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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_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
116 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
117 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
118
119 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)"};
120 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
121 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
122 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
123 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
124 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)"};
125 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)"};
126 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)"};
127 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)"};
128
129 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)"};
130 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
131 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"};
132 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
133 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
134
135 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
136 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
137 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
138 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
139
140 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
141 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
142 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
143 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
144 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
145 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
146 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
147
148 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
149 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
150 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
151 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)"};
152
153 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"};
154
155 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"};
156
157 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
158
159 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
160 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
161 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"};
162 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
163 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
164 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
165 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
166 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)"};
167
168 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
169
170 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)"};
171
172 extern cvar_t v_glslgamma;
173
174 extern qboolean v_flipped_state;
175
176 static struct r_bloomstate_s
177 {
178         qboolean enabled;
179         qboolean hdr;
180
181         int bloomwidth, bloomheight;
182
183         int screentexturewidth, screentextureheight;
184         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
185
186         int bloomtexturewidth, bloomtextureheight;
187         rtexture_t *texture_bloom;
188
189         // arrays for rendering the screen passes
190         float screentexcoord2f[8];
191         float bloomtexcoord2f[8];
192         float offsettexcoord2f[8];
193
194         r_viewport_t viewport;
195 }
196 r_bloomstate;
197
198 r_waterstate_t r_waterstate;
199
200 /// shadow volume bsp struct with automatically growing nodes buffer
201 svbsp_t r_svbsp;
202
203 rtexture_t *r_texture_blanknormalmap;
204 rtexture_t *r_texture_white;
205 rtexture_t *r_texture_grey128;
206 rtexture_t *r_texture_black;
207 rtexture_t *r_texture_notexture;
208 rtexture_t *r_texture_whitecube;
209 rtexture_t *r_texture_normalizationcube;
210 rtexture_t *r_texture_fogattenuation;
211 rtexture_t *r_texture_gammaramps;
212 unsigned int r_texture_gammaramps_serial;
213 //rtexture_t *r_texture_fogintensity;
214 rtexture_t *r_texture_reflectcube;
215
216 // TODO: hash lookups?
217 typedef struct cubemapinfo_s
218 {
219         char basename[64];
220         rtexture_t *texture;
221 }
222 cubemapinfo_t;
223
224 int r_texture_numcubemaps;
225 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
226
227 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
228 unsigned int r_numqueries;
229 unsigned int r_maxqueries;
230
231 typedef struct r_qwskincache_s
232 {
233         char name[MAX_QPATH];
234         skinframe_t *skinframe;
235 }
236 r_qwskincache_t;
237
238 static r_qwskincache_t *r_qwskincache;
239 static int r_qwskincache_size;
240
241 /// vertex coordinates for a quad that covers the screen exactly
242 const float r_screenvertex3f[12] =
243 {
244         0, 0, 0,
245         1, 0, 0,
246         1, 1, 0,
247         0, 1, 0
248 };
249
250 extern void R_DrawModelShadows(void);
251
252 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
253 {
254         int i;
255         for (i = 0;i < verts;i++)
256         {
257                 out[0] = in[0] * r;
258                 out[1] = in[1] * g;
259                 out[2] = in[2] * b;
260                 out[3] = in[3];
261                 in += 4;
262                 out += 4;
263         }
264 }
265
266 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
267 {
268         int i;
269         for (i = 0;i < verts;i++)
270         {
271                 out[0] = r;
272                 out[1] = g;
273                 out[2] = b;
274                 out[3] = a;
275                 out += 4;
276         }
277 }
278
279 // FIXME: move this to client?
280 void FOG_clear(void)
281 {
282         if (gamemode == GAME_NEHAHRA)
283         {
284                 Cvar_Set("gl_fogenable", "0");
285                 Cvar_Set("gl_fogdensity", "0.2");
286                 Cvar_Set("gl_fogred", "0.3");
287                 Cvar_Set("gl_foggreen", "0.3");
288                 Cvar_Set("gl_fogblue", "0.3");
289         }
290         r_refdef.fog_density = 0;
291         r_refdef.fog_red = 0;
292         r_refdef.fog_green = 0;
293         r_refdef.fog_blue = 0;
294         r_refdef.fog_alpha = 1;
295         r_refdef.fog_start = 0;
296         r_refdef.fog_end = 16384;
297         r_refdef.fog_height = 1<<30;
298         r_refdef.fog_fadedepth = 128;
299 }
300
301 static void R_BuildBlankTextures(void)
302 {
303         unsigned char data[4];
304         data[2] = 128; // normal X
305         data[1] = 128; // normal Y
306         data[0] = 255; // normal Z
307         data[3] = 128; // height
308         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
309         data[0] = 255;
310         data[1] = 255;
311         data[2] = 255;
312         data[3] = 255;
313         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
314         data[0] = 128;
315         data[1] = 128;
316         data[2] = 128;
317         data[3] = 255;
318         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
319         data[0] = 0;
320         data[1] = 0;
321         data[2] = 0;
322         data[3] = 255;
323         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
324 }
325
326 static void R_BuildNoTexture(void)
327 {
328         int x, y;
329         unsigned char pix[16][16][4];
330         // this makes a light grey/dark grey checkerboard texture
331         for (y = 0;y < 16;y++)
332         {
333                 for (x = 0;x < 16;x++)
334                 {
335                         if ((y < 8) ^ (x < 8))
336                         {
337                                 pix[y][x][0] = 128;
338                                 pix[y][x][1] = 128;
339                                 pix[y][x][2] = 128;
340                                 pix[y][x][3] = 255;
341                         }
342                         else
343                         {
344                                 pix[y][x][0] = 64;
345                                 pix[y][x][1] = 64;
346                                 pix[y][x][2] = 64;
347                                 pix[y][x][3] = 255;
348                         }
349                 }
350         }
351         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
