"
1166 "\n"
1167 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1168 "uniform vec2 ShadowMap_TextureScale;\n"
1169 "uniform vec4 ShadowMap_Parameters;\n"
1170 "#endif\n"
1171 "\n"
1172 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1173 "# ifdef USESHADOWMAPORTHO\n"
1174 "#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1175 "# else\n"
1176 "#  ifdef USESHADOWMAPVSDCT\n"
1177 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1178 "{\n"
1179 "       vec3 adir = abs(dir);\n"
1180 "       vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1181 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1182 "       return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1183 "}\n"
1184 "#  else\n"
1185 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1186 "{\n"
1187 "       vec3 adir = abs(dir);\n"
1188 "       float ma = adir.z;\n"
1189 "       vec4 proj = vec4(dir, 2.5);\n"
1190 "       if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1191 "       if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1192 "       vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1193 "       return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1194 "}\n"
1195 "#  endif\n"
1196 "# endif\n"
1197 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1198 "\n"
1199 "#ifdef USESHADOWMAPCUBE\n"
1200 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1201 "{\n"
1202 "       vec3 adir = abs(dir);\n"
1203 "       return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1204 "}\n"
1205 "#endif\n"
1206 "\n"
1207 "# ifdef USESHADOWMAPRECT\n"
1208 "float ShadowMapCompare(vec3 dir)\n"
1209 "{\n"
1210 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1211 "       float f;\n"
1212 "#  ifdef USESHADOWSAMPLER\n"
1213 "\n"
1214 "#    ifdef USESHADOWMAPPCF\n"
1215 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1216 "       f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1217 "#    else\n"
1218 "       f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1219 "#    endif\n"
1220 "\n"
1221 "#  else\n"
1222 "\n"
1223 "#    ifdef USESHADOWMAPPCF\n"
1224 "#      if USESHADOWMAPPCF > 1\n"
1225 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1226 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1227 "       vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1228 "       vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1229 "       vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1230 "       vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1231 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1232 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1233 "#      else\n"
1234 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1235 "       vec2 offset = fract(shadowmaptc.xy);\n"
1236 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1237 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1238 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1239 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1240 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1241 "#      endif\n"
1242 "#    else\n"
1243 "       f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1244 "#    endif\n"
1245 "\n"
1246 "#  endif\n"
1247 "#  ifdef USESHADOWMAPORTHO\n"
1248 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1249 "#  else\n"
1250 "       return f;\n"
1251 "#  endif\n"
1252 "}\n"
1253 "# endif\n"
1254 "\n"
1255 "# ifdef USESHADOWMAP2D\n"
1256 "float ShadowMapCompare(vec3 dir)\n"
1257 "{\n"
1258 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1259 "       float f;\n"
1260 "\n"
1261 "#  ifdef USESHADOWSAMPLER\n"
1262 "#    ifdef USESHADOWMAPPCF\n"
1263 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1264 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1265 "       f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1266 "#    else\n"
1267 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1268 "#    endif\n"
1269 "#  else\n"
1270 "#    ifdef USESHADOWMAPPCF\n"
1271 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1272 "#      ifdef GL_ARB_texture_gather\n"
1273 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1274 "#      else\n"
1275 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1276 "#      endif\n"
1277 "       vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1278 "#      if USESHADOWMAPPCF > 1\n"
1279 "   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1280 "   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1281 "   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1282 "   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
1283 "   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
1284 "   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
1285 "   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
1286 "   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
1287 "   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
1288 "       vec4 locols = vec4(group1.ab, group3.ab);\n"
1289 "       vec4 hicols = vec4(group7.rg, group9.rg);\n"
1290 "       locols.yz += group2.ab;\n"
1291 "       hicols.yz += group8.rg;\n"
1292 "       vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1293 "                               vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1294 "                               mix(locols, hicols, offset.y);\n"
1295 "       vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1296 "       cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1297 "       f = dot(cols, vec4(1.0/25.0));\n"
1298 "#      else\n"
1299 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1300 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1301 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1302 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1303 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1304 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1305 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1306 "#      endif\n"
1307 "#     else\n"
1308 "#      ifdef GL_EXT_gpu_shader4\n"
1309 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1310 "#      else\n"
1311 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1312 "#      endif\n"
1313 "#      if USESHADOWMAPPCF > 1\n"
1314 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1315 "       center *= ShadowMap_TextureScale;\n"
1316 "       vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1317 "       vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1318 "       vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1319 "       vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1320 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1321 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1322 "#      else\n"
1323 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1324 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1325 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1326 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1327 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1328 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1329 "#      endif\n"
1330 "#     endif\n"
1331 "#    else\n"
1332 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1333 "#    endif\n"
1334 "#  endif\n"
1335 "#  ifdef USESHADOWMAPORTHO\n"
1336 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1337 "#  else\n"
1338 "       return f;\n"
1339 "#  endif\n"
1340 "}\n"
1341 "# endif\n"
1342 "\n"
1343 "# ifdef USESHADOWMAPCUBE\n"
1344 "float ShadowMapCompare(vec3 dir)\n"
1345 "{\n"
1346 "       // apply depth texture cubemap as light filter\n"
1347 "       vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1348 "       float f;\n"
1349 "#  ifdef USESHADOWSAMPLER\n"
1350 "       f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1351 "#  else\n"
1352 "       f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1353 "#  endif\n"
1354 "       return f;\n"
1355 "}\n"
1356 "# endif\n"
1357 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1358 "#endif // FRAGMENT_SHADER\n"
1359 "\n"
1360 "\n"
1361 "\n"
1362 "\n"
1363 "#ifdef MODE_DEFERREDGEOMETRY\n"
1364 "#ifdef VERTEX_SHADER\n"
1365 "uniform mat4 TexMatrix;\n"
1366 "#ifdef USEVERTEXTEXTUREBLEND\n"
1367 "uniform mat4 BackgroundTexMatrix;\n"
1368 "#endif\n"
1369 "uniform mat4 ModelViewMatrix;\n"
1370 "void main(void)\n"
1371 "{\n"
1372 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1373 "#ifdef USEVERTEXTEXTUREBLEND\n"
1374 "       gl_FrontColor = gl_Color;\n"
1375 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1376 "#endif\n"
1377 "\n"
1378 "       // transform unnormalized eye direction into tangent space\n"
1379 "#ifdef USEOFFSETMAPPING\n"
1380 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1381 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1382 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1383 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1384 "#endif\n"
1385 "\n"
1386 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1387 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1388 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1389 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1390 "}\n"
1391 "#endif // VERTEX_SHADER\n"
1392 "\n"
1393 "#ifdef FRAGMENT_SHADER\n"
1394 "void main(void)\n"
1395 "{\n"
1396 "#ifdef USEOFFSETMAPPING\n"
1397 "       // apply offsetmapping\n"
1398 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1399 "#define TexCoord TexCoordOffset\n"
1400 "#endif\n"
1401 "\n"
1402 "#ifdef USEALPHAKILL\n"
1403 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1404 "               discard;\n"
1405 "#endif\n"
1406 "\n"
1407 "#ifdef USEVERTEXTEXTUREBLEND\n"
1408 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1409 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1410 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1411 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1412 "#endif\n"
1413 "\n"
1414 "#ifdef USEVERTEXTEXTUREBLEND\n"
1415 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1416 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1417 "#else\n"
1418 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1419 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1420 "#endif\n"
1421 "\n"
1422 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1423 "}\n"
1424 "#endif // FRAGMENT_SHADER\n"
1425 "#else // !MODE_DEFERREDGEOMETRY\n"
1426 "\n"
1427 "\n"
1428 "\n"
1429 "\n"
1430 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1431 "#ifdef VERTEX_SHADER\n"
1432 "uniform mat4 ModelViewMatrix;\n"
1433 "void main(void)\n"
1434 "{\n"
1435 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1436 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1437 "}\n"
1438 "#endif // VERTEX_SHADER\n"
1439 "\n"
1440 "#ifdef FRAGMENT_SHADER\n"
1441 "uniform mat4 ViewToLight;\n"
1442 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1443 "uniform vec2 ScreenToDepth;\n"
1444 "uniform myhalf3 DeferredColor_Ambient;\n"
1445 "uniform myhalf3 DeferredColor_Diffuse;\n"
1446 "#ifdef USESPECULAR\n"
1447 "uniform myhalf3 DeferredColor_Specular;\n"
1448 "uniform myhalf SpecularPower;\n"
1449 "#endif\n"
1450 "uniform myhalf2 PixelToScreenTexCoord;\n"
1451 "void main(void)\n"
1452 "{\n"
1453 "       // calculate viewspace pixel position\n"
1454 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1455 "       vec3 position;\n"
1456 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1457 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1458 "       // decode viewspace pixel normal\n"
1459 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1460 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1461 "       // surfacenormal = pixel normal in viewspace\n"
1462 "       // LightVector = pixel to light in viewspace\n"
1463 "       // CubeVector = position in lightspace\n"
1464 "       // eyevector = pixel to view in viewspace\n"
1465 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1466 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1467 "#ifdef USEDIFFUSE\n"
1468 "       // calculate diffuse shading\n"
1469 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1470 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1471 "#endif\n"
1472 "#ifdef USESPECULAR\n"
1473 "       // calculate directional shading\n"
1474 "       vec3 eyevector = position * -1.0;\n"
1475 "#  ifdef USEEXACTSPECULARMATH\n"
1476 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1477 "#  else\n"
1478 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1479 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1480 "#  endif\n"
1481 "#endif\n"
1482 "\n"
1483 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1484 "       fade *= ShadowMapCompare(CubeVector);\n"
1485 "#endif\n"
1486 "\n"
1487 "#ifdef USEDIFFUSE\n"
1488 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1489 "#else\n"
1490 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1491 "#endif\n"
1492 "#ifdef USESPECULAR\n"
1493 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1494 "#else\n"
1495 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1496 "#endif\n"
1497 "\n"
1498 "# ifdef USECUBEFILTER\n"
1499 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1500 "       gl_FragData[0].rgb *= cubecolor;\n"
1501 "       gl_FragData[1].rgb *= cubecolor;\n"
1502 "# endif\n"
1503 "}\n"
1504 "#endif // FRAGMENT_SHADER\n"
1505 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1506 "\n"
1507 "\n"
1508 "\n"
1509 "\n"
1510 "#ifdef VERTEX_SHADER\n"
1511 "uniform mat4 TexMatrix;\n"
1512 "#ifdef USEVERTEXTEXTUREBLEND\n"
1513 "uniform mat4 BackgroundTexMatrix;\n"
1514 "#endif\n"
1515 "#ifdef MODE_LIGHTSOURCE\n"
1516 "uniform mat4 ModelToLight;\n"
1517 "#endif\n"
1518 "#ifdef USESHADOWMAPORTHO\n"
1519 "uniform mat4 ShadowMapMatrix;\n"
1520 "#endif\n"
1521 "void main(void)\n"
1522 "{\n"
1523 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1524 "       gl_FrontColor = gl_Color;\n"
1525 "#endif\n"
1526 "       // copy the surface texcoord\n"
1527 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1528 "#ifdef USEVERTEXTEXTUREBLEND\n"
1529 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1530 "#endif\n"
1531 "#ifdef USELIGHTMAP\n"
1532 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1533 "#endif\n"
1534 "\n"
1535 "#ifdef MODE_LIGHTSOURCE\n"
1536 "       // transform vertex position into light attenuation/cubemap space\n"
1537 "       // (-1 to +1 across the light box)\n"
1538 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1539 "\n"
1540 "# ifdef USEDIFFUSE\n"
1541 "       // transform unnormalized light direction into tangent space\n"
1542 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1543 "       //  normalize it per pixel)\n"
1544 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1545 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1546 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1547 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1548 "# endif\n"
1549 "#endif\n"
1550 "\n"
1551 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1552 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1553 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1554 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1555 "#endif\n"
1556 "\n"
1557 "       // transform unnormalized eye direction into tangent space\n"
1558 "#ifdef USEEYEVECTOR\n"
1559 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1560 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1561 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1562 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1563 "#endif\n"
1564 "\n"
1565 "#ifdef USEFOG\n"
1566 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1567 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1568 "#endif\n"
1569 "\n"
1570 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1571 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1572 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1573 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1574 "#endif\n"
1575 "\n"
1576 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1577 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1578 "\n"
1579 "#ifdef USESHADOWMAPORTHO\n"
1580 "       ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1581 "#endif\n"
1582 "\n"
1583 "#ifdef USEREFLECTION\n"
1584 "       ModelViewProjectionPosition = gl_Position;\n"
1585 "#endif\n"
1586 "}\n"
1587 "#endif // VERTEX_SHADER\n"
1588 "\n"
1589 "\n"
1590 "\n"
1591 "\n"
1592 "#ifdef FRAGMENT_SHADER\n"
1593 "#ifdef USEDEFERREDLIGHTMAP\n"
1594 "uniform myhalf2 PixelToScreenTexCoord;\n"
1595 "uniform myhalf3 DeferredMod_Diffuse;\n"
1596 "uniform myhalf3 DeferredMod_Specular;\n"
1597 "#endif\n"
1598 "uniform myhalf3 Color_Ambient;\n"
1599 "uniform myhalf3 Color_Diffuse;\n"
1600 "uniform myhalf3 Color_Specular;\n"
1601 "uniform myhalf SpecularPower;\n"
1602 "#ifdef USEGLOW\n"
1603 "uniform myhalf3 Color_Glow;\n"
1604 "#endif\n"
1605 "uniform myhalf Alpha;\n"
1606 "#ifdef USEREFLECTION\n"
1607 "uniform vec4 DistortScaleRefractReflect;\n"
1608 "uniform vec4 ScreenScaleRefractReflect;\n"
1609 "uniform vec4 ScreenCenterRefractReflect;\n"
1610 "uniform myhalf4 ReflectColor;\n"
1611 "#endif\n"
1612 "#ifdef USEREFLECTCUBE\n"
1613 "uniform mat4 ModelToReflectCube;\n"
1614 "uniform sampler2D Texture_ReflectMask;\n"
1615 "uniform samplerCube Texture_ReflectCube;\n"
1616 "#endif\n"
1617 "#ifdef MODE_LIGHTDIRECTION\n"
1618 "uniform myhalf3 LightColor;\n"
1619 "#endif\n"
1620 "#ifdef MODE_LIGHTSOURCE\n"
1621 "uniform myhalf3 LightColor;\n"
1622 "#endif\n"
1623 "void main(void)\n"
1624 "{\n"
1625 "#ifdef USEOFFSETMAPPING\n"
1626 "       // apply offsetmapping\n"
1627 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1628 "#define TexCoord TexCoordOffset\n"
1629 "#endif\n"
1630 "\n"
1631 "       // combine the diffuse textures (base, pants, shirt)\n"
1632 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1633 "#ifdef USEALPHAKILL\n"
1634 "       if (color.a < 0.5)\n"
1635 "               discard;\n"
1636 "#endif\n"
1637 "       color.a *= Alpha;\n"
1638 "#ifdef USECOLORMAPPING\n"
1639 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1640 "#endif\n"
1641 "#ifdef USEVERTEXTEXTUREBLEND\n"
1642 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1643 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1644 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1645 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1646 "       color.a = 1.0;\n"
1647 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1648 "#endif\n"
1649 "\n"
1650 "       // get the surface normal\n"
1651 "#ifdef USEVERTEXTEXTUREBLEND\n"
1652 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1653 "#else\n"
1654 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1655 "#endif\n"
1656 "\n"
1657 "       // get the material colors\n"
1658 "       myhalf3 diffusetex = color.rgb;\n"
1659 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1660 "# ifdef USEVERTEXTEXTUREBLEND\n"
1661 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1662 "# else\n"
1663 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1664 "# endif\n"
1665 "#endif\n"
1666 "\n"
1667 "#ifdef USEREFLECTCUBE\n"
1668 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1669 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1670 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1671 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1672 "#endif\n"
1673 "\n"
1674 "\n"
1675 "\n"
1676 "\n"
1677 "#ifdef MODE_LIGHTSOURCE\n"
1678 "       // light source\n"
1679 "#ifdef USEDIFFUSE\n"
1680 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1681 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1682 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1683 "#ifdef USESPECULAR\n"
1684 "#ifdef USEEXACTSPECULARMATH\n"
1685 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1686 "#else\n"
1687 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1688 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1689 "#endif\n"
1690 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1691 "#endif\n"
1692 "#else\n"
1693 "       color.rgb = diffusetex * Color_Ambient;\n"
1694 "#endif\n"
1695 "       color.rgb *= LightColor;\n"
1696 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1697 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1698 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1699 "#endif\n"
1700 "# ifdef USECUBEFILTER\n"
1701 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1702 "# endif\n"
1703 "#endif // MODE_LIGHTSOURCE\n"
1704 "\n"
1705 "\n"
1706 "\n"
1707 "\n"
1708 "#ifdef MODE_LIGHTDIRECTION\n"
1709 "#define SHADING\n"
1710 "#ifdef USEDIFFUSE\n"
1711 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1712 "#endif\n"
1713 "#define lightcolor LightColor\n"
1714 "#endif // MODE_LIGHTDIRECTION\n"
1715 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1716 "#define SHADING\n"
1717 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1718 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1719 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1720 "       // convert modelspace light vector to tangentspace\n"
1721 "       myhalf3 lightnormal;\n"
1722 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1723 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1724 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1725 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1726 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1727 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1728 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1729 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1730 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1731 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1732 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1733 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1734 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1735 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1736 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1737 "#define SHADING\n"
1738 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1739 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1740 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1741 "#endif\n"
1742 "\n"
1743 "\n"
1744 "\n"
1745 "\n"
1746 "#ifdef MODE_LIGHTMAP\n"
1747 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1748 "#endif // MODE_LIGHTMAP\n"
1749 "#ifdef MODE_VERTEXCOLOR\n"
1750 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1751 "#endif // MODE_VERTEXCOLOR\n"
1752 "#ifdef MODE_FLATCOLOR\n"
1753 "       color.rgb = diffusetex * Color_Ambient;\n"
1754 "#endif // MODE_FLATCOLOR\n"
1755 "\n"
1756 "\n"
1757 "\n"
1758 "\n"
1759 "#ifdef SHADING\n"
1760 "# ifdef USEDIFFUSE\n"
1761 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1762 "#  ifdef USESPECULAR\n"
1763 "#   ifdef USEEXACTSPECULARMATH\n"
1764 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1765 "#   else\n"
1766 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1767 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1768 "#   endif\n"
1769 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1770 "#  else\n"
1771 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1772 "#  endif\n"
1773 "# else\n"
1774 "       color.rgb = diffusetex * Color_Ambient;\n"
1775 "# endif\n"
1776 "#endif\n"
1777 "\n"
1778 "#ifdef USESHADOWMAPORTHO\n"
1779 "       color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1780 "#endif\n"
1781 "\n"
1782 "#ifdef USEDEFERREDLIGHTMAP\n"
1783 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1784 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1785 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1786 "#endif\n"
1787 "\n"
1788 "#ifdef USEGLOW\n"
1789 "#ifdef USEVERTEXTEXTUREBLEND\n"
1790 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1791 "#else\n"
1792 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1793 "#endif\n"
1794 "#endif\n"
1795 "\n"
1796 "#ifdef USEFOG\n"
1797 "       color.rgb = FogVertex(color.rgb);\n"
1798 "#endif\n"
1799 "\n"
1800 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1801 "#ifdef USEREFLECTION\n"
1802 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1803 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1804 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1805 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1806 "       // FIXME temporary hack to detect the case that the reflection\n"
1807 "       // gets blackened at edges due to leaving the area that contains actual\n"
1808 "       // content.\n"
1809 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1810 "       // 'appening.\n"
1811 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1812 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1813 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1814 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1815 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1816 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1817 "#endif\n"
1818 "\n"
1819 "       gl_FragColor = vec4(color);\n"
1820 "}\n"
1821 "#endif // FRAGMENT_SHADER\n"
1822 "\n"
1823 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1824 "#endif // !MODE_DEFERREDGEOMETRY\n"
1825 "#endif // !MODE_WATER\n"
1826 "#endif // !MODE_REFRACTION\n"
1827 "#endif // !MODE_BLOOMBLUR\n"
1828 "#endif // !MODE_GENERIC\n"
1829 "#endif // !MODE_POSTPROCESS\n"
1830 "#endif // !MODE_SHOWDEPTH\n"
1831 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1832 ;
1833
1834 /*
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1845
1846
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1853
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1860 */
1861
1862 const char *builtincgshaderstring =
1863 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1864 "// written by Forest 'LordHavoc' Hale\n"
1865 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1866 "\n"
1867 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1868 "#if defined(USEREFLECTION)\n"
1869 "#undef USESHADOWMAPORTHO\n"
1870 "#endif\n"
1871 "\n"
1872 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1873 "# define USEFOG\n"
1874 "#endif\n"
1875 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1876 "#define USELIGHTMAP\n"
1877 "#endif\n"
1878 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1879 "#define USEEYEVECTOR\n"
1880 "#endif\n"
1881 "\n"
1882 "#ifdef FRAGMENT_SHADER\n"
1883 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1884 "#endif\n"
1885 "\n"
1886 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1887 "#ifdef VERTEX_SHADER\n"
1888 "void main\n"
1889 "(\n"
1890 "float4 gl_Vertex : POSITION,\n"
1891 "uniform float4x4 ModelViewProjectionMatrix,\n"
1892 "out float4 gl_Position : POSITION\n"
1893 ")\n"
1894 "{\n"
1895 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1896 "}\n"
1897 "#endif\n"
1898 "#else // !MODE_DEPTH_ORSHADOW\n"
1899 "\n"
1900 "\n"
1901 "\n"
1902 "\n"
1903 "#ifdef MODE_SHOWDEPTH\n"
1904 "#ifdef VERTEX_SHADER\n"
1905 "void main\n"
1906 "(\n"
1907 "float4 gl_Vertex : POSITION,\n"
1908 "uniform float4x4 ModelViewProjectionMatrix,\n"
1909 "out float4 gl_Position : POSITION,\n"
1910 "out float4 gl_FrontColor : COLOR0\n"
1911 ")\n"
1912 "{\n"
1913 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1914 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1915 "}\n"
1916 "#endif\n"
1917 "\n"
1918 "#ifdef FRAGMENT_SHADER\n"
1919 "void main\n"
1920 "(\n"
1921 "float4 gl_FrontColor : COLOR0,\n"
1922 "out float4 gl_FragColor : COLOR\n"
1923 ")\n"
1924 "{\n"
1925 "       gl_FragColor = gl_FrontColor;\n"
1926 "}\n"
1927 "#endif\n"
1928 "#else // !MODE_SHOWDEPTH\n"
1929 "\n"
1930 "\n"
1931 "\n"
1932 "\n"
1933 "#ifdef MODE_POSTPROCESS\n"
1934 "\n"
1935 "#ifdef VERTEX_SHADER\n"
1936 "void main\n"
1937 "(\n"
1938 "float4 gl_Vertex : POSITION,\n"
1939 "uniform float4x4 ModelViewProjectionMatrix,\n"
1940 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1941 "float4 gl_MultiTexCoord1 : TEXCOORD4,\n"
1942 "out float4 gl_Position : POSITION,\n"
1943 "out float2 TexCoord1 : TEXCOORD0,\n"
1944 "out float2 TexCoord2 : TEXCOORD1\n"
1945 ")\n"
1946 "{\n"
1947 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1948 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1949 "#ifdef USEBLOOM\n"
1950 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1951 "#endif\n"
1952 "}\n"
1953 "#endif\n"
1954 "\n"
1955 "#ifdef FRAGMENT_SHADER\n"
1956 "void main\n"
1957 "(\n"
1958 "float2 TexCoord1 : TEXCOORD0,\n"
1959 "float2 TexCoord2 : TEXCOORD1,\n"
1960 "uniform sampler2D Texture_First,\n"
1961 "#ifdef USEBLOOM\n"
1962 "uniform sampler2D Texture_Second,\n"
1963 "#endif\n"
1964 "#ifdef USEGAMMARAMPS\n"
1965 "uniform sampler2D Texture_GammaRamps,\n"
1966 "#endif\n"
1967 "#ifdef USESATURATION\n"
1968 "uniform float Saturation,\n"
1969 "#endif\n"
1970 "#ifdef USEVIEWTINT\n"
1971 "uniform float4 ViewTintColor,\n"
1972 "#endif\n"
1973 "uniform float4 UserVec1,\n"
1974 "uniform float4 UserVec2,\n"
1975 "uniform float4 UserVec3,\n"
1976 "uniform float4 UserVec4,\n"
1977 "uniform float ClientTime,\n"
1978 "uniform float2 PixelSize,\n"
1979 "out float4 gl_FragColor : COLOR\n"
1980 ")\n"
1981 "{\n"
1982 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1983 "#ifdef USEBLOOM\n"
1984 "       gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1985 "#endif\n"
1986 "#ifdef USEVIEWTINT\n"
1987 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1988 "#endif\n"
1989 "\n"
1990 "#ifdef USEPOSTPROCESSING\n"
1991 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1992 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
1993 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1994 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1995 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1996 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
1997 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
1998 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1999 "#endif\n"
2000 "\n"
2001 "#ifdef USESATURATION\n"
2002 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2003 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2004 "       //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2005 "       gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
2006 "#endif\n"
2007 "\n"
2008 "#ifdef USEGAMMARAMPS\n"
2009 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2010 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2011 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2012 "#endif\n"
2013 "}\n"
2014 "#endif\n"
2015 "#else // !MODE_POSTPROCESS\n"
2016 "\n"
2017 "\n"
2018 "\n"
2019 "\n"
2020 "#ifdef MODE_GENERIC\n"
2021 "#ifdef VERTEX_SHADER\n"
2022 "void main\n"
2023 "(\n"
2024 "float4 gl_Vertex : POSITION,\n"
2025 "uniform float4x4 ModelViewProjectionMatrix,\n"
2026 "float4 gl_Color : COLOR0,\n"
2027 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2028 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2029 "out float4 gl_Position : POSITION,\n"
2030 "out float4 gl_FrontColor : COLOR,\n"
2031 "out float2 TexCoord1 : TEXCOORD0,\n"
2032 "out float2 TexCoord2 : TEXCOORD1\n"
2033 ")\n"
2034 "{\n"
2035 "       gl_FrontColor = gl_Color;\n"
2036 "#ifdef USEDIFFUSE\n"
2037 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
2038 "#endif\n"
2039 "#ifdef USESPECULAR\n"
2040 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
2041 "#endif\n"
2042 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2043 "}\n"
2044 "#endif\n"
2045 "\n"
2046 "#ifdef FRAGMENT_SHADER\n"
2047 "\n"
2048 "void main\n"
2049 "(\n"
2050 "float4 gl_FrontColor : COLOR,\n"
2051 "float2 TexCoord1 : TEXCOORD0,\n"
2052 "float2 TexCoord2 : TEXCOORD1,\n"
2053 "#ifdef USEDIFFUSE\n"
2054 "uniform sampler2D Texture_First,\n"
2055 "#endif\n"
2056 "#ifdef USESPECULAR\n"
2057 "uniform sampler2D Texture_Second,\n"
2058 "#endif\n"
2059 "out float4 gl_FragColor : COLOR\n"
2060 ")\n"
2061 "{\n"
2062 "       gl_FragColor = gl_FrontColor;\n"
2063 "#ifdef USEDIFFUSE\n"
2064 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2065 "#endif\n"
2066 "\n"
2067 "#ifdef USESPECULAR\n"
2068 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2069 "# ifdef USECOLORMAPPING\n"
2070 "       gl_FragColor *= tex2;\n"
2071 "# endif\n"
2072 "# ifdef USEGLOW\n"
2073 "       gl_FragColor += tex2;\n"
2074 "# endif\n"
2075 "# ifdef USEVERTEXTEXTUREBLEND\n"
2076 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2077 "# endif\n"
2078 "#endif\n"
2079 "}\n"
2080 "#endif\n"
2081 "#else // !MODE_GENERIC\n"
2082 "\n"
2083 "\n"
2084 "\n"
2085 "\n"
2086 "#ifdef MODE_BLOOMBLUR\n"
2087 "#ifdef VERTEX_SHADER\n"
2088 "void main\n"
2089 "(\n"
2090 "float4 gl_Vertex : POSITION,\n"
2091 "uniform float4x4 ModelViewProjectionMatrix,\n"
2092 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2093 "out float4 gl_Position : POSITION,\n"
2094 "out float2 TexCoord : TEXCOORD0\n"
2095 ")\n"
2096 "{\n"
2097 "       TexCoord = gl_MultiTexCoord0.xy;\n"
2098 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2099 "}\n"
2100 "#endif\n"
2101 "\n"
2102 "#ifdef FRAGMENT_SHADER\n"
2103 "\n"
2104 "void main\n"
2105 "(\n"
2106 "float2 TexCoord : TEXCOORD0,\n"
2107 "uniform sampler2D Texture_First,\n"
2108 "uniform float4 BloomBlur_Parameters,\n"
2109 "out float4 gl_FragColor : COLOR\n"
2110 ")\n"
2111 "{\n"
2112 "       int i;\n"
2113 "       float2 tc = TexCoord;\n"
2114 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
2115 "       tc += BloomBlur_Parameters.xy;\n"
2116 "       for (i = 1;i < SAMPLES;i++)\n"
2117 "       {\n"
2118 "               color += tex2D(Texture_First, tc).rgb;\n"
2119 "               tc += BloomBlur_Parameters.xy;\n"
2120 "       }\n"
2121 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2122 "}\n"
2123 "#endif\n"
2124 "#else // !MODE_BLOOMBLUR\n"
2125 "#ifdef MODE_REFRACTION\n"
2126 "#ifdef VERTEX_SHADER\n"
2127 "void main\n"
2128 "(\n"
2129 "float4 gl_Vertex : POSITION,\n"
2130 "uniform float4x4 ModelViewProjectionMatrix,\n"
2131 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2132 "uniform float4x4 TexMatrix,\n"
2133 "uniform float3 EyePosition,\n"
2134 "out float4 gl_Position : POSITION,\n"
2135 "out float2 TexCoord : TEXCOORD0,\n"
2136 "out float3 EyeVector : TEXCOORD1,\n"
2137 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2138 ")\n"
2139 "{\n"
2140 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2141 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2142 "       ModelViewProjectionPosition = gl_Position;\n"
2143 "}\n"
2144 "#endif\n"
2145 "\n"
2146 "#ifdef FRAGMENT_SHADER\n"
2147 "void main\n"
2148 "(\n"
2149 "float2 TexCoord : TEXCOORD0,\n"
2150 "float3 EyeVector : TEXCOORD1,\n"
2151 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2152 "uniform sampler2D Texture_Normal,\n"
2153 "uniform sampler2D Texture_Refraction,\n"
2154 "uniform sampler2D Texture_Reflection,\n"
2155 "uniform float4 DistortScaleRefractReflect,\n"
2156 "uniform float4 ScreenScaleRefractReflect,\n"
2157 "uniform float4 ScreenCenterRefractReflect,\n"
2158 "uniform float4 RefractColor,\n"
2159 "out float4 gl_FragColor : COLOR\n"
2160 ")\n"
2161 "{\n"
2162 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2163 "       //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2164 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2165 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2166 "       // FIXME temporary hack to detect the case that the reflection\n"
2167 "       // gets blackened at edges due to leaving the area that contains actual\n"
2168 "       // content.\n"
2169 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2170 "       // 'appening.\n"
2171 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2172 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2173 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2174 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2175 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2176 "       gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2177 "}\n"
2178 "#endif\n"
2179 "#else // !MODE_REFRACTION\n"
2180 "\n"
2181 "\n"
2182 "\n"
2183 "\n"
2184 "#ifdef MODE_WATER\n"
2185 "#ifdef VERTEX_SHADER\n"
2186 "\n"
2187 "void main\n"
2188 "(\n"
2189 "float4 gl_Vertex : POSITION,\n"
2190 "uniform float4x4 ModelViewProjectionMatrix,\n"
2191 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2192 "uniform float4x4 TexMatrix,\n"
2193 "uniform float3 EyePosition,\n"
2194 "out float4 gl_Position : POSITION,\n"
2195 "out float2 TexCoord : TEXCOORD0,\n"
2196 "out float3 EyeVector : TEXCOORD1,\n"
2197 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2198 ")\n"
2199 "{\n"
2200 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2201 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2202 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2203 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2204 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2205 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2206 "       ModelViewProjectionPosition = gl_Position;\n"
2207 "}\n"
2208 "#endif\n"
2209 "\n"
2210 "#ifdef FRAGMENT_SHADER\n"
2211 "void main\n"
2212 "(\n"
2213 "float2 TexCoord : TEXCOORD0,\n"
2214 "float3 EyeVector : TEXCOORD1,\n"
2215 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2216 "uniform sampler2D Texture_Normal,\n"
2217 "uniform sampler2D Texture_Refraction,\n"
2218 "uniform sampler2D Texture_Reflection,\n"
2219 "uniform float4 DistortScaleRefractReflect,\n"
2220 "uniform float4 ScreenScaleRefractReflect,\n"
2221 "uniform float4 ScreenCenterRefractReflect,\n"
2222 "uniform float4 RefractColor,\n"
2223 "uniform float4 ReflectColor,\n"
2224 "uniform float ReflectFactor,\n"
2225 "uniform float ReflectOffset,\n"
2226 "out float4 gl_FragColor : COLOR\n"
2227 ")\n"
2228 "{\n"
2229 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2230 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2231 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2232 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2233 "       // FIXME temporary hack to detect the case that the reflection\n"
2234 "       // gets blackened at edges due to leaving the area that contains actual\n"
2235 "       // content.\n"
2236 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2237 "       // 'appening.\n"
2238 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2239 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2240 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2241 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2242 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2243 "       f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2244 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2245 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2246 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2247 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2248 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2249 "       gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2250 "}\n"
2251 "#endif\n"
2252 "#else // !MODE_WATER\n"
2253 "\n"
2254 "\n"
2255 "\n"
2256 "\n"
2257 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
2258 "\n"
2259 "// fragment shader specific:\n"
2260 "#ifdef FRAGMENT_SHADER\n"
2261 "\n"
2262 "#ifdef USEFOG\n"
2263 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
2264 "{\n"
2265 "       float fogfrac;\n"
2266 "#ifdef USEFOGHEIGHTTEXTURE\n"
2267 "       float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2268 "       fogfrac = fogheightpixel.a;\n"
2269 "       return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2270 "#else\n"
2271 "# ifdef USEFOGOUTSIDE\n"
2272 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2273 "# else\n"
2274 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2275 "# endif\n"
2276 "       return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2277 "#endif\n"
2278 "}\n"
2279 "#endif\n"
2280 "\n"
2281 "#ifdef USEOFFSETMAPPING\n"
2282 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2283 "{\n"
2284 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2285 "       // 14 sample relief mapping: linear search and then binary search\n"
2286 "       // this basically steps forward a small amount repeatedly until it finds\n"
2287 "       // itself inside solid, then jitters forward and back using decreasing\n"
2288 "       // amounts to find the impact\n"
2289 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2290 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2291 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2292 "       float3 RT = float3(TexCoord, 1);\n"
2293 "       OffsetVector *= 0.1;\n"
2294 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2295 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2296 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2297 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2298 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2299 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2300 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2301 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2302 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2303 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
2304 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2305 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2306 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2307 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2308 "       return RT.xy;\n"
2309 "#else\n"
2310 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2311 "       // this basically moves forward the full distance, and then backs up based\n"
2312 "       // on height of samples\n"
2313 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2314 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2315 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2316 "       TexCoord += OffsetVector;\n"
2317 "       OffsetVector *= 0.333;\n"
2318 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2319 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2320 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2321 "       return TexCoord;\n"
2322 "#endif\n"
2323 "}\n"
2324 "#endif // USEOFFSETMAPPING\n"
2325 "\n"
2326 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2327 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2328 "# ifdef USESHADOWMAPORTHO\n"
2329 "#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2330 "# else\n"
2331 "#  ifdef USESHADOWMAPVSDCT\n"
2332 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2333 "{\n"
2334 "       float3 adir = abs(dir);\n"
2335 "       float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2336 "       float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2337 "       return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2338 "}\n"
2339 "#  else\n"
2340 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2341 "{\n"
2342 "       float3 adir = abs(dir);\n"
2343 "       float ma = adir.z;\n"
2344 "       float4 proj = float4(dir, 2.5);\n"
2345 "       if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2346 "       if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2347 "       float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2348 "       return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2349 "}\n"
2350 "#  endif\n"
2351 "# endif\n"
2352 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2353 "\n"
2354 "#ifdef USESHADOWMAPCUBE\n"
2355 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2356 "{\n"
2357 "    float3 adir = abs(dir);\n"
2358 "    return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2359 "}\n"
2360 "#endif\n"
2361 "\n"
2362 "# ifdef USESHADOWMAPRECT\n"
2363 "#ifdef USESHADOWMAPVSDCT\n"
2364 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2365 "#else\n"
2366 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2367 "#endif\n"
2368 "{\n"
2369 "#ifdef USESHADOWMAPVSDCT\n"
2370 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2371 "#else\n"
2372 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2373 "#endif\n"
2374 "       float f;\n"
2375 "#  ifdef USESHADOWSAMPLER\n"
2376 "\n"
2377 "#    ifdef USESHADOWMAPPCF\n"
2378 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2379 "    f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2380 "#    else\n"
2381 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2382 "#    endif\n"
2383 "\n"
2384 "#  else\n"
2385 "\n"
2386 "#    ifdef USESHADOWMAPPCF\n"
2387 "#      if USESHADOWMAPPCF > 1\n"
2388 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2389 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2390 "    float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2391 "    float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
2392 "    float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
2393 "    float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
2394 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2395 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2396 "#      else\n"
2397 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2398 "    float2 offset = frac(shadowmaptc.xy);\n"
2399 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2400 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2401 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2402 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2403 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2404 "#      endif\n"
2405 "#    else\n"
2406 "    f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2407 "#    endif\n"
2408 "\n"
2409 "#  endif\n"
2410 "#  ifdef USESHADOWMAPORTHO\n"
2411 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2412 "#  else\n"
2413 "       return f;\n"
2414 "#  endif\n"
2415 "}\n"
2416 "# endif\n"
2417 "\n"
2418 "# ifdef USESHADOWMAP2D\n"
2419 "#ifdef USESHADOWMAPVSDCT\n"
2420 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2421 "#else\n"
2422 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2423 "#endif\n"
2424 "{\n"
2425 "#ifdef USESHADOWMAPVSDCT\n"
2426 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2427 "#else\n"
2428 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2429 "#endif\n"
2430 "    float f;\n"
2431 "\n"
2432 "#  ifdef USESHADOWSAMPLER\n"
2433 "#    ifdef USESHADOWMAPPCF\n"
2434 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
2435 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2436 "    f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2437 "#    else\n"
2438 "    f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2439 "#    endif\n"
2440 "#  else\n"
2441 "#    ifdef USESHADOWMAPPCF\n"
2442 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2443 "#      ifdef GL_ARB_texture_gather\n"
2444 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2445 "#      else\n"
2446 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2447 "#      endif\n"
2448 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2449 "    center *= ShadowMap_TextureScale;\n"
2450 "    float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2451 "    float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2452 "    float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2453 "    float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2454 "    float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2455 "                lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2456 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2457 "#     else\n"
2458 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)  \n"
2459 "#      if USESHADOWMAPPCF > 1\n"
2460 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2461 "    center *= ShadowMap_TextureScale;\n"
2462 "    float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2463 "    float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
2464 "    float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
2465 "    float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
2466 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2467 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2468 "#      else\n"
2469 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2470 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2471 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2472 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2473 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2474 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2475 "#      endif\n"
2476 "#     endif\n"
2477 "#    else\n"
2478 "    f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2479 "#    endif\n"
2480 "#  endif\n"
2481 "#  ifdef USESHADOWMAPORTHO\n"
2482 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2483 "#  else\n"
2484 "       return f;\n"
2485 "#  endif\n"
2486 "}\n"
2487 "# endif\n"
2488 "\n"
2489 "# ifdef USESHADOWMAPCUBE\n"
2490 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2491 "{\n"
2492 "    // apply depth texture cubemap as light filter\n"
2493 "    float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2494 "    float f;\n"
2495 "#  ifdef USESHADOWSAMPLER\n"
2496 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2497 "#  else\n"
2498 "    f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2499 "#  endif\n"
2500 "    return f;\n"
2501 "}\n"
2502 "# endif\n"
2503 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2504 "#endif // FRAGMENT_SHADER\n"
2505 "\n"
2506 "\n"
2507 "\n"
2508 "\n"
2509 "#ifdef MODE_DEFERREDGEOMETRY\n"
2510 "#ifdef VERTEX_SHADER\n"
2511 "void main\n"
2512 "(\n"
2513 "float4 gl_Vertex : POSITION,\n"
2514 "uniform float4x4 ModelViewProjectionMatrix,\n"
2515 "#ifdef USEVERTEXTEXTUREBLEND\n"
2516 "float4 gl_Color : COLOR0,\n"
2517 "#endif\n"
2518 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2519 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2520 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2521 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2522 "uniform float4x4 TexMatrix,\n"
2523 "#ifdef USEVERTEXTEXTUREBLEND\n"
2524 "uniform float4x4 BackgroundTexMatrix,\n"
2525 "#endif\n"
2526 "uniform float4x4 ModelViewMatrix,\n"
2527 "#ifdef USEOFFSETMAPPING\n"
2528 "uniform float3 EyePosition,\n"
2529 "#endif\n"
2530 "out float4 gl_Position : POSITION,\n"
2531 "out float4 gl_FrontColor : COLOR,\n"
2532 "out float4 TexCoordBoth : TEXCOORD0,\n"
2533 "#ifdef USEOFFSETMAPPING\n"
2534 "out float3 EyeVector : TEXCOORD2,\n"
2535 "#endif\n"
2536 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2537 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2538 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2539 ")\n"
2540 "{\n"
2541 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2542 "#ifdef USEVERTEXTEXTUREBLEND\n"
2543 "       gl_FrontColor = gl_Color;\n"
2544 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2545 "#endif\n"
2546 "\n"
2547 "       // transform unnormalized eye direction into tangent space\n"
2548 "#ifdef USEOFFSETMAPPING\n"
2549 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2550 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2551 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2552 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2553 "#endif\n"
2554 "\n"
2555 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2556 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2557 "       VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2558 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2559 "}\n"
2560 "#endif // VERTEX_SHADER\n"
2561 "\n"
2562 "#ifdef FRAGMENT_SHADER\n"
2563 "void main\n"
2564 "(\n"
2565 "float4 TexCoordBoth : TEXCOORD0,\n"
2566 "float3 EyeVector : TEXCOORD2,\n"
2567 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2568 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2569 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2570 "uniform sampler2D Texture_Normal,\n"
2571 "#ifdef USEALPHAKILL\n"
2572 "uniform sampler2D Texture_Color,\n"
2573 "#endif\n"
2574 "uniform sampler2D Texture_Gloss,\n"
2575 "#ifdef USEVERTEXTEXTUREBLEND\n"
2576 "uniform sampler2D Texture_SecondaryNormal,\n"
2577 "uniform sampler2D Texture_SecondaryGloss,\n"
2578 "#endif\n"
2579 "#ifdef USEOFFSETMAPPING\n"
2580 "uniform float OffsetMapping_Scale,\n"
2581 "#endif\n"
2582 "uniform half SpecularPower,\n"
2583 "out float4 gl_FragColor : COLOR\n"
2584 ")\n"
2585 "{\n"
2586 "       float2 TexCoord = TexCoordBoth.xy;\n"
2587 "#ifdef USEOFFSETMAPPING\n"
2588 "       // apply offsetmapping\n"
2589 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2590 "#define TexCoord TexCoordOffset\n"
2591 "#endif\n"
2592 "\n"
2593 "#ifdef USEALPHAKILL\n"
2594 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2595 "               discard;\n"
2596 "#endif\n"
2597 "\n"
2598 "#ifdef USEVERTEXTEXTUREBLEND\n"
2599 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2600 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2601 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2602 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2603 "#endif\n"
2604 "\n"
2605 "#ifdef USEVERTEXTEXTUREBLEND\n"
2606 "       float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2607 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2608 "#else\n"
2609 "       float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2610 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2611 "#endif\n"
2612 "\n"
2613 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2614 "}\n"
2615 "#endif // FRAGMENT_SHADER\n"
2616 "#else // !MODE_DEFERREDGEOMETRY\n"
2617 "\n"
2618 "\n"
2619 "\n"
2620 "\n"
2621 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2622 "#ifdef VERTEX_SHADER\n"
2623 "void main\n"
2624 "(\n"
2625 "float4 gl_Vertex : POSITION,\n"
2626 "uniform float4x4 ModelViewProjectionMatrix,\n"
2627 "uniform float4x4 ModelViewMatrix,\n"
2628 "out float4 gl_Position : POSITION,\n"
2629 "out float4 ModelViewPosition : TEXCOORD0\n"
2630 ")\n"
2631 "{\n"
2632 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2633 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2634 "}\n"
2635 "#endif // VERTEX_SHADER\n"
2636 "\n"
2637 "#ifdef FRAGMENT_SHADER\n"
2638 "void main\n"
2639 "(\n"
2640 "float2 Pixel : WPOS,\n"
2641 "float4 ModelViewPosition : TEXCOORD0,\n"
2642 "uniform float4x4 ViewToLight,\n"
2643 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2644 "uniform float3 LightPosition,\n"
2645 "uniform half2 PixelToScreenTexCoord,\n"
2646 "uniform half3 DeferredColor_Ambient,\n"
2647 "uniform half3 DeferredColor_Diffuse,\n"
2648 "#ifdef USESPECULAR\n"
2649 "uniform half3 DeferredColor_Specular,\n"
2650 "uniform half SpecularPower,\n"
2651 "#endif\n"
2652 "uniform sampler2D Texture_Attenuation,\n"
2653 "uniform sampler2D Texture_ScreenDepth,\n"
2654 "uniform sampler2D Texture_ScreenNormalMap,\n"
2655 "\n"
2656 "#ifdef USECUBEFILTER\n"
2657 "uniform samplerCUBE Texture_Cube,\n"
2658 "#endif\n"
2659 "\n"
2660 "#ifdef USESHADOWMAPRECT\n"
2661 "# ifdef USESHADOWSAMPLER\n"
2662 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2663 "# else\n"
2664 "uniform samplerRECT Texture_ShadowMapRect,\n"
2665 "# endif\n"
2666 "#endif\n"
2667 "\n"
2668 "#ifdef USESHADOWMAP2D\n"
2669 "# ifdef USESHADOWSAMPLER\n"
2670 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2671 "# else\n"
2672 "uniform sampler2D Texture_ShadowMap2D,\n"
2673 "# endif\n"
2674 "#endif\n"
2675 "\n"
2676 "#ifdef USESHADOWMAPVSDCT\n"
2677 "uniform samplerCUBE Texture_CubeProjection,\n"
2678 "#endif\n"
2679 "\n"
2680 "#ifdef USESHADOWMAPCUBE\n"
2681 "# ifdef USESHADOWSAMPLER\n"
2682 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2683 "# else\n"
2684 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2685 "# endif\n"
2686 "#endif\n"
2687 "\n"
2688 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2689 "uniform float2 ShadowMap_TextureScale,\n"
2690 "uniform float4 ShadowMap_Parameters,\n"
2691 "#endif\n"
2692 "\n"
2693 "out float4 gl_FragData0 : COLOR0,\n"
2694 "out float4 gl_FragData1 : COLOR1\n"
2695 ")\n"
2696 "{\n"
2697 "       // calculate viewspace pixel position\n"
2698 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2699 "       //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2700 "       float3 position;\n"
2701 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2702 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2703 "       // decode viewspace pixel normal\n"
2704 "       half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2705 "       half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2706 "       // surfacenormal = pixel normal in viewspace\n"
2707 "       // LightVector = pixel to light in viewspace\n"
2708 "       // CubeVector = position in lightspace\n"
2709 "       // eyevector = pixel to view in viewspace\n"
2710 "       float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2711 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2712 "#ifdef USEDIFFUSE\n"
2713 "       // calculate diffuse shading\n"
2714 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2715 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2716 "#endif\n"
2717 "#ifdef USESPECULAR\n"
2718 "       // calculate directional shading\n"
2719 "       float3 eyevector = position * -1.0;\n"
2720 "#  ifdef USEEXACTSPECULARMATH\n"
2721 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2722 "#  else\n"
2723 "       half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2724 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2725 "#  endif\n"
2726 "#endif\n"
2727 "\n"
2728 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2729 "       fade *= ShadowMapCompare(CubeVector,\n"
2730 "# if defined(USESHADOWMAP2D)\n"
2731 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2732 "# endif\n"
2733 "# if defined(USESHADOWMAPRECT)\n"
2734 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2735 "# endif\n"
2736 "# if defined(USESHADOWMAPCUBE)\n"
2737 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2738 "# endif\n"
2739 "\n"
2740 "#ifdef USESHADOWMAPVSDCT\n"
2741 ", Texture_CubeProjection\n"
2742 "#endif\n"
2743 "       );\n"
2744 "#endif\n"
2745 "\n"
2746 "#ifdef USEDIFFUSE\n"
2747 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2748 "#else\n"
2749 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2750 "#endif\n"
2751 "#ifdef USESPECULAR\n"
2752 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2753 "#else\n"
2754 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2755 "#endif\n"
2756 "\n"
2757 "# ifdef USECUBEFILTER\n"
2758 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2759 "       gl_FragData0.rgb *= cubecolor;\n"
2760 "       gl_FragData1.rgb *= cubecolor;\n"
2761 "# endif\n"
2762 "}\n"
2763 "#endif // FRAGMENT_SHADER\n"
2764 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2765 "\n"
2766 "\n"
2767 "\n"
2768 "\n"
2769 "#ifdef VERTEX_SHADER\n"
2770 "void main\n"
2771 "(\n"
2772 "float4 gl_Vertex : POSITION,\n"
2773 "uniform float4x4 ModelViewProjectionMatrix,\n"
2774 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2775 "float4 gl_Color : COLOR0,\n"
2776 "#endif\n"
2777 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2778 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2779 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2780 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2781 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2782 "\n"
2783 "uniform float3 EyePosition,\n"
2784 "uniform float4x4 TexMatrix,\n"
2785 "#ifdef USEVERTEXTEXTUREBLEND\n"
2786 "uniform float4x4 BackgroundTexMatrix,\n"
2787 "#endif\n"
2788 "#ifdef MODE_LIGHTSOURCE\n"
2789 "uniform float4x4 ModelToLight,\n"
2790 "#endif\n"
2791 "#ifdef MODE_LIGHTSOURCE\n"
2792 "uniform float3 LightPosition,\n"
2793 "#endif\n"
2794 "#ifdef MODE_LIGHTDIRECTION\n"
2795 "uniform float3 LightDir,\n"
2796 "#endif\n"
2797 "uniform float4 FogPlane,\n"
2798 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2799 "uniform float3 LightPosition,\n"
2800 "#endif\n"
2801 "#ifdef USESHADOWMAPORTHO\n"
2802 "uniform float4x4 ShadowMapMatrix,\n"
2803 "#endif\n"
2804 "\n"
2805 "out float4 gl_FrontColor : COLOR,\n"
2806 "out float4 TexCoordBoth : TEXCOORD0,\n"
2807 "#ifdef USELIGHTMAP\n"
2808 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2809 "#endif\n"
2810 "#ifdef USEEYEVECTOR\n"
2811 "out float3 EyeVector : TEXCOORD2,\n"
2812 "#endif\n"
2813 "#ifdef USEREFLECTION\n"
2814 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2815 "#endif\n"
2816 "#ifdef USEFOG\n"
2817 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2818 "#endif\n"
2819 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2820 "out float3 LightVector : TEXCOORD1,\n"
2821 "#endif\n"
2822 "#ifdef MODE_LIGHTSOURCE\n"
2823 "out float3 CubeVector : TEXCOORD3,\n"
2824 "#endif\n"
2825 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2826 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2827 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2828 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2829 "#endif\n"
2830 "#ifdef USESHADOWMAPORTHO\n"
2831 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2832 "#endif\n"
2833 "out float4 gl_Position : POSITION\n"
2834 ")\n"
2835 "{\n"
2836 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2837 "       gl_FrontColor = gl_Color;\n"
2838 "#endif\n"
2839 "       // copy the surface texcoord\n"
2840 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2841 "#ifdef USEVERTEXTEXTUREBLEND\n"
2842 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2843 "#endif\n"
2844 "#ifdef USELIGHTMAP\n"
2845 "       TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2846 "#endif\n"
2847 "\n"
2848 "#ifdef MODE_LIGHTSOURCE\n"
2849 "       // transform vertex position into light attenuation/cubemap space\n"
2850 "       // (-1 to +1 across the light box)\n"
2851 "       CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2852 "\n"
2853 "# ifdef USEDIFFUSE\n"
2854 "       // transform unnormalized light direction into tangent space\n"
2855 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2856 "       //  normalize it per pixel)\n"
2857 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2858 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2859 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2860 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2861 "# endif\n"
2862 "#endif\n"
2863 "\n"
2864 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2865 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2866 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2867 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2868 "#endif\n"
2869 "\n"
2870 "       // transform unnormalized eye direction into tangent space\n"
2871 "#ifdef USEEYEVECTOR\n"
2872 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2873 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2874 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2875 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2876 "#endif\n"
2877 "\n"
2878 "#ifdef USEFOG\n"
2879 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2880 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2881 "#endif\n"
2882 "\n"
2883 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2884 "       VectorS = gl_MultiTexCoord1.xyz;\n"
2885 "       VectorT = gl_MultiTexCoord2.xyz;\n"
2886 "       VectorR = gl_MultiTexCoord3.xyz;\n"
2887 "#endif\n"
2888 "\n"
2889 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2890 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2891 "\n"
2892 "#ifdef USESHADOWMAPORTHO\n"
2893 "       ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2894 "#endif\n"
2895 "\n"
2896 "#ifdef USEREFLECTION\n"
2897 "       ModelViewProjectionPosition = gl_Position;\n"
2898 "#endif\n"
2899 "}\n"
2900 "#endif // VERTEX_SHADER\n"
2901 "\n"
2902 "\n"
2903 "\n"
2904 "\n"
2905 "#ifdef FRAGMENT_SHADER\n"
2906 "void main\n"
2907 "(\n"
2908 "#ifdef USEDEFERREDLIGHTMAP\n"
2909 "float2 Pixel : WPOS,\n"
2910 "#endif\n"
2911 "float4 gl_FrontColor : COLOR,\n"
2912 "float4 TexCoordBoth : TEXCOORD0,\n"
2913 "#ifdef USELIGHTMAP\n"
2914 "float2 TexCoordLightmap : TEXCOORD1,\n"
2915 "#endif\n"
2916 "#ifdef USEEYEVECTOR\n"
2917 "float3 EyeVector : TEXCOORD2,\n"
2918 "#endif\n"
2919 "#ifdef USEREFLECTION\n"
2920 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2921 "#endif\n"
2922 "#ifdef USEFOG\n"
2923 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2924 "#endif\n"
2925 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2926 "float3 LightVector : TEXCOORD1,\n"
2927 "#endif\n"
2928 "#ifdef MODE_LIGHTSOURCE\n"
2929 "float3 CubeVector : TEXCOORD3,\n"
2930 "#endif\n"
2931 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2932 "float4 ModelViewPosition : TEXCOORD0,\n"
2933 "#endif\n"
2934 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2935 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2936 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2937 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2938 "#endif\n"
2939 "#ifdef USESHADOWMAPORTHO\n"
2940 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2941 "#endif\n"
2942 "\n"
2943 "uniform sampler2D Texture_Normal,\n"
2944 "uniform sampler2D Texture_Color,\n"
2945 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2946 "uniform sampler2D Texture_Gloss,\n"
2947 "#endif\n"
2948 "#ifdef USEGLOW\n"
2949 "uniform sampler2D Texture_Glow,\n"
2950 "#endif\n"
2951 "#ifdef USEVERTEXTEXTUREBLEND\n"
2952 "uniform sampler2D Texture_SecondaryNormal,\n"
2953 "uniform sampler2D Texture_SecondaryColor,\n"
2954 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2955 "uniform sampler2D Texture_SecondaryGloss,\n"
2956 "#endif\n"
2957 "#ifdef USEGLOW\n"
2958 "uniform sampler2D Texture_SecondaryGlow,\n"
2959 "#endif\n"
2960 "#endif\n"
2961 "#ifdef USECOLORMAPPING\n"
2962 "uniform sampler2D Texture_Pants,\n"
2963 "uniform sampler2D Texture_Shirt,\n"
2964 "#endif\n"
2965 "#ifdef USEFOG\n"
2966 "uniform sampler2D Texture_FogHeightTexture,\n"
2967 "uniform sampler2D Texture_FogMask,\n"
2968 "#endif\n"
2969 "#ifdef USELIGHTMAP\n"
2970 "uniform sampler2D Texture_Lightmap,\n"
2971 "#endif\n"
2972 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2973 "uniform sampler2D Texture_Deluxemap,\n"
2974 "#endif\n"
2975 "#ifdef USEREFLECTION\n"
2976 "uniform sampler2D Texture_Reflection,\n"
2977 "#endif\n"
2978 "\n"
2979 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2980 "uniform sampler2D Texture_ScreenDepth,\n"
2981 "uniform sampler2D Texture_ScreenNormalMap,\n"
2982 "#endif\n"
2983 "#ifdef USEDEFERREDLIGHTMAP\n"
2984 "uniform sampler2D Texture_ScreenDiffuse,\n"
2985 "uniform sampler2D Texture_ScreenSpecular,\n"
2986 "#endif\n"
2987 "\n"
2988 "#ifdef USECOLORMAPPING\n"
2989 "uniform half3 Color_Pants,\n"
2990 "uniform half3 Color_Shirt,\n"
2991 "#endif\n"
2992 "#ifdef USEFOG\n"
2993 "uniform float3 FogColor,\n"
2994 "uniform float FogRangeRecip,\n"
2995 "uniform float FogPlaneViewDist,\n"
2996 "uniform float FogHeightFade,\n"
2997 "#endif\n"
2998 "\n"
2999 "#ifdef USEOFFSETMAPPING\n"
3000 "uniform float OffsetMapping_Scale,\n"
3001 "#endif\n"
3002 "\n"
3003 "#ifdef USEDEFERREDLIGHTMAP\n"
3004 "uniform half2 PixelToScreenTexCoord,\n"
3005 "uniform half3 DeferredMod_Diffuse,\n"
3006 "uniform half3 DeferredMod_Specular,\n"
3007 "#endif\n"
3008 "uniform half3 Color_Ambient,\n"
3009 "uniform half3 Color_Diffuse,\n"
3010 "uniform half3 Color_Specular,\n"
3011 "uniform half SpecularPower,\n"
3012 "#ifdef USEGLOW\n"
3013 "uniform half3 Color_Glow,\n"
3014 "#endif\n"
3015 "uniform half Alpha,\n"
3016 "#ifdef USEREFLECTION\n"
3017 "uniform float4 DistortScaleRefractReflect,\n"
3018 "uniform float4 ScreenScaleRefractReflect,\n"
3019 "uniform float4 ScreenCenterRefractReflect,\n"
