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added r_texture_convertsRGB_* cvars (default: OFF) which allow automatic
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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
29 mempool_t *r_main_mempool;
30 rtexturepool_t *r_main_texturepool;
31
32 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
33
34 static qboolean r_loadnormalmap;
35 static qboolean r_loadgloss;
36 qboolean r_loadfog;
37 static qboolean r_loaddds;
38 static qboolean r_savedds;
39
40 //
41 // screen size info
42 //
43 r_refdef_t r_refdef;
44
45 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
46 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
47 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
48 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
49 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)"};
50 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
51 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
52 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
53
54 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
55 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"};
56 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
57 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)"};
58 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
59
60 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"};
61 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
62 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
63 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
64 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
65 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
66 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)"};
67 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
68 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
69 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"};
70 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"};
71 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
72 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"};
73 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"};
74 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"};
75 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
76 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
77 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
78 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
79 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)"};
80 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)"};
81 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
82 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
83 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
84 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
85 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
86 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
87 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
88 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."};
89 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
90 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
91 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
92 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."};
93 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
94 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
95 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"};
96 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"};
97 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
98 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
99 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
100 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
101 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"};
102
103 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
104 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
105 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
106 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
107 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
108 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
109 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
110 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
111
112 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)"};
113 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"};
114
115 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
116 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
117 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
118 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
119 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
120
121 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
122 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
123 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
124
125 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)"};
126 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
127 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
128 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
129 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
130 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)"};
131 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)"};
132 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)"};
133 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)"};
134
135 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)"};
136 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
137 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"};
138 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
139 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
140
141 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
142 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
143 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
144 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
145
146 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
147 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
148 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
149 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
150 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
151 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
152 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
153
154 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
155 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
156 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
157 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)"};
158
159 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"};
160
161 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"};
162
163 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
164
165 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
166 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
167 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"};
168 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
169 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
170 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
171 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
172 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)"};
173
174 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
175
176 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)"};
177
178 extern cvar_t v_glslgamma;
179
180 extern qboolean v_flipped_state;
181
182 static struct r_bloomstate_s
183 {
184         qboolean enabled;
185         qboolean hdr;
186
187         int bloomwidth, bloomheight;
188
189         int screentexturewidth, screentextureheight;
190         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
191
192         int bloomtexturewidth, bloomtextureheight;
193         rtexture_t *texture_bloom;
194
195         // arrays for rendering the screen passes
196         float screentexcoord2f[8];
197         float bloomtexcoord2f[8];
198         float offsettexcoord2f[8];
199
200         r_viewport_t viewport;
201 }
202 r_bloomstate;
203
204 r_waterstate_t r_waterstate;
205
206 /// shadow volume bsp struct with automatically growing nodes buffer
207 svbsp_t r_svbsp;
208
209 rtexture_t *r_texture_blanknormalmap;
210 rtexture_t *r_texture_white;
211 rtexture_t *r_texture_grey128;
212 rtexture_t *r_texture_black;
213 rtexture_t *r_texture_notexture;
214 rtexture_t *r_texture_whitecube;
215 rtexture_t *r_texture_normalizationcube;
216 rtexture_t *r_texture_fogattenuation;
217 rtexture_t *r_texture_gammaramps;
218 unsigned int r_texture_gammaramps_serial;
219 //rtexture_t *r_texture_fogintensity;
220 rtexture_t *r_texture_reflectcube;
221
222 // TODO: hash lookups?
223 typedef struct cubemapinfo_s
224 {
225         char basename[64];
226         rtexture_t *texture;
227 }
228 cubemapinfo_t;
229
230 int r_texture_numcubemaps;
231 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
232
233 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
234 unsigned int r_numqueries;
235 unsigned int r_maxqueries;
236
237 typedef struct r_qwskincache_s
238 {
239         char name[MAX_QPATH];
240         skinframe_t *skinframe;
241 }
242 r_qwskincache_t;
243
244 static r_qwskincache_t *r_qwskincache;
245 static int r_qwskincache_size;
246
247 /// vertex coordinates for a quad that covers the screen exactly
248 const float r_screenvertex3f[12] =
249 {
250         0, 0, 0,
251         1, 0, 0,
252         1, 1, 0,
253         0, 1, 0
254 };
255
256 extern void R_DrawModelShadows(void);
257
258 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
259 {
260         int i;
261         for (i = 0;i < verts;i++)
262         {
263                 out[0] = in[0] * r;
264                 out[1] = in[1] * g;
265                 out[2] = in[2] * b;
266                 out[3] = in[3];
267                 in += 4;
268                 out += 4;
269         }
270 }
271
272 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
273 {
274         int i;
275         for (i = 0;i < verts;i++)
276         {
277                 out[0] = r;
278                 out[1] = g;
279                 out[2] = b;
280                 out[3] = a;
281                 out += 4;
282         }
283 }
284
285 // FIXME: move this to client?
286 void FOG_clear(void)
287 {
288         if (gamemode == GAME_NEHAHRA)
289         {
290                 Cvar_Set("gl_fogenable", "0");
291                 Cvar_Set("gl_fogdensity", "0.2");
292                 Cvar_Set("gl_fogred", "0.3");
293                 Cvar_Set("gl_foggreen", "0.3");
294                 Cvar_Set("gl_fogblue", "0.3");
295         }
296         r_refdef.fog_density = 0;
297         r_refdef.fog_red = 0;
298         r_refdef.fog_green = 0;
299         r_refdef.fog_blue = 0;
300         r_refdef.fog_alpha = 1;
301         r_refdef.fog_start = 0;
302         r_refdef.fog_end = 16384;
303         r_refdef.fog_height = 1<<30;
304         r_refdef.fog_fadedepth = 128;
305 }
306
307 static void R_BuildBlankTextures(void)
308 {
309         unsigned char data[4];
310         data[2] = 128; // normal X
311         data[1] = 128; // normal Y
312         data[0] = 255; // normal Z
313         data[3] = 128; // height
314         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
315         data[0] = 255;
316         data[1] = 255;
317         data[2] = 255;
318         data[3] = 255;
319         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
320         data[0] = 128;
321         data[1] = 128;
322         data[2] = 128;
323         data[3] = 255;
324         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
325         data[0] = 0;
326         data[1] = 0;
327         data[2] = 0;
328         data[3] = 255;
329         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
330 }
331
332 static void R_BuildNoTexture(void)
333 {
334         int x, y;
335         unsigned char pix[16][16][4];
336         // this makes a light grey/dark grey checkerboard texture
337         for (y = 0;y < 16;y++)
338         {
339                 for (x = 0;x < 16;x++)
340                 {
341                         if ((y < 8) ^ (x < 8))
342                         {
343                                 pix[y][x][0] = 128;
344                                 pix[y][x][1] = 128;
345                                 pix[y][x][2] = 128;
346                                 pix[y][x][3] = 255;
347                         }
348                         else
349                         {
350                                 pix[y][x][0] = 64;
351                                 pix[y][x][1] = 64;
352                                 pix[y][x][2] = 64;
353                                 pix[y][x][3] = 255;
354                         }
355                 }
356         }
357         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
358 }
359
360 static void R_BuildWhiteCube(void)
361 {
362         unsigned char data[6*1*1*4];
363         memset(data, 255, sizeof(data));
364         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
365 }
366
367 static void R_BuildNormalizationCube(void)
368 {
369         int x, y, side;
370         vec3_t v;
371         vec_t s, t, intensity;
372 #define NORMSIZE 64
373         unsigned char *data;
374         data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
375         for (side = 0;side < 6;side++)
376         {
377                 for (y = 0;y < NORMSIZE;y++)
378                 {
379                         for (x = 0;x < NORMSIZE;x++)
380                         {
381                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
382                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
383                                 switch(side)
384                                 {
385                                 default:
386                                 case 0:
387                                         v[0] = 1;
388                                         v[1] = -t;
389                                         v[2] = -s;
390                                         break;
391                                 case 1:
392                                         v[0] = -1;
393                                         v[1] = -t;
394                                         v[2] = s;
395                                         break;
396                                 case 2:
397                                         v[0] = s;
398                                         v[1] = 1;
399                                         v[2] = t;
400                                         break;
401                                 case 3:
402                                         v[0] = s;
403                                         v[1] = -1;
404                                         v[2] = -t;
405                                         break;
406                                 case 4:
407                                         v[0] = s;
408                                         v[1] = -t;
409                                         v[2] = 1;
410                                         break;
411                                 case 5:
412                                         v[0] = -s;
413                                         v[1] = -t;
414                                         v[2] = -1;
415                                         break;
416                                 }
417                                 intensity = 127.0f / sqrt(DotProduct(v, v));
418                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
419                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
420                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
421                                 data[((side*64+y)*64+x)*4+3] = 255;
422                         }
423                 }
424         }
425         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
426         Mem_Free(data);
427 }
428
429 static void R_BuildFogTexture(void)
430 {
431         int x, b;
432 #define FOGWIDTH 256
433         unsigned char data1[FOGWIDTH][4];
434         //unsigned char data2[FOGWIDTH][4];
435         double d, r, alpha;
436
437         r_refdef.fogmasktable_start = r_refdef.fog_start;
438         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
439         r_refdef.fogmasktable_range = r_refdef.fogrange;
440         r_refdef.fogmasktable_density = r_refdef.fog_density;
441
442         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
443         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
444         {
445                 d = (x * r - r_refdef.fogmasktable_start);
446                 if(developer_extra.integer)
447                         Con_DPrintf("%f ", d);
448                 d = max(0, d);
449                 if (r_fog_exp2.integer)
450                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
451                 else
452                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
453                 if(developer_extra.integer)
454                         Con_DPrintf(" : %f ", alpha);
455                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
456                 if(developer_extra.integer)
457                         Con_DPrintf(" = %f\n", alpha);
458                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
459         }
460
461         for (x = 0;x < FOGWIDTH;x++)
462         {
463                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
464                 data1[x][0] = b;
465                 data1[x][1] = b;
466                 data1[x][2] = b;
467                 data1[x][3] = 255;
468                 //data2[x][0] = 255 - b;
469                 //data2[x][1] = 255 - b;
470                 //data2[x][2] = 255 - b;
471                 //data2[x][3] = 255;
472         }
473         if (r_texture_fogattenuation)
474         {
475                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
476                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
477         }
478         else
479         {
480                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
481                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
482         }
483 }
484
485 //=======================================================================================================================================================
486
487 static const char *builtinshaderstring =
488 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
489 "// written by Forest 'LordHavoc' Hale\n"
490 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
491 "\n"
492 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
493 "# define USEFOG\n"
494 "#endif\n"
495 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
496 "#define USELIGHTMAP\n"
497 "#endif\n"
498 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
499 "#define USEEYEVECTOR\n"
500 "#endif\n"
501 "\n"
502 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
503 "# extension GL_ARB_texture_rectangle : enable\n"
504 "#endif\n"
505 "\n"
506 "#ifdef USESHADOWMAP2D\n"
507 "# ifdef GL_EXT_gpu_shader4\n"
508 "#   extension GL_EXT_gpu_shader4 : enable\n"
509 "# endif\n"
510 "# ifdef GL_ARB_texture_gather\n"
511 "#   extension GL_ARB_texture_gather : enable\n"
512 "# else\n"
513 "#   ifdef GL_AMD_texture_texture4\n"
514 "#     extension GL_AMD_texture_texture4 : enable\n"
515 "#   endif\n"
516 "# endif\n"
517 "#endif\n"
518 "\n"
519 "#ifdef USESHADOWMAPCUBE\n"
520 "# extension GL_EXT_gpu_shader4 : enable\n"
521 "#endif\n"
522 "\n"
523 "//#ifdef USESHADOWSAMPLER\n"
524 "//# extension GL_ARB_shadow : enable\n"
525 "//#endif\n"
526 "\n"
527 "//#ifdef __GLSL_CG_DATA_TYPES\n"
528 "//# define myhalf half\n"
529 "//# define myhalf2 half2\n"
530 "//# define myhalf3 half3\n"
531 "//# define myhalf4 half4\n"
532 "//#else\n"
533 "# define myhalf float\n"
534 "# define myhalf2 vec2\n"
535 "# define myhalf3 vec3\n"
536 "# define myhalf4 vec4\n"
537 "//#endif\n"
538 "\n"
539 "#ifdef VERTEX_SHADER\n"
540 "uniform mat4 ModelViewProjectionMatrix;\n"
541 "#endif\n"
542 "\n"
543 "#ifdef MODE_DEPTH_OR_SHADOW\n"
544 "#ifdef VERTEX_SHADER\n"
545 "void main(void)\n"
546 "{\n"
547 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
548 "}\n"
549 "#endif\n"
550 "#else // !MODE_DEPTH_ORSHADOW\n"
551 "\n"
552 "\n"
553 "\n"
554 "\n"
555 "#ifdef MODE_SHOWDEPTH\n"
556 "#ifdef VERTEX_SHADER\n"
557 "void main(void)\n"
558 "{\n"
559 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
560 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
561 "}\n"
562 "#endif\n"
563 "\n"
564 "#ifdef FRAGMENT_SHADER\n"
565 "void main(void)\n"
566 "{\n"
567 "       gl_FragColor = gl_Color;\n"
568 "}\n"
569 "#endif\n"
570 "#else // !MODE_SHOWDEPTH\n"
571 "\n"
572 "\n"
573 "\n"
574 "\n"
575 "#ifdef MODE_POSTPROCESS\n"
576 "varying vec2 TexCoord1;\n"
577 "varying vec2 TexCoord2;\n"
578 "\n"
579 "#ifdef VERTEX_SHADER\n"
580 "void main(void)\n"
581 "{\n"
582 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
583 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
584 "#ifdef USEBLOOM\n"
585 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
586 "#endif\n"
587 "}\n"
588 "#endif\n"
589 "\n"
590 "#ifdef FRAGMENT_SHADER\n"
591 "uniform sampler2D Texture_First;\n"
592 "#ifdef USEBLOOM\n"
593 "uniform sampler2D Texture_Second;\n"
594 "#endif\n"
595 "#ifdef USEGAMMARAMPS\n"
596 "uniform sampler2D Texture_GammaRamps;\n"
597 "#endif\n"
598 "#ifdef USESATURATION\n"
599 "uniform float Saturation;\n"
600 "#endif\n"
601 "#ifdef USEVIEWTINT\n"
602 "uniform vec4 ViewTintColor;\n"
603 "#endif\n"
604 "//uncomment these if you want to use them:\n"
605 "uniform vec4 UserVec1;\n"
606 "// uniform vec4 UserVec2;\n"
607 "// uniform vec4 UserVec3;\n"
608 "// uniform vec4 UserVec4;\n"
609 "// uniform float ClientTime;\n"
610 "uniform vec2 PixelSize;\n"
611 "void main(void)\n"
612 "{\n"
613 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
614 "#ifdef USEBLOOM\n"
615 "       gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
616 "#endif\n"
617 "#ifdef USEVIEWTINT\n"
618 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
619 "#endif\n"
620 "\n"
621 "#ifdef USEPOSTPROCESSING\n"
622 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
623 "// 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"
624 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
625 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
626 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
627 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
628 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
629 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
630 "#endif\n"
631 "\n"
632 "#ifdef USESATURATION\n"
633 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
634 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
635 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
636 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
637 "#endif\n"
638 "\n"
639 "#ifdef USEGAMMARAMPS\n"
640 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
641 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
642 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
643 "#endif\n"
644 "}\n"
645 "#endif\n"
646 "#else // !MODE_POSTPROCESS\n"
647 "\n"
648 "\n"
649 "\n"
650 "\n"
651 "#ifdef MODE_GENERIC\n"
652 "#ifdef USEDIFFUSE\n"
653 "varying vec2 TexCoord1;\n"
654 "#endif\n"
655 "#ifdef USESPECULAR\n"
656 "varying vec2 TexCoord2;\n"
657 "#endif\n"
658 "#ifdef VERTEX_SHADER\n"
659 "void main(void)\n"
660 "{\n"
661 "       gl_FrontColor = gl_Color;\n"
662 "#ifdef USEDIFFUSE\n"
663 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
664 "#endif\n"
665 "#ifdef USESPECULAR\n"
666 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
667 "#endif\n"
668 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
669 "}\n"
670 "#endif\n"
671 "\n"
672 "#ifdef FRAGMENT_SHADER\n"
673 "#ifdef USEDIFFUSE\n"
674 "uniform sampler2D Texture_First;\n"
675 "#endif\n"
676 "#ifdef USESPECULAR\n"
677 "uniform sampler2D Texture_Second;\n"
678 "#endif\n"
679 "\n"
680 "void main(void)\n"
681 "{\n"
682 "       gl_FragColor = gl_Color;\n"
683 "#ifdef USEDIFFUSE\n"
684 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
685 "#endif\n"
686 "\n"
687 "#ifdef USESPECULAR\n"
688 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
689 "# ifdef USECOLORMAPPING\n"
690 "       gl_FragColor *= tex2;\n"
691 "# endif\n"
692 "# ifdef USEGLOW\n"
693 "       gl_FragColor += tex2;\n"
694 "# endif\n"
695 "# ifdef USEVERTEXTEXTUREBLEND\n"
696 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
697 "# endif\n"
698 "#endif\n"
699 "}\n"
700 "#endif\n"
701 "#else // !MODE_GENERIC\n"
702 "\n"
703 "\n"
704 "\n"
705 "\n"
706 "#ifdef MODE_BLOOMBLUR\n"
707 "varying TexCoord;\n"
708 "#ifdef VERTEX_SHADER\n"
709 "void main(void)\n"
710 "{\n"
711 "       gl_FrontColor = gl_Color;\n"
712 "       TexCoord = gl_MultiTexCoord0.xy;\n"
713 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
714 "}\n"
715 "#endif\n"
716 "\n"
717 "#ifdef FRAGMENT_SHADER\n"
718 "uniform sampler2D Texture_First;\n"
719 "uniform vec4 BloomBlur_Parameters;\n"
720 "\n"
721 "void main(void)\n"
722 "{\n"
723 "       int i;\n"
724 "       vec2 tc = TexCoord;\n"
725 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
726 "       tc += BloomBlur_Parameters.xy;\n"
727 "       for (i = 1;i < SAMPLES;i++)\n"
728 "       {\n"
729 "               color += texture2D(Texture_First, tc).rgb;\n"
730 "               tc += BloomBlur_Parameters.xy;\n"
731 "       }\n"
732 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
733 "}\n"
734 "#endif\n"
735 "#else // !MODE_BLOOMBLUR\n"
736 "#ifdef MODE_REFRACTION\n"
737 "varying vec2 TexCoord;\n"
738 "varying vec4 ModelViewProjectionPosition;\n"
739 "uniform mat4 TexMatrix;\n"
740 "#ifdef VERTEX_SHADER\n"
741 "\n"
742 "void main(void)\n"
743 "{\n"
744 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
745 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
746 "       ModelViewProjectionPosition = gl_Position;\n"
747 "}\n"
748 "#endif\n"
749 "\n"
750 "#ifdef FRAGMENT_SHADER\n"
751 "uniform sampler2D Texture_Normal;\n"
752 "uniform sampler2D Texture_Refraction;\n"
753 "uniform sampler2D Texture_Reflection;\n"
754 "\n"
755 "uniform vec4 DistortScaleRefractReflect;\n"
756 "uniform vec4 ScreenScaleRefractReflect;\n"
757 "uniform vec4 ScreenCenterRefractReflect;\n"
758 "uniform vec4 RefractColor;\n"
759 "uniform vec4 ReflectColor;\n"
760 "uniform float ReflectFactor;\n"
761 "uniform float ReflectOffset;\n"
762 "\n"
763 "void main(void)\n"
764 "{\n"
765 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
766 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
767 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
768 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
769 "       // FIXME temporary hack to detect the case that the reflection\n"
770 "       // gets blackened at edges due to leaving the area that contains actual\n"
771 "       // content.\n"
772 "       // Remove this 'ack once we have a better way to stop this thing from\n"
773 "       // 'appening.\n"
774 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
775 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
776 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
777 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
778 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
779 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
780 "}\n"
781 "#endif\n"
782 "#else // !MODE_REFRACTION\n"
783 "\n"
784 "\n"
785 "\n"
786 "\n"
787 "#ifdef MODE_WATER\n"
788 "varying vec2 TexCoord;\n"
789 "varying vec3 EyeVector;\n"
790 "varying vec4 ModelViewProjectionPosition;\n"
791 "#ifdef VERTEX_SHADER\n"
792 "uniform vec3 EyePosition;\n"
793 "uniform mat4 TexMatrix;\n"
794 "\n"
795 "void main(void)\n"
796 "{\n"
797 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
798 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
799 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
800 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
801 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
802 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
803 "       ModelViewProjectionPosition = gl_Position;\n"
804 "}\n"
805 "#endif\n"
806 "\n"
807 "#ifdef FRAGMENT_SHADER\n"
808 "uniform sampler2D Texture_Normal;\n"
809 "uniform sampler2D Texture_Refraction;\n"
810 "uniform sampler2D Texture_Reflection;\n"
811 "\n"
812 "uniform vec4 DistortScaleRefractReflect;\n"
813 "uniform vec4 ScreenScaleRefractReflect;\n"
814 "uniform vec4 ScreenCenterRefractReflect;\n"
815 "uniform vec4 RefractColor;\n"
816 "uniform vec4 ReflectColor;\n"
817 "uniform float ReflectFactor;\n"
818 "uniform float ReflectOffset;\n"
819 "\n"
820 "void main(void)\n"
821 "{\n"
822 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
823 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
824 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
825 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
826 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
827 "       // FIXME temporary hack to detect the case that the reflection\n"
828 "       // gets blackened at edges due to leaving the area that contains actual\n"
829 "       // content.\n"
830 "       // Remove this 'ack once we have a better way to stop this thing from\n"
831 "       // 'appening.\n"
832 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
833 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
834 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
835 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
836 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
837 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
838 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
839 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
840 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
841 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
842 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
843 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
844 "}\n"
845 "#endif\n"
846 "#else // !MODE_WATER\n"
847 "\n"
848 "\n"
849 "\n"
850 "\n"
851 "// common definitions between vertex shader and fragment shader:\n"
852 "\n"
853 "varying vec2 TexCoord;\n"
854 "#ifdef USEVERTEXTEXTUREBLEND\n"
855 "varying vec2 TexCoord2;\n"
856 "#endif\n"
857 "#ifdef USELIGHTMAP\n"
858 "varying vec2 TexCoordLightmap;\n"
859 "#endif\n"
860 "\n"
861 "#ifdef MODE_LIGHTSOURCE\n"
862 "varying vec3 CubeVector;\n"
863 "#endif\n"
864 "\n"
865 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
866 "varying vec3 LightVector;\n"
867 "#endif\n"
868 "\n"
869 "#ifdef USEEYEVECTOR\n"
870 "varying vec3 EyeVector;\n"
871 "#endif\n"
872 "#ifdef USEFOG\n"
873 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
874 "#endif\n"
875 "\n"
876 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
877 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
878 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
879 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
880 "#endif\n"
881 "\n"
882 "#ifdef USEREFLECTION\n"
883 "varying vec4 ModelViewProjectionPosition;\n"
884 "#endif\n"
885 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
886 "uniform vec3 LightPosition;\n"
887 "varying vec4 ModelViewPosition;\n"
888 "#endif\n"
889 "\n"
890 "#ifdef MODE_LIGHTSOURCE\n"
891 "uniform vec3 LightPosition;\n"
892 "#endif\n"
893 "uniform vec3 EyePosition;\n"
894 "#ifdef MODE_LIGHTDIRECTION\n"
895 "uniform vec3 LightDir;\n"
896 "#endif\n"
897 "uniform vec4 FogPlane;\n"
898 "\n"
899 "\n"
900 "\n"
901 "\n"
902 "\n"
903 "// 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"
904 "\n"
905 "// fragment shader specific:\n"
906 "#ifdef FRAGMENT_SHADER\n"
907 "\n"
908 "uniform sampler2D Texture_Normal;\n"
909 "uniform sampler2D Texture_Color;\n"
910 "uniform sampler2D Texture_Gloss;\n"
911 "#ifdef USEGLOW\n"
912 "uniform sampler2D Texture_Glow;\n"
913 "#endif\n"
914 "#ifdef USEVERTEXTEXTUREBLEND\n"
915 "uniform sampler2D Texture_SecondaryNormal;\n"
916 "uniform sampler2D Texture_SecondaryColor;\n"
917 "uniform sampler2D Texture_SecondaryGloss;\n"
918 "#ifdef USEGLOW\n"
919 "uniform sampler2D Texture_SecondaryGlow;\n"
920 "#endif\n"
921 "#endif\n"
922 "#ifdef USECOLORMAPPING\n"
923 "uniform sampler2D Texture_Pants;\n"
924 "uniform sampler2D Texture_Shirt;\n"
925 "#endif\n"
926 "#ifdef USEFOG\n"
927 "uniform sampler2D Texture_FogMask;\n"
928 "#endif\n"
929 "#ifdef USELIGHTMAP\n"
930 "uniform sampler2D Texture_Lightmap;\n"
931 "#endif\n"
932 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
933 "uniform sampler2D Texture_Deluxemap;\n"
934 "#endif\n"
935 "#ifdef USEREFLECTION\n"
936 "uniform sampler2D Texture_Reflection;\n"
937 "#endif\n"
938 "\n"
939 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
940 "uniform sampler2D Texture_ScreenDepth;\n"
941 "uniform sampler2D Texture_ScreenNormalMap;\n"
942 "#endif\n"
943 "#ifdef USEDEFERREDLIGHTMAP\n"
944 "uniform sampler2D Texture_ScreenDiffuse;\n"
945 "uniform sampler2D Texture_ScreenSpecular;\n"
946 "#endif\n"
947 "\n"
948 "uniform myhalf3 Color_Pants;\n"
949 "uniform myhalf3 Color_Shirt;\n"
950 "uniform myhalf3 FogColor;\n"
951 "\n"
952 "#ifdef USEFOG\n"
953 "uniform float FogRangeRecip;\n"
954 "uniform float FogPlaneViewDist;\n"
955 "uniform float FogHeightFade;\n"
956 "float FogVertex(void)\n"
957 "{\n"
958 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
959 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
960 "       float fogfrac;\n"
961 "#ifdef USEFOGOUTSIDE\n"
962 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
963 "#else\n"
964 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
965 "#endif\n"
966 "       return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
967 "}\n"
968 "#endif\n"
969 "\n"
970 "#ifdef USEOFFSETMAPPING\n"
971 "uniform float OffsetMapping_Scale;\n"
972 "vec2 OffsetMapping(vec2 TexCoord)\n"
973 "{\n"
974 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
975 "       // 14 sample relief mapping: linear search and then binary search\n"
976 "       // this basically steps forward a small amount repeatedly until it finds\n"
977 "       // itself inside solid, then jitters forward and back using decreasing\n"
978 "       // amounts to find the impact\n"
979 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
980 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
981 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
982 "       vec3 RT = vec3(TexCoord, 1);\n"
983 "       OffsetVector *= 0.1;\n"
984 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
985 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
986 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
987 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
988 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
989 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
990 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
991 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
992 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
993 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
994 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
995 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
996 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
997 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
998 "       return RT.xy;\n"
999 "#else\n"
1000 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1001 "       // this basically moves forward the full distance, and then backs up based\n"
1002 "       // on height of samples\n"
1003 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1004 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1005 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1006 "       TexCoord += OffsetVector;\n"
1007 "       OffsetVector *= 0.333;\n"
1008 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1009 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1010 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1011 "       return TexCoord;\n"
1012 "#endif\n"
1013 "}\n"
1014 "#endif // USEOFFSETMAPPING\n"
1015 "\n"
1016 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1017 "uniform sampler2D Texture_Attenuation;\n"
1018 "uniform samplerCube Texture_Cube;\n"
1019 "\n"
1020 "#ifdef USESHADOWMAPRECT\n"
1021 "# ifdef USESHADOWSAMPLER\n"
1022 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1023 "# else\n"
1024 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1025 "# endif\n"
1026 "#endif\n"
1027 "\n"
1028 "#ifdef USESHADOWMAP2D\n"
1029 "# ifdef USESHADOWSAMPLER\n"
1030 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1031 "# else\n"
1032 "uniform sampler2D Texture_ShadowMap2D;\n"
1033 "# endif\n"
1034 "#endif\n"
1035 "\n"
1036 "#ifdef USESHADOWMAPVSDCT\n"
1037 "uniform samplerCube Texture_CubeProjection;\n"
1038 "#endif\n"
1039 "\n"
1040 "#ifdef USESHADOWMAPCUBE\n"
1041 "# ifdef USESHADOWSAMPLER\n"
1042 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1043 "# else\n"
1044 "uniform samplerCube Texture_ShadowMapCube;\n"
1045 "# endif\n"
1046 "#endif\n"
1047 "\n"
1048 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1049 "uniform vec2 ShadowMap_TextureScale;\n"
1050 "uniform vec4 ShadowMap_Parameters;\n"
1051 "#endif\n"
1052 "\n"
1053 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1054 "# ifndef USESHADOWMAPVSDCT\n"
1055 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1056 "{\n"
1057 "       vec3 adir = abs(dir);\n"
1058 "       vec2 tc;\n"
1059 "       vec2 offset;\n"
1060 "       float ma;\n"
1061 "       if (adir.x > adir.y)\n"
1062 "       {\n"
1063 "               if (adir.x > adir.z) // X\n"
1064 "               {\n"
1065 "                       ma = adir.x;\n"
1066 "                       tc = dir.zy;\n"
1067 "                       offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
1068 "               }\n"
1069 "               else // Z\n"
1070 "               {\n"
1071 "                       ma = adir.z;\n"
1072 "                       tc = dir.xy;\n"
1073 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1074 "               }\n"
1075 "       }\n"
1076 "       else\n"
1077 "       {\n"
1078 "               if (adir.y > adir.z) // Y\n"
1079 "               {\n"
1080 "                       ma = adir.y;\n"
1081 "                       tc = dir.xz;\n"
1082 "                       offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
1083 "               }\n"
1084 "               else // Z\n"
1085 "               {\n"
1086 "                       ma = adir.z;\n"
1087 "                       tc = dir.xy;\n"
1088 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1089 "               }\n"
1090 "       }\n"
1091 "\n"
1092 "       vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1093 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
1094 "       stc.z += ShadowMap_Parameters.z;\n"
1095 "       return stc;\n"
1096 "}\n"
1097 "# else\n"
1098 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1099 "{\n"
1100 "       vec3 adir = abs(dir);\n"
1101 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1102 "       float ma = max(max(adir.x, adir.y), adir.z);\n"
1103 "       vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1104 "       stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1105 "       stc.z += ShadowMap_Parameters.z;\n"
1106 "       return stc;\n"
1107 "}\n"
1108 "# endif\n"
1109 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1110 "\n"
1111 "#ifdef USESHADOWMAPCUBE\n"
1112 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1113 "{\n"
1114 "       vec3 adir = abs(dir);\n"
1115 "       return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1116 "}\n"
1117 "#endif\n"
1118 "\n"
1119 "# ifdef USESHADOWMAPRECT\n"
1120 "float ShadowMapCompare(vec3 dir)\n"
1121 "{\n"
1122 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1123 "       float f;\n"
1124 "#  ifdef USESHADOWSAMPLER\n"
1125 "\n"
1126 "#    ifdef USESHADOWMAPPCF\n"
1127 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1128 "       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"
1129 "#    else\n"
1130 "       f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1131 "#    endif\n"
1132 "\n"
1133 "#  else\n"
1134 "\n"
1135 "#    ifdef USESHADOWMAPPCF\n"
1136 "#      if USESHADOWMAPPCF > 1\n"
1137 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1138 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1139 "       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"
1140 "       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"
1141 "       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"
1142 "       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"
1143 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1144 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1145 "#      else\n"
1146 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1147 "       vec2 offset = fract(shadowmaptc.xy);\n"
1148 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1149 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1150 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1151 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1152 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1153 "#      endif\n"
1154 "#    else\n"
1155 "       f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1156 "#    endif\n"
1157 "\n"
1158 "#  endif\n"
1159 "       return f;\n"
1160 "}\n"
1161 "# endif\n"
1162 "\n"
1163 "# ifdef USESHADOWMAP2D\n"
1164 "float ShadowMapCompare(vec3 dir)\n"
1165 "{\n"
1166 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1167 "       float f;\n"
1168 "\n"
1169 "#  ifdef USESHADOWSAMPLER\n"
1170 "#    ifdef USESHADOWMAPPCF\n"
1171 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1172 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1173 "       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"
1174 "#    else\n"
1175 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1176 "#    endif\n"
1177 "#  else\n"
1178 "#    ifdef USESHADOWMAPPCF\n"
1179 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1180 "#      ifdef GL_ARB_texture_gather\n"
1181 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1182 "#      else\n"
1183 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1184 "#      endif\n"
1185 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1186 "       center *= ShadowMap_TextureScale;\n"
1187 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1188 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1189 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1190 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1191 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1192 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1193 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1194 "#     else\n"
1195 "#      ifdef GL_EXT_gpu_shader4\n"
1196 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1197 "#      else\n"
1198 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1199 "#      endif\n"
1200 "#      if USESHADOWMAPPCF > 1\n"
1201 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1202 "       center *= ShadowMap_TextureScale;\n"
1203 "       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"
1204 "       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"
1205 "       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"
1206 "       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"
1207 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1208 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1209 "#      else\n"
1210 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1211 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1212 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1213 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1214 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1215 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1216 "#      endif\n"
1217 "#     endif\n"
1218 "#    else\n"
1219 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1220 "#    endif\n"
1221 "#  endif\n"
1222 "       return f;\n"
1223 "}\n"
1224 "# endif\n"
1225 "\n"
1226 "# ifdef USESHADOWMAPCUBE\n"
1227 "float ShadowMapCompare(vec3 dir)\n"
1228 "{\n"
1229 "       // apply depth texture cubemap as light filter\n"
1230 "       vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1231 "       float f;\n"
1232 "#  ifdef USESHADOWSAMPLER\n"
1233 "       f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1234 "#  else\n"
1235 "       f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1236 "#  endif\n"
1237 "       return f;\n"
1238 "}\n"
1239 "# endif\n"
1240 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
1241 "#endif // FRAGMENT_SHADER\n"
1242 "\n"
1243 "\n"
1244 "\n"
1245 "\n"
1246 "#ifdef MODE_DEFERREDGEOMETRY\n"
1247 "#ifdef VERTEX_SHADER\n"
1248 "uniform mat4 TexMatrix;\n"
1249 "#ifdef USEVERTEXTEXTUREBLEND\n"
1250 "uniform mat4 BackgroundTexMatrix;\n"
1251 "#endif\n"
1252 "uniform mat4 ModelViewMatrix;\n"
1253 "void main(void)\n"
1254 "{\n"
1255 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1256 "#ifdef USEVERTEXTEXTUREBLEND\n"
1257 "       gl_FrontColor = gl_Color;\n"
1258 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1259 "#endif\n"
1260 "\n"
1261 "       // transform unnormalized eye direction into tangent space\n"
1262 "#ifdef USEOFFSETMAPPING\n"
1263 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1264 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1265 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1266 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1267 "#endif\n"
1268 "\n"
1269 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1270 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1271 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1272 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1273 "}\n"
1274 "#endif // VERTEX_SHADER\n"
1275 "\n"
1276 "#ifdef FRAGMENT_SHADER\n"
1277 "void main(void)\n"
1278 "{\n"
1279 "#ifdef USEOFFSETMAPPING\n"
1280 "       // apply offsetmapping\n"
1281 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1282 "#define TexCoord TexCoordOffset\n"
1283 "#endif\n"
1284 "\n"
1285 "#ifdef USEALPHAKILL\n"
1286 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1287 "               discard;\n"
1288 "#endif\n"
1289 "\n"
1290 "#ifdef USEVERTEXTEXTUREBLEND\n"
1291 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1292 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1293 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1294 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1295 "#endif\n"
1296 "\n"
1297 "#ifdef USEVERTEXTEXTUREBLEND\n"
1298 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1299 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1300 "#else\n"
1301 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1302 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1303 "#endif\n"
1304 "\n"
1305 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1306 "}\n"
1307 "#endif // FRAGMENT_SHADER\n"
1308 "#else // !MODE_DEFERREDGEOMETRY\n"
1309 "\n"
1310 "\n"
1311 "\n"
1312 "\n"
1313 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1314 "#ifdef VERTEX_SHADER\n"
1315 "uniform mat4 ModelViewMatrix;\n"
1316 "void main(void)\n"
1317 "{\n"
1318 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1319 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1320 "}\n"
1321 "#endif // VERTEX_SHADER\n"
1322 "\n"
1323 "#ifdef FRAGMENT_SHADER\n"
1324 "uniform mat4 ViewToLight;\n"
1325 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1326 "uniform vec2 ScreenToDepth;\n"
1327 "uniform myhalf3 DeferredColor_Ambient;\n"
1328 "uniform myhalf3 DeferredColor_Diffuse;\n"
1329 "#ifdef USESPECULAR\n"
1330 "uniform myhalf3 DeferredColor_Specular;\n"
1331 "uniform myhalf SpecularPower;\n"
1332 "#endif\n"
1333 "uniform myhalf2 PixelToScreenTexCoord;\n"
1334 "void main(void)\n"
1335 "{\n"
1336 "       // calculate viewspace pixel position\n"
1337 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1338 "       vec3 position;\n"
1339 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1340 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1341 "       // decode viewspace pixel normal\n"
1342 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1343 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1344 "       // surfacenormal = pixel normal in viewspace\n"
1345 "       // LightVector = pixel to light in viewspace\n"
1346 "       // CubeVector = position in lightspace\n"
1347 "       // eyevector = pixel to view in viewspace\n"
1348 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1349 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1350 "#ifdef USEDIFFUSE\n"
1351 "       // calculate diffuse shading\n"
1352 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1353 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1354 "#endif\n"
1355 "#ifdef USESPECULAR\n"
1356 "       // calculate directional shading\n"
1357 "       vec3 eyevector = position * -1.0;\n"
1358 "#  ifdef USEEXACTSPECULARMATH\n"
1359 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1360 "#  else\n"
1361 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1362 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1363 "#  endif\n"
1364 "#endif\n"
1365 "\n"
1366 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1367 "       fade *= ShadowMapCompare(CubeVector);\n"
1368 "#endif\n"
1369 "\n"
1370 "#ifdef USEDIFFUSE\n"
1371 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1372 "#else\n"
1373 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1374 "#endif\n"
1375 "#ifdef USESPECULAR\n"
1376 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1377 "#else\n"
1378 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1379 "#endif\n"
1380 "\n"
1381 "# ifdef USECUBEFILTER\n"
1382 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1383 "       gl_FragData[0].rgb *= cubecolor;\n"
1384 "       gl_FragData[1].rgb *= cubecolor;\n"
1385 "# endif\n"
1386 "}\n"
1387 "#endif // FRAGMENT_SHADER\n"
1388 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1389 "\n"
1390 "\n"
1391 "\n"
1392 "\n"
1393 "#ifdef VERTEX_SHADER\n"
1394 "uniform mat4 TexMatrix;\n"
1395 "#ifdef USEVERTEXTEXTUREBLEND\n"
1396 "uniform mat4 BackgroundTexMatrix;\n"
1397 "#endif\n"
1398 "#ifdef MODE_LIGHTSOURCE\n"
1399 "uniform mat4 ModelToLight;\n"
1400 "#endif\n"
1401 "void main(void)\n"
1402 "{\n"
1403 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1404 "       gl_FrontColor = gl_Color;\n"
1405 "#endif\n"
1406 "       // copy the surface texcoord\n"
1407 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1408 "#ifdef USEVERTEXTEXTUREBLEND\n"
1409 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1410 "#endif\n"
1411 "#ifdef USELIGHTMAP\n"
1412 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1413 "#endif\n"
1414 "\n"
1415 "#ifdef MODE_LIGHTSOURCE\n"
1416 "       // transform vertex position into light attenuation/cubemap space\n"
1417 "       // (-1 to +1 across the light box)\n"
1418 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1419 "\n"
1420 "# ifdef USEDIFFUSE\n"
1421 "       // transform unnormalized light direction into tangent space\n"
1422 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1423 "       //  normalize it per pixel)\n"
1424 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1425 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1426 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1427 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1428 "# endif\n"
1429 "#endif\n"
1430 "\n"
1431 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1432 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1433 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1434 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1435 "#endif\n"
1436 "\n"
1437 "       // transform unnormalized eye direction into tangent space\n"
1438 "#ifdef USEEYEVECTOR\n"
1439 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1440 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1441 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1442 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1443 "#endif\n"
1444 "\n"
1445 "#ifdef USEFOG\n"
1446 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1447 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1448 "#endif\n"
1449 "\n"
1450 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1451 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1452 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1453 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1454 "#endif\n"
1455 "\n"
1456 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1457 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1458 "\n"
1459 "#ifdef USEREFLECTION\n"
1460 "       ModelViewProjectionPosition = gl_Position;\n"
1461 "#endif\n"
1462 "}\n"
1463 "#endif // VERTEX_SHADER\n"
1464 "\n"
1465 "\n"
1466 "\n"
1467 "\n"
1468 "#ifdef FRAGMENT_SHADER\n"
1469 "#ifdef USEDEFERREDLIGHTMAP\n"
1470 "uniform myhalf2 PixelToScreenTexCoord;\n"
1471 "uniform myhalf3 DeferredMod_Diffuse;\n"
1472 "uniform myhalf3 DeferredMod_Specular;\n"
1473 "#endif\n"
1474 "uniform myhalf3 Color_Ambient;\n"
1475 "uniform myhalf3 Color_Diffuse;\n"
1476 "uniform myhalf3 Color_Specular;\n"
1477 "uniform myhalf SpecularPower;\n"
1478 "#ifdef USEGLOW\n"
1479 "uniform myhalf3 Color_Glow;\n"
1480 "#endif\n"
1481 "uniform myhalf Alpha;\n"
1482 "#ifdef USEREFLECTION\n"
1483 "uniform vec4 DistortScaleRefractReflect;\n"
1484 "uniform vec4 ScreenScaleRefractReflect;\n"
1485 "uniform vec4 ScreenCenterRefractReflect;\n"
1486 "uniform myhalf4 ReflectColor;\n"
1487 "#endif\n"
1488 "#ifdef USEREFLECTCUBE\n"
1489 "uniform mat4 ModelToReflectCube;\n"
1490 "uniform sampler2D Texture_ReflectMask;\n"
1491 "uniform samplerCube Texture_ReflectCube;\n"
1492 "#endif\n"
1493 "#ifdef MODE_LIGHTDIRECTION\n"
1494 "uniform myhalf3 LightColor;\n"
1495 "#endif\n"
1496 "#ifdef MODE_LIGHTSOURCE\n"
1497 "uniform myhalf3 LightColor;\n"
1498 "#endif\n"
1499 "void main(void)\n"
1500 "{\n"
1501 "#ifdef USEOFFSETMAPPING\n"
1502 "       // apply offsetmapping\n"
1503 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1504 "#define TexCoord TexCoordOffset\n"
1505 "#endif\n"
1506 "\n"
1507 "       // combine the diffuse textures (base, pants, shirt)\n"
1508 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1509 "#ifdef USEALPHAKILL\n"
1510 "       if (color.a < 0.5)\n"
1511 "               discard;\n"
1512 "#endif\n"
1513 "       color.a *= Alpha;\n"
1514 "#ifdef USECOLORMAPPING\n"
1515 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1516 "#endif\n"
1517 "#ifdef USEVERTEXTEXTUREBLEND\n"
1518 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1519 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1520 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1521 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1522 "       color.a = 1.0;\n"
1523 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1524 "#endif\n"
1525 "\n"
1526 "       // get the surface normal\n"
1527 "#ifdef USEVERTEXTEXTUREBLEND\n"
1528 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1529 "#else\n"
1530 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1531 "#endif\n"
1532 "\n"
1533 "       // get the material colors\n"
1534 "       myhalf3 diffusetex = color.rgb;\n"
1535 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1536 "# ifdef USEVERTEXTEXTUREBLEND\n"
1537 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1538 "# else\n"
1539 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1540 "# endif\n"
1541 "#endif\n"
1542 "\n"
1543 "#ifdef USEREFLECTCUBE\n"
1544 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1545 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1546 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1547 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1548 "#endif\n"
1549 "\n"
1550 "\n"
1551 "\n"
1552 "\n"
1553 "#ifdef MODE_LIGHTSOURCE\n"
1554 "       // light source\n"
1555 "#ifdef USEDIFFUSE\n"
1556 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1557 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1558 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1559 "#ifdef USESPECULAR\n"
1560 "#ifdef USEEXACTSPECULARMATH\n"
1561 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1562 "#else\n"
1563 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1564 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1565 "#endif\n"
1566 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1567 "#endif\n"
1568 "#else\n"
1569 "       color.rgb = diffusetex * Color_Ambient;\n"
1570 "#endif\n"
1571 "       color.rgb *= LightColor;\n"
1572 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1573 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1574 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1575 "#endif\n"
1576 "# ifdef USECUBEFILTER\n"
1577 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1578 "# endif\n"
1579 "#endif // MODE_LIGHTSOURCE\n"
1580 "\n"
1581 "\n"
1582 "\n"
1583 "\n"
1584 "#ifdef MODE_LIGHTDIRECTION\n"
1585 "#define SHADING\n"
1586 "#ifdef USEDIFFUSE\n"
1587 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1588 "#endif\n"
1589 "#define lightcolor LightColor\n"
1590 "#endif // MODE_LIGHTDIRECTION\n"
1591 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1592 "#define SHADING\n"
1593 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1594 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1595 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1596 "       // convert modelspace light vector to tangentspace\n"
1597 "       myhalf3 lightnormal;\n"
1598 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1599 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1600 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1601 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1602 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1603 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1604 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1605 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1606 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1607 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1608 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1609 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1610 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1611 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1612 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1613 "#define SHADING\n"
1614 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1615 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1616 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1617 "#endif\n"
1618 "\n"
1619 "\n"
1620 "\n"
1621 "\n"
1622 "#ifdef MODE_LIGHTMAP\n"
1623 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1624 "#endif // MODE_LIGHTMAP\n"
1625 "#ifdef MODE_VERTEXCOLOR\n"
1626 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1627 "#endif // MODE_VERTEXCOLOR\n"
1628 "#ifdef MODE_FLATCOLOR\n"
1629 "       color.rgb = diffusetex * Color_Ambient;\n"
1630 "#endif // MODE_FLATCOLOR\n"
1631 "\n"
1632 "\n"
1633 "\n"
1634 "\n"
1635 "#ifdef SHADING\n"
1636 "# ifdef USEDIFFUSE\n"
1637 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1638 "#  ifdef USESPECULAR\n"
1639 "#   ifdef USEEXACTSPECULARMATH\n"
1640 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1641 "#   else\n"
1642 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1643 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1644 "#   endif\n"
1645 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1646 "#  else\n"
1647 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1648 "#  endif\n"
1649 "# else\n"
1650 "       color.rgb = diffusetex * Color_Ambient;\n"
1651 "# endif\n"
1652 "#endif\n"
1653 "\n"
1654 "#ifdef USEDEFERREDLIGHTMAP\n"
1655 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1656 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1657 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1658 "#endif\n"
1659 "\n"
1660 "#ifdef USEGLOW\n"
1661 "#ifdef USEVERTEXTEXTUREBLEND\n"
1662 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1663 "#else\n"
1664 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1665 "#endif\n"
1666 "#endif\n"
1667 "\n"
1668 "#ifdef USEFOG\n"
1669 "#ifdef MODE_LIGHTSOURCE\n"
1670 "       color.rgb *= myhalf(FogVertex());\n"
1671 "#else\n"
1672 "       color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1673 "#endif\n"
1674 "#endif\n"
1675 "\n"
1676 "       // 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"
1677 "#ifdef USEREFLECTION\n"
1678 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1679 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1680 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1681 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1682 "       // FIXME temporary hack to detect the case that the reflection\n"
1683 "       // gets blackened at edges due to leaving the area that contains actual\n"
1684 "       // content.\n"
1685 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1686 "       // 'appening.\n"
1687 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1688 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1689 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1690 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1691 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1692 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1693 "#endif\n"
1694 "\n"
1695 "       gl_FragColor = vec4(color);\n"
1696 "}\n"
1697 "#endif // FRAGMENT_SHADER\n"
1698 "\n"
1699 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1700 "#endif // !MODE_DEFERREDGEOMETRY\n"
1701 "#endif // !MODE_WATER\n"
1702 "#endif // !MODE_REFRACTION\n"
1703 "#endif // !MODE_BLOOMBLUR\n"
1704 "#endif // !MODE_GENERIC\n"
1705 "#endif // !MODE_POSTPROCESS\n"
1706 "#endif // !MODE_SHOWDEPTH\n"
1707 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1708 ;
1709
1710 /*
1711 =========================================================================================================================================================
1712
1713
1714
1715 =========================================================================================================================================================
1716
1717
1718
1719 =========================================================================================================================================================
1720
1721
1722
1723 =========================================================================================================================================================
1724
1725
1726
1727 =========================================================================================================================================================
1728
1729
1730
1731 =========================================================================================================================================================
1732
1733
1734
1735 =========================================================================================================================================================
1736 */
1737
1738 const char *builtincgshaderstring =
1739 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1740 "// written by Forest 'LordHavoc' Hale\n"
1741 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1742 "\n"
1743 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1744 "# define USEFOG\n"
1745 "#endif\n"
1746 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1747 "#define USELIGHTMAP\n"
1748 "#endif\n"
1749 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1750 "#define USEEYEVECTOR\n"
1751 "#endif\n"
1752 "\n"
1753 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1754 "#ifdef VERTEX_SHADER\n"
1755 "void main\n"
1756 "(\n"
1757 "float4 gl_Vertex : POSITION,\n"
1758 "uniform float4x4 ModelViewProjectionMatrix,\n"
1759 "out float4 gl_Position : POSITION\n"
1760 ")\n"
1761 "{\n"
1762 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1763 "}\n"
1764 "#endif\n"
1765 "#else // !MODE_DEPTH_ORSHADOW\n"
1766 "\n"
1767 "\n"
1768 "\n"
1769 "\n"
1770 "#ifdef MODE_SHOWDEPTH\n"
1771 "#ifdef VERTEX_SHADER\n"
1772 "void main\n"
1773 "(\n"
1774 "float4 gl_Vertex : POSITION,\n"
1775 "uniform float4x4 ModelViewProjectionMatrix,\n"
1776 "out float4 gl_Position : POSITION,\n"
1777 "out float4 gl_FrontColor : COLOR0\n"
1778 ")\n"
1779 "{\n"
1780 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1781 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1782 "}\n"
1783 "#endif\n"
1784 "\n"
1785 "#ifdef FRAGMENT_SHADER\n"
1786 "void main\n"
1787 "(\n"
1788 "float4 gl_FrontColor : COLOR0,\n"
1789 "out float4 gl_FragColor : COLOR\n"
1790 ")\n"
1791 "{\n"
1792 "       gl_FragColor = gl_FrontColor;\n"
1793 "}\n"
1794 "#endif\n"
1795 "#else // !MODE_SHOWDEPTH\n"
1796 "\n"
1797 "\n"
1798 "\n"
1799 "\n"
1800 "#ifdef MODE_POSTPROCESS\n"
1801 "\n"
1802 "#ifdef VERTEX_SHADER\n"
1803 "void main\n"
1804 "(\n"
1805 "float4 gl_Vertex : POSITION,\n"
1806 "uniform float4x4 ModelViewProjectionMatrix,\n"
1807 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1808 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1809 "out float4 gl_Position : POSITION,\n"
1810 "out float2 TexCoord1 : TEXCOORD0,\n"
1811 "out float2 TexCoord2 : TEXCOORD1\n"
1812 ")\n"
1813 "{\n"
1814 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1815 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1816 "#ifdef USEBLOOM\n"
1817 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1818 "#endif\n"
1819 "}\n"
1820 "#endif\n"
1821 "\n"
1822 "#ifdef FRAGMENT_SHADER\n"
1823 "void main\n"
1824 "(\n"
1825 "float2 TexCoord1 : TEXCOORD0,\n"
1826 "float2 TexCoord2 : TEXCOORD1,\n"
1827 "uniform sampler2D Texture_First,\n"
1828 "#ifdef USEBLOOM\n"
1829 "uniform sampler2D Texture_Second,\n"
1830 "#endif\n"
1831 "#ifdef USEGAMMARAMPS\n"
1832 "uniform sampler2D Texture_GammaRamps,\n"
1833 "#endif\n"
1834 "#ifdef USESATURATION\n"
1835 "uniform float Saturation,\n"
1836 "#endif\n"
1837 "#ifdef USEVIEWTINT\n"
1838 "uniform float4 ViewTintColor,\n"
1839 "#endif\n"
1840 "uniform float4 UserVec1,\n"
1841 "uniform float4 UserVec2,\n"
1842 "uniform float4 UserVec3,\n"
1843 "uniform float4 UserVec4,\n"
1844 "uniform float ClientTime,\n"
1845 "uniform float2 PixelSize,\n"
1846 "out float4 gl_FragColor : COLOR\n"
1847 ")\n"
1848 "{\n"
1849 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1850 "#ifdef USEBLOOM\n"
1851 "       gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1852 "#endif\n"
1853 "#ifdef USEVIEWTINT\n"
1854 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1855 "#endif\n"
1856 "\n"
1857 "#ifdef USEPOSTPROCESSING\n"
1858 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1859 "// 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"
1860 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1861 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1862 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1863 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
1864 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
1865 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1866 "#endif\n"
1867 "\n"
1868 "#ifdef USESATURATION\n"
1869 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1870 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1871 "       //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1872 "       gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
1873 "#endif\n"
1874 "\n"
1875 "#ifdef USEGAMMARAMPS\n"
1876 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1877 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1878 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1879 "#endif\n"
1880 "}\n"
1881 "#endif\n"
1882 "#else // !MODE_POSTPROCESS\n"
1883 "\n"
1884 "\n"
1885 "\n"
1886 "\n"
1887 "#ifdef MODE_GENERIC\n"
1888 "#ifdef VERTEX_SHADER\n"
1889 "void main\n"
1890 "(\n"
1891 "float4 gl_Vertex : POSITION,\n"
1892 "uniform float4x4 ModelViewProjectionMatrix,\n"
1893 "float4 gl_Color : COLOR0,\n"
1894 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1895 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1896 "out float4 gl_Position : POSITION,\n"
1897 "out float4 gl_FrontColor : COLOR,\n"
1898 "out float2 TexCoord1 : TEXCOORD0,\n"
1899 "out float2 TexCoord2 : TEXCOORD1\n"
1900 ")\n"
1901 "{\n"
1902 "       gl_FrontColor = gl_Color;\n"
1903 "#ifdef USEDIFFUSE\n"
1904 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1905 "#endif\n"
1906 "#ifdef USESPECULAR\n"
1907 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1908 "#endif\n"
1909 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1910 "}\n"
1911 "#endif\n"
1912 "\n"
1913 "#ifdef FRAGMENT_SHADER\n"
1914 "\n"
1915 "void main\n"
1916 "(\n"
1917 "float4 gl_FrontColor : COLOR,\n"
1918 "float2 TexCoord1 : TEXCOORD0,\n"
1919 "float2 TexCoord2 : TEXCOORD1,\n"
1920 "#ifdef USEDIFFUSE\n"
1921 "uniform sampler2D Texture_First,\n"
1922 "#endif\n"
1923 "#ifdef USESPECULAR\n"
1924 "uniform sampler2D Texture_Second,\n"
1925 "#endif\n"
1926 "out float4 gl_FragColor : COLOR\n"
1927 ")\n"
1928 "{\n"
1929 "       gl_FragColor = gl_FrontColor;\n"
1930 "#ifdef USEDIFFUSE\n"