352 }
353
354 static void R_BuildWhiteCube(void)
355 {
356         unsigned char data[6*1*1*4];
357         memset(data, 255, sizeof(data));
358         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
359 }
360
361 static void R_BuildNormalizationCube(void)
362 {
363         int x, y, side;
364         vec3_t v;
365         vec_t s, t, intensity;
366 #define NORMSIZE 64
367         unsigned char *data;
368         data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
369         for (side = 0;side < 6;side++)
370         {
371                 for (y = 0;y < NORMSIZE;y++)
372                 {
373                         for (x = 0;x < NORMSIZE;x++)
374                         {
375                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
376                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
377                                 switch(side)
378                                 {
379                                 default:
380                                 case 0:
381                                         v[0] = 1;
382                                         v[1] = -t;
383                                         v[2] = -s;
384                                         break;
385                                 case 1:
386                                         v[0] = -1;
387                                         v[1] = -t;
388                                         v[2] = s;
389                                         break;
390                                 case 2:
391                                         v[0] = s;
392                                         v[1] = 1;
393                                         v[2] = t;
394                                         break;
395                                 case 3:
396                                         v[0] = s;
397                                         v[1] = -1;
398                                         v[2] = -t;
399                                         break;
400                                 case 4:
401                                         v[0] = s;
402                                         v[1] = -t;
403                                         v[2] = 1;
404                                         break;
405                                 case 5:
406                                         v[0] = -s;
407                                         v[1] = -t;
408                                         v[2] = -1;
409                                         break;
410                                 }
411                                 intensity = 127.0f / sqrt(DotProduct(v, v));
412                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
413                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
414                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
415                                 data[((side*64+y)*64+x)*4+3] = 255;
416                         }
417                 }
418         }
419         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
420         Mem_Free(data);
421 }
422
423 static void R_BuildFogTexture(void)
424 {
425         int x, b;
426 #define FOGWIDTH 256
427         unsigned char data1[FOGWIDTH][4];
428         //unsigned char data2[FOGWIDTH][4];
429         double d, r, alpha;
430
431         r_refdef.fogmasktable_start = r_refdef.fog_start;
432         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
433         r_refdef.fogmasktable_range = r_refdef.fogrange;
434         r_refdef.fogmasktable_density = r_refdef.fog_density;
435
436         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
437         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
438         {
439                 d = (x * r - r_refdef.fogmasktable_start);
440                 if(developer_extra.integer)
441                         Con_DPrintf("%f ", d);
442                 d = max(0, d);
443                 if (r_fog_exp2.integer)
444                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
445                 else
446                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
447                 if(developer_extra.integer)
448                         Con_DPrintf(" : %f ", alpha);
449                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
450                 if(developer_extra.integer)
451                         Con_DPrintf(" = %f\n", alpha);
452                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
453         }
454
455         for (x = 0;x < FOGWIDTH;x++)
456         {
457                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
458                 data1[x][0] = b;
459                 data1[x][1] = b;
460                 data1[x][2] = b;
461                 data1[x][3] = 255;
462                 //data2[x][0] = 255 - b;
463                 //data2[x][1] = 255 - b;
464                 //data2[x][2] = 255 - b;
465                 //data2[x][3] = 255;
466         }
467         if (r_texture_fogattenuation)
468         {
469                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
470                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
471         }
472         else
473         {
474                 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);
475                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
476         }
477 }
478
479 //=======================================================================================================================================================
480
481 static const char *builtinshaderstring =
482 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
483 "// written by Forest 'LordHavoc' Hale\n"
484 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
485 "\n"
486 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
487 "# define USEFOG\n"
488 "#endif\n"
489 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
490 "#define USELIGHTMAP\n"
491 "#endif\n"
492 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
493 "#define USEEYEVECTOR\n"
494 "#endif\n"
495 "\n"
496 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
497 "# extension GL_ARB_texture_rectangle : enable\n"
498 "#endif\n"
499 "\n"
500 "#ifdef USESHADOWMAP2D\n"
501 "# ifdef GL_EXT_gpu_shader4\n"
502 "#   extension GL_EXT_gpu_shader4 : enable\n"
503 "# endif\n"
504 "# ifdef GL_ARB_texture_gather\n"
505 "#   extension GL_ARB_texture_gather : enable\n"
506 "# else\n"
507 "#   ifdef GL_AMD_texture_texture4\n"
508 "#     extension GL_AMD_texture_texture4 : enable\n"
509 "#   endif\n"
510 "# endif\n"
511 "#endif\n"
512 "\n"
513 "#ifdef USESHADOWMAPCUBE\n"
514 "# extension GL_EXT_gpu_shader4 : enable\n"
515 "#endif\n"
516 "\n"
517 "//#ifdef USESHADOWSAMPLER\n"
518 "//# extension GL_ARB_shadow : enable\n"
519 "//#endif\n"
520 "\n"
521 "//#ifdef __GLSL_CG_DATA_TYPES\n"
522 "//# define myhalf half\n"
523 "//# define myhalf2 half2\n"
524 "//# define myhalf3 half3\n"
525 "//# define myhalf4 half4\n"
526 "//#else\n"
527 "# define myhalf float\n"
528 "# define myhalf2 vec2\n"
529 "# define myhalf3 vec3\n"
530 "# define myhalf4 vec4\n"
531 "//#endif\n"
532 "\n"
533 "#ifdef VERTEX_SHADER\n"
534 "uniform mat4 ModelViewProjectionMatrix;\n"
535 "#endif\n"
536 "\n"
537 "#ifdef MODE_DEPTH_OR_SHADOW\n"
538 "#ifdef VERTEX_SHADER\n"
539 "void main(void)\n"
540 "{\n"
541 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
542 "}\n"
543 "#endif\n"
544 "#else // !MODE_DEPTH_ORSHADOW\n"
545 "\n"
546 "\n"
547 "\n"
548 "\n"
549 "#ifdef MODE_SHOWDEPTH\n"
550 "#ifdef VERTEX_SHADER\n"
551 "void main(void)\n"
552 "{\n"
553 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
554 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
555 "}\n"
556 "#endif\n"
557 "\n"
558 "#ifdef FRAGMENT_SHADER\n"
559 "void main(void)\n"
560 "{\n"
561 "       gl_FragColor = gl_Color;\n"
562 "}\n"
563 "#endif\n"
564 "#else // !MODE_SHOWDEPTH\n"
565 "\n"
566 "\n"
567 "\n"
568 "\n"
569 "#ifdef MODE_POSTPROCESS\n"
570 "varying vec2 TexCoord1;\n"
571 "varying vec2 TexCoord2;\n"
572 "\n"
573 "#ifdef VERTEX_SHADER\n"
574 "void main(void)\n"
575 "{\n"
576 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