3020 "uniform half4 ReflectColor,\n"
3021 "#endif\n"
3022 "#ifdef USEREFLECTCUBE\n"
3023 "uniform float4x4 ModelToReflectCube,\n"
3024 "uniform sampler2D Texture_ReflectMask,\n"
3025 "uniform samplerCUBE Texture_ReflectCube,\n"
3026 "#endif\n"
3027 "#ifdef MODE_LIGHTDIRECTION\n"
3028 "uniform half3 LightColor,\n"
3029 "#endif\n"
3030 "#ifdef MODE_LIGHTSOURCE\n"
3031 "uniform half3 LightColor,\n"
3032 "#endif\n"
3033 "\n"
3034 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3035 "uniform sampler2D Texture_Attenuation,\n"
3036 "uniform samplerCUBE Texture_Cube,\n"
3037 "#endif\n"
3038 "\n"
3039 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3040 "\n"
3041 "#ifdef USESHADOWMAPRECT\n"
3042 "# ifdef USESHADOWSAMPLER\n"
3043 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
3044 "# else\n"
3045 "uniform samplerRECT Texture_ShadowMapRect,\n"
3046 "# endif\n"
3047 "#endif\n"
3048 "\n"
3049 "#ifdef USESHADOWMAP2D\n"
3050 "# ifdef USESHADOWSAMPLER\n"
3051 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
3052 "# else\n"
3053 "uniform sampler2D Texture_ShadowMap2D,\n"
3054 "# endif\n"
3055 "#endif\n"
3056 "\n"
3057 "#ifdef USESHADOWMAPVSDCT\n"
3058 "uniform samplerCUBE Texture_CubeProjection,\n"
3059 "#endif\n"
3060 "\n"
3061 "#ifdef USESHADOWMAPCUBE\n"
3062 "# ifdef USESHADOWSAMPLER\n"
3063 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
3064 "# else\n"
3065 "uniform samplerCUBE Texture_ShadowMapCube,\n"
3066 "# endif\n"
3067 "#endif\n"
3068 "\n"
3069 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3070 "uniform float2 ShadowMap_TextureScale,\n"
3071 "uniform float4 ShadowMap_Parameters,\n"
3072 "#endif\n"
3073 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3074 "\n"
3075 "out float4 gl_FragColor : COLOR\n"
3076 ")\n"
3077 "{\n"
3078 "       float2 TexCoord = TexCoordBoth.xy;\n"
3079 "#ifdef USEVERTEXTEXTUREBLEND\n"
3080 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
3081 "#endif\n"
3082 "#ifdef USEOFFSETMAPPING\n"
3083 "       // apply offsetmapping\n"
3084 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3085 "#define TexCoord TexCoordOffset\n"
3086 "#endif\n"
3087 "\n"
3088 "       // combine the diffuse textures (base, pants, shirt)\n"
3089 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3090 "#ifdef USEALPHAKILL\n"
3091 "       if (color.a < 0.5)\n"
3092 "               discard;\n"
3093 "#endif\n"
3094 "       color.a *= Alpha;\n"
3095 "#ifdef USECOLORMAPPING\n"
3096 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3097 "#endif\n"
3098 "#ifdef USEVERTEXTEXTUREBLEND\n"
3099 "       float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3100 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3101 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3102 "       color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3103 "       color.a = 1.0;\n"
3104 "       //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3105 "#endif\n"
3106 "\n"
3107 "       // get the surface normal\n"
3108 "#ifdef USEVERTEXTEXTUREBLEND\n"
3109 "       half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3110 "#else\n"
3111 "       half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3112 "#endif\n"
3113 "\n"
3114 "       // get the material colors\n"
3115 "       half3 diffusetex = color.rgb;\n"
3116 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3117 "# ifdef USEVERTEXTEXTUREBLEND\n"
3118 "       half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3119 "# else\n"
3120 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3121 "# endif\n"
3122 "#endif\n"
3123 "\n"
3124 "#ifdef USEREFLECTCUBE\n"
3125 "       float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3126 "       float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3127 "       float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3128 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3129 "#endif\n"
3130 "\n"
3131 "\n"
3132 "\n"
3133 "\n"
3134 "#ifdef MODE_LIGHTSOURCE\n"
3135 "       // light source\n"
3136 "#ifdef USEDIFFUSE\n"
3137 "       half3 lightnormal = half3(normalize(LightVector));\n"
3138 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3139 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3140 "#ifdef USESPECULAR\n"
3141 "#ifdef USEEXACTSPECULARMATH\n"
3142 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3143 "#else\n"
3144 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3145 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3146 "#endif\n"
3147 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3148 "#endif\n"
3149 "#else\n"
3150 "       color.rgb = diffusetex * Color_Ambient;\n"
3151 "#endif\n"
3152 "       color.rgb *= LightColor;\n"
3153 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3154 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3155 "       color.rgb *= ShadowMapCompare(CubeVector,\n"
3156 "# if defined(USESHADOWMAP2D)\n"
3157 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3158 "# endif\n"
3159 "# if defined(USESHADOWMAPRECT)\n"
3160 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3161 "# endif\n"
3162 "# if defined(USESHADOWMAPCUBE)\n"
3163 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3164 "# endif\n"
3165 "\n"
3166 "#ifdef USESHADOWMAPVSDCT\n"
3167 ", Texture_CubeProjection\n"
3168 "#endif\n"
3169 "       );\n"
3170 "\n"
3171 "#endif\n"
3172 "# ifdef USECUBEFILTER\n"
3173 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3174 "# endif\n"
3175 "#endif // MODE_LIGHTSOURCE\n"
3176 "\n"
3177 "\n"
3178 "\n"
3179 "\n"
3180 "#ifdef MODE_LIGHTDIRECTION\n"
3181 "#define SHADING\n"
3182 "#ifdef USEDIFFUSE\n"
3183 "       half3 lightnormal = half3(normalize(LightVector));\n"
3184 "#endif\n"
3185 "#define lightcolor LightColor\n"
3186 "#endif // MODE_LIGHTDIRECTION\n"
3187 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3188 "#define SHADING\n"
3189 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3190 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3191 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3192 "       // convert modelspace light vector to tangentspace\n"
3193 "       half3 lightnormal;\n"
3194 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3195 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3196 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3197 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3198 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3199 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3200 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3201 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3202 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3203 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3204 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3205 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3206 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3207 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3208 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3209 "#define SHADING\n"
3210 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3211 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3212 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3213 "#endif\n"
3214 "\n"
3215 "\n"
3216 "\n"
3217 "\n"
3218 "#ifdef MODE_LIGHTMAP\n"
3219 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3220 "#endif // MODE_LIGHTMAP\n"
3221 "#ifdef MODE_VERTEXCOLOR\n"
3222 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3223 "#endif // MODE_VERTEXCOLOR\n"
3224 "#ifdef MODE_FLATCOLOR\n"
3225 "       color.rgb = diffusetex * Color_Ambient;\n"
3226 "#endif // MODE_FLATCOLOR\n"
3227 "\n"
3228 "\n"
3229 "\n"
3230 "\n"
3231 "#ifdef SHADING\n"
3232 "# ifdef USEDIFFUSE\n"
3233 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3234 "#  ifdef USESPECULAR\n"
3235 "#   ifdef USEEXACTSPECULARMATH\n"
3236 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3237 "#   else\n"
3238 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3239 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3240 "#   endif\n"
3241 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3242 "#  else\n"
3243 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3244 "#  endif\n"
3245 "# else\n"
3246 "       color.rgb = diffusetex * Color_Ambient;\n"
3247 "# endif\n"
3248 "#endif\n"
3249 "\n"
3250 "#ifdef USESHADOWMAPORTHO\n"
3251 "       color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3252 "# if defined(USESHADOWMAP2D)\n"
3253 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3254 "# endif\n"
3255 "# if defined(USESHADOWMAPRECT)\n"
3256 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3257 "# endif\n"
3258 "       );\n"
3259 "#endif\n"
3260 "\n"
3261 "#ifdef USEDEFERREDLIGHTMAP\n"
3262 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3263 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3264 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3265 "#endif\n"
3266 "\n"
3267 "#ifdef USEGLOW\n"
3268 "#ifdef USEVERTEXTEXTUREBLEND\n"
3269 "       color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3270 "#else\n"
3271 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3272 "#endif\n"
3273 "#endif\n"
3274 "\n"
3275 "#ifdef USEFOG\n"
3276 "       color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3277 "#endif\n"
3278 "\n"
3279 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
3280 "#ifdef USEREFLECTION\n"
3281 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3282 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3283 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3284 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3285 "       // FIXME temporary hack to detect the case that the reflection\n"
3286 "       // gets blackened at edges due to leaving the area that contains actual\n"
3287 "       // content.\n"
3288 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3289 "       // 'appening.\n"
3290 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3291 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3292 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3293 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3294 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3295 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3296 "#endif\n"
3297 "\n"
3298 "       gl_FragColor = float4(color);\n"
3299 "}\n"
3300 "#endif // FRAGMENT_SHADER\n"
3301 "\n"
3302 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3303 "#endif // !MODE_DEFERREDGEOMETRY\n"
3304 "#endif // !MODE_WATER\n"
3305 "#endif // !MODE_REFRACTION\n"
3306 "#endif // !MODE_BLOOMBLUR\n"
3307 "#endif // !MODE_GENERIC\n"
3308 "#endif // !MODE_POSTPROCESS\n"
3309 "#endif // !MODE_SHOWDEPTH\n"
3310 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3311 ;
3312
3313 char *glslshaderstring = NULL;
3314 char *cgshaderstring = NULL;
3315
3316 //=======================================================================================================================================================
3317
3318 typedef struct shaderpermutationinfo_s
3319 {
3320         const char *pretext;
3321         const char *name;
3322 }
3323 shaderpermutationinfo_t;
3324
3325 typedef struct shadermodeinfo_s
3326 {
3327         const char *vertexfilename;
3328         const char *geometryfilename;
3329         const char *fragmentfilename;
3330         const char *pretext;
3331         const char *name;
3332 }
3333 shadermodeinfo_t;
3334
3335 typedef enum shaderpermutation_e
3336 {
3337         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3338         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3339         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3340         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3341         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3342         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3343         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3344         SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3345         SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3346         SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3347         SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3348         SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3349         SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3350         SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3351         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3352         SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3353         SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3354         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3355         SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3356         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3357         SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3358         SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3359         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3360         SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3361         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3362         SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3363         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3364         SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3365         SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3366         SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3367         SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3368 }
3369 shaderpermutation_t;
3370
3371 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3372 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3373 {
3374         {"#define USEDIFFUSE\n", " diffuse"},
3375         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3376         {"#define USEVIEWTINT\n", " viewtint"},
3377         {"#define USECOLORMAPPING\n", " colormapping"},
3378         {"#define USESATURATION\n", " saturation"},
3379         {"#define USEFOGINSIDE\n", " foginside"},
3380         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3381         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3382         {"#define USEGAMMARAMPS\n", " gammaramps"},
3383         {"#define USECUBEFILTER\n", " cubefilter"},
3384         {"#define USEGLOW\n", " glow"},
3385         {"#define USEBLOOM\n", " bloom"},
3386         {"#define USESPECULAR\n", " specular"},
3387         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3388         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3389         {"#define USEREFLECTION\n", " reflection"},
3390         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3391         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3392         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3393         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3394         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3395         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3396         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3397         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3398         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3399         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3400         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3401         {"#define USEALPHAKILL\n", " alphakill"},
3402         {"#define USEREFLECTCUBE\n", " reflectcube"},
3403 };
3404
3405 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3406 typedef enum shadermode_e
3407 {
3408         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3409         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3410         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3411         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3412         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3413         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3414         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3415         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3416         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3417         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3418         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3419         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3420         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3421         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3422         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3423         SHADERMODE_COUNT
3424 }
3425 shadermode_t;
3426
3427 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3428 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3429 {
3430         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3431         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3432         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3433         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3434         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3435         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3436         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3437         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3438         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3439         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3440         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3441         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3442         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3443         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3444         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3445 };
3446
3447 #ifdef SUPPORTCG
3448 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3449 {
3450         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3451         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3452         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3453         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3454         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3455         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3456         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3457         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3458         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3459         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3460         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3461         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3462         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3463         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3464         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3465 };
3466 #endif
3467
3468 struct r_glsl_permutation_s;
3469 typedef struct r_glsl_permutation_s
3470 {
3471         /// hash lookup data
3472         struct r_glsl_permutation_s *hashnext;
3473         unsigned int mode;
3474         unsigned int permutation;
3475
3476         /// indicates if we have tried compiling this permutation already
3477         qboolean compiled;
3478         /// 0 if compilation failed
3479         int program;
3480         /// locations of detected uniforms in program object, or -1 if not found
3481         int loc_Texture_First;
3482         int loc_Texture_Second;
3483         int loc_Texture_GammaRamps;
3484         int loc_Texture_Normal;
3485         int loc_Texture_Color;
3486         int loc_Texture_Gloss;
3487         int loc_Texture_Glow;
3488         int loc_Texture_SecondaryNormal;
3489         int loc_Texture_SecondaryColor;
3490         int loc_Texture_SecondaryGloss;
3491         int loc_Texture_SecondaryGlow;
3492         int loc_Texture_Pants;
3493         int loc_Texture_Shirt;
3494         int loc_Texture_FogHeightTexture;
3495         int loc_Texture_FogMask;
3496         int loc_Texture_Lightmap;
3497         int loc_Texture_Deluxemap;
3498         int loc_Texture_Attenuation;
3499         int loc_Texture_Cube;
3500         int loc_Texture_Refraction;
3501         int loc_Texture_Reflection;
3502         int loc_Texture_ShadowMapRect;
3503         int loc_Texture_ShadowMapCube;
3504         int loc_Texture_ShadowMap2D;
3505         int loc_Texture_CubeProjection;
3506         int loc_Texture_ScreenDepth;
3507         int loc_Texture_ScreenNormalMap;
3508         int loc_Texture_ScreenDiffuse;
3509         int loc_Texture_ScreenSpecular;
3510         int loc_Texture_ReflectMask;
3511         int loc_Texture_ReflectCube;
3512         int loc_Alpha;
3513         int loc_BloomBlur_Parameters;
3514         int loc_ClientTime;
3515         int loc_Color_Ambient;
3516         int loc_Color_Diffuse;
3517         int loc_Color_Specular;
3518         int loc_Color_Glow;
3519         int loc_Color_Pants;
3520         int loc_Color_Shirt;
3521         int loc_DeferredColor_Ambient;
3522         int loc_DeferredColor_Diffuse;
3523         int loc_DeferredColor_Specular;
3524         int loc_DeferredMod_Diffuse;
3525         int loc_DeferredMod_Specular;
3526         int loc_DistortScaleRefractReflect;
3527         int loc_EyePosition;
3528         int loc_FogColor;
3529         int loc_FogHeightFade;
3530         int loc_FogPlane;
3531         int loc_FogPlaneViewDist;
3532         int loc_FogRangeRecip;
3533         int loc_LightColor;
3534         int loc_LightDir;
3535         int loc_LightPosition;
3536         int loc_OffsetMapping_Scale;
3537         int loc_PixelSize;
3538         int loc_ReflectColor;
3539         int loc_ReflectFactor;
3540         int loc_ReflectOffset;
3541         int loc_RefractColor;
3542         int loc_Saturation;
3543         int loc_ScreenCenterRefractReflect;
3544         int loc_ScreenScaleRefractReflect;
3545         int loc_ScreenToDepth;
3546         int loc_ShadowMap_Parameters;
3547         int loc_ShadowMap_TextureScale;
3548         int loc_SpecularPower;
3549         int loc_UserVec1;
3550         int loc_UserVec2;
3551         int loc_UserVec3;
3552         int loc_UserVec4;
3553         int loc_ViewTintColor;
3554         int loc_ViewToLight;
3555         int loc_ModelToLight;
3556         int loc_TexMatrix;
3557         int loc_BackgroundTexMatrix;
3558         int loc_ModelViewProjectionMatrix;
3559         int loc_ModelViewMatrix;
3560         int loc_PixelToScreenTexCoord;
3561         int loc_ModelToReflectCube;
3562         int loc_ShadowMapMatrix;        
3563 }
3564 r_glsl_permutation_t;
3565
3566 #define SHADERPERMUTATION_HASHSIZE 256
3567
3568 /// information about each possible shader permutation
3569 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3570 /// currently selected permutation
3571 r_glsl_permutation_t *r_glsl_permutation;
3572 /// storage for permutations linked in the hash table
3573 memexpandablearray_t r_glsl_permutationarray;
3574
3575 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3576 {
3577         //unsigned int hashdepth = 0;
3578         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3579         r_glsl_permutation_t *p;
3580         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3581         {
3582                 if (p->mode == mode && p->permutation == permutation)
3583                 {
3584                         //if (hashdepth > 10)
3585                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3586                         return p;
3587                 }
3588                 //hashdepth++;
3589         }
3590         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3591         p->mode = mode;
3592         p->permutation = permutation;
3593         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3594         r_glsl_permutationhash[mode][hashindex] = p;
3595         //if (hashdepth > 10)
3596         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3597         return p;
3598 }
3599
3600 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3601 {
3602         char *shaderstring;
3603         if (!filename || !filename[0])
3604                 return NULL;
3605         if (!strcmp(filename, "glsl/default.glsl"))
3606         {
3607                 if (!glslshaderstring)
3608                 {
3609                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3610                         if (glslshaderstring)
3611                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3612                         else
3613                                 glslshaderstring = (char *)builtinshaderstring;
3614                 }
3615                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3616                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3617                 return shaderstring;
3618         }
3619         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3620         if (shaderstring)
3621         {
3622                 if (printfromdisknotice)
3623                         Con_DPrintf("from disk %s... ", filename);
3624                 return shaderstring;
3625         }
3626         return shaderstring;
3627 }
3628
3629 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3630 {
3631         int i;
3632         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3633         int vertstrings_count = 0;
3634         int geomstrings_count = 0;
3635         int fragstrings_count = 0;
3636         char *vertexstring, *geometrystring, *fragmentstring;
3637         const char *vertstrings_list[32+3];
3638         const char *geomstrings_list[32+3];
3639         const char *fragstrings_list[32+3];
3640         char permutationname[256];
3641
3642         if (p->compiled)
3643                 return;
3644         p->compiled = true;
3645         p->program = 0;
3646
3647         permutationname[0] = 0;
3648         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3649         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3650         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3651
3652         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3653
3654         // the first pretext is which type of shader to compile as
3655         // (later these will all be bound together as a program object)
3656         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3657         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3658         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3659
3660         // the second pretext is the mode (for example a light source)
3661         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3662         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3663         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3664         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3665
3666         // now add all the permutation pretexts
3667         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3668         {
3669                 if (permutation & (1<<i))
3670                 {
3671                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3672                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3673                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3674                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3675                 }
3676                 else
3677                 {
3678                         // keep line numbers correct
3679                         vertstrings_list[vertstrings_count++] = "\n";
3680                         geomstrings_list[geomstrings_count++] = "\n";
3681                         fragstrings_list[fragstrings_count++] = "\n";
3682                 }
3683         }
3684
3685         // now append the shader text itself
3686         vertstrings_list[vertstrings_count++] = vertexstring;
3687         geomstrings_list[geomstrings_count++] = geometrystring;
3688         fragstrings_list[fragstrings_count++] = fragmentstring;
3689
3690         // if any sources were NULL, clear the respective list
3691         if (!vertexstring)
3692                 vertstrings_count = 0;
3693         if (!geometrystring)
3694                 geomstrings_count = 0;
3695         if (!fragmentstring)
3696                 fragstrings_count = 0;
3697
3698         // compile the shader program
3699         if (vertstrings_count + geomstrings_count + fragstrings_count)
3700                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3701         if (p->program)
3702         {
3703                 CHECKGLERROR
3704                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3705                 // look up all the uniform variable names we care about, so we don't
3706                 // have to look them up every time we set them
3707
3708                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3709                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3710                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3711                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3712                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3713                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3714                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3715                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3716                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3717                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3718                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3719                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3720                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3721                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3722                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3723                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3724                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3725                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3726                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3727                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3728                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3729                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3730                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3731                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3732                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3733                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3734                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3735                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3736                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3737                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3738                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3739                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3740                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3741                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3742                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3743                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3744                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3745                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3746                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3747                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3748                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3749                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3750                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3751                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3752                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3753                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3754                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3755                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3756                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3757                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3758                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3759                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3760                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3761                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3762                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3763                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3764                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3765                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3766                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3767                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3768                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3769                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3770                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3771                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3772                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3773                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3774                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3775                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3776                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3777                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3778                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3779                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3780                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3781                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3782                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3783                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3784                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3785                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3786                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3787                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3788                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3789                 p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");            
3790                 // initialize the samplers to refer to the texture units we use
3791                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3792                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3793                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3794                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3795                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3796                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3797                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3798                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3799                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3800                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3801                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3802                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3803                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3804                 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3805                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3806                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3807                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3808                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3809                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3810                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3811                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3812                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3813                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
3814                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3815                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3816                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3817                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3818                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3819                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3820                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3821                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3822                 CHECKGLERROR
3823                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3824         }
3825         else
3826                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3827
3828         // free the strings
3829         if (vertexstring)
3830                 Mem_Free(vertexstring);
3831         if (geometrystring)
3832                 Mem_Free(geometrystring);
3833         if (fragmentstring)
3834                 Mem_Free(fragmentstring);
3835 }
3836
3837 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3838 {
3839         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3840         if (r_glsl_permutation != perm)
3841         {
3842                 r_glsl_permutation = perm;
3843                 if (!r_glsl_permutation->program)
3844                 {
3845                         if (!r_glsl_permutation->compiled)
3846                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3847                         if (!r_glsl_permutation->program)
3848                         {
3849                                 // remove features until we find a valid permutation
3850                                 int i;
3851                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3852                                 {
3853                                         // reduce i more quickly whenever it would not remove any bits
3854                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3855                                         if (!(permutation & j))
3856                                                 continue;
3857                                         permutation -= j;
3858                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3859                                         if (!r_glsl_permutation->compiled)
3860                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3861                                         if (r_glsl_permutation->program)
3862                                                 break;
3863                                 }
3864                                 if (i >= SHADERPERMUTATION_COUNT)
3865                                 {
3866                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3867                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3868                                         qglUseProgramObjectARB(0);CHECKGLERROR
3869                                         return; // no bit left to clear, entire mode is broken
3870                                 }
3871                         }
3872                 }
3873                 CHECKGLERROR
3874                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3875         }
3876         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3877         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3878         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3879 }
3880
3881 #ifdef SUPPORTCG
3882 #include <Cg/cgGL.h>
3883 struct r_cg_permutation_s;
3884 typedef struct r_cg_permutation_s
3885 {
3886         /// hash lookup data
3887         struct r_cg_permutation_s *hashnext;
3888         unsigned int mode;
3889         unsigned int permutation;
3890
3891         /// indicates if we have tried compiling this permutation already
3892         qboolean compiled;
3893         /// 0 if compilation failed
3894         CGprogram vprogram;
3895         CGprogram fprogram;
3896         /// locations of detected parameters in programs, or NULL if not found
3897         CGparameter vp_EyePosition;
3898         CGparameter vp_FogPlane;
3899         CGparameter vp_LightDir;
3900         CGparameter vp_LightPosition;
3901         CGparameter vp_ModelToLight;
3902         CGparameter vp_TexMatrix;
3903         CGparameter vp_BackgroundTexMatrix;
3904         CGparameter vp_ModelViewProjectionMatrix;
3905         CGparameter vp_ModelViewMatrix;
3906         CGparameter vp_ShadowMapMatrix;
3907
3908         CGparameter fp_Texture_First;
3909         CGparameter fp_Texture_Second;
3910         CGparameter fp_Texture_GammaRamps;
3911         CGparameter fp_Texture_Normal;
3912         CGparameter fp_Texture_Color;
3913         CGparameter fp_Texture_Gloss;
3914         CGparameter fp_Texture_Glow;
3915         CGparameter fp_Texture_SecondaryNormal;
3916         CGparameter fp_Texture_SecondaryColor;
3917         CGparameter fp_Texture_SecondaryGloss;
3918         CGparameter fp_Texture_SecondaryGlow;
3919         CGparameter fp_Texture_Pants;
3920         CGparameter fp_Texture_Shirt;
3921         CGparameter fp_Texture_FogHeightTexture;
3922         CGparameter fp_Texture_FogMask;
3923         CGparameter fp_Texture_Lightmap;
3924         CGparameter fp_Texture_Deluxemap;
3925         CGparameter fp_Texture_Attenuation;
3926         CGparameter fp_Texture_Cube;
3927         CGparameter fp_Texture_Refraction;
3928         CGparameter fp_Texture_Reflection;
3929         CGparameter fp_Texture_ShadowMapRect;
3930         CGparameter fp_Texture_ShadowMapCube;
3931         CGparameter fp_Texture_ShadowMap2D;
3932         CGparameter fp_Texture_CubeProjection;
3933         CGparameter fp_Texture_ScreenDepth;
3934         CGparameter fp_Texture_ScreenNormalMap;
3935         CGparameter fp_Texture_ScreenDiffuse;
3936         CGparameter fp_Texture_ScreenSpecular;
3937         CGparameter fp_Texture_ReflectMask;
3938         CGparameter fp_Texture_ReflectCube;
3939         CGparameter fp_Alpha;
3940         CGparameter fp_BloomBlur_Parameters;
3941         CGparameter fp_ClientTime;
3942         CGparameter fp_Color_Ambient;
3943         CGparameter fp_Color_Diffuse;
3944         CGparameter fp_Color_Specular;
3945         CGparameter fp_Color_Glow;
3946         CGparameter fp_Color_Pants;
3947         CGparameter fp_Color_Shirt;
3948         CGparameter fp_DeferredColor_Ambient;
3949         CGparameter fp_DeferredColor_Diffuse;
3950         CGparameter fp_DeferredColor_Specular;
3951         CGparameter fp_DeferredMod_Diffuse;
3952         CGparameter fp_DeferredMod_Specular;
3953         CGparameter fp_DistortScaleRefractReflect;
3954         CGparameter fp_EyePosition;
3955         CGparameter fp_FogColor;
3956         CGparameter fp_FogHeightFade;
3957         CGparameter fp_FogPlane;
3958         CGparameter fp_FogPlaneViewDist;
3959         CGparameter fp_FogRangeRecip;
3960         CGparameter fp_LightColor;
3961         CGparameter fp_LightDir;
3962         CGparameter fp_LightPosition;
3963         CGparameter fp_OffsetMapping_Scale;
3964         CGparameter fp_PixelSize;
3965         CGparameter fp_ReflectColor;
3966         CGparameter fp_ReflectFactor;
3967         CGparameter fp_ReflectOffset;
3968         CGparameter fp_RefractColor;
3969         CGparameter fp_Saturation;
3970         CGparameter fp_ScreenCenterRefractReflect;
3971         CGparameter fp_ScreenScaleRefractReflect;
3972         CGparameter fp_ScreenToDepth;
3973         CGparameter fp_ShadowMap_Parameters;
3974         CGparameter fp_ShadowMap_TextureScale;
3975         CGparameter fp_SpecularPower;
3976         CGparameter fp_UserVec1;
3977         CGparameter fp_UserVec2;
3978         CGparameter fp_UserVec3;
3979         CGparameter fp_UserVec4;
3980         CGparameter fp_ViewTintColor;
3981         CGparameter fp_ViewToLight;
3982         CGparameter fp_PixelToScreenTexCoord;
3983         CGparameter fp_ModelToReflectCube;
3984 }
3985 r_cg_permutation_t;
3986
3987 /// information about each possible shader permutation
3988 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3989 /// currently selected permutation
3990 r_cg_permutation_t *r_cg_permutation;
3991 /// storage for permutations linked in the hash table
3992 memexpandablearray_t r_cg_permutationarray;
3993
3994 #define CHECKCGERROR {CGerror err = cgGetError(), err2 = err;if (err){Con_Printf("%s:%i CG error %i: %s : %s\n", __FILE__, __LINE__, err, cgGetErrorString(err), cgGetLastErrorString(&err2));if (err == 1) Con_Printf("last listing:\n%s\n", cgGetLastListing(vid.cgcontext));}}
3995
3996 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3997 {
3998         //unsigned int hashdepth = 0;
3999         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4000         r_cg_permutation_t *p;
4001         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4002         {
4003                 if (p->mode == mode && p->permutation == permutation)
4004                 {
4005                         //if (hashdepth > 10)
4006                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4007                         return p;
4008                 }
4009                 //hashdepth++;
4010         }
4011         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4012         p->mode = mode;
4013         p->permutation = permutation;
4014         p->hashnext = r_cg_permutationhash[mode][hashindex];
4015         r_cg_permutationhash[mode][hashindex] = p;
4016         //if (hashdepth > 10)
4017         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4018         return p;
4019 }
4020
4021 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4022 {
4023         char *shaderstring;
4024         if (!filename || !filename[0])
4025                 return NULL;
4026         if (!strcmp(filename, "cg/default.cg"))
4027         {
4028                 if (!cgshaderstring)
4029                 {
4030                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4031                         if (cgshaderstring)
4032                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
4033                         else
4034                                 cgshaderstring = (char *)builtincgshaderstring;
4035                 }
4036                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4037                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4038                 return shaderstring;
4039         }
4040         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4041         if (shaderstring)
4042         {
4043                 if (printfromdisknotice)
4044                         Con_DPrintf("from disk %s... ", filename);
4045                 return shaderstring;
4046         }
4047         return shaderstring;
4048 }
4049
4050 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4051 {
4052         // TODO: load or create .fp and .vp shader files
4053 }
4054
4055 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4056 {
4057         int i;
4058         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4059         int vertstrings_count = 0, vertstring_length = 0;
4060         int geomstrings_count = 0, geomstring_length = 0;
4061         int fragstrings_count = 0, fragstring_length = 0;
4062         char *t;
4063         char *vertexstring, *geometrystring, *fragmentstring;
4064         char *vertstring, *geomstring, *fragstring;
4065         const char *vertstrings_list[32+3];
4066         const char *geomstrings_list[32+3];
4067         const char *fragstrings_list[32+3];
4068         char permutationname[256];
4069         char cachename[256];
4070         CGprofile vertexProfile;
4071         CGprofile fragmentProfile;
4072
4073         if (p->compiled)
4074                 return;
4075         p->compiled = true;
4076         p->vprogram = NULL;
4077         p->fprogram = NULL;
4078
4079         permutationname[0] = 0;
4080         cachename[0] = 0;
4081         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
4082         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4083         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4084
4085         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4086         strlcat(cachename, "cg/", sizeof(cachename));
4087
4088         // the first pretext is which type of shader to compile as
4089         // (later these will all be bound together as a program object)
4090         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4091         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4092         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4093
4094         // the second pretext is the mode (for example a light source)
4095         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4096         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4097         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4098         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4099         strlcat(cachename, modeinfo->name, sizeof(cachename));
4100
4101         // now add all the permutation pretexts
4102         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4103         {
4104                 if (permutation & (1<<i))
4105                 {
4106                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4107                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4108                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4109                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4110                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4111                 }
4112                 else
4113                 {
4114                         // keep line numbers correct
4115                         vertstrings_list[vertstrings_count++] = "\n";
4116                         geomstrings_list[geomstrings_count++] = "\n";
4117                         fragstrings_list[fragstrings_count++] = "\n";
4118                 }
4119         }
4120
4121         // replace spaces in the cachename with _ characters
4122         for (i = 0;cachename[i];i++)
4123                 if (cachename[i] == ' ')
4124                         cachename[i] = '_';
4125
4126         // now append the shader text itself
4127         vertstrings_list[vertstrings_count++] = vertexstring;
4128         geomstrings_list[geomstrings_count++] = geometrystring;
4129         fragstrings_list[fragstrings_count++] = fragmentstring;
4130
4131         // if any sources were NULL, clear the respective list
4132         if (!vertexstring)
4133                 vertstrings_count = 0;
4134         if (!geometrystring)
4135                 geomstrings_count = 0;
4136         if (!fragmentstring)
4137                 fragstrings_count = 0;
4138
4139         vertstring_length = 0;
4140         for (i = 0;i < vertstrings_count;i++)
4141                 vertstring_length += strlen(vertstrings_list[i]);
4142         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4143         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4144                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4145
4146         geomstring_length = 0;
4147         for (i = 0;i < geomstrings_count;i++)
4148                 geomstring_length += strlen(geomstrings_list[i]);
4149         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4150         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4151                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4152
4153         fragstring_length = 0;
4154         for (i = 0;i < fragstrings_count;i++)
4155                 fragstring_length += strlen(fragstrings_list[i]);
4156         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4157         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4158                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4159
4160         CHECKGLERROR
4161         CHECKCGERROR
4162         //vertexProfile = CG_PROFILE_ARBVP1;
4163         //fragmentProfile = CG_PROFILE_ARBFP1;
4164         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4165         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4166         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4167         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4168         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4169         CHECKGLERROR
4170
4171         // try to load the cached shader, or generate one
4172         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4173
4174         // if caching failed, do a dynamic compile for now
4175         CHECKCGERROR
4176         if (vertstring[0] && !p->vprogram)
4177                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4178         CHECKCGERROR
4179         if (fragstring[0] && !p->fprogram)
4180                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4181         CHECKCGERROR
4182
4183         // look up all the uniform variable names we care about, so we don't
4184         // have to look them up every time we set them
4185         if (p->vprogram)
4186         {
4187                 CHECKCGERROR
4188                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4189                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4190                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4191                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4192                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4193                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4194                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4195                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4196                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4197                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4198                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4199                 p->vp_ShadowMapMatrix            = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4200                 CHECKCGERROR
4201         }
4202         if (p->fprogram)
4203         {
4204                 CHECKCGERROR
4205                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4206                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4207                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4208                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4209                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4210                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4211                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4212                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4213                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4214                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4215                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4216                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4217                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4218                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4219                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4220                 p->fp_Texture_FogHeightTexture   = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4221                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4222                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4223                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4224                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4225                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4226                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4227                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4228                 p->fp_Texture_ShadowMapRect      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4229                 p->fp_Texture_ShadowMapCube      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4230                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4231                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4232                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4233                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4234                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4235                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4236                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4237                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4238                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4239                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4240                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4241                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4242                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4243                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4244                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4245                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4246                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4247                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4248                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4249                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4250                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4251                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4252                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4253                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4254                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4255                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4256                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4257                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4258                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4259                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4260                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4261                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4262                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4263                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4264                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4265                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4266                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4267                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4268                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4269                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4270                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4271                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4272                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4273                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4274                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4275                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4276                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4277                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4278                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4279                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4280                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4281                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4282                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4283                 CHECKCGERROR
4284         }
4285
4286         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4287                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4288         else
4289                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4290
4291         // free the strings
4292         if (vertstring)
4293                 Mem_Free(vertstring);
4294         if (geomstring)
4295                 Mem_Free(geomstring);
4296         if (fragstring)
4297                 Mem_Free(fragstring);
4298         if (vertexstring)
4299                 Mem_Free(vertexstring);
4300         if (geometrystring)
4301                 Mem_Free(geometrystring);
4302         if (fragmentstring)
4303                 Mem_Free(fragmentstring);
4304 }
4305
4306 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4307 {
4308         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4309         CHECKGLERROR
4310         CHECKCGERROR
4311         if (r_cg_permutation != perm)
4312         {
4313                 r_cg_permutation = perm;
4314                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4315                 {
4316                         if (!r_cg_permutation->compiled)
4317                                 R_CG_CompilePermutation(perm, mode, permutation);
4318                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4319                         {
4320                                 // remove features until we find a valid permutation
4321                                 int i;
4322                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4323                                 {
4324                                         // reduce i more quickly whenever it would not remove any bits
4325                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4326                                         if (!(permutation & j))
4327                                                 continue;
4328                                         permutation -= j;
4329                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4330                                         if (!r_cg_permutation->compiled)
4331                                                 R_CG_CompilePermutation(perm, mode, permutation);
4332                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4333                                                 break;
4334                                 }
4335                                 if (i >= SHADERPERMUTATION_COUNT)
4336                                 {
4337                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4338                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4339                                         return; // no bit left to clear, entire mode is broken
4340                                 }
4341                         }
4342                 }
4343                 CHECKGLERROR
4344                 CHECKCGERROR
4345                 if (r_cg_permutation->vprogram)
4346                 {
4347                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4348                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4349                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4350                 }
4351                 else
4352                 {
4353                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4354                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4355                 }
4356                 if (r_cg_permutation->fprogram)
4357                 {
4358                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4359                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4360                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4361                 }
4362                 else
4363                 {
4364                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4365                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4366                 }
4367         }
4368         CHECKCGERROR
4369         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4370         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4371         if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4372 }
4373
4374 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4375 {
4376         cgGLSetTextureParameter(param, R_GetTexture(tex));
4377         cgGLEnableTextureParameter(param);
4378 }
4379 #endif
4380
4381 void R_GLSL_Restart_f(void)
4382 {
4383         unsigned int i, limit;
4384         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4385                 Mem_Free(glslshaderstring);
4386         glslshaderstring = NULL;
4387         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4388                 Mem_Free(cgshaderstring);
4389         cgshaderstring = NULL;
4390         switch(vid.renderpath)
4391         {
4392         case RENDERPATH_GL20:
4393                 {
4394                         r_glsl_permutation_t *p;
4395                         r_glsl_permutation = NULL;
4396                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4397                         for (i = 0;i < limit;i++)
4398                         {
4399                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4400                                 {
4401                                         GL_Backend_FreeProgram(p->program);
4402                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4403                                 }
4404                         }
4405                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4406                 }
4407                 break;
4408         case RENDERPATH_CGGL:
4409 #ifdef SUPPORTCG
4410                 {
4411                         r_cg_permutation_t *p;
4412                         r_cg_permutation = NULL;
4413                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4414                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4415                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4416                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4417                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4418                         for (i = 0;i < limit;i++)
4419                         {
4420                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4421                                 {
4422                                         if (p->vprogram)
4423                                                 cgDestroyProgram(p->vprogram);
4424                                         if (p->fprogram)
4425                                                 cgDestroyProgram(p->fprogram);
4426                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4427                                 }
4428                         }
4429                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4430                 }
4431                 break;
4432 #endif
4433         case RENDERPATH_GL13:
4434         case RENDERPATH_GL11:
4435                 break;