1931 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1932 "#endif\n"
1933 "\n"
1934 "#ifdef USESPECULAR\n"
1935 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1936 "# ifdef USECOLORMAPPING\n"
1937 "       gl_FragColor *= tex2;\n"
1938 "# endif\n"
1939 "# ifdef USEGLOW\n"
1940 "       gl_FragColor += tex2;\n"
1941 "# endif\n"
1942 "# ifdef USEVERTEXTEXTUREBLEND\n"
1943 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
1944 "# endif\n"
1945 "#endif\n"
1946 "}\n"
1947 "#endif\n"
1948 "#else // !MODE_GENERIC\n"
1949 "\n"
1950 "\n"
1951 "\n"
1952 "\n"
1953 "#ifdef MODE_BLOOMBLUR\n"
1954 "#ifdef VERTEX_SHADER\n"
1955 "void main\n"
1956 "(\n"
1957 "float4 gl_Vertex : POSITION,\n"
1958 "uniform float4x4 ModelViewProjectionMatrix,\n"
1959 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1960 "out float4 gl_Position : POSITION,\n"
1961 "out float2 TexCoord : TEXCOORD0\n"
1962 ")\n"
1963 "{\n"
1964 "       TexCoord = gl_MultiTexCoord0.xy;\n"
1965 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1966 "}\n"
1967 "#endif\n"
1968 "\n"
1969 "#ifdef FRAGMENT_SHADER\n"
1970 "\n"
1971 "void main\n"
1972 "(\n"
1973 "float2 TexCoord : TEXCOORD0,\n"
1974 "uniform sampler2D Texture_First,\n"
1975 "uniform float4 BloomBlur_Parameters,\n"
1976 "out float4 gl_FragColor : COLOR\n"
1977 ")\n"
1978 "{\n"
1979 "       int i;\n"
1980 "       float2 tc = TexCoord;\n"
1981 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
1982 "       tc += BloomBlur_Parameters.xy;\n"
1983 "       for (i = 1;i < SAMPLES;i++)\n"
1984 "       {\n"
1985 "               color += tex2D(Texture_First, tc).rgb;\n"
1986 "               tc += BloomBlur_Parameters.xy;\n"
1987 "       }\n"
1988 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
1989 "}\n"
1990 "#endif\n"
1991 "#else // !MODE_BLOOMBLUR\n"
1992 "#ifdef MODE_REFRACTION\n"
1993 "#ifdef VERTEX_SHADER\n"
1994 "void main\n"
1995 "(\n"
1996 "float4 gl_Vertex : POSITION,\n"
1997 "uniform float4x4 ModelViewProjectionMatrix,\n"
1998 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1999 "uniform float4x4 TexMatrix,\n"
2000 "uniform float3 EyePosition,\n"
2001 "out float4 gl_Position : POSITION,\n"
2002 "out float2 TexCoord : TEXCOORD0,\n"
2003 "out float3 EyeVector : TEXCOORD1,\n"
2004 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2005 ")\n"
2006 "{\n"
2007 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2008 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2009 "       ModelViewProjectionPosition = gl_Position;\n"
2010 "}\n"
2011 "#endif\n"
2012 "\n"
2013 "#ifdef FRAGMENT_SHADER\n"
2014 "void main\n"
2015 "(\n"
2016 "float2 TexCoord : TEXCOORD0,\n"
2017 "float3 EyeVector : TEXCOORD1,\n"
2018 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2019 "uniform sampler2D Texture_Normal,\n"
2020 "uniform sampler2D Texture_Refraction,\n"
2021 "uniform sampler2D Texture_Reflection,\n"
2022 "uniform float4 DistortScaleRefractReflect,\n"
2023 "uniform float4 ScreenScaleRefractReflect,\n"
2024 "uniform float4 ScreenCenterRefractReflect,\n"
2025 "uniform float4 RefractColor,\n"
2026 "out float4 gl_FragColor : COLOR\n"
2027 ")\n"
2028 "{\n"
2029 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2030 "       //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2031 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2032 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2033 "       // FIXME temporary hack to detect the case that the reflection\n"
2034 "       // gets blackened at edges due to leaving the area that contains actual\n"
2035 "       // content.\n"
2036 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2037 "       // 'appening.\n"
2038 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2039 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2040 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2041 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2042 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2043 "       gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2044 "}\n"
2045 "#endif\n"
2046 "#else // !MODE_REFRACTION\n"
2047 "\n"
2048 "\n"
2049 "\n"
2050 "\n"
2051 "#ifdef MODE_WATER\n"
2052 "#ifdef VERTEX_SHADER\n"
2053 "\n"
2054 "void main\n"
2055 "(\n"
2056 "float4 gl_Vertex : POSITION,\n"
2057 "uniform float4x4 ModelViewProjectionMatrix,\n"
2058 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2059 "uniform float4x4 TexMatrix,\n"
2060 "uniform float3 EyePosition,\n"
2061 "out float4 gl_Position : POSITION,\n"
2062 "out float2 TexCoord : TEXCOORD0,\n"
2063 "out float3 EyeVector : TEXCOORD1,\n"
2064 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2065 ")\n"
2066 "{\n"
2067 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2068 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2069 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2070 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2071 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2072 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2073 "       ModelViewProjectionPosition = gl_Position;\n"
2074 "}\n"
2075 "#endif\n"
2076 "\n"
2077 "#ifdef FRAGMENT_SHADER\n"
2078 "void main\n"
2079 "(\n"
2080 "float2 TexCoord : TEXCOORD0,\n"
2081 "float3 EyeVector : TEXCOORD1,\n"
2082 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2083 "uniform sampler2D Texture_Normal,\n"
2084 "uniform sampler2D Texture_Refraction,\n"
2085 "uniform sampler2D Texture_Reflection,\n"
2086 "uniform float4 DistortScaleRefractReflect,\n"
2087 "uniform float4 ScreenScaleRefractReflect,\n"
2088 "uniform float4 ScreenCenterRefractReflect,\n"
2089 "uniform float4 RefractColor,\n"
2090 "uniform float4 ReflectColor,\n"
2091 "uniform float ReflectFactor,\n"
2092 "uniform float ReflectOffset,\n"
2093 "out float4 gl_FragColor : COLOR\n"
2094 ")\n"
2095 "{\n"
2096 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2097 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2098 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2099 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2100 "       // FIXME temporary hack to detect the case that the reflection\n"
2101 "       // gets blackened at edges due to leaving the area that contains actual\n"
2102 "       // content.\n"
2103 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2104 "       // 'appening.\n"
2105 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2106 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2107 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2108 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2109 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2110 "       f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2111 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2112 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2113 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2114 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2115 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2116 "       gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2117 "}\n"
2118 "#endif\n"
2119 "#else // !MODE_WATER\n"
2120 "\n"
2121 "\n"
2122 "\n"
2123 "\n"
2124 "// 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"
2125 "\n"
2126 "// fragment shader specific:\n"
2127 "#ifdef FRAGMENT_SHADER\n"
2128 "\n"
2129 "#ifdef USEFOG\n"
2130 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2131 "{\n"
2132 "       float fogfrac;\n"
2133 "#ifdef USEFOGOUTSIDE\n"
2134 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2135 "#else\n"
2136 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2137 "#endif\n"
2138 "       return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2139 "}\n"
2140 "#endif\n"
2141 "\n"
2142 "#ifdef USEOFFSETMAPPING\n"
2143 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2144 "{\n"
2145 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2146 "       // 14 sample relief mapping: linear search and then binary search\n"
2147 "       // this basically steps forward a small amount repeatedly until it finds\n"
2148 "       // itself inside solid, then jitters forward and back using decreasing\n"
2149 "       // amounts to find the impact\n"
2150 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2151 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2152 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2153 "       float3 RT = float3(TexCoord, 1);\n"
2154 "       OffsetVector *= 0.1;\n"
2155 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2156 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2157 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2158 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2159 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2160 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2161 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2162 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2163 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2164 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
2165 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2166 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2167 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2168 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2169 "       return RT.xy;\n"
2170 "#else\n"
2171 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2172 "       // this basically moves forward the full distance, and then backs up based\n"
2173 "       // on height of samples\n"
2174 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2175 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2176 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2177 "       TexCoord += OffsetVector;\n"
2178 "       OffsetVector *= 0.333;\n"
2179 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2180 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2181 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2182 "       return TexCoord;\n"
2183 "#endif\n"
2184 "}\n"
2185 "#endif // USEOFFSETMAPPING\n"
2186 "\n"
2187 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2188 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2189 "# ifndef USESHADOWMAPVSDCT\n"
2190 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2191 "{\n"
2192 "       float3 adir = abs(dir);\n"
2193 "       float2 tc;\n"
2194 "       float2 offset;\n"
2195 "       float ma;\n"
2196 "       if (adir.x > adir.y)\n"
2197 "       {\n"
2198 "               if (adir.x > adir.z) // X\n"
2199 "               {\n"
2200 "                       ma = adir.x;\n"
2201 "                       tc = dir.zy;\n"
2202 "                       offset = float2(lerp(0.5, 1.5, dir.x < 0.0), 0.5);\n"
2203 "               }\n"
2204 "               else // Z\n"
2205 "               {\n"
2206 "                       ma = adir.z;\n"
2207 "                       tc = dir.xy;\n"
2208 "                       offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2209 "               }\n"
2210 "       }\n"
2211 "       else\n"
2212 "       {\n"
2213 "               if (adir.y > adir.z) // Y\n"
2214 "               {\n"
2215 "                       ma = adir.y;\n"
2216 "                       tc = dir.xz;\n"
2217 "                       offset = float2(lerp(0.5, 1.5, dir.y < 0.0), 1.5);\n"
2218 "               }\n"
2219 "               else // Z\n"
2220 "               {\n"
2221 "                       ma = adir.z;\n"
2222 "                       tc = dir.xy;\n"
2223 "                       offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2224 "               }\n"
2225 "       }\n"
2226 "\n"
2227 "       float3 stc = float3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2228 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
2229 "       stc.z += ShadowMap_Parameters.z;\n"
2230 "       return stc;\n"
2231 "}\n"
2232 "# else\n"
2233 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2234 "{\n"
2235 "       float3 adir = abs(dir);\n"
2236 "       float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2237 "       float ma = max(max(adir.x, adir.y), adir.z);\n"
2238 "       float3 stc = float3(lerp(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2239 "       stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
2240 "       stc.z += ShadowMap_Parameters.z;\n"
2241 "       return stc;\n"
2242 "}\n"
2243 "# endif\n"
2244 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2245 "\n"
2246 "#ifdef USESHADOWMAPCUBE\n"
2247 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2248 "{\n"
2249 "    float3 adir = abs(dir);\n"
2250 "    return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
2251 "}\n"
2252 "#endif\n"
2253 "\n"
2254 "# ifdef USESHADOWMAPRECT\n"
2255 "#ifdef USESHADOWMAPVSDCT\n"
2256 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2257 "#else\n"
2258 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2259 "#endif\n"
2260 "{\n"
2261 "#ifdef USESHADOWMAPVSDCT\n"
2262 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2263 "#else\n"
2264 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2265 "#endif\n"
2266 "       float f;\n"
2267 "#  ifdef USESHADOWSAMPLER\n"
2268 "\n"
2269 "#    ifdef USESHADOWMAPPCF\n"
2270 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2271 "    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"
2272 "#    else\n"
2273 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2274 "#    endif\n"
2275 "\n"
2276 "#  else\n"
2277 "\n"
2278 "#    ifdef USESHADOWMAPPCF\n"
2279 "#      if USESHADOWMAPPCF > 1\n"
2280 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2281 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2282 "    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"
2283 "    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"
2284 "    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"
2285 "    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"
2286 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2287 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2288 "#      else\n"
2289 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2290 "    float2 offset = frac(shadowmaptc.xy);\n"
2291 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2292 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2293 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2294 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2295 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2296 "#      endif\n"
2297 "#    else\n"
2298 "    f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2299 "#    endif\n"
2300 "\n"
2301 "#  endif\n"
2302 "       return f;\n"
2303 "}\n"
2304 "# endif\n"
2305 "\n"
2306 "# ifdef USESHADOWMAP2D\n"
2307 "#ifdef USESHADOWMAPVSDCT\n"
2308 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2309 "#else\n"
2310 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2311 "#endif\n"
2312 "{\n"
2313 "#ifdef USESHADOWMAPVSDCT\n"
2314 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2315 "#else\n"
2316 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2317 "#endif\n"
2318 "    float f;\n"
2319 "\n"
2320 "#  ifdef USESHADOWSAMPLER\n"
2321 "#    ifdef USESHADOWMAPPCF\n"
2322 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
2323 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2324 "    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"
2325 "#    else\n"
2326 "    f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2327 "#    endif\n"
2328 "#  else\n"
2329 "#    ifdef USESHADOWMAPPCF\n"
2330 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2331 "#      ifdef GL_ARB_texture_gather\n"
2332 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2333 "#      else\n"
2334 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2335 "#      endif\n"
2336 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2337 "    center *= ShadowMap_TextureScale;\n"
2338 "    float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2339 "    float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2340 "    float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2341 "    float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2342 "    float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2343 "                lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2344 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2345 "#     else\n"
2346 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)  \n"
2347 "#      if USESHADOWMAPPCF > 1\n"
2348 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2349 "    center *= ShadowMap_TextureScale;\n"
2350 "    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"
2351 "    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"
2352 "    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"
2353 "    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"
2354 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2355 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2356 "#      else\n"
2357 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2358 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2359 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2360 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2361 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2362 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2363 "#      endif\n"
2364 "#     endif\n"
2365 "#    else\n"
2366 "    f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2367 "#    endif\n"
2368 "#  endif\n"
2369 "    return f;\n"
2370 "}\n"
2371 "# endif\n"
2372 "\n"
2373 "# ifdef USESHADOWMAPCUBE\n"
2374 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2375 "{\n"
2376 "    // apply depth texture cubemap as light filter\n"
2377 "    float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2378 "    float f;\n"
2379 "#  ifdef USESHADOWSAMPLER\n"
2380 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2381 "#  else\n"
2382 "    f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2383 "#  endif\n"
2384 "    return f;\n"
2385 "}\n"
2386 "# endif\n"
2387 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2388 "#endif // FRAGMENT_SHADER\n"
2389 "\n"
2390 "\n"
2391 "\n"
2392 "\n"
2393 "#ifdef MODE_DEFERREDGEOMETRY\n"
2394 "#ifdef VERTEX_SHADER\n"
2395 "void main\n"
2396 "(\n"
2397 "float4 gl_Vertex : POSITION,\n"
2398 "uniform float4x4 ModelViewProjectionMatrix,\n"
2399 "#ifdef USEVERTEXTEXTUREBLEND\n"
2400 "float4 gl_Color : COLOR0,\n"
2401 "#endif\n"
2402 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2403 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2404 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2405 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2406 "uniform float4x4 TexMatrix,\n"
2407 "#ifdef USEVERTEXTEXTUREBLEND\n"
2408 "uniform float4x4 BackgroundTexMatrix,\n"
2409 "#endif\n"
2410 "uniform float4x4 ModelViewMatrix,\n"
2411 "#ifdef USEOFFSETMAPPING\n"
2412 "uniform float3 EyePosition,\n"
2413 "#endif\n"
2414 "out float4 gl_Position : POSITION,\n"
2415 "out float4 gl_FrontColor : COLOR,\n"
2416 "out float4 TexCoordBoth : TEXCOORD0,\n"
2417 "#ifdef USEOFFSETMAPPING\n"
2418 "out float3 EyeVector : TEXCOORD2,\n"
2419 "#endif\n"
2420 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2421 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2422 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2423 ")\n"
2424 "{\n"
2425 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2426 "#ifdef USEVERTEXTEXTUREBLEND\n"
2427 "       gl_FrontColor = gl_Color;\n"
2428 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2429 "#endif\n"
2430 "\n"
2431 "       // transform unnormalized eye direction into tangent space\n"
2432 "#ifdef USEOFFSETMAPPING\n"
2433 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2434 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2435 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2436 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2437 "#endif\n"
2438 "\n"
2439 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2440 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2441 "       VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2442 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2443 "}\n"
2444 "#endif // VERTEX_SHADER\n"
2445 "\n"
2446 "#ifdef FRAGMENT_SHADER\n"
2447 "void main\n"
2448 "(\n"
2449 "float4 TexCoordBoth : TEXCOORD0,\n"
2450 "float3 EyeVector : TEXCOORD2,\n"
2451 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2452 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2453 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2454 "uniform sampler2D Texture_Normal,\n"
2455 "#ifdef USEALPHAKILL\n"
2456 "uniform sampler2D Texture_Color,\n"
2457 "#endif\n"
2458 "uniform sampler2D Texture_Gloss,\n"
2459 "#ifdef USEVERTEXTEXTUREBLEND\n"
2460 "uniform sampler2D Texture_SecondaryNormal,\n"
2461 "uniform sampler2D Texture_SecondaryGloss,\n"
2462 "#endif\n"
2463 "#ifdef USEOFFSETMAPPING\n"
2464 "uniform float OffsetMapping_Scale,\n"
2465 "#endif\n"
2466 "uniform half SpecularPower,\n"
2467 "out float4 gl_FragColor : COLOR\n"
2468 ")\n"
2469 "{\n"
2470 "       float2 TexCoord = TexCoordBoth.xy;\n"
2471 "#ifdef USEOFFSETMAPPING\n"
2472 "       // apply offsetmapping\n"
2473 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2474 "#define TexCoord TexCoordOffset\n"
2475 "#endif\n"
2476 "\n"
2477 "#ifdef USEALPHAKILL\n"
2478 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2479 "               discard;\n"
2480 "#endif\n"
2481 "\n"
2482 "#ifdef USEVERTEXTEXTUREBLEND\n"
2483 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2484 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2485 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2486 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2487 "#endif\n"
2488 "\n"
2489 "#ifdef USEVERTEXTEXTUREBLEND\n"
2490 "       float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2491 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2492 "#else\n"
2493 "       float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2494 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2495 "#endif\n"
2496 "\n"
2497 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2498 "}\n"
2499 "#endif // FRAGMENT_SHADER\n"
2500 "#else // !MODE_DEFERREDGEOMETRY\n"
2501 "\n"
2502 "\n"
2503 "\n"
2504 "\n"
2505 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2506 "#ifdef VERTEX_SHADER\n"
2507 "void main\n"
2508 "(\n"
2509 "float4 gl_Vertex : POSITION,\n"
2510 "uniform float4x4 ModelViewProjectionMatrix,\n"
2511 "uniform float4x4 ModelViewMatrix,\n"
2512 "out float4 gl_Position : POSITION,\n"
2513 "out float4 ModelViewPosition : TEXCOORD0\n"
2514 ")\n"
2515 "{\n"
2516 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2517 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2518 "}\n"
2519 "#endif // VERTEX_SHADER\n"
2520 "\n"
2521 "#ifdef FRAGMENT_SHADER\n"
2522 "void main\n"
2523 "(\n"
2524 "float2 Pixel : WPOS,\n"
2525 "float4 ModelViewPosition : TEXCOORD0,\n"
2526 "uniform float4x4 ViewToLight,\n"
2527 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2528 "uniform float3 LightPosition,\n"
2529 "uniform half2 PixelToScreenTexCoord,\n"
2530 "uniform half3 DeferredColor_Ambient,\n"
2531 "uniform half3 DeferredColor_Diffuse,\n"
2532 "#ifdef USESPECULAR\n"
2533 "uniform half3 DeferredColor_Specular,\n"
2534 "uniform half SpecularPower,\n"
2535 "#endif\n"
2536 "uniform sampler2D Texture_Attenuation,\n"
2537 "uniform sampler2D Texture_ScreenDepth,\n"
2538 "uniform sampler2D Texture_ScreenNormalMap,\n"
2539 "\n"
2540 "#ifdef USESHADOWMAPRECT\n"
2541 "# ifdef USESHADOWSAMPLER\n"
2542 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2543 "# else\n"
2544 "uniform samplerRECT Texture_ShadowMapRect,\n"
2545 "# endif\n"
2546 "#endif\n"
2547 "\n"
2548 "#ifdef USESHADOWMAP2D\n"
2549 "# ifdef USESHADOWSAMPLER\n"
2550 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2551 "# else\n"
2552 "uniform sampler2D Texture_ShadowMap2D,\n"
2553 "# endif\n"
2554 "#endif\n"
2555 "\n"
2556 "#ifdef USESHADOWMAPVSDCT\n"
2557 "uniform samplerCUBE Texture_CubeProjection,\n"
2558 "#endif\n"
2559 "\n"
2560 "#ifdef USESHADOWMAPCUBE\n"
2561 "# ifdef USESHADOWSAMPLER\n"
2562 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2563 "# else\n"
2564 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2565 "# endif\n"
2566 "#endif\n"
2567 "\n"
2568 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2569 "uniform float2 ShadowMap_TextureScale,\n"
2570 "uniform float4 ShadowMap_Parameters,\n"
2571 "#endif\n"
2572 "\n"
2573 "out float4 gl_FragData0 : COLOR0,\n"
2574 "out float4 gl_FragData1 : COLOR1\n"
2575 ")\n"
2576 "{\n"
2577 "       // calculate viewspace pixel position\n"
2578 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2579 "       ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2580 "       float3 position;\n"
2581 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2582 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2583 "       // decode viewspace pixel normal\n"
2584 "       half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2585 "       half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2586 "       // surfacenormal = pixel normal in viewspace\n"
2587 "       // LightVector = pixel to light in viewspace\n"
2588 "       // CubeVector = position in lightspace\n"
2589 "       // eyevector = pixel to view in viewspace\n"
2590 "       float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2591 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2592 "#ifdef USEDIFFUSE\n"
2593 "       // calculate diffuse shading\n"
2594 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2595 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2596 "#endif\n"
2597 "#ifdef USESPECULAR\n"
2598 "       // calculate directional shading\n"
2599 "       float3 eyevector = position * -1.0;\n"
2600 "#  ifdef USEEXACTSPECULARMATH\n"
2601 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2602 "#  else\n"
2603 "       half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2604 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2605 "#  endif\n"
2606 "#endif\n"
2607 "\n"
2608 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2609 "       fade *= ShadowMapCompare(CubeVector,\n"
2610 "# if defined(USESHADOWMAP2D)\n"
2611 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2612 "# endif\n"
2613 "# if defined(USESHADOWMAPRECT)\n"
2614 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2615 "# endif\n"
2616 "# if defined(USESHADOWMAPCUBE)\n"
2617 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2618 "# endif\n"
2619 "\n"
2620 "#ifdef USESHADOWMAPVSDCT\n"
2621 ", Texture_CubeProjection\n"
2622 "#endif\n"
2623 "       );\n"
2624 "#endif\n"
2625 "\n"
2626 "#ifdef USEDIFFUSE\n"
2627 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2628 "#else\n"
2629 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2630 "#endif\n"
2631 "#ifdef USESPECULAR\n"
2632 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2633 "#else\n"
2634 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2635 "#endif\n"
2636 "\n"
2637 "# ifdef USECUBEFILTER\n"
2638 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2639 "       gl_FragData0.rgb *= cubecolor;\n"
2640 "       gl_FragData1.rgb *= cubecolor;\n"
2641 "# endif\n"
2642 "}\n"
2643 "#endif // FRAGMENT_SHADER\n"
2644 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2645 "\n"
2646 "\n"
2647 "\n"
2648 "\n"
2649 "#ifdef VERTEX_SHADER\n"
2650 "void main\n"
2651 "(\n"
2652 "float4 gl_Vertex : POSITION,\n"
2653 "uniform float4x4 ModelViewProjectionMatrix,\n"
2654 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2655 "float4 gl_Color : COLOR0,\n"
2656 "#endif\n"
2657 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2658 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2659 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2660 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2661 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2662 "\n"
2663 "uniform float3 EyePosition,\n"
2664 "uniform float4x4 TexMatrix,\n"
2665 "#ifdef USEVERTEXTEXTUREBLEND\n"
2666 "uniform float4x4 BackgroundTexMatrix,\n"
2667 "#endif\n"
2668 "#ifdef MODE_LIGHTSOURCE\n"
2669 "uniform float4x4 ModelToLight,\n"
2670 "#endif\n"
2671 "#ifdef MODE_LIGHTSOURCE\n"
2672 "uniform float3 LightPosition,\n"
2673 "#endif\n"
2674 "#ifdef MODE_LIGHTDIRECTION\n"
2675 "uniform float3 LightDir,\n"
2676 "#endif\n"
2677 "uniform float4 FogPlane,\n"
2678 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2679 "uniform float3 LightPosition,\n"
2680 "#endif\n"
2681 "\n"
2682 "out float4 gl_FrontColor : COLOR,\n"
2683 "out float4 TexCoordBoth : TEXCOORD0,\n"
2684 "#ifdef USELIGHTMAP\n"
2685 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2686 "#endif\n"
2687 "#ifdef USEEYEVECTOR\n"
2688 "out float3 EyeVector : TEXCOORD2,\n"
2689 "#endif\n"
2690 "#ifdef USEREFLECTION\n"
2691 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2692 "#endif\n"
2693 "#ifdef USEFOG\n"
2694 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2695 "#endif\n"
2696 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2697 "out float3 LightVector : TEXCOORD5,\n"
2698 "#endif\n"
2699 "#ifdef MODE_LIGHTSOURCE\n"
2700 "out float3 CubeVector : TEXCOORD3,\n"
2701 "#endif\n"
2702 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2703 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2704 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2705 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2706 "#endif\n"
2707 "out float4 gl_Position : POSITION\n"
2708 ")\n"
2709 "{\n"
2710 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2711 "       gl_FrontColor = gl_Color;\n"
2712 "#endif\n"
2713 "       // copy the surface texcoord\n"
2714 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2715 "#ifdef USEVERTEXTEXTUREBLEND\n"
2716 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2717 "#endif\n"
2718 "#ifdef USELIGHTMAP\n"
2719 "       TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2720 "#endif\n"
2721 "\n"
2722 "#ifdef MODE_LIGHTSOURCE\n"
2723 "       // transform vertex position into light attenuation/cubemap space\n"
2724 "       // (-1 to +1 across the light box)\n"
2725 "       CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2726 "\n"
2727 "# ifdef USEDIFFUSE\n"
2728 "       // transform unnormalized light direction into tangent space\n"
2729 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2730 "       //  normalize it per pixel)\n"
2731 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2732 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2733 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2734 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2735 "# endif\n"
2736 "#endif\n"
2737 "\n"
2738 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2739 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2740 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2741 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2742 "#endif\n"
2743 "\n"
2744 "       // transform unnormalized eye direction into tangent space\n"
2745 "#ifdef USEEYEVECTOR\n"
2746 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2747 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2748 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2749 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2750 "#endif\n"
2751 "\n"
2752 "#ifdef USEFOG\n"
2753 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2754 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2755 "#endif\n"
2756 "\n"
2757 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2758 "       VectorS = gl_MultiTexCoord1.xyz;\n"
2759 "       VectorT = gl_MultiTexCoord2.xyz;\n"
2760 "       VectorR = gl_MultiTexCoord3.xyz;\n"
2761 "#endif\n"
2762 "\n"
2763 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2764 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2765 "\n"
2766 "#ifdef USEREFLECTION\n"
2767 "       ModelViewProjectionPosition = gl_Position;\n"
2768 "#endif\n"
2769 "}\n"
2770 "#endif // VERTEX_SHADER\n"
2771 "\n"
2772 "\n"
2773 "\n"
2774 "\n"
2775 "#ifdef FRAGMENT_SHADER\n"
2776 "void main\n"
2777 "(\n"
2778 "#ifdef USEDEFERREDLIGHTMAP\n"
2779 "float2 Pixel : WPOS,\n"
2780 "#endif\n"
2781 "float4 gl_FrontColor : COLOR,\n"
2782 "float4 TexCoordBoth : TEXCOORD0,\n"
2783 "#ifdef USELIGHTMAP\n"
2784 "float2 TexCoordLightmap : TEXCOORD1,\n"
2785 "#endif\n"
2786 "#ifdef USEEYEVECTOR\n"
2787 "float3 EyeVector : TEXCOORD2,\n"
2788 "#endif\n"
2789 "#ifdef USEREFLECTION\n"
2790 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2791 "#endif\n"
2792 "#ifdef USEFOG\n"
2793 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2794 "#endif\n"
2795 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2796 "float3 LightVector : TEXCOORD5,\n"
2797 "#endif\n"
2798 "#ifdef MODE_LIGHTSOURCE\n"
2799 "float3 CubeVector : TEXCOORD3,\n"
2800 "#endif\n"
2801 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2802 "float4 ModelViewPosition : TEXCOORD0,\n"
2803 "#endif\n"
2804 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2805 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2806 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2807 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2808 "#endif\n"
2809 "\n"
2810 "uniform sampler2D Texture_Normal,\n"
2811 "uniform sampler2D Texture_Color,\n"
2812 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2813 "uniform sampler2D Texture_Gloss,\n"
2814 "#endif\n"
2815 "#ifdef USEGLOW\n"
2816 "uniform sampler2D Texture_Glow,\n"
2817 "#endif\n"
2818 "#ifdef USEVERTEXTEXTUREBLEND\n"
2819 "uniform sampler2D Texture_SecondaryNormal,\n"
2820 "uniform sampler2D Texture_SecondaryColor,\n"
2821 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2822 "uniform sampler2D Texture_SecondaryGloss,\n"
2823 "#endif\n"
2824 "#ifdef USEGLOW\n"
2825 "uniform sampler2D Texture_SecondaryGlow,\n"
2826 "#endif\n"
2827 "#endif\n"
2828 "#ifdef USECOLORMAPPING\n"
2829 "uniform sampler2D Texture_Pants,\n"
2830 "uniform sampler2D Texture_Shirt,\n"
2831 "#endif\n"
2832 "#ifdef USEFOG\n"
2833 "uniform sampler2D Texture_FogMask,\n"
2834 "#endif\n"
2835 "#ifdef USELIGHTMAP\n"
2836 "uniform sampler2D Texture_Lightmap,\n"
2837 "#endif\n"
2838 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2839 "uniform sampler2D Texture_Deluxemap,\n"
2840 "#endif\n"
2841 "#ifdef USEREFLECTION\n"
2842 "uniform sampler2D Texture_Reflection,\n"
2843 "#endif\n"
2844 "\n"
2845 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2846 "uniform sampler2D Texture_ScreenDepth,\n"
2847 "uniform sampler2D Texture_ScreenNormalMap,\n"
2848 "#endif\n"
2849 "#ifdef USEDEFERREDLIGHTMAP\n"
2850 "uniform sampler2D Texture_ScreenDiffuse,\n"
2851 "uniform sampler2D Texture_ScreenSpecular,\n"
2852 "#endif\n"
2853 "\n"
2854 "#ifdef USECOLORMAPPING\n"
2855 "uniform half3 Color_Pants,\n"
2856 "uniform half3 Color_Shirt,\n"
2857 "#endif\n"
2858 "#ifdef USEFOG\n"
2859 "uniform float3 FogColor,\n"
2860 "uniform float FogRangeRecip,\n"
2861 "uniform float FogPlaneViewDist,\n"
2862 "uniform float FogHeightFade,\n"
2863 "#endif\n"
2864 "\n"
2865 "#ifdef USEOFFSETMAPPING\n"
2866 "uniform float OffsetMapping_Scale,\n"
2867 "#endif\n"
2868 "\n"
2869 "#ifdef USEDEFERREDLIGHTMAP\n"
2870 "uniform half2 PixelToScreenTexCoord,\n"
2871 "uniform half3 DeferredMod_Diffuse,\n"
2872 "uniform half3 DeferredMod_Specular,\n"
2873 "#endif\n"
2874 "uniform half3 Color_Ambient,\n"
2875 "uniform half3 Color_Diffuse,\n"
2876 "uniform half3 Color_Specular,\n"
2877 "uniform half SpecularPower,\n"
2878 "#ifdef USEGLOW\n"
2879 "uniform half3 Color_Glow,\n"
2880 "#endif\n"
2881 "uniform half Alpha,\n"
2882 "#ifdef USEREFLECTION\n"
2883 "uniform float4 DistortScaleRefractReflect,\n"
2884 "uniform float4 ScreenScaleRefractReflect,\n"
2885 "uniform float4 ScreenCenterRefractReflect,\n"
2886 "uniform half4 ReflectColor,\n"
2887 "#endif\n"
2888 "#ifdef USEREFLECTCUBE\n"
2889 "uniform float4x4 ModelToReflectCube,\n"
2890 "uniform sampler2D Texture_ReflectMask,\n"
2891 "uniform samplerCUBE Texture_ReflectCube,\n"
2892 "#endif\n"
2893 "#ifdef MODE_LIGHTDIRECTION\n"
2894 "uniform half3 LightColor,\n"
2895 "#endif\n"
2896 "#ifdef MODE_LIGHTSOURCE\n"
2897 "uniform half3 LightColor,\n"
2898 "#endif\n"
2899 "\n"
2900 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2901 "uniform sampler2D Texture_Attenuation,\n"
2902 "uniform samplerCUBE Texture_Cube,\n"
2903 "\n"
2904 "#ifdef USESHADOWMAPRECT\n"
2905 "# ifdef USESHADOWSAMPLER\n"
2906 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2907 "# else\n"
2908 "uniform samplerRECT Texture_ShadowMapRect,\n"
2909 "# endif\n"
2910 "#endif\n"
2911 "\n"
2912 "#ifdef USESHADOWMAP2D\n"
2913 "# ifdef USESHADOWSAMPLER\n"
2914 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2915 "# else\n"
2916 "uniform sampler2D Texture_ShadowMap2D,\n"
2917 "# endif\n"
2918 "#endif\n"
2919 "\n"
2920 "#ifdef USESHADOWMAPVSDCT\n"
2921 "uniform samplerCUBE Texture_CubeProjection,\n"
2922 "#endif\n"
2923 "\n"
2924 "#ifdef USESHADOWMAPCUBE\n"
2925 "# ifdef USESHADOWSAMPLER\n"
2926 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2927 "# else\n"
2928 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2929 "# endif\n"
2930 "#endif\n"
2931 "\n"
2932 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2933 "uniform float2 ShadowMap_TextureScale,\n"
2934 "uniform float4 ShadowMap_Parameters,\n"
2935 "#endif\n"
2936 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2937 "\n"
2938 "out float4 gl_FragColor : COLOR\n"
2939 ")\n"
2940 "{\n"
2941 "       float2 TexCoord = TexCoordBoth.xy;\n"
2942 "#ifdef USEVERTEXTEXTUREBLEND\n"
2943 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
2944 "#endif\n"
2945 "#ifdef USEOFFSETMAPPING\n"
2946 "       // apply offsetmapping\n"
2947 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2948 "#define TexCoord TexCoordOffset\n"
2949 "#endif\n"
2950 "\n"
2951 "       // combine the diffuse textures (base, pants, shirt)\n"
2952 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
2953 "#ifdef USEALPHAKILL\n"
2954 "       if (color.a < 0.5)\n"
2955 "               discard;\n"
2956 "#endif\n"
2957 "       color.a *= Alpha;\n"
2958 "#ifdef USECOLORMAPPING\n"
2959 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
2960 "#endif\n"
2961 "#ifdef USEVERTEXTEXTUREBLEND\n"
2962 "       float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
2963 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
2964 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
2965 "       color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
2966 "       color.a = 1.0;\n"
2967 "       //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
2968 "#endif\n"
2969 "\n"
2970 "       // get the surface normal\n"
2971 "#ifdef USEVERTEXTEXTUREBLEND\n"
2972 "       half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
2973 "#else\n"
2974 "       half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
2975 "#endif\n"
2976 "\n"
2977 "       // get the material colors\n"
2978 "       half3 diffusetex = color.rgb;\n"
2979 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2980 "# ifdef USEVERTEXTEXTUREBLEND\n"
2981 "       half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
2982 "# else\n"
2983 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
2984 "# endif\n"
2985 "#endif\n"
2986 "\n"
2987 "#ifdef USEREFLECTCUBE\n"
2988 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
2989 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
2990 "       vec3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
2991 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
2992 "#endif\n"
2993 "\n"
2994 "\n"
2995 "\n"
2996 "\n"
2997 "#ifdef MODE_LIGHTSOURCE\n"
2998 "       // light source\n"
2999 "#ifdef USEDIFFUSE\n"
3000 "       half3 lightnormal = half3(normalize(LightVector));\n"
3001 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3002 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3003 "#ifdef USESPECULAR\n"
3004 "#ifdef USEEXACTSPECULARMATH\n"
3005 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3006 "#else\n"
3007 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3008 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3009 "#endif\n"
3010 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3011 "#endif\n"
3012 "#else\n"
3013 "       color.rgb = diffusetex * Color_Ambient;\n"
3014 "#endif\n"
3015 "       color.rgb *= LightColor;\n"
3016 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3017 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3018 "       color.rgb *= ShadowMapCompare(CubeVector,\n"
3019 "# if defined(USESHADOWMAP2D)\n"
3020 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3021 "# endif\n"
3022 "# if defined(USESHADOWMAPRECT)\n"
3023 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3024 "# endif\n"
3025 "# if defined(USESHADOWMAPCUBE)\n"
3026 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3027 "# endif\n"
3028 "\n"
3029 "#ifdef USESHADOWMAPVSDCT\n"
3030 ", Texture_CubeProjection\n"
3031 "#endif\n"
3032 "       );\n"
3033 "\n"
3034 "#endif\n"
3035 "# ifdef USECUBEFILTER\n"
3036 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3037 "# endif\n"
3038 "#endif // MODE_LIGHTSOURCE\n"
3039 "\n"
3040 "\n"
3041 "\n"
3042 "\n"
3043 "#ifdef MODE_LIGHTDIRECTION\n"
3044 "#define SHADING\n"
3045 "#ifdef USEDIFFUSE\n"
3046 "       half3 lightnormal = half3(normalize(LightVector));\n"
3047 "#endif\n"
3048 "#define lightcolor LightColor\n"
3049 "#endif // MODE_LIGHTDIRECTION\n"
3050 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3051 "#define SHADING\n"
3052 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3053 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3054 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3055 "       // convert modelspace light vector to tangentspace\n"
3056 "       half3 lightnormal;\n"
3057 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3058 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3059 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3060 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3061 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3062 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3063 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3064 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3065 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3066 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3067 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3068 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3069 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3070 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3071 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3072 "#define SHADING\n"
3073 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3074 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3075 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3076 "#endif\n"
3077 "\n"
3078 "\n"
3079 "\n"
3080 "\n"
3081 "#ifdef MODE_LIGHTMAP\n"
3082 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3083 "#endif // MODE_LIGHTMAP\n"
3084 "#ifdef MODE_VERTEXCOLOR\n"
3085 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3086 "#endif // MODE_VERTEXCOLOR\n"
3087 "#ifdef MODE_FLATCOLOR\n"
3088 "       color.rgb = diffusetex * Color_Ambient;\n"
3089 "#endif // MODE_FLATCOLOR\n"
3090 "\n"
3091 "\n"
3092 "\n"
3093 "\n"
3094 "#ifdef SHADING\n"
3095 "# ifdef USEDIFFUSE\n"
3096 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3097 "#  ifdef USESPECULAR\n"
3098 "#   ifdef USEEXACTSPECULARMATH\n"
3099 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3100 "#   else\n"
3101 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3102 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3103 "#   endif\n"
3104 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3105 "#  else\n"
3106 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3107 "#  endif\n"
3108 "# else\n"
3109 "       color.rgb = diffusetex * Color_Ambient;\n"
3110 "# endif\n"
3111 "#endif\n"
3112 "\n"
3113 "#ifdef USEDEFERREDLIGHTMAP\n"
3114 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3115 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3116 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3117 "#endif\n"
3118 "\n"
3119 "#ifdef USEGLOW\n"
3120 "#ifdef USEVERTEXTEXTUREBLEND\n"
3121 "       color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3122 "#else\n"
3123 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3124 "#endif\n"
3125 "#endif\n"
3126 "\n"
3127 "#ifdef USEFOG\n"
3128 "#ifdef MODE_LIGHTSOURCE\n"
3129 "       color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3130 "#else\n"
3131 "       color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3132 "#endif\n"
3133 "#endif\n"
3134 "\n"
3135 "       // 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"
3136 "#ifdef USEREFLECTION\n"
3137 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3138 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3139 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3140 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3141 "       // FIXME temporary hack to detect the case that the reflection\n"
3142 "       // gets blackened at edges due to leaving the area that contains actual\n"
3143 "       // content.\n"
3144 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3145 "       // 'appening.\n"
3146 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3147 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3148 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3149 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3150 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3151 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3152 "#endif\n"
3153 "\n"
3154 "       gl_FragColor = float4(color);\n"
3155 "}\n"
3156 "#endif // FRAGMENT_SHADER\n"
3157 "\n"
3158 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3159 "#endif // !MODE_DEFERREDGEOMETRY\n"
3160 "#endif // !MODE_WATER\n"
3161 "#endif // !MODE_REFRACTION\n"
3162 "#endif // !MODE_BLOOMBLUR\n"
3163 "#endif // !MODE_GENERIC\n"
3164 "#endif // !MODE_POSTPROCESS\n"
3165 "#endif // !MODE_SHOWDEPTH\n"
3166 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3167 ;
3168
3169 char *glslshaderstring = NULL;
3170 char *cgshaderstring = NULL;
3171
3172 //=======================================================================================================================================================
3173
3174 typedef struct shaderpermutationinfo_s
3175 {
3176         const char *pretext;
3177         const char *name;
3178 }
3179 shaderpermutationinfo_t;
3180
3181 typedef struct shadermodeinfo_s
3182 {
3183         const char *vertexfilename;
3184         const char *geometryfilename;
3185         const char *fragmentfilename;
3186         const char *pretext;
3187         const char *name;
3188 }
3189 shadermodeinfo_t;
3190
3191 typedef enum shaderpermutation_e
3192 {
3193         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3194         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3195         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3196         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3197         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3198         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3199         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3200         SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3201         SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3202         SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3203         SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3204         SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3205         SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3206         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3207         SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3208         SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3209         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3210         SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3211         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3212         SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3213         SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3214         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3215         SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3216         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3217         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3218         SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3219         SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe)
3220         SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
3221         SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
3222 }
3223 shaderpermutation_t;
3224
3225 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3226 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3227 {
3228         {"#define USEDIFFUSE\n", " diffuse"},
3229         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3230         {"#define USEVIEWTINT\n", " viewtint"},
3231         {"#define USECOLORMAPPING\n", " colormapping"},
3232         {"#define USESATURATION\n", " saturation"},
3233         {"#define USEFOGINSIDE\n", " foginside"},
3234         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3235         {"#define USEGAMMARAMPS\n", " gammaramps"},
3236         {"#define USECUBEFILTER\n", " cubefilter"},
3237         {"#define USEGLOW\n", " glow"},
3238         {"#define USEBLOOM\n", " bloom"},
3239         {"#define USESPECULAR\n", " specular"},
3240         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3241         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3242         {"#define USEREFLECTION\n", " reflection"},
3243         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3244         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3245         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3246         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3247         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3248         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3249         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3250         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3251         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3252         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3253         {"#define USEALPHAKILL\n", " alphakill"},
3254         {"#define USEREFLECTCUBE\n", " reflectcube"},
3255 };
3256
3257 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3258 typedef enum shadermode_e
3259 {
3260         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3261         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3262         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3263         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3264         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3265         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3266         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3267         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3268         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3269         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3270         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3271         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3272         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3273         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3274         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3275         SHADERMODE_COUNT
3276 }
3277 shadermode_t;
3278
3279 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3280 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3281 {
3282         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3283         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3284         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3285         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3286         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3287         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3288         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3289         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3290         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3291         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3292         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3293         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3294         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3295         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3296         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3297 };
3298
3299 #ifdef SUPPORTCG
3300 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3301 {
3302         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3303         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3304         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3305         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3306         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3307         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3308         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3309         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3310         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3311         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3312         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3313         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3314         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3315         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3316         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3317 };
3318 #endif
3319
3320 struct r_glsl_permutation_s;
3321 typedef struct r_glsl_permutation_s
3322 {
3323         /// hash lookup data
3324         struct r_glsl_permutation_s *hashnext;
3325         unsigned int mode;
3326         unsigned int permutation;
3327
3328         /// indicates if we have tried compiling this permutation already
3329         qboolean compiled;
3330         /// 0 if compilation failed
3331         int program;
3332         /// locations of detected uniforms in program object, or -1 if not found
3333         int loc_Texture_First;
3334         int loc_Texture_Second;
3335         int loc_Texture_GammaRamps;
3336         int loc_Texture_Normal;
3337         int loc_Texture_Color;
3338         int loc_Texture_Gloss;
3339         int loc_Texture_Glow;
3340         int loc_Texture_SecondaryNormal;
3341         int loc_Texture_SecondaryColor;
3342         int loc_Texture_SecondaryGloss;
3343         int loc_Texture_SecondaryGlow;
3344         int loc_Texture_Pants;
3345         int loc_Texture_Shirt;
3346         int loc_Texture_FogMask;
3347         int loc_Texture_Lightmap;
3348         int loc_Texture_Deluxemap;
3349         int loc_Texture_Attenuation;
3350         int loc_Texture_Cube;
3351         int loc_Texture_Refraction;
3352         int loc_Texture_Reflection;
3353         int loc_Texture_ShadowMapRect;
3354         int loc_Texture_ShadowMapCube;
3355         int loc_Texture_ShadowMap2D;
3356         int loc_Texture_CubeProjection;
3357         int loc_Texture_ScreenDepth;
3358         int loc_Texture_ScreenNormalMap;
3359         int loc_Texture_ScreenDiffuse;
3360         int loc_Texture_ScreenSpecular;
3361         int loc_Texture_ReflectMask;
3362         int loc_Texture_ReflectCube;
3363         int loc_Alpha;
3364         int loc_BloomBlur_Parameters;
3365         int loc_ClientTime;
3366         int loc_Color_Ambient;
3367         int loc_Color_Diffuse;
3368         int loc_Color_Specular;
3369         int loc_Color_Glow;
3370         int loc_Color_Pants;
3371         int loc_Color_Shirt;
3372         int loc_DeferredColor_Ambient;
3373         int loc_DeferredColor_Diffuse;
3374         int loc_DeferredColor_Specular;
3375         int loc_DeferredMod_Diffuse;
3376         int loc_DeferredMod_Specular;
3377         int loc_DistortScaleRefractReflect;
3378         int loc_EyePosition;
3379         int loc_FogColor;
3380         int loc_FogHeightFade;
3381         int loc_FogPlane;
3382         int loc_FogPlaneViewDist;
3383         int loc_FogRangeRecip;
3384         int loc_LightColor;
3385         int loc_LightDir;
3386         int loc_LightPosition;
3387         int loc_OffsetMapping_Scale;
3388         int loc_PixelSize;
3389         int loc_ReflectColor;
3390         int loc_ReflectFactor;
3391         int loc_ReflectOffset;
3392         int loc_RefractColor;
3393         int loc_Saturation;
3394         int loc_ScreenCenterRefractReflect;
3395         int loc_ScreenScaleRefractReflect;
3396         int loc_ScreenToDepth;
3397         int loc_ShadowMap_Parameters;
3398         int loc_ShadowMap_TextureScale;
3399         int loc_SpecularPower;
3400         int loc_UserVec1;
3401         int loc_UserVec2;
3402         int loc_UserVec3;
3403         int loc_UserVec4;
3404         int loc_ViewTintColor;
3405         int loc_ViewToLight;
3406         int loc_ModelToLight;
3407         int loc_TexMatrix;
3408         int loc_BackgroundTexMatrix;
3409         int loc_ModelViewProjectionMatrix;
3410         int loc_ModelViewMatrix;
3411         int loc_PixelToScreenTexCoord;
3412         int loc_ModelToReflectCube;
3413 }
3414 r_glsl_permutation_t;
3415
3416 #define SHADERPERMUTATION_HASHSIZE 256
3417
3418 /// information about each possible shader permutation
3419 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3420 /// currently selected permutation
3421 r_glsl_permutation_t *r_glsl_permutation;
3422 /// storage for permutations linked in the hash table
3423 memexpandablearray_t r_glsl_permutationarray;
3424
3425 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3426 {
3427         //unsigned int hashdepth = 0;
3428         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3429         r_glsl_permutation_t *p;
3430         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3431         {
3432                 if (p->mode == mode && p->permutation == permutation)
3433                 {
3434                         //if (hashdepth > 10)
3435                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3436                         return p;
3437                 }
3438                 //hashdepth++;
3439         }
3440         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3441         p->mode = mode;
3442         p->permutation = permutation;
3443         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3444         r_glsl_permutationhash[mode][hashindex] = p;
3445         //if (hashdepth > 10)
3446         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3447         return p;
3448 }
3449
3450 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3451 {
3452         char *shaderstring;
3453         if (!filename || !filename[0])
3454                 return NULL;
3455         if (!strcmp(filename, "glsl/default.glsl"))
3456         {
3457                 if (!glslshaderstring)
3458                 {
3459                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3460                         if (glslshaderstring)
3461                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3462                         else
3463                                 glslshaderstring = (char *)builtinshaderstring;
3464                 }
3465                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3466                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3467                 return shaderstring;
3468         }
3469         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3470         if (shaderstring)
3471         {
3472                 if (printfromdisknotice)
3473                         Con_DPrintf("from disk %s... ", filename);
3474                 return shaderstring;
3475         }
3476         return shaderstring;
3477 }
3478
3479 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3480 {
3481         int i;
3482         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3483         int vertstrings_count = 0;
3484         int geomstrings_count = 0;
3485         int fragstrings_count = 0;
3486         char *vertexstring, *geometrystring, *fragmentstring;
3487         const char *vertstrings_list[32+3];
3488         const char *geomstrings_list[32+3];
3489         const char *fragstrings_list[32+3];
3490         char permutationname[256];
3491
3492         if (p->compiled)
3493                 return;
3494         p->compiled = true;
3495         p->program = 0;
3496
3497         permutationname[0] = 0;
3498         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3499         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3500         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3501
3502         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3503
3504         // the first pretext is which type of shader to compile as
3505         // (later these will all be bound together as a program object)
3506         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3507         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3508         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3509
3510         // the second pretext is the mode (for example a light source)
3511         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3512         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3513         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3514         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3515
3516         // now add all the permutation pretexts
3517         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3518         {
3519                 if (permutation & (1<<i))
3520                 {
3521                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3522                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3523                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3524                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3525                 }
3526                 else
3527                 {
3528                         // keep line numbers correct
3529                         vertstrings_list[vertstrings_count++] = "\n";
3530                         geomstrings_list[geomstrings_count++] = "\n";
3531                         fragstrings_list[fragstrings_count++] = "\n";
3532                 }
3533         }
3534
3535         // now append the shader text itself
3536         vertstrings_list[vertstrings_count++] = vertexstring;
3537         geomstrings_list[geomstrings_count++] = geometrystring;
3538         fragstrings_list[fragstrings_count++] = fragmentstring;
3539
3540         // if any sources were NULL, clear the respective list
3541         if (!vertexstring)
3542                 vertstrings_count = 0;
3543         if (!geometrystring)
3544                 geomstrings_count = 0;
3545         if (!fragmentstring)
3546                 fragstrings_count = 0;
3547
3548         // compile the shader program
3549         if (vertstrings_count + geomstrings_count + fragstrings_count)
3550                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3551         if (p->program)
3552         {
3553                 CHECKGLERROR
3554                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3555                 // look up all the uniform variable names we care about, so we don't
3556                 // have to look them up every time we set them
3557
3558                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3559                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3560                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3561                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3562                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3563                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3564                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3565                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3566                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3567                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3568                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3569                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3570                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3571                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3572                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3573                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3574                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3575                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3576                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3577                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3578                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3579                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3580                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3581                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3582                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3583                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3584                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3585                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3586                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3587                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3588                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3589                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3590                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3591                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3592                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3593                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3594                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3595                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3596                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3597                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3598                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3599                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3600                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3601                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3602                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3603                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3604                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3605                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3606                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3607                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3608                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3609                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3610                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3611                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3612                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3613                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3614                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3615                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3616                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3617                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3618                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3619                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3620                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3621                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3622                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3623                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3624                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3625                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3626                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3627                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3628                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3629                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3630                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3631                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3632                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3633                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3634                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3635                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3636                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3637                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3638                 // initialize the samplers to refer to the texture units we use