577 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
578 "#ifdef USEBLOOM\n"
579 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
580 "#endif\n"
581 "}\n"
582 "#endif\n"
583 "\n"
584 "#ifdef FRAGMENT_SHADER\n"
585 "uniform sampler2D Texture_First;\n"
586 "#ifdef USEBLOOM\n"
587 "uniform sampler2D Texture_Second;\n"
588 "#endif\n"
589 "#ifdef USEGAMMARAMPS\n"
590 "uniform sampler2D Texture_GammaRamps;\n"
591 "#endif\n"
592 "#ifdef USESATURATION\n"
593 "uniform float Saturation;\n"
594 "#endif\n"
595 "#ifdef USEVIEWTINT\n"
596 "uniform vec4 ViewTintColor;\n"
597 "#endif\n"
598 "//uncomment these if you want to use them:\n"
599 "uniform vec4 UserVec1;\n"
600 "// uniform vec4 UserVec2;\n"
601 "// uniform vec4 UserVec3;\n"
602 "// uniform vec4 UserVec4;\n"
603 "// uniform float ClientTime;\n"
604 "uniform vec2 PixelSize;\n"
605 "void main(void)\n"
606 "{\n"
607 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
608 "#ifdef USEBLOOM\n"
609 "       gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
610 "#endif\n"
611 "#ifdef USEVIEWTINT\n"
612 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
613 "#endif\n"
614 "\n"
615 "#ifdef USEPOSTPROCESSING\n"
616 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
617 "// 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"
618 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
619 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
620 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
621 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
622 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
623 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
624 "#endif\n"
625 "\n"
626 "#ifdef USESATURATION\n"
627 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
628 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
629 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
630 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
631 "#endif\n"
632 "\n"
633 "#ifdef USEGAMMARAMPS\n"
634 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
635 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
636 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
637 "#endif\n"
638 "}\n"
639 "#endif\n"
640 "#else // !MODE_POSTPROCESS\n"
641 "\n"
642 "\n"
643 "\n"
644 "\n"
645 "#ifdef MODE_GENERIC\n"
646 "#ifdef USEDIFFUSE\n"
647 "varying vec2 TexCoord1;\n"
648 "#endif\n"
649 "#ifdef USESPECULAR\n"
650 "varying vec2 TexCoord2;\n"
651 "#endif\n"
652 "#ifdef VERTEX_SHADER\n"
653 "void main(void)\n"
654 "{\n"
655 "       gl_FrontColor = gl_Color;\n"
656 "#ifdef USEDIFFUSE\n"
657 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
658 "#endif\n"
659 "#ifdef USESPECULAR\n"
660 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
661 "#endif\n"
662 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
663 "}\n"
664 "#endif\n"
665 "\n"
666 "#ifdef FRAGMENT_SHADER\n"
667 "#ifdef USEDIFFUSE\n"
668 "uniform sampler2D Texture_First;\n"
669 "#endif\n"
670 "#ifdef USESPECULAR\n"
671 "uniform sampler2D Texture_Second;\n"
672 "#endif\n"
673 "\n"
674 "void main(void)\n"
675 "{\n"
676 "       gl_FragColor = gl_Color;\n"
677 "#ifdef USEDIFFUSE\n"
678 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
679 "#endif\n"
680 "\n"
681 "#ifdef USESPECULAR\n"
682 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
683 "# ifdef USECOLORMAPPING\n"
684 "       gl_FragColor *= tex2;\n"
685 "# endif\n"
686 "# ifdef USEGLOW\n"
687 "       gl_FragColor += tex2;\n"
688 "# endif\n"
689 "# ifdef USEVERTEXTEXTUREBLEND\n"
690 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
691 "# endif\n"
692 "#endif\n"
693 "}\n"
694 "#endif\n"
695 "#else // !MODE_GENERIC\n"
696 "\n"
697 "\n"
698 "\n"
699 "\n"
700 "#ifdef MODE_BLOOMBLUR\n"
701 "varying TexCoord;\n"
702 "#ifdef VERTEX_SHADER\n"
703 "void main(void)\n"
704 "{\n"
705 "       gl_FrontColor = gl_Color;\n"
706 "       TexCoord = gl_MultiTexCoord0.xy;\n"
707 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
708 "}\n"
709 "#endif\n"
710 "\n"
711 "#ifdef FRAGMENT_SHADER\n"
712 "uniform sampler2D Texture_First;\n"
713 "uniform vec4 BloomBlur_Parameters;\n"
714 "\n"
715 "void main(void)\n"
716 "{\n"
717 "       int i;\n"
718 "       vec2 tc = TexCoord;\n"
719 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
720 "       tc += BloomBlur_Parameters.xy;\n"
721 "       for (i = 1;i < SAMPLES;i++)\n"
722 "       {\n"
723 "               color += texture2D(Texture_First, tc).rgb;\n"
724 "               tc += BloomBlur_Parameters.xy;\n"
725 "       }\n"
726 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
727 "}\n"
728 "#endif\n"
729 "#else // !MODE_BLOOMBLUR\n"
730 "#ifdef MODE_REFRACTION\n"
731 "varying vec2 TexCoord;\n"
732 "varying vec4 ModelViewProjectionPosition;\n"
733 "uniform mat4 TexMatrix;\n"
734 "#ifdef VERTEX_SHADER\n"
735 "\n"
736 "void main(void)\n"
737 "{\n"
738 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
739 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
740 "       ModelViewProjectionPosition = gl_Position;\n"
741 "}\n"
742 "#endif\n"
743 "\n"
744 "#ifdef FRAGMENT_SHADER\n"
745 "uniform sampler2D Texture_Normal;\n"
746 "uniform sampler2D Texture_Refraction;\n"
747 "uniform sampler2D Texture_Reflection;\n"
748 "\n"
749 "uniform vec4 DistortScaleRefractReflect;\n"
750 "uniform vec4 ScreenScaleRefractReflect;\n"
751 "uniform vec4 ScreenCenterRefractReflect;\n"
752 "uniform vec4 RefractColor;\n"
753 "uniform vec4 ReflectColor;\n"
754 "uniform float ReflectFactor;\n"
755 "uniform float ReflectOffset;\n"
756 "\n"
757 "void main(void)\n"
758 "{\n"
759 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
760 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
761 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
762 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
763 "       // FIXME temporary hack to detect the case that the reflection\n"
764 "       // gets blackened at edges due to leaving the area that contains actual\n"
765 "       // content.\n"
766 "       // Remove this 'ack once we have a better way to stop this thing from\n"
767 "       // 'appening.\n"
768 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
769 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
770 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
771 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
772 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
773 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
774 "}\n"
775 "#endif\n"
776 "#else // !MODE_REFRACTION\n"
777 "\n"
778 "\n"
779 "\n"
780 "\n"
781 "#ifdef MODE_WATER\n"
782 "varying vec2 TexCoord;\n"
783 "varying vec3 EyeVector;\n"
784 "varying vec4 ModelViewProjectionPosition;\n"
785 "#ifdef VERTEX_SHADER\n"
786 "uniform vec3 EyePosition;\n"
787 "uniform mat4 TexMatrix;\n"
788 "\n"
789 "void main(void)\n"
790 "{\n"
791 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
792 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
793 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
794 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
795 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
796 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
797 "       ModelViewProjectionPosition = gl_Position;\n"
798 "}\n"
799 "#endif\n"
800 "\n"
801 "#ifdef FRAGMENT_SHADER\n"
802 "uniform sampler2D Texture_Normal;\n"
803 "uniform sampler2D Texture_Refraction;\n"
804 "uniform sampler2D Texture_Reflection;\n"
805 "\n"
806 "uniform vec4 DistortScaleRefractReflect;\n"
807 "uniform vec4 ScreenScaleRefractReflect;\n"
808 "uniform vec4 ScreenCenterRefractReflect;\n"
809 "uniform vec4 RefractColor;\n"
810 "uniform vec4 ReflectColor;\n"
811 "uniform float ReflectFactor;\n"
812 "uniform float ReflectOffset;\n"
813 "\n"
814 "void main(void)\n"
815 "{\n"
816 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
817 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
818 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
819 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
820 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
821 "       // FIXME temporary hack to detect the case that the reflection\n"
822 "       // gets blackened at edges due to leaving the area that contains actual\n"