4436         }
4437 }
4438
4439 void R_GLSL_DumpShader_f(void)
4440 {
4441         int i;
4442         qfile_t *file;
4443
4444         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4445         if (file)
4446         {
4447                 FS_Print(file, "/* The engine may define the following macros:\n");
4448                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4449                 for (i = 0;i < SHADERMODE_COUNT;i++)
4450                         FS_Print(file, glslshadermodeinfo[i].pretext);
4451                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4452                         FS_Print(file, shaderpermutationinfo[i].pretext);
4453                 FS_Print(file, "*/\n");
4454                 FS_Print(file, builtinshaderstring);
4455                 FS_Close(file);
4456                 Con_Printf("glsl/default.glsl written\n");
4457         }
4458         else
4459                 Con_Printf("failed to write to glsl/default.glsl\n");
4460
4461 #ifdef SUPPORTCG
4462         file = FS_OpenRealFile("cg/default.cg", "w", false);
4463         if (file)
4464         {
4465                 FS_Print(file, "/* The engine may define the following macros:\n");
4466                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4467                 for (i = 0;i < SHADERMODE_COUNT;i++)
4468                         FS_Print(file, cgshadermodeinfo[i].pretext);
4469                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4470                         FS_Print(file, shaderpermutationinfo[i].pretext);
4471                 FS_Print(file, "*/\n");
4472                 FS_Print(file, builtincgshaderstring);
4473                 FS_Close(file);
4474                 Con_Printf("cg/default.cg written\n");
4475         }
4476         else
4477                 Con_Printf("failed to write to cg/default.cg\n");
4478 #endif
4479 }
4480
4481 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4482 {
4483         if (!second)
4484                 texturemode = GL_MODULATE;
4485         switch (vid.renderpath)
4486         {
4487         case RENDERPATH_GL20:
4488                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4489                 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4490                 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4491                 break;
4492         case RENDERPATH_CGGL:
4493 #ifdef SUPPORTCG
4494                 CHECKCGERROR
4495                 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4496                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4497                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4498 #endif
4499                 break;
4500         case RENDERPATH_GL13:
4501                 R_Mesh_TexBind(0, first );
4502                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4503                 R_Mesh_TexBind(1, second);
4504                 if (second)
4505                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4506                 break;
4507         case RENDERPATH_GL11:
4508                 R_Mesh_TexBind(0, first );
4509                 break;
4510         }
4511 }
4512
4513 void R_SetupShader_DepthOrShadow(void)
4514 {
4515         switch (vid.renderpath)
4516         {
4517         case RENDERPATH_GL20:
4518                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4519                 break;
4520         case RENDERPATH_CGGL:
4521 #ifdef SUPPORTCG
4522                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4523 #endif
4524                 break;
4525         case RENDERPATH_GL13:
4526                 R_Mesh_TexBind(0, 0);
4527                 R_Mesh_TexBind(1, 0);
4528                 break;
4529         case RENDERPATH_GL11:
4530                 R_Mesh_TexBind(0, 0);
4531                 break;
4532         }
4533 }
4534
4535 void R_SetupShader_ShowDepth(void)
4536 {
4537         switch (vid.renderpath)
4538         {
4539         case RENDERPATH_GL20:
4540                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4541                 break;
4542         case RENDERPATH_CGGL:
4543 #ifdef SUPPORTCG
4544                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4545 #endif
4546                 break;
4547         case RENDERPATH_GL13:
4548                 break;
4549         case RENDERPATH_GL11:
4550                 break;
4551         }
4552 }
4553
4554 extern qboolean r_shadow_usingdeferredprepass;
4555 extern cvar_t r_shadow_deferred_8bitrange;
4556 extern rtexture_t *r_shadow_attenuationgradienttexture;
4557 extern rtexture_t *r_shadow_attenuation2dtexture;
4558 extern rtexture_t *r_shadow_attenuation3dtexture;
4559 extern qboolean r_shadow_usingshadowmaprect;
4560 extern qboolean r_shadow_usingshadowmapcube;
4561 extern qboolean r_shadow_usingshadowmap2d;
4562 extern qboolean r_shadow_usingshadowmaportho;
4563 extern float r_shadow_shadowmap_texturescale[2];
4564 extern float r_shadow_shadowmap_parameters[4];
4565 extern qboolean r_shadow_shadowmapvsdct;
4566 extern qboolean r_shadow_shadowmapsampler;
4567 extern int r_shadow_shadowmappcf;
4568 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4569 extern rtexture_t *r_shadow_shadowmap2dtexture;
4570 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4571 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4572 extern matrix4x4_t r_shadow_shadowmapmatrix;
4573 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4574 extern int r_shadow_prepass_width;
4575 extern int r_shadow_prepass_height;
4576 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4577 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4578 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4579 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4580 extern cvar_t gl_mesh_separatearrays;
4581 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist)
4582 {
4583         // select a permutation of the lighting shader appropriate to this
4584         // combination of texture, entity, light source, and fogging, only use the
4585         // minimum features necessary to avoid wasting rendering time in the
4586         // fragment shader on features that are not being used
4587         unsigned int permutation = 0;
4588         unsigned int mode = 0;
4589         float m16f[16];
4590         if (rsurfacepass == RSURFPASS_BACKGROUND)
4591         {
4592                 // distorted background
4593                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4594                         mode = SHADERMODE_WATER;
4595                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4596                         mode = SHADERMODE_REFRACTION;
4597                 else
4598                 {
4599                         mode = SHADERMODE_GENERIC;
4600                         permutation |= SHADERPERMUTATION_DIFFUSE;
4601                 }
4602                 GL_AlphaTest(false);
4603                 GL_BlendFunc(GL_ONE, GL_ZERO);
4604         }
4605         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4606         {
4607                 if (r_glsl_offsetmapping.integer)
4608                 {
4609                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4610                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4611                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4612                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4613                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4614                         {
4615                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4616                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4617                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4618                         }
4619                 }
4620                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4621                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4622                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4623                         permutation |= SHADERPERMUTATION_ALPHAKILL;
4624                 // normalmap (deferred prepass), may use alpha test on diffuse
4625                 mode = SHADERMODE_DEFERREDGEOMETRY;
4626                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4627                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4628                 GL_AlphaTest(false);
4629                 GL_BlendFunc(GL_ONE, GL_ZERO);
4630         }
4631         else if (rsurfacepass == RSURFPASS_RTLIGHT)
4632         {
4633                 if (r_glsl_offsetmapping.integer)
4634                 {
4635                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4636                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4637                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4638                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4639                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4640                         {
4641                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4642                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4643                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4644                         }
4645                 }
4646                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4647                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4648                 // light source
4649                 mode = SHADERMODE_LIGHTSOURCE;
4650                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4651                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4652                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4653                         permutation |= SHADERPERMUTATION_CUBEFILTER;
4654                 if (diffusescale > 0)
4655                         permutation |= SHADERPERMUTATION_DIFFUSE;
4656                 if (specularscale > 0)
4657                 {
4658                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4659                         if (r_shadow_glossexact.integer)
4660                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4661                 }
4662                 if (r_refdef.fogenabled)
4663                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4664                 if (rsurface.texture->colormapping)
4665                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4666                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4667                 {
4668                         if (r_shadow_usingshadowmaprect)
4669                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4670                         if (r_shadow_usingshadowmap2d)
4671                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4672                         if (r_shadow_usingshadowmapcube)
4673                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4674                         else if(r_shadow_shadowmapvsdct)
4675                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4676
4677                         if (r_shadow_shadowmapsampler)
4678                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4679                         if (r_shadow_shadowmappcf > 1)
4680                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4681                         else if (r_shadow_shadowmappcf)
4682                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4683                 }
4684                 if (rsurface.texture->reflectmasktexture)
4685                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4686                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4687                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4688         }
4689         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4690         {
4691                 if (r_glsl_offsetmapping.integer)
4692                 {
4693                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4694                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4695                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4696                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4697                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4698                         {
4699                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4700                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4701                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4702                         }
4703                 }
4704                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4705                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4706                 // unshaded geometry (fullbright or ambient model lighting)
4707                 mode = SHADERMODE_FLATCOLOR;
4708                 ambientscale = diffusescale = specularscale = 0;
4709                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4710                         permutation |= SHADERPERMUTATION_GLOW;
4711                 if (r_refdef.fogenabled)
4712                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4713                 if (rsurface.texture->colormapping)
4714                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4715                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4716                 {
4717                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4718                         if (r_shadow_usingshadowmaprect)
4719                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4720                         if (r_shadow_usingshadowmap2d)
4721                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4722
4723                         if (r_shadow_shadowmapsampler)
4724                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4725                         if (r_shadow_shadowmappcf > 1)
4726                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4727                         else if (r_shadow_shadowmappcf)
4728                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4729                 }
4730                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4731                         permutation |= SHADERPERMUTATION_REFLECTION;
4732                 if (rsurface.texture->reflectmasktexture)
4733                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4734                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4735                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4736         }
4737         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4738         {
4739                 if (r_glsl_offsetmapping.integer)
4740                 {
4741                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4742                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4743                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4744                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4745                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4746                         {
4747                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4748                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4749                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4750                         }
4751                 }
4752                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4753                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4754                 // directional model lighting
4755                 mode = SHADERMODE_LIGHTDIRECTION;
4756                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4757                         permutation |= SHADERPERMUTATION_GLOW;
4758                 permutation |= SHADERPERMUTATION_DIFFUSE;
4759                 if (specularscale > 0)
4760                 {
4761                         permutation |= SHADERPERMUTATION_SPECULAR;
4762                         if (r_shadow_glossexact.integer)
4763                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4764                 }
4765                 if (r_refdef.fogenabled)
4766                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4767                 if (rsurface.texture->colormapping)
4768                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4769                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4770                 {
4771                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4772                         if (r_shadow_usingshadowmaprect)
4773                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4774                         if (r_shadow_usingshadowmap2d)
4775                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4776
4777                         if (r_shadow_shadowmapsampler)
4778                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4779                         if (r_shadow_shadowmappcf > 1)
4780                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4781                         else if (r_shadow_shadowmappcf)
4782                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4783                 }
4784                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4785                         permutation |= SHADERPERMUTATION_REFLECTION;
4786                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4787                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4788                 if (rsurface.texture->reflectmasktexture)
4789                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4790                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4791                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4792         }
4793         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4794         {
4795                 if (r_glsl_offsetmapping.integer)
4796                 {
4797                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4798                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4799                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4800                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4801                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4802                         {
4803                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4804                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4805                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4806                         }
4807                 }
4808                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4809                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4810                 // ambient model lighting
4811                 mode = SHADERMODE_LIGHTDIRECTION;
4812                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4813                         permutation |= SHADERPERMUTATION_GLOW;
4814                 if (r_refdef.fogenabled)
4815                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4816                 if (rsurface.texture->colormapping)
4817                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4818                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4819                 {
4820                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4821                         if (r_shadow_usingshadowmaprect)
4822                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4823                         if (r_shadow_usingshadowmap2d)
4824                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4825
4826                         if (r_shadow_shadowmapsampler)
4827                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4828                         if (r_shadow_shadowmappcf > 1)
4829                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4830                         else if (r_shadow_shadowmappcf)
4831                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4832                 }
4833                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4834                         permutation |= SHADERPERMUTATION_REFLECTION;
4835                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4836                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4837                 if (rsurface.texture->reflectmasktexture)
4838                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4839                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4840                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4841         }
4842         else
4843         {
4844                 if (r_glsl_offsetmapping.integer)
4845                 {
4846                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4847                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4848                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4849                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4850                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4851                         {
4852                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4853                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4854                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4855                         }
4856                 }
4857                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4858                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4859                 // lightmapped wall
4860                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4861                         permutation |= SHADERPERMUTATION_GLOW;
4862                 if (r_refdef.fogenabled)
4863                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4864                 if (rsurface.texture->colormapping)
4865                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4866                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4867                 {
4868                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4869                         if (r_shadow_usingshadowmaprect)
4870                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4871                         if (r_shadow_usingshadowmap2d)
4872                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4873
4874                         if (r_shadow_shadowmapsampler)
4875                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4876                         if (r_shadow_shadowmappcf > 1)
4877                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4878                         else if (r_shadow_shadowmappcf)
4879                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4880                 }
4881                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4882                         permutation |= SHADERPERMUTATION_REFLECTION;
4883                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4884                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4885                 if (rsurface.texture->reflectmasktexture)
4886                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4887                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4888                 {
4889                         // deluxemapping (light direction texture)
4890                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4891                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4892                         else
4893                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4894                         permutation |= SHADERPERMUTATION_DIFFUSE;
4895                         if (specularscale > 0)
4896                         {
4897                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4898                                 if (r_shadow_glossexact.integer)
4899                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4900                         }
4901                 }
4902                 else if (r_glsl_deluxemapping.integer >= 2)
4903                 {
4904                         // fake deluxemapping (uniform light direction in tangentspace)
4905                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4906                         permutation |= SHADERPERMUTATION_DIFFUSE;
4907                         if (specularscale > 0)
4908                         {
4909                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4910                                 if (r_shadow_glossexact.integer)
4911                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4912                         }
4913                 }
4914                 else if (rsurface.uselightmaptexture)
4915                 {
4916                         // ordinary lightmapping (q1bsp, q3bsp)
4917                         mode = SHADERMODE_LIGHTMAP;
4918                 }
4919                 else
4920                 {
4921                         // ordinary vertex coloring (q3bsp)
4922                         mode = SHADERMODE_VERTEXCOLOR;
4923                 }
4924                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4925                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4926         }
4927         switch(vid.renderpath)
4928         {
4929         case RENDERPATH_GL20:
4930                 if (gl_mesh_separatearrays.integer)
4931                 {
4932                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
4933                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
4934                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
4935                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
4936                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
4937                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
4938                         R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
4939                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
4940                 }
4941                 else
4942                 {
4943                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
4944                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
4945                 }
4946                 R_SetupShader_SetPermutationGLSL(mode, permutation);
4947                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4948                 if (mode == SHADERMODE_LIGHTSOURCE)
4949                 {
4950                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4951                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4952                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4953                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);
4954                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);
4955                         if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
4956         
4957                         // additive passes are only darkened by fog, not tinted
4958                         if (r_glsl_permutation->loc_FogColor >= 0)
4959                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4960                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4961                 }
4962                 else
4963                 {
4964                         if (mode == SHADERMODE_FLATCOLOR)
4965                         {
4966                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4967                         }
4968                         else if (mode == SHADERMODE_LIGHTDIRECTION)
4969                         {
4970                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);
4971                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);
4972                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
4973                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);
4974                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
4975                                 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
4976                                 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
4977                         }
4978                         else
4979                         {
4980                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);
4981                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
4982                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
4983                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
4984                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
4985                         }
4986                         // additive passes are only darkened by fog, not tinted
4987                         if (r_glsl_permutation->loc_FogColor >= 0)
4988                         {
4989                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4990                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4991                                 else
4992                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4993                         }
4994                         if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
4995                         if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
4996                         if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
4997                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4998                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4999                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5000                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5001                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5002                 }
5003                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5004                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5005                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5006                 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5007                 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5008
5009                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5010                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5011                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5012                 if (r_glsl_permutation->loc_Color_Pants >= 0)
5013                 {
5014                         if (rsurface.texture->pantstexture)
5015                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5016                         else
5017                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5018                 }
5019                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5020                 {
5021                         if (rsurface.texture->shirttexture)
5022                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5023                         else
5024                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5025                 }
5026                 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5027                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5028                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5029                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5030                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5031                 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5032                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5033
5034         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
5035         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
5036         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
5037                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5038                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5039                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5040                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5041                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5042                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5043                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5044                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5045                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5046                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5047                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5048                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5049                 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
5050                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5051                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_white                                     );
5052                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP         , r_texture_blanknormalmap                            );
5053                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5054                 if (r_glsl_permutation->loc_Texture_Refraction      >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , r_texture_white                                     );
5055                 if (r_glsl_permutation->loc_Texture_Reflection      >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , r_texture_white                                     );
5056                 if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5057                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5058                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5059                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5060                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5061                 {
5062                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
5063                         if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture                  );
5064                         if (rsurface.rtlight)
5065                         {
5066                                 if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5067                                 if (r_shadow_usingshadowmapcube)
5068                                         if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5069                                 if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5070                         }
5071                 }
5072                 CHECKGLERROR
5073                 break;
5074         case RENDERPATH_CGGL:
5075 #ifdef SUPPORTCG
5076                 if (gl_mesh_separatearrays.integer)
5077                 {
5078                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5079                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5080                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5081                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5082                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5083                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5084                         R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5085                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5086                 }
5087                 else
5088                 {
5089                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5090                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5091                 }
5092                 R_SetupShader_SetPermutationCG(mode, permutation);
5093                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5094                 if (mode == SHADERMODE_LIGHTSOURCE)
5095                 {
5096                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5097                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5098                 }
5099                 else
5100                 {
5101                         if (mode == SHADERMODE_LIGHTDIRECTION)
5102                         {
5103                                 if (r_cg_permutation->vp_LightDir) cgGLSetParameter3f(r_cg_permutation->vp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
5104                         }
5105                 }
5106                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5107                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5108                 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5109                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5110                 if (r_cg_permutation->vp_FogPlane) cgGLSetParameter4f(r_cg_permutation->vp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
5111                 CHECKGLERROR
5112
5113                 if (mode == SHADERMODE_LIGHTSOURCE)
5114                 {
5115                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5116                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5117                         if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);CHECKCGERROR
5118                         if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);CHECKCGERROR
5119                         if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);CHECKCGERROR
5120
5121                         // additive passes are only darkened by fog, not tinted
5122                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5123                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5124                 }
5125                 else
5126                 {
5127                         if (mode == SHADERMODE_FLATCOLOR)
5128                         {
5129                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5130                         }
5131                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5132                         {
5133                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);CHECKCGERROR
5134                                 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);CHECKCGERROR
5135                                 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
5136                                 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5137                                 if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5138                                 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);CHECKCGERROR
5139                                 if (r_cg_permutation->fp_LightDir) cgGLSetParameter3f(r_cg_permutation->fp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
5140                         }
5141                         else
5142                         {
5143                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);CHECKCGERROR
5144                                 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);CHECKCGERROR
5145                                 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
5146                                 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5147                                 if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5148                         }
5149                         // additive passes are only darkened by fog, not tinted
5150                         if (r_cg_permutation->fp_FogColor)
5151                         {
5152                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5153                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5154                                 else
5155                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5156                                 CHECKCGERROR
5157                         }
5158                         if (r_cg_permutation->fp_DistortScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);CHECKCGERROR
5159                         if (r_cg_permutation->fp_ScreenScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);CHECKCGERROR
5160                         if (r_cg_permutation->fp_ScreenCenterRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);CHECKCGERROR
5161                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5162                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5163                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5164                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5165                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5166                 }
5167                 if (r_cg_permutation->fp_ShadowMap_TextureScale) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
5168                 if (r_cg_permutation->fp_ShadowMap_Parameters) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
5169                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5170                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5171                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5172                 if (r_cg_permutation->fp_Color_Pants)
5173                 {
5174                         if (rsurface.texture->pantstexture)
5175                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5176                         else
5177                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5178                         CHECKCGERROR
5179                 }
5180                 if (r_cg_permutation->fp_Color_Shirt)
5181                 {
5182                         if (rsurface.texture->shirttexture)
5183                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5184                         else
5185                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5186                         CHECKCGERROR
5187                 }
5188                 if (r_cg_permutation->fp_FogPlane) cgGLSetParameter4f(r_cg_permutation->fp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
5189                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5190                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5191                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5192                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5193                 if (r_cg_permutation->fp_ScreenToDepth) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
5194                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5195
5196         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
5197         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
5198         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
5199                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
5200                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
5201                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
5202                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
5203                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
5204                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
5205                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
5206                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
5207                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
5208                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
5209                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
5210                 if (r_cg_permutation->fp_Texture_ReflectCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectCube    , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);CHECKCGERROR
5211                 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture                         );CHECKCGERROR
5212                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
5213                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , r_texture_white                                     );CHECKCGERROR
5214                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , r_texture_blanknormalmap                            );CHECKCGERROR
5215                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5216                 if (r_cg_permutation->fp_Texture_Refraction     ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction     , r_texture_white                                     );CHECKCGERROR
5217                 if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , r_texture_white                                     );CHECKCGERROR
5218                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5219                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5220                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
5221                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
5222                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5223                 {
5224                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5225                         if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5226                         if (rsurface.rtlight)
5227                         {
5228                                 if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5229                                 if (r_shadow_usingshadowmapcube)
5230                                         if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5231                                 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5232                         }
5233                 }
5234
5235                 CHECKGLERROR
5236 #endif
5237                 break;
5238         case RENDERPATH_GL13:
5239         case RENDERPATH_GL11:
5240                 break;
5241         }
5242 }
5243
5244 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5245 {
5246         // select a permutation of the lighting shader appropriate to this
5247         // combination of texture, entity, light source, and fogging, only use the
5248         // minimum features necessary to avoid wasting rendering time in the
5249         // fragment shader on features that are not being used
5250         unsigned int permutation = 0;
5251         unsigned int mode = 0;
5252         const float *lightcolorbase = rtlight->currentcolor;
5253         float ambientscale = rtlight->ambientscale;
5254         float diffusescale = rtlight->diffusescale;
5255         float specularscale = rtlight->specularscale;
5256         // this is the location of the light in view space
5257         vec3_t viewlightorigin;
5258         // this transforms from view space (camera) to light space (cubemap)
5259         matrix4x4_t viewtolight;
5260         matrix4x4_t lighttoview;
5261         float viewtolight16f[16];
5262         float range = 1.0f / r_shadow_deferred_8bitrange.value;
5263         // light source
5264         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5265         if (rtlight->currentcubemap != r_texture_whitecube)
5266                 permutation |= SHADERPERMUTATION_CUBEFILTER;
5267         if (diffusescale > 0)
5268                 permutation |= SHADERPERMUTATION_DIFFUSE;
5269         if (specularscale > 0)
5270         {
5271                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5272                 if (r_shadow_glossexact.integer)
5273                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5274         }
5275         if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5276         {
5277                 if (r_shadow_usingshadowmaprect)
5278                         permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5279                 if (r_shadow_usingshadowmap2d)
5280                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5281                 if (r_shadow_usingshadowmapcube)
5282                         permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5283                 else if(r_shadow_shadowmapvsdct)
5284                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5285
5286                 if (r_shadow_shadowmapsampler)
5287                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5288                 if (r_shadow_shadowmappcf > 1)
5289                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5290                 else if (r_shadow_shadowmappcf)
5291                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5292         }
5293         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5294         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5295         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5296         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5297         switch(vid.renderpath)
5298         {
5299         case RENDERPATH_GL20:
5300                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5301                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5302                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
5303                 if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
5304                 if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
5305                 if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
5306                 if (r_glsl_permutation->loc_ShadowMap_TextureScale    >= 0) qglUniform2fARB(       r_glsl_permutation->loc_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5307                 if (r_glsl_permutation->loc_ShadowMap_Parameters      >= 0) qglUniform4fARB(       r_glsl_permutation->loc_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5308                 if (r_glsl_permutation->loc_SpecularPower             >= 0) qglUniform1fARB(       r_glsl_permutation->loc_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5309                 if (r_glsl_permutation->loc_ScreenToDepth             >= 0) qglUniform2fARB(       r_glsl_permutation->loc_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5310                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5311
5312                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
5313                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
5314                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
5315                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
5316                 if (r_glsl_permutation->loc_Texture_ShadowMapRect     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
5317                 if (r_shadow_usingshadowmapcube)
5318                         if (r_glsl_permutation->loc_Texture_ShadowMapCube     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5319                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
5320                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
5321                 break;
5322         case RENDERPATH_CGGL:
5323 #ifdef SUPPORTCG
5324                 R_SetupShader_SetPermutationCG(mode, permutation);
5325                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5326                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5327                 if (r_cg_permutation->fp_DeferredColor_Ambient    ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Ambient , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);CHECKCGERROR
5328                 if (r_cg_permutation->fp_DeferredColor_Diffuse    ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);CHECKCGERROR
5329                 if (r_cg_permutation->fp_DeferredColor_Specular   ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);CHECKCGERROR
5330                 if (r_cg_permutation->fp_ShadowMap_TextureScale   ) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
5331                 if (r_cg_permutation->fp_ShadowMap_Parameters     ) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
5332                 if (r_cg_permutation->fp_SpecularPower            ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5333                 if (r_cg_permutation->fp_ScreenToDepth            ) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
5334                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5335
5336                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5337                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5338                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5339                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5340                 if (r_cg_permutation->fp_Texture_ShadowMapRect    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5341                 if (r_shadow_usingshadowmapcube)
5342                         if (r_cg_permutation->fp_Texture_ShadowMapCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5343                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5344                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5345 #endif
5346                 break;
5347         case RENDERPATH_GL13:
5348         case RENDERPATH_GL11:
5349                 break;
5350         }
5351 }
5352
5353 #define SKINFRAME_HASH 1024
5354
5355 typedef struct
5356 {
5357         int loadsequence; // incremented each level change
5358         memexpandablearray_t array;
5359         skinframe_t *hash[SKINFRAME_HASH];
5360 }
5361 r_skinframe_t;
5362 r_skinframe_t r_skinframe;
5363
5364 void R_SkinFrame_PrepareForPurge(void)
5365 {
5366         r_skinframe.loadsequence++;
5367         // wrap it without hitting zero
5368         if (r_skinframe.loadsequence >= 200)
5369                 r_skinframe.loadsequence = 1;
5370 }
5371
5372 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5373 {
5374         if (!skinframe)
5375                 return;
5376         // mark the skinframe as used for the purging code
5377         skinframe->loadsequence = r_skinframe.loadsequence;
5378 }
5379
5380 void R_SkinFrame_Purge(void)
5381 {
5382         int i;
5383         skinframe_t *s;
5384         for (i = 0;i < SKINFRAME_HASH;i++)
5385         {
5386                 for (s = r_skinframe.hash[i];s;s = s->next)
5387                 {
5388                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5389                         {
5390                                 if (s->merged == s->base)
5391                                         s->merged = NULL;
5392                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5393                                 R_PurgeTexture(s->stain );s->stain  = NULL;
5394                                 R_PurgeTexture(s->merged);s->merged = NULL;
5395                                 R_PurgeTexture(s->base  );s->base   = NULL;
5396                                 R_PurgeTexture(s->pants );s->pants  = NULL;
5397                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
5398                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
5399                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
5400                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
5401                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
5402                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
5403                                 s->loadsequence = 0;
5404                         }
5405                 }
5406         }
5407 }
5408
5409 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5410         skinframe_t *item;
5411         char basename[MAX_QPATH];
5412
5413         Image_StripImageExtension(name, basename, sizeof(basename));
5414
5415         if( last == NULL ) {
5416                 int hashindex;
5417                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5418                 item = r_skinframe.hash[hashindex];
5419         } else {
5420                 item = last->next;
5421         }
5422
5423         // linearly search through the hash bucket
5424         for( ; item ; item = item->next ) {
5425                 if( !strcmp( item->basename, basename ) ) {
5426                         return item;
5427                 }
5428         }
5429         return NULL;
5430 }
5431
5432 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5433 {
5434         skinframe_t *item;
5435         int hashindex;
5436         char basename[MAX_QPATH];
5437
5438         Image_StripImageExtension(name, basename, sizeof(basename));
5439
5440         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5441         for (item = r_skinframe.hash[hashindex];item;item = item->next)
5442                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5443                         break;
5444
5445         if (!item) {
5446                 rtexture_t *dyntexture;
5447                 // check whether its a dynamic texture
5448                 dyntexture = CL_GetDynTexture( basename );
5449                 if (!add && !dyntexture)
5450                         return NULL;
5451                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5452                 memset(item, 0, sizeof(*item));
5453                 strlcpy(item->basename, basename, sizeof(item->basename));
5454                 item->base = dyntexture; // either NULL or dyntexture handle
5455                 item->textureflags = textureflags;
5456                 item->comparewidth = comparewidth;
5457                 item->compareheight = compareheight;
5458                 item->comparecrc = comparecrc;
5459                 item->next = r_skinframe.hash[hashindex];
5460                 r_skinframe.hash[hashindex] = item;
5461         }
5462         else if( item->base == NULL )
5463         {
5464                 rtexture_t *dyntexture;
5465                 // check whether its a dynamic texture
5466                 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
5467                 dyntexture = CL_GetDynTexture( basename );
5468                 item->base = dyntexture; // either NULL or dyntexture handle
5469         }
5470
5471         R_SkinFrame_MarkUsed(item);
5472         return item;
5473 }
5474
5475 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5476         { \
5477                 unsigned long long avgcolor[5], wsum; \
5478                 int pix, comp, w; \
5479                 avgcolor[0] = 0; \
5480                 avgcolor[1] = 0; \
5481                 avgcolor[2] = 0; \
5482                 avgcolor[3] = 0; \
5483                 avgcolor[4] = 0; \
5484                 wsum = 0; \
5485                 for(pix = 0; pix < cnt; ++pix) \
5486                 { \
5487                         w = 0; \
5488                         for(comp = 0; comp < 3; ++comp) \
5489                                 w += getpixel; \
5490                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5491                         { \
5492                                 ++wsum; \
5493                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5494                                 w = getpixel; \
5495                                 for(comp = 0; comp < 3; ++comp) \
5496                                         avgcolor[comp] += getpixel * w; \
5497                                 avgcolor[3] += w; \
5498                         } \
5499                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5500                         avgcolor[4] += getpixel; \
5501                 } \
5502                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5503                         avgcolor[3] = 1; \
5504                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5505                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5506                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5507                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5508         }
5509
5510 extern cvar_t gl_picmip;
5511 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5512 {
5513         int j;
5514         unsigned char *pixels;
5515         unsigned char *bumppixels;
5516         unsigned char *basepixels = NULL;
5517         int basepixels_width = 0;
5518         int basepixels_height = 0;
5519         skinframe_t *skinframe;
5520         rtexture_t *ddsbase = NULL;
5521         qboolean ddshasalpha = false;
5522         float ddsavgcolor[4];
5523         char basename[MAX_QPATH];
5524         int miplevel = R_PicmipForFlags(textureflags);
5525         int savemiplevel = miplevel;
5526         int mymiplevel;
5527
5528         if (cls.state == ca_dedicated)
5529                 return NULL;
5530
5531         // return an existing skinframe if already loaded
5532         // if loading of the first image fails, don't make a new skinframe as it
5533         // would cause all future lookups of this to be missing
5534         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5535         if (skinframe && skinframe->base)
5536                 return skinframe;
5537
5538         Image_StripImageExtension(name, basename, sizeof(basename));
5539
5540         // check for DDS texture file first
5541         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5542         {
5543                 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer, &miplevel);
5544                 if (basepixels == NULL)
5545                         return NULL;
5546         }
5547
5548         // FIXME handle miplevel
5549
5550         if (developer_loading.integer)
5551                 Con_Printf("loading skin \"%s\"\n", name);
5552
5553         // we've got some pixels to store, so really allocate this new texture now
5554         if (!skinframe)
5555                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5556         skinframe->stain = NULL;
5557         skinframe->merged = NULL;
5558         skinframe->base = NULL;
5559         skinframe->pants = NULL;
5560         skinframe->shirt = NULL;
5561         skinframe->nmap = NULL;
5562         skinframe->gloss = NULL;
5563         skinframe->glow = NULL;
5564         skinframe->fog = NULL;
5565         skinframe->reflect = NULL;
5566         skinframe->hasalpha = false;
5567
5568         if (ddsbase)
5569         {
5570                 skinframe->base = ddsbase;
5571                 skinframe->hasalpha = ddshasalpha;
5572                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5573                 if (r_loadfog && skinframe->hasalpha)
5574                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5575                 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
5576         }
5577         else
5578         {
5579                 basepixels_width = image_width;
5580                 basepixels_height = image_height;
5581                 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
5582                 if (textureflags & TEXF_ALPHA)
5583                 {
5584                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5585                         {
5586                                 if (basepixels[j] < 255)
5587                                 {
5588                                         skinframe->hasalpha = true;
5589                                         break;
5590                                 }
5591                         }
5592                         if (r_loadfog && skinframe->hasalpha)
5593                         {
5594                                 // has transparent pixels
5595                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5596                                 for (j = 0;j < image_width * image_height * 4;j += 4)
5597                                 {
5598                                         pixels[j+0] = 255;
5599                                         pixels[j+1] = 255;
5600                                         pixels[j+2] = 255;
5601                                         pixels[j+3] = basepixels[j+3];
5602                                 }
5603                                 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
5604                                 Mem_Free(pixels);
5605                         }
5606                 }
5607                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5608                 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
5609                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5610                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5611                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5612                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5613         }
5614
5615         if (r_loaddds)
5616         {
5617                 if (r_loadnormalmap)
5618                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5619                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5620                 if (r_loadgloss)
5621                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5622                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5623                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5624                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5625         }
5626
5627         // _norm is the name used by tenebrae and has been adopted as standard
5628         if (r_loadnormalmap && skinframe->nmap == NULL)
5629         {
5630                 mymiplevel = savemiplevel;
5631                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5632                 {
5633                         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);
5634                         Mem_Free(pixels);
5635                         pixels = NULL;
5636                 }
5637                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5638                 {
5639                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5640                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5641                         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);
5642                         Mem_Free(pixels);
5643                         Mem_Free(bumppixels);
5644                 }
5645                 else if (r_shadow_bumpscale_basetexture.value > 0)
5646                 {
5647                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5648                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5649                         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);
5650                         Mem_Free(pixels);
5651                 }
5652                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5653                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5654         }
5655
5656         // _luma is supported only for tenebrae compatibility
5657         // _glow is the preferred name
5658         mymiplevel = savemiplevel;
5659         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel))))
5660         {
5661                 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);
5662                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5663                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5664                 Mem_Free(pixels);pixels = NULL;