3639                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3640                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3641                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3642                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3643                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3644                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3645                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3646                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3647                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3648                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3649                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3650                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3651                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3652                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3653                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3654                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3655                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3656                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3657                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3658                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3659                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , GL20TU_SHADOWMAPRECT);
3660                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
3661                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
3662                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3663                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3664                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3665                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3666                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3667                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3668                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3669                 CHECKGLERROR
3670                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3671         }
3672         else
3673                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3674
3675         // free the strings
3676         if (vertexstring)
3677                 Mem_Free(vertexstring);
3678         if (geometrystring)
3679                 Mem_Free(geometrystring);
3680         if (fragmentstring)
3681                 Mem_Free(fragmentstring);
3682 }
3683
3684 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3685 {
3686         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3687         if (r_glsl_permutation != perm)
3688         {
3689                 r_glsl_permutation = perm;
3690                 if (!r_glsl_permutation->program)
3691                 {
3692                         if (!r_glsl_permutation->compiled)
3693                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3694                         if (!r_glsl_permutation->program)
3695                         {
3696                                 // remove features until we find a valid permutation
3697                                 int i;
3698                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3699                                 {
3700                                         // reduce i more quickly whenever it would not remove any bits
3701                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3702                                         if (!(permutation & j))
3703                                                 continue;
3704                                         permutation -= j;
3705                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3706                                         if (!r_glsl_permutation->compiled)
3707                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3708                                         if (r_glsl_permutation->program)
3709                                                 break;
3710                                 }
3711                                 if (i >= SHADERPERMUTATION_COUNT)
3712                                 {
3713                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3714                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3715                                         qglUseProgramObjectARB(0);CHECKGLERROR
3716                                         return; // no bit left to clear, entire mode is broken
3717                                 }
3718                         }
3719                 }
3720                 CHECKGLERROR
3721                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3722         }
3723         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3724         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3725 }
3726
3727 #ifdef SUPPORTCG
3728 #include <Cg/cgGL.h>
3729 struct r_cg_permutation_s;
3730 typedef struct r_cg_permutation_s
3731 {
3732         /// hash lookup data
3733         struct r_cg_permutation_s *hashnext;
3734         unsigned int mode;
3735         unsigned int permutation;
3736
3737         /// indicates if we have tried compiling this permutation already
3738         qboolean compiled;
3739         /// 0 if compilation failed
3740         CGprogram vprogram;
3741         CGprogram fprogram;
3742         /// locations of detected parameters in programs, or NULL if not found
3743         CGparameter vp_EyePosition;
3744         CGparameter vp_FogPlane;
3745         CGparameter vp_LightDir;
3746         CGparameter vp_LightPosition;
3747         CGparameter vp_ModelToLight;
3748         CGparameter vp_TexMatrix;
3749         CGparameter vp_BackgroundTexMatrix;
3750         CGparameter vp_ModelViewProjectionMatrix;
3751         CGparameter vp_ModelViewMatrix;
3752
3753         CGparameter fp_Texture_First;
3754         CGparameter fp_Texture_Second;
3755         CGparameter fp_Texture_GammaRamps;
3756         CGparameter fp_Texture_Normal;
3757         CGparameter fp_Texture_Color;
3758         CGparameter fp_Texture_Gloss;
3759         CGparameter fp_Texture_Glow;
3760         CGparameter fp_Texture_SecondaryNormal;
3761         CGparameter fp_Texture_SecondaryColor;
3762         CGparameter fp_Texture_SecondaryGloss;
3763         CGparameter fp_Texture_SecondaryGlow;
3764         CGparameter fp_Texture_Pants;
3765         CGparameter fp_Texture_Shirt;
3766         CGparameter fp_Texture_FogMask;
3767         CGparameter fp_Texture_Lightmap;
3768         CGparameter fp_Texture_Deluxemap;
3769         CGparameter fp_Texture_Attenuation;
3770         CGparameter fp_Texture_Cube;
3771         CGparameter fp_Texture_Refraction;
3772         CGparameter fp_Texture_Reflection;
3773         CGparameter fp_Texture_ShadowMapRect;
3774         CGparameter fp_Texture_ShadowMapCube;
3775         CGparameter fp_Texture_ShadowMap2D;
3776         CGparameter fp_Texture_CubeProjection;
3777         CGparameter fp_Texture_ScreenDepth;
3778         CGparameter fp_Texture_ScreenNormalMap;
3779         CGparameter fp_Texture_ScreenDiffuse;
3780         CGparameter fp_Texture_ScreenSpecular;
3781         CGparameter fp_Texture_ReflectMask;
3782         CGparameter fp_Texture_ReflectCube;
3783         CGparameter fp_Alpha;
3784         CGparameter fp_BloomBlur_Parameters;
3785         CGparameter fp_ClientTime;
3786         CGparameter fp_Color_Ambient;
3787         CGparameter fp_Color_Diffuse;
3788         CGparameter fp_Color_Specular;
3789         CGparameter fp_Color_Glow;
3790         CGparameter fp_Color_Pants;
3791         CGparameter fp_Color_Shirt;
3792         CGparameter fp_DeferredColor_Ambient;
3793         CGparameter fp_DeferredColor_Diffuse;
3794         CGparameter fp_DeferredColor_Specular;
3795         CGparameter fp_DeferredMod_Diffuse;
3796         CGparameter fp_DeferredMod_Specular;
3797         CGparameter fp_DistortScaleRefractReflect;
3798         CGparameter fp_EyePosition;
3799         CGparameter fp_FogColor;
3800         CGparameter fp_FogHeightFade;
3801         CGparameter fp_FogPlane;
3802         CGparameter fp_FogPlaneViewDist;
3803         CGparameter fp_FogRangeRecip;
3804         CGparameter fp_LightColor;
3805         CGparameter fp_LightDir;
3806         CGparameter fp_LightPosition;
3807         CGparameter fp_OffsetMapping_Scale;
3808         CGparameter fp_PixelSize;
3809         CGparameter fp_ReflectColor;
3810         CGparameter fp_ReflectFactor;
3811         CGparameter fp_ReflectOffset;
3812         CGparameter fp_RefractColor;
3813         CGparameter fp_Saturation;
3814         CGparameter fp_ScreenCenterRefractReflect;
3815         CGparameter fp_ScreenScaleRefractReflect;
3816         CGparameter fp_ScreenToDepth;
3817         CGparameter fp_ShadowMap_Parameters;
3818         CGparameter fp_ShadowMap_TextureScale;
3819         CGparameter fp_SpecularPower;
3820         CGparameter fp_UserVec1;
3821         CGparameter fp_UserVec2;
3822         CGparameter fp_UserVec3;
3823         CGparameter fp_UserVec4;
3824         CGparameter fp_ViewTintColor;
3825         CGparameter fp_ViewToLight;
3826         CGparameter fp_PixelToScreenTexCoord;
3827         CGparameter fp_ModelToReflectCube;
3828 }
3829 r_cg_permutation_t;
3830
3831 /// information about each possible shader permutation
3832 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3833 /// currently selected permutation
3834 r_cg_permutation_t *r_cg_permutation;
3835 /// storage for permutations linked in the hash table
3836 memexpandablearray_t r_cg_permutationarray;
3837
3838 #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));}}
3839
3840 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3841 {
3842         //unsigned int hashdepth = 0;
3843         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3844         r_cg_permutation_t *p;
3845         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3846         {
3847                 if (p->mode == mode && p->permutation == permutation)
3848                 {
3849                         //if (hashdepth > 10)
3850                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3851                         return p;
3852                 }
3853                 //hashdepth++;
3854         }
3855         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3856         p->mode = mode;
3857         p->permutation = permutation;
3858         p->hashnext = r_cg_permutationhash[mode][hashindex];
3859         r_cg_permutationhash[mode][hashindex] = p;
3860         //if (hashdepth > 10)
3861         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3862         return p;
3863 }
3864
3865 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3866 {
3867         char *shaderstring;
3868         if (!filename || !filename[0])
3869                 return NULL;
3870         if (!strcmp(filename, "cg/default.cg"))
3871         {
3872                 if (!cgshaderstring)
3873                 {
3874                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3875                         if (cgshaderstring)
3876                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3877                         else
3878                                 cgshaderstring = (char *)builtincgshaderstring;
3879                 }
3880                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
3881                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
3882                 return shaderstring;
3883         }
3884         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3885         if (shaderstring)
3886         {
3887                 if (printfromdisknotice)
3888                         Con_DPrintf("from disk %s... ", filename);
3889                 return shaderstring;
3890         }
3891         return shaderstring;
3892 }
3893
3894 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
3895 {
3896         // TODO: load or create .fp and .vp shader files
3897 }
3898
3899 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3900 {
3901         int i;
3902         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3903         int vertstrings_count = 0, vertstring_length = 0;
3904         int geomstrings_count = 0, geomstring_length = 0;
3905         int fragstrings_count = 0, fragstring_length = 0;
3906         char *t;
3907         char *vertexstring, *geometrystring, *fragmentstring;
3908         char *vertstring, *geomstring, *fragstring;
3909         const char *vertstrings_list[32+3];
3910         const char *geomstrings_list[32+3];
3911         const char *fragstrings_list[32+3];
3912         char permutationname[256];
3913         char cachename[256];
3914         CGprofile vertexProfile;
3915         CGprofile fragmentProfile;
3916
3917         if (p->compiled)
3918                 return;
3919         p->compiled = true;
3920         p->vprogram = NULL;
3921         p->fprogram = NULL;
3922
3923         permutationname[0] = 0;
3924         cachename[0] = 0;
3925         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
3926         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
3927         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
3928
3929         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3930         strlcat(cachename, "cg/", sizeof(cachename));
3931
3932         // the first pretext is which type of shader to compile as
3933         // (later these will all be bound together as a program object)
3934         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3935         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3936         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3937
3938         // the second pretext is the mode (for example a light source)
3939         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3940         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3941         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3942         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3943         strlcat(cachename, modeinfo->name, sizeof(cachename));
3944
3945         // now add all the permutation pretexts
3946         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3947         {
3948                 if (permutation & (1<<i))
3949                 {
3950                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3951                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3952                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3953                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3954                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
3955                 }
3956                 else
3957                 {
3958                         // keep line numbers correct
3959                         vertstrings_list[vertstrings_count++] = "\n";
3960                         geomstrings_list[geomstrings_count++] = "\n";
3961                         fragstrings_list[fragstrings_count++] = "\n";
3962                 }
3963         }
3964
3965         // replace spaces in the cachename with _ characters
3966         for (i = 0;cachename[i];i++)
3967                 if (cachename[i] == ' ')
3968                         cachename[i] = '_';
3969
3970         // now append the shader text itself
3971         vertstrings_list[vertstrings_count++] = vertexstring;
3972         geomstrings_list[geomstrings_count++] = geometrystring;
3973         fragstrings_list[fragstrings_count++] = fragmentstring;
3974
3975         // if any sources were NULL, clear the respective list
3976         if (!vertexstring)
3977                 vertstrings_count = 0;
3978         if (!geometrystring)
3979                 geomstrings_count = 0;
3980         if (!fragmentstring)
3981                 fragstrings_count = 0;
3982
3983         vertstring_length = 0;
3984         for (i = 0;i < vertstrings_count;i++)
3985                 vertstring_length += strlen(vertstrings_list[i]);
3986         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
3987         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
3988                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
3989
3990         geomstring_length = 0;
3991         for (i = 0;i < geomstrings_count;i++)
3992                 geomstring_length += strlen(geomstrings_list[i]);
3993         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
3994         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
3995                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
3996
3997         fragstring_length = 0;
3998         for (i = 0;i < fragstrings_count;i++)
3999                 fragstring_length += strlen(fragstrings_list[i]);
4000         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4001         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4002                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4003
4004         CHECKGLERROR
4005         CHECKCGERROR
4006         //vertexProfile = CG_PROFILE_ARBVP1;
4007         //fragmentProfile = CG_PROFILE_ARBFP1;
4008         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4009         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4010         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4011         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4012         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4013         CHECKGLERROR
4014
4015         // try to load the cached shader, or generate one
4016         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4017
4018         // if caching failed, do a dynamic compile for now
4019         CHECKCGERROR
4020         if (vertstring[0] && !p->vprogram)
4021                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4022         CHECKCGERROR
4023         if (fragstring[0] && !p->fprogram)
4024                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4025         CHECKCGERROR
4026
4027         // look up all the uniform variable names we care about, so we don't
4028         // have to look them up every time we set them
4029         if (p->vprogram)
4030         {
4031                 CHECKCGERROR
4032                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4033                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4034                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4035                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4036                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4037                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4038                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4039                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4040                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4041                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4042                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4043                 CHECKCGERROR
4044         }
4045         if (p->fprogram)
4046         {
4047                 CHECKCGERROR
4048                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4049                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4050                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4051                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4052                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4053                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4054                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4055                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4056                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4057                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4058                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4059                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4060                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4061                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4062                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4063                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4064                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4065                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4066                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4067                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4068                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4069                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4070                 p->fp_Texture_ShadowMapRect      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4071                 p->fp_Texture_ShadowMapCube      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4072                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4073                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4074                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4075                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4076                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4077                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4078                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4079                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4080                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4081                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4082                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4083                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4084                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4085                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4086                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4087                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4088                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4089                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4090                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4091                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4092                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4093                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4094                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4095                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4096                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4097                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4098                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4099                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4100                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4101                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4102                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4103                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4104                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4105                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4106                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4107                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4108                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4109                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4110                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4111                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4112                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4113                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4114                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4115                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4116                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4117                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4118                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4119                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4120                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4121                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4122                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4123                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4124                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4125                 CHECKCGERROR
4126         }
4127
4128         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4129                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4130         else
4131                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4132
4133         // free the strings
4134         if (vertstring)
4135                 Mem_Free(vertstring);
4136         if (geomstring)
4137                 Mem_Free(geomstring);
4138         if (fragstring)
4139                 Mem_Free(fragstring);
4140         if (vertexstring)
4141                 Mem_Free(vertexstring);
4142         if (geometrystring)
4143                 Mem_Free(geometrystring);
4144         if (fragmentstring)
4145                 Mem_Free(fragmentstring);
4146 }
4147
4148 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4149 {
4150         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4151         CHECKGLERROR
4152         CHECKCGERROR
4153         if (r_cg_permutation != perm)
4154         {
4155                 r_cg_permutation = perm;
4156                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4157                 {
4158                         if (!r_cg_permutation->compiled)
4159                                 R_CG_CompilePermutation(perm, mode, permutation);
4160                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4161                         {
4162                                 // remove features until we find a valid permutation
4163                                 int i;
4164                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4165                                 {
4166                                         // reduce i more quickly whenever it would not remove any bits
4167                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4168                                         if (!(permutation & j))
4169                                                 continue;
4170                                         permutation -= j;
4171                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4172                                         if (!r_cg_permutation->compiled)
4173                                                 R_CG_CompilePermutation(perm, mode, permutation);
4174                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4175                                                 break;
4176                                 }
4177                                 if (i >= SHADERPERMUTATION_COUNT)
4178                                 {
4179                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4180                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4181                                         return; // no bit left to clear, entire mode is broken
4182                                 }
4183                         }
4184                 }
4185                 CHECKGLERROR
4186                 CHECKCGERROR
4187                 if (r_cg_permutation->vprogram)
4188                 {
4189                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4190                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4191                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4192                 }
4193                 else
4194                 {
4195                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4196                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4197                 }
4198                 if (r_cg_permutation->fprogram)
4199                 {
4200                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4201                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4202                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4203                 }
4204                 else
4205                 {
4206                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4207                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4208                 }
4209         }
4210         CHECKCGERROR
4211         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4212         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4213 }
4214
4215 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4216 {
4217         cgGLSetTextureParameter(param, R_GetTexture(tex));
4218         cgGLEnableTextureParameter(param);
4219 }
4220 #endif
4221
4222 void R_GLSL_Restart_f(void)
4223 {
4224         unsigned int i, limit;
4225         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4226                 Mem_Free(glslshaderstring);
4227         glslshaderstring = NULL;
4228         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4229                 Mem_Free(cgshaderstring);
4230         cgshaderstring = NULL;
4231         switch(vid.renderpath)
4232         {
4233         case RENDERPATH_GL20:
4234                 {
4235                         r_glsl_permutation_t *p;
4236                         r_glsl_permutation = NULL;
4237                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4238                         for (i = 0;i < limit;i++)
4239                         {
4240                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4241                                 {
4242                                         GL_Backend_FreeProgram(p->program);
4243                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4244                                 }
4245                         }
4246                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4247                 }
4248                 break;
4249         case RENDERPATH_CGGL:
4250 #ifdef SUPPORTCG
4251                 {
4252                         r_cg_permutation_t *p;
4253                         r_cg_permutation = NULL;
4254                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4255                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4256                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4257                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4258                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4259                         for (i = 0;i < limit;i++)
4260                         {
4261                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4262                                 {
4263                                         if (p->vprogram)
4264                                                 cgDestroyProgram(p->vprogram);
4265                                         if (p->fprogram)
4266                                                 cgDestroyProgram(p->fprogram);
4267                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4268                                 }
4269                         }
4270                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4271                 }
4272                 break;
4273 #endif
4274         case RENDERPATH_GL13:
4275         case RENDERPATH_GL11:
4276                 break;
4277         }
4278 }
4279
4280 void R_GLSL_DumpShader_f(void)
4281 {
4282         int i;
4283         qfile_t *file;
4284
4285         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4286         if (file)
4287         {
4288                 FS_Print(file, "/* The engine may define the following macros:\n");
4289                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4290                 for (i = 0;i < SHADERMODE_COUNT;i++)
4291                         FS_Print(file, glslshadermodeinfo[i].pretext);
4292                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4293                         FS_Print(file, shaderpermutationinfo[i].pretext);
4294                 FS_Print(file, "*/\n");
4295                 FS_Print(file, builtinshaderstring);
4296                 FS_Close(file);
4297                 Con_Printf("glsl/default.glsl written\n");
4298         }
4299         else
4300                 Con_Printf("failed to write to glsl/default.glsl\n");
4301
4302 #ifdef SUPPORTCG
4303         file = FS_OpenRealFile("cg/default.cg", "w", false);
4304         if (file)
4305         {
4306                 FS_Print(file, "/* The engine may define the following macros:\n");
4307                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4308                 for (i = 0;i < SHADERMODE_COUNT;i++)
4309                         FS_Print(file, cgshadermodeinfo[i].pretext);
4310                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4311                         FS_Print(file, shaderpermutationinfo[i].pretext);
4312                 FS_Print(file, "*/\n");
4313                 FS_Print(file, builtincgshaderstring);
4314                 FS_Close(file);
4315                 Con_Printf("cg/default.cg written\n");
4316         }
4317         else
4318                 Con_Printf("failed to write to cg/default.cg\n");
4319 #endif
4320 }
4321
4322 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4323 {
4324         if (!second)
4325                 texturemode = GL_MODULATE;
4326         switch (vid.renderpath)
4327         {
4328         case RENDERPATH_GL20:
4329                 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))));
4330                 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4331                 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4332                 break;
4333         case RENDERPATH_CGGL:
4334 #ifdef SUPPORTCG
4335                 CHECKCGERROR
4336                 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))));
4337                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4338                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4339 #endif
4340                 break;
4341         case RENDERPATH_GL13:
4342                 R_Mesh_TexBind(0, first );
4343                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4344                 R_Mesh_TexBind(1, second);
4345                 if (second)
4346                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4347                 break;
4348         case RENDERPATH_GL11:
4349                 R_Mesh_TexBind(0, first );
4350                 break;
4351         }
4352 }
4353
4354 void R_SetupShader_DepthOrShadow(void)
4355 {
4356         switch (vid.renderpath)
4357         {
4358         case RENDERPATH_GL20:
4359                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4360                 break;
4361         case RENDERPATH_CGGL:
4362 #ifdef SUPPORTCG
4363                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4364 #endif
4365                 break;
4366         case RENDERPATH_GL13:
4367                 R_Mesh_TexBind(0, 0);
4368                 R_Mesh_TexBind(1, 0);
4369                 break;
4370         case RENDERPATH_GL11:
4371                 R_Mesh_TexBind(0, 0);
4372                 break;
4373         }
4374 }
4375
4376 void R_SetupShader_ShowDepth(void)
4377 {
4378         switch (vid.renderpath)
4379         {
4380         case RENDERPATH_GL20:
4381                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4382                 break;
4383         case RENDERPATH_CGGL:
4384 #ifdef SUPPORTCG
4385                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4386 #endif
4387                 break;
4388         case RENDERPATH_GL13:
4389                 break;
4390         case RENDERPATH_GL11:
4391                 break;
4392         }
4393 }
4394
4395 extern qboolean r_shadow_usingdeferredprepass;
4396 extern cvar_t r_shadow_deferred_8bitrange;
4397 extern rtexture_t *r_shadow_attenuationgradienttexture;
4398 extern rtexture_t *r_shadow_attenuation2dtexture;
4399 extern rtexture_t *r_shadow_attenuation3dtexture;
4400 extern qboolean r_shadow_usingshadowmaprect;
4401 extern qboolean r_shadow_usingshadowmapcube;
4402 extern qboolean r_shadow_usingshadowmap2d;
4403 extern float r_shadow_shadowmap_texturescale[2];
4404 extern float r_shadow_shadowmap_parameters[4];
4405 extern qboolean r_shadow_shadowmapvsdct;
4406 extern qboolean r_shadow_shadowmapsampler;
4407 extern int r_shadow_shadowmappcf;
4408 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4409 extern rtexture_t *r_shadow_shadowmap2dtexture;
4410 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4411 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4412 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4413 extern int r_shadow_prepass_width;
4414 extern int r_shadow_prepass_height;
4415 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4416 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4417 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4418 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4419 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4420 {
4421         // select a permutation of the lighting shader appropriate to this
4422         // combination of texture, entity, light source, and fogging, only use the
4423         // minimum features necessary to avoid wasting rendering time in the
4424         // fragment shader on features that are not being used
4425         unsigned int permutation = 0;
4426         unsigned int mode = 0;
4427         float m16f[16];
4428         if (rsurfacepass == RSURFPASS_BACKGROUND)
4429         {
4430                 // distorted background
4431                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4432                         mode = SHADERMODE_WATER;
4433                 else
4434                         mode = SHADERMODE_REFRACTION;
4435                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4436                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4437                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4438                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4439                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4440                 R_Mesh_ColorPointer(NULL, 0, 0);
4441                 GL_AlphaTest(false);
4442                 GL_BlendFunc(GL_ONE, GL_ZERO);
4443         }
4444         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4445         {
4446                 if (r_glsl_offsetmapping.integer)
4447                 {
4448                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4449                         if (r_glsl_offsetmapping_reliefmapping.integer)
4450                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4451                 }
4452                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4453                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4454                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4455                         permutation |= SHADERPERMUTATION_ALPHAKILL;
4456                 // normalmap (deferred prepass), may use alpha test on diffuse
4457                 mode = SHADERMODE_DEFERREDGEOMETRY;
4458                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4459                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4460                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4461                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4462                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4463                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4464                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4465                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4466                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4467                 else
4468                         R_Mesh_ColorPointer(NULL, 0, 0);
4469                 GL_AlphaTest(false);
4470                 GL_BlendFunc(GL_ONE, GL_ZERO);
4471         }
4472         else if (rsurfacepass == RSURFPASS_RTLIGHT)
4473         {
4474                 if (r_glsl_offsetmapping.integer)
4475                 {
4476                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4477                         if (r_glsl_offsetmapping_reliefmapping.integer)
4478                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4479                 }
4480                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4481                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4482                 // light source
4483                 mode = SHADERMODE_LIGHTSOURCE;
4484                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4485                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4486                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4487                         permutation |= SHADERPERMUTATION_CUBEFILTER;
4488                 if (diffusescale > 0)
4489                         permutation |= SHADERPERMUTATION_DIFFUSE;
4490                 if (specularscale > 0)
4491                 {
4492                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4493                         if (r_shadow_glossexact.integer)
4494                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4495                 }
4496                 if (r_refdef.fogenabled)
4497                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4498                 if (rsurface.texture->colormapping)
4499                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4500                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4501                 {
4502                         if (r_shadow_usingshadowmaprect)
4503                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4504                         if (r_shadow_usingshadowmap2d)
4505                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4506                         if (r_shadow_usingshadowmapcube)
4507                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4508                         else if(r_shadow_shadowmapvsdct)
4509                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4510
4511                         if (r_shadow_shadowmapsampler)
4512                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4513                         if (r_shadow_shadowmappcf > 1)
4514                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4515                         else if (r_shadow_shadowmappcf)
4516                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4517                 }
4518                 if (rsurface.texture->reflectmasktexture)
4519                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4520                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4521                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4522                 {
4523                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4524                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4525                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4526                 }
4527                 else
4528                 {
4529                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4530                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4531                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4532                 }
4533                 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4534                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4535                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4536                 else
4537                         R_Mesh_ColorPointer(NULL, 0, 0);
4538                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4539                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4540         }
4541         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4542         {
4543                 if (r_glsl_offsetmapping.integer)
4544                 {
4545                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4546                         if (r_glsl_offsetmapping_reliefmapping.integer)
4547                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4548                 }
4549                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4550                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4551                 // unshaded geometry (fullbright or ambient model lighting)
4552                 mode = SHADERMODE_FLATCOLOR;
4553                 ambientscale = diffusescale = specularscale = 0;
4554                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4555                         permutation |= SHADERPERMUTATION_GLOW;
4556                 if (r_refdef.fogenabled)
4557                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4558                 if (rsurface.texture->colormapping)
4559                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4560                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4561                         permutation |= SHADERPERMUTATION_REFLECTION;
4562                 if (rsurface.texture->reflectmasktexture)
4563                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4564                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4565                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4566                 {
4567                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4568                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4569                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4570                 }
4571                 else
4572                 {
4573                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4574                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4575                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4576                 }
4577                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4578                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4579                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4580                 else
4581                         R_Mesh_ColorPointer(NULL, 0, 0);
4582                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4583                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4584         }
4585         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4586         {
4587                 if (r_glsl_offsetmapping.integer)
4588                 {
4589                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4590                         if (r_glsl_offsetmapping_reliefmapping.integer)
4591                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4592                 }
4593                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4594                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4595                 // directional model lighting
4596                 mode = SHADERMODE_LIGHTDIRECTION;
4597                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4598                         permutation |= SHADERPERMUTATION_GLOW;
4599                 permutation |= SHADERPERMUTATION_DIFFUSE;
4600                 if (specularscale > 0)
4601                 {
4602                         permutation |= SHADERPERMUTATION_SPECULAR;
4603                         if (r_shadow_glossexact.integer)
4604                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4605                 }
4606                 if (r_refdef.fogenabled)
4607                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4608                 if (rsurface.texture->colormapping)
4609                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4610                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4611                         permutation |= SHADERPERMUTATION_REFLECTION;
4612                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4613                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4614                 if (rsurface.texture->reflectmasktexture)
4615                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4616                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4617                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4618                 {
4619                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4620                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4621                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4622                 }
4623                 else
4624                 {
4625                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4626                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4627                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4628                 }
4629                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4630                 R_Mesh_ColorPointer(NULL, 0, 0);
4631                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4632                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4633         }
4634         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4635         {
4636                 if (r_glsl_offsetmapping.integer)
4637                 {
4638                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4639                         if (r_glsl_offsetmapping_reliefmapping.integer)
4640                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4641                 }
4642                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4643                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4644                 // ambient model lighting
4645                 mode = SHADERMODE_LIGHTDIRECTION;
4646                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4647                         permutation |= SHADERPERMUTATION_GLOW;
4648                 if (r_refdef.fogenabled)
4649                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4650                 if (rsurface.texture->colormapping)
4651                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4652                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4653                         permutation |= SHADERPERMUTATION_REFLECTION;
4654                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4655                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4656                 if (rsurface.texture->reflectmasktexture)
4657                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4658                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4659                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4660                 {
4661                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4662                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4663                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4664                 }
4665                 else
4666                 {
4667                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4668                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4669                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4670                 }
4671                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4672                 R_Mesh_ColorPointer(NULL, 0, 0);
4673                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4674                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4675         }
4676         else
4677         {
4678                 if (r_glsl_offsetmapping.integer)
4679                 {
4680                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4681                         if (r_glsl_offsetmapping_reliefmapping.integer)
4682                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4683                 }
4684                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4685                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4686                 // lightmapped wall
4687                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4688                         permutation |= SHADERPERMUTATION_GLOW;
4689                 if (r_refdef.fogenabled)
4690                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4691                 if (rsurface.texture->colormapping)
4692                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4693                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4694                         permutation |= SHADERPERMUTATION_REFLECTION;
4695                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4696                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4697                 if (rsurface.texture->reflectmasktexture)
4698                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4699                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4700                 {
4701                         // deluxemapping (light direction texture)
4702                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4703                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4704                         else
4705                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4706                         permutation |= SHADERPERMUTATION_DIFFUSE;
4707                         if (specularscale > 0)
4708                         {
4709                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4710                                 if (r_shadow_glossexact.integer)
4711                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4712                         }
4713                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4714                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4715                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4716                         else
4717                                 R_Mesh_ColorPointer(NULL, 0, 0);
4718                 }
4719                 else if (r_glsl_deluxemapping.integer >= 2)
4720                 {
4721                         // fake deluxemapping (uniform light direction in tangentspace)
4722                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4723                         permutation |= SHADERPERMUTATION_DIFFUSE;
4724                         if (specularscale > 0)
4725                         {
4726                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4727                                 if (r_shadow_glossexact.integer)
4728                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4729                         }
4730                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4731                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4732                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4733                         else
4734                                 R_Mesh_ColorPointer(NULL, 0, 0);
4735                 }
4736                 else if (rsurface.uselightmaptexture)
4737                 {
4738                         // ordinary lightmapping (q1bsp, q3bsp)
4739                         mode = SHADERMODE_LIGHTMAP;
4740                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4741                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4742                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4743                         else
4744                                 R_Mesh_ColorPointer(NULL, 0, 0);
4745                 }
4746                 else
4747                 {
4748                         // ordinary vertex coloring (q3bsp)
4749                         mode = SHADERMODE_VERTEXCOLOR;
4750                         R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4751                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4752                 }
4753                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4754                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4755                 {
4756                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4757                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4758                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4759                 }
4760                 else
4761                 {
4762                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4763                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4764                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4765                 }
4766                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4767                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4768         }
4769         switch(vid.renderpath)
4770         {
4771         case RENDERPATH_GL20:
4772                 R_SetupShader_SetPermutationGLSL(mode, permutation);
4773                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4774                 if (mode == SHADERMODE_LIGHTSOURCE)
4775                 {
4776                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4777                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4778                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4779                         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);
4780                         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);
4781                         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);
4782         
4783                         // additive passes are only darkened by fog, not tinted
4784                         if (r_glsl_permutation->loc_FogColor >= 0)
4785                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4786                         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]);
4787                         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]);
4788                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4789                 }
4790                 else
4791                 {
4792                         if (mode == SHADERMODE_FLATCOLOR)
4793                         {
4794                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4795                         }
4796                         else if (mode == SHADERMODE_LIGHTDIRECTION)
4797                         {
4798                                 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]);
4799                                 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]);
4800                                 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);
4801                                 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);
4802                                 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);
4803                                 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]);
4804                                 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]);
4805                         }
4806                         else
4807                         {
4808                                 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]);
4809                                 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]);
4810                                 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);
4811                                 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);
4812                                 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);
4813                         }
4814                         // additive passes are only darkened by fog, not tinted
4815                         if (r_glsl_permutation->loc_FogColor >= 0)
4816                         {
4817                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4818                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4819                                 else
4820                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4821                         }
4822                         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);
4823                         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]);
4824                         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]);
4825                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4826                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4827                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4828                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4829                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4830                 }
4831                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4832                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4833                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4834                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4835                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4836                 if (r_glsl_permutation->loc_Color_Pants >= 0)
4837                 {
4838                         if (rsurface.texture->pantstexture)
4839                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4840                         else
4841                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4842                 }
4843                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
4844                 {
4845                         if (rsurface.texture->shirttexture)
4846                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4847                         else
4848                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
4849                 }
4850                 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]);
4851                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
4852                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
4853                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
4854                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
4855                 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]);
4856                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
4857
4858         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
4859         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
4860         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
4861                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
4862                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
4863                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
4864                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
4865                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
4866                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
4867                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
4868                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
4869                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
4870                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
4871                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
4872                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
4873                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
4874                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_white                                     );
4875                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_blanknormalmap                            );
4876                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
4877                 if (r_glsl_permutation->loc_Texture_Refraction      >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , r_texture_white                                     );
4878                 if (r_glsl_permutation->loc_Texture_Reflection      >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , r_texture_white                                     );
4879                 if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
4880                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
4881                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
4882                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
4883                 if (rsurface.rtlight)
4884                 {
4885                         if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
4886                         if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT     , r_shadow_shadowmaprectangletexture                  );
4887                         if (r_shadow_usingshadowmapcube)
4888                                 if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
4889                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D       , r_shadow_shadowmap2dtexture                         );
4890                         if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
4891                 }
4892                 CHECKGLERROR
4893                 break;
4894         case RENDERPATH_CGGL:
4895 #ifdef SUPPORTCG
4896                 R_SetupShader_SetPermutationCG(mode, permutation);
4897                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
4898                 if (mode == SHADERMODE_LIGHTSOURCE)
4899                 {
4900                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
4901                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4902                 }
4903                 else
4904                 {
4905                         if (mode == SHADERMODE_LIGHTDIRECTION)
4906                         {
4907                                 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
4908                         }
4909                 }
4910                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
4911                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
4912                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4913                 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
4914                 CHECKGLERROR
4915
4916                 if (mode == SHADERMODE_LIGHTSOURCE)
4917                 {
4918                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4919                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
4920                         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
4921                         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
4922                         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
4923
4924                         // additive passes are only darkened by fog, not tinted
4925                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
4926                         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
4927                         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
4928                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4929                 }
4930                 else
4931                 {
4932                         if (mode == SHADERMODE_FLATCOLOR)
4933                         {
4934                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