823 "       // content.\n"
824 "       // Remove this 'ack once we have a better way to stop this thing from\n"
825 "       // 'appening.\n"
826 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
827 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
828 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
829 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
830 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
831 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
832 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
833 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
834 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
835 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
836 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
837 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
838 "}\n"
839 "#endif\n"
840 "#else // !MODE_WATER\n"
841 "\n"
842 "\n"
843 "\n"
844 "\n"
845 "// common definitions between vertex shader and fragment shader:\n"
846 "\n"
847 "varying vec2 TexCoord;\n"
848 "#ifdef USEVERTEXTEXTUREBLEND\n"
849 "varying vec2 TexCoord2;\n"
850 "#endif\n"
851 "#ifdef USELIGHTMAP\n"
852 "varying vec2 TexCoordLightmap;\n"
853 "#endif\n"
854 "\n"
855 "#ifdef MODE_LIGHTSOURCE\n"
856 "varying vec3 CubeVector;\n"
857 "#endif\n"
858 "\n"
859 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
860 "varying vec3 LightVector;\n"
861 "#endif\n"
862 "\n"
863 "#ifdef USEEYEVECTOR\n"
864 "varying vec3 EyeVector;\n"
865 "#endif\n"
866 "#ifdef USEFOG\n"
867 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
868 "#endif\n"
869 "\n"
870 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
871 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
872 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
873 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
874 "#endif\n"
875 "\n"
876 "#ifdef USEREFLECTION\n"
877 "varying vec4 ModelViewProjectionPosition;\n"
878 "#endif\n"
879 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
880 "uniform vec3 LightPosition;\n"
881 "varying vec4 ModelViewPosition;\n"
882 "#endif\n"
883 "\n"
884 "#ifdef MODE_LIGHTSOURCE\n"
885 "uniform vec3 LightPosition;\n"
886 "#endif\n"
887 "uniform vec3 EyePosition;\n"
888 "#ifdef MODE_LIGHTDIRECTION\n"
889 "uniform vec3 LightDir;\n"
890 "#endif\n"
891 "uniform vec4 FogPlane;\n"
892 "\n"
893 "\n"
894 "\n"
895 "\n"
896 "\n"
897 "// 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"
898 "\n"
899 "// fragment shader specific:\n"
900 "#ifdef FRAGMENT_SHADER\n"
901 "\n"
902 "uniform sampler2D Texture_Normal;\n"
903 "uniform sampler2D Texture_Color;\n"
904 "uniform sampler2D Texture_Gloss;\n"
905 "#ifdef USEGLOW\n"
906 "uniform sampler2D Texture_Glow;\n"
907 "#endif\n"
908 "#ifdef USEVERTEXTEXTUREBLEND\n"
909 "uniform sampler2D Texture_SecondaryNormal;\n"
910 "uniform sampler2D Texture_SecondaryColor;\n"
911 "uniform sampler2D Texture_SecondaryGloss;\n"
912 "#ifdef USEGLOW\n"
913 "uniform sampler2D Texture_SecondaryGlow;\n"
914 "#endif\n"
915 "#endif\n"
916 "#ifdef USECOLORMAPPING\n"
917 "uniform sampler2D Texture_Pants;\n"
918 "uniform sampler2D Texture_Shirt;\n"
919 "#endif\n"
920 "#ifdef USEFOG\n"
921 "uniform sampler2D Texture_FogMask;\n"
922 "#endif\n"
923 "#ifdef USELIGHTMAP\n"
924 "uniform sampler2D Texture_Lightmap;\n"
925 "#endif\n"
926 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
927 "uniform sampler2D Texture_Deluxemap;\n"
928 "#endif\n"
929 "#ifdef USEREFLECTION\n"
930 "uniform sampler2D Texture_Reflection;\n"
931 "#endif\n"
932 "\n"
933 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
934 "uniform sampler2D Texture_ScreenDepth;\n"
935 "uniform sampler2D Texture_ScreenNormalMap;\n"
936 "#endif\n"
937 "#ifdef USEDEFERREDLIGHTMAP\n"
938 "uniform sampler2D Texture_ScreenDiffuse;\n"
939 "uniform sampler2D Texture_ScreenSpecular;\n"
940 "#endif\n"
941 "\n"
942 "uniform myhalf3 Color_Pants;\n"
943 "uniform myhalf3 Color_Shirt;\n"
944 "uniform myhalf3 FogColor;\n"
945 "\n"
946 "#ifdef USEFOG\n"
947 "uniform float FogRangeRecip;\n"
948 "uniform float FogPlaneViewDist;\n"
949 "uniform float FogHeightFade;\n"
950 "float FogVertex(void)\n"
951 "{\n"
952 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
953 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
954 "       float fogfrac;\n"
955 "#ifdef USEFOGOUTSIDE\n"
956 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
957 "#else\n"
958 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
959 "#endif\n"
960 "       return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
961 "}\n"
962 "#endif\n"
963 "\n"
964 "#ifdef USEOFFSETMAPPING\n"
965 "uniform float OffsetMapping_Scale;\n"
966 "vec2 OffsetMapping(vec2 TexCoord)\n"
967 "{\n"
968 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
969 "       // 14 sample relief mapping: linear search and then binary search\n"
970 "       // this basically steps forward a small amount repeatedly until it finds\n"
971 "       // itself inside solid, then jitters forward and back using decreasing\n"
972 "       // amounts to find the impact\n"
973 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
974 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
975 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
976 "       vec3 RT = vec3(TexCoord, 1);\n"
977 "       OffsetVector *= 0.1;\n"
978 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
979 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
980 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
981 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
982 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
983 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\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)          - 0.5);\n"
988 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
989 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
990 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
991 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
992 "       return RT.xy;\n"
993 "#else\n"
994 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
995 "       // this basically moves forward the full distance, and then backs up based\n"
996 "       // on height of samples\n"
997 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
998 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
999 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1000 "       TexCoord += OffsetVector;\n"
1001 "       OffsetVector *= 0.333;\n"
1002 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1003 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1004 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1005 "       return TexCoord;\n"
1006 "#endif\n"
1007 "}\n"
1008 "#endif // USEOFFSETMAPPING\n"
1009 "\n"
1010 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1011 "uniform sampler2D Texture_Attenuation;\n"
1012 "uniform samplerCube Texture_Cube;\n"
1013 "\n"
1014 "#ifdef USESHADOWMAPRECT\n"
1015 "# ifdef USESHADOWSAMPLER\n"
1016 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1017 "# else\n"
1018 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1019 "# endif\n"
1020 "#endif\n"
1021 "\n"
1022 "#ifdef USESHADOWMAP2D\n"
1023 "# ifdef USESHADOWSAMPLER\n"
1024 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1025 "# else\n"
1026 "uniform sampler2D Texture_ShadowMap2D;\n"
1027 "# endif\n"
1028 "#endif\n"
1029 "\n"
1030 "#ifdef USESHADOWMAPVSDCT\n"
1031 "uniform samplerCube Texture_CubeProjection;\n"
1032 "#endif\n"
1033 "\n"
1034 "#ifdef USESHADOWMAPCUBE\n"
1035 "# ifdef USESHADOWSAMPLER\n"
1036 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1037 "# else\n"
1038 "uniform samplerCube Texture_ShadowMapCube;\n"
1039 "# endif\n"
1040 "#endif\n"
1041 "\n"
1042 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1043 "uniform vec2 ShadowMap_TextureScale;\n"
1044 "uniform vec4 ShadowMap_Parameters;\n"
1045 "#endif\n"
1046 "\n"
1047 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1048 "# ifndef USESHADOWMAPVSDCT\n"
1049 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1050 "{\n"
1051 "       vec3 adir = abs(dir);\n"
1052 "       vec2 tc;\n"
1053 "       vec2 offset;\n"
1054 "       float ma;\n"
1055 "       if (adir.x > adir.y)\n"
1056 "       {\n"