5665         }
5666
5667         mymiplevel = savemiplevel;
5668         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5669         {
5670                 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);
5671                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5672                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5673                 Mem_Free(pixels);
5674                 pixels = NULL;
5675         }
5676
5677         mymiplevel = savemiplevel;
5678         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5679         {
5680                 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);
5681                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5682                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5683                 Mem_Free(pixels);
5684                 pixels = NULL;
5685         }
5686
5687         mymiplevel = savemiplevel;
5688         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5689         {
5690                 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);
5691                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5692                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5693                 Mem_Free(pixels);
5694                 pixels = NULL;
5695         }
5696
5697         mymiplevel = savemiplevel;
5698         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5699         {
5700                 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);
5701                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5702                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5703                 Mem_Free(pixels);
5704                 pixels = NULL;
5705         }
5706
5707         if (basepixels)
5708                 Mem_Free(basepixels);
5709
5710         return skinframe;
5711 }
5712
5713 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5714 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5715 {
5716         int i;
5717         unsigned char *temp1, *temp2;
5718         skinframe_t *skinframe;
5719
5720         if (cls.state == ca_dedicated)
5721                 return NULL;
5722
5723         // if already loaded just return it, otherwise make a new skinframe
5724         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5725         if (skinframe && skinframe->base)
5726                 return skinframe;
5727
5728         skinframe->stain = NULL;
5729         skinframe->merged = NULL;
5730         skinframe->base = NULL;
5731         skinframe->pants = NULL;
5732         skinframe->shirt = NULL;
5733         skinframe->nmap = NULL;
5734         skinframe->gloss = NULL;
5735         skinframe->glow = NULL;
5736         skinframe->fog = NULL;
5737         skinframe->reflect = NULL;
5738         skinframe->hasalpha = false;
5739
5740         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5741         if (!skindata)
5742                 return NULL;
5743
5744         if (developer_loading.integer)
5745                 Con_Printf("loading 32bit skin \"%s\"\n", name);
5746
5747         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5748         {
5749                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5750                 temp2 = temp1 + width * height * 4;
5751                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5752                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, -1, NULL);
5753                 Mem_Free(temp1);
5754         }
5755         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, -1, NULL);
5756         if (textureflags & TEXF_ALPHA)
5757         {
5758                 for (i = 3;i < width * height * 4;i += 4)
5759                 {
5760                         if (skindata[i] < 255)
5761                         {
5762                                 skinframe->hasalpha = true;
5763                                 break;
5764                         }
5765                 }
5766                 if (r_loadfog && skinframe->hasalpha)
5767                 {
5768                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5769                         memcpy(fogpixels, skindata, width * height * 4);
5770                         for (i = 0;i < width * height * 4;i += 4)
5771                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5772                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, -1, NULL);
5773                         Mem_Free(fogpixels);
5774                 }
5775         }
5776
5777         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5778         //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]);
5779
5780         return skinframe;
5781 }
5782
5783 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5784 {
5785         int i;
5786         int featuresmask;
5787         skinframe_t *skinframe;
5788
5789         if (cls.state == ca_dedicated)
5790                 return NULL;
5791
5792         // if already loaded just return it, otherwise make a new skinframe
5793         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5794         if (skinframe && skinframe->base)
5795                 return skinframe;
5796
5797         skinframe->stain = NULL;
5798         skinframe->merged = NULL;
5799         skinframe->base = NULL;
5800         skinframe->pants = NULL;
5801         skinframe->shirt = NULL;
5802         skinframe->nmap = NULL;
5803         skinframe->gloss = NULL;
5804         skinframe->glow = NULL;
5805         skinframe->fog = NULL;
5806         skinframe->reflect = NULL;
5807         skinframe->hasalpha = false;
5808
5809         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5810         if (!skindata)
5811                 return NULL;
5812
5813         if (developer_loading.integer)
5814                 Con_Printf("loading quake skin \"%s\"\n", name);
5815
5816         // 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)
5817         skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5818         memcpy(skinframe->qpixels, skindata, width*height);
5819         skinframe->qwidth = width;
5820         skinframe->qheight = height;
5821
5822         featuresmask = 0;
5823         for (i = 0;i < width * height;i++)
5824                 featuresmask |= palette_featureflags[skindata[i]];
5825
5826         skinframe->hasalpha = false;
5827         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5828         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5829         skinframe->qgeneratemerged = true;
5830         skinframe->qgeneratebase = skinframe->qhascolormapping;
5831         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5832
5833         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5834         //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]);
5835
5836         return skinframe;
5837 }
5838
5839 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5840 {
5841         int width;
5842         int height;
5843         unsigned char *skindata;
5844
5845         if (!skinframe->qpixels)
5846                 return;
5847
5848         if (!skinframe->qhascolormapping)
5849                 colormapped = false;
5850
5851         if (colormapped)
5852         {
5853                 if (!skinframe->qgeneratebase)
5854                         return;
5855         }
5856         else
5857         {
5858                 if (!skinframe->qgeneratemerged)
5859                         return;
5860         }
5861
5862         width = skinframe->qwidth;
5863         height = skinframe->qheight;
5864         skindata = skinframe->qpixels;
5865
5866         if (skinframe->qgeneratenmap)
5867         {
5868                 unsigned char *temp1, *temp2;
5869                 skinframe->qgeneratenmap = false;
5870                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5871                 temp2 = temp1 + width * height * 4;
5872                 // use either a custom palette or the quake palette
5873                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5874                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5875                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, -1, NULL);
5876                 Mem_Free(temp1);
5877         }
5878
5879         if (skinframe->qgenerateglow)
5880         {
5881                 skinframe->qgenerateglow = false;
5882                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
5883         }
5884
5885         if (colormapped)
5886         {
5887                 skinframe->qgeneratebase = false;
5888                 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);
5889                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
5890                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
5891         }
5892         else
5893         {
5894                 skinframe->qgeneratemerged = false;
5895                 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);
5896         }
5897
5898         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5899         {
5900                 Mem_Free(skinframe->qpixels);
5901                 skinframe->qpixels = NULL;
5902         }
5903 }
5904
5905 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)
5906 {
5907         int i;
5908         skinframe_t *skinframe;
5909
5910         if (cls.state == ca_dedicated)
5911                 return NULL;
5912
5913         // if already loaded just return it, otherwise make a new skinframe
5914         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5915         if (skinframe && skinframe->base)
5916                 return skinframe;
5917
5918         skinframe->stain = NULL;
5919         skinframe->merged = NULL;
5920         skinframe->base = NULL;
5921         skinframe->pants = NULL;
5922         skinframe->shirt = NULL;
5923         skinframe->nmap = NULL;
5924         skinframe->gloss = NULL;
5925         skinframe->glow = NULL;
5926         skinframe->fog = NULL;
5927         skinframe->reflect = NULL;
5928         skinframe->hasalpha = false;
5929
5930         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5931         if (!skindata)
5932                 return NULL;
5933
5934         if (developer_loading.integer)
5935                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5936
5937         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette);
5938         if (textureflags & TEXF_ALPHA)
5939         {
5940                 for (i = 0;i < width * height;i++)
5941                 {
5942                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5943                         {
5944                                 skinframe->hasalpha = true;
5945                                 break;
5946                         }
5947                 }
5948                 if (r_loadfog && skinframe->hasalpha)
5949                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, alphapalette);
5950         }
5951
5952         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5953         //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]);
5954
5955         return skinframe;
5956 }
5957
5958 skinframe_t *R_SkinFrame_LoadMissing(void)
5959 {
5960         skinframe_t *skinframe;
5961
5962         if (cls.state == ca_dedicated)
5963                 return NULL;
5964
5965         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5966         skinframe->stain = NULL;
5967         skinframe->merged = NULL;
5968         skinframe->base = NULL;
5969         skinframe->pants = NULL;
5970         skinframe->shirt = NULL;
5971         skinframe->nmap = NULL;
5972         skinframe->gloss = NULL;
5973         skinframe->glow = NULL;
5974         skinframe->fog = NULL;
5975         skinframe->reflect = NULL;
5976         skinframe->hasalpha = false;
5977
5978         skinframe->avgcolor[0] = rand() / RAND_MAX;
5979         skinframe->avgcolor[1] = rand() / RAND_MAX;
5980         skinframe->avgcolor[2] = rand() / RAND_MAX;
5981         skinframe->avgcolor[3] = 1;
5982
5983         return skinframe;
5984 }
5985
5986 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5987 typedef struct suffixinfo_s
5988 {
5989         char *suffix;
5990         qboolean flipx, flipy, flipdiagonal;
5991 }
5992 suffixinfo_t;
5993 static suffixinfo_t suffix[3][6] =
5994 {
5995         {
5996                 {"px",   false, false, false},
5997                 {"nx",   false, false, false},
5998                 {"py",   false, false, false},
5999                 {"ny",   false, false, false},
6000                 {"pz",   false, false, false},
6001                 {"nz",   false, false, false}
6002         },
6003         {
6004                 {"posx", false, false, false},
6005                 {"negx", false, false, false},
6006                 {"posy", false, false, false},
6007                 {"negy", false, false, false},
6008                 {"posz", false, false, false},
6009                 {"negz", false, false, false}
6010         },
6011         {
6012                 {"rt",    true, false,  true},
6013                 {"lf",   false,  true,  true},
6014                 {"ft",    true,  true, false},
6015                 {"bk",   false, false, false},
6016                 {"up",    true, false,  true},
6017                 {"dn",    true, false,  true}
6018         }
6019 };
6020
6021 static int componentorder[4] = {0, 1, 2, 3};
6022
6023 rtexture_t *R_LoadCubemap(const char *basename)
6024 {
6025         int i, j, cubemapsize;
6026         unsigned char *cubemappixels, *image_buffer;
6027         rtexture_t *cubemaptexture;
6028         char name[256];
6029         // must start 0 so the first loadimagepixels has no requested width/height
6030         cubemapsize = 0;
6031         cubemappixels = NULL;
6032         cubemaptexture = NULL;
6033         // keep trying different suffix groups (posx, px, rt) until one loads
6034         for (j = 0;j < 3 && !cubemappixels;j++)
6035         {
6036                 // load the 6 images in the suffix group
6037                 for (i = 0;i < 6;i++)
6038                 {
6039                         // generate an image name based on the base and and suffix
6040                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6041                         // load it
6042                         if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer, NULL)))
6043                         {
6044                                 // an image loaded, make sure width and height are equal
6045                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6046                                 {
6047                                         // if this is the first image to load successfully, allocate the cubemap memory
6048                                         if (!cubemappixels && image_width >= 1)
6049                                         {
6050                                                 cubemapsize = image_width;
6051                                                 // note this clears to black, so unavailable sides are black
6052                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6053                                         }
6054                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6055                                         if (cubemappixels)
6056                                                 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);
6057                                 }
6058                                 else
6059                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6060                                 // free the image
6061                                 Mem_Free(image_buffer);
6062                         }
6063                 }
6064         }
6065         // if a cubemap loaded, upload it
6066         if (cubemappixels)
6067         {
6068                 if (developer_loading.integer)
6069                         Con_Printf("loading cubemap \"%s\"\n", basename);
6070
6071                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, -1, NULL);
6072                 Mem_Free(cubemappixels);
6073         }
6074         else
6075         {
6076                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6077                 if (developer_loading.integer)
6078                 {
6079                         Con_Printf("(tried tried images ");
6080                         for (j = 0;j < 3;j++)
6081                                 for (i = 0;i < 6;i++)
6082                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6083                         Con_Print(" and was unable to find any of them).\n");
6084                 }
6085         }
6086         return cubemaptexture;
6087 }
6088
6089 rtexture_t *R_GetCubemap(const char *basename)
6090 {
6091         int i;
6092         for (i = 0;i < r_texture_numcubemaps;i++)
6093                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6094                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6095         if (i >= MAX_CUBEMAPS)
6096                 return r_texture_whitecube;
6097         r_texture_numcubemaps++;
6098         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6099         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6100         return r_texture_cubemaps[i].texture;
6101 }
6102
6103 void R_FreeCubemaps(void)
6104 {
6105         int i;
6106         for (i = 0;i < r_texture_numcubemaps;i++)
6107         {
6108                 if (developer_loading.integer)
6109                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6110                 if (r_texture_cubemaps[i].texture)
6111                         R_FreeTexture(r_texture_cubemaps[i].texture);
6112         }
6113         r_texture_numcubemaps = 0;
6114 }
6115
6116 void R_Main_FreeViewCache(void)
6117 {
6118         if (r_refdef.viewcache.entityvisible)
6119                 Mem_Free(r_refdef.viewcache.entityvisible);
6120         if (r_refdef.viewcache.world_pvsbits)
6121                 Mem_Free(r_refdef.viewcache.world_pvsbits);
6122         if (r_refdef.viewcache.world_leafvisible)
6123                 Mem_Free(r_refdef.viewcache.world_leafvisible);
6124         if (r_refdef.viewcache.world_surfacevisible)
6125                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6126         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6127 }
6128
6129 void R_Main_ResizeViewCache(void)
6130 {
6131         int numentities = r_refdef.scene.numentities;
6132         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6133         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6134         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6135         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6136         if (r_refdef.viewcache.maxentities < numentities)
6137         {
6138                 r_refdef.viewcache.maxentities = numentities;
6139                 if (r_refdef.viewcache.entityvisible)
6140                         Mem_Free(r_refdef.viewcache.entityvisible);
6141                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6142         }
6143         if (r_refdef.viewcache.world_numclusters != numclusters)
6144         {
6145                 r_refdef.viewcache.world_numclusters = numclusters;
6146                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6147                 if (r_refdef.viewcache.world_pvsbits)
6148                         Mem_Free(r_refdef.viewcache.world_pvsbits);
6149                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6150         }
6151         if (r_refdef.viewcache.world_numleafs != numleafs)
6152         {
6153                 r_refdef.viewcache.world_numleafs = numleafs;
6154                 if (r_refdef.viewcache.world_leafvisible)
6155                         Mem_Free(r_refdef.viewcache.world_leafvisible);
6156                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6157         }
6158         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6159         {
6160                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6161                 if (r_refdef.viewcache.world_surfacevisible)
6162                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
6163                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6164         }
6165 }
6166
6167 extern rtexture_t *loadingscreentexture;
6168 void gl_main_start(void)
6169 {
6170         loadingscreentexture = NULL;
6171         r_texture_blanknormalmap = NULL;
6172         r_texture_white = NULL;
6173         r_texture_grey128 = NULL;
6174         r_texture_black = NULL;
6175         r_texture_whitecube = NULL;
6176         r_texture_normalizationcube = NULL;
6177         r_texture_fogattenuation = NULL;
6178         r_texture_fogheighttexture = NULL;
6179         r_texture_gammaramps = NULL;
6180         r_texture_numcubemaps = 0;
6181
6182         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6183         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6184
6185         switch(vid.renderpath)
6186         {
6187         case RENDERPATH_GL20:
6188         case RENDERPATH_CGGL:
6189                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6190                 Cvar_SetValueQuick(&gl_combine, 1);
6191                 Cvar_SetValueQuick(&r_glsl, 1);
6192                 r_loadnormalmap = true;
6193                 r_loadgloss = true;
6194                 r_loadfog = false;
6195                 break;
6196         case RENDERPATH_GL13:
6197                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6198                 Cvar_SetValueQuick(&gl_combine, 1);
6199                 Cvar_SetValueQuick(&r_glsl, 0);
6200                 r_loadnormalmap = false;
6201                 r_loadgloss = false;
6202                 r_loadfog = true;
6203                 break;
6204         case RENDERPATH_GL11:
6205                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6206                 Cvar_SetValueQuick(&gl_combine, 0);
6207                 Cvar_SetValueQuick(&r_glsl, 0);
6208                 r_loadnormalmap = false;
6209                 r_loadgloss = false;
6210                 r_loadfog = true;
6211                 break;
6212         }
6213
6214         R_AnimCache_Free();
6215         R_FrameData_Reset();
6216
6217         r_numqueries = 0;
6218         r_maxqueries = 0;
6219         memset(r_queries, 0, sizeof(r_queries));
6220
6221         r_qwskincache = NULL;
6222         r_qwskincache_size = 0;
6223
6224         // set up r_skinframe loading system for textures
6225         memset(&r_skinframe, 0, sizeof(r_skinframe));
6226         r_skinframe.loadsequence = 1;
6227         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6228
6229         r_main_texturepool = R_AllocTexturePool();
6230         R_BuildBlankTextures();
6231         R_BuildNoTexture();
6232         if (vid.support.arb_texture_cube_map)
6233         {
6234                 R_BuildWhiteCube();
6235                 R_BuildNormalizationCube();
6236         }
6237         r_texture_fogattenuation = NULL;
6238         r_texture_fogheighttexture = NULL;
6239         r_texture_gammaramps = NULL;
6240         //r_texture_fogintensity = NULL;
6241         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6242         memset(&r_waterstate, 0, sizeof(r_waterstate));
6243         r_glsl_permutation = NULL;
6244         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6245         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6246         glslshaderstring = NULL;
6247 #ifdef SUPPORTCG
6248         r_cg_permutation = NULL;
6249         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6250         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6251         cgshaderstring = NULL;
6252 #endif
6253         memset(&r_svbsp, 0, sizeof (r_svbsp));
6254
6255         r_refdef.fogmasktable_density = 0;
6256 }
6257
6258 void gl_main_shutdown(void)
6259 {
6260         R_AnimCache_Free();
6261         R_FrameData_Reset();
6262
6263         R_Main_FreeViewCache();
6264
6265         if (r_maxqueries)
6266                 qglDeleteQueriesARB(r_maxqueries, r_queries);
6267
6268         r_numqueries = 0;
6269         r_maxqueries = 0;
6270         memset(r_queries, 0, sizeof(r_queries));
6271
6272         r_qwskincache = NULL;
6273         r_qwskincache_size = 0;
6274
6275         // clear out the r_skinframe state
6276         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6277         memset(&r_skinframe, 0, sizeof(r_skinframe));
6278
6279         if (r_svbsp.nodes)
6280                 Mem_Free(r_svbsp.nodes);
6281         memset(&r_svbsp, 0, sizeof (r_svbsp));
6282         R_FreeTexturePool(&r_main_texturepool);
6283         loadingscreentexture = NULL;
6284         r_texture_blanknormalmap = NULL;
6285         r_texture_white = NULL;
6286         r_texture_grey128 = NULL;
6287         r_texture_black = NULL;
6288         r_texture_whitecube = NULL;
6289         r_texture_normalizationcube = NULL;
6290         r_texture_fogattenuation = NULL;
6291         r_texture_fogheighttexture = NULL;
6292         r_texture_gammaramps = NULL;
6293         r_texture_numcubemaps = 0;
6294         //r_texture_fogintensity = NULL;
6295         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6296         memset(&r_waterstate, 0, sizeof(r_waterstate));
6297         r_glsl_permutation = NULL;
6298         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6299         glslshaderstring = NULL;
6300 #ifdef SUPPORTCG
6301         r_cg_permutation = NULL;
6302         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6303         cgshaderstring = NULL;
6304 #endif
6305         R_GLSL_Restart_f();
6306 }
6307
6308 extern void CL_ParseEntityLump(char *entitystring);
6309 void gl_main_newmap(void)
6310 {
6311         // FIXME: move this code to client
6312         char *entities, entname[MAX_QPATH];
6313         if (r_qwskincache)
6314                 Mem_Free(r_qwskincache);
6315         r_qwskincache = NULL;
6316         r_qwskincache_size = 0;
6317         if (cl.worldmodel)
6318         {
6319                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
6320                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6321                 {
6322                         CL_ParseEntityLump(entities);
6323                         Mem_Free(entities);
6324                         return;
6325                 }
6326                 if (cl.worldmodel->brush.entities)
6327                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
6328         }
6329         R_Main_FreeViewCache();
6330
6331         R_FrameData_Reset();
6332 }
6333
6334 void GL_Main_Init(void)
6335 {
6336         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6337
6338         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6339         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6340         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6341         if (gamemode == GAME_NEHAHRA)
6342         {
6343                 Cvar_RegisterVariable (&gl_fogenable);
6344                 Cvar_RegisterVariable (&gl_fogdensity);
6345                 Cvar_RegisterVariable (&gl_fogred);
6346                 Cvar_RegisterVariable (&gl_foggreen);
6347                 Cvar_RegisterVariable (&gl_fogblue);
6348                 Cvar_RegisterVariable (&gl_fogstart);
6349                 Cvar_RegisterVariable (&gl_fogend);
6350                 Cvar_RegisterVariable (&gl_skyclip);
6351         }
6352         Cvar_RegisterVariable(&r_motionblur);
6353         Cvar_RegisterVariable(&r_motionblur_maxblur);
6354         Cvar_RegisterVariable(&r_motionblur_bmin);
6355         Cvar_RegisterVariable(&r_motionblur_vmin);
6356         Cvar_RegisterVariable(&r_motionblur_vmax);
6357         Cvar_RegisterVariable(&r_motionblur_vcoeff);
6358         Cvar_RegisterVariable(&r_motionblur_randomize);
6359         Cvar_RegisterVariable(&r_damageblur);
6360         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6361         Cvar_RegisterVariable(&r_equalize_entities_minambient);
6362         Cvar_RegisterVariable(&r_equalize_entities_by);
6363         Cvar_RegisterVariable(&r_equalize_entities_to);
6364         Cvar_RegisterVariable(&r_depthfirst);
6365         Cvar_RegisterVariable(&r_useinfinitefarclip);
6366         Cvar_RegisterVariable(&r_farclip_base);
6367         Cvar_RegisterVariable(&r_farclip_world);
6368         Cvar_RegisterVariable(&r_nearclip);
6369         Cvar_RegisterVariable(&r_showbboxes);
6370         Cvar_RegisterVariable(&r_showsurfaces);
6371         Cvar_RegisterVariable(&r_showtris);
6372         Cvar_RegisterVariable(&r_shownormals);
6373         Cvar_RegisterVariable(&r_showlighting);
6374         Cvar_RegisterVariable(&r_showshadowvolumes);
6375         Cvar_RegisterVariable(&r_showcollisionbrushes);
6376         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6377         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6378         Cvar_RegisterVariable(&r_showdisabledepthtest);
6379         Cvar_RegisterVariable(&r_drawportals);
6380         Cvar_RegisterVariable(&r_drawentities);
6381         Cvar_RegisterVariable(&r_drawworld);
6382         Cvar_RegisterVariable(&r_cullentities_trace);
6383         Cvar_RegisterVariable(&r_cullentities_trace_samples);
6384         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6385         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6386         Cvar_RegisterVariable(&r_cullentities_trace_delay);
6387         Cvar_RegisterVariable(&r_drawviewmodel);
6388         Cvar_RegisterVariable(&r_drawexteriormodel);
6389         Cvar_RegisterVariable(&r_speeds);
6390         Cvar_RegisterVariable(&r_fullbrights);
6391         Cvar_RegisterVariable(&r_wateralpha);
6392         Cvar_RegisterVariable(&r_dynamic);
6393         Cvar_RegisterVariable(&r_fullbright);
6394         Cvar_RegisterVariable(&r_shadows);
6395         Cvar_RegisterVariable(&r_shadows_darken);
6396         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6397         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6398         Cvar_RegisterVariable(&r_shadows_throwdistance);
6399         Cvar_RegisterVariable(&r_shadows_throwdirection);
6400         Cvar_RegisterVariable(&r_shadows_focus);
6401         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6402         Cvar_RegisterVariable(&r_q1bsp_skymasking);
6403         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6404         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6405         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6406         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6407         Cvar_RegisterVariable(&r_fog_exp2);
6408         Cvar_RegisterVariable(&r_drawfog);
6409         Cvar_RegisterVariable(&r_transparentdepthmasking);
6410         Cvar_RegisterVariable(&r_texture_dds_load);
6411         Cvar_RegisterVariable(&r_texture_dds_save);
6412         Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6413         Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6414         Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6415         Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6416         Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6417         Cvar_RegisterVariable(&r_textureunits);
6418         Cvar_RegisterVariable(&gl_combine);
6419         Cvar_RegisterVariable(&r_glsl);
6420         Cvar_RegisterVariable(&r_glsl_deluxemapping);
6421         Cvar_RegisterVariable(&r_glsl_offsetmapping);
6422         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6423         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6424         Cvar_RegisterVariable(&r_glsl_postprocess);
6425         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6426         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6427         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6428         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6429         Cvar_RegisterVariable(&r_water);
6430         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6431         Cvar_RegisterVariable(&r_water_clippingplanebias);
6432         Cvar_RegisterVariable(&r_water_refractdistort);
6433         Cvar_RegisterVariable(&r_water_reflectdistort);
6434         Cvar_RegisterVariable(&r_lerpsprites);
6435         Cvar_RegisterVariable(&r_lerpmodels);
6436         Cvar_RegisterVariable(&r_lerplightstyles);
6437         Cvar_RegisterVariable(&r_waterscroll);
6438         Cvar_RegisterVariable(&r_bloom);
6439         Cvar_RegisterVariable(&r_bloom_colorscale);
6440         Cvar_RegisterVariable(&r_bloom_brighten);
6441         Cvar_RegisterVariable(&r_bloom_blur);
6442         Cvar_RegisterVariable(&r_bloom_resolution);
6443         Cvar_RegisterVariable(&r_bloom_colorexponent);
6444         Cvar_RegisterVariable(&r_bloom_colorsubtract);
6445         Cvar_RegisterVariable(&r_hdr);
6446         Cvar_RegisterVariable(&r_hdr_scenebrightness);
6447         Cvar_RegisterVariable(&r_hdr_glowintensity);
6448         Cvar_RegisterVariable(&r_hdr_range);
6449         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6450         Cvar_RegisterVariable(&developer_texturelogging);
6451         Cvar_RegisterVariable(&gl_lightmaps);
6452         Cvar_RegisterVariable(&r_test);
6453         Cvar_RegisterVariable(&r_glsl_saturation);
6454         Cvar_RegisterVariable(&r_framedatasize);
6455         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6456                 Cvar_SetValue("r_fullbrights", 0);
6457         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6458
6459         Cvar_RegisterVariable(&r_track_sprites);
6460         Cvar_RegisterVariable(&r_track_sprites_flags);
6461         Cvar_RegisterVariable(&r_track_sprites_scalew);
6462         Cvar_RegisterVariable(&r_track_sprites_scaleh);
6463         Cvar_RegisterVariable(&r_overheadsprites_perspective);
6464         Cvar_RegisterVariable(&r_overheadsprites_pushback);
6465 }
6466
6467 extern void R_Textures_Init(void);
6468 extern void GL_Draw_Init(void);
6469 extern void GL_Main_Init(void);
6470 extern void R_Shadow_Init(void);
6471 extern void R_Sky_Init(void);
6472 extern void GL_Surf_Init(void);
6473 extern void R_Particles_Init(void);
6474 extern void R_Explosion_Init(void);
6475 extern void gl_backend_init(void);
6476 extern void Sbar_Init(void);
6477 extern void R_LightningBeams_Init(void);
6478 extern void Mod_RenderInit(void);
6479 extern void Font_Init(void);
6480
6481 void Render_Init(void)
6482 {
6483         gl_backend_init();
6484         R_Textures_Init();
6485         GL_Main_Init();
6486         Font_Init();
6487         GL_Draw_Init();
6488         R_Shadow_Init();
6489         R_Sky_Init();
6490         GL_Surf_Init();
6491         Sbar_Init();
6492         R_Particles_Init();
6493         R_Explosion_Init();
6494         R_LightningBeams_Init();
6495         Mod_RenderInit();
6496 }
6497
6498 /*
6499 ===============
6500 GL_Init
6501 ===============
6502 */
6503 extern char *ENGINE_EXTENSIONS;
6504 void GL_Init (void)
6505 {
6506         gl_renderer = (const char *)qglGetString(GL_RENDERER);
6507         gl_vendor = (const char *)qglGetString(GL_VENDOR);
6508         gl_version = (const char *)qglGetString(GL_VERSION);
6509         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6510
6511         if (!gl_extensions)
6512                 gl_extensions = "";
6513         if (!gl_platformextensions)
6514                 gl_platformextensions = "";
6515
6516         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6517         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6518         Con_Printf("GL_VERSION: %s\n", gl_version);
6519         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6520         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6521
6522         VID_CheckExtensions();
6523
6524         // LordHavoc: report supported extensions
6525         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6526
6527         // clear to black (loading plaque will be seen over this)
6528         CHECKGLERROR
6529         qglClearColor(0,0,0,1);CHECKGLERROR
6530         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6531 }
6532
6533 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6534 {
6535         int i;
6536         mplane_t *p;
6537         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6538         {
6539                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6540                 if (i == 4)
6541                         continue;
6542                 p = r_refdef.view.frustum + i;
6543                 switch(p->signbits)
6544                 {
6545                 default:
6546                 case 0:
6547                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6548                                 return true;
6549                         break;
6550                 case 1:
6551                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6552                                 return true;
6553                         break;
6554                 case 2:
6555                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6556                                 return true;
6557                         break;
6558                 case 3:
6559                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6560                                 return true;
6561                         break;
6562                 case 4:
6563                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6564                                 return true;
6565                         break;
6566                 case 5:
6567                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6568                                 return true;
6569                         break;
6570                 case 6:
6571                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6572                                 return true;
6573                         break;
6574                 case 7:
6575                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6576                                 return true;
6577                         break;
6578                 }
6579         }
6580         return false;
6581 }
6582
6583 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6584 {
6585         int i;
6586         const mplane_t *p;
6587         for (i = 0;i < numplanes;i++)
6588         {
6589                 p = planes + i;
6590                 switch(p->signbits)
6591                 {
6592                 default:
6593                 case 0:
6594                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6595                                 return true;
6596                         break;
6597                 case 1:
6598                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6599                                 return true;
6600                         break;
6601                 case 2:
6602                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6603                                 return true;
6604                         break;
6605                 case 3:
6606                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6607                                 return true;
6608                         break;
6609                 case 4:
6610                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6611                                 return true;
6612                         break;
6613                 case 5:
6614                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6615                                 return true;
6616                         break;
6617                 case 6:
6618                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6619                                 return true;
6620                         break;
6621                 case 7:
6622                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6623                                 return true;
6624                         break;
6625                 }
6626         }
6627         return false;
6628 }
6629
6630 //==================================================================================
6631
6632 // LordHavoc: this stores temporary data used within the same frame
6633
6634 qboolean r_framedata_failed;
6635 static size_t r_framedata_size;
6636 static size_t r_framedata_current;
6637 static void *r_framedata_base;
6638
6639 void R_FrameData_Reset(void)
6640 {
6641         if (r_framedata_base)
6642                 Mem_Free(r_framedata_base);
6643         r_framedata_base = NULL;
6644         r_framedata_size = 0;
6645         r_framedata_current = 0;
6646         r_framedata_failed = false;
6647 }
6648
6649 void R_FrameData_NewFrame(void)
6650 {
6651         size_t wantedsize;
6652         if (r_framedata_failed)
6653                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6654         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6655         wantedsize = bound(65536, wantedsize, 128*1024*1024);
6656         if (r_framedata_size != wantedsize)
6657         {
6658                 r_framedata_size = wantedsize;
6659                 if (r_framedata_base)
6660                         Mem_Free(r_framedata_base);
6661                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6662         }
6663         r_framedata_current = 0;
6664         r_framedata_failed = false;
6665 }
6666
6667 void *R_FrameData_Alloc(size_t size)
6668 {
6669         void *data;
6670
6671         // align to 16 byte boundary
6672         size = (size + 15) & ~15;
6673         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6674         r_framedata_current += size;
6675
6676         // check overflow
6677         if (r_framedata_current > r_framedata_size)
6678                 r_framedata_failed = true;
6679
6680         // return NULL on everything after a failure
6681         if (r_framedata_failed)
6682                 return NULL;
6683
6684         return data;
6685 }
6686
6687 void *R_FrameData_Store(size_t size, void *data)
6688 {
6689         void *d = R_FrameData_Alloc(size);
6690         if (d)
6691                 memcpy(d, data, size);
6692         return d;
6693 }
6694
6695 //==================================================================================
6696
6697 // LordHavoc: animcache originally written by Echon, rewritten since then
6698
6699 /**
6700  * Animation cache prevents re-generating mesh data for an animated model
6701  * multiple times in one frame for lighting, shadowing, reflections, etc.
6702  */
6703
6704 void R_AnimCache_Free(void)
6705 {
6706 }
6707
6708 void R_AnimCache_ClearCache(void)
6709 {
6710         int i;
6711         entity_render_t *ent;
6712
6713         for (i = 0;i < r_refdef.scene.numentities;i++)
6714         {
6715                 ent = r_refdef.scene.entities[i];
6716                 ent->animcache_vertex3f = NULL;
6717                 ent->animcache_normal3f = NULL;
6718                 ent->animcache_svector3f = NULL;
6719                 ent->animcache_tvector3f = NULL;
6720                 ent->animcache_vertexposition = NULL;
6721                 ent->animcache_vertexmesh = NULL;
6722                 ent->animcache_vertexpositionbuffer = NULL;
6723                 ent->animcache_vertexmeshbuffer = NULL;
6724         }
6725 }
6726
6727 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
6728 {
6729         int i;
6730         if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
6731                 ent->animcache_vertexmesh = R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
6732         if (!ent->animcache_vertexposition)
6733                 ent->animcache_vertexposition = R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
6734         if (ent->animcache_vertexposition)
6735         {
6736                 for (i = 0;i < numvertices;i++)
6737                         VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexposition[i].vertex3f);
6738                 // TODO: upload vertex buffer?
6739         }
6740         if (ent->animcache_vertexmesh)
6741         {
6742                 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
6743                 for (i = 0;i < numvertices;i++)
6744                         VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexmesh[i].vertex3f);
6745                 if (ent->animcache_svector3f)
6746                         for (i = 0;i < numvertices;i++)
6747                                 VectorCopy(ent->animcache_svector3f + 3*i, ent->animcache_vertexmesh[i].svector3f);
6748                 if (ent->animcache_tvector3f)
6749                         for (i = 0;i < numvertices;i++)
6750                                 VectorCopy(ent->animcache_tvector3f + 3*i, ent->animcache_vertexmesh[i].tvector3f);
6751                 if (ent->animcache_normal3f)
6752                         for (i = 0;i < numvertices;i++)
6753                                 VectorCopy(ent->animcache_normal3f + 3*i, ent->animcache_vertexmesh[i].normal3f);
6754                 // TODO: upload vertex buffer?
6755         }
6756 }
6757
6758 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6759 {
6760         dp_model_t *model = ent->model;
6761         int numvertices;
6762         // see if it's already cached this frame
6763         if (ent->animcache_vertex3f)
6764         {
6765                 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
6766                 if (wantnormals || wanttangents)
6767                 {
6768                         if (ent->animcache_normal3f)
6769                                 wantnormals = false;
6770                         if (ent->animcache_svector3f)
6771                                 wanttangents = false;
6772                         if (wantnormals || wanttangents)
6773                         {
6774                                 numvertices = model->surfmesh.num_vertices;
6775                                 if (wantnormals)
6776                                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6777                                 if (wanttangents)
6778                                 {
6779                                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6780                                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6781                                 }
6782                                 if (!r_framedata_failed)
6783                                 {
6784                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6785                                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
6786                                 }
6787                         }
6788                 }
6789         }
6790         else
6791         {
6792                 // see if this ent is worth caching
6793                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6794                         return false;
6795                 // get some memory for this entity and generate mesh data
6796                 numvertices = model->surfmesh.num_vertices;
6797                 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6798                 if (wantnormals)
6799                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6800                 if (wanttangents)
6801                 {
6802                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6803                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6804                 }
6805                 if (!r_framedata_failed)
6806                 {
6807                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6808                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
6809                 }
6810         }
6811         return !r_framedata_failed;
6812 }
6813
6814 void R_AnimCache_CacheVisibleEntities(void)
6815 {
6816         int i;
6817         qboolean wantnormals = true;
6818         qboolean wanttangents = !r_showsurfaces.integer;
6819
6820         switch(vid.renderpath)
6821         {
6822         case RENDERPATH_GL20:
6823         case RENDERPATH_CGGL:
6824                 break;
6825         case RENDERPATH_GL13:
6826         case RENDERPATH_GL11:
6827                 wanttangents = false;
6828                 break;
6829         }
6830
6831         if (r_shownormals.integer)
6832                 wanttangents = wantnormals = true;
6833
6834         // TODO: thread this
6835         // NOTE: R_PrepareRTLights() also caches entities
6836
6837         for (i = 0;i < r_refdef.scene.numentities;i++)
6838                 if (r_refdef.viewcache.entityvisible[i])
6839                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6840 }
6841
6842 //==================================================================================
6843
6844 static void R_View_UpdateEntityLighting (void)
6845 {
6846         int i;
6847         entity_render_t *ent;
6848         vec3_t tempdiffusenormal, avg;
6849         vec_t f, fa, fd, fdd;
6850         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
6851
6852         for (i = 0;i < r_refdef.scene.numentities;i++)
6853         {
6854                 ent = r_refdef.scene.entities[i];
6855
6856                 // skip unseen models
6857                 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6858                         continue;
6859
6860                 // skip bsp models
6861                 if (ent->model && ent->model->brush.num_leafs)
6862                 {
6863                         // TODO: use modellight for r_ambient settings on world?
6864                         VectorSet(ent->modellight_ambient, 0, 0, 0);
6865                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
6866                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
6867                         continue;
6868                 }
6869
6870                 // fetch the lighting from the worldmodel data
6871                 VectorClear(ent->modellight_ambient);
6872                 VectorClear(ent->modellight_diffuse);
6873                 VectorClear(tempdiffusenormal);
6874                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6875                 {
6876                         vec3_t org;
6877                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6878                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6879                         if(ent->flags & RENDER_EQUALIZE)
6880                         {
6881                                 // first fix up ambient lighting...
6882                                 if(r_equalize_entities_minambient.value > 0)
6883                                 {
6884                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6885                                         if(fd > 0)
6886                                         {
6887                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6888                                                 if(fa < r_equalize_entities_minambient.value * fd)
6889                                                 {
6890                                                         // solve:
6891                                                         //   fa'/fd' = minambient
6892                                                         //   fa'+0.25*fd' = fa+0.25*fd
6893                                                         //   ...
6894                                                         //   fa' = fd' * minambient
6895                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
6896                                                         //   ...
6897                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6898                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6899                                                         //   ...
6900                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6901                                                         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
6902                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6903                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6904                                                 }
6905                                         }
6906                                 }
6907
6908                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6909                                 {
6910                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6911                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6912                                         if(f > 0)
6913                                         {
6914                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6915                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6916                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6917                                         }
6918                                 }
6919                         }
6920                 }
6921                 else // highly rare
6922                         VectorSet(ent->modellight_ambient, 1, 1, 1);
6923
6924                 // move the light direction into modelspace coordinates for lighting code
6925                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6926                 if(VectorLength2(ent->modellight_lightdir) == 0)
6927                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6928                 VectorNormalize(ent->modellight_lightdir);
6929         }
6930 }
6931
6932 #define MAX_LINEOFSIGHTTRACES 64
6933
6934 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6935 {
6936         int i;
6937         vec3_t boxmins, boxmaxs;
6938         vec3_t start;
6939         vec3_t end;
6940         dp_model_t *model = r_refdef.scene.worldmodel;
6941
6942         if (!model || !model->brush.TraceLineOfSight)
6943                 return true;
6944
6945         // expand the box a little
6946         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6947         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6948         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6949         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6950         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6951         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6952
6953         // return true if eye is inside enlarged box
6954         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6955                 return true;
6956
6957         // try center
6958         VectorCopy(eye, start);
6959         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6960         if (model->brush.TraceLineOfSight(model, start, end))
6961                 return true;
6962
6963         // try various random positions
6964         for (i = 0;i < numsamples;i++)
6965         {
6966                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6967                 if (model->brush.TraceLineOfSight(model, start, end))
6968                         return true;
6969         }
6970
6971         return false;
6972 }
6973
6974
6975 static void R_View_UpdateEntityVisible (void)
6976 {
6977         int i;
6978         int renderimask;
6979         int samples;
6980         entity_render_t *ent;
6981
6982         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6983                 : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6984                 : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
6985                 :                                                          RENDER_EXTERIORMODEL;
6986         if (!r_drawviewmodel.integer)
6987                 renderimask |= RENDER_VIEWMODEL;
6988         if (!r_drawexteriormodel.integer)
6989                 renderimask |= RENDER_EXTERIORMODEL;
6990         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6991         {
6992                 // worldmodel can check visibility
6993                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6994                 for (i = 0;i < r_refdef.scene.numentities;i++)
6995                 {
6996                         ent = r_refdef.scene.entities[i];
6997                         if (!(ent->flags & renderimask))
6998                         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)))
6999                         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))
7000                                 r_refdef.viewcache.entityvisible[i] = true;
7001                 }
7002                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7003                         // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7004                 {
7005                         for (i = 0;i < r_refdef.scene.numentities;i++)
7006                         {
7007                                 ent = r_refdef.scene.entities[i];
7008                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7009                                 {
7010                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7011                                         if (samples < 0)
7012                                                 continue; // temp entities do pvs only
7013                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7014                                                 ent->last_trace_visibility = realtime;
7015                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7016                                                 r_refdef.viewcache.entityvisible[i] = 0;
7017                                 }
7018                         }
7019                 }
7020         }
7021         else
7022         {
7023                 // no worldmodel or it can't check visibility
7024                 for (i = 0;i < r_refdef.scene.numentities;i++)
7025                 {
7026                         ent = r_refdef.scene.entities[i];
7027                         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));
7028                 }
7029         }
7030 }
7031
7032 /// only used if skyrendermasked, and normally returns false
7033 int R_DrawBrushModelsSky (void)
7034 {
7035         int i, sky;
7036         entity_render_t *ent;
7037
7038         sky = false;
7039         for (i = 0;i < r_refdef.scene.numentities;i++)
7040         {
7041                 if (!r_refdef.viewcache.entityvisible[i])
7042                         continue;
7043                 ent = r_refdef.scene.entities[i];
7044                 if (!ent->model || !ent->model->DrawSky)
7045                         continue;
7046                 ent->model->DrawSky(ent);
7047                 sky = true;
7048         }
7049         return sky;
7050 }
7051
7052 static void R_DrawNoModel(entity_render_t *ent);
7053 static void R_DrawModels(void)
7054 {
7055         int i;
7056         entity_render_t *ent;
7057
7058         for (i = 0;i < r_refdef.scene.numentities;i++)
7059         {
7060                 if (!r_refdef.viewcache.entityvisible[i])
7061                         continue;
7062                 ent = r_refdef.scene.entities[i];
7063                 r_refdef.stats.entities++;
7064                 if (ent->model && ent->model->Draw != NULL)
7065                         ent->model->Draw(ent);
7066                 else
7067                         R_DrawNoModel(ent);
7068         }
7069 }
7070
7071 static void R_DrawModelsDepth(void)
7072 {
7073         int i;
7074         entity_render_t *ent;
7075
7076         for (i = 0;i < r_refdef.scene.numentities;i++)
7077         {
7078                 if (!r_refdef.viewcache.entityvisible[i])
7079                         continue;
7080                 ent = r_refdef.scene.entities[i];
7081                 if (ent->model && ent->model->DrawDepth != NULL)
7082                         ent->model->DrawDepth(ent);
7083         }
7084 }
7085
7086 static void R_DrawModelsDebug(void)
7087 {
7088         int i;
7089         entity_render_t *ent;
7090
7091         for (i = 0;i < r_refdef.scene.numentities;i++)
7092         {
7093                 if (!r_refdef.viewcache.entityvisible[i])
7094                         continue;
7095                 ent = r_refdef.scene.entities[i];
7096                 if (ent->model && ent->model->DrawDebug != NULL)
7097                         ent->model->DrawDebug(ent);
7098         }
7099 }
7100
7101 static void R_DrawModelsAddWaterPlanes(void)
7102 {
7103         int i;
7104         entity_render_t *ent;
7105
7106         for (i = 0;i < r_refdef.scene.numentities;i++)
7107         {
7108                 if (!r_refdef.viewcache.entityvisible[i])
7109                         continue;
7110                 ent = r_refdef.scene.entities[i];
7111                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7112                         ent->model->DrawAddWaterPlanes(ent);
7113         }
7114 }
7115
7116 static void R_View_SetFrustum(void)
7117 {
7118         int i;
7119         double slopex, slopey;
7120         vec3_t forward, left, up, origin;
7121
7122         // we can't trust r_refdef.view.forward and friends in reflected scenes
7123         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7124
7125 #if 0
7126         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7127         r_refdef.view.frustum[0].normal[1] = 0 - 0;
7128         r_refdef.view.frustum[0].normal[2] = -1 - 0;
7129         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7130         r_refdef.view.frustum[1].normal[1] = 0 + 0;
7131         r_refdef.view.frustum[1].normal[2] = -1 + 0;
7132         r_refdef.view.frustum[2].normal[0] = 0 - 0;
7133         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7134         r_refdef.view.frustum[2].normal[2] = -1 - 0;
7135         r_refdef.view.frustum[3].normal[0] = 0 + 0;
7136         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7137         r_refdef.view.frustum[3].normal[2] = -1 + 0;
7138 #endif
7139
7140 #if 0
7141         zNear = r_refdef.nearclip;
7142         nudge = 1.0 - 1.0 / (1<<23);
7143         r_refdef.view.frustum[4].normal[0] = 0 - 0;
7144         r_refdef.view.frustum[4].normal[1] = 0 - 0;
7145         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7146         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7147         r_refdef.view.frustum[5].normal[0] = 0 + 0;
7148         r_refdef.view.frustum[5].normal[1] = 0 + 0;
7149         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7150         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7151 #endif
7152
7153
7154
7155 #if 0
7156         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7157         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7158         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7159         r_refdef.view.frustum[0].dist = m[15] - m[12];
7160
7161         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7162         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7163         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7164         r_refdef.view.frustum[1].dist = m[15] + m[12];
7165
7166         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7167         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7168         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7169         r_refdef.view.frustum[2].dist = m[15] - m[13];
7170
7171         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7172         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7173         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7174         r_refdef.view.frustum[3].dist = m[15] + m[13];
7175
7176         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7177         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7178         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7179         r_refdef.view.frustum[4].dist = m[15] - m[14];
7180
7181         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7182         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7183         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7184         r_refdef.view.frustum[5].dist = m[15] + m[14];
7185 #endif
7186
7187         if (r_refdef.view.useperspective)
7188         {
7189                 slopex = 1.0 / r_refdef.view.frustum_x;
7190                 slopey = 1.0 / r_refdef.view.frustum_y;
7191                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7192                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
7193                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
7194                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
7195                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7196
7197                 // Leaving those out was a mistake, those were in the old code, and they
7198                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7199                 // I couldn't reproduce it after adding those normalizations. --blub
7200                 VectorNormalize(r_refdef.view.frustum[0].normal);
7201                 VectorNormalize(r_refdef.view.frustum[1].normal);
7202                 VectorNormalize(r_refdef.view.frustum[2].normal);
7203                 VectorNormalize(r_refdef.view.frustum[3].normal);
7204
7205                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7206                 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]);
7207                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
7208                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
7209                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
7210
7211                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7212                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7213                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7214                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7215                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7216         }
7217         else
7218         {
7219                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7220                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7221                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7222                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7223                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7224                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7225                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7226                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7227                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7228                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7229         }
7230         r_refdef.view.numfrustumplanes = 5;
7231
7232         if (r_refdef.view.useclipplane)
7233         {
7234                 r_refdef.view.numfrustumplanes = 6;
7235                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7236         }
7237
7238         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7239                 PlaneClassify(r_refdef.view.frustum + i);
7240
7241         // LordHavoc: note to all quake engine coders, Quake had a special case
7242         // for 90 degrees which assumed a square view (wrong), so I removed it,
7243         // Quake2 has it disabled as well.