4935                         }
4936                         else if (mode == SHADERMODE_LIGHTDIRECTION)
4937                         {
4938                                 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
4939                                 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
4940                                 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
4941                                 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
4942                                 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
4943                                 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
4944                                 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
4945                         }
4946                         else
4947                         {
4948                                 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
4949                                 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
4950                                 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
4951                                 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
4952                                 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
4953                         }
4954                         // additive passes are only darkened by fog, not tinted
4955                         if (r_cg_permutation->fp_FogColor)
4956                         {
4957                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4958                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
4959                                 else
4960                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4961                                 CHECKCGERROR
4962                         }
4963                         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
4964                         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
4965                         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
4966                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
4967                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
4968                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
4969                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
4970                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4971                 }
4972                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
4973                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
4974                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4975                 if (r_cg_permutation->fp_Color_Pants)
4976                 {
4977                         if (rsurface.texture->pantstexture)
4978                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4979                         else
4980                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
4981                         CHECKCGERROR
4982                 }
4983                 if (r_cg_permutation->fp_Color_Shirt)
4984                 {
4985                         if (rsurface.texture->shirttexture)
4986                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4987                         else
4988                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
4989                         CHECKCGERROR
4990                 }
4991                 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
4992                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
4993                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
4994                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
4995                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
4996                 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
4997                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
4998
4999         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
5000         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
5001         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
5002                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
5003                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
5004                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
5005                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
5006                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
5007                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
5008                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
5009                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
5010                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
5011                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
5012                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
5013                 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
5014                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
5015                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , r_texture_white                                     );CHECKCGERROR
5016                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , r_texture_blanknormalmap                            );CHECKCGERROR
5017                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5018                 if (r_cg_permutation->fp_Texture_Refraction     ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction     , r_texture_white                                     );CHECKCGERROR
5019                 if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , r_texture_white                                     );CHECKCGERROR
5020                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5021                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5022                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
5023                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
5024                 if (rsurface.rtlight)
5025                 {
5026                         if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5027                         if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5028                         if (r_shadow_usingshadowmapcube)
5029                                 if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5030                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5031                         if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5032                 }
5033
5034                 CHECKGLERROR
5035 #endif
5036                 break;
5037         case RENDERPATH_GL13:
5038         case RENDERPATH_GL11:
5039                 break;
5040         }
5041 }
5042
5043 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5044 {
5045         // select a permutation of the lighting shader appropriate to this
5046         // combination of texture, entity, light source, and fogging, only use the
5047         // minimum features necessary to avoid wasting rendering time in the
5048         // fragment shader on features that are not being used
5049         unsigned int permutation = 0;
5050         unsigned int mode = 0;
5051         const float *lightcolorbase = rtlight->currentcolor;
5052         float ambientscale = rtlight->ambientscale;
5053         float diffusescale = rtlight->diffusescale;
5054         float specularscale = rtlight->specularscale;
5055         // this is the location of the light in view space
5056         vec3_t viewlightorigin;
5057         // this transforms from view space (camera) to light space (cubemap)
5058         matrix4x4_t viewtolight;
5059         matrix4x4_t lighttoview;
5060         float viewtolight16f[16];
5061         float range = 1.0f / r_shadow_deferred_8bitrange.value;
5062         // light source
5063         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5064         if (rtlight->currentcubemap != r_texture_whitecube)
5065                 permutation |= SHADERPERMUTATION_CUBEFILTER;
5066         if (diffusescale > 0)
5067                 permutation |= SHADERPERMUTATION_DIFFUSE;
5068         if (specularscale > 0)
5069         {
5070                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5071                 if (r_shadow_glossexact.integer)
5072                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5073         }
5074         if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5075         {
5076                 if (r_shadow_usingshadowmaprect)
5077                         permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5078                 if (r_shadow_usingshadowmap2d)
5079                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5080                 if (r_shadow_usingshadowmapcube)
5081                         permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5082                 else if(r_shadow_shadowmapvsdct)
5083                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5084
5085                 if (r_shadow_shadowmapsampler)
5086                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5087                 if (r_shadow_shadowmappcf > 1)
5088                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5089                 else if (r_shadow_shadowmappcf)
5090                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5091         }
5092         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5093         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5094         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5095         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5096         switch(vid.renderpath)
5097         {
5098         case RENDERPATH_GL20:
5099                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5100                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5101                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
5102                 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);
5103                 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);
5104                 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);
5105                 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]);
5106                 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]);
5107                 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));
5108                 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]);
5109                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5110
5111                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
5112                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
5113                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
5114                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
5115                 if (r_glsl_permutation->loc_Texture_ShadowMapRect     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
5116                 if (r_shadow_usingshadowmapcube)
5117                         if (r_glsl_permutation->loc_Texture_ShadowMapCube     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5118                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
5119                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
5120                 break;
5121         case RENDERPATH_CGGL:
5122 #ifdef SUPPORTCG
5123                 R_SetupShader_SetPermutationCG(mode, permutation);
5124                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5125                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5126                 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
5127                 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
5128                 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
5129                 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
5130                 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
5131                 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
5132                 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
5133                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5134
5135                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5136                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5137                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5138                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5139                 if (r_cg_permutation->fp_Texture_ShadowMapRect    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5140                 if (r_shadow_usingshadowmapcube)
5141                         if (r_cg_permutation->fp_Texture_ShadowMapCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5142                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5143                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5144 #endif
5145                 break;
5146         case RENDERPATH_GL13:
5147         case RENDERPATH_GL11:
5148                 break;
5149         }
5150 }
5151
5152 #define SKINFRAME_HASH 1024
5153
5154 typedef struct
5155 {
5156         int loadsequence; // incremented each level change
5157         memexpandablearray_t array;
5158         skinframe_t *hash[SKINFRAME_HASH];
5159 }
5160 r_skinframe_t;
5161 r_skinframe_t r_skinframe;
5162
5163 void R_SkinFrame_PrepareForPurge(void)
5164 {
5165         r_skinframe.loadsequence++;
5166         // wrap it without hitting zero
5167         if (r_skinframe.loadsequence >= 200)
5168                 r_skinframe.loadsequence = 1;
5169 }
5170
5171 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5172 {
5173         if (!skinframe)
5174                 return;
5175         // mark the skinframe as used for the purging code
5176         skinframe->loadsequence = r_skinframe.loadsequence;
5177 }
5178
5179 void R_SkinFrame_Purge(void)
5180 {
5181         int i;
5182         skinframe_t *s;
5183         for (i = 0;i < SKINFRAME_HASH;i++)
5184         {
5185                 for (s = r_skinframe.hash[i];s;s = s->next)
5186                 {
5187                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5188                         {
5189                                 if (s->merged == s->base)
5190                                         s->merged = NULL;
5191                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5192                                 R_PurgeTexture(s->stain );s->stain  = NULL;
5193                                 R_PurgeTexture(s->merged);s->merged = NULL;
5194                                 R_PurgeTexture(s->base  );s->base   = NULL;
5195                                 R_PurgeTexture(s->pants );s->pants  = NULL;
5196                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
5197                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
5198                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
5199                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
5200                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
5201                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
5202                                 s->loadsequence = 0;
5203                         }
5204                 }
5205         }
5206 }
5207
5208 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5209         skinframe_t *item;
5210         char basename[MAX_QPATH];
5211
5212         Image_StripImageExtension(name, basename, sizeof(basename));
5213
5214         if( last == NULL ) {
5215                 int hashindex;
5216                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5217                 item = r_skinframe.hash[hashindex];
5218         } else {
5219                 item = last->next;
5220         }
5221
5222         // linearly search through the hash bucket
5223         for( ; item ; item = item->next ) {
5224                 if( !strcmp( item->basename, basename ) ) {
5225                         return item;
5226                 }
5227         }
5228         return NULL;
5229 }
5230
5231 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5232 {
5233         skinframe_t *item;
5234         int hashindex;
5235         char basename[MAX_QPATH];
5236
5237         Image_StripImageExtension(name, basename, sizeof(basename));
5238
5239         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5240         for (item = r_skinframe.hash[hashindex];item;item = item->next)
5241                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5242                         break;
5243
5244         if (!item) {
5245                 rtexture_t *dyntexture;
5246                 // check whether its a dynamic texture
5247                 dyntexture = CL_GetDynTexture( basename );
5248                 if (!add && !dyntexture)
5249                         return NULL;
5250                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5251                 memset(item, 0, sizeof(*item));
5252                 strlcpy(item->basename, basename, sizeof(item->basename));
5253                 item->base = dyntexture; // either NULL or dyntexture handle
5254                 item->textureflags = textureflags;
5255                 item->comparewidth = comparewidth;
5256                 item->compareheight = compareheight;
5257                 item->comparecrc = comparecrc;
5258                 item->next = r_skinframe.hash[hashindex];
5259                 r_skinframe.hash[hashindex] = item;
5260         }
5261         else if( item->base == NULL )
5262         {
5263                 rtexture_t *dyntexture;
5264                 // check whether its a dynamic texture
5265                 // 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]
5266                 dyntexture = CL_GetDynTexture( basename );
5267                 item->base = dyntexture; // either NULL or dyntexture handle
5268         }
5269
5270         R_SkinFrame_MarkUsed(item);
5271         return item;
5272 }
5273
5274 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5275         { \
5276                 unsigned long long avgcolor[5], wsum; \
5277                 int pix, comp, w; \
5278                 avgcolor[0] = 0; \
5279                 avgcolor[1] = 0; \
5280                 avgcolor[2] = 0; \
5281                 avgcolor[3] = 0; \
5282                 avgcolor[4] = 0; \
5283                 wsum = 0; \
5284                 for(pix = 0; pix < cnt; ++pix) \
5285                 { \
5286                         w = 0; \
5287                         for(comp = 0; comp < 3; ++comp) \
5288                                 w += getpixel; \
5289                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5290                         { \
5291                                 ++wsum; \
5292                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5293                                 w = getpixel; \
5294                                 for(comp = 0; comp < 3; ++comp) \
5295                                         avgcolor[comp] += getpixel * w; \
5296                                 avgcolor[3] += w; \
5297                         } \
5298                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5299                         avgcolor[4] += getpixel; \
5300                 } \
5301                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5302                         avgcolor[3] = 1; \
5303                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5304                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5305                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5306                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5307         }
5308
5309 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5310 {
5311         int j;
5312         unsigned char *pixels;
5313         unsigned char *bumppixels;
5314         unsigned char *basepixels = NULL;
5315         int basepixels_width = 0;
5316         int basepixels_height = 0;
5317         skinframe_t *skinframe;
5318         rtexture_t *ddsbase = NULL;
5319         qboolean ddshasalpha = false;
5320         float ddsavgcolor[4];
5321         char basename[MAX_QPATH];
5322
5323         if (cls.state == ca_dedicated)
5324                 return NULL;
5325
5326         // return an existing skinframe if already loaded
5327         // if loading of the first image fails, don't make a new skinframe as it
5328         // would cause all future lookups of this to be missing
5329         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5330         if (skinframe && skinframe->base)
5331                 return skinframe;
5332
5333         Image_StripImageExtension(name, basename, sizeof(basename));
5334
5335         // check for DDS texture file first
5336         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5337         {
5338                 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
5339                 if (basepixels == NULL)
5340                         return NULL;
5341         }
5342
5343         if (developer_loading.integer)
5344                 Con_Printf("loading skin \"%s\"\n", name);
5345
5346         // we've got some pixels to store, so really allocate this new texture now
5347         if (!skinframe)
5348                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5349         skinframe->stain = NULL;
5350         skinframe->merged = NULL;
5351         skinframe->base = NULL;
5352         skinframe->pants = NULL;
5353         skinframe->shirt = NULL;
5354         skinframe->nmap = NULL;
5355         skinframe->gloss = NULL;
5356         skinframe->glow = NULL;
5357         skinframe->fog = NULL;
5358         skinframe->reflect = NULL;
5359         skinframe->hasalpha = false;
5360
5361         if (ddsbase)
5362         {
5363                 skinframe->base = ddsbase;
5364                 skinframe->hasalpha = ddshasalpha;
5365                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5366                 if (r_loadfog && skinframe->hasalpha)
5367                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5368                 //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]);
5369         }
5370         else
5371         {
5372                 basepixels_width = image_width;
5373                 basepixels_height = image_height;
5374                 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5375                 if (textureflags & TEXF_ALPHA)
5376                 {
5377                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5378                         {
5379                                 if (basepixels[j] < 255)
5380                                 {
5381                                         skinframe->hasalpha = true;
5382                                         break;
5383                                 }
5384                         }
5385                         if (r_loadfog && skinframe->hasalpha)
5386                         {
5387                                 // has transparent pixels
5388                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5389                                 for (j = 0;j < image_width * image_height * 4;j += 4)
5390                                 {
5391                                         pixels[j+0] = 255;
5392                                         pixels[j+1] = 255;
5393                                         pixels[j+2] = 255;
5394                                         pixels[j+3] = basepixels[j+3];
5395                                 }
5396                                 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5397                                 Mem_Free(pixels);
5398                         }
5399                 }
5400                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5401                 //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]);
5402                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5403                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5404                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5405                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5406         }
5407
5408         if (r_loaddds)
5409         {
5410                 if (r_loadnormalmap)
5411                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5412                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5413                 if (r_loadgloss)
5414                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5415                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5416                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5417                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5418         }
5419
5420         // _norm is the name used by tenebrae and has been adopted as standard
5421         if (r_loadnormalmap && skinframe->nmap == NULL)
5422         {
5423                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
5424                 {
5425                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5426                         Mem_Free(pixels);
5427                         pixels = NULL;
5428                 }
5429                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
5430                 {
5431                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5432                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5433                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5434                         Mem_Free(pixels);
5435                         Mem_Free(bumppixels);
5436                 }
5437                 else if (r_shadow_bumpscale_basetexture.value > 0)
5438                 {
5439                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5440                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5441                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5442                         Mem_Free(pixels);
5443                 }
5444                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5445                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5446         }
5447
5448         // _luma is supported only for tenebrae compatibility
5449         // _glow is the preferred name
5450         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer))))
5451         {
5452                 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5453                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5454                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5455                 Mem_Free(pixels);pixels = NULL;
5456         }
5457
5458         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5459         {
5460                 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5461                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5462                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5463                 Mem_Free(pixels);
5464                 pixels = NULL;
5465         }
5466
5467         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5468         {
5469                 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5470                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5471                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5472                 Mem_Free(pixels);
5473                 pixels = NULL;
5474         }
5475
5476         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5477         {
5478                 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5479                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5480                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5481                 Mem_Free(pixels);
5482                 pixels = NULL;
5483         }
5484
5485         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5486         {
5487                 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5488                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5489                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5490                 Mem_Free(pixels);
5491                 pixels = NULL;
5492         }
5493
5494         if (basepixels)
5495                 Mem_Free(basepixels);
5496
5497         return skinframe;
5498 }
5499
5500 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5501 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5502 {
5503         int i;
5504         unsigned char *temp1, *temp2;
5505         skinframe_t *skinframe;
5506
5507         if (cls.state == ca_dedicated)
5508                 return NULL;
5509
5510         // if already loaded just return it, otherwise make a new skinframe
5511         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5512         if (skinframe && skinframe->base)
5513                 return skinframe;
5514
5515         skinframe->stain = NULL;
5516         skinframe->merged = NULL;
5517         skinframe->base = NULL;
5518         skinframe->pants = NULL;
5519         skinframe->shirt = NULL;
5520         skinframe->nmap = NULL;
5521         skinframe->gloss = NULL;
5522         skinframe->glow = NULL;
5523         skinframe->fog = NULL;
5524         skinframe->reflect = NULL;
5525         skinframe->hasalpha = false;
5526
5527         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5528         if (!skindata)
5529                 return NULL;
5530
5531         if (developer_loading.integer)
5532                 Con_Printf("loading 32bit skin \"%s\"\n", name);
5533
5534         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5535         {
5536                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5537                 temp2 = temp1 + width * height * 4;
5538                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5539                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5540                 Mem_Free(temp1);
5541         }
5542         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5543         if (textureflags & TEXF_ALPHA)
5544         {
5545                 for (i = 3;i < width * height * 4;i += 4)
5546                 {
5547                         if (skindata[i] < 255)
5548                         {
5549                                 skinframe->hasalpha = true;
5550                                 break;
5551                         }
5552                 }
5553                 if (r_loadfog && skinframe->hasalpha)
5554                 {
5555                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5556                         memcpy(fogpixels, skindata, width * height * 4);
5557                         for (i = 0;i < width * height * 4;i += 4)
5558                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5559                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5560                         Mem_Free(fogpixels);
5561                 }
5562         }
5563
5564         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5565         //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]);
5566
5567         return skinframe;
5568 }
5569
5570 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5571 {
5572         int i;
5573         int featuresmask;
5574         skinframe_t *skinframe;
5575
5576         if (cls.state == ca_dedicated)
5577                 return NULL;
5578
5579         // if already loaded just return it, otherwise make a new skinframe
5580         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5581         if (skinframe && skinframe->base)
5582                 return skinframe;
5583
5584         skinframe->stain = NULL;
5585         skinframe->merged = NULL;
5586         skinframe->base = NULL;
5587         skinframe->pants = NULL;
5588         skinframe->shirt = NULL;
5589         skinframe->nmap = NULL;
5590         skinframe->gloss = NULL;
5591         skinframe->glow = NULL;
5592         skinframe->fog = NULL;
5593         skinframe->reflect = NULL;
5594         skinframe->hasalpha = false;
5595
5596         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5597         if (!skindata)
5598                 return NULL;
5599
5600         if (developer_loading.integer)
5601                 Con_Printf("loading quake skin \"%s\"\n", name);
5602
5603         // 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)
5604         skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5605         memcpy(skinframe->qpixels, skindata, width*height);
5606         skinframe->qwidth = width;
5607         skinframe->qheight = height;
5608
5609         featuresmask = 0;
5610         for (i = 0;i < width * height;i++)
5611                 featuresmask |= palette_featureflags[skindata[i]];
5612
5613         skinframe->hasalpha = false;
5614         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5615         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5616         skinframe->qgeneratemerged = true;
5617         skinframe->qgeneratebase = skinframe->qhascolormapping;
5618         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5619
5620         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5621         //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]);
5622
5623         return skinframe;
5624 }
5625
5626 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5627 {
5628         int width;
5629         int height;
5630         unsigned char *skindata;
5631
5632         if (!skinframe->qpixels)
5633                 return;
5634
5635         if (!skinframe->qhascolormapping)
5636                 colormapped = false;
5637
5638         if (colormapped)
5639         {
5640                 if (!skinframe->qgeneratebase)
5641                         return;
5642         }
5643         else
5644         {
5645                 if (!skinframe->qgeneratemerged)
5646                         return;
5647         }
5648
5649         width = skinframe->qwidth;
5650         height = skinframe->qheight;
5651         skindata = skinframe->qpixels;
5652
5653         if (skinframe->qgeneratenmap)
5654         {
5655                 unsigned char *temp1, *temp2;
5656                 skinframe->qgeneratenmap = false;
5657                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5658                 temp2 = temp1 + width * height * 4;
5659                 // use either a custom palette or the quake palette
5660                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5661                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5662                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5663                 Mem_Free(temp1);
5664         }
5665
5666         if (skinframe->qgenerateglow)
5667         {
5668                 skinframe->qgenerateglow = false;
5669                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5670         }
5671
5672         if (colormapped)
5673         {
5674                 skinframe->qgeneratebase = false;
5675                 skinframe->base  = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
5676                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5677                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5678         }
5679         else
5680         {
5681                 skinframe->qgeneratemerged = false;
5682                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5683         }
5684
5685         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5686         {
5687                 Mem_Free(skinframe->qpixels);
5688                 skinframe->qpixels = NULL;
5689         }
5690 }
5691
5692 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)
5693 {
5694         int i;
5695         skinframe_t *skinframe;
5696
5697         if (cls.state == ca_dedicated)
5698                 return NULL;
5699
5700         // if already loaded just return it, otherwise make a new skinframe
5701         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5702         if (skinframe && skinframe->base)
5703                 return skinframe;
5704
5705         skinframe->stain = NULL;
5706         skinframe->merged = NULL;
5707         skinframe->base = NULL;
5708         skinframe->pants = NULL;
5709         skinframe->shirt = NULL;
5710         skinframe->nmap = NULL;
5711         skinframe->gloss = NULL;
5712         skinframe->glow = NULL;
5713         skinframe->fog = NULL;
5714         skinframe->reflect = NULL;
5715         skinframe->hasalpha = false;
5716
5717         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5718         if (!skindata)
5719                 return NULL;
5720
5721         if (developer_loading.integer)
5722                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5723
5724         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5725         if (textureflags & TEXF_ALPHA)
5726         {
5727                 for (i = 0;i < width * height;i++)
5728                 {
5729                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5730                         {
5731                                 skinframe->hasalpha = true;
5732                                 break;
5733                         }
5734                 }
5735                 if (r_loadfog && skinframe->hasalpha)
5736                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5737         }
5738
5739         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5740         //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]);
5741
5742         return skinframe;
5743 }
5744
5745 skinframe_t *R_SkinFrame_LoadMissing(void)
5746 {
5747         skinframe_t *skinframe;
5748
5749         if (cls.state == ca_dedicated)
5750                 return NULL;
5751
5752         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5753         skinframe->stain = NULL;
5754         skinframe->merged = NULL;
5755         skinframe->base = NULL;
5756         skinframe->pants = NULL;
5757         skinframe->shirt = NULL;
5758         skinframe->nmap = NULL;
5759         skinframe->gloss = NULL;
5760         skinframe->glow = NULL;
5761         skinframe->fog = NULL;
5762         skinframe->reflect = NULL;
5763         skinframe->hasalpha = false;
5764
5765         skinframe->avgcolor[0] = rand() / RAND_MAX;
5766         skinframe->avgcolor[1] = rand() / RAND_MAX;
5767         skinframe->avgcolor[2] = rand() / RAND_MAX;
5768         skinframe->avgcolor[3] = 1;
5769
5770         return skinframe;
5771 }
5772
5773 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5774 typedef struct suffixinfo_s
5775 {
5776         char *suffix;
5777         qboolean flipx, flipy, flipdiagonal;
5778 }
5779 suffixinfo_t;
5780 static suffixinfo_t suffix[3][6] =
5781 {
5782         {
5783                 {"px",   false, false, false},
5784                 {"nx",   false, false, false},
5785                 {"py",   false, false, false},
5786                 {"ny",   false, false, false},
5787                 {"pz",   false, false, false},
5788                 {"nz",   false, false, false}
5789         },
5790         {
5791                 {"posx", false, false, false},
5792                 {"negx", false, false, false},
5793                 {"posy", false, false, false},
5794                 {"negy", false, false, false},
5795                 {"posz", false, false, false},
5796                 {"negz", false, false, false}
5797         },
5798         {
5799                 {"rt",    true, false,  true},
5800                 {"lf",   false,  true,  true},
5801                 {"ft",    true,  true, false},
5802                 {"bk",   false, false, false},
5803                 {"up",    true, false,  true},
5804                 {"dn",    true, false,  true}
5805         }
5806 };
5807
5808 static int componentorder[4] = {0, 1, 2, 3};
5809
5810 rtexture_t *R_LoadCubemap(const char *basename)
5811 {
5812         int i, j, cubemapsize;
5813         unsigned char *cubemappixels, *image_buffer;
5814         rtexture_t *cubemaptexture;
5815         char name[256];
5816         // must start 0 so the first loadimagepixels has no requested width/height
5817         cubemapsize = 0;
5818         cubemappixels = NULL;
5819         cubemaptexture = NULL;
5820         // keep trying different suffix groups (posx, px, rt) until one loads
5821         for (j = 0;j < 3 && !cubemappixels;j++)
5822         {
5823                 // load the 6 images in the suffix group
5824                 for (i = 0;i < 6;i++)
5825                 {
5826                         // generate an image name based on the base and and suffix
5827                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
5828                         // load it
5829                         if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
5830                         {
5831                                 // an image loaded, make sure width and height are equal
5832                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
5833                                 {
5834                                         // if this is the first image to load successfully, allocate the cubemap memory
5835                                         if (!cubemappixels && image_width >= 1)
5836                                         {
5837                                                 cubemapsize = image_width;
5838                                                 // note this clears to black, so unavailable sides are black
5839                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
5840                                         }
5841                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
5842                                         if (cubemappixels)
5843                                                 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);
5844                                 }
5845                                 else
5846                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
5847                                 // free the image
5848                                 Mem_Free(image_buffer);
5849                         }
5850                 }
5851         }
5852         // if a cubemap loaded, upload it
5853         if (cubemappixels)
5854         {
5855                 if (developer_loading.integer)
5856                         Con_Printf("loading cubemap \"%s\"\n", basename);
5857
5858                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
5859                 Mem_Free(cubemappixels);
5860         }
5861         else
5862         {
5863                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
5864                 if (developer_loading.integer)
5865                 {
5866                         Con_Printf("(tried tried images ");
5867                         for (j = 0;j < 3;j++)
5868                                 for (i = 0;i < 6;i++)
5869                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
5870                         Con_Print(" and was unable to find any of them).\n");
5871                 }
5872         }
5873         return cubemaptexture;
5874 }
5875
5876 rtexture_t *R_GetCubemap(const char *basename)
5877 {
5878         int i;
5879         for (i = 0;i < r_texture_numcubemaps;i++)
5880                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
5881                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
5882         if (i >= MAX_CUBEMAPS)
5883                 return r_texture_whitecube;
5884         r_texture_numcubemaps++;
5885         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
5886         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
5887         return r_texture_cubemaps[i].texture;
5888 }
5889
5890 void R_FreeCubemaps(void)
5891 {
5892         int i;
5893         for (i = 0;i < r_texture_numcubemaps;i++)
5894         {
5895                 if (developer_loading.integer)
5896                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
5897                 if (r_texture_cubemaps[i].texture)
5898                         R_FreeTexture(r_texture_cubemaps[i].texture);
5899         }
5900         r_texture_numcubemaps = 0;
5901 }
5902
5903 void R_Main_FreeViewCache(void)
5904 {
5905         if (r_refdef.viewcache.entityvisible)
5906                 Mem_Free(r_refdef.viewcache.entityvisible);
5907         if (r_refdef.viewcache.world_pvsbits)
5908                 Mem_Free(r_refdef.viewcache.world_pvsbits);
5909         if (r_refdef.viewcache.world_leafvisible)
5910                 Mem_Free(r_refdef.viewcache.world_leafvisible);
5911         if (r_refdef.viewcache.world_surfacevisible)
5912                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
5913         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
5914 }
5915
5916 void R_Main_ResizeViewCache(void)
5917 {
5918         int numentities = r_refdef.scene.numentities;
5919         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
5920         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
5921         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
5922         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
5923         if (r_refdef.viewcache.maxentities < numentities)
5924         {
5925                 r_refdef.viewcache.maxentities = numentities;
5926                 if (r_refdef.viewcache.entityvisible)
5927                         Mem_Free(r_refdef.viewcache.entityvisible);
5928                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
5929         }
5930         if (r_refdef.viewcache.world_numclusters != numclusters)
5931         {
5932                 r_refdef.viewcache.world_numclusters = numclusters;
5933                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
5934                 if (r_refdef.viewcache.world_pvsbits)
5935                         Mem_Free(r_refdef.viewcache.world_pvsbits);
5936                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
5937         }
5938         if (r_refdef.viewcache.world_numleafs != numleafs)
5939         {
5940                 r_refdef.viewcache.world_numleafs = numleafs;
5941                 if (r_refdef.viewcache.world_leafvisible)
5942                         Mem_Free(r_refdef.viewcache.world_leafvisible);
5943                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
5944         }
5945         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
5946         {
5947                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
5948                 if (r_refdef.viewcache.world_surfacevisible)
5949                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
5950                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
5951         }
5952 }
5953
5954 extern rtexture_t *loadingscreentexture;
5955 void gl_main_start(void)
5956 {
5957         loadingscreentexture = NULL;
5958         r_texture_blanknormalmap = NULL;
5959         r_texture_white = NULL;
5960         r_texture_grey128 = NULL;
5961         r_texture_black = NULL;
5962         r_texture_whitecube = NULL;
5963         r_texture_normalizationcube = NULL;
5964         r_texture_fogattenuation = NULL;
5965         r_texture_gammaramps = NULL;
5966         r_texture_numcubemaps = 0;
5967
5968         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
5969         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
5970
5971         switch(vid.renderpath)
5972         {
5973         case RENDERPATH_GL20:
5974         case RENDERPATH_CGGL:
5975                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5976                 Cvar_SetValueQuick(&gl_combine, 1);
5977                 Cvar_SetValueQuick(&r_glsl, 1);
5978                 r_loadnormalmap = true;
5979                 r_loadgloss = true;
5980                 r_loadfog = false;
5981                 break;
5982         case RENDERPATH_GL13:
5983                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5984                 Cvar_SetValueQuick(&gl_combine, 1);
5985                 Cvar_SetValueQuick(&r_glsl, 0);
5986                 r_loadnormalmap = false;
5987                 r_loadgloss = false;
5988                 r_loadfog = true;
5989                 break;
5990         case RENDERPATH_GL11:
5991                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5992                 Cvar_SetValueQuick(&gl_combine, 0);
5993                 Cvar_SetValueQuick(&r_glsl, 0);
5994                 r_loadnormalmap = false;
5995                 r_loadgloss = false;
5996                 r_loadfog = true;
5997                 break;
5998         }
5999
6000         R_AnimCache_Free();
6001         R_FrameData_Reset();
6002
6003         r_numqueries = 0;
6004         r_maxqueries = 0;
6005         memset(r_queries, 0, sizeof(r_queries));
6006
6007         r_qwskincache = NULL;
6008         r_qwskincache_size = 0;
6009
6010         // set up r_skinframe loading system for textures
6011         memset(&r_skinframe, 0, sizeof(r_skinframe));
6012         r_skinframe.loadsequence = 1;
6013         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6014
6015         r_main_texturepool = R_AllocTexturePool();
6016         R_BuildBlankTextures();
6017         R_BuildNoTexture();
6018         if (vid.support.arb_texture_cube_map)
6019         {
6020                 R_BuildWhiteCube();
6021                 R_BuildNormalizationCube();
6022         }
6023         r_texture_fogattenuation = NULL;
6024         r_texture_gammaramps = NULL;
6025         //r_texture_fogintensity = NULL;
6026         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6027         memset(&r_waterstate, 0, sizeof(r_waterstate));
6028         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6029         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6030         glslshaderstring = NULL;
6031 #ifdef SUPPORTCG
6032         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6033         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6034         cgshaderstring = NULL;
6035 #endif
6036         memset(&r_svbsp, 0, sizeof (r_svbsp));
6037
6038         r_refdef.fogmasktable_density = 0;
6039 }
6040
6041 void gl_main_shutdown(void)
6042 {
6043         R_AnimCache_Free();
6044         R_FrameData_Reset();
6045
6046         R_Main_FreeViewCache();
6047
6048         if (r_maxqueries)
6049                 qglDeleteQueriesARB(r_maxqueries, r_queries);
6050
6051         r_numqueries = 0;
6052         r_maxqueries = 0;
6053         memset(r_queries, 0, sizeof(r_queries));
6054
6055         r_qwskincache = NULL;
6056         r_qwskincache_size = 0;
6057
6058         // clear out the r_skinframe state
6059         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6060         memset(&r_skinframe, 0, sizeof(r_skinframe));
6061
6062         if (r_svbsp.nodes)
6063                 Mem_Free(r_svbsp.nodes);
6064         memset(&r_svbsp, 0, sizeof (r_svbsp));
6065         R_FreeTexturePool(&r_main_texturepool);
6066         loadingscreentexture = NULL;
6067         r_texture_blanknormalmap = NULL;
6068         r_texture_white = NULL;
6069         r_texture_grey128 = NULL;
6070         r_texture_black = NULL;
6071         r_texture_whitecube = NULL;
6072         r_texture_normalizationcube = NULL;
6073         r_texture_fogattenuation = NULL;
6074         r_texture_gammaramps = NULL;
6075         r_texture_numcubemaps = 0;
6076         //r_texture_fogintensity = NULL;
6077         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6078         memset(&r_waterstate, 0, sizeof(r_waterstate));
6079         R_GLSL_Restart_f();
6080 }
6081
6082 extern void CL_ParseEntityLump(char *entitystring);
6083 void gl_main_newmap(void)
6084 {
6085         // FIXME: move this code to client
6086         int l;
6087         char *entities, entname[MAX_QPATH];
6088         if (r_qwskincache)
6089                 Mem_Free(r_qwskincache);
6090         r_qwskincache = NULL;
6091         r_qwskincache_size = 0;
6092         if (cl.worldmodel)
6093         {
6094                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6095                 l = (int)strlen(entname) - 4;
6096                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6097                 {
6098                         memcpy(entname + l, ".ent", 5);
6099                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6100                         {
6101                                 CL_ParseEntityLump(entities);
6102                                 Mem_Free(entities);
6103                                 return;
6104                         }
6105                 }
6106                 if (cl.worldmodel->brush.entities)
6107                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
6108         }
6109         R_Main_FreeViewCache();
6110
6111         R_FrameData_Reset();
6112 }
6113
6114 void GL_Main_Init(void)
6115 {
6116         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6117
6118         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6119         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6120         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6121         if (gamemode == GAME_NEHAHRA)
6122         {
6123                 Cvar_RegisterVariable (&gl_fogenable);
6124                 Cvar_RegisterVariable (&gl_fogdensity);
6125                 Cvar_RegisterVariable (&gl_fogred);
6126                 Cvar_RegisterVariable (&gl_foggreen);
6127                 Cvar_RegisterVariable (&gl_fogblue);
6128                 Cvar_RegisterVariable (&gl_fogstart);
6129                 Cvar_RegisterVariable (&gl_fogend);
6130                 Cvar_RegisterVariable (&gl_skyclip);
6131         }
6132         Cvar_RegisterVariable(&r_motionblur);
6133         Cvar_RegisterVariable(&r_motionblur_maxblur);
6134         Cvar_RegisterVariable(&r_motionblur_bmin);
6135         Cvar_RegisterVariable(&r_motionblur_vmin);
6136         Cvar_RegisterVariable(&r_motionblur_vmax);
6137         Cvar_RegisterVariable(&r_motionblur_vcoeff);
6138         Cvar_RegisterVariable(&r_motionblur_randomize);
6139         Cvar_RegisterVariable(&r_damageblur);
6140         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6141         Cvar_RegisterVariable(&r_equalize_entities_minambient);
6142         Cvar_RegisterVariable(&r_equalize_entities_by);
6143         Cvar_RegisterVariable(&r_equalize_entities_to);
6144         Cvar_RegisterVariable(&r_depthfirst);
6145         Cvar_RegisterVariable(&r_useinfinitefarclip);
6146         Cvar_RegisterVariable(&r_farclip_base);
6147         Cvar_RegisterVariable(&r_farclip_world);
6148         Cvar_RegisterVariable(&r_nearclip);
6149         Cvar_RegisterVariable(&r_showbboxes);
6150         Cvar_RegisterVariable(&r_showsurfaces);
6151         Cvar_RegisterVariable(&r_showtris);
6152         Cvar_RegisterVariable(&r_shownormals);
6153         Cvar_RegisterVariable(&r_showlighting);
6154         Cvar_RegisterVariable(&r_showshadowvolumes);
6155         Cvar_RegisterVariable(&r_showcollisionbrushes);
6156         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6157         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6158         Cvar_RegisterVariable(&r_showdisabledepthtest);
6159         Cvar_RegisterVariable(&r_drawportals);
6160         Cvar_RegisterVariable(&r_drawentities);
6161         Cvar_RegisterVariable(&r_cullentities_trace);
6162         Cvar_RegisterVariable(&r_cullentities_trace_samples);
6163         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6164         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6165         Cvar_RegisterVariable(&r_cullentities_trace_delay);
6166         Cvar_RegisterVariable(&r_drawviewmodel);
6167         Cvar_RegisterVariable(&r_speeds);
6168         Cvar_RegisterVariable(&r_fullbrights);
6169         Cvar_RegisterVariable(&r_wateralpha);
6170         Cvar_RegisterVariable(&r_dynamic);
6171         Cvar_RegisterVariable(&r_fullbright);
6172         Cvar_RegisterVariable(&r_shadows);
6173         Cvar_RegisterVariable(&r_shadows_darken);
6174         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6175         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6176         Cvar_RegisterVariable(&r_shadows_throwdistance);
6177         Cvar_RegisterVariable(&r_shadows_throwdirection);
6178         Cvar_RegisterVariable(&r_q1bsp_skymasking);
6179         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6180         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6181         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6182         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6183         Cvar_RegisterVariable(&r_fog_exp2);
6184         Cvar_RegisterVariable(&r_drawfog);
6185         Cvar_RegisterVariable(&r_transparentdepthmasking);
6186         Cvar_RegisterVariable(&r_texture_dds_load);
6187         Cvar_RegisterVariable(&r_texture_dds_save);
6188         Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6189         Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6190         Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6191         Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6192         Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6193         Cvar_RegisterVariable(&r_textureunits);
6194         Cvar_RegisterVariable(&gl_combine);
6195         Cvar_RegisterVariable(&r_glsl);
6196         Cvar_RegisterVariable(&r_glsl_deluxemapping);
6197         Cvar_RegisterVariable(&r_glsl_offsetmapping);
6198         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6199         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6200         Cvar_RegisterVariable(&r_glsl_postprocess);
6201         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6202         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6203         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6204         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6205         Cvar_RegisterVariable(&r_water);
6206         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6207         Cvar_RegisterVariable(&r_water_clippingplanebias);
6208         Cvar_RegisterVariable(&r_water_refractdistort);
6209         Cvar_RegisterVariable(&r_water_reflectdistort);
6210         Cvar_RegisterVariable(&r_lerpsprites);
6211         Cvar_RegisterVariable(&r_lerpmodels);
6212         Cvar_RegisterVariable(&r_lerplightstyles);
6213         Cvar_RegisterVariable(&r_waterscroll);
6214         Cvar_RegisterVariable(&r_bloom);
6215         Cvar_RegisterVariable(&r_bloom_colorscale);
6216         Cvar_RegisterVariable(&r_bloom_brighten);
6217         Cvar_RegisterVariable(&r_bloom_blur);
6218         Cvar_RegisterVariable(&r_bloom_resolution);
6219         Cvar_RegisterVariable(&r_bloom_colorexponent);
6220         Cvar_RegisterVariable(&r_bloom_colorsubtract);
6221         Cvar_RegisterVariable(&r_hdr);
6222         Cvar_RegisterVariable(&r_hdr_scenebrightness);
6223         Cvar_RegisterVariable(&r_hdr_glowintensity);
6224         Cvar_RegisterVariable(&r_hdr_range);
6225         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6226         Cvar_RegisterVariable(&developer_texturelogging);
6227         Cvar_RegisterVariable(&gl_lightmaps);
6228         Cvar_RegisterVariable(&r_test);
6229         Cvar_RegisterVariable(&r_batchmode);
6230         Cvar_RegisterVariable(&r_glsl_saturation);
6231         Cvar_RegisterVariable(&r_framedatasize);
6232         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6233                 Cvar_SetValue("r_fullbrights", 0);
6234         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6235
6236         Cvar_RegisterVariable(&r_track_sprites);
6237         Cvar_RegisterVariable(&r_track_sprites_flags);
6238         Cvar_RegisterVariable(&r_track_sprites_scalew);
6239         Cvar_RegisterVariable(&r_track_sprites_scaleh);
6240         Cvar_RegisterVariable(&r_overheadsprites_perspective);
6241         Cvar_RegisterVariable(&r_overheadsprites_pushback);
6242 }
6243
6244 extern void R_Textures_Init(void);
6245 extern void GL_Draw_Init(void);
6246 extern void GL_Main_Init(void);
6247 extern void R_Shadow_Init(void);
6248 extern void R_Sky_Init(void);
6249 extern void GL_Surf_Init(void);
6250 extern void R_Particles_Init(void);
6251 extern void R_Explosion_Init(void);
6252 extern void gl_backend_init(void);
6253 extern void Sbar_Init(void);
6254 extern void R_LightningBeams_Init(void);
6255 extern void Mod_RenderInit(void);
6256 extern void Font_Init(void);
6257
6258 void Render_Init(void)
6259 {
6260         gl_backend_init();
6261         R_Textures_Init();
6262         GL_Main_Init();
6263         Font_Init();
6264         GL_Draw_Init();
6265         R_Shadow_Init();
6266         R_Sky_Init();
6267         GL_Surf_Init();
6268         Sbar_Init();
6269         R_Particles_Init();
6270         R_Explosion_Init();
6271         R_LightningBeams_Init();
6272         Mod_RenderInit();
6273 }
6274
6275 /*
6276 ===============
6277 GL_Init
6278 ===============
6279 */
6280 extern char *ENGINE_EXTENSIONS;
6281 void GL_Init (void)
6282 {
6283         gl_renderer = (const char *)qglGetString(GL_RENDERER);
6284         gl_vendor = (const char *)qglGetString(GL_VENDOR);
6285         gl_version = (const char *)qglGetString(GL_VERSION);
6286         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6287
6288         if (!gl_extensions)
6289                 gl_extensions = "";
6290         if (!gl_platformextensions)
6291                 gl_platformextensions = "";
6292
6293         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6294         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6295         Con_Printf("GL_VERSION: %s\n", gl_version);
6296         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6297         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6298
6299         VID_CheckExtensions();
6300
6301         // LordHavoc: report supported extensions
6302         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6303
6304         // clear to black (loading plaque will be seen over this)
6305         CHECKGLERROR
6306         qglClearColor(0,0,0,1);CHECKGLERROR
6307         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6308 }
6309
6310 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6311 {
6312         int i;
6313         mplane_t *p;
6314         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6315         {
6316                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6317                 if (i == 4)
6318                         continue;
6319                 p = r_refdef.view.frustum + i;
6320                 switch(p->signbits)
6321                 {
6322                 default:
6323                 case 0:
6324                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6325                                 return true;
6326                         break;
6327                 case 1:
6328                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6329                                 return true;
6330                         break;
6331                 case 2:
6332                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6333                                 return true;
6334                         break;
6335                 case 3:
6336                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6337                                 return true;
6338                         break;
6339                 case 4:
6340                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6341                                 return true;
6342                         break;
6343                 case 5:
6344                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6345                                 return true;
6346                         break;
6347                 case 6:
6348                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6349                                 return true;
6350                         break;
6351                 case 7:
6352                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6353                                 return true;
6354                         break;
6355                 }
6356         }
6357         return false;
6358 }
6359
6360 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6361 {
6362         int i;
6363         const mplane_t *p;
6364         for (i = 0;i < numplanes;i++)
6365         {
6366                 p = planes + i;
6367                 switch(p->signbits)
6368                 {
6369                 default:
6370                 case 0:
6371                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6372                                 return true;
6373                         break;
6374                 case 1:
6375                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6376                                 return true;
6377                         break;
6378                 case 2:
6379                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6380                                 return true;
6381                         break;
6382                 case 3:
6383                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6384                                 return true;
6385                         break;
6386                 case 4:
6387                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6388                                 return true;
6389                         break;
6390                 case 5:
6391                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6392                                 return true;
6393                         break;
6394                 case 6:
6395                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6396                                 return true;
6397                         break;
6398                 case 7:
6399                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6400                                 return true;
6401                         break;
6402                 }
6403         }
6404         return false;
6405 }
6406
6407 //==================================================================================
6408
6409 // LordHavoc: this stores temporary data used within the same frame
6410
6411 qboolean r_framedata_failed;
6412 static size_t r_framedata_size;
6413 static size_t r_framedata_current;
6414 static void *r_framedata_base;
6415
6416 void R_FrameData_Reset(void)
6417 {
6418         if (r_framedata_base)
6419                 Mem_Free(r_framedata_base);
6420         r_framedata_base = NULL;
6421         r_framedata_size = 0;
6422         r_framedata_current = 0;
6423         r_framedata_failed = false;
6424 }
6425
6426 void R_FrameData_NewFrame(void)
6427 {
6428         size_t wantedsize;
6429         if (r_framedata_failed)
6430                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6431         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6432         wantedsize = bound(65536, wantedsize, 128*1024*1024);
6433         if (r_framedata_size != wantedsize)
6434         {
6435                 r_framedata_size = wantedsize;
6436                 if (r_framedata_base)
6437                         Mem_Free(r_framedata_base);
6438                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6439         }
6440         r_framedata_current = 0;
6441         r_framedata_failed = false;
6442 }
6443
6444 void *R_FrameData_Alloc(size_t size)
6445 {
6446         void *data;
6447
6448         // align to 16 byte boundary
6449         size = (size + 15) & ~15;
6450         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6451         r_framedata_current += size;
6452
6453         // check overflow
6454         if (r_framedata_current > r_framedata_size)
6455                 r_framedata_failed = true;
6456
6457         // return NULL on everything after a failure
6458         if (r_framedata_failed)
6459                 return NULL;
6460
6461         return data;
6462 }
6463
6464 void *R_FrameData_Store(size_t size, void *data)
6465 {
6466         void *d = R_FrameData_Alloc(size);
6467         if (d)
6468                 memcpy(d, data, size);
6469         return d;
6470 }
6471
6472 //==================================================================================
6473
6474 // LordHavoc: animcache originally written by Echon, rewritten since then
6475
6476 /**
6477  * Animation cache prevents re-generating mesh data for an animated model
6478  * multiple times in one frame for lighting, shadowing, reflections, etc.