1057 "               if (adir.x > adir.z) // X\n"
1058 "               {\n"
1059 "                       ma = adir.x;\n"
1060 "                       tc = dir.zy;\n"
1061 "                       offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
1062 "               }\n"
1063 "               else // Z\n"
1064 "               {\n"
1065 "                       ma = adir.z;\n"
1066 "                       tc = dir.xy;\n"
1067 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1068 "               }\n"
1069 "       }\n"
1070 "       else\n"
1071 "       {\n"
1072 "               if (adir.y > adir.z) // Y\n"
1073 "               {\n"
1074 "                       ma = adir.y;\n"
1075 "                       tc = dir.xz;\n"
1076 "                       offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
1077 "               }\n"
1078 "               else // Z\n"
1079 "               {\n"
1080 "                       ma = adir.z;\n"
1081 "                       tc = dir.xy;\n"
1082 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1083 "               }\n"
1084 "       }\n"
1085 "\n"
1086 "       vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1087 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
1088 "       stc.z += ShadowMap_Parameters.z;\n"
1089 "       return stc;\n"
1090 "}\n"
1091 "# else\n"
1092 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1093 "{\n"
1094 "       vec3 adir = abs(dir);\n"
1095 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1096 "       float ma = max(max(adir.x, adir.y), adir.z);\n"
1097 "       vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1098 "       stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1099 "       stc.z += ShadowMap_Parameters.z;\n"
1100 "       return stc;\n"
1101 "}\n"
1102 "# endif\n"
1103 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1104 "\n"
1105 "#ifdef USESHADOWMAPCUBE\n"
1106 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1107 "{\n"
1108 "       vec3 adir = abs(dir);\n"
1109 "       return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1110 "}\n"
1111 "#endif\n"
1112 "\n"
1113 "# ifdef USESHADOWMAPRECT\n"
1114 "float ShadowMapCompare(vec3 dir)\n"
1115 "{\n"
1116 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1117 "       float f;\n"
1118 "#  ifdef USESHADOWSAMPLER\n"
1119 "\n"
1120 "#    ifdef USESHADOWMAPPCF\n"
1121 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1122 "       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"
1123 "#    else\n"
1124 "       f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1125 "#    endif\n"
1126 "\n"
1127 "#  else\n"
1128 "\n"
1129 "#    ifdef USESHADOWMAPPCF\n"
1130 "#      if USESHADOWMAPPCF > 1\n"
1131 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1132 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1133 "       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"
1134 "       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"
1135 "       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"
1136 "       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"
1137 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1138 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1139 "#      else\n"
1140 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1141 "       vec2 offset = fract(shadowmaptc.xy);\n"
1142 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1143 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1144 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1145 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1146 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1147 "#      endif\n"
1148 "#    else\n"
1149 "       f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1150 "#    endif\n"
1151 "\n"
1152 "#  endif\n"
1153 "       return f;\n"
1154 "}\n"
1155 "# endif\n"
1156 "\n"
1157 "# ifdef USESHADOWMAP2D\n"
1158 "float ShadowMapCompare(vec3 dir)\n"
1159 "{\n"
1160 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1161 "       float f;\n"
1162 "\n"
1163 "#  ifdef USESHADOWSAMPLER\n"
1164 "#    ifdef USESHADOWMAPPCF\n"
1165 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1166 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1167 "       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"
1168 "#    else\n"
1169 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1170 "#    endif\n"
1171 "#  else\n"
1172 "#    ifdef USESHADOWMAPPCF\n"
1173 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1174 "#      ifdef GL_ARB_texture_gather\n"
1175 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1176 "#      else\n"
1177 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1178 "#      endif\n"
1179 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1180 "       center *= ShadowMap_TextureScale;\n"
1181 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1182 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1183 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1184 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1185 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1186 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1187 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1188 "#     else\n"
1189 "#      ifdef GL_EXT_gpu_shader4\n"
1190 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1191 "#      else\n"
1192 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1193 "#      endif\n"
1194 "#      if USESHADOWMAPPCF > 1\n"
1195 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1196 "       center *= ShadowMap_TextureScale;\n"
1197 "       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"
1198 "       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"
1199 "       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"
1200 "       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"
1201 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1202 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1203 "#      else\n"
1204 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1205 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1206 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1207 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1208 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1209 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1210 "#      endif\n"
1211 "#     endif\n"
1212 "#    else\n"
1213 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1214 "#    endif\n"
1215 "#  endif\n"
1216 "       return f;\n"
1217 "}\n"
1218 "# endif\n"
1219 "\n"
1220 "# ifdef USESHADOWMAPCUBE\n"
1221 "float ShadowMapCompare(vec3 dir)\n"
1222 "{\n"
1223 "       // apply depth texture cubemap as light filter\n"
1224 "       vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1225 "       float f;\n"
1226 "#  ifdef USESHADOWSAMPLER\n"
1227 "       f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1228 "#  else\n"
1229 "       f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1230 "#  endif\n"
1231 "       return f;\n"
1232 "}\n"
1233 "# endif\n"
1234 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
1235 "#endif // FRAGMENT_SHADER\n"
1236 "\n"
1237 "\n"
1238 "\n"
1239 "\n"
1240 "#ifdef MODE_DEFERREDGEOMETRY\n"
1241 "#ifdef VERTEX_SHADER\n"
1242 "uniform mat4 TexMatrix;\n"
1243 "#ifdef USEVERTEXTEXTUREBLEND\n"
1244 "uniform mat4 BackgroundTexMatrix;\n"
1245 "#endif\n"
1246 "uniform mat4 ModelViewMatrix;\n"
1247 "void main(void)\n"
1248 "{\n"
1249 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1250 "#ifdef USEVERTEXTEXTUREBLEND\n"
1251 "       gl_FrontColor = gl_Color;\n"
1252 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1253 "#endif\n"
1254 "\n"
1255 "       // transform unnormalized eye direction into tangent space\n"
1256 "#ifdef USEOFFSETMAPPING\n"
1257 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1258 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1259 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1260 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1261 "#endif\n"
1262 "\n"
1263 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1264 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1265 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1266 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1267 "}\n"