7244
7245         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7246         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7247         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7248         //PlaneClassify(&frustum[0]);
7249
7250         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7251         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7252         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7253         //PlaneClassify(&frustum[1]);
7254
7255         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7256         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7257         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7258         //PlaneClassify(&frustum[2]);
7259
7260         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7261         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7262         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7263         //PlaneClassify(&frustum[3]);
7264
7265         // nearclip plane
7266         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7267         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7268         //PlaneClassify(&frustum[4]);
7269 }
7270
7271 void R_View_Update(void)
7272 {
7273         R_Main_ResizeViewCache();
7274         R_View_SetFrustum();
7275         R_View_WorldVisibility(r_refdef.view.useclipplane);
7276         R_View_UpdateEntityVisible();
7277         R_View_UpdateEntityLighting();
7278 }
7279
7280 void R_SetupView(qboolean allowwaterclippingplane)
7281 {
7282         const float *customclipplane = NULL;
7283         float plane[4];
7284         if (r_refdef.view.useclipplane && allowwaterclippingplane)
7285         {
7286                 // LordHavoc: couldn't figure out how to make this approach the
7287                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7288                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7289                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7290                         dist = r_refdef.view.clipplane.dist;
7291                 plane[0] = r_refdef.view.clipplane.normal[0];
7292                 plane[1] = r_refdef.view.clipplane.normal[1];
7293                 plane[2] = r_refdef.view.clipplane.normal[2];
7294                 plane[3] = dist;
7295                 customclipplane = plane;
7296         }
7297
7298         if (!r_refdef.view.useperspective)
7299                 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);
7300         else if (vid.stencil && r_useinfinitefarclip.integer)
7301                 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);
7302         else
7303                 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);
7304         R_SetViewport(&r_refdef.view.viewport);
7305 }
7306
7307 void R_EntityMatrix(const matrix4x4_t *matrix)
7308 {
7309         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7310         {
7311                 gl_modelmatrixchanged = false;
7312                 gl_modelmatrix = *matrix;
7313                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7314                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7315                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7316                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7317                 CHECKGLERROR
7318                 switch(vid.renderpath)
7319                 {
7320                 case RENDERPATH_GL20:
7321                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7322                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7323                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7324                         break;
7325                 case RENDERPATH_CGGL:
7326 #ifdef SUPPORTCG
7327                         CHECKCGERROR
7328                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7329                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7330                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7331 #endif
7332                         break;
7333                 case RENDERPATH_GL13:
7334                 case RENDERPATH_GL11:
7335                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7336                         break;
7337                 }
7338         }
7339 }
7340
7341 void R_ResetViewRendering2D(void)
7342 {
7343         r_viewport_t viewport;
7344         DrawQ_Finish();
7345
7346         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7347         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);
7348         R_SetViewport(&viewport);
7349         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7350         GL_Color(1, 1, 1, 1);
7351         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7352         GL_BlendFunc(GL_ONE, GL_ZERO);
7353         GL_AlphaTest(false);
7354         GL_ScissorTest(false);
7355         GL_DepthMask(false);
7356         GL_DepthRange(0, 1);
7357         GL_DepthTest(false);
7358         R_EntityMatrix(&identitymatrix);
7359         R_Mesh_ResetTextureState();
7360         GL_PolygonOffset(0, 0);
7361         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7362         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7363         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7364         qglStencilMask(~0);CHECKGLERROR
7365         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7366         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7367         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7368 }
7369
7370 void R_ResetViewRendering3D(void)
7371 {
7372         DrawQ_Finish();
7373
7374         R_SetupView(true);
7375         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7376         GL_Color(1, 1, 1, 1);
7377         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7378         GL_BlendFunc(GL_ONE, GL_ZERO);
7379         GL_AlphaTest(false);
7380         GL_ScissorTest(true);
7381         GL_DepthMask(true);
7382         GL_DepthRange(0, 1);
7383         GL_DepthTest(true);
7384         R_EntityMatrix(&identitymatrix);
7385         R_Mesh_ResetTextureState();
7386         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7387         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7388         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7389         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7390         qglStencilMask(~0);CHECKGLERROR
7391         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7392         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7393         GL_CullFace(r_refdef.view.cullface_back);
7394 }
7395
7396 /*
7397 ================
7398 R_RenderView_UpdateViewVectors
7399 ================
7400 */
7401 static void R_RenderView_UpdateViewVectors(void)
7402 {
7403         // break apart the view matrix into vectors for various purposes
7404         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7405         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7406         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7407         VectorNegate(r_refdef.view.left, r_refdef.view.right);
7408         // make an inverted copy of the view matrix for tracking sprites
7409         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7410 }
7411
7412 void R_RenderScene(void);
7413 void R_RenderWaterPlanes(void);
7414
7415 static void R_Water_StartFrame(void)
7416 {
7417         int i;
7418         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7419         r_waterstate_waterplane_t *p;
7420
7421         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7422                 return;
7423
7424         switch(vid.renderpath)
7425         {
7426         case RENDERPATH_GL20:
7427         case RENDERPATH_CGGL:
7428                 break;
7429         case RENDERPATH_GL13:
7430         case RENDERPATH_GL11:
7431                 return;
7432         }
7433
7434         // set waterwidth and waterheight to the water resolution that will be
7435         // used (often less than the screen resolution for faster rendering)
7436         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7437         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7438
7439         // calculate desired texture sizes
7440         // can't use water if the card does not support the texture size
7441         if (!r_water.integer || r_showsurfaces.integer)
7442                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7443         else if (vid.support.arb_texture_non_power_of_two)
7444         {
7445                 texturewidth = waterwidth;
7446                 textureheight = waterheight;
7447                 camerawidth = waterwidth;
7448                 cameraheight = waterheight;
7449         }
7450         else
7451         {
7452                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
7453                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
7454                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
7455                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
7456         }
7457
7458         // allocate textures as needed
7459         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7460         {
7461                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7462                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7463                 {
7464                         if (p->texture_refraction)
7465                                 R_FreeTexture(p->texture_refraction);
7466                         p->texture_refraction = NULL;
7467                         if (p->texture_reflection)
7468                                 R_FreeTexture(p->texture_reflection);
7469                         p->texture_reflection = NULL;
7470                         if (p->texture_camera)
7471                                 R_FreeTexture(p->texture_camera);
7472                         p->texture_camera = NULL;
7473                 }
7474                 memset(&r_waterstate, 0, sizeof(r_waterstate));
7475                 r_waterstate.texturewidth = texturewidth;
7476                 r_waterstate.textureheight = textureheight;
7477                 r_waterstate.camerawidth = camerawidth;
7478                 r_waterstate.cameraheight = cameraheight;
7479         }
7480
7481         if (r_waterstate.texturewidth)
7482         {
7483                 r_waterstate.enabled = true;
7484
7485                 // when doing a reduced render (HDR) we want to use a smaller area
7486                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7487                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7488
7489                 // set up variables that will be used in shader setup
7490                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7491                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7492                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7493                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7494         }
7495
7496         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7497         r_waterstate.numwaterplanes = 0;
7498 }
7499
7500 void R_Water_AddWaterPlane(msurface_t *surface)
7501 {
7502         int triangleindex, planeindex;
7503         const int *e;
7504         vec3_t vert[3];
7505         vec3_t normal;
7506         vec3_t center;
7507         mplane_t plane;
7508         int cam_ent;
7509         r_waterstate_waterplane_t *p;
7510         texture_t *t = R_GetCurrentTexture(surface->texture);
7511         cam_ent = t->camera_entity;
7512         if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7513                 cam_ent = 0;
7514
7515         // just use the first triangle with a valid normal for any decisions
7516         VectorClear(normal);
7517         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7518         {
7519                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7520                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7521                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7522                 TriangleNormal(vert[0], vert[1], vert[2], normal);
7523                 if (VectorLength2(normal) >= 0.001)
7524                         break;
7525         }
7526
7527         VectorCopy(normal, plane.normal);
7528         VectorNormalize(plane.normal);
7529         plane.dist = DotProduct(vert[0], plane.normal);
7530         PlaneClassify(&plane);
7531         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7532         {
7533                 // skip backfaces (except if nocullface is set)
7534                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7535                         return;
7536                 VectorNegate(plane.normal, plane.normal);
7537                 plane.dist *= -1;
7538                 PlaneClassify(&plane);
7539         }
7540
7541
7542         // find a matching plane if there is one
7543         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7544                 if(p->camera_entity == t->camera_entity)
7545                         if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7546                                 break;
7547         if (planeindex >= r_waterstate.maxwaterplanes)
7548                 return; // nothing we can do, out of planes
7549
7550         // if this triangle does not fit any known plane rendered this frame, add one
7551         if (planeindex >= r_waterstate.numwaterplanes)
7552         {
7553                 // store the new plane
7554                 r_waterstate.numwaterplanes++;
7555                 p->plane = plane;
7556                 // clear materialflags and pvs
7557                 p->materialflags = 0;
7558                 p->pvsvalid = false;
7559                 p->camera_entity = t->camera_entity;
7560         }
7561         // merge this surface's materialflags into the waterplane
7562         p->materialflags |= t->currentmaterialflags;
7563         if(!(p->materialflags & MATERIALFLAG_CAMERA))
7564         {
7565                 // merge this surface's PVS into the waterplane
7566                 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7567                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7568                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7569                 {
7570                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7571                         p->pvsvalid = true;
7572                 }
7573         }
7574 }
7575
7576 static void R_Water_ProcessPlanes(void)
7577 {
7578         r_refdef_view_t originalview;
7579         r_refdef_view_t myview;
7580         int planeindex;
7581         r_waterstate_waterplane_t *p;
7582         vec3_t visorigin;
7583
7584         originalview = r_refdef.view;
7585
7586         // make sure enough textures are allocated
7587         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7588         {
7589                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7590                 {
7591                         if (!p->texture_refraction)
7592                                 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);
7593                         if (!p->texture_refraction)
7594                                 goto error;
7595                 }
7596                 else if (p->materialflags & MATERIALFLAG_CAMERA)
7597                 {
7598                         if (!p->texture_camera)
7599                                 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);
7600                         if (!p->texture_camera)
7601                                 goto error;
7602                 }
7603
7604                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7605                 {
7606                         if (!p->texture_reflection)
7607                                 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);
7608                         if (!p->texture_reflection)
7609                                 goto error;
7610                 }
7611         }
7612
7613         // render views
7614         r_refdef.view = originalview;
7615         r_refdef.view.showdebug = false;
7616         r_refdef.view.width = r_waterstate.waterwidth;
7617         r_refdef.view.height = r_waterstate.waterheight;
7618         r_refdef.view.useclipplane = true;
7619         myview = r_refdef.view;
7620         r_waterstate.renderingscene = true;
7621         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7622         {
7623                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7624                 {
7625                         r_refdef.view = myview;
7626                         // render reflected scene and copy into texture
7627                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7628                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7629                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7630                         r_refdef.view.clipplane = p->plane;
7631                         // reverse the cullface settings for this render
7632                         r_refdef.view.cullface_front = GL_FRONT;
7633                         r_refdef.view.cullface_back = GL_BACK;
7634                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7635                         {
7636                                 r_refdef.view.usecustompvs = true;
7637                                 if (p->pvsvalid)
7638                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7639                                 else
7640                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7641                         }
7642
7643                         R_ResetViewRendering3D();
7644                         R_ClearScreen(r_refdef.fogenabled);
7645                         R_View_Update();
7646                         R_RenderScene();
7647
7648                         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);
7649                 }
7650
7651                 // render the normal view scene and copy into texture
7652                 // (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)
7653                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7654                 {
7655                         r_waterstate.renderingrefraction = true;
7656                         r_refdef.view = myview;
7657
7658                         r_refdef.view.clipplane = p->plane;
7659                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7660                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7661
7662                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7663                         {
7664                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7665                                 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7666                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7667                                 R_RenderView_UpdateViewVectors();
7668                                 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);
7669                         }
7670
7671                         PlaneClassify(&r_refdef.view.clipplane);
7672
7673                         R_ResetViewRendering3D();
7674                         R_ClearScreen(r_refdef.fogenabled);
7675                         R_View_Update();
7676                         R_RenderScene();
7677
7678                         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);
7679                         r_waterstate.renderingrefraction = false;
7680                 }
7681                 else if (p->materialflags & MATERIALFLAG_CAMERA)
7682                 {
7683                         r_refdef.view = myview;
7684
7685                         r_refdef.view.clipplane = p->plane;
7686                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7687                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7688
7689                         r_refdef.view.width = r_waterstate.camerawidth;
7690                         r_refdef.view.height = r_waterstate.cameraheight;
7691                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7692                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7693
7694                         if(p->camera_entity)
7695                         {
7696                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7697                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7698                         }
7699
7700                         // reverse the cullface settings for this render
7701                         r_refdef.view.cullface_front = GL_FRONT;
7702                         r_refdef.view.cullface_back = GL_BACK;
7703                         // also reverse the view matrix
7704                         Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, -1, 1);
7705                         R_RenderView_UpdateViewVectors();
7706                         if(p->camera_entity)
7707                                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
7708                         
7709                         // camera needs no clipplane
7710                         r_refdef.view.useclipplane = false;
7711
7712                         PlaneClassify(&r_refdef.view.clipplane);
7713
7714                         R_ResetViewRendering3D();
7715                         R_ClearScreen(r_refdef.fogenabled);
7716                         R_View_Update();
7717                         R_RenderScene();
7718
7719                         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);
7720                         r_waterstate.renderingrefraction = false;
7721                 }
7722
7723         }
7724         r_waterstate.renderingscene = false;
7725         r_refdef.view = originalview;
7726         R_ResetViewRendering3D();
7727         R_ClearScreen(r_refdef.fogenabled);
7728         R_View_Update();
7729         return;
7730 error:
7731         r_refdef.view = originalview;
7732         r_waterstate.renderingscene = false;
7733         Cvar_SetValueQuick(&r_water, 0);
7734         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
7735         return;
7736 }
7737
7738 void R_Bloom_StartFrame(void)
7739 {
7740         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7741
7742         switch(vid.renderpath)
7743         {
7744         case RENDERPATH_GL20:
7745         case RENDERPATH_CGGL:
7746                 break;
7747         case RENDERPATH_GL13:
7748         case RENDERPATH_GL11:
7749                 return;
7750         }
7751
7752         // set bloomwidth and bloomheight to the bloom resolution that will be
7753         // used (often less than the screen resolution for faster rendering)
7754         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7755         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7756         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7757         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7758         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7759
7760         // calculate desired texture sizes
7761         if (vid.support.arb_texture_non_power_of_two)
7762         {
7763                 screentexturewidth = r_refdef.view.width;
7764                 screentextureheight = r_refdef.view.height;
7765                 bloomtexturewidth = r_bloomstate.bloomwidth;
7766                 bloomtextureheight = r_bloomstate.bloomheight;
7767         }
7768         else
7769         {
7770                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
7771                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
7772                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
7773                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
7774         }
7775
7776         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))
7777         {
7778                 Cvar_SetValueQuick(&r_hdr, 0);
7779                 Cvar_SetValueQuick(&r_bloom, 0);
7780                 Cvar_SetValueQuick(&r_motionblur, 0);
7781                 Cvar_SetValueQuick(&r_damageblur, 0);
7782         }
7783
7784         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)))
7785                 screentexturewidth = screentextureheight = 0;
7786         if (!r_hdr.integer && !r_bloom.integer)
7787                 bloomtexturewidth = bloomtextureheight = 0;
7788
7789         // allocate textures as needed
7790         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7791         {
7792                 if (r_bloomstate.texture_screen)
7793                         R_FreeTexture(r_bloomstate.texture_screen);
7794                 r_bloomstate.texture_screen = NULL;
7795                 r_bloomstate.screentexturewidth = screentexturewidth;
7796                 r_bloomstate.screentextureheight = screentextureheight;
7797                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7798                         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);
7799         }
7800         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7801         {
7802                 if (r_bloomstate.texture_bloom)
7803                         R_FreeTexture(r_bloomstate.texture_bloom);
7804                 r_bloomstate.texture_bloom = NULL;
7805                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7806                 r_bloomstate.bloomtextureheight = bloomtextureheight;
7807                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7808                         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);
7809         }
7810
7811         // when doing a reduced render (HDR) we want to use a smaller area
7812         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7813         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7814         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7815         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7816         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7817
7818         // set up a texcoord array for the full resolution screen image
7819         // (we have to keep this around to copy back during final render)
7820         r_bloomstate.screentexcoord2f[0] = 0;
7821         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7822         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7823         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7824         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7825         r_bloomstate.screentexcoord2f[5] = 0;
7826         r_bloomstate.screentexcoord2f[6] = 0;
7827         r_bloomstate.screentexcoord2f[7] = 0;
7828
7829         // set up a texcoord array for the reduced resolution bloom image
7830         // (which will be additive blended over the screen image)
7831         r_bloomstate.bloomtexcoord2f[0] = 0;
7832         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7833         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7834         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7835         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7836         r_bloomstate.bloomtexcoord2f[5] = 0;
7837         r_bloomstate.bloomtexcoord2f[6] = 0;
7838         r_bloomstate.bloomtexcoord2f[7] = 0;
7839
7840         if (r_hdr.integer || r_bloom.integer)
7841         {
7842                 r_bloomstate.enabled = true;
7843                 r_bloomstate.hdr = r_hdr.integer != 0;
7844         }
7845
7846         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);
7847 }
7848
7849 void R_Bloom_CopyBloomTexture(float colorscale)
7850 {
7851         r_refdef.stats.bloom++;
7852
7853         // scale down screen texture to the bloom texture size
7854         CHECKGLERROR
7855         R_SetViewport(&r_bloomstate.viewport);
7856         GL_BlendFunc(GL_ONE, GL_ZERO);
7857         GL_Color(colorscale, colorscale, colorscale, 1);
7858         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
7859         // TODO: do boxfilter scale-down in shader?
7860         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7861         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7862         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7863
7864         // we now have a bloom image in the framebuffer
7865         // copy it into the bloom image texture for later processing
7866         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);
7867         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7868 }
7869
7870 void R_Bloom_CopyHDRTexture(void)
7871 {
7872         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);
7873         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7874 }
7875
7876 void R_Bloom_MakeTexture(void)
7877 {
7878         int x, range, dir;
7879         float xoffset, yoffset, r, brighten;
7880
7881         r_refdef.stats.bloom++;
7882
7883         R_ResetViewRendering2D();
7884
7885         // we have a bloom image in the framebuffer
7886         CHECKGLERROR
7887         R_SetViewport(&r_bloomstate.viewport);
7888
7889         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7890         {
7891                 x *= 2;
7892                 r = bound(0, r_bloom_colorexponent.value / x, 1);
7893                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7894                 GL_Color(r,r,r,1);
7895                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7896                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7897                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7898                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7899
7900                 // copy the vertically blurred bloom view to a texture
7901                 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);
7902                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7903         }
7904
7905         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7906         brighten = r_bloom_brighten.value;
7907         if (r_hdr.integer)
7908                 brighten *= r_hdr_range.value;
7909         brighten = sqrt(brighten);
7910         if(range >= 1)
7911                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7912         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7913
7914         for (dir = 0;dir < 2;dir++)
7915         {
7916                 // blend on at multiple vertical offsets to achieve a vertical blur
7917                 // TODO: do offset blends using GLSL
7918                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7919                 GL_BlendFunc(GL_ONE, GL_ZERO);
7920                 for (x = -range;x <= range;x++)
7921                 {
7922                         if (!dir){xoffset = 0;yoffset = x;}
7923                         else {xoffset = x;yoffset = 0;}
7924                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
7925                         yoffset /= (float)r_bloomstate.bloomtextureheight;
7926                         // compute a texcoord array with the specified x and y offset
7927                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7928                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7929                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7930                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7931                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7932                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7933                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7934                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7935                         // this r value looks like a 'dot' particle, fading sharply to
7936                         // black at the edges
7937                         // (probably not realistic but looks good enough)
7938                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7939                         //r = brighten/(range*2+1);
7940                         r = brighten / (range * 2 + 1);
7941                         if(range >= 1)
7942                                 r *= (1 - x*x/(float)(range*range));
7943                         GL_Color(r, r, r, 1);
7944                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
7945                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7946                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7947                         GL_BlendFunc(GL_ONE, GL_ONE);
7948                 }
7949
7950                 // copy the vertically blurred bloom view to a texture
7951                 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);
7952                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7953         }
7954
7955         // apply subtract last
7956         // (just like it would be in a GLSL shader)
7957         if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7958         {
7959                 GL_BlendFunc(GL_ONE, GL_ZERO);
7960                 GL_Color(1,1,1,1);
7961                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7962                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7963                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7964                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7965
7966                 GL_BlendFunc(GL_ONE, GL_ONE);
7967                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7968                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7969                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7970                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7971                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7972                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7973                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7974
7975                 // copy the darkened bloom view to a texture
7976                 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);
7977                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7978         }
7979 }
7980
7981 void R_HDR_RenderBloomTexture(void)
7982 {
7983         int oldwidth, oldheight;
7984         float oldcolorscale;
7985
7986         oldcolorscale = r_refdef.view.colorscale;
7987         oldwidth = r_refdef.view.width;
7988         oldheight = r_refdef.view.height;
7989         r_refdef.view.width = r_bloomstate.bloomwidth;
7990         r_refdef.view.height = r_bloomstate.bloomheight;
7991
7992         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
7993         // TODO: add exposure compensation features
7994         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7995
7996         r_refdef.view.showdebug = false;
7997         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7998
7999         R_ResetViewRendering3D();
8000
8001         R_ClearScreen(r_refdef.fogenabled);
8002         if (r_timereport_active)
8003                 R_TimeReport("HDRclear");
8004
8005         R_View_Update();
8006         if (r_timereport_active)
8007                 R_TimeReport("visibility");
8008
8009         // only do secondary renders with HDR if r_hdr is 2 or higher
8010         r_waterstate.numwaterplanes = 0;
8011         if (r_waterstate.enabled && r_hdr.integer >= 2)
8012                 R_RenderWaterPlanes();
8013
8014         r_refdef.view.showdebug = true;
8015         R_RenderScene();
8016         r_waterstate.numwaterplanes = 0;
8017
8018         R_ResetViewRendering2D();
8019
8020         R_Bloom_CopyHDRTexture();
8021         R_Bloom_MakeTexture();
8022
8023         // restore the view settings
8024         r_refdef.view.width = oldwidth;
8025         r_refdef.view.height = oldheight;
8026         r_refdef.view.colorscale = oldcolorscale;
8027
8028         R_ResetViewRendering3D();
8029
8030         R_ClearScreen(r_refdef.fogenabled);
8031         if (r_timereport_active)
8032                 R_TimeReport("viewclear");
8033 }
8034
8035 static void R_BlendView(void)
8036 {
8037         unsigned int permutation;
8038         float uservecs[4][4];
8039
8040         switch (vid.renderpath)
8041         {
8042         case RENDERPATH_GL20:
8043         case RENDERPATH_CGGL:
8044                 permutation =
8045                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8046                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8047                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8048                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8049                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8050
8051                 if (r_bloomstate.texture_screen)
8052                 {
8053                         // make sure the buffer is available
8054                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8055
8056                         R_ResetViewRendering2D();
8057
8058                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8059                         {
8060                                 // declare variables
8061                                 float speed;
8062                                 static float avgspeed;
8063
8064                                 speed = VectorLength(cl.movement_velocity);
8065
8066                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8067                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8068
8069                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8070                                 speed = bound(0, speed, 1);
8071                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8072
8073                                 // calculate values into a standard alpha
8074                                 cl.motionbluralpha = 1 - exp(-
8075                                                 (
8076                                                  (r_motionblur.value * speed / 80)
8077                                                  +
8078                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8079                                                 )
8080                                                 /
8081                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
8082                                            );
8083
8084                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8085                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8086                                 // apply the blur
8087                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8088                                 {
8089                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8090                                         GL_Color(1, 1, 1, cl.motionbluralpha);
8091                                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8092                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8093                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8094                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8095                                 }
8096                         }
8097
8098                         // copy view into the screen texture
8099                         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);
8100                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8101                 }
8102                 else if (!r_bloomstate.texture_bloom)
8103                 {
8104                         // we may still have to do view tint...
8105                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8106                         {
8107                                 // apply a color tint to the whole view
8108                                 R_ResetViewRendering2D();
8109                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8110                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
8111                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8112                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8113                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8114                         }
8115                         break; // no screen processing, no bloom, skip it
8116                 }
8117
8118                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8119                 {
8120                         // render simple bloom effect
8121                         // copy the screen and shrink it and darken it for the bloom process
8122                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8123                         // make the bloom texture
8124                         R_Bloom_MakeTexture();
8125                 }
8126
8127 #if _MSC_VER >= 1400
8128 #define sscanf sscanf_s
8129 #endif
8130                 memset(uservecs, 0, sizeof(uservecs));
8131                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8132                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8133                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8134                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8135
8136                 R_ResetViewRendering2D();
8137                 GL_Color(1, 1, 1, 1);
8138                 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
8139                 GL_BlendFunc(GL_ONE, GL_ZERO);
8140
8141                 switch(vid.renderpath)
8142                 {
8143                 case RENDERPATH_GL20:
8144                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8145                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
8146                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
8147                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
8148                         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]);
8149                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8150                         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]);
8151                         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]);
8152                         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]);
8153                         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]);
8154                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
8155                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8156                         break;
8157                 case RENDERPATH_CGGL:
8158 #ifdef SUPPORTCG
8159                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8160                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
8161                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
8162                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
8163                         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
8164                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8165                         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
8166                         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
8167                         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
8168                         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
8169                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
8170                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8171 #endif
8172                         break;
8173                 default:
8174                         break;
8175                 }
8176                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8177                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8178                 break;
8179         case RENDERPATH_GL13:
8180         case RENDERPATH_GL11:
8181                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8182                 {
8183                         // apply a color tint to the whole view
8184                         R_ResetViewRendering2D();
8185                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8186                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
8187                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8188                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8189                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8190                 }
8191                 break;
8192         }
8193 }
8194
8195 matrix4x4_t r_waterscrollmatrix;
8196
8197 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8198 {
8199         if (r_refdef.fog_density)
8200         {
8201                 r_refdef.fogcolor[0] = r_refdef.fog_red;
8202                 r_refdef.fogcolor[1] = r_refdef.fog_green;
8203                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8204
8205                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8206                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8207                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8208                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8209
8210                 {
8211                         vec3_t fogvec;
8212                         VectorCopy(r_refdef.fogcolor, fogvec);
8213                         //   color.rgb *= ContrastBoost * SceneBrightness;
8214                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8215                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8216                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8217                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8218                 }
8219         }
8220 }
8221
8222 void R_UpdateVariables(void)
8223 {
8224         R_Textures_Frame();
8225
8226         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8227
8228         r_refdef.farclip = r_farclip_base.value;
8229         if (r_refdef.scene.worldmodel)
8230                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8231         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8232
8233         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8234                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8235         r_refdef.polygonfactor = 0;
8236         r_refdef.polygonoffset = 0;
8237         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8238         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8239
8240         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8241         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8242         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8243         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8244         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8245         if (r_showsurfaces.integer)
8246         {
8247                 r_refdef.scene.rtworld = false;
8248                 r_refdef.scene.rtworldshadows = false;
8249                 r_refdef.scene.rtdlight = false;
8250                 r_refdef.scene.rtdlightshadows = false;
8251                 r_refdef.lightmapintensity = 0;
8252         }
8253
8254         if (gamemode == GAME_NEHAHRA)
8255         {
8256                 if (gl_fogenable.integer)
8257                 {
8258                         r_refdef.oldgl_fogenable = true;
8259                         r_refdef.fog_density = gl_fogdensity.value;
8260                         r_refdef.fog_red = gl_fogred.value;
8261                         r_refdef.fog_green = gl_foggreen.value;
8262                         r_refdef.fog_blue = gl_fogblue.value;
8263                         r_refdef.fog_alpha = 1;
8264                         r_refdef.fog_start = 0;
8265                         r_refdef.fog_end = gl_skyclip.value;
8266                         r_refdef.fog_height = 1<<30;
8267                         r_refdef.fog_fadedepth = 128;
8268                 }
8269                 else if (r_refdef.oldgl_fogenable)
8270                 {
8271                         r_refdef.oldgl_fogenable = false;
8272                         r_refdef.fog_density = 0;
8273                         r_refdef.fog_red = 0;
8274                         r_refdef.fog_green = 0;
8275                         r_refdef.fog_blue = 0;
8276                         r_refdef.fog_alpha = 0;
8277                         r_refdef.fog_start = 0;
8278                         r_refdef.fog_end = 0;
8279                         r_refdef.fog_height = 1<<30;
8280                         r_refdef.fog_fadedepth = 128;
8281                 }
8282         }
8283
8284         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8285         r_refdef.fog_start = max(0, r_refdef.fog_start);
8286         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8287
8288         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8289
8290         if (r_refdef.fog_density && r_drawfog.integer)
8291         {
8292                 r_refdef.fogenabled = true;
8293                 // this is the point where the fog reaches 0.9986 alpha, which we
8294                 // consider a good enough cutoff point for the texture
8295                 // (0.9986 * 256 == 255.6)
8296                 if (r_fog_exp2.integer)
8297                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8298                 else
8299                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8300                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8301                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8302                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8303                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8304                         R_BuildFogHeightTexture();
8305                 // fog color was already set
8306                 // update the fog texture
8307                 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)
8308                         R_BuildFogTexture();
8309                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8310                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8311         }
8312         else
8313                 r_refdef.fogenabled = false;
8314
8315         switch(vid.renderpath)
8316         {
8317         case RENDERPATH_GL20:
8318         case RENDERPATH_CGGL:
8319                 if(v_glslgamma.integer && !vid_gammatables_trivial)
8320                 {
8321                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8322                         {
8323                                 // build GLSL gamma texture
8324 #define RAMPWIDTH 256
8325                                 unsigned short ramp[RAMPWIDTH * 3];
8326                                 unsigned char rampbgr[RAMPWIDTH][4];
8327                                 int i;
8328
8329                                 r_texture_gammaramps_serial = vid_gammatables_serial;
8330
8331                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8332                                 for(i = 0; i < RAMPWIDTH; ++i)
8333                                 {
8334                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8335                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8336                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8337                                         rampbgr[i][3] = 0;
8338                                 }
8339                                 if (r_texture_gammaramps)
8340                                 {
8341                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8342                                 }
8343                                 else
8344                                 {
8345                                         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);
8346                                 }
8347                         }
8348                 }
8349                 else
8350                 {
8351                         // remove GLSL gamma texture
8352                 }
8353                 break;
8354         case RENDERPATH_GL13:
8355         case RENDERPATH_GL11:
8356                 break;
8357         }
8358 }
8359
8360 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8361 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8362 /*
8363 ================
8364 R_SelectScene
8365 ================
8366 */
8367 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8368         if( scenetype != r_currentscenetype ) {
8369                 // store the old scenetype
8370                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8371                 r_currentscenetype = scenetype;
8372                 // move in the new scene
8373                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8374         }
8375 }
8376
8377 /*
8378 ================
8379 R_GetScenePointer
8380 ================
8381 */
8382 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8383 {
8384         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8385         if( scenetype == r_currentscenetype ) {
8386                 return &r_refdef.scene;
8387         } else {
8388                 return &r_scenes_store[ scenetype ];
8389         }
8390 }
8391
8392 /*
8393 ================
8394 R_RenderView
8395 ================
8396 */
8397 void R_RenderView(void)
8398 {
8399         if (r_timereport_active)
8400                 R_TimeReport("start");
8401         r_textureframe++; // used only by R_GetCurrentTexture
8402         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8403
8404         if (!r_drawentities.integer)
8405                 r_refdef.scene.numentities = 0;
8406
8407         R_AnimCache_ClearCache();
8408         R_FrameData_NewFrame();
8409
8410         if (r_refdef.view.isoverlay)
8411         {
8412                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8413                 GL_Clear( GL_DEPTH_BUFFER_BIT );
8414                 R_TimeReport("depthclear");
8415
8416                 r_refdef.view.showdebug = false;
8417
8418                 r_waterstate.enabled = false;
8419                 r_waterstate.numwaterplanes = 0;
8420
8421                 R_RenderScene();
8422
8423                 CHECKGLERROR
8424                 return;
8425         }
8426
8427         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8428                 return; //Host_Error ("R_RenderView: NULL worldmodel");
8429
8430         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8431
8432         R_RenderView_UpdateViewVectors();
8433
8434         R_Shadow_UpdateWorldLightSelection();
8435
8436         R_Bloom_StartFrame();
8437         R_Water_StartFrame();
8438
8439         CHECKGLERROR
8440         if (r_timereport_active)
8441                 R_TimeReport("viewsetup");
8442
8443         R_ResetViewRendering3D();
8444
8445         if (r_refdef.view.clear || r_refdef.fogenabled)
8446         {
8447                 R_ClearScreen(r_refdef.fogenabled);
8448                 if (r_timereport_active)
8449                         R_TimeReport("viewclear");
8450         }
8451         r_refdef.view.clear = true;
8452
8453         // this produces a bloom texture to be used in R_BlendView() later
8454         if (r_hdr.integer && r_bloomstate.bloomwidth)
8455         {
8456                 R_HDR_RenderBloomTexture();
8457                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8458                 r_textureframe++; // used only by R_GetCurrentTexture
8459         }
8460
8461         r_refdef.view.showdebug = true;
8462
8463         R_View_Update();
8464         if (r_timereport_active)
8465                 R_TimeReport("visibility");
8466
8467         r_waterstate.numwaterplanes = 0;
8468         if (r_waterstate.enabled)
8469                 R_RenderWaterPlanes();
8470
8471         R_RenderScene();
8472         r_waterstate.numwaterplanes = 0;
8473
8474         R_BlendView();
8475         if (r_timereport_active)
8476                 R_TimeReport("blendview");
8477
8478         GL_Scissor(0, 0, vid.width, vid.height);
8479         GL_ScissorTest(false);
8480         CHECKGLERROR
8481 }
8482
8483 void R_RenderWaterPlanes(void)
8484 {
8485         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8486         {
8487                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8488                 if (r_timereport_active)
8489                         R_TimeReport("waterworld");
8490         }
8491
8492         // don't let sound skip if going slow
8493         if (r_refdef.scene.extraupdate)
8494                 S_ExtraUpdate ();
8495
8496         R_DrawModelsAddWaterPlanes();
8497         if (r_timereport_active)
8498                 R_TimeReport("watermodels");
8499
8500         if (r_waterstate.numwaterplanes)
8501         {
8502                 R_Water_ProcessPlanes();
8503                 if (r_timereport_active)
8504                         R_TimeReport("waterscenes");
8505         }
8506 }
8507
8508 extern void R_DrawLightningBeams (void);
8509 extern void VM_CL_AddPolygonsToMeshQueue (void);
8510 extern void R_DrawPortals (void);
8511 extern cvar_t cl_locs_show;
8512 static void R_DrawLocs(void);
8513 static void R_DrawEntityBBoxes(void);
8514 static void R_DrawModelDecals(void);
8515 extern void R_DrawModelShadows(void);
8516 extern void R_DrawModelShadowMaps(void);
8517 extern cvar_t cl_decals_newsystem;
8518 extern qboolean r_shadow_usingdeferredprepass;
8519 void R_RenderScene(void)
8520 {
8521         qboolean shadowmapping = false;
8522
8523         if (r_timereport_active)
8524                 R_TimeReport("beginscene");
8525
8526         r_refdef.stats.renders++;
8527
8528         R_UpdateFogColor();
8529
8530         // don't let sound skip if going slow
8531         if (r_refdef.scene.extraupdate)
8532                 S_ExtraUpdate ();
8533
8534         R_MeshQueue_BeginScene();
8535
8536         R_SkyStartFrame();
8537
8538         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);
8539
8540         if (r_timereport_active)
8541                 R_TimeReport("skystartframe");
8542
8543         if (cl.csqc_vidvars.drawworld)
8544         {
8545                 // don't let sound skip if going slow
8546                 if (r_refdef.scene.extraupdate)
8547                         S_ExtraUpdate ();
8548
8549                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8550                 {
8551                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8552                         if (r_timereport_active)
8553                                 R_TimeReport("worldsky");
8554                 }
8555
8556                 if (R_DrawBrushModelsSky() && r_timereport_active)
8557                         R_TimeReport("bmodelsky");
8558
8559                 if (skyrendermasked && skyrenderlater)
8560                 {
8561                         // we have to force off the water clipping plane while rendering sky
8562                         R_SetupView(false);
8563                         R_Sky();
8564                         R_SetupView(true);
8565                         if (r_timereport_active)
8566                                 R_TimeReport("sky");
8567                 }
8568         }
8569
8570         R_AnimCache_CacheVisibleEntities();
8571         if (r_timereport_active)
8572                 R_TimeReport("animation");
8573
8574         R_Shadow_PrepareLights();
8575         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8576                 R_Shadow_PrepareModelShadows();
8577         if (r_timereport_active)
8578                 R_TimeReport("preparelights");
8579
8580         if (R_Shadow_ShadowMappingEnabled())
8581                 shadowmapping = true;
8582
8583         if (r_shadow_usingdeferredprepass)
8584                 R_Shadow_DrawPrepass();
8585
8586         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8587         {
8588                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8589                 if (r_timereport_active)
8590                         R_TimeReport("worlddepth");
8591         }
8592         if (r_depthfirst.integer >= 2)
8593         {
8594                 R_DrawModelsDepth();
8595                 if (r_timereport_active)
8596                         R_TimeReport("modeldepth");
8597         }
8598
8599         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
8600         {
8601                 R_DrawModelShadowMaps();
8602                 R_ResetViewRendering3D();
8603                 // don't let sound skip if going slow
8604                 if (r_refdef.scene.extraupdate)
8605                         S_ExtraUpdate ();
8606         }
8607
8608         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8609         {
8610                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8611                 if (r_timereport_active)
8612                         R_TimeReport("world");
8613         }
8614
8615         // don't let sound skip if going slow
8616         if (r_refdef.scene.extraupdate)
8617                 S_ExtraUpdate ();
8618
8619         R_DrawModels();
8620         if (r_timereport_active)
8621                 R_TimeReport("models");
8622
8623         // don't let sound skip if going slow
8624         if (r_refdef.scene.extraupdate)
8625                 S_ExtraUpdate ();
8626
8627         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8628         {
8629                 R_DrawModelShadows();
8630                 R_ResetViewRendering3D();
8631                 // don't let sound skip if going slow
8632                 if (r_refdef.scene.extraupdate)
8633                         S_ExtraUpdate ();
8634         }
8635
8636         if (!r_shadow_usingdeferredprepass)
8637         {
8638                 R_Shadow_DrawLights();
8639                 if (r_timereport_active)
8640                         R_TimeReport("rtlights");
8641         }
8642
8643         // don't let sound skip if going slow
8644         if (r_refdef.scene.extraupdate)
8645                 S_ExtraUpdate ();
8646
8647         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8648         {
8649                 R_DrawModelShadows();
8650                 R_ResetViewRendering3D();
8651                 // don't let sound skip if going slow
8652                 if (r_refdef.scene.extraupdate)
8653                         S_ExtraUpdate ();
8654         }
8655
8656         if (cl.csqc_vidvars.drawworld)
8657         {
8658                 if (cl_decals_newsystem.integer)
8659                 {
8660                         R_DrawModelDecals();
8661                         if (r_timereport_active)
8662                                 R_TimeReport("modeldecals");
8663                 }
8664                 else
8665                 {
8666                         R_DrawDecals();
8667                         if (r_timereport_active)
8668                                 R_TimeReport("decals");
8669                 }
8670
8671                 R_DrawParticles();
8672                 if (r_timereport_active)
8673                         R_TimeReport("particles");
8674
8675                 R_DrawExplosions();
8676                 if (r_timereport_active)
8677                         R_TimeReport("explosions");
8678
8679                 R_DrawLightningBeams();
8680                 if (r_timereport_active)
8681                         R_TimeReport("lightning");
8682         }
8683
8684         VM_CL_AddPolygonsToMeshQueue();
8685
8686         if (r_refdef.view.showdebug)
8687         {
8688                 if (cl_locs_show.integer)
8689                 {
8690                         R_DrawLocs();
8691                         if (r_timereport_active)
8692                                 R_TimeReport("showlocs");
8693                 }
8694
8695                 if (r_drawportals.integer)
8696                 {
8697                         R_DrawPortals();
8698                         if (r_timereport_active)
8699                                 R_TimeReport("portals");
8700                 }
8701
8702                 if (r_showbboxes.value > 0)
8703                 {
8704                         R_DrawEntityBBoxes();
8705                         if (r_timereport_active)
8706                                 R_TimeReport("bboxes");
8707                 }
8708         }
8709
8710         R_MeshQueue_RenderTransparent();
8711         if (r_timereport_active)
8712                 R_TimeReport("drawtrans");
8713
8714         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))
8715         {
8716                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8717                 if (r_timereport_active)
8718                         R_TimeReport("worlddebug");
8719                 R_DrawModelsDebug();
8720                 if (r_timereport_active)
8721                         R_TimeReport("modeldebug");
8722         }
8723
8724         if (cl.csqc_vidvars.drawworld)
8725         {
8726                 R_Shadow_DrawCoronas();
8727                 if (r_timereport_active)
8728                         R_TimeReport("coronas");
8729         }
8730
8731         // don't let sound skip if going slow
8732         if (r_refdef.scene.extraupdate)
8733                 S_ExtraUpdate ();
8734
8735         R_ResetViewRendering2D();
8736 }
8737
8738 static const unsigned short bboxelements[36] =
8739 {
8740         5, 1, 3, 5, 3, 7,
8741         6, 2, 0, 6, 0, 4,
8742         7, 3, 2, 7, 2, 6,
8743         4, 0, 1, 4, 1, 5,
8744         4, 5, 7, 4, 7, 6,
8745         1, 0, 2, 1, 2, 3,
8746 };
8747
8748 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8749 {
8750         int i;
8751         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8752
8753         RSurf_ActiveWorldEntity();
8754
8755         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8756         GL_DepthMask(false);
8757         GL_DepthRange(0, 1);
8758         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8759         R_Mesh_ResetTextureState();
8760
8761         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8762         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8763         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8764         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8765         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8766         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8767         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8768         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8769         R_FillColors(color4f, 8, cr, cg, cb, ca);
8770         if (r_refdef.fogenabled)
8771         {
8772                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8773                 {
8774                         f1 = RSurf_FogVertex(v);
8775                         f2 = 1 - f1;
8776                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8777                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8778                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8779                 }
8780         }
8781         R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
8782         R_Mesh_ResetTextureState();
8783         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8784         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
8785 }
8786
8787 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8788 {
8789         int i;
8790         float color[4];
8791         prvm_edict_t *edict;
8792         prvm_prog_t *prog_save = prog;
8793
8794         // this function draws bounding boxes of server entities
8795         if (!sv.active)
8796                 return;
8797
8798         GL_CullFace(GL_NONE);
8799         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8800
8801         prog = 0;
8802         SV_VM_Begin();
8803         for (i = 0;i < numsurfaces;i++)
8804         {
8805                 edict = PRVM_EDICT_NUM(surfacelist[i]);
8806                 switch ((int)edict->fields.server->solid)
8807                 {
8808                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
8809                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
8810                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
8811                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8812                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
8813                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
8814                 }
8815                 color[3] *= r_showbboxes.value;
8816                 color[3] = bound(0, color[3], 1);
8817                 GL_DepthTest(!r_showdisabledepthtest.integer);
8818                 GL_CullFace(r_refdef.view.cullface_front);
8819                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8820         }
8821         SV_VM_End();
8822         prog = prog_save;
8823 }
8824
8825 static void R_DrawEntityBBoxes(void)
8826 {
8827         int i;
8828         prvm_edict_t *edict;
8829         vec3_t center;
8830         prvm_prog_t *prog_save = prog;
8831
8832         // this function draws bounding boxes of server entities
8833         if (!sv.active)
8834                 return;
8835
8836         prog = 0;
8837         SV_VM_Begin();
8838         for (i = 0;i < prog->num_edicts;i++)
8839         {
8840                 edict = PRVM_EDICT_NUM(i);
8841                 if (edict->priv.server->free)
8842                         continue;
8843                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8844                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8845                         continue;
8846                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8847                         continue;
8848                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8849                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8850         }
8851         SV_VM_End();
8852         prog = prog_save;
8853 }
8854
8855 static const int nomodelelement3i[24] =
8856 {
8857         5, 2, 0,
8858         5, 1, 2,
8859         5, 0, 3,
8860         5, 3, 1,
8861         0, 2, 4,
8862         2, 1, 4,
8863         3, 0, 4,
8864         1, 3, 4
8865 };
8866
8867 static const unsigned short nomodelelement3s[24] =
8868 {
8869         5, 2, 0,
8870         5, 1, 2,
8871         5, 0, 3,
8872         5, 3, 1,
8873         0, 2, 4,
8874         2, 1, 4,
8875         3, 0, 4,
8876         1, 3, 4
8877 };
8878
8879 static const float nomodelvertex3f[6*3] =
8880 {
8881         -16,   0,   0,
8882          16,   0,   0,
8883           0, -16,   0,
8884           0,  16,   0,
8885           0,   0, -16,
8886           0,   0,  16
8887 };
8888
8889 static const float nomodelcolor4f[6*4] =
8890 {
8891         0.0f, 0.0f, 0.5f, 1.0f,
8892         0.0f, 0.0f, 0.5f, 1.0f,
8893         0.0f, 0.5f, 0.0f, 1.0f,
8894         0.0f, 0.5f, 0.0f, 1.0f,
8895         0.5f, 0.0f, 0.0f, 1.0f,
8896         0.5f, 0.0f, 0.0f, 1.0f
8897 };
8898
8899 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8900 {
8901         int i;
8902         float f1, f2, *c;
8903         float color4f[6*4];
8904
8905         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);
8906
8907         // this is only called once per entity so numsurfaces is always 1, and
8908         // surfacelist is always {0}, so this code does not handle batches
8909
8910         if (rsurface.ent_flags & RENDER_ADDITIVE)
8911         {
8912                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8913                 GL_DepthMask(false);
8914         }
8915         else if (rsurface.colormod[3] < 1)
8916         {
8917                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8918                 GL_DepthMask(false);
8919         }
8920         else
8921         {
8922                 GL_BlendFunc(GL_ONE, GL_ZERO);
8923                 GL_DepthMask(true);
8924         }
8925         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8926         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8927         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8928         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8929         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8930         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8931         for (i = 0, c = color4f;i < 6;i++, c += 4)
8932         {
8933                 c[0] *= rsurface.colormod[0];
8934                 c[1] *= rsurface.colormod[1];
8935                 c[2] *= rsurface.colormod[2];
8936                 c[3] *= rsurface.colormod[3];
8937         }
8938         if (r_refdef.fogenabled)
8939         {
8940                 for (i = 0, c = color4f;i < 6;i++, c += 4)
8941                 {
8942                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
8943                         f2 = 1 - f1;
8944                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8945                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8946                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8947                 }
8948         }
8949         R_Mesh_ResetTextureState();
8950         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
8951         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
8952 }
8953
8954 void R_DrawNoModel(entity_render_t *ent)
8955 {
8956         vec3_t org;
8957         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8958         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8959                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8960         else
8961                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8962 }
8963
8964 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8965 {
8966         vec3_t right1, right2, diff, normal;
8967
8968         VectorSubtract (org2, org1, normal);
8969
8970         // calculate 'right' vector for start
8971         VectorSubtract (r_refdef.view.origin, org1, diff);
8972         CrossProduct (normal, diff, right1);
8973         VectorNormalize (right1);
8974
8975         // calculate 'right' vector for end
8976         VectorSubtract (r_refdef.view.origin, org2, diff);
8977         CrossProduct (normal, diff, right2);
8978         VectorNormalize (right2);
8979
8980         vert[ 0] = org1[0] + width * right1[0];
8981         vert[ 1] = org1[1] + width * right1[1];
8982         vert[ 2] = org1[2] + width * right1[2];
8983         vert[ 3] = org1[0] - width * right1[0];
8984         vert[ 4] = org1[1] - width * right1[1];
8985         vert[ 5] = org1[2] - width * right1[2];
8986         vert[ 6] = org2[0] - width * right2[0];
8987         vert[ 7] = org2[1] - width * right2[1];
8988         vert[ 8] = org2[2] - width * right2[2];
8989         vert[ 9] = org2[0] + width * right2[0];
8990         vert[10] = org2[1] + width * right2[1];
8991         vert[11] = org2[2] + width * right2[2];
8992 }
8993
8994 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)
8995 {
8996         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8997         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8998         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8999         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9000         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9001         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9002         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9003         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9004         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9005         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9006         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9007         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9008 }
9009
9010 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9011 {
9012         int i;
9013         float *vertex3f;
9014         float v[3];
9015         VectorSet(v, x, y, z);
9016         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9017                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9018                         break;
9019         if (i == mesh->numvertices)
9020         {
9021                 if (mesh->numvertices < mesh->maxvertices)
9022                 {
9023                         VectorCopy(v, vertex3f);
9024                         mesh->numvertices++;
9025                 }
9026                 return mesh->numvertices;
9027         }
9028         else
9029                 return i;
9030 }
9031
9032 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9033 {
9034         int i;
9035         int *e, element[3];
9036         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9037         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9038         e = mesh->element3i + mesh->numtriangles * 3;
9039         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9040         {
9041                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9042                 if (mesh->numtriangles < mesh->maxtriangles)
9043                 {
9044                         *e++ = element[0];
9045                         *e++ = element[1];
9046                         *e++ = element[2];
9047                         mesh->numtriangles++;
9048                 }
9049                 element[1] = element[2];
9050         }
9051 }
9052
9053 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9054 {
9055         int i;
9056         int *e, element[3];
9057         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9058         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9059         e = mesh->element3i + mesh->numtriangles * 3;
9060         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9061         {
9062                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9063                 if (mesh->numtriangles < mesh->maxtriangles)
9064                 {
9065                         *e++ = element[0];
9066                         *e++ = element[1];
9067                         *e++ = element[2];
9068                         mesh->numtriangles++;
9069                 }
9070                 element[1] = element[2];
9071         }
9072 }
9073
9074 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9075 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9076 {
9077         int planenum, planenum2;
9078         int w;
9079         int tempnumpoints;
9080         mplane_t *plane, *plane2;
9081         double maxdist;
9082         double temppoints[2][256*3];
9083         // figure out how large a bounding box we need to properly compute this brush
9084         maxdist = 0;
9085         for (w = 0;w < numplanes;w++)
9086                 maxdist = max(maxdist, fabs(planes[w].dist));
9087         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9088         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9089         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9090         {
9091                 w = 0;
9092                 tempnumpoints = 4;
9093                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9094                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9095                 {
9096                         if (planenum2 == planenum)
9097                                 continue;
9098                         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);
9099                         w = !w;
9100                 }
9101                 if (tempnumpoints < 3)
9102                         continue;
9103                 // generate elements forming a triangle fan for this polygon
9104                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9105         }
9106 }
9107
9108 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)
9109 {
9110         texturelayer_t *layer;
9111         layer = t->currentlayers + t->currentnumlayers++;
9112         layer->type = type;
9113         layer->depthmask = depthmask;
9114         layer->blendfunc1 = blendfunc1;
9115         layer->blendfunc2 = blendfunc2;
9116         layer->texture = texture;
9117         layer->texmatrix = *matrix;
9118         layer->color[0] = r;
9119         layer->color[1] = g;
9120         layer->color[2] = b;
9121         layer->color[3] = a;
9122 }
9123
9124 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
9125 {
9126         if(parms[0] == 0 && parms[1] == 0)
9127                 return false;
9128         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9129                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
9130                         return false;
9131         return true;
9132 }
9133
9134 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9135 {
9136         double index, f;
9137         index = parms[2] + r_refdef.scene.time * parms[3];
9138         index -= floor(index);
9139         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
9140         {
9141         default:
9142         case Q3WAVEFUNC_NONE:
9143         case Q3WAVEFUNC_NOISE:
9144         case Q3WAVEFUNC_COUNT:
9145                 f = 0;
9146                 break;
9147         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9148         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9149         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9150         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9151         case Q3WAVEFUNC_TRIANGLE:
9152                 index *= 4;
9153                 f = index - floor(index);
9154                 if (index < 1)
9155                         f = f;
9156                 else if (index < 2)
9157                         f = 1 - f;
9158                 else if (index < 3)
9159                         f = -f;
9160                 else
9161                         f = -(1 - f);
9162                 break;
9163         }
9164         f = parms[0] + parms[1] * f;
9165         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9166                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
9167         return (float) f;
9168 }
9169
9170 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9171 {
9172         int w, h, idx;
9173         float f;
9174         float tcmat[12];
9175         matrix4x4_t matrix, temp;
9176         switch(tcmod->tcmod)
9177         {
9178                 case Q3TCMOD_COUNT:
9179                 case Q3TCMOD_NONE:
9180                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9181                                 matrix = r_waterscrollmatrix;
9182                         else
9183                                 matrix = identitymatrix;
9184                         break;
9185                 case Q3TCMOD_ENTITYTRANSLATE:
9186                         // this is used in Q3 to allow the gamecode to control texcoord
9187                         // scrolling on the entity, which is not supported in darkplaces yet.