6479  */
6480
6481 void R_AnimCache_Free(void)
6482 {
6483 }
6484
6485 void R_AnimCache_ClearCache(void)
6486 {
6487         int i;
6488         entity_render_t *ent;
6489
6490         for (i = 0;i < r_refdef.scene.numentities;i++)
6491         {
6492                 ent = r_refdef.scene.entities[i];
6493                 ent->animcache_vertex3f = NULL;
6494                 ent->animcache_normal3f = NULL;
6495                 ent->animcache_svector3f = NULL;
6496                 ent->animcache_tvector3f = NULL;
6497         }
6498 }
6499
6500 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6501 {
6502         dp_model_t *model = ent->model;
6503         int numvertices;
6504         // see if it's already cached this frame
6505         if (ent->animcache_vertex3f)
6506         {
6507                 // add normals/tangents if needed
6508                 if (wantnormals || wanttangents)
6509                 {
6510                         if (ent->animcache_normal3f)
6511                                 wantnormals = false;
6512                         if (ent->animcache_svector3f)
6513                                 wanttangents = false;
6514                         if (wantnormals || wanttangents)
6515                         {
6516                                 numvertices = model->surfmesh.num_vertices;
6517                                 if (wantnormals)
6518                                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6519                                 if (wanttangents)
6520                                 {
6521                                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6522                                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6523                                 }
6524                                 if (!r_framedata_failed)
6525                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6526                         }
6527                 }
6528         }
6529         else
6530         {
6531                 // see if this ent is worth caching
6532                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6533                         return false;
6534                 // get some memory for this entity and generate mesh data
6535                 numvertices = model->surfmesh.num_vertices;
6536                 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6537                 if (wantnormals)
6538                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6539                 if (wanttangents)
6540                 {
6541                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6542                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6543                 }
6544                 if (!r_framedata_failed)
6545                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6546         }
6547         return !r_framedata_failed;
6548 }
6549
6550 void R_AnimCache_CacheVisibleEntities(void)
6551 {
6552         int i;
6553         qboolean wantnormals = !r_showsurfaces.integer;
6554         qboolean wanttangents = !r_showsurfaces.integer;
6555
6556         switch(vid.renderpath)
6557         {
6558         case RENDERPATH_GL20:
6559         case RENDERPATH_CGGL:
6560                 break;
6561         case RENDERPATH_GL13:
6562         case RENDERPATH_GL11:
6563                 wanttangents = false;
6564                 break;
6565         }
6566
6567         // TODO: thread this
6568         // NOTE: R_PrepareRTLights() also caches entities
6569
6570         for (i = 0;i < r_refdef.scene.numentities;i++)
6571                 if (r_refdef.viewcache.entityvisible[i])
6572                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6573
6574         if (r_shadows.integer)
6575                 for (i = 0;i < r_refdef.scene.numentities;i++)
6576                         if (!r_refdef.viewcache.entityvisible[i])
6577                                 R_AnimCache_GetEntity(r_refdef.scene.entities[i], false, false);
6578 }
6579
6580 //==================================================================================
6581
6582 static void R_View_UpdateEntityLighting (void)
6583 {
6584         int i;
6585         entity_render_t *ent;
6586         vec3_t tempdiffusenormal, avg;
6587         vec_t f, fa, fd, fdd;
6588
6589         for (i = 0;i < r_refdef.scene.numentities;i++)
6590         {
6591                 ent = r_refdef.scene.entities[i];
6592
6593                 // skip unseen models
6594                 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
6595                         continue;
6596
6597                 // skip bsp models
6598                 if (ent->model && ent->model->brush.num_leafs)
6599                 {
6600                         // TODO: use modellight for r_ambient settings on world?
6601                         VectorSet(ent->modellight_ambient, 0, 0, 0);
6602                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
6603                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
6604                         continue;
6605                 }
6606
6607                 // fetch the lighting from the worldmodel data
6608                 VectorClear(ent->modellight_ambient);
6609                 VectorClear(ent->modellight_diffuse);
6610                 VectorClear(tempdiffusenormal);
6611                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6612                 {
6613                         vec3_t org;
6614                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6615                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6616                         if(ent->flags & RENDER_EQUALIZE)
6617                         {
6618                                 // first fix up ambient lighting...
6619                                 if(r_equalize_entities_minambient.value > 0)
6620                                 {
6621                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6622                                         if(fd > 0)
6623                                         {
6624                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6625                                                 if(fa < r_equalize_entities_minambient.value * fd)
6626                                                 {
6627                                                         // solve:
6628                                                         //   fa'/fd' = minambient
6629                                                         //   fa'+0.25*fd' = fa+0.25*fd
6630                                                         //   ...
6631                                                         //   fa' = fd' * minambient
6632                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
6633                                                         //   ...
6634                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6635                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6636                                                         //   ...
6637                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6638                                                         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
6639                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6640                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6641                                                 }
6642                                         }
6643                                 }
6644
6645                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6646                                 {
6647                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6648                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6649                                         if(f > 0)
6650                                         {
6651                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6652                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6653                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6654                                         }
6655                                 }
6656                         }
6657                 }
6658                 else // highly rare
6659                         VectorSet(ent->modellight_ambient, 1, 1, 1);
6660
6661                 // move the light direction into modelspace coordinates for lighting code
6662                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6663                 if(VectorLength2(ent->modellight_lightdir) == 0)
6664                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6665                 VectorNormalize(ent->modellight_lightdir);
6666         }
6667 }
6668
6669 #define MAX_LINEOFSIGHTTRACES 64
6670
6671 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6672 {
6673         int i;
6674         vec3_t boxmins, boxmaxs;
6675         vec3_t start;
6676         vec3_t end;
6677         dp_model_t *model = r_refdef.scene.worldmodel;
6678
6679         if (!model || !model->brush.TraceLineOfSight)
6680                 return true;
6681
6682         // expand the box a little
6683         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6684         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6685         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6686         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6687         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6688         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6689
6690         // return true if eye is inside enlarged box
6691         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6692                 return true;
6693
6694         // try center
6695         VectorCopy(eye, start);
6696         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6697         if (model->brush.TraceLineOfSight(model, start, end))
6698                 return true;
6699
6700         // try various random positions
6701         for (i = 0;i < numsamples;i++)
6702         {
6703                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6704                 if (model->brush.TraceLineOfSight(model, start, end))
6705                         return true;
6706         }
6707
6708         return false;
6709 }
6710
6711
6712 static void R_View_UpdateEntityVisible (void)
6713 {
6714         int i;
6715         int renderimask;
6716         int samples;
6717         entity_render_t *ent;
6718
6719         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
6720         if (!r_drawviewmodel.integer)
6721                 renderimask |= RENDER_VIEWMODEL;
6722         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6723         {
6724                 // worldmodel can check visibility
6725                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6726                 for (i = 0;i < r_refdef.scene.numentities;i++)
6727                 {
6728                         ent = r_refdef.scene.entities[i];
6729                         if (!(ent->flags & renderimask))
6730                         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)))
6731                         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))
6732                                 r_refdef.viewcache.entityvisible[i] = true;
6733                 }
6734                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
6735                 {
6736                         for (i = 0;i < r_refdef.scene.numentities;i++)
6737                         {
6738                                 ent = r_refdef.scene.entities[i];
6739                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6740                                 {
6741                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6742                                         if (samples < 0)
6743                                                 continue; // temp entities do pvs only
6744                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6745                                                 ent->last_trace_visibility = realtime;
6746                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6747                                                 r_refdef.viewcache.entityvisible[i] = 0;
6748                                 }
6749                         }
6750                 }
6751         }
6752         else
6753         {
6754                 // no worldmodel or it can't check visibility
6755                 for (i = 0;i < r_refdef.scene.numentities;i++)
6756                 {
6757                         ent = r_refdef.scene.entities[i];
6758                         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));
6759                 }
6760         }
6761 }
6762
6763 /// only used if skyrendermasked, and normally returns false
6764 int R_DrawBrushModelsSky (void)
6765 {
6766         int i, sky;
6767         entity_render_t *ent;
6768
6769         sky = false;
6770         for (i = 0;i < r_refdef.scene.numentities;i++)
6771         {
6772                 if (!r_refdef.viewcache.entityvisible[i])
6773                         continue;
6774                 ent = r_refdef.scene.entities[i];
6775                 if (!ent->model || !ent->model->DrawSky)
6776                         continue;
6777                 ent->model->DrawSky(ent);
6778                 sky = true;
6779         }
6780         return sky;
6781 }
6782
6783 static void R_DrawNoModel(entity_render_t *ent);
6784 static void R_DrawModels(void)
6785 {
6786         int i;
6787         entity_render_t *ent;
6788
6789         for (i = 0;i < r_refdef.scene.numentities;i++)
6790         {
6791                 if (!r_refdef.viewcache.entityvisible[i])
6792                         continue;
6793                 ent = r_refdef.scene.entities[i];
6794                 r_refdef.stats.entities++;
6795                 if (ent->model && ent->model->Draw != NULL)
6796                         ent->model->Draw(ent);
6797                 else
6798                         R_DrawNoModel(ent);
6799         }
6800 }
6801
6802 static void R_DrawModelsDepth(void)
6803 {
6804         int i;
6805         entity_render_t *ent;
6806
6807         for (i = 0;i < r_refdef.scene.numentities;i++)
6808         {
6809                 if (!r_refdef.viewcache.entityvisible[i])
6810                         continue;
6811                 ent = r_refdef.scene.entities[i];
6812                 if (ent->model && ent->model->DrawDepth != NULL)
6813                         ent->model->DrawDepth(ent);
6814         }
6815 }
6816
6817 static void R_DrawModelsDebug(void)
6818 {
6819         int i;
6820         entity_render_t *ent;
6821
6822         for (i = 0;i < r_refdef.scene.numentities;i++)
6823         {
6824                 if (!r_refdef.viewcache.entityvisible[i])
6825                         continue;
6826                 ent = r_refdef.scene.entities[i];
6827                 if (ent->model && ent->model->DrawDebug != NULL)
6828                         ent->model->DrawDebug(ent);
6829         }
6830 }
6831
6832 static void R_DrawModelsAddWaterPlanes(void)
6833 {
6834         int i;
6835         entity_render_t *ent;
6836
6837         for (i = 0;i < r_refdef.scene.numentities;i++)
6838         {
6839                 if (!r_refdef.viewcache.entityvisible[i])
6840                         continue;
6841                 ent = r_refdef.scene.entities[i];
6842                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
6843                         ent->model->DrawAddWaterPlanes(ent);
6844         }
6845 }
6846
6847 static void R_View_SetFrustum(void)
6848 {
6849         int i;
6850         double slopex, slopey;
6851         vec3_t forward, left, up, origin;
6852
6853         // we can't trust r_refdef.view.forward and friends in reflected scenes
6854         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
6855
6856 #if 0
6857         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
6858         r_refdef.view.frustum[0].normal[1] = 0 - 0;
6859         r_refdef.view.frustum[0].normal[2] = -1 - 0;
6860         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
6861         r_refdef.view.frustum[1].normal[1] = 0 + 0;
6862         r_refdef.view.frustum[1].normal[2] = -1 + 0;
6863         r_refdef.view.frustum[2].normal[0] = 0 - 0;
6864         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
6865         r_refdef.view.frustum[2].normal[2] = -1 - 0;
6866         r_refdef.view.frustum[3].normal[0] = 0 + 0;
6867         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
6868         r_refdef.view.frustum[3].normal[2] = -1 + 0;
6869 #endif
6870
6871 #if 0
6872         zNear = r_refdef.nearclip;
6873         nudge = 1.0 - 1.0 / (1<<23);
6874         r_refdef.view.frustum[4].normal[0] = 0 - 0;
6875         r_refdef.view.frustum[4].normal[1] = 0 - 0;
6876         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
6877         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
6878         r_refdef.view.frustum[5].normal[0] = 0 + 0;
6879         r_refdef.view.frustum[5].normal[1] = 0 + 0;
6880         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
6881         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
6882 #endif
6883
6884
6885
6886 #if 0
6887         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
6888         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
6889         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
6890         r_refdef.view.frustum[0].dist = m[15] - m[12];
6891
6892         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
6893         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
6894         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
6895         r_refdef.view.frustum[1].dist = m[15] + m[12];
6896
6897         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
6898         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
6899         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
6900         r_refdef.view.frustum[2].dist = m[15] - m[13];
6901
6902         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
6903         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
6904         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
6905         r_refdef.view.frustum[3].dist = m[15] + m[13];
6906
6907         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
6908         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
6909         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
6910         r_refdef.view.frustum[4].dist = m[15] - m[14];
6911
6912         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
6913         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
6914         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
6915         r_refdef.view.frustum[5].dist = m[15] + m[14];
6916 #endif
6917
6918         if (r_refdef.view.useperspective)
6919         {
6920                 slopex = 1.0 / r_refdef.view.frustum_x;
6921                 slopey = 1.0 / r_refdef.view.frustum_y;
6922                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
6923                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
6924                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
6925                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
6926                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6927
6928                 // Leaving those out was a mistake, those were in the old code, and they
6929                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
6930                 // I couldn't reproduce it after adding those normalizations. --blub
6931                 VectorNormalize(r_refdef.view.frustum[0].normal);
6932                 VectorNormalize(r_refdef.view.frustum[1].normal);
6933                 VectorNormalize(r_refdef.view.frustum[2].normal);
6934                 VectorNormalize(r_refdef.view.frustum[3].normal);
6935
6936                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
6937                 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]);
6938                 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]);
6939                 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]);
6940                 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]);
6941
6942                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
6943                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
6944                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
6945                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
6946                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6947         }
6948         else
6949         {
6950                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
6951                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
6952                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
6953                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
6954                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6955                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
6956                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
6957                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
6958                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
6959                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6960         }
6961         r_refdef.view.numfrustumplanes = 5;
6962
6963         if (r_refdef.view.useclipplane)
6964         {
6965                 r_refdef.view.numfrustumplanes = 6;
6966                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
6967         }
6968
6969         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6970                 PlaneClassify(r_refdef.view.frustum + i);
6971
6972         // LordHavoc: note to all quake engine coders, Quake had a special case
6973         // for 90 degrees which assumed a square view (wrong), so I removed it,
6974         // Quake2 has it disabled as well.
6975
6976         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
6977         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
6978         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
6979         //PlaneClassify(&frustum[0]);
6980
6981         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
6982         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
6983         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
6984         //PlaneClassify(&frustum[1]);
6985
6986         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
6987         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
6988         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
6989         //PlaneClassify(&frustum[2]);
6990
6991         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
6992         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
6993         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
6994         //PlaneClassify(&frustum[3]);
6995
6996         // nearclip plane
6997         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
6998         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
6999         //PlaneClassify(&frustum[4]);
7000 }
7001
7002 void R_View_Update(void)
7003 {
7004         R_Main_ResizeViewCache();
7005         R_View_SetFrustum();
7006         R_View_WorldVisibility(r_refdef.view.useclipplane);
7007         R_View_UpdateEntityVisible();
7008         R_View_UpdateEntityLighting();
7009 }
7010
7011 void R_SetupView(qboolean allowwaterclippingplane)
7012 {
7013         const float *customclipplane = NULL;
7014         float plane[4];
7015         if (r_refdef.view.useclipplane && allowwaterclippingplane)
7016         {
7017                 // LordHavoc: couldn't figure out how to make this approach the
7018                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7019                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7020                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7021                         dist = r_refdef.view.clipplane.dist;
7022                 plane[0] = r_refdef.view.clipplane.normal[0];
7023                 plane[1] = r_refdef.view.clipplane.normal[1];
7024                 plane[2] = r_refdef.view.clipplane.normal[2];
7025                 plane[3] = dist;
7026                 customclipplane = plane;
7027         }
7028
7029         if (!r_refdef.view.useperspective)
7030                 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);
7031         else if (vid.stencil && r_useinfinitefarclip.integer)
7032                 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);
7033         else
7034                 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);
7035         R_SetViewport(&r_refdef.view.viewport);
7036 }
7037
7038 void R_EntityMatrix(const matrix4x4_t *matrix)
7039 {
7040         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7041         {
7042                 gl_modelmatrixchanged = false;
7043                 gl_modelmatrix = *matrix;
7044                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7045                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7046                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7047                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7048                 CHECKGLERROR
7049                 switch(vid.renderpath)
7050                 {
7051                 case RENDERPATH_GL20:
7052                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7053                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7054                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7055                         break;
7056                 case RENDERPATH_CGGL:
7057 #ifdef SUPPORTCG
7058                         CHECKCGERROR
7059                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7060                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7061                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7062 #endif
7063                         break;
7064                 case RENDERPATH_GL13:
7065                 case RENDERPATH_GL11:
7066                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7067                         break;
7068                 }
7069         }
7070 }
7071
7072 void R_ResetViewRendering2D(void)
7073 {
7074         r_viewport_t viewport;
7075         DrawQ_Finish();
7076
7077         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7078         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);
7079         R_SetViewport(&viewport);
7080         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7081         GL_Color(1, 1, 1, 1);
7082         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7083         GL_BlendFunc(GL_ONE, GL_ZERO);
7084         GL_AlphaTest(false);
7085         GL_ScissorTest(false);
7086         GL_DepthMask(false);
7087         GL_DepthRange(0, 1);
7088         GL_DepthTest(false);
7089         R_EntityMatrix(&identitymatrix);
7090         R_Mesh_ResetTextureState();
7091         GL_PolygonOffset(0, 0);
7092         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7093         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7094         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7095         qglStencilMask(~0);CHECKGLERROR
7096         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7097         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7098         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7099 }
7100
7101 void R_ResetViewRendering3D(void)
7102 {
7103         DrawQ_Finish();
7104
7105         R_SetupView(true);
7106         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7107         GL_Color(1, 1, 1, 1);
7108         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7109         GL_BlendFunc(GL_ONE, GL_ZERO);
7110         GL_AlphaTest(false);
7111         GL_ScissorTest(true);
7112         GL_DepthMask(true);
7113         GL_DepthRange(0, 1);
7114         GL_DepthTest(true);
7115         R_EntityMatrix(&identitymatrix);
7116         R_Mesh_ResetTextureState();
7117         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7118         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7119         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7120         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7121         qglStencilMask(~0);CHECKGLERROR
7122         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7123         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7124         GL_CullFace(r_refdef.view.cullface_back);
7125 }
7126
7127 void R_RenderScene(void);
7128 void R_RenderWaterPlanes(void);
7129
7130 static void R_Water_StartFrame(void)
7131 {
7132         int i;
7133         int waterwidth, waterheight, texturewidth, textureheight;
7134         r_waterstate_waterplane_t *p;
7135
7136         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7137                 return;
7138
7139         switch(vid.renderpath)
7140         {
7141         case RENDERPATH_GL20:
7142         case RENDERPATH_CGGL:
7143                 break;
7144         case RENDERPATH_GL13:
7145         case RENDERPATH_GL11:
7146                 return;
7147         }
7148
7149         // set waterwidth and waterheight to the water resolution that will be
7150         // used (often less than the screen resolution for faster rendering)
7151         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7152         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7153
7154         // calculate desired texture sizes
7155         // can't use water if the card does not support the texture size
7156         if (!r_water.integer || r_showsurfaces.integer)
7157                 texturewidth = textureheight = waterwidth = waterheight = 0;
7158         else if (vid.support.arb_texture_non_power_of_two)
7159         {
7160                 texturewidth = waterwidth;
7161                 textureheight = waterheight;
7162         }
7163         else
7164         {
7165                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
7166                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
7167         }
7168
7169         // allocate textures as needed
7170         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
7171         {
7172                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7173                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7174                 {
7175                         if (p->texture_refraction)
7176                                 R_FreeTexture(p->texture_refraction);
7177                         p->texture_refraction = NULL;
7178                         if (p->texture_reflection)
7179                                 R_FreeTexture(p->texture_reflection);
7180                         p->texture_reflection = NULL;
7181                 }
7182                 memset(&r_waterstate, 0, sizeof(r_waterstate));
7183                 r_waterstate.texturewidth = texturewidth;
7184                 r_waterstate.textureheight = textureheight;
7185         }
7186
7187         if (r_waterstate.texturewidth)
7188         {
7189                 r_waterstate.enabled = true;
7190
7191                 // when doing a reduced render (HDR) we want to use a smaller area
7192                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7193                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7194
7195                 // set up variables that will be used in shader setup
7196                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7197                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7198                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7199                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7200         }
7201
7202         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7203         r_waterstate.numwaterplanes = 0;
7204 }
7205
7206 void R_Water_AddWaterPlane(msurface_t *surface)
7207 {
7208         int triangleindex, planeindex;
7209         const int *e;
7210         vec3_t vert[3];
7211         vec3_t normal;
7212         vec3_t center;
7213         mplane_t plane;
7214         r_waterstate_waterplane_t *p;
7215         texture_t *t = R_GetCurrentTexture(surface->texture);
7216         // just use the first triangle with a valid normal for any decisions
7217         VectorClear(normal);
7218         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7219         {
7220                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7221                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7222                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7223                 TriangleNormal(vert[0], vert[1], vert[2], normal);
7224                 if (VectorLength2(normal) >= 0.001)
7225                         break;
7226         }
7227
7228         VectorCopy(normal, plane.normal);
7229         VectorNormalize(plane.normal);
7230         plane.dist = DotProduct(vert[0], plane.normal);
7231         PlaneClassify(&plane);
7232         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7233         {
7234                 // skip backfaces (except if nocullface is set)
7235                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7236                         return;
7237                 VectorNegate(plane.normal, plane.normal);
7238                 plane.dist *= -1;
7239                 PlaneClassify(&plane);
7240         }
7241
7242
7243         // find a matching plane if there is one
7244         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7245                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7246                         break;
7247         if (planeindex >= r_waterstate.maxwaterplanes)
7248                 return; // nothing we can do, out of planes
7249
7250         // if this triangle does not fit any known plane rendered this frame, add one
7251         if (planeindex >= r_waterstate.numwaterplanes)
7252         {
7253                 // store the new plane
7254                 r_waterstate.numwaterplanes++;
7255                 p->plane = plane;
7256                 // clear materialflags and pvs
7257                 p->materialflags = 0;
7258                 p->pvsvalid = false;
7259         }
7260         // merge this surface's materialflags into the waterplane
7261         p->materialflags |= t->currentmaterialflags;
7262         // merge this surface's PVS into the waterplane
7263         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7264         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7265          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7266         {
7267                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7268                 p->pvsvalid = true;
7269         }
7270 }
7271
7272 static void R_Water_ProcessPlanes(void)
7273 {
7274         r_refdef_view_t originalview;
7275         r_refdef_view_t myview;
7276         int planeindex;
7277         r_waterstate_waterplane_t *p;
7278
7279         originalview = r_refdef.view;
7280
7281         // make sure enough textures are allocated
7282         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7283         {
7284                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7285                 {
7286                         if (!p->texture_refraction)
7287                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7288                         if (!p->texture_refraction)
7289                                 goto error;
7290                 }
7291
7292                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7293                 {
7294                         if (!p->texture_reflection)
7295                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7296                         if (!p->texture_reflection)
7297                                 goto error;
7298                 }
7299         }
7300
7301         // render views
7302         r_refdef.view = originalview;
7303         r_refdef.view.showdebug = false;
7304         r_refdef.view.width = r_waterstate.waterwidth;
7305         r_refdef.view.height = r_waterstate.waterheight;
7306         r_refdef.view.useclipplane = true;
7307         myview = r_refdef.view;
7308         r_waterstate.renderingscene = true;
7309         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7310         {
7311                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7312                 {
7313                         r_refdef.view = myview;
7314                         // render reflected scene and copy into texture
7315                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7316                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7317                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7318                         r_refdef.view.clipplane = p->plane;
7319                         // reverse the cullface settings for this render
7320                         r_refdef.view.cullface_front = GL_FRONT;
7321                         r_refdef.view.cullface_back = GL_BACK;
7322                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7323                         {
7324                                 r_refdef.view.usecustompvs = true;
7325                                 if (p->pvsvalid)
7326                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7327                                 else
7328                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7329                         }
7330
7331                         R_ResetViewRendering3D();
7332                         R_ClearScreen(r_refdef.fogenabled);
7333                         R_View_Update();
7334                         R_RenderScene();
7335
7336                         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);
7337                 }
7338
7339                 // render the normal view scene and copy into texture
7340                 // (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)
7341                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7342                 {
7343                         r_refdef.view = myview;
7344                         r_refdef.view.clipplane = p->plane;
7345                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7346                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7347                         PlaneClassify(&r_refdef.view.clipplane);
7348
7349                         R_ResetViewRendering3D();
7350                         R_ClearScreen(r_refdef.fogenabled);
7351                         R_View_Update();
7352                         R_RenderScene();
7353
7354                         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);
7355                 }
7356
7357         }
7358         r_waterstate.renderingscene = false;
7359         r_refdef.view = originalview;
7360         R_ResetViewRendering3D();
7361         R_ClearScreen(r_refdef.fogenabled);
7362         R_View_Update();
7363         return;
7364 error:
7365         r_refdef.view = originalview;
7366         r_waterstate.renderingscene = false;
7367         Cvar_SetValueQuick(&r_water, 0);
7368         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
7369         return;
7370 }
7371
7372 void R_Bloom_StartFrame(void)
7373 {
7374         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7375
7376         switch(vid.renderpath)
7377         {
7378         case RENDERPATH_GL20:
7379         case RENDERPATH_CGGL:
7380                 break;
7381         case RENDERPATH_GL13:
7382         case RENDERPATH_GL11:
7383                 return;
7384         }
7385
7386         // set bloomwidth and bloomheight to the bloom resolution that will be
7387         // used (often less than the screen resolution for faster rendering)
7388         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7389         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7390         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7391         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7392         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7393
7394         // calculate desired texture sizes
7395         if (vid.support.arb_texture_non_power_of_two)
7396         {
7397                 screentexturewidth = r_refdef.view.width;
7398                 screentextureheight = r_refdef.view.height;
7399                 bloomtexturewidth = r_bloomstate.bloomwidth;
7400                 bloomtextureheight = r_bloomstate.bloomheight;
7401         }
7402         else
7403         {
7404                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
7405                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
7406                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
7407                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
7408         }
7409
7410         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))
7411         {
7412                 Cvar_SetValueQuick(&r_hdr, 0);
7413                 Cvar_SetValueQuick(&r_bloom, 0);
7414                 Cvar_SetValueQuick(&r_motionblur, 0);
7415                 Cvar_SetValueQuick(&r_damageblur, 0);
7416         }
7417
7418         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)))
7419                 screentexturewidth = screentextureheight = 0;
7420         if (!r_hdr.integer && !r_bloom.integer)
7421                 bloomtexturewidth = bloomtextureheight = 0;
7422
7423         // allocate textures as needed
7424         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7425         {
7426                 if (r_bloomstate.texture_screen)
7427                         R_FreeTexture(r_bloomstate.texture_screen);
7428                 r_bloomstate.texture_screen = NULL;
7429                 r_bloomstate.screentexturewidth = screentexturewidth;
7430                 r_bloomstate.screentextureheight = screentextureheight;
7431                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7432                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7433         }
7434         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7435         {
7436                 if (r_bloomstate.texture_bloom)
7437                         R_FreeTexture(r_bloomstate.texture_bloom);
7438                 r_bloomstate.texture_bloom = NULL;
7439                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7440                 r_bloomstate.bloomtextureheight = bloomtextureheight;
7441                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7442                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7443         }
7444
7445         // when doing a reduced render (HDR) we want to use a smaller area
7446         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7447         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7448         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7449         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7450         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7451
7452         // set up a texcoord array for the full resolution screen image
7453         // (we have to keep this around to copy back during final render)
7454         r_bloomstate.screentexcoord2f[0] = 0;
7455         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7456         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7457         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7458         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7459         r_bloomstate.screentexcoord2f[5] = 0;
7460         r_bloomstate.screentexcoord2f[6] = 0;
7461         r_bloomstate.screentexcoord2f[7] = 0;
7462
7463         // set up a texcoord array for the reduced resolution bloom image
7464         // (which will be additive blended over the screen image)
7465         r_bloomstate.bloomtexcoord2f[0] = 0;
7466         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7467         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7468         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7469         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7470         r_bloomstate.bloomtexcoord2f[5] = 0;
7471         r_bloomstate.bloomtexcoord2f[6] = 0;
7472         r_bloomstate.bloomtexcoord2f[7] = 0;
7473
7474         if (r_hdr.integer || r_bloom.integer)
7475         {
7476                 r_bloomstate.enabled = true;
7477                 r_bloomstate.hdr = r_hdr.integer != 0;
7478         }
7479
7480         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);
7481 }
7482
7483 void R_Bloom_CopyBloomTexture(float colorscale)
7484 {
7485         r_refdef.stats.bloom++;
7486
7487         // scale down screen texture to the bloom texture size
7488         CHECKGLERROR
7489         R_SetViewport(&r_bloomstate.viewport);
7490         GL_BlendFunc(GL_ONE, GL_ZERO);
7491         GL_Color(colorscale, colorscale, colorscale, 1);
7492         // TODO: optimize with multitexture or GLSL
7493         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7494         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7495         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7496         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7497
7498         // we now have a bloom image in the framebuffer
7499         // copy it into the bloom image texture for later processing
7500         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);
7501         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7502 }
7503
7504 void R_Bloom_CopyHDRTexture(void)
7505 {
7506         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);
7507         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7508 }
7509
7510 void R_Bloom_MakeTexture(void)
7511 {
7512         int x, range, dir;
7513         float xoffset, yoffset, r, brighten;
7514
7515         r_refdef.stats.bloom++;
7516
7517         R_ResetViewRendering2D();
7518         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7519         R_Mesh_ColorPointer(NULL, 0, 0);
7520
7521         // we have a bloom image in the framebuffer
7522         CHECKGLERROR
7523         R_SetViewport(&r_bloomstate.viewport);
7524
7525         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7526         {
7527                 x *= 2;
7528                 r = bound(0, r_bloom_colorexponent.value / x, 1);
7529                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7530                 GL_Color(r, r, r, 1);
7531                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7532                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7533                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7534                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7535
7536                 // copy the vertically blurred bloom view to a texture
7537                 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);
7538                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7539         }
7540
7541         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7542         brighten = r_bloom_brighten.value;
7543         if (r_hdr.integer)
7544                 brighten *= r_hdr_range.value;
7545         brighten = sqrt(brighten);
7546         if(range >= 1)
7547                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7548         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7549         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7550
7551         for (dir = 0;dir < 2;dir++)
7552         {
7553                 // blend on at multiple vertical offsets to achieve a vertical blur
7554                 // TODO: do offset blends using GLSL
7555                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7556                 GL_BlendFunc(GL_ONE, GL_ZERO);
7557                 for (x = -range;x <= range;x++)
7558                 {
7559                         if (!dir){xoffset = 0;yoffset = x;}
7560                         else {xoffset = x;yoffset = 0;}
7561                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
7562                         yoffset /= (float)r_bloomstate.bloomtextureheight;
7563                         // compute a texcoord array with the specified x and y offset
7564                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7565                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7566                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7567                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7568                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7569                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7570                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7571                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7572                         // this r value looks like a 'dot' particle, fading sharply to
7573                         // black at the edges
7574                         // (probably not realistic but looks good enough)
7575                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7576                         //r = brighten/(range*2+1);
7577                         r = brighten / (range * 2 + 1);
7578                         if(range >= 1)
7579                                 r *= (1 - x*x/(float)(range*range));
7580                         GL_Color(r, r, r, 1);
7581                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7582                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7583                         GL_BlendFunc(GL_ONE, GL_ONE);
7584                 }
7585
7586                 // copy the vertically blurred bloom view to a texture
7587                 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);
7588                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7589         }
7590
7591         // apply subtract last
7592         // (just like it would be in a GLSL shader)
7593         if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7594         {
7595                 GL_BlendFunc(GL_ONE, GL_ZERO);
7596                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7597                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7598                 GL_Color(1, 1, 1, 1);
7599                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7600                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7601
7602                 GL_BlendFunc(GL_ONE, GL_ONE);
7603                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7604                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7605                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7606                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7607                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7608                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7609                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7610
7611                 // copy the darkened bloom view to a texture
7612                 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);
7613                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7614         }
7615 }
7616
7617 void R_HDR_RenderBloomTexture(void)
7618 {
7619         int oldwidth, oldheight;
7620         float oldcolorscale;
7621
7622         oldcolorscale = r_refdef.view.colorscale;
7623         oldwidth = r_refdef.view.width;
7624         oldheight = r_refdef.view.height;
7625         r_refdef.view.width = r_bloomstate.bloomwidth;
7626         r_refdef.view.height = r_bloomstate.bloomheight;
7627
7628         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
7629         // TODO: add exposure compensation features
7630         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7631
7632         r_refdef.view.showdebug = false;
7633         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7634
7635         R_ResetViewRendering3D();
7636
7637         R_ClearScreen(r_refdef.fogenabled);
7638         if (r_timereport_active)
7639                 R_TimeReport("HDRclear");
7640
7641         R_View_Update();
7642         if (r_timereport_active)
7643                 R_TimeReport("visibility");
7644
7645         // only do secondary renders with HDR if r_hdr is 2 or higher
7646         r_waterstate.numwaterplanes = 0;
7647         if (r_waterstate.enabled && r_hdr.integer >= 2)
7648                 R_RenderWaterPlanes();
7649
7650         r_refdef.view.showdebug = true;
7651         R_RenderScene();
7652         r_waterstate.numwaterplanes = 0;
7653
7654         R_ResetViewRendering2D();
7655
7656         R_Bloom_CopyHDRTexture();
7657         R_Bloom_MakeTexture();
7658
7659         // restore the view settings
7660         r_refdef.view.width = oldwidth;
7661         r_refdef.view.height = oldheight;
7662         r_refdef.view.colorscale = oldcolorscale;
7663
7664         R_ResetViewRendering3D();
7665
7666         R_ClearScreen(r_refdef.fogenabled);
7667         if (r_timereport_active)
7668                 R_TimeReport("viewclear");
7669 }
7670
7671 static void R_BlendView(void)
7672 {
7673         unsigned int permutation;
7674         float uservecs[4][4];
7675
7676         switch (vid.renderpath)
7677         {
7678         case RENDERPATH_GL20:
7679         case RENDERPATH_CGGL:
7680                 permutation =
7681                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7682                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7683                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7684                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7685                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7686
7687                 if (r_bloomstate.texture_screen)
7688                 {
7689                         // make sure the buffer is available
7690                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7691
7692                         R_ResetViewRendering2D();
7693                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7694                         R_Mesh_ColorPointer(NULL, 0, 0);
7695
7696                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7697                         {
7698                                 // declare variables
7699                                 float speed;
7700                                 static float avgspeed;
7701
7702                                 speed = VectorLength(cl.movement_velocity);
7703
7704                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7705                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7706
7707                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7708                                 speed = bound(0, speed, 1);
7709                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7710
7711                                 // calculate values into a standard alpha
7712                                 cl.motionbluralpha = 1 - exp(-
7713                                                 (
7714                                                  (r_motionblur.value * speed / 80)
7715                                                  +
7716                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
7717                                                 )
7718                                                 /
7719                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
7720                                            );
7721
7722                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
7723                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
7724                                 // apply the blur
7725                                 if (cl.motionbluralpha > 0)
7726                                 {
7727                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7728                                         GL_Color(1, 1, 1, cl.motionbluralpha);
7729                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7730                                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7731                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7732                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7733                                 }
7734                         }
7735
7736                         // copy view into the screen texture
7737                         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);
7738                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7739                 }
7740                 else if (!r_bloomstate.texture_bloom)
7741                 {
7742                         // we may still have to do view tint...