1268 "#endif // VERTEX_SHADER\n"
1269 "\n"
1270 "#ifdef FRAGMENT_SHADER\n"
1271 "void main(void)\n"
1272 "{\n"
1273 "#ifdef USEOFFSETMAPPING\n"
1274 "       // apply offsetmapping\n"
1275 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1276 "#define TexCoord TexCoordOffset\n"
1277 "#endif\n"
1278 "\n"
1279 "#ifdef USEALPHAKILL\n"
1280 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1281 "               discard;\n"
1282 "#endif\n"
1283 "\n"
1284 "#ifdef USEVERTEXTEXTUREBLEND\n"
1285 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1286 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1287 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1288 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1289 "#endif\n"
1290 "\n"
1291 "#ifdef USEVERTEXTEXTUREBLEND\n"
1292 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1293 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1294 "#else\n"
1295 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1296 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1297 "#endif\n"
1298 "\n"
1299 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1300 "}\n"
1301 "#endif // FRAGMENT_SHADER\n"
1302 "#else // !MODE_DEFERREDGEOMETRY\n"
1303 "\n"
1304 "\n"
1305 "\n"
1306 "\n"
1307 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1308 "#ifdef VERTEX_SHADER\n"
1309 "uniform mat4 ModelViewMatrix;\n"
1310 "void main(void)\n"
1311 "{\n"
1312 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1313 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1314 "}\n"
1315 "#endif // VERTEX_SHADER\n"
1316 "\n"
1317 "#ifdef FRAGMENT_SHADER\n"
1318 "uniform mat4 ViewToLight;\n"
1319 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1320 "uniform vec2 ScreenToDepth;\n"
1321 "uniform myhalf3 DeferredColor_Ambient;\n"
1322 "uniform myhalf3 DeferredColor_Diffuse;\n"
1323 "#ifdef USESPECULAR\n"
1324 "uniform myhalf3 DeferredColor_Specular;\n"
1325 "uniform myhalf SpecularPower;\n"
1326 "#endif\n"
1327 "uniform myhalf2 PixelToScreenTexCoord;\n"
1328 "void main(void)\n"
1329 "{\n"
1330 "       // calculate viewspace pixel position\n"
1331 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1332 "       vec3 position;\n"
1333 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1334 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1335 "       // decode viewspace pixel normal\n"
1336 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1337 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1338 "       // surfacenormal = pixel normal in viewspace\n"
1339 "       // LightVector = pixel to light in viewspace\n"
1340 "       // CubeVector = position in lightspace\n"
1341 "       // eyevector = pixel to view in viewspace\n"
1342 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1343 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1344 "#ifdef USEDIFFUSE\n"
1345 "       // calculate diffuse shading\n"
1346 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1347 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1348 "#endif\n"
1349 "#ifdef USESPECULAR\n"
1350 "       // calculate directional shading\n"
1351 "       vec3 eyevector = position * -1.0;\n"
1352 "#  ifdef USEEXACTSPECULARMATH\n"
1353 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1354 "#  else\n"
1355 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1356 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1357 "#  endif\n"
1358 "#endif\n"
1359 "\n"
1360 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1361 "       fade *= ShadowMapCompare(CubeVector);\n"
1362 "#endif\n"
1363 "\n"
1364 "#ifdef USEDIFFUSE\n"
1365 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1366 "#else\n"
1367 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1368 "#endif\n"
1369 "#ifdef USESPECULAR\n"
1370 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1371 "#else\n"
1372 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1373 "#endif\n"
1374 "\n"
1375 "# ifdef USECUBEFILTER\n"
1376 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1377 "       gl_FragData[0].rgb *= cubecolor;\n"
1378 "       gl_FragData[1].rgb *= cubecolor;\n"
1379 "# endif\n"
1380 "}\n"
1381 "#endif // FRAGMENT_SHADER\n"
1382 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1383 "\n"
1384 "\n"
1385 "\n"
1386 "\n"
1387 "#ifdef VERTEX_SHADER\n"
1388 "uniform mat4 TexMatrix;\n"
1389 "#ifdef USEVERTEXTEXTUREBLEND\n"
1390 "uniform mat4 BackgroundTexMatrix;\n"
1391 "#endif\n"
1392 "#ifdef MODE_LIGHTSOURCE\n"
1393 "uniform mat4 ModelToLight;\n"
1394 "#endif\n"
1395 "void main(void)\n"
1396 "{\n"
1397 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1398 "       gl_FrontColor = gl_Color;\n"
1399 "#endif\n"
1400 "       // copy the surface texcoord\n"
1401 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1402 "#ifdef USEVERTEXTEXTUREBLEND\n"
1403 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1404 "#endif\n"
1405 "#ifdef USELIGHTMAP\n"
1406 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1407 "#endif\n"
1408 "\n"
1409 "#ifdef MODE_LIGHTSOURCE\n"
1410 "       // transform vertex position into light attenuation/cubemap space\n"
1411 "       // (-1 to +1 across the light box)\n"
1412 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1413 "\n"
1414 "# ifdef USEDIFFUSE\n"
1415 "       // transform unnormalized light direction into tangent space\n"
1416 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1417 "       //  normalize it per pixel)\n"
1418 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1419 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1420 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1421 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1422 "# endif\n"
1423 "#endif\n"
1424 "\n"
1425 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1426 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1427 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1428 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1429 "#endif\n"
1430 "\n"
1431 "       // transform unnormalized eye direction into tangent space\n"
1432 "#ifdef USEEYEVECTOR\n"
1433 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1434 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1435 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1436 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1437 "#endif\n"
1438 "\n"
1439 "#ifdef USEFOG\n"
1440 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1441 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1442 "#endif\n"
1443 "\n"
1444 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1445 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1446 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1447 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1448 "#endif\n"
1449 "\n"
1450 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1451 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1452 "\n"
1453 "#ifdef USEREFLECTION\n"
1454 "       ModelViewProjectionPosition = gl_Position;\n"
1455 "#endif\n"
1456 "}\n"
1457 "#endif // VERTEX_SHADER\n"
1458 "\n"
1459 "\n"
1460 "\n"
1461 "\n"
1462 "#ifdef FRAGMENT_SHADER\n"
1463 "#ifdef USEDEFERREDLIGHTMAP\n"
1464 "uniform myhalf2 PixelToScreenTexCoord;\n"
1465 "uniform myhalf3 DeferredMod_Diffuse;\n"
1466 "uniform myhalf3 DeferredMod_Specular;\n"
1467 "#endif\n"
1468 "uniform myhalf3 Color_Ambient;\n"
1469 "uniform myhalf3 Color_Diffuse;\n"
1470 "uniform myhalf3 Color_Specular;\n"
1471 "uniform myhalf SpecularPower;\n"
1472 "#ifdef USEGLOW\n"
1473 "uniform myhalf3 Color_Glow;\n"
1474 "#endif\n"
1475 "uniform myhalf Alpha;\n"
1476 "#ifdef USEREFLECTION\n"
1477 "uniform vec4 DistortScaleRefractReflect;\n"
1478 "uniform vec4 ScreenScaleRefractReflect;\n"
1479 "uniform vec4 ScreenCenterRefractReflect;\n"
1480 "uniform myhalf4 ReflectColor;\n"
1481 "#endif\n"
1482 "#ifdef USEREFLECTCUBE\n"
1483 "uniform mat4 ModelToReflectCube;\n"
1484 "uniform sampler2D Texture_ReflectMask;\n"
1485 "uniform samplerCube Texture_ReflectCube;\n"
1486 "#endif\n"
1487 "#ifdef MODE_LIGHTDIRECTION\n"
1488 "uniform myhalf3 LightColor;\n"
1489 "#endif\n"
1490 "#ifdef MODE_LIGHTSOURCE\n"
1491 "uniform myhalf3 LightColor;\n"