9188                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9189                         break;
9190                 case Q3TCMOD_ROTATE:
9191                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9192                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9193                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9194                         break;
9195                 case Q3TCMOD_SCALE:
9196                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9197                         break;
9198                 case Q3TCMOD_SCROLL:
9199                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9200                         break;
9201                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9202                         w = (int) tcmod->parms[0];
9203                         h = (int) tcmod->parms[1];
9204                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9205                         f = f - floor(f);
9206                         idx = (int) floor(f * w * h);
9207                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9208                         break;
9209                 case Q3TCMOD_STRETCH:
9210                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9211                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9212                         break;
9213                 case Q3TCMOD_TRANSFORM:
9214                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
9215                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
9216                         VectorSet(tcmat +  6, 0                   , 0                , 1);
9217                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
9218                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9219                         break;
9220                 case Q3TCMOD_TURBULENT:
9221                         // this is handled in the RSurf_PrepareVertices function
9222                         matrix = identitymatrix;
9223                         break;
9224         }
9225         temp = *texmatrix;
9226         Matrix4x4_Concat(texmatrix, &matrix, &temp);
9227 }
9228
9229 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9230 {
9231         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9232         char name[MAX_QPATH];
9233         skinframe_t *skinframe;
9234         unsigned char pixels[296*194];
9235         strlcpy(cache->name, skinname, sizeof(cache->name));
9236         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9237         if (developer_loading.integer)
9238                 Con_Printf("loading %s\n", name);
9239         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9240         if (!skinframe || !skinframe->base)
9241         {
9242                 unsigned char *f;
9243                 fs_offset_t filesize;
9244                 skinframe = NULL;
9245                 f = FS_LoadFile(name, tempmempool, true, &filesize);
9246                 if (f)
9247                 {
9248                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9249                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9250                         Mem_Free(f);
9251                 }
9252         }
9253         cache->skinframe = skinframe;
9254 }
9255
9256 texture_t *R_GetCurrentTexture(texture_t *t)
9257 {
9258         int i;
9259         const entity_render_t *ent = rsurface.entity;
9260         dp_model_t *model = ent->model;
9261         q3shaderinfo_layer_tcmod_t *tcmod;
9262
9263         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9264                 return t->currentframe;
9265         t->update_lastrenderframe = r_textureframe;
9266         t->update_lastrenderentity = (void *)ent;
9267
9268         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9269                 t->camera_entity = ent->entitynumber;
9270         else
9271                 t->camera_entity = 0;
9272
9273         // switch to an alternate material if this is a q1bsp animated material
9274         {
9275                 texture_t *texture = t;
9276                 int s = rsurface.ent_skinnum;
9277                 if ((unsigned int)s >= (unsigned int)model->numskins)
9278                         s = 0;
9279                 if (model->skinscenes)
9280                 {
9281                         if (model->skinscenes[s].framecount > 1)
9282                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9283                         else
9284                                 s = model->skinscenes[s].firstframe;
9285                 }
9286                 if (s > 0)
9287                         t = t + s * model->num_surfaces;
9288                 if (t->animated)
9289                 {
9290                         // use an alternate animation if the entity's frame is not 0,
9291                         // and only if the texture has an alternate animation
9292                         if (rsurface.ent_alttextures && t->anim_total[1])
9293                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9294                         else
9295                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9296                 }
9297                 texture->currentframe = t;
9298         }
9299
9300         // update currentskinframe to be a qw skin or animation frame
9301         if (rsurface.ent_qwskin >= 0)
9302         {
9303                 i = rsurface.ent_qwskin;
9304                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9305                 {
9306                         r_qwskincache_size = cl.maxclients;
9307                         if (r_qwskincache)
9308                                 Mem_Free(r_qwskincache);
9309                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9310                 }
9311                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9312                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9313                 t->currentskinframe = r_qwskincache[i].skinframe;
9314                 if (t->currentskinframe == NULL)
9315                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9316         }
9317         else if (t->numskinframes >= 2)
9318                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9319         if (t->backgroundnumskinframes >= 2)
9320                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9321
9322         t->currentmaterialflags = t->basematerialflags;
9323         t->currentalpha = rsurface.colormod[3];
9324         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9325                 t->currentalpha *= r_wateralpha.value;
9326         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9327                 t->currentalpha *= t->r_water_wateralpha;
9328         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9329                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9330         if (!(rsurface.ent_flags & RENDER_LIGHT))
9331                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9332         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9333         {
9334                 // pick a model lighting mode
9335                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9336                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9337                 else
9338                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9339         }
9340         if (rsurface.ent_flags & RENDER_ADDITIVE)
9341                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9342         else if (t->currentalpha < 1)
9343                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9344         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9345                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9346         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9347                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9348         if (t->backgroundnumskinframes)
9349                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9350         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9351         {
9352                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9353                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9354         }
9355         else
9356                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9357         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9358                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9359
9360         // there is no tcmod
9361         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9362         {
9363                 t->currenttexmatrix = r_waterscrollmatrix;
9364                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9365         }
9366         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9367         {
9368                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9369                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9370         }
9371
9372         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9373                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9374         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9375                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9376
9377         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9378         if (t->currentskinframe->qpixels)
9379                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9380         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9381         if (!t->basetexture)
9382                 t->basetexture = r_texture_notexture;
9383         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9384         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9385         t->nmaptexture = t->currentskinframe->nmap;
9386         if (!t->nmaptexture)
9387                 t->nmaptexture = r_texture_blanknormalmap;
9388         t->glosstexture = r_texture_black;
9389         t->glowtexture = t->currentskinframe->glow;
9390         t->fogtexture = t->currentskinframe->fog;
9391         t->reflectmasktexture = t->currentskinframe->reflect;
9392         if (t->backgroundnumskinframes)
9393         {
9394                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9395                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9396                 t->backgroundglosstexture = r_texture_black;
9397                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9398                 if (!t->backgroundnmaptexture)
9399                         t->backgroundnmaptexture = r_texture_blanknormalmap;
9400         }
9401         else
9402         {
9403                 t->backgroundbasetexture = r_texture_white;
9404                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9405                 t->backgroundglosstexture = r_texture_black;
9406                 t->backgroundglowtexture = NULL;
9407         }
9408         t->specularpower = r_shadow_glossexponent.value;
9409         // TODO: store reference values for these in the texture?
9410         t->specularscale = 0;
9411         if (r_shadow_gloss.integer > 0)
9412         {
9413                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9414                 {
9415                         if (r_shadow_glossintensity.value > 0)
9416                         {
9417                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9418                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9419                                 t->specularscale = r_shadow_glossintensity.value;
9420                         }
9421                 }
9422                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9423                 {
9424                         t->glosstexture = r_texture_white;
9425                         t->backgroundglosstexture = r_texture_white;
9426                         t->specularscale = r_shadow_gloss2intensity.value;
9427                         t->specularpower = r_shadow_gloss2exponent.value;
9428                 }
9429         }
9430         t->specularscale *= t->specularscalemod;
9431         t->specularpower *= t->specularpowermod;
9432
9433         // lightmaps mode looks bad with dlights using actual texturing, so turn
9434         // off the colormap and glossmap, but leave the normalmap on as it still
9435         // accurately represents the shading involved
9436         if (gl_lightmaps.integer)
9437         {
9438                 t->basetexture = r_texture_grey128;
9439                 t->pantstexture = r_texture_black;
9440                 t->shirttexture = r_texture_black;
9441                 t->nmaptexture = r_texture_blanknormalmap;
9442                 t->glosstexture = r_texture_black;
9443                 t->glowtexture = NULL;
9444                 t->fogtexture = NULL;
9445                 t->reflectmasktexture = NULL;
9446                 t->backgroundbasetexture = NULL;
9447                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9448                 t->backgroundglosstexture = r_texture_black;
9449                 t->backgroundglowtexture = NULL;
9450                 t->specularscale = 0;
9451                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9452         }
9453
9454         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9455         VectorClear(t->dlightcolor);
9456         t->currentnumlayers = 0;
9457         if (t->currentmaterialflags & MATERIALFLAG_WALL)
9458         {
9459                 int blendfunc1, blendfunc2;
9460                 qboolean depthmask;
9461                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9462                 {
9463                         blendfunc1 = GL_SRC_ALPHA;
9464                         blendfunc2 = GL_ONE;
9465                 }
9466                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9467                 {
9468                         blendfunc1 = GL_SRC_ALPHA;
9469                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9470                 }
9471                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9472                 {
9473                         blendfunc1 = t->customblendfunc[0];
9474                         blendfunc2 = t->customblendfunc[1];
9475                 }
9476                 else
9477                 {
9478                         blendfunc1 = GL_ONE;
9479                         blendfunc2 = GL_ZERO;
9480                 }
9481                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9482                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9483                 {
9484                         // fullbright is not affected by r_refdef.lightmapintensity
9485                         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]);
9486                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9487                                 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]);
9488                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9489                                 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]);
9490                 }
9491                 else
9492                 {
9493                         vec3_t ambientcolor;
9494                         float colorscale;
9495                         // set the color tint used for lights affecting this surface
9496                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9497                         colorscale = 2;
9498                         // q3bsp has no lightmap updates, so the lightstylevalue that
9499                         // would normally be baked into the lightmap must be
9500                         // applied to the color
9501                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9502                         if (model->type == mod_brushq3)
9503                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9504                         colorscale *= r_refdef.lightmapintensity;
9505                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9506                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9507                         // basic lit geometry
9508                         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]);
9509                         // add pants/shirt if needed
9510                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9511                                 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]);
9512                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9513                                 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]);
9514                         // now add ambient passes if needed
9515                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9516                         {
9517                                 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]);
9518                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9519                                         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]);
9520                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9521                                         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]);
9522                         }
9523                 }
9524                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9525                         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]);
9526                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9527                 {
9528                         // if this is opaque use alpha blend which will darken the earlier
9529                         // passes cheaply.
9530                         //
9531                         // if this is an alpha blended material, all the earlier passes
9532                         // were darkened by fog already, so we only need to add the fog
9533                         // color ontop through the fog mask texture
9534                         //
9535                         // if this is an additive blended material, all the earlier passes
9536                         // were darkened by fog already, and we should not add fog color
9537                         // (because the background was not darkened, there is no fog color
9538                         // that was lost behind it).
9539                         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]);
9540                 }
9541         }
9542
9543         return t->currentframe;
9544 }
9545
9546 rsurfacestate_t rsurface;
9547
9548 void R_Mesh_ResizeArrays(int newvertices)
9549 {
9550         unsigned char *base;
9551         size_t size;
9552         if (rsurface.array_size >= newvertices)
9553                 return;
9554         if (rsurface.array_base)
9555                 Mem_Free(rsurface.array_base);
9556         rsurface.array_size = (newvertices + 1023) & ~1023;
9557         size = 0;
9558         size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
9559         size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
9560         size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
9561         size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
9562         size += rsurface.array_size * sizeof(float[3]);
9563         size += rsurface.array_size * sizeof(float[3]);
9564         size += rsurface.array_size * sizeof(float[3]);
9565         size += rsurface.array_size * sizeof(float[3]);
9566         size += rsurface.array_size * sizeof(float[3]);
9567         size += rsurface.array_size * sizeof(float[3]);
9568         size += rsurface.array_size * sizeof(float[3]);
9569         size += rsurface.array_size * sizeof(float[3]);
9570         size += rsurface.array_size * sizeof(float[4]);
9571         size += rsurface.array_size * sizeof(float[2]);
9572         size += rsurface.array_size * sizeof(float[2]);
9573         size += rsurface.array_size * sizeof(float[4]);
9574         size += rsurface.array_size * sizeof(int[3]);
9575         size += rsurface.array_size * sizeof(unsigned short[3]);
9576         rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
9577         rsurface.array_modelvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
9578         rsurface.array_batchvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
9579         rsurface.array_modelvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
9580         rsurface.array_batchvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
9581         rsurface.array_modelvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9582         rsurface.array_modelsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9583         rsurface.array_modeltvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9584         rsurface.array_modelnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9585         rsurface.array_batchvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9586         rsurface.array_batchsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9587         rsurface.array_batchtvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9588         rsurface.array_batchnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9589         rsurface.array_batchlightmapcolor4f    = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
9590         rsurface.array_batchtexcoordtexture2f  = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
9591         rsurface.array_batchtexcoordlightmap2f = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
9592         rsurface.array_passcolor4f             = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
9593         rsurface.array_batchelement3i          = (int                *)base;base += rsurface.array_size * sizeof(int[3]);
9594         rsurface.array_batchelement3s          = (unsigned short     *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
9595 }
9596
9597 void RSurf_ActiveWorldEntity(void)
9598 {
9599         dp_model_t *model = r_refdef.scene.worldmodel;
9600         //if (rsurface.entity == r_refdef.scene.worldentity)
9601         //      return;
9602         rsurface.entity = r_refdef.scene.worldentity;
9603         rsurface.skeleton = NULL;
9604         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
9605         rsurface.ent_skinnum = 0;
9606         rsurface.ent_qwskin = -1;
9607         rsurface.ent_shadertime = 0;
9608         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9609         if (rsurface.array_size < model->surfmesh.num_vertices)
9610                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9611         rsurface.matrix = identitymatrix;
9612         rsurface.inversematrix = identitymatrix;
9613         rsurface.matrixscale = 1;
9614         rsurface.inversematrixscale = 1;
9615         R_EntityMatrix(&identitymatrix);
9616         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9617         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9618         rsurface.fograngerecip = r_refdef.fograngerecip;
9619         rsurface.fogheightfade = r_refdef.fogheightfade;
9620         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9621         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9622         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9623         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9624         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9625         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9626         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9627         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9628         rsurface.colormod[3] = 1;
9629         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);
9630         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9631         rsurface.frameblend[0].lerp = 1;
9632         rsurface.ent_alttextures = false;
9633         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9634         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9635         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9636         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9637         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9638         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9639         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9640         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9641         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9642         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9643         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9644         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9645         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9646         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9647         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9648         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9649         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9650         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9651         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9652         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9653         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9654         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9655         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9656         rsurface.modelelement3i = model->surfmesh.data_element3i;
9657         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
9658         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
9659         rsurface.modelelement3s = model->surfmesh.data_element3s;
9660         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
9661         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
9662         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9663         rsurface.modelnumvertices = model->surfmesh.num_vertices;
9664         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
9665         rsurface.modelsurfaces = model->data_surfaces;
9666         rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
9667         rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
9668         rsurface.modelvertexposition = model->surfmesh.vertexposition;
9669         rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
9670         rsurface.modelgeneratedvertex = false;
9671         rsurface.batchgeneratedvertex = false;
9672         rsurface.batchfirstvertex = 0;
9673         rsurface.batchnumvertices = 0;
9674         rsurface.batchfirsttriangle = 0;
9675         rsurface.batchnumtriangles = 0;
9676         rsurface.batchvertex3f  = NULL;
9677         rsurface.batchvertex3f_vertexbuffer = NULL;
9678         rsurface.batchvertex3f_bufferoffset = 0;
9679         rsurface.batchsvector3f = NULL;
9680         rsurface.batchsvector3f_vertexbuffer = NULL;
9681         rsurface.batchsvector3f_bufferoffset = 0;
9682         rsurface.batchtvector3f = NULL;
9683         rsurface.batchtvector3f_vertexbuffer = NULL;
9684         rsurface.batchtvector3f_bufferoffset = 0;
9685         rsurface.batchnormal3f  = NULL;
9686         rsurface.batchnormal3f_vertexbuffer = NULL;
9687         rsurface.batchnormal3f_bufferoffset = 0;
9688         rsurface.batchlightmapcolor4f = NULL;
9689         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9690         rsurface.batchlightmapcolor4f_bufferoffset = 0;
9691         rsurface.batchtexcoordtexture2f = NULL;
9692         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9693         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9694         rsurface.batchtexcoordlightmap2f = NULL;
9695         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9696         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9697         rsurface.batchvertexmesh = NULL;
9698         rsurface.batchvertexmeshbuffer = NULL;
9699         rsurface.batchvertexposition = NULL;
9700         rsurface.batchvertexpositionbuffer = NULL;
9701         rsurface.batchelement3i = NULL;
9702         rsurface.batchelement3i_indexbuffer = NULL;
9703         rsurface.batchelement3i_bufferoffset = 0;
9704         rsurface.batchelement3s = NULL;
9705         rsurface.batchelement3s_indexbuffer = NULL;
9706         rsurface.batchelement3s_bufferoffset = 0;
9707         rsurface.passcolor4f = NULL;
9708         rsurface.passcolor4f_vertexbuffer = NULL;
9709         rsurface.passcolor4f_bufferoffset = 0;
9710 }
9711
9712 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9713 {
9714         dp_model_t *model = ent->model;
9715         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9716         //      return;
9717         rsurface.entity = (entity_render_t *)ent;
9718         rsurface.skeleton = ent->skeleton;
9719         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
9720         rsurface.ent_skinnum = ent->skinnum;
9721         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;
9722         rsurface.ent_shadertime = ent->shadertime;
9723         rsurface.ent_flags = ent->flags;
9724         if (rsurface.array_size < model->surfmesh.num_vertices)
9725                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9726         rsurface.matrix = ent->matrix;
9727         rsurface.inversematrix = ent->inversematrix;
9728         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9729         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9730         R_EntityMatrix(&rsurface.matrix);
9731         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9732         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9733         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9734         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9735         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9736         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9737         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9738         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9739         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9740         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9741         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9742         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9743         rsurface.colormod[3] = ent->alpha;
9744         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9745         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9746         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9747         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9748         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9749         if (ent->model->brush.submodel && !prepass)
9750         {
9751                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9752                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9753         }
9754         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9755         {
9756                 if (ent->animcache_vertex3f && !r_framedata_failed)
9757                 {
9758                         rsurface.modelvertex3f = ent->animcache_vertex3f;
9759                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9760                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9761                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9762                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
9763                         rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
9764                         rsurface.modelvertexposition = ent->animcache_vertexposition;
9765                         rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
9766                 }
9767                 else if (wanttangents)
9768                 {
9769                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9770                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9771                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9772                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9773                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9774                         rsurface.modelvertexmesh = NULL;
9775                         rsurface.modelvertexmeshbuffer = NULL;
9776                         rsurface.modelvertexposition = NULL;
9777                         rsurface.modelvertexpositionbuffer = NULL;
9778                 }
9779                 else if (wantnormals)
9780                 {
9781                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9782                         rsurface.modelsvector3f = NULL;
9783                         rsurface.modeltvector3f = NULL;
9784                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9785                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9786                         rsurface.modelvertexmesh = NULL;
9787                         rsurface.modelvertexmeshbuffer = NULL;
9788                         rsurface.modelvertexposition = NULL;
9789                         rsurface.modelvertexpositionbuffer = NULL;
9790                 }
9791                 else
9792                 {
9793                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9794                         rsurface.modelsvector3f = NULL;
9795                         rsurface.modeltvector3f = NULL;
9796                         rsurface.modelnormal3f = NULL;
9797                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9798                         rsurface.modelvertexmesh = NULL;
9799                         rsurface.modelvertexmeshbuffer = NULL;
9800                         rsurface.modelvertexposition = NULL;
9801                         rsurface.modelvertexpositionbuffer = NULL;
9802                 }
9803                 rsurface.modelvertex3f_vertexbuffer = 0;
9804                 rsurface.modelvertex3f_bufferoffset = 0;
9805                 rsurface.modelsvector3f_vertexbuffer = 0;
9806                 rsurface.modelsvector3f_bufferoffset = 0;
9807                 rsurface.modeltvector3f_vertexbuffer = 0;
9808                 rsurface.modeltvector3f_bufferoffset = 0;
9809                 rsurface.modelnormal3f_vertexbuffer = 0;
9810                 rsurface.modelnormal3f_bufferoffset = 0;
9811                 rsurface.modelgeneratedvertex = true;
9812         }
9813         else
9814         {
9815                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9816                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9817                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9818                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9819                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9820                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9821                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9822                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9823                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9824                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9825                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9826                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9827                 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
9828                 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
9829                 rsurface.modelvertexposition = model->surfmesh.vertexposition;
9830                 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
9831                 rsurface.modelgeneratedvertex = false;
9832         }
9833         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9834         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9835         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9836         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9837         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9838         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9839         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9840         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9841         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9842         rsurface.modelelement3i = model->surfmesh.data_element3i;
9843         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
9844         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
9845         rsurface.modelelement3s = model->surfmesh.data_element3s;
9846         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
9847         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
9848         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9849         rsurface.modelnumvertices = model->surfmesh.num_vertices;
9850         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
9851         rsurface.modelsurfaces = model->data_surfaces;
9852         rsurface.batchgeneratedvertex = false;
9853         rsurface.batchfirstvertex = 0;
9854         rsurface.batchnumvertices = 0;
9855         rsurface.batchfirsttriangle = 0;
9856         rsurface.batchnumtriangles = 0;
9857         rsurface.batchvertex3f  = NULL;
9858         rsurface.batchvertex3f_vertexbuffer = NULL;
9859         rsurface.batchvertex3f_bufferoffset = 0;
9860         rsurface.batchsvector3f = NULL;
9861         rsurface.batchsvector3f_vertexbuffer = NULL;
9862         rsurface.batchsvector3f_bufferoffset = 0;
9863         rsurface.batchtvector3f = NULL;
9864         rsurface.batchtvector3f_vertexbuffer = NULL;
9865         rsurface.batchtvector3f_bufferoffset = 0;
9866         rsurface.batchnormal3f  = NULL;
9867         rsurface.batchnormal3f_vertexbuffer = NULL;
9868         rsurface.batchnormal3f_bufferoffset = 0;
9869         rsurface.batchlightmapcolor4f = NULL;
9870         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9871         rsurface.batchlightmapcolor4f_bufferoffset = 0;
9872         rsurface.batchtexcoordtexture2f = NULL;
9873         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9874         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9875         rsurface.batchtexcoordlightmap2f = NULL;
9876         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9877         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9878         rsurface.batchvertexmesh = NULL;
9879         rsurface.batchvertexmeshbuffer = NULL;
9880         rsurface.batchvertexposition = NULL;
9881         rsurface.batchvertexpositionbuffer = NULL;
9882         rsurface.batchelement3i = NULL;
9883         rsurface.batchelement3i_indexbuffer = NULL;
9884         rsurface.batchelement3i_bufferoffset = 0;
9885         rsurface.batchelement3s = NULL;
9886         rsurface.batchelement3s_indexbuffer = NULL;
9887         rsurface.batchelement3s_bufferoffset = 0;
9888         rsurface.passcolor4f = NULL;
9889         rsurface.passcolor4f_vertexbuffer = NULL;
9890         rsurface.passcolor4f_bufferoffset = 0;
9891 }
9892
9893 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)
9894 {
9895         int i;
9896
9897         rsurface.entity = r_refdef.scene.worldentity;
9898         rsurface.skeleton = NULL;
9899         rsurface.ent_skinnum = 0;
9900         rsurface.ent_qwskin = -1;
9901         rsurface.ent_shadertime = shadertime;
9902         rsurface.ent_flags = entflags;
9903         rsurface.modelnumvertices = numvertices;
9904         rsurface.modelnumtriangles = numtriangles;
9905         if (rsurface.array_size < rsurface.modelnumvertices)
9906                 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
9907         rsurface.matrix = *matrix;
9908         rsurface.inversematrix = *inversematrix;
9909         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9910         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9911         R_EntityMatrix(&rsurface.matrix);
9912         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9913         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9914         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9915         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9916         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9917         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9918         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9919         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9920         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9921         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9922         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9923         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9924         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);
9925         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9926         rsurface.frameblend[0].lerp = 1;
9927         rsurface.ent_alttextures = false;
9928         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9929         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9930         if (wanttangents)
9931         {
9932                 rsurface.modelvertex3f = vertex3f;
9933                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9934                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9935                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9936         }
9937         else if (wantnormals)
9938         {
9939                 rsurface.modelvertex3f = vertex3f;
9940                 rsurface.modelsvector3f = NULL;
9941                 rsurface.modeltvector3f = NULL;
9942                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9943         }
9944         else
9945         {
9946                 rsurface.modelvertex3f = vertex3f;
9947                 rsurface.modelsvector3f = NULL;
9948                 rsurface.modeltvector3f = NULL;
9949                 rsurface.modelnormal3f = NULL;
9950         }
9951         rsurface.modelvertexmesh = NULL;
9952         rsurface.modelvertexmeshbuffer = NULL;
9953         rsurface.modelvertexposition = NULL;
9954         rsurface.modelvertexpositionbuffer = NULL;
9955         rsurface.modelvertex3f_vertexbuffer = 0;
9956         rsurface.modelvertex3f_bufferoffset = 0;
9957         rsurface.modelsvector3f_vertexbuffer = 0;
9958         rsurface.modelsvector3f_bufferoffset = 0;
9959         rsurface.modeltvector3f_vertexbuffer = 0;
9960         rsurface.modeltvector3f_bufferoffset = 0;
9961         rsurface.modelnormal3f_vertexbuffer = 0;
9962         rsurface.modelnormal3f_bufferoffset = 0;
9963         rsurface.modelgeneratedvertex = true;
9964         rsurface.modellightmapcolor4f  = color4f;
9965         rsurface.modellightmapcolor4f_vertexbuffer = 0;
9966         rsurface.modellightmapcolor4f_bufferoffset = 0;
9967         rsurface.modeltexcoordtexture2f  = texcoord2f;
9968         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
9969         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9970         rsurface.modeltexcoordlightmap2f  = NULL;
9971         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
9972         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9973         rsurface.modelelement3i = element3i;
9974         rsurface.modelelement3i_indexbuffer = NULL;
9975         rsurface.modelelement3i_bufferoffset = 0;
9976         rsurface.modelelement3s = element3s;
9977         rsurface.modelelement3s_indexbuffer = NULL;
9978         rsurface.modelelement3s_bufferoffset = 0;
9979         rsurface.modellightmapoffsets = NULL;
9980         rsurface.modelsurfaces = NULL;
9981         rsurface.batchgeneratedvertex = false;
9982         rsurface.batchfirstvertex = 0;
9983         rsurface.batchnumvertices = 0;
9984         rsurface.batchfirsttriangle = 0;
9985         rsurface.batchnumtriangles = 0;
9986         rsurface.batchvertex3f  = NULL;
9987         rsurface.batchvertex3f_vertexbuffer = NULL;
9988         rsurface.batchvertex3f_bufferoffset = 0;
9989         rsurface.batchsvector3f = NULL;
9990         rsurface.batchsvector3f_vertexbuffer = NULL;
9991         rsurface.batchsvector3f_bufferoffset = 0;
9992         rsurface.batchtvector3f = NULL;
9993         rsurface.batchtvector3f_vertexbuffer = NULL;
9994         rsurface.batchtvector3f_bufferoffset = 0;
9995         rsurface.batchnormal3f  = NULL;
9996         rsurface.batchnormal3f_vertexbuffer = NULL;
9997         rsurface.batchnormal3f_bufferoffset = 0;
9998         rsurface.batchlightmapcolor4f = NULL;
9999         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10000         rsurface.batchlightmapcolor4f_bufferoffset = 0;
10001         rsurface.batchtexcoordtexture2f = NULL;
10002         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10003         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10004         rsurface.batchtexcoordlightmap2f = NULL;
10005         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10006         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10007         rsurface.batchvertexmesh = NULL;
10008         rsurface.batchvertexmeshbuffer = NULL;
10009         rsurface.batchvertexposition = NULL;
10010         rsurface.batchvertexpositionbuffer = NULL;
10011         rsurface.batchelement3i = NULL;
10012         rsurface.batchelement3i_indexbuffer = NULL;
10013         rsurface.batchelement3i_bufferoffset = 0;
10014         rsurface.batchelement3s = NULL;
10015         rsurface.batchelement3s_indexbuffer = NULL;
10016         rsurface.batchelement3s_bufferoffset = 0;
10017         rsurface.passcolor4f = NULL;
10018         rsurface.passcolor4f_vertexbuffer = NULL;
10019         rsurface.passcolor4f_bufferoffset = 0;
10020
10021         if (rsurface.modelnumvertices && rsurface.modelelement3i)
10022         {
10023                 if ((wantnormals || wanttangents) && !normal3f)
10024                 {
10025                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10026                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10027                 }
10028                 if (wanttangents && !svector3f)
10029                 {
10030                         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);
10031                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10032                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10033                 }
10034         }
10035
10036         // now convert arrays into vertexmesh structs
10037         for (i = 0;i < numvertices;i++)
10038         {
10039                 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
10040                 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
10041                 if (rsurface.modelsvector3f)
10042                         VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
10043                 if (rsurface.modeltvector3f)
10044                         VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
10045                 if (rsurface.modelnormal3f)
10046                         VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
10047                 if (rsurface.modellightmapcolor4f)
10048                         Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
10049                 if (rsurface.modeltexcoordtexture2f)
10050                         Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
10051                 if (rsurface.modeltexcoordlightmap2f)
10052                         Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
10053         }
10054 }
10055
10056 float RSurf_FogPoint(const float *v)
10057 {
10058         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10059         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
10060         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
10061         float FogHeightFade = r_refdef.fogheightfade;
10062         float fogfrac;
10063         unsigned int fogmasktableindex;
10064         if (r_refdef.fogplaneviewabove)
10065                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10066         else
10067                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10068         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
10069         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10070 }
10071
10072 float RSurf_FogVertex(const float *v)
10073 {
10074         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10075         float FogPlaneViewDist = rsurface.fogplaneviewdist;
10076         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
10077         float FogHeightFade = rsurface.fogheightfade;
10078         float fogfrac;
10079         unsigned int fogmasktableindex;
10080         if (r_refdef.fogplaneviewabove)
10081                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10082         else
10083                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10084         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
10085         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10086 }
10087
10088 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
10089 {
10090         int i;
10091         for (i = 0;i < numelements;i++)
10092                 outelement3i[i] = inelement3i[i] + adjust;
10093 }
10094
10095 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
10096 extern cvar_t gl_vbo;
10097 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
10098 {
10099         int deformindex;
10100         int firsttriangle;
10101         int numtriangles;
10102         int firstvertex;
10103         int endvertex;
10104         int numvertices;
10105         int surfacefirsttriangle;
10106         int surfacenumtriangles;
10107         int surfacefirstvertex;
10108         int surfaceendvertex;
10109         int surfacenumvertices;
10110         int surfaceadjustvertex;
10111         int needsupdate;
10112         int i, j;
10113         qboolean gaps;
10114         qboolean dynamicvertex;
10115         float amplitude;
10116         float animpos;
10117         float scale;
10118         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
10119         float waveparms[4];
10120         q3shaderinfo_deform_t *deform;
10121         const msurface_t *surface, *firstsurface;
10122         r_vertexposition_t *vertexposition;
10123         r_vertexmesh_t *vertexmesh;
10124         if (!texturenumsurfaces)
10125                 return;
10126         // find vertex range of this surface batch
10127         gaps = false;
10128         firstsurface = texturesurfacelist[0];
10129         firsttriangle = firstsurface->num_firsttriangle;
10130         numtriangles = 0;
10131         firstvertex = endvertex = firstsurface->num_firstvertex;
10132         for (i = 0;i < texturenumsurfaces;i++)
10133         {
10134                 surface = texturesurfacelist[i];
10135                 if (surface != firstsurface + i)
10136                         gaps = true;
10137                 surfacefirstvertex = surface->num_firstvertex;
10138                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
10139                 surfacenumtriangles = surface->num_triangles;
10140                 if (firstvertex > surfacefirstvertex)
10141                         firstvertex = surfacefirstvertex;
10142                 if (endvertex < surfaceendvertex)
10143                         endvertex = surfaceendvertex;
10144                 numtriangles += surfacenumtriangles;
10145         }
10146         if (!numtriangles)
10147                 return;
10148
10149         // we now know the vertex range used, and if there are any gaps in it
10150         rsurface.batchfirstvertex = firstvertex;
10151         rsurface.batchnumvertices = endvertex - firstvertex;
10152         rsurface.batchfirsttriangle = firsttriangle;
10153         rsurface.batchnumtriangles = numtriangles;
10154
10155         // this variable holds flags for which properties have been updated that
10156         // may require regenerating vertexmesh or vertexposition arrays...