7743                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7744                         {
7745                                 // apply a color tint to the whole view
7746                                 R_ResetViewRendering2D();
7747                                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7748                                 R_Mesh_ColorPointer(NULL, 0, 0);
7749                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7750                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7751                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7752                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7753                         }
7754                         break; // no screen processing, no bloom, skip it
7755                 }
7756
7757                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
7758                 {
7759                         // render simple bloom effect
7760                         // copy the screen and shrink it and darken it for the bloom process
7761                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
7762                         // make the bloom texture
7763                         R_Bloom_MakeTexture();
7764                 }
7765
7766 #if _MSC_VER >= 1400
7767 #define sscanf sscanf_s
7768 #endif
7769                 memset(uservecs, 0, sizeof(uservecs));
7770                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
7771                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
7772                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
7773                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
7774
7775                 R_ResetViewRendering2D();
7776                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7777                 R_Mesh_ColorPointer(NULL, 0, 0);
7778                 GL_Color(1, 1, 1, 1);
7779                 GL_BlendFunc(GL_ONE, GL_ZERO);
7780                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7781                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7782
7783                 switch(vid.renderpath)
7784                 {
7785                 case RENDERPATH_GL20:
7786                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
7787                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
7788                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
7789                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
7790                         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]);
7791                         if (r_glsl_permutation->loc_ClientTime         >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime        , cl.time);
7792                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
7793                         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]);
7794                         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]);
7795                         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]);
7796                         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]);
7797                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
7798                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
7799                         break;
7800                 case RENDERPATH_CGGL:
7801 #ifdef SUPPORTCG
7802                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
7803                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
7804                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
7805                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
7806                         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
7807                         if (r_cg_permutation->fp_ClientTime        ) cgGLSetParameter1f(     r_cg_permutation->fp_ClientTime        , cl.time);CHECKCGERROR
7808                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
7809                         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
7810                         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
7811                         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
7812                         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
7813                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
7814                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
7815 #endif
7816                         break;
7817                 default:
7818                         break;
7819                 }
7820                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7821                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7822                 break;
7823         case RENDERPATH_GL13:
7824         case RENDERPATH_GL11:
7825                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7826                 {
7827                         // apply a color tint to the whole view
7828                         R_ResetViewRendering2D();
7829                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7830                         R_Mesh_ColorPointer(NULL, 0, 0);
7831                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7832                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7833                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7834                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7835                 }
7836                 break;
7837         }
7838 }
7839
7840 matrix4x4_t r_waterscrollmatrix;
7841
7842 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
7843 {
7844         if (r_refdef.fog_density)
7845         {
7846                 r_refdef.fogcolor[0] = r_refdef.fog_red;
7847                 r_refdef.fogcolor[1] = r_refdef.fog_green;
7848                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7849
7850                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7851                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7852                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7853                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7854
7855                 {
7856                         vec3_t fogvec;
7857                         VectorCopy(r_refdef.fogcolor, fogvec);
7858                         //   color.rgb *= ContrastBoost * SceneBrightness;
7859                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7860                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7861                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7862                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7863                 }
7864         }
7865 }
7866
7867 void R_UpdateVariables(void)
7868 {
7869         R_Textures_Frame();
7870
7871         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7872
7873         r_refdef.farclip = r_farclip_base.value;
7874         if (r_refdef.scene.worldmodel)
7875                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7876         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7877
7878         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7879                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7880         r_refdef.polygonfactor = 0;
7881         r_refdef.polygonoffset = 0;
7882         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7883         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7884
7885         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7886         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7887         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
7888         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7889         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7890         if (r_showsurfaces.integer)
7891         {
7892                 r_refdef.scene.rtworld = false;
7893                 r_refdef.scene.rtworldshadows = false;
7894                 r_refdef.scene.rtdlight = false;
7895                 r_refdef.scene.rtdlightshadows = false;
7896                 r_refdef.lightmapintensity = 0;
7897         }
7898
7899         if (gamemode == GAME_NEHAHRA)
7900         {
7901                 if (gl_fogenable.integer)
7902                 {
7903                         r_refdef.oldgl_fogenable = true;
7904                         r_refdef.fog_density = gl_fogdensity.value;
7905                         r_refdef.fog_red = gl_fogred.value;
7906                         r_refdef.fog_green = gl_foggreen.value;
7907                         r_refdef.fog_blue = gl_fogblue.value;
7908                         r_refdef.fog_alpha = 1;
7909                         r_refdef.fog_start = 0;
7910                         r_refdef.fog_end = gl_skyclip.value;
7911                         r_refdef.fog_height = 1<<30;
7912                         r_refdef.fog_fadedepth = 128;
7913                 }
7914                 else if (r_refdef.oldgl_fogenable)
7915                 {
7916                         r_refdef.oldgl_fogenable = false;
7917                         r_refdef.fog_density = 0;
7918                         r_refdef.fog_red = 0;
7919                         r_refdef.fog_green = 0;
7920                         r_refdef.fog_blue = 0;
7921                         r_refdef.fog_alpha = 0;
7922                         r_refdef.fog_start = 0;
7923                         r_refdef.fog_end = 0;
7924                         r_refdef.fog_height = 1<<30;
7925                         r_refdef.fog_fadedepth = 128;
7926                 }
7927         }
7928
7929         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
7930         r_refdef.fog_start = max(0, r_refdef.fog_start);
7931         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
7932
7933         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
7934
7935         if (r_refdef.fog_density && r_drawfog.integer)
7936         {
7937                 r_refdef.fogenabled = true;
7938                 // this is the point where the fog reaches 0.9986 alpha, which we
7939                 // consider a good enough cutoff point for the texture
7940                 // (0.9986 * 256 == 255.6)
7941                 if (r_fog_exp2.integer)
7942                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
7943                 else
7944                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
7945                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
7946                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
7947                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
7948                 // fog color was already set
7949                 // update the fog texture
7950                 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)
7951                         R_BuildFogTexture();
7952         }
7953         else
7954                 r_refdef.fogenabled = false;
7955
7956         switch(vid.renderpath)
7957         {
7958         case RENDERPATH_GL20:
7959         case RENDERPATH_CGGL:
7960                 if(v_glslgamma.integer && !vid_gammatables_trivial)
7961                 {
7962                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
7963                         {
7964                                 // build GLSL gamma texture
7965 #define RAMPWIDTH 256
7966                                 unsigned short ramp[RAMPWIDTH * 3];
7967                                 unsigned char rampbgr[RAMPWIDTH][4];
7968                                 int i;
7969
7970                                 r_texture_gammaramps_serial = vid_gammatables_serial;
7971
7972                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
7973                                 for(i = 0; i < RAMPWIDTH; ++i)
7974                                 {
7975                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7976                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7977                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
7978                                         rampbgr[i][3] = 0;
7979                                 }
7980                                 if (r_texture_gammaramps)
7981                                 {
7982                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
7983                                 }
7984                                 else
7985                                 {
7986                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
7987                                 }
7988                         }
7989                 }
7990                 else
7991                 {
7992                         // remove GLSL gamma texture
7993                 }
7994                 break;
7995         case RENDERPATH_GL13:
7996         case RENDERPATH_GL11:
7997                 break;
7998         }
7999 }
8000
8001 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8002 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8003 /*
8004 ================
8005 R_SelectScene
8006 ================
8007 */
8008 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8009         if( scenetype != r_currentscenetype ) {
8010                 // store the old scenetype
8011                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8012                 r_currentscenetype = scenetype;
8013                 // move in the new scene
8014                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8015         }
8016 }
8017
8018 /*
8019 ================
8020 R_GetScenePointer
8021 ================
8022 */
8023 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8024 {
8025         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8026         if( scenetype == r_currentscenetype ) {
8027                 return &r_refdef.scene;
8028         } else {
8029                 return &r_scenes_store[ scenetype ];
8030         }
8031 }
8032
8033 /*
8034 ================
8035 R_RenderView
8036 ================
8037 */
8038 void R_RenderView(void)
8039 {
8040         if (r_timereport_active)
8041                 R_TimeReport("start");
8042         r_textureframe++; // used only by R_GetCurrentTexture
8043         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8044
8045         if (!r_drawentities.integer)
8046                 r_refdef.scene.numentities = 0;
8047
8048         R_AnimCache_ClearCache();
8049         R_FrameData_NewFrame();
8050
8051         if (r_refdef.view.isoverlay)
8052         {
8053                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8054                 GL_Clear( GL_DEPTH_BUFFER_BIT );
8055                 R_TimeReport("depthclear");
8056
8057                 r_refdef.view.showdebug = false;
8058
8059                 r_waterstate.enabled = false;
8060                 r_waterstate.numwaterplanes = 0;
8061
8062                 R_RenderScene();
8063
8064                 CHECKGLERROR
8065                 return;
8066         }
8067
8068         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
8069                 return; //Host_Error ("R_RenderView: NULL worldmodel");
8070
8071         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8072
8073         // break apart the view matrix into vectors for various purposes
8074         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8075         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8076         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8077         VectorNegate(r_refdef.view.left, r_refdef.view.right);
8078         // make an inverted copy of the view matrix for tracking sprites
8079         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8080
8081         R_Shadow_UpdateWorldLightSelection();
8082
8083         R_Bloom_StartFrame();
8084         R_Water_StartFrame();
8085
8086         CHECKGLERROR
8087         if (r_timereport_active)
8088                 R_TimeReport("viewsetup");
8089
8090         R_ResetViewRendering3D();
8091
8092         if (r_refdef.view.clear || r_refdef.fogenabled)
8093         {
8094                 R_ClearScreen(r_refdef.fogenabled);
8095                 if (r_timereport_active)
8096                         R_TimeReport("viewclear");
8097         }
8098         r_refdef.view.clear = true;
8099
8100         // this produces a bloom texture to be used in R_BlendView() later
8101         if (r_hdr.integer && r_bloomstate.bloomwidth)
8102         {
8103                 R_HDR_RenderBloomTexture();
8104                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8105                 r_textureframe++; // used only by R_GetCurrentTexture
8106         }
8107
8108         r_refdef.view.showdebug = true;
8109
8110         R_View_Update();
8111         if (r_timereport_active)
8112                 R_TimeReport("visibility");
8113
8114         r_waterstate.numwaterplanes = 0;
8115         if (r_waterstate.enabled)
8116                 R_RenderWaterPlanes();
8117
8118         R_RenderScene();
8119         r_waterstate.numwaterplanes = 0;
8120
8121         R_BlendView();
8122         if (r_timereport_active)
8123                 R_TimeReport("blendview");
8124
8125         GL_Scissor(0, 0, vid.width, vid.height);
8126         GL_ScissorTest(false);
8127         CHECKGLERROR
8128 }
8129
8130 void R_RenderWaterPlanes(void)
8131 {
8132         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8133         {
8134                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8135                 if (r_timereport_active)
8136                         R_TimeReport("waterworld");
8137         }
8138
8139         // don't let sound skip if going slow
8140         if (r_refdef.scene.extraupdate)
8141                 S_ExtraUpdate ();
8142
8143         R_DrawModelsAddWaterPlanes();
8144         if (r_timereport_active)
8145                 R_TimeReport("watermodels");
8146
8147         if (r_waterstate.numwaterplanes)
8148         {
8149                 R_Water_ProcessPlanes();
8150                 if (r_timereport_active)
8151                         R_TimeReport("waterscenes");
8152         }
8153 }
8154
8155 extern void R_DrawLightningBeams (void);
8156 extern void VM_CL_AddPolygonsToMeshQueue (void);
8157 extern void R_DrawPortals (void);
8158 extern cvar_t cl_locs_show;
8159 static void R_DrawLocs(void);
8160 static void R_DrawEntityBBoxes(void);
8161 static void R_DrawModelDecals(void);
8162 extern cvar_t cl_decals_newsystem;
8163 extern qboolean r_shadow_usingdeferredprepass;
8164 void R_RenderScene(void)
8165 {
8166         r_refdef.stats.renders++;
8167
8168         R_UpdateFogColor();
8169
8170         // don't let sound skip if going slow
8171         if (r_refdef.scene.extraupdate)
8172                 S_ExtraUpdate ();
8173
8174         R_MeshQueue_BeginScene();
8175
8176         R_SkyStartFrame();
8177
8178         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);
8179
8180         if (cl.csqc_vidvars.drawworld)
8181         {
8182                 // don't let sound skip if going slow
8183                 if (r_refdef.scene.extraupdate)
8184                         S_ExtraUpdate ();
8185
8186                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8187                 {
8188                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8189                         if (r_timereport_active)
8190                                 R_TimeReport("worldsky");
8191                 }
8192
8193                 if (R_DrawBrushModelsSky() && r_timereport_active)
8194                         R_TimeReport("bmodelsky");
8195
8196                 if (skyrendermasked && skyrenderlater)
8197                 {
8198                         // we have to force off the water clipping plane while rendering sky
8199                         qboolean save = r_refdef.view.showdebug;
8200                         R_SetupView(false);
8201                         r_refdef.view.showdebug = false;
8202                         R_Sky();
8203                         r_refdef.view.showdebug = save;
8204                         R_SetupView(true);
8205                         if (r_timereport_active)
8206                                 R_TimeReport("sky");
8207                 }
8208         }
8209
8210         R_AnimCache_CacheVisibleEntities();
8211         if (r_timereport_active)
8212                 R_TimeReport("animation");
8213
8214         R_Shadow_PrepareLights();
8215         if (r_timereport_active)
8216                 R_TimeReport("preparelights");
8217
8218         if (r_shadow_usingdeferredprepass)
8219                 R_Shadow_DrawPrepass();
8220
8221         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8222         {
8223                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8224                 if (r_timereport_active)
8225                         R_TimeReport("worlddepth");
8226         }
8227         if (r_depthfirst.integer >= 2)
8228         {
8229                 R_DrawModelsDepth();
8230                 if (r_timereport_active)
8231                         R_TimeReport("modeldepth");
8232         }
8233
8234         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8235         {
8236                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8237                 if (r_timereport_active)
8238                         R_TimeReport("world");
8239         }
8240
8241         // don't let sound skip if going slow
8242         if (r_refdef.scene.extraupdate)
8243                 S_ExtraUpdate ();
8244
8245         R_DrawModels();
8246         if (r_timereport_active)
8247                 R_TimeReport("models");
8248
8249         // don't let sound skip if going slow
8250         if (r_refdef.scene.extraupdate)
8251                 S_ExtraUpdate ();
8252
8253         if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8254         {
8255                 R_DrawModelShadows();
8256                 R_ResetViewRendering3D();
8257                 // don't let sound skip if going slow
8258                 if (r_refdef.scene.extraupdate)
8259                         S_ExtraUpdate ();
8260         }
8261
8262         if (!r_shadow_usingdeferredprepass)
8263         {
8264                 R_Shadow_DrawLights();
8265                 if (r_timereport_active)
8266                         R_TimeReport("rtlights");
8267         }
8268
8269         // don't let sound skip if going slow
8270         if (r_refdef.scene.extraupdate)
8271                 S_ExtraUpdate ();
8272
8273         if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8274         {
8275                 R_DrawModelShadows();
8276                 R_ResetViewRendering3D();
8277                 // don't let sound skip if going slow
8278                 if (r_refdef.scene.extraupdate)
8279                         S_ExtraUpdate ();
8280         }
8281
8282         if (cl.csqc_vidvars.drawworld)
8283         {
8284                 if (cl_decals_newsystem.integer)
8285                 {
8286                         R_DrawModelDecals();
8287                         if (r_timereport_active)
8288                                 R_TimeReport("modeldecals");
8289                 }
8290                 else
8291                 {
8292                         R_DrawDecals();
8293                         if (r_timereport_active)
8294                                 R_TimeReport("decals");
8295                 }
8296
8297                 R_DrawParticles();
8298                 if (r_timereport_active)
8299                         R_TimeReport("particles");
8300
8301                 R_DrawExplosions();
8302                 if (r_timereport_active)
8303                         R_TimeReport("explosions");
8304
8305                 R_DrawLightningBeams();
8306                 if (r_timereport_active)
8307                         R_TimeReport("lightning");
8308         }
8309
8310         VM_CL_AddPolygonsToMeshQueue();
8311
8312         if (r_refdef.view.showdebug)
8313         {
8314                 if (cl_locs_show.integer)
8315                 {
8316                         R_DrawLocs();
8317                         if (r_timereport_active)
8318                                 R_TimeReport("showlocs");
8319                 }
8320
8321                 if (r_drawportals.integer)
8322                 {
8323                         R_DrawPortals();
8324                         if (r_timereport_active)
8325                                 R_TimeReport("portals");
8326                 }
8327
8328                 if (r_showbboxes.value > 0)
8329                 {
8330                         R_DrawEntityBBoxes();
8331                         if (r_timereport_active)
8332                                 R_TimeReport("bboxes");
8333                 }
8334         }
8335
8336         R_MeshQueue_RenderTransparent();
8337         if (r_timereport_active)
8338                 R_TimeReport("drawtrans");
8339
8340         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))
8341         {
8342                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8343                 if (r_timereport_active)
8344                         R_TimeReport("worlddebug");
8345                 R_DrawModelsDebug();
8346                 if (r_timereport_active)
8347                         R_TimeReport("modeldebug");
8348         }
8349
8350         if (cl.csqc_vidvars.drawworld)
8351         {
8352                 R_Shadow_DrawCoronas();
8353                 if (r_timereport_active)
8354                         R_TimeReport("coronas");
8355         }
8356
8357         // don't let sound skip if going slow
8358         if (r_refdef.scene.extraupdate)
8359                 S_ExtraUpdate ();
8360
8361         R_ResetViewRendering2D();
8362 }
8363
8364 static const unsigned short bboxelements[36] =
8365 {
8366         5, 1, 3, 5, 3, 7,
8367         6, 2, 0, 6, 0, 4,
8368         7, 3, 2, 7, 2, 6,
8369         4, 0, 1, 4, 1, 5,
8370         4, 5, 7, 4, 7, 6,
8371         1, 0, 2, 1, 2, 3,
8372 };
8373
8374 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8375 {
8376         int i;
8377         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8378
8379         RSurf_ActiveWorldEntity();
8380
8381         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8382         GL_DepthMask(false);
8383         GL_DepthRange(0, 1);
8384         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8385         R_Mesh_ResetTextureState();
8386
8387         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8388         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8389         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8390         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8391         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8392         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8393         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8394         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8395         R_FillColors(color4f, 8, cr, cg, cb, ca);
8396         if (r_refdef.fogenabled)
8397         {
8398                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8399                 {
8400                         f1 = RSurf_FogVertex(v);
8401                         f2 = 1 - f1;
8402                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8403                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8404                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8405                 }
8406         }
8407         R_Mesh_VertexPointer(vertex3f, 0, 0);
8408         R_Mesh_ColorPointer(color4f, 0, 0);
8409         R_Mesh_ResetTextureState();
8410         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8411         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8412 }
8413
8414 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8415 {
8416         int i;
8417         float color[4];
8418         prvm_edict_t *edict;
8419         prvm_prog_t *prog_save = prog;
8420
8421         // this function draws bounding boxes of server entities
8422         if (!sv.active)
8423                 return;
8424
8425         GL_CullFace(GL_NONE);
8426         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8427
8428         prog = 0;
8429         SV_VM_Begin();
8430         for (i = 0;i < numsurfaces;i++)
8431         {
8432                 edict = PRVM_EDICT_NUM(surfacelist[i]);
8433                 switch ((int)edict->fields.server->solid)
8434                 {
8435                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
8436                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
8437                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
8438                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8439                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
8440                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
8441                 }
8442                 color[3] *= r_showbboxes.value;
8443                 color[3] = bound(0, color[3], 1);
8444                 GL_DepthTest(!r_showdisabledepthtest.integer);
8445                 GL_CullFace(r_refdef.view.cullface_front);
8446                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8447         }
8448         SV_VM_End();
8449         prog = prog_save;
8450 }
8451
8452 static void R_DrawEntityBBoxes(void)
8453 {
8454         int i;
8455         prvm_edict_t *edict;
8456         vec3_t center;
8457         prvm_prog_t *prog_save = prog;
8458
8459         // this function draws bounding boxes of server entities
8460         if (!sv.active)
8461                 return;
8462
8463         prog = 0;
8464         SV_VM_Begin();
8465         for (i = 0;i < prog->num_edicts;i++)
8466         {
8467                 edict = PRVM_EDICT_NUM(i);
8468                 if (edict->priv.server->free)
8469                         continue;
8470                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8471                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8472                         continue;
8473                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8474                         continue;
8475                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8476                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8477         }
8478         SV_VM_End();
8479         prog = prog_save;
8480 }
8481
8482 static const int nomodelelement3i[24] =
8483 {
8484         5, 2, 0,
8485         5, 1, 2,
8486         5, 0, 3,
8487         5, 3, 1,
8488         0, 2, 4,
8489         2, 1, 4,
8490         3, 0, 4,
8491         1, 3, 4
8492 };
8493
8494 static const unsigned short nomodelelement3s[24] =
8495 {
8496         5, 2, 0,
8497         5, 1, 2,
8498         5, 0, 3,
8499         5, 3, 1,
8500         0, 2, 4,
8501         2, 1, 4,
8502         3, 0, 4,
8503         1, 3, 4
8504 };
8505
8506 static const float nomodelvertex3f[6*3] =
8507 {
8508         -16,   0,   0,
8509          16,   0,   0,
8510           0, -16,   0,
8511           0,  16,   0,
8512           0,   0, -16,
8513           0,   0,  16
8514 };
8515
8516 static const float nomodelcolor4f[6*4] =
8517 {
8518         0.0f, 0.0f, 0.5f, 1.0f,
8519         0.0f, 0.0f, 0.5f, 1.0f,
8520         0.0f, 0.5f, 0.0f, 1.0f,
8521         0.0f, 0.5f, 0.0f, 1.0f,
8522         0.5f, 0.0f, 0.0f, 1.0f,
8523         0.5f, 0.0f, 0.0f, 1.0f
8524 };
8525
8526 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8527 {
8528         int i;
8529         float f1, f2, *c;
8530         float color4f[6*4];
8531
8532         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);
8533
8534         // this is only called once per entity so numsurfaces is always 1, and
8535         // surfacelist is always {0}, so this code does not handle batches
8536
8537         if (rsurface.ent_flags & RENDER_ADDITIVE)
8538         {
8539                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8540                 GL_DepthMask(false);
8541         }
8542         else if (rsurface.colormod[3] < 1)
8543         {
8544                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8545                 GL_DepthMask(false);
8546         }
8547         else
8548         {
8549                 GL_BlendFunc(GL_ONE, GL_ZERO);
8550                 GL_DepthMask(true);
8551         }
8552         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8553         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8554         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8555         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8556         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8557         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8558         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8559         R_Mesh_ColorPointer(color4f, 0, 0);
8560         for (i = 0, c = color4f;i < 6;i++, c += 4)
8561         {
8562                 c[0] *= rsurface.colormod[0];
8563                 c[1] *= rsurface.colormod[1];
8564                 c[2] *= rsurface.colormod[2];
8565                 c[3] *= rsurface.colormod[3];
8566         }
8567         if (r_refdef.fogenabled)
8568         {
8569                 for (i = 0, c = color4f;i < 6;i++, c += 4)
8570                 {
8571                         f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8572                         f2 = 1 - f1;
8573                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8574                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8575                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8576                 }
8577         }
8578         R_Mesh_ResetTextureState();
8579         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8580 }
8581
8582 void R_DrawNoModel(entity_render_t *ent)
8583 {
8584         vec3_t org;
8585         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8586         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8587                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8588         else
8589                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8590 }
8591
8592 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8593 {
8594         vec3_t right1, right2, diff, normal;
8595
8596         VectorSubtract (org2, org1, normal);
8597
8598         // calculate 'right' vector for start
8599         VectorSubtract (r_refdef.view.origin, org1, diff);
8600         CrossProduct (normal, diff, right1);
8601         VectorNormalize (right1);
8602
8603         // calculate 'right' vector for end
8604         VectorSubtract (r_refdef.view.origin, org2, diff);
8605         CrossProduct (normal, diff, right2);
8606         VectorNormalize (right2);
8607
8608         vert[ 0] = org1[0] + width * right1[0];
8609         vert[ 1] = org1[1] + width * right1[1];
8610         vert[ 2] = org1[2] + width * right1[2];
8611         vert[ 3] = org1[0] - width * right1[0];
8612         vert[ 4] = org1[1] - width * right1[1];
8613         vert[ 5] = org1[2] - width * right1[2];
8614         vert[ 6] = org2[0] - width * right2[0];
8615         vert[ 7] = org2[1] - width * right2[1];
8616         vert[ 8] = org2[2] - width * right2[2];
8617         vert[ 9] = org2[0] + width * right2[0];
8618         vert[10] = org2[1] + width * right2[1];
8619         vert[11] = org2[2] + width * right2[2];
8620 }
8621
8622 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)
8623 {
8624         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8625         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8626         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8627         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8628         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8629         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8630         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8631         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8632         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8633         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8634         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8635         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8636 }
8637
8638 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8639 {
8640         int i;
8641         float *vertex3f;
8642         float v[3];
8643         VectorSet(v, x, y, z);
8644         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8645                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8646                         break;
8647         if (i == mesh->numvertices)
8648         {
8649                 if (mesh->numvertices < mesh->maxvertices)
8650                 {
8651                         VectorCopy(v, vertex3f);
8652                         mesh->numvertices++;
8653                 }
8654                 return mesh->numvertices;
8655         }
8656         else
8657                 return i;
8658 }
8659
8660 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8661 {
8662         int i;
8663         int *e, element[3];
8664         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8665         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8666         e = mesh->element3i + mesh->numtriangles * 3;
8667         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8668         {
8669                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8670                 if (mesh->numtriangles < mesh->maxtriangles)
8671                 {
8672                         *e++ = element[0];
8673                         *e++ = element[1];
8674                         *e++ = element[2];
8675                         mesh->numtriangles++;
8676                 }
8677                 element[1] = element[2];
8678         }
8679 }
8680
8681 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8682 {
8683         int i;
8684         int *e, element[3];
8685         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8686         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8687         e = mesh->element3i + mesh->numtriangles * 3;
8688         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8689         {
8690                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8691                 if (mesh->numtriangles < mesh->maxtriangles)
8692                 {
8693                         *e++ = element[0];
8694                         *e++ = element[1];
8695                         *e++ = element[2];
8696                         mesh->numtriangles++;
8697                 }
8698                 element[1] = element[2];
8699         }
8700 }
8701
8702 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8703 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8704 {
8705         int planenum, planenum2;
8706         int w;
8707         int tempnumpoints;
8708         mplane_t *plane, *plane2;
8709         double maxdist;
8710         double temppoints[2][256*3];
8711         // figure out how large a bounding box we need to properly compute this brush
8712         maxdist = 0;
8713         for (w = 0;w < numplanes;w++)
8714                 maxdist = max(maxdist, fabs(planes[w].dist));
8715         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8716         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8717         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8718         {
8719                 w = 0;
8720                 tempnumpoints = 4;
8721                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8722                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8723                 {
8724                         if (planenum2 == planenum)
8725                                 continue;
8726                         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);
8727                         w = !w;
8728                 }
8729                 if (tempnumpoints < 3)
8730                         continue;
8731                 // generate elements forming a triangle fan for this polygon
8732                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8733         }
8734 }
8735
8736 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)
8737 {
8738         texturelayer_t *layer;
8739         layer = t->currentlayers + t->currentnumlayers++;
8740         layer->type = type;
8741         layer->depthmask = depthmask;
8742         layer->blendfunc1 = blendfunc1;
8743         layer->blendfunc2 = blendfunc2;
8744         layer->texture = texture;
8745         layer->texmatrix = *matrix;
8746         layer->color[0] = r;
8747         layer->color[1] = g;
8748         layer->color[2] = b;
8749         layer->color[3] = a;
8750 }
8751
8752 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8753 {
8754         double index, f;
8755         index = parms[2] + r_refdef.scene.time * parms[3];
8756         index -= floor(index);
8757         switch (func)
8758         {
8759         default:
8760         case Q3WAVEFUNC_NONE:
8761         case Q3WAVEFUNC_NOISE:
8762         case Q3WAVEFUNC_COUNT:
8763                 f = 0;
8764                 break;
8765         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8766         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8767         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8768         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8769         case Q3WAVEFUNC_TRIANGLE:
8770                 index *= 4;
8771                 f = index - floor(index);
8772                 if (index < 1)
8773                         f = f;
8774                 else if (index < 2)
8775                         f = 1 - f;
8776                 else if (index < 3)
8777                         f = -f;
8778                 else
8779                         f = -(1 - f);
8780                 break;
8781         }
8782         return (float)(parms[0] + parms[1] * f);
8783 }
8784
8785 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8786 {
8787         int w, h, idx;
8788         float f;
8789         float tcmat[12];
8790         matrix4x4_t matrix, temp;
8791         switch(tcmod->tcmod)
8792         {
8793                 case Q3TCMOD_COUNT:
8794                 case Q3TCMOD_NONE:
8795                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8796                                 matrix = r_waterscrollmatrix;
8797                         else
8798                                 matrix = identitymatrix;
8799                         break;
8800                 case Q3TCMOD_ENTITYTRANSLATE:
8801                         // this is used in Q3 to allow the gamecode to control texcoord
8802                         // scrolling on the entity, which is not supported in darkplaces yet.
8803                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8804                         break;
8805                 case Q3TCMOD_ROTATE:
8806                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8807                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
8808                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8809                         break;
8810                 case Q3TCMOD_SCALE:
8811                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8812                         break;
8813                 case Q3TCMOD_SCROLL:
8814                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
8815                         break;
8816                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8817                         w = (int) tcmod->parms[0];
8818                         h = (int) tcmod->parms[1];
8819                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
8820                         f = f - floor(f);
8821                         idx = (int) floor(f * w * h);
8822                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8823                         break;
8824                 case Q3TCMOD_STRETCH:
8825                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8826                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8827                         break;
8828                 case Q3TCMOD_TRANSFORM:
8829                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
8830                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
8831                         VectorSet(tcmat +  6, 0                   , 0                , 1);
8832                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
8833                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8834                         break;
8835                 case Q3TCMOD_TURBULENT:
8836                         // this is handled in the RSurf_PrepareVertices function
8837                         matrix = identitymatrix;
8838                         break;
8839         }
8840         temp = *texmatrix;
8841         Matrix4x4_Concat(texmatrix, &matrix, &temp);
8842 }
8843
8844 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8845 {
8846         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
8847         char name[MAX_QPATH];
8848         skinframe_t *skinframe;
8849         unsigned char pixels[296*194];
8850         strlcpy(cache->name, skinname, sizeof(cache->name));
8851         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8852         if (developer_loading.integer)
8853                 Con_Printf("loading %s\n", name);
8854         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8855         if (!skinframe || !skinframe->base)
8856         {
8857                 unsigned char *f;
8858                 fs_offset_t filesize;
8859                 skinframe = NULL;
8860                 f = FS_LoadFile(name, tempmempool, true, &filesize);
8861                 if (f)
8862                 {
8863                         if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
8864                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8865                         Mem_Free(f);
8866                 }
8867         }
8868         cache->skinframe = skinframe;
8869 }
8870
8871 texture_t *R_GetCurrentTexture(texture_t *t)
8872 {
8873         int i;
8874         const entity_render_t *ent = rsurface.entity;
8875         dp_model_t *model = ent->model;
8876         q3shaderinfo_layer_tcmod_t *tcmod;
8877
8878         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
8879                 return t->currentframe;
8880         t->update_lastrenderframe = r_textureframe;
8881         t->update_lastrenderentity = (void *)ent;
8882
8883         // switch to an alternate material if this is a q1bsp animated material
8884         {
8885                 texture_t *texture = t;
8886                 int s = rsurface.ent_skinnum;
8887                 if ((unsigned int)s >= (unsigned int)model->numskins)
8888                         s = 0;
8889                 if (model->skinscenes)
8890                 {
8891                         if (model->skinscenes[s].framecount > 1)
8892                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8893                         else
8894                                 s = model->skinscenes[s].firstframe;
8895                 }
8896                 if (s > 0)
8897                         t = t + s * model->num_surfaces;
8898                 if (t->animated)
8899                 {
8900                         // use an alternate animation if the entity's frame is not 0,
8901                         // and only if the texture has an alternate animation
8902                         if (rsurface.ent_alttextures && t->anim_total[1])
8903                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
8904                         else
8905                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
8906                 }
8907                 texture->currentframe = t;
8908         }
8909
8910         // update currentskinframe to be a qw skin or animation frame
8911         if (rsurface.ent_qwskin >= 0)
8912         {
8913                 i = rsurface.ent_qwskin;
8914                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8915                 {
8916                         r_qwskincache_size = cl.maxclients;
8917                         if (r_qwskincache)
8918                                 Mem_Free(r_qwskincache);
8919                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8920                 }
8921                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8922                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8923                 t->currentskinframe = r_qwskincache[i].skinframe;
8924                 if (t->currentskinframe == NULL)
8925                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8926         }
8927         else if (t->numskinframes >= 2)
8928                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8929         if (t->backgroundnumskinframes >= 2)
8930                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
8931
8932         t->currentmaterialflags = t->basematerialflags;
8933         t->currentalpha = rsurface.colormod[3];
8934         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
8935                 t->currentalpha *= r_wateralpha.value;
8936         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
8937                 t->currentalpha *= t->r_water_wateralpha;
8938         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
8939                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
8940         if (!(rsurface.ent_flags & RENDER_LIGHT))
8941                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
8942         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
8943         {
8944                 // pick a model lighting mode
8945                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
8946                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
8947                 else
8948                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8949         }
8950         if (rsurface.ent_flags & RENDER_ADDITIVE)
8951                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8952         else if (t->currentalpha < 1)
8953                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8954         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8955                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8956         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8957                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8958         if (t->backgroundnumskinframes)
8959                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8960         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8961         {
8962                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
8963                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8964         }
8965         else
8966                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
8967         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8968                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8969
8970         // there is no tcmod
8971         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8972         {
8973                 t->currenttexmatrix = r_waterscrollmatrix;
8974                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8975         }
8976         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8977         {
8978                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8979                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8980         }
8981
8982         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8983                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8984         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8985                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8986
8987         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8988         if (t->currentskinframe->qpixels)
8989                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8990         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8991         if (!t->basetexture)
8992                 t->basetexture = r_texture_notexture;
8993         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8994         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8995         t->nmaptexture = t->currentskinframe->nmap;
8996         if (!t->nmaptexture)
8997                 t->nmaptexture = r_texture_blanknormalmap;
8998         t->glosstexture = r_texture_black;
8999         t->glowtexture = t->currentskinframe->glow;
9000         t->fogtexture = t->currentskinframe->fog;
9001         t->reflectmasktexture = t->currentskinframe->reflect;
9002         if (t->backgroundnumskinframes)
9003         {
9004                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9005                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9006                 t->backgroundglosstexture = r_texture_black;
9007                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9008                 if (!t->backgroundnmaptexture)
9009                         t->backgroundnmaptexture = r_texture_blanknormalmap;
9010         }
9011         else
9012         {
9013                 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9014                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9015                 t->backgroundglosstexture = r_texture_black;
9016                 t->backgroundglowtexture = NULL;
9017         }
9018         t->specularpower = r_shadow_glossexponent.value;
9019         // TODO: store reference values for these in the texture?
9020         t->specularscale = 0;
9021         if (r_shadow_gloss.integer > 0)
9022         {
9023                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9024                 {
9025                         if (r_shadow_glossintensity.value > 0)
9026                         {
9027                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9028                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9029                                 t->specularscale = r_shadow_glossintensity.value;
9030                         }
9031                 }
9032                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9033                 {
9034                         t->glosstexture = r_texture_white;
9035                         t->backgroundglosstexture = r_texture_white;
9036                         t->specularscale = r_shadow_gloss2intensity.value;
9037                         t->specularpower = r_shadow_gloss2exponent.value;
9038                 }
9039         }
9040         t->specularscale *= t->specularscalemod;
9041         t->specularpower *= t->specularpowermod;
9042
9043         // lightmaps mode looks bad with dlights using actual texturing, so turn
9044         // off the colormap and glossmap, but leave the normalmap on as it still
9045         // accurately represents the shading involved
9046         if (gl_lightmaps.integer)
9047         {
9048                 t->basetexture = r_texture_grey128;
9049                 t->pantstexture = r_texture_black;
9050                 t->shirttexture = r_texture_black;
9051                 t->nmaptexture = r_texture_blanknormalmap;
9052                 t->glosstexture = r_texture_black;
9053                 t->glowtexture = NULL;
9054                 t->fogtexture = NULL;
9055                 t->reflectmasktexture = NULL;
9056                 t->backgroundbasetexture = NULL;
9057                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9058                 t->backgroundglosstexture = r_texture_black;
9059                 t->backgroundglowtexture = NULL;
9060                 t->specularscale = 0;
9061                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9062         }
9063
9064         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9065         VectorClear(t->dlightcolor);
9066         t->currentnumlayers = 0;
9067         if (t->currentmaterialflags & MATERIALFLAG_WALL)
9068         {
9069                 int blendfunc1, blendfunc2;
9070                 qboolean depthmask;
9071                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9072                 {
9073                         blendfunc1 = GL_SRC_ALPHA;
9074                         blendfunc2 = GL_ONE;
9075                 }
9076                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9077                 {
9078                         blendfunc1 = GL_SRC_ALPHA;
9079                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9080                 }
9081                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9082                 {
9083                         blendfunc1 = t->customblendfunc[0];
9084                         blendfunc2 = t->customblendfunc[1];
9085                 }
9086                 else
9087                 {
9088                         blendfunc1 = GL_ONE;
9089                         blendfunc2 = GL_ZERO;
9090                 }
9091                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9092                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9093                 {
9094                         // fullbright is not affected by r_refdef.lightmapintensity
9095                         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]);
9096                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9097                                 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]);
9098                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9099                                 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]);
9100                 }
9101                 else
9102                 {
9103                         vec3_t ambientcolor;
9104                         float colorscale;
9105                         // set the color tint used for lights affecting this surface
9106                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9107                         colorscale = 2;
9108                         // q3bsp has no lightmap updates, so the lightstylevalue that
9109                         // would normally be baked into the lightmap must be
9110                         // applied to the color
9111                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9112                         if (model->type == mod_brushq3)
9113                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9114                         colorscale *= r_refdef.lightmapintensity;
9115                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9116                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9117                         // basic lit geometry
9118                         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]);
9119                         // add pants/shirt if needed
9120                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9121                                 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]);
9122                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9123                                 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]);
9124                         // now add ambient passes if needed
9125                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9126                         {
9127                                 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]);
9128                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9129                                         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]);
9130                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9131                                         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]);
9132                         }
9133                 }
9134                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9135                         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]);
9136                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9137                 {
9138                         // if this is opaque use alpha blend which will darken the earlier
9139                         // passes cheaply.
9140                         //
9141                         // if this is an alpha blended material, all the earlier passes
9142                         // were darkened by fog already, so we only need to add the fog
9143                         // color ontop through the fog mask texture
9144                         //
9145                         // if this is an additive blended material, all the earlier passes
9146                         // were darkened by fog already, and we should not add fog color
9147                         // (because the background was not darkened, there is no fog color
9148                         // that was lost behind it).