1492 "#endif\n"
1493 "void main(void)\n"
1494 "{\n"
1495 "#ifdef USEOFFSETMAPPING\n"
1496 "       // apply offsetmapping\n"
1497 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1498 "#define TexCoord TexCoordOffset\n"
1499 "#endif\n"
1500 "\n"
1501 "       // combine the diffuse textures (base, pants, shirt)\n"
1502 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1503 "#ifdef USEALPHAKILL\n"
1504 "       if (color.a < 0.5)\n"
1505 "               discard;\n"
1506 "#endif\n"
1507 "       color.a *= Alpha;\n"
1508 "#ifdef USECOLORMAPPING\n"
1509 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1510 "#endif\n"
1511 "#ifdef USEVERTEXTEXTUREBLEND\n"
1512 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1513 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1514 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1515 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1516 "       color.a = 1.0;\n"
1517 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1518 "#endif\n"
1519 "\n"
1520 "       // get the surface normal\n"
1521 "#ifdef USEVERTEXTEXTUREBLEND\n"
1522 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1523 "#else\n"
1524 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1525 "#endif\n"
1526 "\n"
1527 "       // get the material colors\n"
1528 "       myhalf3 diffusetex = color.rgb;\n"
1529 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1530 "# ifdef USEVERTEXTEXTUREBLEND\n"
1531 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1532 "# else\n"
1533 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1534 "# endif\n"
1535 "#endif\n"
1536 "\n"
1537 "#ifdef USEREFLECTCUBE\n"
1538 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1539 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1540 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1541 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1542 "#endif\n"
1543 "\n"
1544 "\n"
1545 "\n"
1546 "\n"
1547 "#ifdef MODE_LIGHTSOURCE\n"
1548 "       // light source\n"
1549 "#ifdef USEDIFFUSE\n"
1550 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1551 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1552 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1553 "#ifdef USESPECULAR\n"
1554 "#ifdef USEEXACTSPECULARMATH\n"
1555 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1556 "#else\n"
1557 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1558 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1559 "#endif\n"
1560 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1561 "#endif\n"
1562 "#else\n"
1563 "       color.rgb = diffusetex * Color_Ambient;\n"
1564 "#endif\n"
1565 "       color.rgb *= LightColor;\n"
1566 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1567 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1568 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1569 "#endif\n"
1570 "# ifdef USECUBEFILTER\n"
1571 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1572 "# endif\n"
1573 "#endif // MODE_LIGHTSOURCE\n"
1574 "\n"
1575 "\n"
1576 "\n"
1577 "\n"
1578 "#ifdef MODE_LIGHTDIRECTION\n"
1579 "#define SHADING\n"
1580 "#ifdef USEDIFFUSE\n"
1581 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1582 "#endif\n"
1583 "#define lightcolor LightColor\n"
1584 "#endif // MODE_LIGHTDIRECTION\n"
1585 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1586 "#define SHADING\n"
1587 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1588 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1589 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1590 "       // convert modelspace light vector to tangentspace\n"
1591 "       myhalf3 lightnormal;\n"
1592 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1593 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1594 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1595 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1596 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1597 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1598 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1599 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1600 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1601 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1602 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1603 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1604 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1605 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1606 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1607 "#define SHADING\n"
1608 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1609 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1610 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1611 "#endif\n"
1612 "\n"
1613 "\n"
1614 "\n"
1615 "\n"
1616 "#ifdef MODE_LIGHTMAP\n"
1617 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1618 "#endif // MODE_LIGHTMAP\n"
1619 "#ifdef MODE_VERTEXCOLOR\n"
1620 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1621 "#endif // MODE_VERTEXCOLOR\n"
1622 "#ifdef MODE_FLATCOLOR\n"
1623 "       color.rgb = diffusetex * Color_Ambient;\n"
1624 "#endif // MODE_FLATCOLOR\n"
1625 "\n"
1626 "\n"
1627 "\n"
1628 "\n"
1629 "#ifdef SHADING\n"
1630 "# ifdef USEDIFFUSE\n"
1631 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1632 "#  ifdef USESPECULAR\n"
1633 "#   ifdef USEEXACTSPECULARMATH\n"
1634 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1635 "#   else\n"
1636 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1637 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1638 "#   endif\n"
1639 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1640 "#  else\n"
1641 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1642 "#  endif\n"
1643 "# else\n"
1644 "       color.rgb = diffusetex * Color_Ambient;\n"
1645 "# endif\n"
1646 "#endif\n"
1647 "\n"
1648 "#ifdef USEDEFERREDLIGHTMAP\n"
1649 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1650 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1651 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1652 "#endif\n"
1653 "\n"
1654 "#ifdef USEGLOW\n"
1655 "#ifdef USEVERTEXTEXTUREBLEND\n"
1656 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1657 "#else\n"
1658 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1659 "#endif\n"
1660 "#endif\n"
1661 "\n"
1662 "#ifdef USEFOG\n"
1663 "#ifdef MODE_LIGHTSOURCE\n"
1664 "       color.rgb *= myhalf(FogVertex());\n"
1665 "#else\n"
1666 "       color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1667 "#endif\n"
1668 "#endif\n"
1669 "\n"
1670 "       // 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"
1671 "#ifdef USEREFLECTION\n"
1672 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1673 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1674 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1675 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1676 "       // FIXME temporary hack to detect the case that the reflection\n"
1677 "       // gets blackened at edges due to leaving the area that contains actual\n"
1678 "       // content.\n"
1679 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1680 "       // 'appening.\n"
1681 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1682 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1683 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1684 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1685 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1686 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1687 "#endif\n"
1688 "\n"
1689 "       gl_FragColor = vec4(color);\n"
1690 "}\n"
1691 "#endif // FRAGMENT_SHADER\n"
1692 "\n"
1693 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1694 "#endif // !MODE_DEFERREDGEOMETRY\n"
1695 "#endif // !MODE_WATER\n"
1696 "#endif // !MODE_REFRACTION\n"
1697 "#endif // !MODE_BLOOMBLUR\n"
1698 "#endif // !MODE_GENERIC\n"
1699 "#endif // !MODE_POSTPROCESS\n"
1700 "#endif // !MODE_SHOWDEPTH\n"
1701 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1702 ;
1703
1704 /*
1705 =========================================================================================================================================================
1706
1707
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 const char *builtincgshaderstring =