10157         needsupdate = 0;
10158
10159         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10160                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
10161         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10162         {
10163                 switch (deform->deform)
10164                 {
10165                 default:
10166                 case Q3DEFORM_PROJECTIONSHADOW:
10167                 case Q3DEFORM_TEXT0:
10168                 case Q3DEFORM_TEXT1:
10169                 case Q3DEFORM_TEXT2:
10170                 case Q3DEFORM_TEXT3:
10171                 case Q3DEFORM_TEXT4:
10172                 case Q3DEFORM_TEXT5:
10173                 case Q3DEFORM_TEXT6:
10174                 case Q3DEFORM_TEXT7:
10175                 case Q3DEFORM_NONE:
10176                         break;
10177                 case Q3DEFORM_AUTOSPRITE:
10178                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10179                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10180                         break;
10181                 case Q3DEFORM_AUTOSPRITE2:
10182                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10183                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10184                         break;
10185                 case Q3DEFORM_NORMAL:
10186                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10187                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10188                         break;
10189                 case Q3DEFORM_WAVE:
10190                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10191                                 break; // if wavefunc is a nop, ignore this transform
10192                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10193                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10194                         break;
10195                 case Q3DEFORM_BULGE:
10196                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10197                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10198                         break;
10199                 case Q3DEFORM_MOVE:
10200                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10201                                 break; // if wavefunc is a nop, ignore this transform
10202                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10203                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
10204                         break;
10205                 }
10206         }
10207         switch(rsurface.texture->tcgen.tcgen)
10208         {
10209         default:
10210         case Q3TCGEN_TEXTURE:
10211                 break;
10212         case Q3TCGEN_LIGHTMAP:
10213                 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
10214                 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
10215                 break;
10216         case Q3TCGEN_VECTOR:
10217                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10218                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10219                 break;
10220         case Q3TCGEN_ENVIRONMENT:
10221                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
10222                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10223                 break;
10224         }
10225         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10226         {
10227                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10228                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10229         }
10230
10231         // check if any dynamic vertex processing must occur
10232         dynamicvertex = false;
10233
10234         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
10235         {
10236                 dynamicvertex = true;
10237                 batchneed |= BATCHNEED_NOGAPS;
10238                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
10239         }
10240
10241         if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
10242         {
10243                 dynamicvertex = true;
10244                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10245                 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
10246         }
10247
10248         if (dynamicvertex || gaps || rsurface.batchfirstvertex)
10249         {
10250                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
10251                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
10252                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
10253                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
10254                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
10255                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
10256                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
10257         }
10258
10259         // when the model data has no vertex buffer (dynamic mesh), we need to
10260         // eliminate gaps
10261         if (!rsurface.modelvertexmeshbuffer || (!gl_vbo.integer && !vid.forcevbo))
10262                 batchneed |= BATCHNEED_NOGAPS;
10263
10264         // if needsupdate, we have to do a dynamic vertex batch for sure
10265         if (needsupdate & batchneed)
10266                 dynamicvertex = true;
10267
10268         // see if we need to build vertexmesh from arrays
10269         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
10270                 dynamicvertex = true;
10271
10272         // see if we need to build vertexposition from arrays
10273         if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
10274                 dynamicvertex = true;
10275
10276         // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
10277         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
10278                 dynamicvertex = true;
10279
10280         // if there is a chance of animated vertex colors, it's a dynamic batch
10281         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10282                 dynamicvertex = true;
10283
10284         rsurface.batchvertex3f = rsurface.modelvertex3f;
10285         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
10286         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10287         rsurface.batchsvector3f = rsurface.modelsvector3f;
10288         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
10289         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10290         rsurface.batchtvector3f = rsurface.modeltvector3f;
10291         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
10292         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10293         rsurface.batchnormal3f = rsurface.modelnormal3f;
10294         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
10295         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10296         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
10297         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
10298         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
10299         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
10300         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
10301         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
10302         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10303         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
10304         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10305         rsurface.batchvertexposition = rsurface.modelvertexposition;
10306         rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
10307         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
10308         rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
10309         rsurface.batchelement3i = rsurface.modelelement3i;
10310         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
10311         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
10312         rsurface.batchelement3s = rsurface.modelelement3s;
10313         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
10314         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
10315
10316         // if any dynamic vertex processing has to occur in software, we copy the
10317         // entire surface list together before processing to rebase the vertices
10318         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
10319         //
10320         // if any gaps exist and we do not have a static vertex buffer, we have to
10321         // copy the surface list together to avoid wasting upload bandwidth on the
10322         // vertices in the gaps.
10323         //
10324         // if gaps exist and we have a static vertex buffer, we still have to
10325         // combine the index buffer ranges into one dynamic index buffer.
10326         //
10327         // in all cases we end up with data that can be drawn in one call.
10328
10329         if (!dynamicvertex)
10330         {
10331                 // static vertex data, just set pointers...
10332                 rsurface.batchgeneratedvertex = false;
10333                 // if there are gaps, we want to build a combined index buffer,
10334                 // otherwise use the original static buffer with an appropriate offset
10335                 if (gaps)
10336                 {
10337                         firsttriangle = 0;
10338                         numtriangles = 0;
10339                         for (i = 0;i < texturenumsurfaces;i++)
10340                         {
10341                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
10342                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
10343                                 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
10344                                 numtriangles += surfacenumtriangles;
10345                         }
10346                         rsurface.batchelement3i = rsurface.array_batchelement3i;
10347                         rsurface.batchelement3i_indexbuffer = NULL;
10348                         rsurface.batchelement3i_bufferoffset = 0;
10349                         rsurface.batchelement3s = NULL;
10350                         rsurface.batchelement3s_indexbuffer = NULL;
10351                         rsurface.batchelement3s_bufferoffset = 0;
10352                         if (endvertex <= 65536)
10353                         {
10354                                 rsurface.batchelement3s = rsurface.array_batchelement3s;
10355                                 for (i = 0;i < numtriangles*3;i++)
10356                                         rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
10357                         }
10358                         rsurface.batchfirsttriangle = firsttriangle;
10359                         rsurface.batchnumtriangles = numtriangles;
10360                 }
10361                 return;
10362         }
10363
10364         // something needs software processing, do it for real...
10365         // we only directly handle interleaved array data in this case...
10366         rsurface.batchgeneratedvertex = true;
10367
10368         // now copy the vertex data into a combined array and make an index array
10369         // (this is what Quake3 does all the time)
10370         //if (gaps || rsurface.batchfirstvertex)
10371         {
10372                 rsurface.batchvertexposition = NULL;
10373                 rsurface.batchvertexpositionbuffer = NULL;
10374                 rsurface.batchvertexmesh = NULL;
10375                 rsurface.batchvertexmeshbuffer = NULL;
10376                 rsurface.batchvertex3f = NULL;
10377                 rsurface.batchvertex3f_vertexbuffer = NULL;
10378                 rsurface.batchvertex3f_bufferoffset = 0;
10379                 rsurface.batchsvector3f = NULL;
10380                 rsurface.batchsvector3f_vertexbuffer = NULL;
10381                 rsurface.batchsvector3f_bufferoffset = 0;
10382                 rsurface.batchtvector3f = NULL;
10383                 rsurface.batchtvector3f_vertexbuffer = NULL;
10384                 rsurface.batchtvector3f_bufferoffset = 0;
10385                 rsurface.batchnormal3f = NULL;
10386                 rsurface.batchnormal3f_vertexbuffer = NULL;
10387                 rsurface.batchnormal3f_bufferoffset = 0;
10388                 rsurface.batchlightmapcolor4f = NULL;
10389                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10390                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10391                 rsurface.batchtexcoordtexture2f = NULL;
10392                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10393                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10394                 rsurface.batchtexcoordlightmap2f = NULL;
10395                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10396                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10397                 rsurface.batchelement3i = rsurface.array_batchelement3i;
10398                 rsurface.batchelement3i_indexbuffer = NULL;
10399                 rsurface.batchelement3i_bufferoffset = 0;
10400                 rsurface.batchelement3s = NULL;
10401                 rsurface.batchelement3s_indexbuffer = NULL;
10402                 rsurface.batchelement3s_bufferoffset = 0;
10403                 // we'll only be setting up certain arrays as needed
10404                 if (batchneed & BATCHNEED_VERTEXPOSITION)
10405                         rsurface.batchvertexposition = rsurface.array_batchvertexposition;
10406                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10407                         rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
10408                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
10409                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10410                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
10411                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10412                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
10413                 {
10414                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10415                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10416                 }
10417                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
10418                         rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
10419                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
10420                         rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10421                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
10422                         rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
10423                 numvertices = 0;
10424                 numtriangles = 0;
10425                 for (i = 0;i < texturenumsurfaces;i++)
10426                 {
10427                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
10428                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
10429                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
10430                         surfaceadjustvertex = numvertices - surfacefirstvertex;
10431                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
10432                         // copy only the data requested
10433                         if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
10434                                 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
10435                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
10436                                 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
10437                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
10438                         {
10439                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
10440                                         memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10441                                 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
10442                                         memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10443                                 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
10444                                 {
10445                                         memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10446                                         memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10447                                 }
10448                                 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
10449                                         memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
10450                                 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
10451                                         memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
10452                                 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
10453                                         memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
10454                         }
10455                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
10456                         numvertices += surfacenumvertices;
10457                         numtriangles += surfacenumtriangles;
10458                 }
10459
10460                 // generate a 16bit index array as well if possible
10461                 // (in general, dynamic batches fit)
10462                 if (numvertices <= 65536)
10463                 {
10464                         rsurface.batchelement3s = rsurface.array_batchelement3s;
10465                         for (i = 0;i < numtriangles*3;i++)
10466                                 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
10467                 }
10468
10469                 // since we've copied everything, the batch now starts at 0
10470                 rsurface.batchfirstvertex = 0;
10471                 rsurface.batchnumvertices = numvertices;
10472                 rsurface.batchfirsttriangle = 0;
10473                 rsurface.batchnumtriangles = numtriangles;
10474         }
10475
10476         // q1bsp surfaces rendered in vertex color mode have to have colors
10477         // calculated based on lightstyles
10478         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10479         {
10480                 // generate color arrays for the surfaces in this list
10481                 int c[4];
10482                 int scale;
10483                 int size3;
10484                 const int *offsets;
10485                 const unsigned char *lm;
10486                 numvertices = 0;
10487                 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
10488                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10489                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10490                 for (i = 0;i < texturenumsurfaces;i++)
10491                 {
10492                         surface = texturesurfacelist[i];
10493                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
10494                         surfacenumvertices = surface->num_vertices;
10495                         if (surface->lightmapinfo->samples)
10496                         {
10497                                 for (j = 0;j < surfacenumvertices;j++)
10498                                 {
10499                                         lm = surface->lightmapinfo->samples + offsets[j];
10500                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
10501                                         VectorScale(lm, scale, c);
10502                                         if (surface->lightmapinfo->styles[1] != 255)
10503                                         {
10504                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10505                                                 lm += size3;
10506                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
10507                                                 VectorMA(c, scale, lm, c);
10508                                                 if (surface->lightmapinfo->styles[2] != 255)
10509                                                 {
10510                                                         lm += size3;
10511                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
10512                                                         VectorMA(c, scale, lm, c);
10513                                                         if (surface->lightmapinfo->styles[3] != 255)
10514                                                         {
10515                                                                 lm += size3;
10516                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
10517                                                                 VectorMA(c, scale, lm, c);
10518                                                         }
10519                                                 }
10520                                         }
10521                                         c[0] >>= 15;
10522                                         c[1] >>= 15;
10523                                         c[2] >>= 15;
10524                                         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);
10525                                         numvertices++;
10526                                 }
10527                         }
10528                         else
10529                         {
10530                                 for (j = 0;j < surfacenumvertices;j++)
10531                                 {
10532                                         Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
10533                                         numvertices++;
10534                                 }
10535                         }
10536                 }
10537         }
10538
10539         // if vertices are deformed (sprite flares and things in maps, possibly
10540         // water waves, bulges and other deformations), modify the copied vertices
10541         // in place
10542         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10543         {
10544                 switch (deform->deform)
10545                 {
10546                 default:
10547                 case Q3DEFORM_PROJECTIONSHADOW:
10548                 case Q3DEFORM_TEXT0:
10549                 case Q3DEFORM_TEXT1:
10550                 case Q3DEFORM_TEXT2:
10551                 case Q3DEFORM_TEXT3:
10552                 case Q3DEFORM_TEXT4:
10553                 case Q3DEFORM_TEXT5:
10554                 case Q3DEFORM_TEXT6:
10555                 case Q3DEFORM_TEXT7:
10556                 case Q3DEFORM_NONE:
10557                         break;
10558                 case Q3DEFORM_AUTOSPRITE:
10559                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10560                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10561                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10562                         VectorNormalize(newforward);
10563                         VectorNormalize(newright);
10564                         VectorNormalize(newup);
10565                         // a single autosprite surface can contain multiple sprites...
10566                         for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
10567                         {
10568                                 VectorClear(center);
10569                                 for (i = 0;i < 4;i++)
10570                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
10571                                 VectorScale(center, 0.25f, center);
10572                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
10573                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
10574                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
10575                                 for (i = 0;i < 4;i++)
10576                                 {
10577                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
10578                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
10579                                 }
10580                         }
10581                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10582                         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);
10583                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10584                         rsurface.batchvertex3f_vertexbuffer = NULL;
10585                         rsurface.batchvertex3f_bufferoffset = 0;
10586                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10587                         rsurface.batchsvector3f_vertexbuffer = NULL;
10588                         rsurface.batchsvector3f_bufferoffset = 0;
10589                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10590                         rsurface.batchtvector3f_vertexbuffer = NULL;
10591                         rsurface.batchtvector3f_bufferoffset = 0;
10592                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10593                         rsurface.batchnormal3f_vertexbuffer = NULL;
10594                         rsurface.batchnormal3f_bufferoffset = 0;
10595                         break;
10596                 case Q3DEFORM_AUTOSPRITE2:
10597                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10598                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10599                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10600                         VectorNormalize(newforward);
10601                         VectorNormalize(newright);
10602                         VectorNormalize(newup);
10603                         {
10604                                 const float *v1, *v2;
10605                                 vec3_t start, end;
10606                                 float f, l;
10607                                 struct
10608                                 {
10609                                         float length2;
10610                                         const float *v1;
10611                                         const float *v2;
10612                                 }
10613                                 shortest[2];
10614                                 memset(shortest, 0, sizeof(shortest));
10615                                 // a single autosprite surface can contain multiple sprites...
10616                                 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
10617                                 {
10618                                         VectorClear(center);
10619                                         for (i = 0;i < 4;i++)
10620                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
10621                                         VectorScale(center, 0.25f, center);
10622                                         // find the two shortest edges, then use them to define the
10623                                         // axis vectors for rotating around the central axis
10624                                         for (i = 0;i < 6;i++)
10625                                         {
10626                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
10627                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
10628                                                 l = VectorDistance2(v1, v2);
10629                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10630                                                 if (v1[2] != v2[2])
10631                                                         l += (1.0f / 1024.0f);
10632                                                 if (shortest[0].length2 > l || i == 0)
10633                                                 {
10634                                                         shortest[1] = shortest[0];
10635                                                         shortest[0].length2 = l;
10636                                                         shortest[0].v1 = v1;
10637                                                         shortest[0].v2 = v2;
10638                                                 }
10639                                                 else if (shortest[1].length2 > l || i == 1)
10640                                                 {
10641                                                         shortest[1].length2 = l;
10642                                                         shortest[1].v1 = v1;
10643                                                         shortest[1].v2 = v2;
10644                                                 }
10645                                         }
10646                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10647                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10648                                         // this calculates the right vector from the shortest edge
10649                                         // and the up vector from the edge midpoints
10650                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10651                                         VectorNormalize(right);
10652                                         VectorSubtract(end, start, up);
10653                                         VectorNormalize(up);
10654                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10655                                         VectorSubtract(rsurface.localvieworigin, center, forward);
10656                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10657                                         VectorNegate(forward, forward);
10658                                         VectorReflect(forward, 0, up, forward);
10659                                         VectorNormalize(forward);
10660                                         CrossProduct(up, forward, newright);
10661                                         VectorNormalize(newright);
10662                                         // rotate the quad around the up axis vector, this is made
10663                                         // especially easy by the fact we know the quad is flat,
10664                                         // so we only have to subtract the center position and
10665                                         // measure distance along the right vector, and then
10666                                         // multiply that by the newright vector and add back the
10667                                         // center position
10668                                         // we also need to subtract the old position to undo the
10669                                         // displacement from the center, which we do with a
10670                                         // DotProduct, the subtraction/addition of center is also
10671                                         // optimized into DotProducts here
10672                                         l = DotProduct(right, center);
10673                                         for (i = 0;i < 4;i++)
10674                                         {
10675                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
10676                                                 f = DotProduct(right, v1) - l;
10677                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
10678                                         }
10679                                 }
10680                         }
10681                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10682                         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);
10683                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10684                         rsurface.batchvertex3f_vertexbuffer = NULL;
10685                         rsurface.batchvertex3f_bufferoffset = 0;
10686                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10687                         rsurface.batchsvector3f_vertexbuffer = NULL;
10688                         rsurface.batchsvector3f_bufferoffset = 0;
10689                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10690                         rsurface.batchtvector3f_vertexbuffer = NULL;
10691                         rsurface.batchtvector3f_bufferoffset = 0;
10692                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10693                         rsurface.batchnormal3f_vertexbuffer = NULL;
10694                         rsurface.batchnormal3f_bufferoffset = 0;
10695                         break;
10696                 case Q3DEFORM_NORMAL:
10697                         // deform the normals to make reflections wavey
10698                         for (j = 0;j < rsurface.batchnumvertices;j++)
10699                         {
10700                                 float vertex[3];
10701                                 float *normal = rsurface.array_batchnormal3f + 3*j;
10702                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
10703                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10704                                 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]);
10705                                 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]);
10706                                 VectorNormalize(normal);
10707                         }
10708                         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);
10709                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10710                         rsurface.batchsvector3f_vertexbuffer = NULL;
10711                         rsurface.batchsvector3f_bufferoffset = 0;
10712                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10713                         rsurface.batchtvector3f_vertexbuffer = NULL;
10714                         rsurface.batchtvector3f_bufferoffset = 0;
10715                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10716                         rsurface.batchnormal3f_vertexbuffer = NULL;
10717                         rsurface.batchnormal3f_bufferoffset = 0;
10718                         break;
10719                 case Q3DEFORM_WAVE:
10720                         // deform vertex array to make wavey water and flags and such
10721                         waveparms[0] = deform->waveparms[0];
10722                         waveparms[1] = deform->waveparms[1];
10723                         waveparms[2] = deform->waveparms[2];
10724                         waveparms[3] = deform->waveparms[3];
10725                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10726                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
10727                         // this is how a divisor of vertex influence on deformation
10728                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10729                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10730                         for (j = 0;j < rsurface.batchnumvertices;j++)
10731                         {
10732                                 // if the wavefunc depends on time, evaluate it per-vertex
10733                                 if (waveparms[3])
10734                                 {
10735                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
10736                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10737                                 }
10738                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
10739                         }
10740                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10741                         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);
10742                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10743                         rsurface.batchvertex3f_vertexbuffer = NULL;
10744                         rsurface.batchvertex3f_bufferoffset = 0;
10745                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10746                         rsurface.batchsvector3f_vertexbuffer = NULL;
10747                         rsurface.batchsvector3f_bufferoffset = 0;
10748                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10749                         rsurface.batchtvector3f_vertexbuffer = NULL;
10750                         rsurface.batchtvector3f_bufferoffset = 0;
10751                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10752                         rsurface.batchnormal3f_vertexbuffer = NULL;
10753                         rsurface.batchnormal3f_bufferoffset = 0;
10754                         break;
10755                 case Q3DEFORM_BULGE:
10756                         // deform vertex array to make the surface have moving bulges
10757                         for (j = 0;j < rsurface.batchnumvertices;j++)
10758                         {
10759                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
10760                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
10761                         }
10762                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10763                         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);
10764                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10765                         rsurface.batchvertex3f_vertexbuffer = NULL;
10766                         rsurface.batchvertex3f_bufferoffset = 0;
10767                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10768                         rsurface.batchsvector3f_vertexbuffer = NULL;
10769                         rsurface.batchsvector3f_bufferoffset = 0;
10770                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10771                         rsurface.batchtvector3f_vertexbuffer = NULL;
10772                         rsurface.batchtvector3f_bufferoffset = 0;
10773                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10774                         rsurface.batchnormal3f_vertexbuffer = NULL;
10775                         rsurface.batchnormal3f_bufferoffset = 0;
10776                         break;
10777                 case Q3DEFORM_MOVE:
10778                         // deform vertex array
10779                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10780                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
10781                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10782                         VectorScale(deform->parms, scale, waveparms);
10783                         for (j = 0;j < rsurface.batchnumvertices;j++)
10784                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
10785                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10786                         rsurface.batchvertex3f_vertexbuffer = NULL;
10787                         rsurface.batchvertex3f_bufferoffset = 0;
10788                         break;
10789                 }
10790         }
10791
10792         // generate texcoords based on the chosen texcoord source
10793         switch(rsurface.texture->tcgen.tcgen)
10794         {
10795         default:
10796         case Q3TCGEN_TEXTURE:
10797                 break;
10798         case Q3TCGEN_LIGHTMAP:
10799                 if (rsurface.batchtexcoordlightmap2f)
10800                         memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
10801                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10802                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10803                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10804                 break;
10805         case Q3TCGEN_VECTOR:
10806                 for (j = 0;j < rsurface.batchnumvertices;j++)
10807                 {
10808                         rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
10809                         rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
10810                 }
10811                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10812                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10813                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10814                 break;
10815         case Q3TCGEN_ENVIRONMENT:
10816                 // make environment reflections using a spheremap
10817                 for (j = 0;j < rsurface.batchnumvertices;j++)
10818                 {
10819                         // identical to Q3A's method, but executed in worldspace so
10820                         // carried models can be shiny too
10821
10822                         float viewer[3], d, reflected[3], worldreflected[3];
10823
10824                         VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
10825                         // VectorNormalize(viewer);
10826
10827                         d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
10828
10829                         reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
10830                         reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
10831                         reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
10832                         // note: this is proportinal to viewer, so we can normalize later
10833
10834                         Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10835                         VectorNormalize(worldreflected);
10836
10837                         // note: this sphere map only uses world x and z!
10838                         // so positive and negative y will LOOK THE SAME.
10839                         rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
10840                         rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
10841                 }
10842                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10843                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10844                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10845                 break;
10846         }
10847         // the only tcmod that needs software vertex processing is turbulent, so
10848         // check for it here and apply the changes if needed
10849         // and we only support that as the first one
10850         // (handling a mixture of turbulent and other tcmods would be problematic
10851         //  without punting it entirely to a software path)
10852         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10853         {
10854                 amplitude = rsurface.texture->tcmods[0].parms[1];
10855                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10856                 for (j = 0;j < rsurface.batchnumvertices;j++)
10857                 {
10858                         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);
10859                         rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10860                 }
10861                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10862                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10863                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10864         }
10865
10866         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10867         {
10868                 // convert the modified arrays to vertex structs
10869                 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
10870                 rsurface.batchvertexmeshbuffer = NULL;
10871                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
10872                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10873                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
10874                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
10875                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10876                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
10877                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
10878                 {
10879                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10880                         {
10881                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
10882                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
10883                         }
10884                 }
10885                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
10886                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10887                                 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
10888                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
10889                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10890                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
10891                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
10892                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10893                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
10894         }
10895
10896         if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
10897         {
10898                 // convert the modified arrays to vertex structs
10899                 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
10900                 rsurface.batchvertexpositionbuffer = NULL;
10901                 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
10902                         memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
10903                 else
10904                         for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
10905                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
10906         }
10907 }
10908
10909 void RSurf_DrawBatch(void)
10910 {
10911         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);
10912 }
10913
10914 static void RSurf_BindLightmapForBatch(void)
10915 {
10916         switch(vid.renderpath)
10917         {
10918         case RENDERPATH_CGGL:
10919 #ifdef SUPPORTCG
10920                 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture );CHECKCGERROR
10921                 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, rsurface.deluxemaptexture);CHECKCGERROR
10922 #endif
10923                 break;
10924         case RENDERPATH_GL20:
10925                 if (r_glsl_permutation->loc_Texture_Lightmap  >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture );
10926                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, rsurface.deluxemaptexture);
10927                 break;
10928         case RENDERPATH_GL13:
10929         case RENDERPATH_GL11:
10930                 R_Mesh_TexBind(0, rsurface.lightmaptexture);
10931                 break;
10932         }
10933 }
10934
10935 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
10936 {
10937         // pick the closest matching water plane
10938         int planeindex, vertexindex, bestplaneindex = -1;
10939         float d, bestd;
10940         vec3_t vert;
10941         const float *v;
10942         r_waterstate_waterplane_t *p;
10943         bestd = 0;
10944         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10945         {
10946                 if(p->camera_entity != rsurface.texture->camera_entity)
10947                         continue;
10948                 d = 0;
10949                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
10950                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10951                 {
10952                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
10953                         d += fabs(PlaneDiff(vert, &p->plane));
10954                 }
10955                 if (bestd > d || bestplaneindex < 0)
10956                 {
10957                         bestd = d;
10958                         bestplaneindex = planeindex;
10959                 }
10960         }
10961         return bestplaneindex;
10962 }
10963
10964 static void RSurf_BindReflectionForBatch(int planeindex)
10965 {
10966         // pick the closest matching water plane and bind textures
10967         r_waterstate_waterplane_t *bestp = planeindex >= 0 ? r_waterstate.waterplanes + planeindex : NULL;
10968         switch(vid.renderpath)
10969         {
10970         case RENDERPATH_CGGL:
10971 #ifdef SUPPORTCG
10972                 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10973                 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10974                 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10975 #endif
10976                 break;
10977         case RENDERPATH_GL20:
10978                 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10979                 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10980                 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10981                 break;
10982         case RENDERPATH_GL13:
10983         case RENDERPATH_GL11:
10984                 break;
10985         }
10986 }
10987
10988 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
10989 {
10990         int i;
10991         for (i = 0;i < rsurface.batchnumvertices;i++)
10992                 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
10993         rsurface.passcolor4f = rsurface.array_passcolor4f;
10994         rsurface.passcolor4f_vertexbuffer = 0;
10995         rsurface.passcolor4f_bufferoffset = 0;
10996 }
10997
10998 static void RSurf_DrawBatch_GL11_ApplyFog(void)
10999 {
11000         int i;
11001         float f;
11002         const float *v;
11003         const float *c;
11004         float *c2;
11005         if (rsurface.passcolor4f)
11006         {
11007                 // generate color arrays
11008                 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)
11009                 {
11010                         f = RSurf_FogVertex(v);
11011                         c2[0] = c[0] * f;
11012                         c2[1] = c[1] * f;
11013                         c2[2] = c[2] * f;
11014                         c2[3] = c[3];
11015                 }
11016         }
11017         else
11018         {
11019                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
11020                 {
11021                         f = RSurf_FogVertex(v);
11022                         c2[0] = f;
11023                         c2[1] = f;
11024                         c2[2] = f;
11025                         c2[3] = 1;
11026                 }
11027         }
11028         rsurface.passcolor4f = rsurface.array_passcolor4f;
11029         rsurface.passcolor4f_vertexbuffer = 0;
11030         rsurface.passcolor4f_bufferoffset = 0;
11031 }
11032
11033 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
11034 {
11035         int i;
11036         float f;
11037         const float *v;
11038         const float *c;
11039         float *c2;
11040         if (!rsurface.passcolor4f)
11041                 return;
11042         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)
11043         {
11044                 f = RSurf_FogVertex(v);
11045                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
11046                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
11047                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
11048                 c2[3] = c[3];
11049         }
11050         rsurface.passcolor4f = rsurface.array_passcolor4f;
11051         rsurface.passcolor4f_vertexbuffer = 0;
11052         rsurface.passcolor4f_bufferoffset = 0;
11053 }
11054
11055 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
11056 {
11057         int i;
11058         const float *c;
11059         float *c2;
11060         if (!rsurface.passcolor4f)
11061                 return;
11062         for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
11063         {
11064                 c2[0] = c[0] * r;
11065                 c2[1] = c[1] * g;
11066                 c2[2] = c[2] * b;
11067                 c2[3] = c[3] * a;
11068         }
11069         rsurface.passcolor4f = rsurface.array_passcolor4f;
11070         rsurface.passcolor4f_vertexbuffer = 0;
11071         rsurface.passcolor4f_bufferoffset = 0;
11072 }
11073
11074 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
11075 {
11076         int i;
11077         const float *c;
11078         float *c2;
11079         if (!rsurface.passcolor4f)
11080                 return;
11081         for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
11082         {
11083                 c2[0] = c[0] + r_refdef.scene.ambient;
11084                 c2[1] = c[1] + r_refdef.scene.ambient;
11085                 c2[2] = c[2] + r_refdef.scene.ambient;
11086                 c2[3] = c[3];
11087         }
11088         rsurface.passcolor4f = rsurface.array_passcolor4f;
11089         rsurface.passcolor4f_vertexbuffer = 0;
11090         rsurface.passcolor4f_bufferoffset = 0;
11091 }
11092
11093 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11094 {
11095         // TODO: optimize
11096         rsurface.passcolor4f = NULL;
11097         rsurface.passcolor4f_vertexbuffer = 0;
11098         rsurface.passcolor4f_bufferoffset = 0;
11099         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
11100         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11101         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11102         GL_Color(r, g, b, a);
11103         RSurf_BindLightmapForBatch();
11104         RSurf_DrawBatch();
11105 }
11106
11107 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11108 {
11109         // TODO: optimize applyfog && applycolor case
11110         // just apply fog if necessary, and tint the fog color array if necessary
11111         rsurface.passcolor4f = NULL;
11112         rsurface.passcolor4f_vertexbuffer = 0;
11113         rsurface.passcolor4f_bufferoffset = 0;
11114         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
11115         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11116         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11117         GL_Color(r, g, b, a);
11118         RSurf_DrawBatch();
11119 }
11120
11121 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11122 {
11123         // TODO: optimize
11124         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11125         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11126         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11127         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
11128         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11129         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11130         GL_Color(r, g, b, a);
11131         RSurf_DrawBatch();
11132 }
11133
11134 static void RSurf_DrawBatch_GL11_ClampColor(void)
11135 {
11136         int i;
11137         const float *c1;
11138         float *c2;
11139         if (!rsurface.passcolor4f)
11140                 return;
11141         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
11142         {
11143                 c2[0] = bound(0.0f, c1[0], 1.0f);
11144                 c2[1] = bound(0.0f, c1[1], 1.0f);
11145                 c2[2] = bound(0.0f, c1[2], 1.0f);
11146                 c2[3] = bound(0.0f, c1[3], 1.0f);
11147         }
11148 }
11149
11150 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
11151 {
11152         int i;
11153         float f;
11154         float alpha;
11155         const float *v;
11156         const float *n;
11157         float *c;
11158         vec3_t ambientcolor;
11159         vec3_t diffusecolor;
11160         vec3_t lightdir;
11161         // TODO: optimize
11162         // model lighting
11163         VectorCopy(rsurface.modellight_lightdir, lightdir);
11164         f = 0.5f * r_refdef.lightmapintensity;
11165         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
11166         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
11167         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
11168         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
11169         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
11170         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
11171         alpha = *a;
11172         if (VectorLength2(diffusecolor) > 0)
11173         {
11174                 // q3-style directional shading
11175                 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)
11176                 {
11177                         if ((f = DotProduct(n, lightdir)) > 0)
11178                                 VectorMA(ambientcolor, f, diffusecolor, c);
11179                         else
11180                                 VectorCopy(ambientcolor, c);
11181                         c[3] = alpha;
11182                 }
11183                 *r = 1;
11184                 *g = 1;
11185                 *b = 1;
11186                 *a = 1;
11187                 rsurface.passcolor4f = rsurface.array_passcolor4f;
11188                 rsurface.passcolor4f_vertexbuffer = 0;
11189                 rsurface.passcolor4f_bufferoffset = 0;
11190                 *applycolor = false;
11191         }
11192         else
11193         {
11194                 *r = ambientcolor[0];
11195                 *g = ambientcolor[1];
11196                 *b = ambientcolor[2];
11197                 rsurface.passcolor4f = NULL;
11198                 rsurface.passcolor4f_vertexbuffer = 0;
11199                 rsurface.passcolor4f_bufferoffset = 0;
11200         }
11201 }
11202
11203 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11204 {
11205         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
11206         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
11207         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11208         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11209         GL_Color(r, g, b, a);
11210         RSurf_DrawBatch();
11211 }
11212
11213 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
11214 {
11215         int i;
11216         float f;
11217         const float *v;
11218         float *c;
11219         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
11220         {
11221                 f = 1 - RSurf_FogVertex(v);
11222                 c[0] = r;
11223                 c[1] = g;
11224                 c[2] = b;
11225                 c[3] = f * a;
11226         }
11227 }
11228
11229 void RSurf_SetupDepthAndCulling(void)
11230 {
11231         // submodels are biased to avoid z-fighting with world surfaces that they
11232         // may be exactly overlapping (avoids z-fighting artifacts on certain
11233         // doors and things in Quake maps)
11234         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
11235         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
11236         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
11237         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11238 }
11239
11240 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11241 {
11242         // transparent sky would be ridiculous
11243         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11244                 return;
11245         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11246         skyrenderlater = true;
11247         RSurf_SetupDepthAndCulling();
11248         GL_DepthMask(true);
11249         // LordHavoc: HalfLife maps have freaky skypolys so don't use
11250         // skymasking on them, and Quake3 never did sky masking (unlike
11251         // software Quake and software Quake2), so disable the sky masking
11252         // in Quake3 maps as it causes problems with q3map2 sky tricks,
11253         // and skymasking also looks very bad when noclipping outside the
11254         // level, so don't use it then either.
11255         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
11256         {
11257                 R_Mesh_ResetTextureState();
11258                 if (skyrendermasked)
11259                 {
11260                         R_SetupShader_DepthOrShadow();
11261                         // depth-only (masking)
11262                         GL_ColorMask(0,0,0,0);
11263                         // just to make sure that braindead drivers don't draw
11264                         // anything despite that colormask...