9149                         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]);
9150                 }
9151         }
9152
9153         return t->currentframe;
9154 }
9155
9156 rsurfacestate_t rsurface;
9157
9158 void R_Mesh_ResizeArrays(int newvertices)
9159 {
9160         float *base;
9161         if (rsurface.array_size >= newvertices)
9162                 return;
9163         if (rsurface.array_modelvertex3f)
9164                 Mem_Free(rsurface.array_modelvertex3f);
9165         rsurface.array_size = (newvertices + 1023) & ~1023;
9166         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9167         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
9168         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
9169         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
9170         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
9171         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
9172         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9173         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9174         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
9175         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
9176         rsurface.array_color4f           = base + rsurface.array_size * 27;
9177         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9178 }
9179
9180 void RSurf_ActiveWorldEntity(void)
9181 {
9182         dp_model_t *model = r_refdef.scene.worldmodel;
9183         //if (rsurface.entity == r_refdef.scene.worldentity)
9184         //      return;
9185         rsurface.entity = r_refdef.scene.worldentity;
9186         rsurface.skeleton = NULL;
9187         rsurface.ent_skinnum = 0;
9188         rsurface.ent_qwskin = -1;
9189         rsurface.ent_shadertime = 0;
9190         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9191         if (rsurface.array_size < model->surfmesh.num_vertices)
9192                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9193         rsurface.matrix = identitymatrix;
9194         rsurface.inversematrix = identitymatrix;
9195         rsurface.matrixscale = 1;
9196         rsurface.inversematrixscale = 1;
9197         R_EntityMatrix(&identitymatrix);
9198         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9199         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9200         rsurface.fograngerecip = r_refdef.fograngerecip;
9201         rsurface.fogheightfade = r_refdef.fogheightfade;
9202         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9203         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9204         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9205         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9206         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9207         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9208         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9209         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9210         rsurface.colormod[3] = 1;
9211         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);
9212         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9213         rsurface.frameblend[0].lerp = 1;
9214         rsurface.ent_alttextures = false;
9215         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9216         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9217         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9218         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9219         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9220         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9221         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9222         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9223         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9224         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9225         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9226         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9227         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9228         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9229         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9230         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9231         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9232         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9233         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9234         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9235         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9236         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9237         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9238         rsurface.modelelement3i = model->surfmesh.data_element3i;
9239         rsurface.modelelement3s = model->surfmesh.data_element3s;
9240         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9241         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9242         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9243         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9244         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9245         rsurface.modelsurfaces = model->data_surfaces;
9246         rsurface.generatedvertex = false;
9247         rsurface.vertex3f  = rsurface.modelvertex3f;
9248         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9249         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9250         rsurface.svector3f = rsurface.modelsvector3f;
9251         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9252         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9253         rsurface.tvector3f = rsurface.modeltvector3f;
9254         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9255         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9256         rsurface.normal3f  = rsurface.modelnormal3f;
9257         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9258         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9259         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9260 }
9261
9262 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9263 {
9264         dp_model_t *model = ent->model;
9265         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9266         //      return;
9267         rsurface.entity = (entity_render_t *)ent;
9268         rsurface.skeleton = ent->skeleton;
9269         rsurface.ent_skinnum = ent->skinnum;
9270         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;
9271         rsurface.ent_shadertime = ent->shadertime;
9272         rsurface.ent_flags = ent->flags;
9273         if (rsurface.array_size < model->surfmesh.num_vertices)
9274                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9275         rsurface.matrix = ent->matrix;
9276         rsurface.inversematrix = ent->inversematrix;
9277         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9278         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9279         R_EntityMatrix(&rsurface.matrix);
9280         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9281         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9282         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9283         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9284         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9285         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9286         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9287         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9288         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9289         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9290         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9291         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9292         rsurface.colormod[3] = ent->alpha;
9293         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9294         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9295         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9296         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9297         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9298         if (ent->model->brush.submodel && !prepass)
9299         {
9300                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9301                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9302         }
9303         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9304         {
9305                 if (ent->animcache_vertex3f && !r_framedata_failed)
9306                 {
9307                         rsurface.modelvertex3f = ent->animcache_vertex3f;
9308                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9309                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9310                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9311                 }
9312                 else if (wanttangents)
9313                 {
9314                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9315                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9316                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9317                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9318                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9319                 }
9320                 else if (wantnormals)
9321                 {
9322                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9323                         rsurface.modelsvector3f = NULL;
9324                         rsurface.modeltvector3f = NULL;
9325                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9326                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9327                 }
9328                 else
9329                 {
9330                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9331                         rsurface.modelsvector3f = NULL;
9332                         rsurface.modeltvector3f = NULL;
9333                         rsurface.modelnormal3f = NULL;
9334                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9335                 }
9336                 rsurface.modelvertex3f_bufferobject = 0;
9337                 rsurface.modelvertex3f_bufferoffset = 0;
9338                 rsurface.modelsvector3f_bufferobject = 0;
9339                 rsurface.modelsvector3f_bufferoffset = 0;
9340                 rsurface.modeltvector3f_bufferobject = 0;
9341                 rsurface.modeltvector3f_bufferoffset = 0;
9342                 rsurface.modelnormal3f_bufferobject = 0;
9343                 rsurface.modelnormal3f_bufferoffset = 0;
9344                 rsurface.generatedvertex = true;
9345         }
9346         else
9347         {
9348                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9349                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9350                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9351                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9352                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9353                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9354                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9355                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9356                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9357                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9358                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9359                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9360                 rsurface.generatedvertex = false;
9361         }
9362         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9363         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9364         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9365         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9366         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9367         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9368         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9369         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9370         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9371         rsurface.modelelement3i = model->surfmesh.data_element3i;
9372         rsurface.modelelement3s = model->surfmesh.data_element3s;
9373         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9374         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9375         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9376         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9377         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9378         rsurface.modelsurfaces = model->data_surfaces;
9379         rsurface.vertex3f  = rsurface.modelvertex3f;
9380         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9381         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9382         rsurface.svector3f = rsurface.modelsvector3f;
9383         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9384         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9385         rsurface.tvector3f = rsurface.modeltvector3f;
9386         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9387         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9388         rsurface.normal3f  = rsurface.modelnormal3f;
9389         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9390         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9391         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9392 }
9393
9394 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)
9395 {
9396         rsurface.entity = r_refdef.scene.worldentity;
9397         rsurface.skeleton = NULL;
9398         rsurface.ent_skinnum = 0;
9399         rsurface.ent_qwskin = -1;
9400         rsurface.ent_shadertime = shadertime;
9401         rsurface.ent_flags = entflags;
9402         rsurface.modelnum_vertices = numvertices;
9403         rsurface.modelnum_triangles = numtriangles;
9404         if (rsurface.array_size < rsurface.modelnum_vertices)
9405                 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9406         rsurface.matrix = *matrix;
9407         rsurface.inversematrix = *inversematrix;
9408         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9409         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9410         R_EntityMatrix(&rsurface.matrix);
9411         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9412         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9413         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9414         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9415         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9416         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9417         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9418         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9419         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9420         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9421         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9422         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9423         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);
9424         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9425         rsurface.frameblend[0].lerp = 1;
9426         rsurface.ent_alttextures = false;
9427         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9428         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9429         if (wanttangents)
9430         {
9431                 rsurface.modelvertex3f = vertex3f;
9432                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9433                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9434                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9435         }
9436         else if (wantnormals)
9437         {
9438                 rsurface.modelvertex3f = vertex3f;
9439                 rsurface.modelsvector3f = NULL;
9440                 rsurface.modeltvector3f = NULL;
9441                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9442         }
9443         else
9444         {
9445                 rsurface.modelvertex3f = vertex3f;
9446                 rsurface.modelsvector3f = NULL;
9447                 rsurface.modeltvector3f = NULL;
9448                 rsurface.modelnormal3f = NULL;
9449         }
9450         rsurface.modelvertex3f_bufferobject = 0;
9451         rsurface.modelvertex3f_bufferoffset = 0;
9452         rsurface.modelsvector3f_bufferobject = 0;
9453         rsurface.modelsvector3f_bufferoffset = 0;
9454         rsurface.modeltvector3f_bufferobject = 0;
9455         rsurface.modeltvector3f_bufferoffset = 0;
9456         rsurface.modelnormal3f_bufferobject = 0;
9457         rsurface.modelnormal3f_bufferoffset = 0;
9458         rsurface.generatedvertex = true;
9459         rsurface.modellightmapcolor4f  = color4f;
9460         rsurface.modellightmapcolor4f_bufferobject = 0;
9461         rsurface.modellightmapcolor4f_bufferoffset = 0;
9462         rsurface.modeltexcoordtexture2f  = texcoord2f;
9463         rsurface.modeltexcoordtexture2f_bufferobject = 0;
9464         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9465         rsurface.modeltexcoordlightmap2f  = NULL;
9466         rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9467         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9468         rsurface.modelelement3i = element3i;
9469         rsurface.modelelement3s = element3s;
9470         rsurface.modelelement3i_bufferobject = 0;
9471         rsurface.modelelement3s_bufferobject = 0;
9472         rsurface.modellightmapoffsets = NULL;
9473         rsurface.modelsurfaces = NULL;
9474         rsurface.vertex3f  = rsurface.modelvertex3f;
9475         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9476         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9477         rsurface.svector3f = rsurface.modelsvector3f;
9478         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9479         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9480         rsurface.tvector3f = rsurface.modeltvector3f;
9481         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9482         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9483         rsurface.normal3f  = rsurface.modelnormal3f;
9484         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9485         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9486         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9487
9488         if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9489         {
9490                 if ((wantnormals || wanttangents) && !normal3f)
9491                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9492                 if (wanttangents && !svector3f)
9493                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9494         }
9495 }
9496
9497 float RSurf_FogPoint(const float *v)
9498 {
9499         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9500         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9501         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9502         float FogHeightFade = r_refdef.fogheightfade;
9503         float fogfrac;
9504         unsigned int fogmasktableindex;
9505         if (r_refdef.fogplaneviewabove)
9506                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9507         else
9508                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9509         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9510         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9511 }
9512
9513 float RSurf_FogVertex(const float *v)
9514 {
9515         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9516         float FogPlaneViewDist = rsurface.fogplaneviewdist;
9517         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9518         float FogHeightFade = rsurface.fogheightfade;
9519         float fogfrac;
9520         unsigned int fogmasktableindex;
9521         if (r_refdef.fogplaneviewabove)
9522                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9523         else
9524                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9525         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9526         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9527 }
9528
9529 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9530 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9531 {
9532         int deformindex;
9533         int texturesurfaceindex;
9534         int i, j;
9535         float amplitude;
9536         float animpos;
9537         float scale;
9538         const float *v1, *in_tc;
9539         float *out_tc;
9540         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9541         float waveparms[4];
9542         q3shaderinfo_deform_t *deform;
9543         // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
9544         if (rsurface.generatedvertex)
9545         {
9546                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9547                         generatenormals = true;
9548                 for (i = 0;i < Q3MAXDEFORMS;i++)
9549                 {
9550                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9551                         {
9552                                 generatetangents = true;
9553                                 generatenormals = true;
9554                         }
9555                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9556                                 generatenormals = true;
9557                 }
9558                 if (generatenormals && !rsurface.modelnormal3f)
9559                 {
9560                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9561                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9562                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9563                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9564                 }
9565                 if (generatetangents && !rsurface.modelsvector3f)
9566                 {
9567                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9568                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9569                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9570                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9571                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9572                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9573                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9574                 }
9575         }
9576         rsurface.vertex3f  = rsurface.modelvertex3f;
9577         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9578         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9579         rsurface.svector3f = rsurface.modelsvector3f;
9580         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9581         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9582         rsurface.tvector3f = rsurface.modeltvector3f;
9583         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9584         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9585         rsurface.normal3f  = rsurface.modelnormal3f;
9586         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9587         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9588         // if vertices are deformed (sprite flares and things in maps, possibly
9589         // water waves, bulges and other deformations), generate them into
9590         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9591         // (may be static model data or generated data for an animated model, or
9592         //  the previous deform pass)
9593         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9594         {
9595                 switch (deform->deform)
9596                 {
9597                 default:
9598                 case Q3DEFORM_PROJECTIONSHADOW:
9599                 case Q3DEFORM_TEXT0:
9600                 case Q3DEFORM_TEXT1:
9601                 case Q3DEFORM_TEXT2:
9602                 case Q3DEFORM_TEXT3:
9603                 case Q3DEFORM_TEXT4:
9604                 case Q3DEFORM_TEXT5:
9605                 case Q3DEFORM_TEXT6:
9606                 case Q3DEFORM_TEXT7:
9607                 case Q3DEFORM_NONE:
9608                         break;
9609                 case Q3DEFORM_AUTOSPRITE:
9610                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9611                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9612                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9613                         VectorNormalize(newforward);
9614                         VectorNormalize(newright);
9615                         VectorNormalize(newup);
9616                         // make deformed versions of only the model vertices used by the specified surfaces
9617                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9618                         {
9619                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9620                                 // a single autosprite surface can contain multiple sprites...
9621                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
9622                                 {
9623                                         VectorClear(center);
9624                                         for (i = 0;i < 4;i++)
9625                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9626                                         VectorScale(center, 0.25f, center);
9627                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
9628                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9629                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9630                                         for (i = 0;i < 4;i++)
9631                                         {
9632                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9633                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9634                                         }
9635                                 }
9636                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9637                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9638                         }
9639                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9640                         rsurface.vertex3f_bufferobject = 0;
9641                         rsurface.vertex3f_bufferoffset = 0;
9642                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9643                         rsurface.svector3f_bufferobject = 0;
9644                         rsurface.svector3f_bufferoffset = 0;
9645                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9646                         rsurface.tvector3f_bufferobject = 0;
9647                         rsurface.tvector3f_bufferoffset = 0;
9648                         rsurface.normal3f = rsurface.array_deformednormal3f;
9649                         rsurface.normal3f_bufferobject = 0;
9650                         rsurface.normal3f_bufferoffset = 0;
9651                         break;
9652                 case Q3DEFORM_AUTOSPRITE2:
9653                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9654                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9655                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9656                         VectorNormalize(newforward);
9657                         VectorNormalize(newright);
9658                         VectorNormalize(newup);
9659                         // make deformed versions of only the model vertices used by the specified surfaces
9660                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9661                         {
9662                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9663                                 const float *v1, *v2;
9664                                 vec3_t start, end;
9665                                 float f, l;
9666                                 struct
9667                                 {
9668                                         float length2;
9669                                         const float *v1;
9670                                         const float *v2;
9671                                 }
9672                                 shortest[2];
9673                                 memset(shortest, 0, sizeof(shortest));
9674                                 // a single autosprite surface can contain multiple sprites...
9675                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
9676                                 {
9677                                         VectorClear(center);
9678                                         for (i = 0;i < 4;i++)
9679                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9680                                         VectorScale(center, 0.25f, center);
9681                                         // find the two shortest edges, then use them to define the
9682                                         // axis vectors for rotating around the central axis
9683                                         for (i = 0;i < 6;i++)
9684                                         {
9685                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9686                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9687 #if 0
9688                                                 Debug_PolygonBegin(NULL, 0);
9689                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9690                                                 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
9691                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9692                                                 Debug_PolygonEnd();
9693 #endif
9694                                                 l = VectorDistance2(v1, v2);
9695                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9696                                                 if (v1[2] != v2[2])
9697                                                         l += (1.0f / 1024.0f);
9698                                                 if (shortest[0].length2 > l || i == 0)
9699                                                 {
9700                                                         shortest[1] = shortest[0];
9701                                                         shortest[0].length2 = l;
9702                                                         shortest[0].v1 = v1;
9703                                                         shortest[0].v2 = v2;
9704                                                 }
9705                                                 else if (shortest[1].length2 > l || i == 1)
9706                                                 {
9707                                                         shortest[1].length2 = l;
9708                                                         shortest[1].v1 = v1;
9709                                                         shortest[1].v2 = v2;
9710                                                 }
9711                                         }
9712                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9713                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9714 #if 0
9715                                         Debug_PolygonBegin(NULL, 0);
9716                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
9717                                         Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
9718                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
9719                                         Debug_PolygonEnd();
9720 #endif
9721                                         // this calculates the right vector from the shortest edge
9722                                         // and the up vector from the edge midpoints
9723                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9724                                         VectorNormalize(right);
9725                                         VectorSubtract(end, start, up);
9726                                         VectorNormalize(up);
9727                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9728                                         VectorSubtract(rsurface.localvieworigin, center, forward);
9729                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9730                                         VectorNegate(forward, forward);
9731                                         VectorReflect(forward, 0, up, forward);
9732                                         VectorNormalize(forward);
9733                                         CrossProduct(up, forward, newright);
9734                                         VectorNormalize(newright);
9735 #if 0
9736                                         Debug_PolygonBegin(NULL, 0);
9737                                         Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
9738                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
9739                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
9740                                         Debug_PolygonEnd();
9741 #endif
9742 #if 0
9743                                         Debug_PolygonBegin(NULL, 0);
9744                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
9745                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
9746                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
9747                                         Debug_PolygonEnd();
9748 #endif
9749                                         // rotate the quad around the up axis vector, this is made
9750                                         // especially easy by the fact we know the quad is flat,
9751                                         // so we only have to subtract the center position and
9752                                         // measure distance along the right vector, and then
9753                                         // multiply that by the newright vector and add back the
9754                                         // center position
9755                                         // we also need to subtract the old position to undo the
9756                                         // displacement from the center, which we do with a
9757                                         // DotProduct, the subtraction/addition of center is also
9758                                         // optimized into DotProducts here
9759                                         l = DotProduct(right, center);
9760                                         for (i = 0;i < 4;i++)
9761                                         {
9762                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
9763                                                 f = DotProduct(right, v1) - l;
9764                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9765                                         }
9766                                 }
9767                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9768                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9769                         }
9770                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9771                         rsurface.vertex3f_bufferobject = 0;
9772                         rsurface.vertex3f_bufferoffset = 0;
9773                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9774                         rsurface.svector3f_bufferobject = 0;
9775                         rsurface.svector3f_bufferoffset = 0;
9776                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9777                         rsurface.tvector3f_bufferobject = 0;
9778                         rsurface.tvector3f_bufferoffset = 0;
9779                         rsurface.normal3f = rsurface.array_deformednormal3f;
9780                         rsurface.normal3f_bufferobject = 0;
9781                         rsurface.normal3f_bufferoffset = 0;
9782                         break;
9783                 case Q3DEFORM_NORMAL:
9784                         // deform the normals to make reflections wavey
9785                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9786                         {
9787                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9788                                 for (j = 0;j < surface->num_vertices;j++)
9789                                 {
9790                                         float vertex[3];
9791                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
9792                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
9793                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
9794                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9795                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9796                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9797                                         VectorNormalize(normal);
9798                                 }
9799                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9800                         }
9801                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9802                         rsurface.svector3f_bufferobject = 0;
9803                         rsurface.svector3f_bufferoffset = 0;
9804                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9805                         rsurface.tvector3f_bufferobject = 0;
9806                         rsurface.tvector3f_bufferoffset = 0;
9807                         rsurface.normal3f = rsurface.array_deformednormal3f;
9808                         rsurface.normal3f_bufferobject = 0;
9809                         rsurface.normal3f_bufferoffset = 0;
9810                         break;
9811                 case Q3DEFORM_WAVE:
9812                         // deform vertex array to make wavey water and flags and such
9813                         waveparms[0] = deform->waveparms[0];
9814                         waveparms[1] = deform->waveparms[1];
9815                         waveparms[2] = deform->waveparms[2];
9816                         waveparms[3] = deform->waveparms[3];
9817                         // this is how a divisor of vertex influence on deformation
9818                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9819                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9820                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9821                         {
9822                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9823                                 for (j = 0;j < surface->num_vertices;j++)
9824                                 {
9825                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
9826                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
9827                                         // if the wavefunc depends on time, evaluate it per-vertex
9828                                         if (waveparms[3])
9829                                         {
9830                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
9831                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9832                                         }
9833                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
9834                                 }
9835                         }
9836                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9837                         rsurface.vertex3f_bufferobject = 0;
9838                         rsurface.vertex3f_bufferoffset = 0;
9839                         break;
9840                 case Q3DEFORM_BULGE:
9841                         // deform vertex array to make the surface have moving bulges
9842                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9843                         {
9844                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9845                                 for (j = 0;j < surface->num_vertices;j++)
9846                                 {
9847                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
9848                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9849                                 }
9850                         }
9851                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9852                         rsurface.vertex3f_bufferobject = 0;
9853                         rsurface.vertex3f_bufferoffset = 0;
9854                         break;
9855                 case Q3DEFORM_MOVE:
9856                         // deform vertex array
9857                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9858                         VectorScale(deform->parms, scale, waveparms);
9859                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9860                         {
9861                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9862                                 for (j = 0;j < surface->num_vertices;j++)
9863                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9864                         }
9865                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9866                         rsurface.vertex3f_bufferobject = 0;
9867                         rsurface.vertex3f_bufferoffset = 0;
9868                         break;
9869                 }
9870         }
9871         // generate texcoords based on the chosen texcoord source
9872         switch(rsurface.texture->tcgen.tcgen)
9873         {
9874         default:
9875         case Q3TCGEN_TEXTURE:
9876                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
9877                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
9878                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
9879                 break;
9880         case Q3TCGEN_LIGHTMAP:
9881                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
9882                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
9883                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
9884                 break;
9885         case Q3TCGEN_VECTOR:
9886                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9887                 {
9888                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9889                         for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
9890                         {
9891                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
9892                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
9893                         }
9894                 }
9895                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
9896                 rsurface.texcoordtexture2f_bufferobject  = 0;
9897                 rsurface.texcoordtexture2f_bufferoffset  = 0;
9898                 break;
9899         case Q3TCGEN_ENVIRONMENT:
9900                 // make environment reflections using a spheremap
9901                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9902                 {
9903                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9904                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
9905                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
9906                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
9907                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
9908                         {
9909                                 // identical to Q3A's method, but executed in worldspace so
9910                                 // carried models can be shiny too
9911
9912                                 float viewer[3], d, reflected[3], worldreflected[3];
9913
9914                                 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
9915                                 // VectorNormalize(viewer);
9916
9917                                 d = DotProduct(normal, viewer);
9918
9919                                 reflected[0] = normal[0]*2*d - viewer[0];
9920                                 reflected[1] = normal[1]*2*d - viewer[1];
9921                                 reflected[2] = normal[2]*2*d - viewer[2];
9922                                 // note: this is proportinal to viewer, so we can normalize later
9923
9924                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9925                                 VectorNormalize(worldreflected);
9926
9927                                 // note: this sphere map only uses world x and z!
9928                                 // so positive and negative y will LOOK THE SAME.
9929                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
9930                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
9931                         }
9932                 }
9933                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
9934                 rsurface.texcoordtexture2f_bufferobject  = 0;
9935                 rsurface.texcoordtexture2f_bufferoffset  = 0;
9936                 break;
9937         }
9938         // the only tcmod that needs software vertex processing is turbulent, so
9939         // check for it here and apply the changes if needed
9940         // and we only support that as the first one
9941         // (handling a mixture of turbulent and other tcmods would be problematic
9942         //  without punting it entirely to a software path)
9943         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9944         {
9945                 amplitude = rsurface.texture->tcmods[0].parms[1];
9946                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
9947                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9948                 {
9949                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9950                         for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
9951                         {
9952                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9953                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9954                         }
9955                 }
9956                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
9957                 rsurface.texcoordtexture2f_bufferobject  = 0;
9958                 rsurface.texcoordtexture2f_bufferoffset  = 0;
9959         }
9960         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
9961         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
9962         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9963         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
9964 }
9965
9966 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9967 {
9968         int i, j;
9969         const msurface_t *surface = texturesurfacelist[0];
9970         const msurface_t *surface2;
9971         int firstvertex;
9972         int endvertex;
9973         int numvertices;
9974         int numtriangles;
9975         // TODO: lock all array ranges before render, rather than on each surface
9976         if (texturenumsurfaces == 1)
9977                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9978         else if (r_batchmode.integer == 2)
9979         {
9980                 #define MAXBATCHTRIANGLES 4096
9981                 int batchtriangles = 0;
9982                 static int batchelements[MAXBATCHTRIANGLES*3];
9983                 for (i = 0;i < texturenumsurfaces;i = j)
9984                 {
9985                         surface = texturesurfacelist[i];
9986                         j = i + 1;
9987                         if (surface->num_triangles > MAXBATCHTRIANGLES)
9988                         {
9989                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9990                                 continue;
9991                         }
9992                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
9993                         batchtriangles = surface->num_triangles;
9994                         firstvertex = surface->num_firstvertex;
9995                         endvertex = surface->num_firstvertex + surface->num_vertices;
9996                         for (;j < texturenumsurfaces;j++)
9997                         {
9998                                 surface2 = texturesurfacelist[j];
9999                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10000                                         break;
10001                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10002                                 batchtriangles += surface2->num_triangles;
10003                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10004                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10005                         }
10006                         surface2 = texturesurfacelist[j-1];
10007                         numvertices = endvertex - firstvertex;
10008                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10009                 }
10010         }
10011         else if (r_batchmode.integer == 1)
10012         {
10013                 for (i = 0;i < texturenumsurfaces;i = j)
10014                 {
10015                         surface = texturesurfacelist[i];
10016                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10017                                 if (texturesurfacelist[j] != surface2)
10018                                         break;
10019                         surface2 = texturesurfacelist[j-1];
10020                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10021                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10022                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10023                 }
10024         }
10025         else
10026         {
10027                 for (i = 0;i < texturenumsurfaces;i++)
10028                 {
10029                         surface = texturesurfacelist[i];
10030                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10031                 }
10032         }
10033 }
10034
10035 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10036 {
10037         switch(vid.renderpath)
10038         {
10039         case RENDERPATH_CGGL:
10040 #ifdef SUPPORTCG
10041                 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10042                 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10043 #endif
10044                 break;
10045         case RENDERPATH_GL20:
10046                 if (r_glsl_permutation->loc_Texture_Lightmap  >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10047                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10048                 break;
10049         case RENDERPATH_GL13:
10050         case RENDERPATH_GL11:
10051                 R_Mesh_TexBind(0, surface->lightmaptexture);
10052                 break;
10053         }
10054 }
10055
10056 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10057 {
10058         // pick the closest matching water plane and bind textures
10059         int planeindex, vertexindex;
10060         float d, bestd;
10061         vec3_t vert;
10062         const float *v;
10063         r_waterstate_waterplane_t *p, *bestp;
10064         bestd = 0;
10065         bestp = NULL;
10066         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10067         {
10068                 d = 0;
10069                 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10070                 {
10071                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
10072                         d += fabs(PlaneDiff(vert, &p->plane));
10073                 }
10074                 if (bestd > d || !bestp)
10075                 {
10076                         bestd = d;
10077                         bestp = p;
10078                 }
10079         }
10080         switch(vid.renderpath)
10081         {
10082         case RENDERPATH_CGGL:
10083 #ifdef SUPPORTCG
10084                 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
10085                 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
10086 #endif
10087                 break;
10088         case RENDERPATH_GL20:
10089                 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10090                 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10091                 break;
10092         case RENDERPATH_GL13:
10093         case RENDERPATH_GL11:
10094                 break;
10095         }
10096 }
10097
10098 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10099 {
10100         int i;
10101         const msurface_t *surface;
10102         if (r_waterstate.renderingscene)
10103                 return;
10104         for (i = 0;i < texturenumsurfaces;i++)
10105         {
10106                 surface = texturesurfacelist[i];
10107                 RSurf_BindLightmapForSurface(surface);
10108                 RSurf_BindReflectionForSurface(surface);
10109                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10110         }
10111 }
10112
10113 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10114 {
10115         int i;
10116         int j;
10117         const msurface_t *surface = texturesurfacelist[0];
10118         const msurface_t *surface2;
10119         int firstvertex;
10120         int endvertex;
10121         int numvertices;
10122         int numtriangles;
10123         if (texturenumsurfaces == 1)
10124         {
10125                 RSurf_BindLightmapForSurface(surface);
10126                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10127         }
10128         else if (r_batchmode.integer == 2)
10129         {
10130 #define MAXBATCHTRIANGLES 4096
10131                 int batchtriangles = 0;
10132                 static int batchelements[MAXBATCHTRIANGLES*3];
10133                 for (i = 0;i < texturenumsurfaces;i = j)
10134                 {
10135                         surface = texturesurfacelist[i];
10136                         RSurf_BindLightmapForSurface(surface);
10137                         j = i + 1;
10138                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10139                         {
10140                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10141                                 continue;
10142                         }
10143                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10144                         batchtriangles = surface->num_triangles;
10145                         firstvertex = surface->num_firstvertex;
10146                         endvertex = surface->num_firstvertex + surface->num_vertices;
10147                         for (;j < texturenumsurfaces;j++)
10148                         {
10149                                 surface2 = texturesurfacelist[j];
10150                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10151                                         break;
10152                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10153                                 batchtriangles += surface2->num_triangles;
10154                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10155                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10156                         }
10157                         surface2 = texturesurfacelist[j-1];
10158                         numvertices = endvertex - firstvertex;
10159                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10160                 }
10161         }
10162         else if (r_batchmode.integer == 1)
10163         {
10164 #if 0
10165                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10166                 for (i = 0;i < texturenumsurfaces;i = j)
10167                 {
10168                         surface = texturesurfacelist[i];
10169                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10170                                 if (texturesurfacelist[j] != surface2)
10171                                         break;
10172                         Con_Printf(" %i", j - i);
10173                 }
10174                 Con_Printf("\n");
10175                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10176 #endif
10177                 for (i = 0;i < texturenumsurfaces;i = j)
10178                 {
10179                         surface = texturesurfacelist[i];
10180                         RSurf_BindLightmapForSurface(surface);
10181                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10182                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10183                                         break;
10184 #if 0
10185                         Con_Printf(" %i", j - i);
10186 #endif
10187                         surface2 = texturesurfacelist[j-1];
10188                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10189                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10190                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10191                 }
10192 #if 0
10193                 Con_Printf("\n");
10194 #endif
10195         }
10196         else
10197         {
10198                 for (i = 0;i < texturenumsurfaces;i++)
10199                 {
10200                         surface = texturesurfacelist[i];
10201                         RSurf_BindLightmapForSurface(surface);
10202                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10203                 }
10204         }
10205 }
10206
10207 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10208 {
10209         int j;
10210         int texturesurfaceindex;
10211         if (r_showsurfaces.integer == 2)
10212         {
10213                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10214                 {
10215                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10216                         for (j = 0;j < surface->num_triangles;j++)
10217                         {
10218                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10219                                 GL_Color(f, f, f, 1);
10220                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10221                         }
10222                 }
10223         }
10224         else
10225         {
10226                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10227                 {
10228                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10229                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
10230                         GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
10231                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10232                 }
10233         }
10234 }
10235
10236 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10237 {
10238         int texturesurfaceindex;
10239         int i;
10240         const float *v;
10241         float *c2;
10242         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10243         {
10244                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10245                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10246                 {
10247                         c2[0] = 0.5;
10248                         c2[1] = 0.5;
10249                         c2[2] = 0.5;
10250                         c2[3] = 1;
10251                 }
10252         }
10253         rsurface.lightmapcolor4f = rsurface.array_color4f;
10254         rsurface.lightmapcolor4f_bufferobject = 0;
10255         rsurface.lightmapcolor4f_bufferoffset = 0;
10256 }
10257
10258 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10259 {
10260         int texturesurfaceindex;
10261         int i;
10262         float f;
10263         const float *v;
10264         const float *c;
10265         float *c2;
10266         if (rsurface.lightmapcolor4f)
10267         {
10268                 // generate color arrays for the surfaces in this list
10269                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10270                 {
10271                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10272                         for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10273                         {
10274                                 f = RSurf_FogVertex(v);
10275                                 c2[0] = c[0] * f;
10276                                 c2[1] = c[1] * f;
10277                                 c2[2] = c[2] * f;
10278                                 c2[3] = c[3];
10279                         }
10280                 }
10281         }
10282         else
10283         {
10284                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10285                 {
10286                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10287                         for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10288                         {
10289                                 f = RSurf_FogVertex(v);
10290                                 c2[0] = f;
10291                                 c2[1] = f;
10292                                 c2[2] = f;
10293                                 c2[3] = 1;
10294                         }
10295                 }
10296         }
10297         rsurface.lightmapcolor4f = rsurface.array_color4f;
10298         rsurface.lightmapcolor4f_bufferobject = 0;
10299         rsurface.lightmapcolor4f_bufferoffset = 0;
10300 }
10301
10302 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10303 {
10304         int texturesurfaceindex;
10305         int i;
10306         float f;
10307         const float *v;
10308         const float *c;
10309         float *c2;
10310         if (!rsurface.lightmapcolor4f)
10311                 return;
10312         // generate color arrays for the surfaces in this list
10313         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10314         {
10315                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10316                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10317                 {
10318                         f = RSurf_FogVertex(v);
10319                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10320                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10321                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10322                         c2[3] = c[3];
10323                 }
10324         }
10325         rsurface.lightmapcolor4f = rsurface.array_color4f;
10326         rsurface.lightmapcolor4f_bufferobject = 0;
10327         rsurface.lightmapcolor4f_bufferoffset = 0;
10328 }
10329
10330 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10331 {
10332         int texturesurfaceindex;
10333         int i;
10334         const float *c;
10335         float *c2;
10336         if (!rsurface.lightmapcolor4f)
10337                 return;
10338         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10339         {
10340                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10341                 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10342                 {
10343                         c2[0] = c[0] * r;
10344                         c2[1] = c[1] * g;
10345                         c2[2] = c[2] * b;
10346                         c2[3] = c[3] * a;
10347                 }
10348         }
10349         rsurface.lightmapcolor4f = rsurface.array_color4f;
10350         rsurface.lightmapcolor4f_bufferobject = 0;
10351         rsurface.lightmapcolor4f_bufferoffset = 0;
10352 }
10353
10354 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10355 {
10356         int texturesurfaceindex;
10357         int i;
10358         const float *c;
10359         float *c2;
10360         if (!rsurface.lightmapcolor4f)
10361                 return;
10362         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10363         {
10364                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10365                 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10366                 {
10367                         c2[0] = c[0] + r_refdef.scene.ambient;
10368                         c2[1] = c[1] + r_refdef.scene.ambient;
10369                         c2[2] = c[2] + r_refdef.scene.ambient;
10370                         c2[3] = c[3];
10371                 }
10372         }
10373         rsurface.lightmapcolor4f = rsurface.array_color4f;
10374         rsurface.lightmapcolor4f_bufferobject = 0;
10375         rsurface.lightmapcolor4f_bufferoffset = 0;
10376 }
10377
10378 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10379 {
10380         // TODO: optimize
10381         rsurface.lightmapcolor4f = NULL;
10382         rsurface.lightmapcolor4f_bufferobject = 0;
10383         rsurface.lightmapcolor4f_bufferoffset = 0;
10384         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10385         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10386         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10387         GL_Color(r, g, b, a);
10388         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10389 }
10390
10391 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10392 {
10393         // TODO: optimize applyfog && applycolor case
10394         // just apply fog if necessary, and tint the fog color array if necessary
10395         rsurface.lightmapcolor4f = NULL;
10396         rsurface.lightmapcolor4f_bufferobject = 0;
10397         rsurface.lightmapcolor4f_bufferoffset = 0;
10398         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10399         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10400         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10401         GL_Color(r, g, b, a);
10402         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10403 }
10404
10405 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10406 {
10407         int texturesurfaceindex;
10408         int i;
10409         float *c;
10410         // TODO: optimize
10411         if (texturesurfacelist[0]->lightmapinfo)
10412         {
10413                 // generate color arrays for the surfaces in this list
10414                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10415                 {
10416                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10417                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10418                         {
10419                                 if (surface->lightmapinfo->samples)
10420                                 {
10421                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10422                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10423                                         VectorScale(lm, scale, c);
10424                                         if (surface->lightmapinfo->styles[1] != 255)
10425                                         {
10426                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10427                                                 lm += size3;
10428                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10429                                                 VectorMA(c, scale, lm, c);
10430                                                 if (surface->lightmapinfo->styles[2] != 255)
10431                                                 {
10432                                                         lm += size3;
10433                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10434                                                         VectorMA(c, scale, lm, c);
10435                                                         if (surface->lightmapinfo->styles[3] != 255)
10436                                                         {
10437                                                                 lm += size3;
10438                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10439                                                                 VectorMA(c, scale, lm, c);
10440                                                         }
10441                                                 }
10442                                         }
10443                                 }
10444                                 else
10445                                         VectorClear(c);
10446                                 c[3] = 1;
10447                         }
10448                 }
10449                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10450                 rsurface.lightmapcolor4f_bufferobject = 0;
10451                 rsurface.lightmapcolor4f_bufferoffset = 0;
10452         }
10453         else
10454         {
10455                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10456                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10457                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10458         }
10459         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10460         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10461         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10462         GL_Color(r, g, b, a);
10463         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10464 }
10465
10466 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10467 {
10468         int texturesurfaceindex;
10469         int i;
10470         float f;
10471         float alpha;
10472         const float *v;
10473         const float *n;
10474         float *c;
10475         vec3_t ambientcolor;
10476         vec3_t diffusecolor;
10477         vec3_t lightdir;
10478         // TODO: optimize
10479         // model lighting
10480         VectorCopy(rsurface.modellight_lightdir, lightdir);
10481         f = 0.5f * r_refdef.lightmapintensity;
10482         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10483         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10484         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10485         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10486         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10487         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10488         alpha = *a;
10489         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10490         {
10491                 // generate color arrays for the surfaces in this list
10492                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10493                 {
10494                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10495                         int numverts = surface->num_vertices;
10496                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10497                         n = rsurface.normal3f + 3 * surface->num_firstvertex;
10498                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10499                         // q3-style directional shading
10500                         for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10501                         {
10502                                 if ((f = DotProduct(n, lightdir)) > 0)
10503                                         VectorMA(ambientcolor, f, diffusecolor, c);
10504                                 else
10505                                         VectorCopy(ambientcolor, c);
10506                                 c[3] = alpha;
10507                         }
10508                 }
10509                 *r = 1;
10510                 *g = 1;
10511                 *b = 1;
10512                 *a = 1;
10513                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10514                 rsurface.lightmapcolor4f_bufferobject = 0;
10515                 rsurface.lightmapcolor4f_bufferoffset = 0;
10516                 *applycolor = false;
10517         }
10518         else
10519         {
10520                 *r = ambientcolor[0];
10521                 *g = ambientcolor[1];
10522                 *b = ambientcolor[2];
10523                 rsurface.lightmapcolor4f = NULL;
10524                 rsurface.lightmapcolor4f_bufferobject = 0;
10525                 rsurface.lightmapcolor4f_bufferoffset = 0;
10526         }
10527 }
10528
10529 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10530 {
10531         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10532         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10533         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10534         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10535         GL_Color(r, g, b, a);
10536         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10537 }
10538
10539 void RSurf_SetupDepthAndCulling(void)
10540 {
10541         // submodels are biased to avoid z-fighting with world surfaces that they
10542         // may be exactly overlapping (avoids z-fighting artifacts on certain
10543         // doors and things in Quake maps)
10544         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10545         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10546         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10547         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10548 }
10549
10550 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10551 {
10552         // transparent sky would be ridiculous
10553         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10554                 return;
10555         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10556         skyrenderlater = true;
10557         RSurf_SetupDepthAndCulling();
10558         GL_DepthMask(true);
10559         // LordHavoc: HalfLife maps have freaky skypolys so don't use
10560         // skymasking on them, and Quake3 never did sky masking (unlike
10561         // software Quake and software Quake2), so disable the sky masking
10562         // in Quake3 maps as it causes problems with q3map2 sky tricks,
10563         // and skymasking also looks very bad when noclipping outside the
10564         // level, so don't use it then either.
10565         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10566         {
10567                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10568                 R_Mesh_ColorPointer(NULL, 0, 0);
10569                 R_Mesh_ResetTextureState();
10570                 if (skyrendermasked)
10571                 {
10572                         R_SetupShader_DepthOrShadow();
10573                         // depth-only (masking)
10574                         GL_ColorMask(0,0,0,0);
10575                         // just to make sure that braindead drivers don't draw
10576                         // anything despite that colormask...