11265                         GL_BlendFunc(GL_ZERO, GL_ONE);
11266                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11267                         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11268                 }
11269                 else
11270                 {
11271                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11272                         // fog sky
11273                         GL_BlendFunc(GL_ONE, GL_ZERO);
11274                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
11275                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
11276                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11277                 }
11278                 RSurf_DrawBatch();
11279                 if (skyrendermasked)
11280                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11281         }
11282         R_Mesh_ResetTextureState();
11283         GL_Color(1, 1, 1, 1);
11284 }
11285
11286 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
11287 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
11288 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11289 {
11290         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
11291                 return;
11292         if (prepass)
11293         {
11294                 // render screenspace normalmap to texture
11295                 GL_DepthMask(true);
11296                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist);
11297                 RSurf_DrawBatch();
11298                 return;
11299         }
11300
11301         // bind lightmap texture
11302
11303         // water/refraction/reflection/camera surfaces have to be handled specially
11304         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
11305         {
11306                 int start, end, startplaneindex;
11307                 for (start = 0;start < texturenumsurfaces;start = end)
11308                 {
11309                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
11310                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
11311                                 ;
11312                         // now that we have a batch using the same planeindex, render it
11313                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
11314                         {
11315                                 // render water or distortion background
11316                                 GL_DepthMask(true);
11317                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start);
11318                                 RSurf_BindReflectionForBatch(startplaneindex);
11319                                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11320                                         RSurf_BindLightmapForBatch();
11321                                 RSurf_DrawBatch();
11322                                 // blend surface on top
11323                                 GL_DepthMask(false);
11324                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start);
11325                                 RSurf_DrawBatch();
11326                         }
11327                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
11328                         {
11329                                 // render surface with reflection texture as input
11330                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11331                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start);
11332                                 RSurf_BindReflectionForBatch(startplaneindex);
11333                                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11334                                         RSurf_BindLightmapForBatch();
11335                                 RSurf_DrawBatch();
11336                         }
11337                 }
11338                 return;
11339         }
11340
11341         // render surface batch normally
11342         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11343         R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist);
11344         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11345                 RSurf_BindLightmapForBatch();
11346         RSurf_DrawBatch();
11347 }
11348
11349 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11350 {
11351         // OpenGL 1.3 path - anything not completely ancient
11352         qboolean applycolor;
11353         qboolean applyfog;
11354         int layerindex;
11355         const texturelayer_t *layer;
11356         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);
11357         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11358
11359         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11360         {
11361                 vec4_t layercolor;
11362                 int layertexrgbscale;
11363                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11364                 {
11365                         if (layerindex == 0)
11366                                 GL_AlphaTest(true);
11367                         else
11368                         {
11369                                 GL_AlphaTest(false);
11370                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11371                         }
11372                 }
11373                 GL_DepthMask(layer->depthmask && writedepth);
11374                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11375                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11376                 {
11377                         layertexrgbscale = 4;
11378                         VectorScale(layer->color, 0.25f, layercolor);
11379                 }
11380                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11381                 {
11382                         layertexrgbscale = 2;
11383                         VectorScale(layer->color, 0.5f, layercolor);
11384                 }
11385                 else
11386                 {
11387                         layertexrgbscale = 1;
11388                         VectorScale(layer->color, 1.0f, layercolor);
11389                 }
11390                 layercolor[3] = layer->color[3];
11391                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11392                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
11393                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11394                 switch (layer->type)
11395                 {
11396                 case TEXTURELAYERTYPE_LITTEXTURE:
11397                         // single-pass lightmapped texture with 2x rgbscale
11398                         R_Mesh_TexBind(0, r_texture_white);
11399                         R_Mesh_TexMatrix(0, NULL);
11400                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11401                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
11402                         R_Mesh_TexBind(1, layer->texture);
11403                         R_Mesh_TexMatrix(1, &layer->texmatrix);
11404                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11405                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11406                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11407                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11408                         else if (rsurface.uselightmaptexture)
11409                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11410                         else
11411                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11412                         break;
11413                 case TEXTURELAYERTYPE_TEXTURE:
11414                         // singletexture unlit texture with transparency support
11415                         R_Mesh_TexBind(0, layer->texture);
11416                         R_Mesh_TexMatrix(0, &layer->texmatrix);
11417                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11418                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11419                         R_Mesh_TexBind(1, 0);
11420                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11421                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11422                         break;
11423                 case TEXTURELAYERTYPE_FOG:
11424                         // singletexture fogging
11425                         if (layer->texture)
11426                         {
11427                                 R_Mesh_TexBind(0, layer->texture);
11428                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11429                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11430                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11431                         }
11432                         else
11433                         {
11434                                 R_Mesh_TexBind(0, 0);
11435                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11436                         }
11437                         R_Mesh_TexBind(1, 0);
11438                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11439                         // generate a color array for the fog pass
11440                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
11441                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
11442                         RSurf_DrawBatch();
11443                         break;
11444                 default:
11445                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11446                 }
11447         }
11448         CHECKGLERROR
11449         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11450         {
11451                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11452                 GL_AlphaTest(false);
11453         }
11454 }
11455
11456 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11457 {
11458         // OpenGL 1.1 - crusty old voodoo path
11459         qboolean applyfog;
11460         int layerindex;
11461         const texturelayer_t *layer;
11462         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);
11463         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11464
11465         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11466         {
11467                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11468                 {
11469                         if (layerindex == 0)
11470                                 GL_AlphaTest(true);
11471                         else
11472                         {
11473                                 GL_AlphaTest(false);
11474                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11475                         }
11476                 }
11477                 GL_DepthMask(layer->depthmask && writedepth);
11478                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11479                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
11480                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11481                 switch (layer->type)
11482                 {
11483                 case TEXTURELAYERTYPE_LITTEXTURE:
11484                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11485                         {
11486                                 // two-pass lit texture with 2x rgbscale
11487                                 // first the lightmap pass
11488                                 R_Mesh_TexBind(0, r_texture_white);
11489                                 R_Mesh_TexMatrix(0, NULL);
11490                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11491                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
11492                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11493                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
11494                                 else if (rsurface.uselightmaptexture)
11495                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
11496                                 else
11497                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
11498                                 // then apply the texture to it
11499                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11500                                 R_Mesh_TexBind(0, layer->texture);
11501                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11502                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11503                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11504                                 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);
11505                         }
11506                         else
11507                         {
11508                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11509                                 R_Mesh_TexBind(0, layer->texture);
11510                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11511                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11512                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11513                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11514                                         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);
11515                                 else
11516                                         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);
11517                         }
11518                         break;
11519                 case TEXTURELAYERTYPE_TEXTURE:
11520                         // singletexture unlit texture with transparency support
11521                         R_Mesh_TexBind(0, layer->texture);
11522                         R_Mesh_TexMatrix(0, &layer->texmatrix);
11523                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11524                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11525                         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);
11526                         break;
11527                 case TEXTURELAYERTYPE_FOG:
11528                         // singletexture fogging
11529                         if (layer->texture)
11530                         {
11531                                 R_Mesh_TexBind(0, layer->texture);
11532                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11533                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11534                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11535                         }
11536                         else
11537                         {
11538                                 R_Mesh_TexBind(0, 0);
11539                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11540                         }
11541                         // generate a color array for the fog pass
11542                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
11543                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
11544                         RSurf_DrawBatch();
11545                         break;
11546                 default:
11547                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11548                 }
11549         }
11550         CHECKGLERROR
11551         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11552         {
11553                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11554                 GL_AlphaTest(false);
11555         }
11556 }
11557
11558 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11559 {
11560         int vi;
11561         int j;
11562         r_vertexgeneric_t *batchvertex;
11563         float c[4];
11564
11565         GL_AlphaTest(false);
11566         R_Mesh_ResetTextureState();
11567         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11568
11569         if(rsurface.texture && rsurface.texture->currentskinframe)
11570         {
11571                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11572                 c[3] *= rsurface.texture->currentalpha;
11573         }
11574         else
11575         {
11576                 c[0] = 1;
11577                 c[1] = 0;
11578                 c[2] = 1;
11579                 c[3] = 1;
11580         }
11581
11582         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11583         {
11584                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11585                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11586                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11587         }
11588
11589         // brighten it up (as texture value 127 means "unlit")
11590         c[0] *= 2 * r_refdef.view.colorscale;
11591         c[1] *= 2 * r_refdef.view.colorscale;
11592         c[2] *= 2 * r_refdef.view.colorscale;
11593
11594         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11595                 c[3] *= r_wateralpha.value;
11596
11597         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11598         {
11599                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11600                 GL_DepthMask(false);
11601         }
11602         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11603         {
11604                 GL_BlendFunc(GL_ONE, GL_ONE);
11605                 GL_DepthMask(false);
11606         }
11607         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11608         {
11609                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11610                 GL_DepthMask(false);
11611         }
11612         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11613         {
11614                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11615                 GL_DepthMask(false);
11616         }
11617         else
11618         {
11619                 GL_BlendFunc(GL_ONE, GL_ZERO);
11620                 GL_DepthMask(writedepth);
11621         }
11622
11623         if (r_showsurfaces.integer == 3)
11624         {
11625                 rsurface.passcolor4f = NULL;
11626
11627                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11628                 {
11629                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11630
11631                         rsurface.passcolor4f = NULL;
11632                         rsurface.passcolor4f_vertexbuffer = 0;
11633                         rsurface.passcolor4f_bufferoffset = 0;
11634                 }
11635                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11636                 {
11637                         qboolean applycolor = true;
11638                         float one = 1.0;
11639
11640                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11641
11642                         r_refdef.lightmapintensity = 1;
11643                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
11644                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11645                 }
11646                 else
11647                 {
11648                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11649
11650                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11651                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11652                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11653                 }
11654
11655                 if(!rsurface.passcolor4f)
11656                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
11657
11658                 RSurf_DrawBatch_GL11_ApplyAmbient();
11659                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
11660                 if(r_refdef.fogenabled)
11661                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
11662                 RSurf_DrawBatch_GL11_ClampColor();
11663
11664                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
11665                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11666                 RSurf_DrawBatch();
11667         }
11668         else if (!r_refdef.view.showdebug)
11669         {
11670                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11671                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11672                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
11673                 {
11674                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11675                         Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
11676                 }
11677                 R_Mesh_PrepareVertices_Generic_Unlock();
11678                 RSurf_DrawBatch();
11679         }
11680         else if (r_showsurfaces.integer == 4)
11681         {
11682                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11683                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11684                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
11685                 {
11686                         unsigned char c = vi << 3;
11687                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11688                         Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
11689                 }
11690                 R_Mesh_PrepareVertices_Generic_Unlock();
11691                 RSurf_DrawBatch();
11692         }
11693         else if (r_showsurfaces.integer == 2)
11694         {
11695                 const int *e;
11696                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11697                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
11698                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
11699                 {
11700                         unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
11701                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
11702                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
11703                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
11704                         Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
11705                         Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
11706                         Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
11707                 }
11708                 R_Mesh_PrepareVertices_Generic_Unlock();
11709                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
11710         }
11711         else
11712         {
11713                 int texturesurfaceindex;
11714                 int k;
11715                 const msurface_t *surface;
11716                 unsigned char surfacecolor4ub[4];
11717                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11718                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
11719                 vi = 0;
11720                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11721                 {
11722                         surface = texturesurfacelist[texturesurfaceindex];
11723                         k = (int)(((size_t)surface) / sizeof(msurface_t));
11724                         Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
11725                         for (j = 0;j < surface->num_vertices;j++)
11726                         {
11727                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11728                                 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
11729                                 vi++;
11730                         }
11731                 }
11732                 R_Mesh_PrepareVertices_Generic_Unlock();
11733                 RSurf_DrawBatch();
11734         }
11735 }
11736
11737 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11738 {
11739         CHECKGLERROR
11740         RSurf_SetupDepthAndCulling();
11741         if (r_showsurfaces.integer)
11742         {
11743                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11744                 return;
11745         }
11746         switch (vid.renderpath)
11747         {
11748         case RENDERPATH_GL20:
11749         case RENDERPATH_CGGL:
11750                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11751                 break;
11752         case RENDERPATH_GL13:
11753                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11754                 break;
11755         case RENDERPATH_GL11:
11756                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11757                 break;
11758         }
11759         CHECKGLERROR
11760 }
11761
11762 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11763 {
11764         CHECKGLERROR
11765         RSurf_SetupDepthAndCulling();
11766         if (r_showsurfaces.integer)
11767         {
11768                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11769                 return;
11770         }
11771         switch (vid.renderpath)
11772         {
11773         case RENDERPATH_GL20:
11774         case RENDERPATH_CGGL:
11775                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11776                 break;
11777         case RENDERPATH_GL13:
11778                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11779                 break;
11780         case RENDERPATH_GL11:
11781                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11782                 break;
11783         }
11784         CHECKGLERROR
11785 }
11786
11787 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11788 {
11789         int i, j;
11790         int texturenumsurfaces, endsurface;
11791         texture_t *texture;
11792         const msurface_t *surface;
11793 #define MAXBATCH_TRANSPARENTSURFACES 256
11794         const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11795
11796         // if the model is static it doesn't matter what value we give for
11797         // wantnormals and wanttangents, so this logic uses only rules applicable
11798         // to a model, knowing that they are meaningless otherwise
11799         if (ent == r_refdef.scene.worldentity)
11800                 RSurf_ActiveWorldEntity();
11801         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11802                 RSurf_ActiveModelEntity(ent, false, false, false);
11803         else
11804         {
11805                 switch (vid.renderpath)
11806                 {
11807                 case RENDERPATH_GL20:
11808                 case RENDERPATH_CGGL:
11809                         RSurf_ActiveModelEntity(ent, true, true, false);
11810                         break;
11811                 case RENDERPATH_GL13:
11812                 case RENDERPATH_GL11:
11813                         RSurf_ActiveModelEntity(ent, true, false, false);
11814                         break;
11815                 }
11816         }
11817
11818         if (r_transparentdepthmasking.integer)
11819         {
11820                 qboolean setup = false;
11821                 for (i = 0;i < numsurfaces;i = j)
11822                 {
11823                         j = i + 1;
11824                         surface = rsurface.modelsurfaces + surfacelist[i];
11825                         texture = surface->texture;
11826                         rsurface.texture = R_GetCurrentTexture(texture);
11827                         rsurface.lightmaptexture = NULL;
11828                         rsurface.deluxemaptexture = NULL;
11829                         rsurface.uselightmaptexture = false;
11830                         // scan ahead until we find a different texture
11831                         endsurface = min(i + 1024, numsurfaces);
11832                         texturenumsurfaces = 0;
11833                         texturesurfacelist[texturenumsurfaces++] = surface;
11834                         for (;j < endsurface;j++)
11835                         {
11836                                 surface = rsurface.modelsurfaces + surfacelist[j];
11837                                 if (texture != surface->texture)
11838                                         break;
11839                                 texturesurfacelist[texturenumsurfaces++] = surface;
11840                         }
11841                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11842                                 continue;
11843                         // render the range of surfaces as depth
11844                         if (!setup)
11845                         {
11846                                 setup = true;
11847                                 GL_ColorMask(0,0,0,0);
11848                                 GL_Color(1,1,1,1);
11849                                 GL_DepthTest(true);
11850                                 GL_BlendFunc(GL_ONE, GL_ZERO);
11851                                 GL_DepthMask(true);
11852                                 GL_AlphaTest(false);
11853                                 R_Mesh_ResetTextureState();
11854                                 R_SetupShader_DepthOrShadow();
11855                         }
11856                         RSurf_SetupDepthAndCulling();
11857                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11858                         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11859                         RSurf_DrawBatch();
11860                 }
11861                 if (setup)
11862                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11863         }
11864
11865         for (i = 0;i < numsurfaces;i = j)
11866         {
11867                 j = i + 1;
11868                 surface = rsurface.modelsurfaces + surfacelist[i];
11869                 texture = surface->texture;
11870                 rsurface.texture = R_GetCurrentTexture(texture);
11871                 rsurface.lightmaptexture = surface->lightmaptexture;
11872                 rsurface.deluxemaptexture = surface->deluxemaptexture;
11873                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11874                 // scan ahead until we find a different texture
11875                 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11876                 texturenumsurfaces = 0;
11877                 texturesurfacelist[texturenumsurfaces++] = surface;
11878                 for (;j < endsurface;j++)
11879                 {
11880                         surface = rsurface.modelsurfaces + surfacelist[j];
11881                         if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11882                                 break;
11883                         texturesurfacelist[texturenumsurfaces++] = surface;
11884                 }
11885                 // render the range of surfaces
11886                 if (ent == r_refdef.scene.worldentity)
11887                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11888                 else
11889                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11890         }
11891         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11892         GL_AlphaTest(false);
11893 }
11894
11895 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11896 {
11897         // transparent surfaces get pushed off into the transparent queue
11898         int surfacelistindex;
11899         const msurface_t *surface;
11900         vec3_t tempcenter, center;
11901         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11902         {
11903                 surface = texturesurfacelist[surfacelistindex];
11904                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11905                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11906                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11907                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11908                 if (queueentity->transparent_offset) // transparent offset
11909                 {
11910                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11911                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11912                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11913                 }
11914                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11915         }
11916 }
11917
11918 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11919 {
11920         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11921                 return;
11922         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11923                 return;
11924         RSurf_SetupDepthAndCulling();
11925         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11926         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11927         RSurf_DrawBatch();
11928 }
11929
11930 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11931 {
11932         const entity_render_t *queueentity = r_refdef.scene.worldentity;
11933         CHECKGLERROR
11934         if (depthonly)
11935                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11936         else if (prepass)
11937         {
11938                 if (!rsurface.texture->currentnumlayers)
11939                         return;
11940                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11941                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11942                 else
11943                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11944         }
11945         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
11946                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11947         else if (!rsurface.texture->currentnumlayers)
11948                 return;
11949         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11950         {
11951                 // in the deferred case, transparent surfaces were queued during prepass
11952                 if (!r_shadow_usingdeferredprepass)
11953                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11954         }
11955         else
11956         {
11957                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11958                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11959         }
11960         CHECKGLERROR
11961 }
11962
11963 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11964 {
11965         int i, j;
11966         texture_t *texture;
11967         // break the surface list down into batches by texture and use of lightmapping
11968         for (i = 0;i < numsurfaces;i = j)
11969         {
11970                 j = i + 1;
11971                 // texture is the base texture pointer, rsurface.texture is the
11972                 // current frame/skin the texture is directing us to use (for example
11973                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11974                 // use skin 1 instead)
11975                 texture = surfacelist[i]->texture;
11976                 rsurface.texture = R_GetCurrentTexture(texture);
11977                 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11978                 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11979                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11980                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11981                 {
11982                         // if this texture is not the kind we want, skip ahead to the next one
11983                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11984                                 ;
11985                         continue;
11986                 }
11987                 // simply scan ahead until we find a different texture or lightmap state
11988                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11989                         ;
11990                 // render the range of surfaces
11991                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11992         }
11993 }
11994
11995 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11996 {
11997         CHECKGLERROR
11998         if (depthonly)
11999                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
12000         else if (prepass)
12001         {
12002                 if (!rsurface.texture->currentnumlayers)
12003                         return;
12004                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12005                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12006                 else
12007                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12008         }
12009         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
12010                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12011         else if (!rsurface.texture->currentnumlayers)
12012                 return;
12013         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12014         {
12015                 // in the deferred case, transparent surfaces were queued during prepass
12016                 if (!r_shadow_usingdeferredprepass)
12017                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12018         }
12019         else
12020         {
12021                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12022                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12023         }
12024         CHECKGLERROR
12025 }
12026
12027 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12028 {
12029         int i, j;
12030         texture_t *texture;
12031         // break the surface list down into batches by texture and use of lightmapping
12032         for (i = 0;i < numsurfaces;i = j)
12033         {
12034                 j = i + 1;
12035                 // texture is the base texture pointer, rsurface.texture is the
12036                 // current frame/skin the texture is directing us to use (for example
12037                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12038                 // use skin 1 instead)
12039                 texture = surfacelist[i]->texture;
12040                 rsurface.texture = R_GetCurrentTexture(texture);
12041                 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
12042                 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
12043                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
12044                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12045                 {
12046                         // if this texture is not the kind we want, skip ahead to the next one
12047                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12048                                 ;
12049                         continue;
12050                 }
12051                 // simply scan ahead until we find a different texture or lightmap state
12052                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
12053                         ;
12054                 // render the range of surfaces
12055                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
12056         }
12057 }
12058
12059 float locboxvertex3f[6*4*3] =
12060 {
12061         1,0,1, 1,0,0, 1,1,0, 1,1,1,
12062         0,1,1, 0,1,0, 0,0,0, 0,0,1,
12063         1,1,1, 1,1,0, 0,1,0, 0,1,1,
12064         0,0,1, 0,0,0, 1,0,0, 1,0,1,
12065         0,0,1, 1,0,1, 1,1,1, 0,1,1,
12066         1,0,0, 0,0,0, 0,1,0, 1,1,0
12067 };
12068
12069 unsigned short locboxelements[6*2*3] =
12070 {
12071          0, 1, 2, 0, 2, 3,
12072          4, 5, 6, 4, 6, 7,
12073          8, 9,10, 8,10,11,
12074         12,13,14, 12,14,15,
12075         16,17,18, 16,18,19,
12076         20,21,22, 20,22,23
12077 };
12078
12079 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12080 {
12081         int i, j;
12082         cl_locnode_t *loc = (cl_locnode_t *)ent;
12083         vec3_t mins, size;
12084         float vertex3f[6*4*3];
12085         CHECKGLERROR
12086         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12087         GL_DepthMask(false);
12088         GL_DepthRange(0, 1);
12089         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12090         GL_DepthTest(true);
12091         GL_CullFace(GL_NONE);
12092         R_EntityMatrix(&identitymatrix);
12093
12094         R_Mesh_ResetTextureState();
12095
12096         i = surfacelist[0];
12097         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12098                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12099                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12100                         surfacelist[0] < 0 ? 0.5f : 0.125f);
12101
12102         if (VectorCompare(loc->mins, loc->maxs))
12103         {
12104                 VectorSet(size, 2, 2, 2);
12105                 VectorMA(loc->mins, -0.5f, size, mins);
12106         }
12107         else
12108         {
12109                 VectorCopy(loc->mins, mins);
12110                 VectorSubtract(loc->maxs, loc->mins, size);
12111         }
12112
12113         for (i = 0;i < 6*4*3;)
12114                 for (j = 0;j < 3;j++, i++)
12115                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
12116
12117         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
12118         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12119         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
12120 }
12121
12122 void R_DrawLocs(void)
12123 {
12124         int index;
12125         cl_locnode_t *loc, *nearestloc;
12126         vec3_t center;
12127         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
12128         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
12129         {
12130                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
12131                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
12132         }
12133 }
12134
12135 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
12136 {
12137         if (decalsystem->decals)
12138                 Mem_Free(decalsystem->decals);
12139         memset(decalsystem, 0, sizeof(*decalsystem));
12140 }
12141
12142 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)
12143 {
12144         tridecal_t *decal;
12145         tridecal_t *decals;
12146         int i;
12147
12148         // expand or initialize the system
12149         if (decalsystem->maxdecals <= decalsystem->numdecals)
12150         {
12151                 decalsystem_t old = *decalsystem;
12152                 qboolean useshortelements;
12153                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
12154                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
12155                 decalsystem->decals = Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
12156                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
12157                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
12158                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
12159                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
12160                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
12161                 if (decalsystem->numdecals)
12162                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
12163                 if (old.decals)
12164                         Mem_Free(old.decals);
12165                 for (i = 0;i < decalsystem->maxdecals*3;i++)
12166                         decalsystem->element3i[i] = i;
12167                 if (useshortelements)
12168                         for (i = 0;i < decalsystem->maxdecals*3;i++)
12169                                 decalsystem->element3s[i] = i;
12170         }
12171
12172         // grab a decal and search for another free slot for the next one
12173         decals = decalsystem->decals;
12174         decal = decalsystem->decals + (i = decalsystem->freedecal++);
12175         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
12176                 ;
12177         decalsystem->freedecal = i;
12178         if (decalsystem->numdecals <= i)
12179                 decalsystem->numdecals = i + 1;
12180
12181         // initialize the decal
12182         decal->lived = 0;
12183         decal->triangleindex = triangleindex;
12184         decal->surfaceindex = surfaceindex;
12185         decal->decalsequence = decalsequence;
12186         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
12187         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
12188         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
12189         decal->color4ub[0][3] = 255;
12190         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
12191         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
12192         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
12193         decal->color4ub[1][3] = 255;
12194         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
12195         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
12196         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
12197         decal->color4ub[2][3] = 255;
12198         decal->vertex3f[0][0] = v0[0];
12199         decal->vertex3f[0][1] = v0[1];
12200         decal->vertex3f[0][2] = v0[2];
12201         decal->vertex3f[1][0] = v1[0];
12202         decal->vertex3f[1][1] = v1[1];
12203         decal->vertex3f[1][2] = v1[2];
12204         decal->vertex3f[2][0] = v2[0];
12205         decal->vertex3f[2][1] = v2[1];
12206         decal->vertex3f[2][2] = v2[2];
12207         decal->texcoord2f[0][0] = t0[0];
12208         decal->texcoord2f[0][1] = t0[1];
12209         decal->texcoord2f[1][0] = t1[0];
12210         decal->texcoord2f[1][1] = t1[1];
12211         decal->texcoord2f[2][0] = t2[0];
12212         decal->texcoord2f[2][1] = t2[1];
12213 }
12214
12215 extern cvar_t cl_decals_bias;
12216 extern cvar_t cl_decals_models;
12217 extern cvar_t cl_decals_newsystem_intensitymultiplier;
12218 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)
12219 {
12220         matrix4x4_t projection;
12221         decalsystem_t *decalsystem;
12222         qboolean dynamic;
12223         dp_model_t *model;
12224         const float *vertex3f;
12225         const msurface_t *surface;
12226         const msurface_t *surfaces;
12227         const int *surfacelist;
12228         const texture_t *texture;
12229         int numtriangles;
12230         int numsurfacelist;
12231         int surfacelistindex;
12232         int surfaceindex;
12233         int triangleindex;
12234         int cornerindex;
12235         int index;
12236         int numpoints;
12237         const int *e;
12238         float localorigin[3];
12239         float localnormal[3];
12240         float localmins[3];
12241         float localmaxs[3];
12242         float localsize;
12243         float v[9][3];
12244         float tc[9][2];
12245         float c[9][4];
12246         //float normal[3];
12247         float planes[6][4];
12248         float f;
12249         float points[2][9][3];
12250         float angles[3];
12251         float temp[3];
12252
12253         decalsystem = &ent->decalsystem;
12254         model = ent->model;
12255         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
12256         {
12257                 R_DecalSystem_Reset(&ent->decalsystem);
12258                 return;
12259         }
12260
12261         if (!model->brush.data_nodes && !cl_decals_models.integer)
12262         {
12263                 if (decalsystem->model)
12264                         R_DecalSystem_Reset(decalsystem);
12265                 return;
12266         }
12267
12268         if (decalsystem->model != model)
12269                 R_DecalSystem_Reset(decalsystem);
12270         decalsystem->model = model;
12271
12272         RSurf_ActiveModelEntity(ent, false, false, false);
12273
12274         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
12275         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
12276         VectorNormalize(localnormal);
12277         localsize = worldsize*rsurface.inversematrixscale;
12278         localmins[0] = localorigin[0] - localsize;
12279         localmins[1] = localorigin[1] - localsize;
12280         localmins[2] = localorigin[2] - localsize;
12281         localmaxs[0] = localorigin[0] + localsize;
12282         localmaxs[1] = localorigin[1] + localsize;
12283         localmaxs[2] = localorigin[2] + localsize;
12284
12285         //VectorCopy(localnormal, planes[4]);
12286         //VectorVectors(planes[4], planes[2], planes[0]);
12287         AnglesFromVectors(angles, localnormal, NULL, false);
12288         AngleVectors(angles, planes[0], planes[2], planes[4]);
12289         VectorNegate(planes[0], planes[1]);
12290         VectorNegate(planes[2], planes[3]);
12291         VectorNegate(planes[4], planes[5]);
12292         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12293         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12294         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12295         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12296         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12297         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12298
12299 #if 1
12300 // works
12301 {
12302         matrix4x4_t forwardprojection;
12303         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12304         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12305 }
12306 #else
12307 // broken
12308 {
12309         float projectionvector[4][3];
12310         VectorScale(planes[0], ilocalsize, projectionvector[0]);
12311         VectorScale(planes[2], ilocalsize, projectionvector[1]);
12312         VectorScale(planes[4], ilocalsize, projectionvector[2]);
12313         projectionvector[0][0] = planes[0][0] * ilocalsize;
12314         projectionvector[0][1] = planes[1][0] * ilocalsize;
12315         projectionvector[0][2] = planes[2][0] * ilocalsize;
12316         projectionvector[1][0] = planes[0][1] * ilocalsize;
12317         projectionvector[1][1] = planes[1][1] * ilocalsize;
12318         projectionvector[1][2] = planes[2][1] * ilocalsize;
12319         projectionvector[2][0] = planes[0][2] * ilocalsize;
12320         projectionvector[2][1] = planes[1][2] * ilocalsize;
12321         projectionvector[2][2] = planes[2][2] * ilocalsize;
12322         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12323         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12324         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12325         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12326 }
12327 #endif
12328
12329         dynamic = model->surfmesh.isanimated;
12330         vertex3f = rsurface.modelvertex3f;
12331         numsurfacelist = model->nummodelsurfaces;
12332         surfacelist = model->sortedmodelsurfaces;
12333         surfaces = model->data_surfaces;
12334         for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12335         {
12336                 surfaceindex = surfacelist[surfacelistindex];
12337                 surface = surfaces + surfaceindex;
12338                 // check cull box first because it rejects more than any other check
12339                 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12340                         continue;
12341                 // skip transparent surfaces
12342                 texture = surface->texture;
12343                 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12344                         continue;
12345                 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12346                         continue;
12347                 numtriangles = surface->num_triangles;
12348                 for (triangleindex = 0, e = rsurface.modelelement3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
12349                 {
12350                         for (cornerindex = 0;cornerindex < 3;cornerindex++)
12351                         {
12352                                 index = 3*e[cornerindex];
12353                                 VectorCopy(vertex3f + index, v[cornerindex]);
12354                         }
12355                         // cull backfaces
12356                         //TriangleNormal(v[0], v[1], v[2], normal);
12357                         //if (DotProduct(normal, localnormal) < 0.0f)
12358                         //      continue;
12359                         // clip by each of the box planes formed from the projection matrix
12360                         // if anything survives, we emit the decal
12361                         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]);
12362                         if (numpoints < 3)
12363                                 continue;
12364                         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]);
12365                         if (numpoints < 3)
12366                                 continue;
12367                         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]);
12368                         if (numpoints < 3)
12369                                 continue;
12370                         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]);
12371                         if (numpoints < 3)
12372                                 continue;
12373                         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]);
12374                         if (numpoints < 3)
12375                                 continue;
12376                         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]);
12377                         if (numpoints < 3)
12378                                 continue;
12379                         // some part of the triangle survived, so we have to accept it...
12380                         if (dynamic)
12381                         {
12382                                 // dynamic always uses the original triangle
12383                                 numpoints = 3;
12384                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12385                                 {
12386                                         index = 3*e[cornerindex];
12387                                         VectorCopy(vertex3f + index, v[cornerindex]);
12388                                 }
12389                         }
12390                         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12391                         {
12392                                 // convert vertex positions to texcoords
12393                                 Matrix4x4_Transform(&projection, v[cornerindex], temp);
12394                                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12395                                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12396                                 // calculate distance fade from the projection origin
12397                                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12398                                 f = bound(0.0f, f, 1.0f);
12399                                 c[cornerindex][0] = r * f;
12400                                 c[cornerindex][1] = g * f;
12401                                 c[cornerindex][2] = b * f;
12402                                 c[cornerindex][3] = 1.0f;
12403                                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12404                         }
12405                         if (dynamic)
12406                                 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle, surfaceindex, decalsequence);
12407                         else
12408                                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12409                                         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);
12410                 }
12411         }
12412 }
12413
12414 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12415 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)
12416 {
12417         int renderentityindex;
12418         float worldmins[3];
12419         float worldmaxs[3];
12420         entity_render_t *ent;
12421
12422         if (!cl_decals_newsystem.integer)
12423                 return;
12424
12425         worldmins[0] = worldorigin[0] - worldsize;
12426         worldmins[1] = worldorigin[1] - worldsize;
12427         worldmins[2] = worldorigin[2] - worldsize;
12428         worldmaxs[0] = worldorigin[0] + worldsize;
12429         worldmaxs[1] = worldorigin[1] + worldsize;
12430         worldmaxs[2] = worldorigin[2] + worldsize;
12431
12432         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12433
12434         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12435         {
12436                 ent = r_refdef.scene.entities[renderentityindex];
12437                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12438                         continue;
12439
12440                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12441         }
12442 }
12443
12444 typedef struct r_decalsystem_splatqueue_s
12445 {
12446         vec3_t worldorigin;
12447         vec3_t worldnormal;
12448         float color[4];
12449         float tcrange[4];
12450         float worldsize;
12451         int decalsequence;
12452 }
12453 r_decalsystem_splatqueue_t;
12454
12455 int r_decalsystem_numqueued = 0;
12456 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12457
12458 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)
12459 {
12460         r_decalsystem_splatqueue_t *queue;
12461
12462         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12463                 return;
12464
12465         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12466         VectorCopy(worldorigin, queue->worldorigin);
12467         VectorCopy(worldnormal, queue->worldnormal);
12468         Vector4Set(queue->color, r, g, b, a);
12469         Vector4Set(queue->tcrange, s1, t1, s2, t2);
12470         queue->worldsize = worldsize;
12471         queue->decalsequence = cl.decalsequence++;
12472 }
12473
12474 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12475 {
12476         int i;
12477         r_decalsystem_splatqueue_t *queue;
12478
12479         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12480                 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);
12481         r_decalsystem_numqueued = 0;
12482 }
12483
12484 extern cvar_t cl_decals_max;
12485 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12486 {
12487         int i;
12488         decalsystem_t *decalsystem = &ent->decalsystem;
12489         int numdecals;
12490         int killsequence;
12491         tridecal_t *decal;
12492         float frametime;
12493         float lifetime;
12494
12495         if (!decalsystem->numdecals)
12496                 return;
12497
12498         if (r_showsurfaces.integer)
12499                 return;
12500
12501         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12502         {
12503                 R_DecalSystem_Reset(decalsystem);
12504                 return;
12505         }
12506
12507         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12508         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12509
12510         if (decalsystem->lastupdatetime)
12511                 frametime = (cl.time - decalsystem->lastupdatetime);
12512         else
12513                 frametime = 0;
12514         decalsystem->lastupdatetime = cl.time;
12515         decal = decalsystem->decals;
12516         numdecals = decalsystem->numdecals;
12517
12518         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12519         {
12520                 if (decal->color4ub[0][3])
12521                 {
12522                         decal->lived += frametime;
12523                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12524                         {
12525                                 memset(decal, 0, sizeof(*decal));
12526                                 if (decalsystem->freedecal > i)
12527                                         decalsystem->freedecal = i;
12528                         }
12529                 }
12530         }
12531         decal = decalsystem->decals;
12532         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12533                 numdecals--;
12534
12535         // collapse the array by shuffling the tail decals into the gaps
12536         for (;;)
12537         {
12538                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12539                         decalsystem->freedecal++;
12540                 if (decalsystem->freedecal == numdecals)
12541                         break;
12542                 decal[decalsystem->freedecal] = decal[--numdecals];
12543         }
12544
12545         decalsystem->numdecals = numdecals;
12546
12547         if (numdecals <= 0)
12548         {
12549                 // if there are no decals left, reset decalsystem
12550                 R_DecalSystem_Reset(decalsystem);
12551         }
12552 }
12553
12554 extern skinframe_t *decalskinframe;
12555 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12556 {
12557         int i;
12558         decalsystem_t *decalsystem = &ent->decalsystem;
12559         int numdecals;
12560         tridecal_t *decal;
12561         float faderate;
12562         float alpha;
12563         float *v3f;
12564         float *c4f;
12565         float *t2f;
12566         const int *e;
12567         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12568         int numtris = 0;
12569
12570         numdecals = decalsystem->numdecals;
12571         if (!numdecals)
12572                 return;
12573
12574         if (r_showsurfaces.integer)
12575                 return;
12576
12577         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12578         {
12579                 R_DecalSystem_Reset(decalsystem);
12580                 return;
12581         }
12582
12583         // if the model is static it doesn't matter what value we give for
12584         // wantnormals and wanttangents, so this logic uses only rules applicable
12585         // to a model, knowing that they are meaningless otherwise
12586         if (ent == r_refdef.scene.worldentity)
12587                 RSurf_ActiveWorldEntity();
12588         else
12589                 RSurf_ActiveModelEntity(ent, false, false, false);
12590
12591         decalsystem->lastupdatetime = cl.time;
12592         decal = decalsystem->decals;
12593
12594         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12595
12596         // update vertex positions for animated models
12597         v3f = decalsystem->vertex3f;
12598         c4f = decalsystem->color4f;
12599         t2f = decalsystem->texcoord2f;
12600         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12601         {
12602                 if (!decal->color4ub[0][3])
12603                         continue;
12604
12605                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12606                         continue;
12607
12608                 // update color values for fading decals
12609                 if (decal->lived >= cl_decals_time.value)
12610                 {
12611                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12612                         alpha *= (1.0f/255.0f);
12613                 }
12614                 else
12615                         alpha = 1.0f/255.0f;
12616
12617                 c4f[ 0] = decal->color4ub[0][0] * alpha;
12618                 c4f[ 1] = decal->color4ub[0][1] * alpha;
12619                 c4f[ 2] = decal->color4ub[0][2] * alpha;
12620                 c4f[ 3] = 1;
12621                 c4f[ 4] = decal->color4ub[1][0] * alpha;
12622                 c4f[ 5] = decal->color4ub[1][1] * alpha;
12623                 c4f[ 6] = decal->color4ub[1][2] * alpha;
12624                 c4f[ 7] = 1;
12625                 c4f[ 8] = decal->color4ub[2][0] * alpha;
12626                 c4f[ 9] = decal->color4ub[2][1] * alpha;
12627                 c4f[10] = decal->color4ub[2][2] * alpha;
12628                 c4f[11] = 1;
12629
12630                 t2f[0] = decal->texcoord2f[0][0];
12631                 t2f[1] = decal->texcoord2f[0][1];
12632                 t2f[2] = decal->texcoord2f[1][0];
12633                 t2f[3] = decal->texcoord2f[1][1];
12634                 t2f[4] = decal->texcoord2f[2][0];
12635                 t2f[5] = decal->texcoord2f[2][1];
12636
12637                 // update vertex positions for animated models
12638                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
12639                 {
12640                         e = rsurface.modelelement3i + 3*decal->triangleindex;
12641                         VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
12642                         VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
12643                         VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
12644                 }
12645                 else
12646                 {
12647                         VectorCopy(decal->vertex3f[0], v3f);
12648                         VectorCopy(decal->vertex3f[1], v3f + 3);
12649                         VectorCopy(decal->vertex3f[2], v3f + 6);
12650                 }
12651
12652                 if (r_refdef.fogenabled)
12653                 {
12654                         alpha = RSurf_FogVertex(v3f);
12655                         VectorScale(c4f, alpha, c4f);
12656                         alpha = RSurf_FogVertex(v3f + 3);
12657                         VectorScale(c4f + 4, alpha, c4f + 4);
12658                         alpha = RSurf_FogVertex(v3f + 6);
12659                         VectorScale(c4f + 8, alpha, c4f + 8);
12660                 }
12661
12662                 v3f += 9;
12663                 c4f += 12;
12664                 t2f += 6;
12665                 numtris++;
12666         }
12667
12668         if (numtris > 0)
12669         {
12670                 r_refdef.stats.drawndecals += numtris;
12671
12672                 // now render the decals all at once
12673                 // (this assumes they all use one particle font texture!)
12674                 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);
12675                 R_Mesh_ResetTextureState();
12676                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
12677                 GL_DepthMask(false);
12678                 GL_DepthRange(0, 1);
12679                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12680                 GL_DepthTest(true);
12681                 GL_CullFace(GL_NONE);
12682                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12683                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12684                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
12685         }
12686 }
12687
12688 static void R_DrawModelDecals(void)
12689 {
12690         int i, numdecals;
12691
12692         // fade faster when there are too many decals
12693         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12694         for (i = 0;i < r_refdef.scene.numentities;i++)
12695                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12696
12697         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12698         for (i = 0;i < r_refdef.scene.numentities;i++)
12699                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12700                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12701
12702         R_DecalSystem_ApplySplatEntitiesQueue();
12703
12704         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12705         for (i = 0;i < r_refdef.scene.numentities;i++)
12706                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12707
12708         r_refdef.stats.totaldecals += numdecals;
12709
12710         if (r_showsurfaces.integer)
12711                 return;
12712
12713         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12714
12715         for (i = 0;i < r_refdef.scene.numentities;i++)
12716         {
12717                 if (!r_refdef.viewcache.entityvisible[i])
12718                         continue;
12719                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12720                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12721         }
12722 }
12723
12724 extern cvar_t mod_collision_bih;
12725 void R_DrawDebugModel(void)
12726 {
12727         entity_render_t *ent = rsurface.entity;
12728         int i, j, k, l, flagsmask;
12729         const msurface_t *surface;
12730         dp_model_t *model = ent->model;
12731         vec3_t v;
12732
12733         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12734
12735         R_Mesh_ResetTextureState();
12736         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12737         GL_DepthRange(0, 1);
12738         GL_DepthTest(!r_showdisabledepthtest.integer);
12739         GL_DepthMask(false);
12740         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12741
12742         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12743         {
12744                 int triangleindex;
12745                 int bihleafindex;
12746                 qboolean cullbox = ent == r_refdef.scene.worldentity;
12747                 const q3mbrush_t *brush;
12748                 const bih_t *bih = &model->collision_bih;
12749                 const bih_leaf_t *bihleaf;
12750                 float vertex3f[3][3];
12751                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12752                 cullbox = false;
12753                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12754                 {
12755                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12756                                 continue;
12757                         switch (bihleaf->type)
12758                         {
12759                         case BIH_BRUSH:
12760                                 brush = model->brush.data_brushes + bihleaf->itemindex;
12761                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
12762                                 {
12763                                         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);
12764                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12765                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12766                                 }
12767                                 break;
12768                         case BIH_COLLISIONTRIANGLE:
12769                                 triangleindex = bihleaf->itemindex;
12770                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12771                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12772                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12773                                 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);
12774                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12775                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12776                                 break;
12777                         case BIH_RENDERTRIANGLE:
12778                                 triangleindex = bihleaf->itemindex;
12779                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12780                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12781                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12782                                 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);
12783                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12784                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12785                                 break;
12786                         }
12787                 }
12788         }
12789
12790         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12791
12792         if (r_showtris.integer || r_shownormals.integer)
12793         {
12794                 if (r_showdisabledepthtest.integer)
12795                 {
12796                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12797                         GL_DepthMask(false);
12798                 }
12799                 else
12800                 {
12801                         GL_BlendFunc(GL_ONE, GL_ZERO);
12802                         GL_DepthMask(true);
12803                 }
12804                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12805                 {
12806                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12807                                 continue;
12808                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12809                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12810                         {
12811                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12812                                 if (r_showtris.value > 0)
12813                                 {
12814                                         if (!rsurface.texture->currentlayers->depthmask)
12815                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12816                                         else if (ent == r_refdef.scene.worldentity)
12817                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12818                                         else
12819                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12820                                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12821                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12822                                         RSurf_DrawBatch();
12823                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12824                                         CHECKGLERROR
12825                                 }
12826                                 if (r_shownormals.value < 0)
12827                                 {
12828                                         qglBegin(GL_LINES);
12829                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12830                                         {
12831                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12832                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12833                                                 qglVertex3f(v[0], v[1], v[2]);
12834                                                 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12835                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12836                                                 qglVertex3f(v[0], v[1], v[2]);
12837                                         }
12838                                         qglEnd();
12839                                         CHECKGLERROR
12840                                 }
12841                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12842                                 {
12843                                         qglBegin(GL_LINES);
12844                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12845                                         {
12846                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12847                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12848                                                 qglVertex3f(v[0], v[1], v[2]);
12849                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12850                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12851                                                 qglVertex3f(v[0], v[1], v[2]);
12852                                         }
12853                                         qglEnd();
12854                                         CHECKGLERROR
12855                                         qglBegin(GL_LINES);
12856                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12857                                         {
12858                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12859                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12860                                                 qglVertex3f(v[0], v[1], v[2]);
12861                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12862                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12863                                                 qglVertex3f(v[0], v[1], v[2]);
12864                                         }
12865                                         qglEnd();
12866                                         CHECKGLERROR
12867                                         qglBegin(GL_LINES);
12868                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12869                                         {
12870                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12871                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12872                                                 qglVertex3f(v[0], v[1], v[2]);
12873                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12874                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12875                                                 qglVertex3f(v[0], v[1], v[2]);
12876                                         }
12877                                         qglEnd();
12878                                         CHECKGLERROR
12879                                 }
12880                         }
12881                 }
12882                 rsurface.texture = NULL;
12883         }
12884 }
12885
12886 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12887 int r_maxsurfacelist = 0;
12888 const msurface_t **r_surfacelist = NULL;
12889 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12890 {
12891         int i, j, endj, flagsmask;
12892         dp_model_t *model = r_refdef.scene.worldmodel;
12893         msurface_t *surfaces;
12894         unsigned char *update;
12895         int numsurfacelist = 0;
12896         if (model == NULL)
12897                 return;
12898
12899         if (r_maxsurfacelist < model->num_surfaces)
12900         {
12901                 r_maxsurfacelist = model->num_surfaces;
12902                 if (r_surfacelist)
12903                         Mem_Free((msurface_t**)r_surfacelist);
12904                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12905         }
12906
12907         RSurf_ActiveWorldEntity();
12908
12909         surfaces = model->data_surfaces;
12910         update = model->brushq1.lightmapupdateflags;
12911
12912         // update light styles on this submodel
12913         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12914         {
12915                 model_brush_lightstyleinfo_t *style;
12916                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12917                 {
12918                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12919                         {
12920                                 int *list = style->surfacelist;
12921                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12922                                 for (j = 0;j < style->numsurfaces;j++)
12923                                         update[list[j]] = true;
12924                         }
12925                 }
12926         }
12927
12928         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12929
12930         if (debug)
12931         {
12932                 R_DrawDebugModel();
12933                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12934                 return;
12935         }
12936
12937         rsurface.lightmaptexture = NULL;
12938         rsurface.deluxemaptexture = NULL;
12939         rsurface.uselightmaptexture = false;
12940         rsurface.texture = NULL;
12941         rsurface.rtlight = NULL;
12942         numsurfacelist = 0;
12943         // add visible surfaces to draw list
12944         for (i = 0;i < model->nummodelsurfaces;i++)
12945         {
12946                 j = model->sortedmodelsurfaces[i];
12947                 if (r_refdef.viewcache.world_surfacevisible[j])
12948                         r_surfacelist[numsurfacelist++] = surfaces + j;
12949         }
12950         // update lightmaps if needed
12951         if (model->brushq1.firstrender)
12952         {
12953                 model->brushq1.firstrender = false;
12954                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12955                         if (update[j])
12956                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12957         }
12958         else if (update)
12959         {
12960                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12961                         if (r_refdef.viewcache.world_surfacevisible[j])
12962                                 if (update[j])
12963                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12964         }
12965         // don't do anything if there were no surfaces
12966         if (!numsurfacelist)
12967         {
12968                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12969                 return;
12970         }
12971         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12972         GL_AlphaTest(false);
12973
12974         // add to stats if desired
12975         if (r_speeds.integer && !skysurfaces && !depthonly)
12976         {
12977                 r_refdef.stats.world_surfaces += numsurfacelist;
12978                 for (j = 0;j < numsurfacelist;j++)
12979                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12980         }
12981
12982         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12983 }
12984
12985 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12986 {
12987         int i, j, endj, flagsmask;
12988         dp_model_t *model = ent->model;
12989         msurface_t *surfaces;
12990         unsigned char *update;
12991         int numsurfacelist = 0;
12992         if (model == NULL)
12993                 return;
12994
12995         if (r_maxsurfacelist < model->num_surfaces)
12996         {
12997                 r_maxsurfacelist = model->num_surfaces;
12998                 if (r_surfacelist)
12999                         Mem_Free((msurface_t **)r_surfacelist);
13000                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13001         }
13002
13003         // if the model is static it doesn't matter what value we give for
13004         // wantnormals and wanttangents, so this logic uses only rules applicable
13005         // to a model, knowing that they are meaningless otherwise
13006         if (ent == r_refdef.scene.worldentity)
13007                 RSurf_ActiveWorldEntity();
13008         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
13009                 RSurf_ActiveModelEntity(ent, false, false, false);
13010         else if (prepass)
13011                 RSurf_ActiveModelEntity(ent, true, true, true);
13012         else if (depthonly)
13013         {
13014                 switch (vid.renderpath)
13015                 {
13016                 case RENDERPATH_GL20:
13017                 case RENDERPATH_CGGL:
13018                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
13019                         break;
13020                 case RENDERPATH_GL13:
13021                 case RENDERPATH_GL11:
13022                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
13023                         break;
13024                 }
13025         }
13026         else
13027         {
13028                 switch (vid.renderpath)
13029                 {
13030                 case RENDERPATH_GL20:
13031                 case RENDERPATH_CGGL:
13032                         RSurf_ActiveModelEntity(ent, true, true, false);
13033                         break;
13034                 case RENDERPATH_GL13:
13035                 case RENDERPATH_GL11:
13036                         RSurf_ActiveModelEntity(ent, true, false, false);
13037                         break;
13038                 }
13039         }
13040
13041         surfaces = model->data_surfaces;
13042         update = model->brushq1.lightmapupdateflags;
13043
13044         // update light styles
13045         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13046         {
13047                 model_brush_lightstyleinfo_t *style;
13048                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13049                 {
13050                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
13051                         {
13052                                 int *list = style->surfacelist;
13053                                 style->value = r_refdef.scene.lightstylevalue[style->style];
13054                                 for (j = 0;j < style->numsurfaces;j++)
13055                                         update[list[j]] = true;
13056                         }
13057                 }
13058         }
13059
13060         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13061
13062         if (debug)
13063         {
13064                 R_DrawDebugModel();
13065                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13066                 return;
13067         }
13068
13069         rsurface.lightmaptexture = NULL;
13070         rsurface.deluxemaptexture = NULL;
13071         rsurface.uselightmaptexture = false;
13072         rsurface.texture = NULL;
13073         rsurface.rtlight = NULL;
13074         numsurfacelist = 0;
13075         // add visible surfaces to draw list
13076         for (i = 0;i < model->nummodelsurfaces;i++)
13077                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
13078         // don't do anything if there were no surfaces
13079         if (!numsurfacelist)
13080         {
13081                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13082                 return;
13083         }
13084         // update lightmaps if needed
13085         if (update)
13086         {
13087                 int updated = 0;
13088                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13089                 {
13090                         if (update[j])
13091                         {
13092                                 updated++;
13093                                 R_BuildLightMap(ent, surfaces + j);
13094                         }
13095                 }
13096         }
13097         if (update)
13098                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13099                         if (update[j])
13100                                 R_BuildLightMap(ent, surfaces + j);
13101         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13102         GL_AlphaTest(false);
13103
13104         // add to stats if desired
13105         if (r_speeds.integer && !skysurfaces && !depthonly)
13106         {
13107                 r_refdef.stats.entities_surfaces += numsurfacelist;
13108                 for (j = 0;j < numsurfacelist;j++)
13109                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
13110         }
13111
13112         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13113 }
13114
13115 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
13116 {
13117         static texture_t texture;
13118         static msurface_t surface;
13119         const msurface_t *surfacelist = &surface;
13120
13121         // fake enough texture and surface state to render this geometry
13122
13123         texture.update_lastrenderframe = -1; // regenerate this texture
13124         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
13125         texture.currentskinframe = skinframe;
13126         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
13127         texture.offsetmapping = OFFSETMAPPING_OFF;
13128         texture.offsetscale = 1;
13129         texture.specularscalemod = 1;
13130         texture.specularpowermod = 1;
13131
13132         surface.texture = &texture;
13133         surface.num_triangles = numtriangles;
13134         surface.num_firsttriangle = firsttriangle;
13135         surface.num_vertices = numvertices;
13136         surface.num_firstvertex = firstvertex;
13137
13138         // now render it
13139         rsurface.texture = R_GetCurrentTexture(surface.texture);
13140         rsurface.lightmaptexture = NULL;
13141         rsurface.deluxemaptexture = NULL;
13142         rsurface.uselightmaptexture = false;
13143         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
13144 }
13145
13146 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)
13147 {
13148         static msurface_t surface;
13149         const msurface_t *surfacelist = &surface;
13150
13151         // fake enough texture and surface state to render this geometry
13152
13153         surface.texture = texture;
13154         surface.num_triangles = numtriangles;
13155         surface.num_firsttriangle = firsttriangle;
13156         surface.num_vertices = numvertices;
13157         surface.num_firstvertex = firstvertex;
13158
13159         // now render it
13160         rsurface.texture = R_GetCurrentTexture(surface.texture);
13161         rsurface.lightmaptexture = NULL;
13162         rsurface.deluxemaptexture = NULL;
13163         rsurface.uselightmaptexture = false;
13164         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
13165 }