10577                         GL_BlendFunc(GL_ZERO, GL_ONE);
10578                 }
10579                 else
10580                 {
10581                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10582                         // fog sky
10583                         GL_BlendFunc(GL_ONE, GL_ZERO);
10584                 }
10585                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10586                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10587                 if (skyrendermasked)
10588                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10589         }
10590         R_Mesh_ResetTextureState();
10591         GL_Color(1, 1, 1, 1);
10592 }
10593
10594 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10595 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10596 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10597 {
10598         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
10599                 return;
10600         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10601         if (prepass)
10602         {
10603                 // render screenspace normalmap to texture
10604                 GL_DepthMask(true);
10605                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
10606                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10607         }
10608         else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
10609         {
10610                 // render water or distortion background, then blend surface on top
10611                 GL_DepthMask(true);
10612                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10613                 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10614                 GL_DepthMask(false);
10615                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10616                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10617                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10618                 else
10619                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10620         }
10621         else
10622         {
10623                 // render surface normally
10624                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10625                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10626                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
10627                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10628                 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10629                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10630                 else
10631                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10632         }
10633 }
10634
10635 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10636 {
10637         // OpenGL 1.3 path - anything not completely ancient
10638         int texturesurfaceindex;
10639         qboolean applycolor;
10640         qboolean applyfog;
10641         int layerindex;
10642         const texturelayer_t *layer;
10643         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10644
10645         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10646         {
10647                 vec4_t layercolor;
10648                 int layertexrgbscale;
10649                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10650                 {
10651                         if (layerindex == 0)
10652                                 GL_AlphaTest(true);
10653                         else
10654                         {
10655                                 GL_AlphaTest(false);
10656                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10657                         }
10658                 }
10659                 GL_DepthMask(layer->depthmask && writedepth);
10660                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10661                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10662                 {
10663                         layertexrgbscale = 4;
10664                         VectorScale(layer->color, 0.25f, layercolor);
10665                 }
10666                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10667                 {
10668                         layertexrgbscale = 2;
10669                         VectorScale(layer->color, 0.5f, layercolor);
10670                 }
10671                 else
10672                 {
10673                         layertexrgbscale = 1;
10674                         VectorScale(layer->color, 1.0f, layercolor);
10675                 }
10676                 layercolor[3] = layer->color[3];
10677                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10678                 R_Mesh_ColorPointer(NULL, 0, 0);
10679                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10680                 switch (layer->type)
10681                 {
10682                 case TEXTURELAYERTYPE_LITTEXTURE:
10683                         // single-pass lightmapped texture with 2x rgbscale
10684                         R_Mesh_TexBind(0, r_texture_white);
10685                         R_Mesh_TexMatrix(0, NULL);
10686                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10687                         R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10688                         R_Mesh_TexBind(1, layer->texture);
10689                         R_Mesh_TexMatrix(1, &layer->texmatrix);
10690                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10691                         R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10692                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10693                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10694                         else if (rsurface.uselightmaptexture)
10695                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10696                         else
10697                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10698                         break;
10699                 case TEXTURELAYERTYPE_TEXTURE:
10700                         // singletexture unlit texture with transparency support
10701                         R_Mesh_TexBind(0, layer->texture);
10702                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10703                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10704                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10705                         R_Mesh_TexBind(1, 0);
10706                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10707                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10708                         break;
10709                 case TEXTURELAYERTYPE_FOG:
10710                         // singletexture fogging
10711                         if (layer->texture)
10712                         {
10713                                 R_Mesh_TexBind(0, layer->texture);
10714                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10715                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10716                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10717                         }
10718                         else
10719                         {
10720                                 R_Mesh_TexBind(0, 0);
10721                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10722                         }
10723                         R_Mesh_TexBind(1, 0);
10724                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10725                         // generate a color array for the fog pass
10726                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10727                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10728                         {
10729                                 int i;
10730                                 float f;
10731                                 const float *v;
10732                                 float *c;
10733                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10734                                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
10735                                 {
10736                                         f = 1 - RSurf_FogVertex(v);
10737                                         c[0] = layercolor[0];
10738                                         c[1] = layercolor[1];
10739                                         c[2] = layercolor[2];
10740                                         c[3] = f * layercolor[3];
10741                                 }
10742                         }
10743                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10744                         break;
10745                 default:
10746                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10747                 }
10748         }
10749         CHECKGLERROR
10750         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10751         {
10752                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10753                 GL_AlphaTest(false);
10754         }
10755 }
10756
10757 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10758 {
10759         // OpenGL 1.1 - crusty old voodoo path
10760         int texturesurfaceindex;
10761         qboolean applyfog;
10762         int layerindex;
10763         const texturelayer_t *layer;
10764         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10765
10766         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10767         {
10768                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10769                 {
10770                         if (layerindex == 0)
10771                                 GL_AlphaTest(true);
10772                         else
10773                         {
10774                                 GL_AlphaTest(false);
10775                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10776                         }
10777                 }
10778                 GL_DepthMask(layer->depthmask && writedepth);
10779                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10780                 R_Mesh_ColorPointer(NULL, 0, 0);
10781                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10782                 switch (layer->type)
10783                 {
10784                 case TEXTURELAYERTYPE_LITTEXTURE:
10785                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10786                         {
10787                                 // two-pass lit texture with 2x rgbscale
10788                                 // first the lightmap pass
10789                                 R_Mesh_TexBind(0, r_texture_white);
10790                                 R_Mesh_TexMatrix(0, NULL);
10791                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10792                                 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10793                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10794                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10795                                 else if (rsurface.uselightmaptexture)
10796                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10797                                 else
10798                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10799                                 // then apply the texture to it
10800                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10801                                 R_Mesh_TexBind(0, layer->texture);
10802                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10803                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10804                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10805                                 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10806                         }
10807                         else
10808                         {
10809                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10810                                 R_Mesh_TexBind(0, layer->texture);
10811                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10812                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10813                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10814                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10815                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10816                                 else
10817                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10818                         }
10819                         break;
10820                 case TEXTURELAYERTYPE_TEXTURE:
10821                         // singletexture unlit texture with transparency support
10822                         R_Mesh_TexBind(0, layer->texture);
10823                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10824                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10825                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10826                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10827                         break;
10828                 case TEXTURELAYERTYPE_FOG:
10829                         // singletexture fogging
10830                         if (layer->texture)
10831                         {
10832                                 R_Mesh_TexBind(0, layer->texture);
10833                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10834                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10835                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10836                         }
10837                         else
10838                         {
10839                                 R_Mesh_TexBind(0, 0);
10840                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10841                         }
10842                         // generate a color array for the fog pass
10843                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10844                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10845                         {
10846                                 int i;
10847                                 float f;
10848                                 const float *v;
10849                                 float *c;
10850                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10851                                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
10852                                 {
10853                                         f = 1 - RSurf_FogVertex(v);
10854                                         c[0] = layer->color[0];
10855                                         c[1] = layer->color[1];
10856                                         c[2] = layer->color[2];
10857                                         c[3] = f * layer->color[3];
10858                                 }
10859                         }
10860                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10861                         break;
10862                 default:
10863                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10864                 }
10865         }
10866         CHECKGLERROR
10867         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10868         {
10869                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10870                 GL_AlphaTest(false);
10871         }
10872 }
10873
10874 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10875 {
10876         float c[4];
10877
10878         GL_AlphaTest(false);
10879         R_Mesh_ColorPointer(NULL, 0, 0);
10880         R_Mesh_ResetTextureState();
10881         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10882
10883         if(rsurface.texture && rsurface.texture->currentskinframe)
10884         {
10885                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10886                 c[3] *= rsurface.texture->currentalpha;
10887         }
10888         else
10889         {
10890                 c[0] = 1;
10891                 c[1] = 0;
10892                 c[2] = 1;
10893                 c[3] = 1;
10894         }
10895
10896         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10897         {
10898                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10899                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10900                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10901         }
10902
10903         // brighten it up (as texture value 127 means "unlit")
10904         c[0] *= 2 * r_refdef.view.colorscale;
10905         c[1] *= 2 * r_refdef.view.colorscale;
10906         c[2] *= 2 * r_refdef.view.colorscale;
10907
10908         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10909                 c[3] *= r_wateralpha.value;
10910
10911         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10912         {
10913                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10914                 GL_DepthMask(false);
10915         }
10916         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10917         {
10918                 GL_BlendFunc(GL_ONE, GL_ONE);
10919                 GL_DepthMask(false);
10920         }
10921         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10922         {
10923                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10924                 GL_DepthMask(false);
10925         }
10926         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10927         {
10928                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10929                 GL_DepthMask(false);
10930         }
10931         else
10932         {
10933                 GL_BlendFunc(GL_ONE, GL_ZERO);
10934                 GL_DepthMask(writedepth);
10935         }
10936
10937         rsurface.lightmapcolor4f = NULL;
10938
10939         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10940         {
10941                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10942
10943                 rsurface.lightmapcolor4f = NULL;
10944                 rsurface.lightmapcolor4f_bufferobject = 0;
10945                 rsurface.lightmapcolor4f_bufferoffset = 0;
10946         }
10947         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10948         {
10949                 qboolean applycolor = true;
10950                 float one = 1.0;
10951
10952                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10953
10954                 r_refdef.lightmapintensity = 1;
10955                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
10956                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10957         }
10958         else
10959         {
10960                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10961
10962                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10963                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10964                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10965         }
10966
10967         if(!rsurface.lightmapcolor4f)
10968                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
10969
10970         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
10971         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
10972         if(r_refdef.fogenabled)
10973                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
10974
10975         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10976         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10977 }
10978
10979 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10980 {
10981         CHECKGLERROR
10982         RSurf_SetupDepthAndCulling();
10983         if (r_showsurfaces.integer == 3 && !prepass)
10984         {
10985                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
10986                 return;
10987         }
10988         switch (vid.renderpath)
10989         {
10990         case RENDERPATH_GL20:
10991         case RENDERPATH_CGGL:
10992                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10993                 break;
10994         case RENDERPATH_GL13:
10995                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10996                 break;
10997         case RENDERPATH_GL11:
10998                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10999                 break;
11000         }
11001         CHECKGLERROR
11002 }
11003
11004 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11005 {
11006         CHECKGLERROR
11007         RSurf_SetupDepthAndCulling();
11008         if (r_showsurfaces.integer == 3 && !prepass)
11009         {
11010                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11011                 return;
11012         }
11013         switch (vid.renderpath)
11014         {
11015         case RENDERPATH_GL20:
11016         case RENDERPATH_CGGL:
11017                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11018                 break;
11019         case RENDERPATH_GL13:
11020                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11021                 break;
11022         case RENDERPATH_GL11:
11023                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11024                 break;
11025         }
11026         CHECKGLERROR
11027 }
11028
11029 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11030 {
11031         int i, j;
11032         int texturenumsurfaces, endsurface;
11033         texture_t *texture;
11034         const msurface_t *surface;
11035         const msurface_t *texturesurfacelist[256];
11036
11037         // if the model is static it doesn't matter what value we give for
11038         // wantnormals and wanttangents, so this logic uses only rules applicable
11039         // to a model, knowing that they are meaningless otherwise
11040         if (ent == r_refdef.scene.worldentity)
11041                 RSurf_ActiveWorldEntity();
11042         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11043                 RSurf_ActiveModelEntity(ent, false, false, false);
11044         else
11045         {
11046                 switch (vid.renderpath)
11047                 {
11048                 case RENDERPATH_GL20:
11049                 case RENDERPATH_CGGL:
11050                         RSurf_ActiveModelEntity(ent, true, true, false);
11051                         break;
11052                 case RENDERPATH_GL13:
11053                 case RENDERPATH_GL11:
11054                         RSurf_ActiveModelEntity(ent, true, false, false);
11055                         break;
11056                 }
11057         }
11058
11059         if (r_transparentdepthmasking.integer)
11060         {
11061                 qboolean setup = false;
11062                 for (i = 0;i < numsurfaces;i = j)
11063                 {
11064                         j = i + 1;
11065                         surface = rsurface.modelsurfaces + surfacelist[i];
11066                         texture = surface->texture;
11067                         rsurface.texture = R_GetCurrentTexture(texture);
11068                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11069                         // scan ahead until we find a different texture
11070                         endsurface = min(i + 1024, numsurfaces);
11071                         texturenumsurfaces = 0;
11072                         texturesurfacelist[texturenumsurfaces++] = surface;
11073                         for (;j < endsurface;j++)
11074                         {
11075                                 surface = rsurface.modelsurfaces + surfacelist[j];
11076                                 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11077                                         break;
11078                                 texturesurfacelist[texturenumsurfaces++] = surface;
11079                         }
11080                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11081                                 continue;
11082                         // render the range of surfaces as depth
11083                         if (!setup)
11084                         {
11085                                 setup = true;
11086                                 GL_ColorMask(0,0,0,0);
11087                                 GL_Color(1,1,1,1);
11088                                 GL_DepthTest(true);
11089                                 GL_BlendFunc(GL_ONE, GL_ZERO);
11090                                 GL_DepthMask(true);
11091                                 GL_AlphaTest(false);
11092                                 R_Mesh_ColorPointer(NULL, 0, 0);
11093                                 R_Mesh_ResetTextureState();
11094                                 R_SetupShader_DepthOrShadow();
11095                         }
11096                         RSurf_SetupDepthAndCulling();
11097                         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11098                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11099                 }
11100                 if (setup)
11101                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11102         }
11103
11104         for (i = 0;i < numsurfaces;i = j)
11105         {
11106                 j = i + 1;
11107                 surface = rsurface.modelsurfaces + surfacelist[i];
11108                 texture = surface->texture;
11109                 rsurface.texture = R_GetCurrentTexture(texture);
11110                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11111                 // scan ahead until we find a different texture
11112                 endsurface = min(i + 1024, numsurfaces);
11113                 texturenumsurfaces = 0;
11114                 texturesurfacelist[texturenumsurfaces++] = surface;
11115                 for (;j < endsurface;j++)
11116                 {
11117                         surface = rsurface.modelsurfaces + surfacelist[j];
11118                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11119                                 break;
11120                         texturesurfacelist[texturenumsurfaces++] = surface;
11121                 }
11122                 // render the range of surfaces
11123                 if (ent == r_refdef.scene.worldentity)
11124                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11125                 else
11126                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11127         }
11128         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11129         GL_AlphaTest(false);
11130 }
11131
11132 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11133 {
11134         // transparent surfaces get pushed off into the transparent queue
11135         int surfacelistindex;
11136         const msurface_t *surface;
11137         vec3_t tempcenter, center;
11138         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11139         {
11140                 surface = texturesurfacelist[surfacelistindex];
11141                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11142                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11143                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11144                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11145                 if (queueentity->transparent_offset) // transparent offset
11146                 {
11147                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11148                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11149                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11150                 }
11151                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11152         }
11153 }
11154
11155 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11156 {
11157         const entity_render_t *queueentity = r_refdef.scene.worldentity;
11158         CHECKGLERROR
11159         if (depthonly)
11160         {
11161                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11162                         return;
11163                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11164                         return;
11165                 RSurf_SetupDepthAndCulling();
11166                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11167                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11168         }
11169         else if (prepass)
11170         {
11171                 if (!rsurface.texture->currentnumlayers)
11172                         return;
11173                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11174                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11175                 else
11176                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11177         }
11178         else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11179         {
11180                 RSurf_SetupDepthAndCulling();
11181                 GL_AlphaTest(false);
11182                 R_Mesh_ColorPointer(NULL, 0, 0);
11183                 R_Mesh_ResetTextureState();
11184                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11185                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11186                 GL_DepthMask(true);
11187                 GL_BlendFunc(GL_ONE, GL_ZERO);
11188                 GL_Color(0, 0, 0, 1);
11189                 GL_DepthTest(writedepth);
11190                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11191         }
11192         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11193         {
11194                 RSurf_SetupDepthAndCulling();
11195                 GL_AlphaTest(false);
11196                 R_Mesh_ColorPointer(NULL, 0, 0);
11197                 R_Mesh_ResetTextureState();
11198                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11199                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11200                 GL_DepthMask(true);
11201                 GL_BlendFunc(GL_ONE, GL_ZERO);
11202                 GL_DepthTest(true);
11203                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11204         }
11205         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11206                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11207         else if (!rsurface.texture->currentnumlayers)
11208                 return;
11209         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11210         {
11211                 // in the deferred case, transparent surfaces were queued during prepass
11212                 if (!r_shadow_usingdeferredprepass)
11213                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11214         }
11215         else
11216         {
11217                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11218                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11219         }
11220         CHECKGLERROR
11221 }
11222
11223 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11224 {
11225         int i, j;
11226         texture_t *texture;
11227         // break the surface list down into batches by texture and use of lightmapping
11228         for (i = 0;i < numsurfaces;i = j)
11229         {
11230                 j = i + 1;
11231                 // texture is the base texture pointer, rsurface.texture is the
11232                 // current frame/skin the texture is directing us to use (for example
11233                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11234                 // use skin 1 instead)
11235                 texture = surfacelist[i]->texture;
11236                 rsurface.texture = R_GetCurrentTexture(texture);
11237                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11238                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11239                 {
11240                         // if this texture is not the kind we want, skip ahead to the next one
11241                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11242                                 ;
11243                         continue;
11244                 }
11245                 // simply scan ahead until we find a different texture or lightmap state
11246                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11247                         ;
11248                 // render the range of surfaces
11249                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11250         }
11251 }
11252
11253 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11254 {
11255         CHECKGLERROR
11256         if (depthonly)
11257         {
11258                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11259                         return;
11260                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11261                         return;
11262                 RSurf_SetupDepthAndCulling();
11263                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11264                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11265         }
11266         else if (prepass)
11267         {
11268                 if (!rsurface.texture->currentnumlayers)
11269                         return;
11270                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11271                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11272                 else
11273                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11274         }
11275         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11276         {
11277                 RSurf_SetupDepthAndCulling();
11278                 GL_AlphaTest(false);
11279                 R_Mesh_ColorPointer(NULL, 0, 0);
11280                 R_Mesh_ResetTextureState();
11281                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11282                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11283                 GL_DepthMask(true);
11284                 GL_BlendFunc(GL_ONE, GL_ZERO);
11285                 GL_Color(0, 0, 0, 1);
11286                 GL_DepthTest(writedepth);
11287                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11288         }
11289         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11290         {
11291                 RSurf_SetupDepthAndCulling();
11292                 GL_AlphaTest(false);
11293                 R_Mesh_ColorPointer(NULL, 0, 0);
11294                 R_Mesh_ResetTextureState();
11295                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11296                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11297                 GL_DepthMask(true);
11298                 GL_BlendFunc(GL_ONE, GL_ZERO);
11299                 GL_DepthTest(true);
11300                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11301         }
11302         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11303                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11304         else if (!rsurface.texture->currentnumlayers)
11305                 return;
11306         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11307         {
11308                 // in the deferred case, transparent surfaces were queued during prepass
11309                 if (!r_shadow_usingdeferredprepass)
11310                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11311         }
11312         else
11313         {
11314                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11315                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11316         }
11317         CHECKGLERROR
11318 }
11319
11320 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11321 {
11322         int i, j;
11323         texture_t *texture;
11324         // break the surface list down into batches by texture and use of lightmapping
11325         for (i = 0;i < numsurfaces;i = j)
11326         {
11327                 j = i + 1;
11328                 // texture is the base texture pointer, rsurface.texture is the
11329                 // current frame/skin the texture is directing us to use (for example
11330                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11331                 // use skin 1 instead)
11332                 texture = surfacelist[i]->texture;
11333                 rsurface.texture = R_GetCurrentTexture(texture);
11334                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11335                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11336                 {
11337                         // if this texture is not the kind we want, skip ahead to the next one
11338                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11339                                 ;
11340                         continue;
11341                 }
11342                 // simply scan ahead until we find a different texture or lightmap state
11343                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11344                         ;
11345                 // render the range of surfaces
11346                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11347         }
11348 }
11349
11350 float locboxvertex3f[6*4*3] =
11351 {
11352         1,0,1, 1,0,0, 1,1,0, 1,1,1,
11353         0,1,1, 0,1,0, 0,0,0, 0,0,1,
11354         1,1,1, 1,1,0, 0,1,0, 0,1,1,
11355         0,0,1, 0,0,0, 1,0,0, 1,0,1,
11356         0,0,1, 1,0,1, 1,1,1, 0,1,1,
11357         1,0,0, 0,0,0, 0,1,0, 1,1,0
11358 };
11359
11360 unsigned short locboxelements[6*2*3] =
11361 {
11362          0, 1, 2, 0, 2, 3,
11363          4, 5, 6, 4, 6, 7,
11364          8, 9,10, 8,10,11,
11365         12,13,14, 12,14,15,
11366         16,17,18, 16,18,19,
11367         20,21,22, 20,22,23
11368 };
11369
11370 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11371 {
11372         int i, j;
11373         cl_locnode_t *loc = (cl_locnode_t *)ent;
11374         vec3_t mins, size;
11375         float vertex3f[6*4*3];
11376         CHECKGLERROR
11377         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11378         GL_DepthMask(false);
11379         GL_DepthRange(0, 1);
11380         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11381         GL_DepthTest(true);
11382         GL_CullFace(GL_NONE);
11383         R_EntityMatrix(&identitymatrix);
11384
11385         R_Mesh_VertexPointer(vertex3f, 0, 0);
11386         R_Mesh_ColorPointer(NULL, 0, 0);
11387         R_Mesh_ResetTextureState();
11388         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11389
11390         i = surfacelist[0];
11391         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11392                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11393                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11394                         surfacelist[0] < 0 ? 0.5f : 0.125f);
11395
11396         if (VectorCompare(loc->mins, loc->maxs))
11397         {
11398                 VectorSet(size, 2, 2, 2);
11399                 VectorMA(loc->mins, -0.5f, size, mins);
11400         }
11401         else
11402         {
11403                 VectorCopy(loc->mins, mins);
11404                 VectorSubtract(loc->maxs, loc->mins, size);
11405         }
11406
11407         for (i = 0;i < 6*4*3;)
11408                 for (j = 0;j < 3;j++, i++)
11409                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11410
11411         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11412 }
11413
11414 void R_DrawLocs(void)
11415 {
11416         int index;
11417         cl_locnode_t *loc, *nearestloc;
11418         vec3_t center;
11419         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11420         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11421         {
11422                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11423                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11424         }
11425 }
11426
11427 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11428 {
11429         if (decalsystem->decals)
11430                 Mem_Free(decalsystem->decals);
11431         memset(decalsystem, 0, sizeof(*decalsystem));
11432 }
11433
11434 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)
11435 {
11436         tridecal_t *decal;
11437         tridecal_t *decals;
11438         int i;
11439         int maxdecals;
11440
11441         // expand or initialize the system
11442         if (decalsystem->maxdecals <= decalsystem->numdecals)
11443         {
11444                 decalsystem_t old = *decalsystem;
11445                 qboolean useshortelements;
11446                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11447                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11448                 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)));
11449                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11450                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11451                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11452                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11453                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11454                 if (decalsystem->numdecals)
11455                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11456                 if (old.decals)
11457                         Mem_Free(old.decals);
11458                 for (i = 0;i < decalsystem->maxdecals*3;i++)
11459                         decalsystem->element3i[i] = i;
11460                 if (useshortelements)
11461                         for (i = 0;i < decalsystem->maxdecals*3;i++)
11462                                 decalsystem->element3s[i] = i;
11463         }
11464
11465         // grab a decal and search for another free slot for the next one
11466         maxdecals = decalsystem->maxdecals;
11467         decals = decalsystem->decals;
11468         decal = decalsystem->decals + (i = decalsystem->freedecal++);
11469         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11470                 ;
11471         decalsystem->freedecal = i;
11472         if (decalsystem->numdecals <= i)
11473                 decalsystem->numdecals = i + 1;
11474
11475         // initialize the decal
11476         decal->lived = 0;
11477         decal->triangleindex = triangleindex;
11478         decal->surfaceindex = surfaceindex;
11479         decal->decalsequence = decalsequence;
11480         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11481         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11482         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11483         decal->color4ub[0][3] = 255;
11484         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11485         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11486         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11487         decal->color4ub[1][3] = 255;
11488         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11489         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11490         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11491         decal->color4ub[2][3] = 255;
11492         decal->vertex3f[0][0] = v0[0];
11493         decal->vertex3f[0][1] = v0[1];
11494         decal->vertex3f[0][2] = v0[2];
11495         decal->vertex3f[1][0] = v1[0];
11496         decal->vertex3f[1][1] = v1[1];
11497         decal->vertex3f[1][2] = v1[2];
11498         decal->vertex3f[2][0] = v2[0];
11499         decal->vertex3f[2][1] = v2[1];
11500         decal->vertex3f[2][2] = v2[2];
11501         decal->texcoord2f[0][0] = t0[0];
11502         decal->texcoord2f[0][1] = t0[1];
11503         decal->texcoord2f[1][0] = t1[0];
11504         decal->texcoord2f[1][1] = t1[1];
11505         decal->texcoord2f[2][0] = t2[0];
11506         decal->texcoord2f[2][1] = t2[1];
11507 }
11508
11509 extern cvar_t cl_decals_bias;
11510 extern cvar_t cl_decals_models;
11511 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11512 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)
11513 {
11514         matrix4x4_t projection;
11515         decalsystem_t *decalsystem;
11516         qboolean dynamic;
11517         dp_model_t *model;
11518         const float *vertex3f;
11519         const msurface_t *surface;
11520         const msurface_t *surfaces;
11521         const int *surfacelist;
11522         const texture_t *texture;
11523         int numvertices;
11524         int numtriangles;
11525         int numsurfacelist;
11526         int surfacelistindex;
11527         int surfaceindex;
11528         int triangleindex;
11529         int decalsurfaceindex;
11530         int cornerindex;
11531         int index;
11532         int numpoints;
11533         const int *e;
11534         float localorigin[3];
11535         float localnormal[3];
11536         float localmins[3];
11537         float localmaxs[3];
11538         float localsize;
11539         float ilocalsize;
11540         float v[9][3];
11541         float tc[9][2];
11542         float c[9][4];
11543         //float normal[3];
11544         float planes[6][4];
11545         float f;
11546         float points[2][9][3];
11547         float angles[3];
11548         float temp[3];
11549
11550         decalsystem = &ent->decalsystem;
11551         model = ent->model;
11552         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11553         {
11554                 R_DecalSystem_Reset(&ent->decalsystem);
11555                 return;
11556         }
11557
11558         if (!model->brush.data_nodes && !cl_decals_models.integer)
11559         {
11560                 if (decalsystem->model)
11561                         R_DecalSystem_Reset(decalsystem);
11562                 return;
11563         }
11564
11565         if (decalsystem->model != model)
11566                 R_DecalSystem_Reset(decalsystem);
11567         decalsystem->model = model;
11568
11569         RSurf_ActiveModelEntity(ent, false, false, false);
11570
11571         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11572         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11573         VectorNormalize(localnormal);
11574         localsize = worldsize*rsurface.inversematrixscale;
11575         ilocalsize = 1.0f / localsize;
11576         localmins[0] = localorigin[0] - localsize;
11577         localmins[1] = localorigin[1] - localsize;
11578         localmins[2] = localorigin[2] - localsize;
11579         localmaxs[0] = localorigin[0] + localsize;
11580         localmaxs[1] = localorigin[1] + localsize;
11581         localmaxs[2] = localorigin[2] + localsize;
11582
11583         //VectorCopy(localnormal, planes[4]);
11584         //VectorVectors(planes[4], planes[2], planes[0]);
11585         AnglesFromVectors(angles, localnormal, NULL, false);
11586         AngleVectors(angles, planes[0], planes[2], planes[4]);
11587         VectorNegate(planes[0], planes[1]);
11588         VectorNegate(planes[2], planes[3]);
11589         VectorNegate(planes[4], planes[5]);
11590         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11591         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11592         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11593         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11594         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11595         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11596
11597 #if 1
11598 // works
11599 {
11600         matrix4x4_t forwardprojection;
11601         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11602         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11603 }
11604 #else
11605 // broken
11606 {
11607         float projectionvector[4][3];
11608         VectorScale(planes[0], ilocalsize, projectionvector[0]);
11609         VectorScale(planes[2], ilocalsize, projectionvector[1]);
11610         VectorScale(planes[4], ilocalsize, projectionvector[2]);
11611         projectionvector[0][0] = planes[0][0] * ilocalsize;
11612         projectionvector[0][1] = planes[1][0] * ilocalsize;
11613         projectionvector[0][2] = planes[2][0] * ilocalsize;
11614         projectionvector[1][0] = planes[0][1] * ilocalsize;
11615         projectionvector[1][1] = planes[1][1] * ilocalsize;
11616         projectionvector[1][2] = planes[2][1] * ilocalsize;
11617         projectionvector[2][0] = planes[0][2] * ilocalsize;
11618         projectionvector[2][1] = planes[1][2] * ilocalsize;
11619         projectionvector[2][2] = planes[2][2] * ilocalsize;
11620         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11621         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11622         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11623         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11624 }
11625 #endif
11626
11627         dynamic = model->surfmesh.isanimated;
11628         vertex3f = rsurface.modelvertex3f;
11629         numsurfacelist = model->nummodelsurfaces;
11630         surfacelist = model->sortedmodelsurfaces;
11631         surfaces = model->data_surfaces;
11632         for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11633         {
11634                 surfaceindex = surfacelist[surfacelistindex];
11635                 surface = surfaces + surfaceindex;
11636                 // check cull box first because it rejects more than any other check
11637                 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11638                         continue;
11639                 // skip transparent surfaces
11640                 texture = surface->texture;
11641                 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11642                         continue;
11643                 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11644                         continue;
11645                 decalsurfaceindex = ent == r_refdef.scene.worldentity ? surfaceindex : -1;
11646                 numvertices = surface->num_vertices;
11647                 numtriangles = surface->num_triangles;
11648                 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11649                 {
11650                         for (cornerindex = 0;cornerindex < 3;cornerindex++)
11651                         {
11652                                 index = 3*e[cornerindex];
11653                                 VectorCopy(vertex3f + index, v[cornerindex]);
11654                         }
11655                         // cull backfaces
11656                         //TriangleNormal(v[0], v[1], v[2], normal);
11657                         //if (DotProduct(normal, localnormal) < 0.0f)
11658                         //      continue;
11659                         // clip by each of the box planes formed from the projection matrix
11660                         // if anything survives, we emit the decal
11661                         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]);
11662                         if (numpoints < 3)
11663                                 continue;
11664                         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]);
11665                         if (numpoints < 3)
11666                                 continue;
11667                         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]);
11668                         if (numpoints < 3)
11669                                 continue;
11670                         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]);
11671                         if (numpoints < 3)
11672                                 continue;
11673                         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]);
11674                         if (numpoints < 3)
11675                                 continue;
11676                         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]);
11677                         if (numpoints < 3)
11678                                 continue;
11679                         // some part of the triangle survived, so we have to accept it...
11680                         if (dynamic)
11681                         {
11682                                 // dynamic always uses the original triangle
11683                                 numpoints = 3;
11684                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11685                                 {
11686                                         index = 3*e[cornerindex];
11687                                         VectorCopy(vertex3f + index, v[cornerindex]);
11688                                 }
11689                         }
11690                         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11691                         {
11692                                 // convert vertex positions to texcoords
11693                                 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11694                                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11695                                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11696                                 // calculate distance fade from the projection origin
11697                                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11698                                 f = bound(0.0f, f, 1.0f);
11699                                 c[cornerindex][0] = r * f;
11700                                 c[cornerindex][1] = g * f;
11701                                 c[cornerindex][2] = b * f;
11702                                 c[cornerindex][3] = 1.0f;
11703                                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11704                         }
11705                         if (dynamic)
11706                                 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);
11707                         else
11708                                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11709                                         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);
11710                 }
11711         }
11712 }
11713
11714 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11715 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)
11716 {
11717         int renderentityindex;
11718         float worldmins[3];
11719         float worldmaxs[3];
11720         entity_render_t *ent;
11721
11722         if (!cl_decals_newsystem.integer)
11723                 return;
11724
11725         worldmins[0] = worldorigin[0] - worldsize;
11726         worldmins[1] = worldorigin[1] - worldsize;
11727         worldmins[2] = worldorigin[2] - worldsize;
11728         worldmaxs[0] = worldorigin[0] + worldsize;
11729         worldmaxs[1] = worldorigin[1] + worldsize;
11730         worldmaxs[2] = worldorigin[2] + worldsize;
11731
11732         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11733
11734         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11735         {
11736                 ent = r_refdef.scene.entities[renderentityindex];
11737                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11738                         continue;
11739
11740                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11741         }
11742 }
11743
11744 typedef struct r_decalsystem_splatqueue_s
11745 {
11746         vec3_t worldorigin;
11747         vec3_t worldnormal;
11748         float color[4];
11749         float tcrange[4];
11750         float worldsize;
11751         int decalsequence;
11752 }
11753 r_decalsystem_splatqueue_t;
11754
11755 int r_decalsystem_numqueued = 0;
11756 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11757
11758 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)
11759 {
11760         r_decalsystem_splatqueue_t *queue;
11761
11762         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11763                 return;
11764
11765         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11766         VectorCopy(worldorigin, queue->worldorigin);
11767         VectorCopy(worldnormal, queue->worldnormal);
11768         Vector4Set(queue->color, r, g, b, a);
11769         Vector4Set(queue->tcrange, s1, t1, s2, t2);
11770         queue->worldsize = worldsize;
11771         queue->decalsequence = cl.decalsequence++;
11772 }
11773
11774 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11775 {
11776         int i;
11777         r_decalsystem_splatqueue_t *queue;
11778
11779         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11780                 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);
11781         r_decalsystem_numqueued = 0;
11782 }
11783
11784 extern cvar_t cl_decals_max;
11785 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11786 {
11787         int i;
11788         decalsystem_t *decalsystem = &ent->decalsystem;
11789         int numdecals;
11790         int killsequence;
11791         tridecal_t *decal;
11792         float frametime;
11793         float lifetime;
11794
11795         if (!decalsystem->numdecals)
11796                 return;
11797
11798         if (r_showsurfaces.integer)
11799                 return;
11800
11801         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11802         {
11803                 R_DecalSystem_Reset(decalsystem);
11804                 return;
11805         }
11806
11807         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11808         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11809
11810         if (decalsystem->lastupdatetime)
11811                 frametime = (cl.time - decalsystem->lastupdatetime);
11812         else
11813                 frametime = 0;
11814         decalsystem->lastupdatetime = cl.time;
11815         decal = decalsystem->decals;
11816         numdecals = decalsystem->numdecals;
11817
11818         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11819         {
11820                 if (decal->color4ub[0][3])
11821                 {
11822                         decal->lived += frametime;
11823                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11824                         {
11825                                 memset(decal, 0, sizeof(*decal));
11826                                 if (decalsystem->freedecal > i)
11827                                         decalsystem->freedecal = i;
11828                         }
11829                 }
11830         }
11831         decal = decalsystem->decals;
11832         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
11833                 numdecals--;
11834
11835         // collapse the array by shuffling the tail decals into the gaps
11836         for (;;)
11837         {
11838                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
11839                         decalsystem->freedecal++;
11840                 if (decalsystem->freedecal == numdecals)
11841                         break;
11842                 decal[decalsystem->freedecal] = decal[--numdecals];
11843         }
11844
11845         decalsystem->numdecals = numdecals;
11846
11847         if (numdecals <= 0)
11848         {
11849                 // if there are no decals left, reset decalsystem
11850                 R_DecalSystem_Reset(decalsystem);
11851         }
11852 }
11853
11854 extern skinframe_t *decalskinframe;
11855 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11856 {
11857         int i;
11858         decalsystem_t *decalsystem = &ent->decalsystem;
11859         int numdecals;
11860         tridecal_t *decal;
11861         float fadedelay;
11862         float faderate;
11863         float alpha;
11864         float *v3f;
11865         float *c4f;
11866         float *t2f;
11867         const int *e;
11868         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11869         int numtris = 0;
11870
11871         numdecals = decalsystem->numdecals;
11872         if (!numdecals)
11873                 return;
11874
11875         if (r_showsurfaces.integer)
11876                 return;
11877
11878         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11879         {
11880                 R_DecalSystem_Reset(decalsystem);
11881                 return;
11882         }
11883
11884         // if the model is static it doesn't matter what value we give for
11885         // wantnormals and wanttangents, so this logic uses only rules applicable
11886         // to a model, knowing that they are meaningless otherwise
11887         if (ent == r_refdef.scene.worldentity)
11888                 RSurf_ActiveWorldEntity();
11889         else
11890                 RSurf_ActiveModelEntity(ent, false, false, false);
11891
11892         decalsystem->lastupdatetime = cl.time;
11893         decal = decalsystem->decals;
11894
11895         fadedelay = cl_decals_time.value;
11896         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11897
11898         // update vertex positions for animated models
11899         v3f = decalsystem->vertex3f;
11900         c4f = decalsystem->color4f;
11901         t2f = decalsystem->texcoord2f;
11902         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11903         {
11904                 if (!decal->color4ub[0][3])
11905                         continue;
11906
11907                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11908                         continue;
11909
11910                 // update color values for fading decals
11911                 if (decal->lived >= cl_decals_time.value)
11912                 {
11913                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11914                         alpha *= (1.0f/255.0f);
11915                 }
11916                 else
11917                         alpha = 1.0f/255.0f;
11918
11919                 c4f[ 0] = decal->color4ub[0][0] * alpha;
11920                 c4f[ 1] = decal->color4ub[0][1] * alpha;
11921                 c4f[ 2] = decal->color4ub[0][2] * alpha;
11922                 c4f[ 3] = 1;
11923                 c4f[ 4] = decal->color4ub[1][0] * alpha;
11924                 c4f[ 5] = decal->color4ub[1][1] * alpha;
11925                 c4f[ 6] = decal->color4ub[1][2] * alpha;
11926                 c4f[ 7] = 1;
11927                 c4f[ 8] = decal->color4ub[2][0] * alpha;
11928                 c4f[ 9] = decal->color4ub[2][1] * alpha;
11929                 c4f[10] = decal->color4ub[2][2] * alpha;
11930                 c4f[11] = 1;
11931
11932                 t2f[0] = decal->texcoord2f[0][0];
11933                 t2f[1] = decal->texcoord2f[0][1];
11934                 t2f[2] = decal->texcoord2f[1][0];
11935                 t2f[3] = decal->texcoord2f[1][1];
11936                 t2f[4] = decal->texcoord2f[2][0];
11937                 t2f[5] = decal->texcoord2f[2][1];
11938
11939                 // update vertex positions for animated models
11940                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
11941                 {
11942                         e = rsurface.modelelement3i + 3*decal->triangleindex;
11943                         VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
11944                         VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
11945                         VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
11946                 }
11947                 else
11948                 {
11949                         VectorCopy(decal->vertex3f[0], v3f);
11950                         VectorCopy(decal->vertex3f[1], v3f + 3);
11951                         VectorCopy(decal->vertex3f[2], v3f + 6);
11952                 }
11953
11954                 v3f += 9;
11955                 c4f += 12;
11956                 t2f += 6;
11957                 numtris++;
11958         }
11959
11960         if (numtris > 0)
11961         {
11962                 r_refdef.stats.drawndecals += numtris;
11963
11964                 if (r_refdef.fogenabled)
11965                 {
11966                         switch(vid.renderpath)
11967                         {
11968                         case RENDERPATH_GL20:
11969                         case RENDERPATH_CGGL:
11970                         case RENDERPATH_GL13:
11971                         case RENDERPATH_GL11:
11972                                 for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4)
11973                                 {
11974                                         alpha = RSurf_FogVertex(v3f);
11975                                         c4f[0] *= alpha;
11976                                         c4f[1] *= alpha;
11977                                         c4f[2] *= alpha;
11978                                 }
11979                                 break;
11980                         }
11981                 }
11982
11983                 // now render the decals all at once
11984                 // (this assumes they all use one particle font texture!)
11985                 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);
11986                 R_Mesh_ResetTextureState();
11987                 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
11988                 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
11989                 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
11990                 GL_DepthMask(false);
11991                 GL_DepthRange(0, 1);
11992                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11993                 GL_DepthTest(true);
11994                 GL_CullFace(GL_NONE);
11995                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11996                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
11997                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
11998         }
11999 }
12000
12001 static void R_DrawModelDecals(void)
12002 {
12003         int i, numdecals;
12004
12005         // fade faster when there are too many decals
12006         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12007         for (i = 0;i < r_refdef.scene.numentities;i++)
12008                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12009
12010         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12011         for (i = 0;i < r_refdef.scene.numentities;i++)
12012                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12013                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12014
12015         R_DecalSystem_ApplySplatEntitiesQueue();
12016
12017         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12018         for (i = 0;i < r_refdef.scene.numentities;i++)
12019                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12020
12021         r_refdef.stats.totaldecals += numdecals;
12022
12023         if (r_showsurfaces.integer)
12024                 return;
12025
12026         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12027
12028         for (i = 0;i < r_refdef.scene.numentities;i++)
12029         {
12030                 if (!r_refdef.viewcache.entityvisible[i])
12031                         continue;
12032                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12033                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12034         }
12035 }
12036
12037 void R_DrawDebugModel(void)
12038 {
12039         entity_render_t *ent = rsurface.entity;
12040         int i, j, k, l, flagsmask;
12041         const int *elements;
12042         q3mbrush_t *brush;
12043         const msurface_t *surface;
12044         dp_model_t *model = ent->model;
12045         vec3_t v;
12046
12047         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12048
12049         R_Mesh_ColorPointer(NULL, 0, 0);
12050         R_Mesh_ResetTextureState();
12051         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12052         GL_DepthRange(0, 1);
12053         GL_DepthTest(!r_showdisabledepthtest.integer);
12054         GL_DepthMask(false);
12055         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12056
12057         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
12058         {
12059                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12060                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
12061                 {
12062                         if (brush->colbrushf && brush->colbrushf->numtriangles)
12063                         {
12064                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12065                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12066                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12067                         }
12068                 }
12069                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
12070                 {
12071                         if (surface->num_collisiontriangles)
12072                         {
12073                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
12074                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12075                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
12076                         }
12077                 }
12078         }
12079
12080         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12081
12082         if (r_showtris.integer || r_shownormals.integer)
12083         {
12084                 if (r_showdisabledepthtest.integer)
12085                 {
12086                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12087                         GL_DepthMask(false);
12088                 }
12089                 else
12090                 {
12091                         GL_BlendFunc(GL_ONE, GL_ZERO);
12092                         GL_DepthMask(true);
12093                 }
12094                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12095                 {
12096                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12097                                 continue;
12098                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12099                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12100                         {
12101                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12102                                 if (r_showtris.value > 0)
12103                                 {
12104                                         if (!rsurface.texture->currentlayers->depthmask)
12105                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12106                                         else if (ent == r_refdef.scene.worldentity)
12107                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12108                                         else
12109                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12110                                         elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
12111                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12112                                         R_Mesh_ColorPointer(NULL, 0, 0);
12113                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12114                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12115                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12116                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
12117                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12118                                         CHECKGLERROR
12119                                 }
12120                                 if (r_shownormals.value < 0)
12121                                 {
12122                                         qglBegin(GL_LINES);
12123                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12124                                         {
12125                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12126                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12127                                                 qglVertex3f(v[0], v[1], v[2]);
12128                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12129                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12130                                                 qglVertex3f(v[0], v[1], v[2]);
12131                                         }
12132                                         qglEnd();
12133                                         CHECKGLERROR
12134                                 }
12135                                 if (r_shownormals.value > 0)
12136                                 {
12137                                         qglBegin(GL_LINES);
12138                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12139                                         {
12140                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12141                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12142                                                 qglVertex3f(v[0], v[1], v[2]);
12143                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12144                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12145                                                 qglVertex3f(v[0], v[1], v[2]);
12146                                         }
12147                                         qglEnd();
12148                                         CHECKGLERROR
12149                                         qglBegin(GL_LINES);
12150                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12151                                         {
12152                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12153                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12154                                                 qglVertex3f(v[0], v[1], v[2]);
12155                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12156                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12157                                                 qglVertex3f(v[0], v[1], v[2]);
12158                                         }
12159                                         qglEnd();
12160                                         CHECKGLERROR
12161                                         qglBegin(GL_LINES);
12162                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12163                                         {
12164                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12165                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12166                                                 qglVertex3f(v[0], v[1], v[2]);
12167                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12168                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12169                                                 qglVertex3f(v[0], v[1], v[2]);
12170                                         }
12171                                         qglEnd();
12172                                         CHECKGLERROR
12173                                 }
12174                         }
12175                 }
12176                 rsurface.texture = NULL;
12177         }
12178 }
12179
12180 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12181 int r_maxsurfacelist = 0;
12182 const msurface_t **r_surfacelist = NULL;
12183 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12184 {
12185         int i, j, endj, f, flagsmask;
12186         texture_t *t;
12187         dp_model_t *model = r_refdef.scene.worldmodel;
12188         msurface_t *surfaces;
12189         unsigned char *update;
12190         int numsurfacelist = 0;
12191         if (model == NULL)
12192                 return;
12193
12194         if (r_maxsurfacelist < model->num_surfaces)
12195         {
12196                 r_maxsurfacelist = model->num_surfaces;
12197                 if (r_surfacelist)
12198                         Mem_Free((msurface_t**)r_surfacelist);
12199                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12200         }
12201
12202         RSurf_ActiveWorldEntity();
12203
12204         surfaces = model->data_surfaces;
12205         update = model->brushq1.lightmapupdateflags;
12206
12207         // update light styles on this submodel
12208         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12209         {
12210                 model_brush_lightstyleinfo_t *style;
12211                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12212                 {
12213                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12214                         {
12215                                 int *list = style->surfacelist;
12216                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12217                                 for (j = 0;j < style->numsurfaces;j++)
12218                                         update[list[j]] = true;
12219                         }
12220                 }
12221         }
12222
12223         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12224
12225         if (debug)
12226         {
12227                 R_DrawDebugModel();
12228                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12229                 return;
12230         }
12231
12232         f = 0;
12233         t = NULL;
12234         rsurface.uselightmaptexture = false;
12235         rsurface.texture = NULL;
12236         rsurface.rtlight = NULL;
12237         numsurfacelist = 0;
12238         // add visible surfaces to draw list
12239         for (i = 0;i < model->nummodelsurfaces;i++)
12240         {
12241                 j = model->sortedmodelsurfaces[i];
12242                 if (r_refdef.viewcache.world_surfacevisible[j])
12243                         r_surfacelist[numsurfacelist++] = surfaces + j;
12244         }
12245         // update lightmaps if needed
12246         if (model->brushq1.firstrender)
12247         {
12248                 model->brushq1.firstrender = false;
12249                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12250                         if (update[j])
12251                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12252         }
12253         else if (update)
12254         {
12255                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12256                         if (r_refdef.viewcache.world_surfacevisible[j])
12257                                 if (update[j])
12258                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12259         }
12260         // don't do anything if there were no surfaces
12261         if (!numsurfacelist)
12262         {
12263                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12264                 return;
12265         }
12266         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12267         GL_AlphaTest(false);
12268
12269         // add to stats if desired
12270         if (r_speeds.integer && !skysurfaces && !depthonly)
12271         {
12272                 r_refdef.stats.world_surfaces += numsurfacelist;
12273                 for (j = 0;j < numsurfacelist;j++)
12274                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12275         }
12276
12277         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12278 }
12279
12280 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12281 {
12282         int i, j, endj, f, flagsmask;
12283         texture_t *t;
12284         dp_model_t *model = ent->model;
12285         msurface_t *surfaces;
12286         unsigned char *update;
12287         int numsurfacelist = 0;
12288         if (model == NULL)
12289                 return;
12290
12291         if (r_maxsurfacelist < model->num_surfaces)
12292         {
12293                 r_maxsurfacelist = model->num_surfaces;
12294                 if (r_surfacelist)
12295                         Mem_Free((msurface_t **)r_surfacelist);
12296                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12297         }
12298
12299         // if the model is static it doesn't matter what value we give for
12300         // wantnormals and wanttangents, so this logic uses only rules applicable
12301         // to a model, knowing that they are meaningless otherwise
12302         if (ent == r_refdef.scene.worldentity)
12303                 RSurf_ActiveWorldEntity();
12304         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12305                 RSurf_ActiveModelEntity(ent, false, false, false);
12306         else if (prepass)
12307                 RSurf_ActiveModelEntity(ent, true, true, true);
12308         else if (depthonly)
12309                 RSurf_ActiveModelEntity(ent, false, false, false);
12310         else
12311         {
12312                 switch (vid.renderpath)
12313                 {
12314                 case RENDERPATH_GL20:
12315                 case RENDERPATH_CGGL:
12316                         RSurf_ActiveModelEntity(ent, true, true, false);
12317                         break;
12318                 case RENDERPATH_GL13:
12319                 case RENDERPATH_GL11:
12320                         RSurf_ActiveModelEntity(ent, true, false, false);
12321                         break;
12322                 }
12323         }
12324
12325         surfaces = model->data_surfaces;
12326         update = model->brushq1.lightmapupdateflags;
12327
12328         // update light styles
12329         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12330         {
12331                 model_brush_lightstyleinfo_t *style;
12332                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12333                 {
12334                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12335                         {
12336                                 int *list = style->surfacelist;
12337                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12338                                 for (j = 0;j < style->numsurfaces;j++)
12339                                         update[list[j]] = true;
12340                         }
12341                 }
12342         }
12343
12344         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12345
12346         if (debug)
12347         {
12348                 R_DrawDebugModel();
12349                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12350                 return;
12351         }
12352
12353         f = 0;
12354         t = NULL;
12355         rsurface.uselightmaptexture = false;
12356         rsurface.texture = NULL;
12357         rsurface.rtlight = NULL;
12358         numsurfacelist = 0;
12359         // add visible surfaces to draw list
12360         for (i = 0;i < model->nummodelsurfaces;i++)
12361                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12362         // don't do anything if there were no surfaces
12363         if (!numsurfacelist)
12364         {
12365                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12366                 return;
12367         }
12368         // update lightmaps if needed
12369         if (update)
12370         {
12371                 int updated = 0;
12372                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12373                 {
12374                         if (update[j])
12375                         {
12376                                 updated++;
12377                                 R_BuildLightMap(ent, surfaces + j);
12378                         }
12379                 }
12380         }
12381         if (update)
12382                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12383                         if (update[j])
12384                                 R_BuildLightMap(ent, surfaces + j);
12385         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12386         GL_AlphaTest(false);
12387
12388         // add to stats if desired
12389         if (r_speeds.integer && !skysurfaces && !depthonly)
12390         {
12391                 r_refdef.stats.entities_surfaces += numsurfacelist;
12392                 for (j = 0;j < numsurfacelist;j++)
12393                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12394         }
12395
12396         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12397 }
12398
12399 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12400 {
12401         static texture_t texture;
12402         static msurface_t surface;
12403         const msurface_t *surfacelist = &surface;
12404
12405         // fake enough texture and surface state to render this geometry
12406
12407         texture.update_lastrenderframe = -1; // regenerate this texture
12408         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12409         texture.currentskinframe = skinframe;
12410         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12411         texture.specularscalemod = 1;
12412         texture.specularpowermod = 1;
12413
12414         surface.texture = &texture;
12415         surface.num_triangles = numtriangles;
12416         surface.num_firsttriangle = firsttriangle;
12417         surface.num_vertices = numvertices;
12418         surface.num_firstvertex = firstvertex;
12419
12420         // now render it
12421         rsurface.texture = R_GetCurrentTexture(surface.texture);
12422         rsurface.uselightmaptexture = false;
12423         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12424 }
12425
12426 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)
12427 {
12428         static msurface_t surface;
12429         const msurface_t *surfacelist = &surface;
12430
12431         // fake enough texture and surface state to render this geometry
12432
12433         surface.texture = texture;
12434         surface.num_triangles = numtriangles;
12435         surface.num_firsttriangle = firsttriangle;
12436         surface.num_vertices = numvertices;
12437         surface.num_firstvertex = firstvertex;
12438
12439         // now render it
12440         rsurface.texture = R_GetCurrentTexture(surface.texture);
12441         rsurface.uselightmaptexture = false;
12442         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12443 }