1733 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1734 "// written by Forest 'LordHavoc' Hale\n"
1735 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1736 "\n"
1737 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1738 "# define USEFOG\n"
1739 "#endif\n"
1740 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1741 "#define USELIGHTMAP\n"
1742 "#endif\n"
1743 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1744 "#define USEEYEVECTOR\n"
1745 "#endif\n"
1746 "\n"
1747 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1748 "#ifdef VERTEX_SHADER\n"
1749 "void main\n"
1750 "(\n"
1751 "float4 gl_Vertex : POSITION,\n"
1752 "uniform float4x4 ModelViewProjectionMatrix,\n"
1753 "out float4 gl_Position : POSITION\n"
1754 ")\n"
1755 "{\n"
1756 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1757 "}\n"
1758 "#endif\n"
1759 "#else // !MODE_DEPTH_ORSHADOW\n"
1760 "\n"
1761 "\n"
1762 "\n"
1763 "\n"
1764 "#ifdef MODE_SHOWDEPTH\n"
1765 "#ifdef VERTEX_SHADER\n"
1766 "void main\n"
1767 "(\n"
1768 "float4 gl_Vertex : POSITION,\n"
1769 "uniform float4x4 ModelViewProjectionMatrix,\n"
1770 "out float4 gl_Position : POSITION,\n"
1771 "out float4 gl_FrontColor : COLOR0\n"
1772 ")\n"
1773 "{\n"
1774 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1775 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1776 "}\n"
1777 "#endif\n"
1778 "\n"
1779 "#ifdef FRAGMENT_SHADER\n"
1780 "void main\n"
1781 "(\n"
1782 "float4 gl_FrontColor : COLOR0,\n"
1783 "out float4 gl_FragColor : COLOR\n"
1784 ")\n"
1785 "{\n"
1786 "       gl_FragColor = gl_FrontColor;\n"
1787 "}\n"
1788 "#endif\n"
1789 "#else // !MODE_SHOWDEPTH\n"
1790 "\n"
1791 "\n"
1792 "\n"
1793 "\n"
1794 "#ifdef MODE_POSTPROCESS\n"
1795 "\n"
1796 "#ifdef VERTEX_SHADER\n"
1797 "void main\n"
1798 "(\n"
1799 "float4 gl_Vertex : POSITION,\n"
1800 "uniform float4x4 ModelViewProjectionMatrix,\n"
1801 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1802 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1803 "out float4 gl_Position : POSITION,\n"
1804 "out float2 TexCoord1 : TEXCOORD0,\n"
1805 "out float2 TexCoord2 : TEXCOORD1\n"
1806 ")\n"
1807 "{\n"
1808 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1809 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1810 "#ifdef USEBLOOM\n"
1811 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1812 "#endif\n"
1813 "}\n"
1814 "#endif\n"
1815 "\n"
1816 "#ifdef FRAGMENT_SHADER\n"
1817 "void main\n"
1818 "(\n"
1819 "float2 TexCoord1 : TEXCOORD0,\n"
1820 "float2 TexCoord2 : TEXCOORD1,\n"
1821 "uniform sampler2D Texture_First,\n"
1822 "#ifdef USEBLOOM\n"
1823 "uniform sampler2D Texture_Second,\n"
1824 "#endif\n"
1825 "#ifdef USEGAMMARAMPS\n"
1826 "uniform sampler2D Texture_GammaRamps,\n"
1827 "#endif\n"
1828 "#ifdef USESATURATION\n"
1829 "uniform float Saturation,\n"
1830 "#endif\n"
1831 "#ifdef USEVIEWTINT\n"
1832 "uniform float4 ViewTintColor,\n"
1833 "#endif\n"
1834 "uniform float4 UserVec1,\n"
1835 "uniform float4 UserVec2,\n"
1836 "uniform float4 UserVec3,\n"
1837 "uniform float4 UserVec4,\n"
1838 "uniform float ClientTime,\n"
1839 "uniform float2 PixelSize,\n"
1840 "out float4 gl_FragColor : COLOR\n"
1841 ")\n"
1842 "{\n"
1843 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1844 "#ifdef USEBLOOM\n"
1845 "       gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1846 "#endif\n"
1847 "#ifdef USEVIEWTINT\n"
1848 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1849 "#endif\n"
1850 "\n"
1851 "#ifdef USEPOSTPROCESSING\n"
1852 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1853 "// 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"
1854 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1855 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1856 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1857 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
1858 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
1859 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1860 "#endif\n"
1861 "\n"
1862 "#ifdef USESATURATION\n"
1863 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1864 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1865 "       //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1866 "       gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
1867 "#endif\n"
1868 "\n"
1869 "#ifdef USEGAMMARAMPS\n"
1870 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1871 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1872 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1873 "#endif\n"
1874 "}\n"
1875 "#endif\n"
1876 "#else // !MODE_POSTPROCESS\n"
1877 "\n"
1878 "\n"
1879 "\n"
1880 "\n"
1881 "#ifdef MODE_GENERIC\n"
1882 "#ifdef VERTEX_SHADER\n"
1883 "void main\n"
1884 "(\n"
1885 "float4 gl_Vertex : POSITION,\n"
1886 "uniform float4x4 ModelViewProjectionMatrix,\n"
1887 "float4 gl_Color : COLOR0,\n"
1888 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1889 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1890 "out float4 gl_Position : POSITION,\n"
1891 "out float4 gl_FrontColor : COLOR,\n"
1892 "out float2 TexCoord1 : TEXCOORD0,\n"
1893 "out float2 TexCoord2 : TEXCOORD1\n"
1894 ")\n"
1895 "{\n"
1896 "       gl_FrontColor = gl_Color;\n"
1897 "#ifdef USEDIFFUSE\n"
1898 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1899 "#endif\n"
1900 "#ifdef USESPECULAR\n"
1901 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1902 "#endif\n"
1903 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1904 "}\n"
1905 "#endif\n"
1906 "\n"
1907 "#ifdef FRAGMENT_SHADER\n"
1908 "\n"
1909 "void main\n"
1910 "(\n"
1911 "float4 gl_FrontColor : COLOR,\n"
1912 "float2 TexCoord1 : TEXCOORD0,\n"
1913 "float2 TexCoord2 : TEXCOORD1,\n"
1914 "#ifdef USEDIFFUSE\n"
1915 "uniform sampler2D Texture_First,\n"
1916 "#endif\n"
1917 "#ifdef USESPECULAR\n"
1918 "uniform sampler2D Texture_Second,\n"
1919 "#endif\n"
1920 "out float4 gl_FragColor : COLOR\n"
1921 ")\n"
1922 "{\n"
1923 "       gl_FragColor = gl_FrontColor;\n"
1924 "#ifdef USEDIFFUSE\n"
1925 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1926 "#endif\n"
1927 "\n"
1928 "#ifdef USESPECULAR\n"
1929 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1930 "# ifdef USECOLORMAPPING\n"
1931 "       gl_FragColor *= tex2;\n"
1932 "# endif\n"
1933 "# ifdef USEGLOW\n"
1934 "       gl_FragColor += tex2;\n"
1935 "# endif\n"
1936 "# ifdef USEVERTEXTEXTUREBLEND\n"
1937 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
1938 "# endif\n"
1939 "#endif\n"
1940 "}\n"
1941 "#endif\n"
1942 "#else // !MODE_GENERIC\n"
1943 "\n"
1944 "\n"
1945 "\n"
1946 "\n"
1947 "#ifdef MODE_BLOOMBLUR\n"
1948 "#ifdef VERTEX_SHADER\n"
1949 "void main\n"
1950 "(\n"
1951 "float4 gl_Vertex : POSITION,\n"
1952 "uniform float4x4 ModelViewProjectionMatrix,\n"
1953 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1954 "out float4 gl_Position : POSITION,\n"
1955 "out float2 TexCoord : TEXCOORD0\n"
1956 ")\n"
1957 "{\n"
1958 "       TexCoord = gl_MultiTexCoord0.xy;\n"
1959 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1960 "}\n"
1961 "#endif\n"
1962 "\n"
1963 "#ifdef FRAGMENT_SHADER\n"
1964 "\n"
1965 "void main\n"
1966 "(\n"
1967 "float2 TexCoord : TEXCOORD0,\n"
1968 "uniform sampler2D Texture_First,\n"
1969 "uniform float4 BloomBlur_Parameters,\n"
1970 "out float4 gl_FragColor : COLOR\n"
1971 ")\n"
1972 "{\n"
1973 "       int i;\n"
1974 "       float2 tc = TexCoord;\n"
1975 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
1976 "       tc += BloomBlur_Parameters.xy;\n"
1977 "       for (i = 1;i < SAMPLES;i++)\n"
1978 "       {\n"
1979 "               color += tex2D(Texture_First, tc).rgb;\n"
1980 "               tc += BloomBlur_Parameters.xy;\n"
1981 "       }\n"
1982 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
1983 "}\n"
1984 "#endif\n"
1985 "#else // !MODE_BLOOMBLUR\n"
1986 "#ifdef MODE_REFRACTION\n"
1987 "#ifdef VERTEX_SHADER\n"
1988 "void main\n"
1989 "(\n"
1990 "float4 gl_Vertex : POSITION,\n"
1991 "uniform float4x4 ModelViewProjectionMatrix,\n"
1992 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1993 "uniform float4x4 TexMatrix,\n"
1994 "uniform float3 EyePosition,\n"
1995 "out float4 gl_Position : POSITION,\n"
1996 "out float2 TexCoord : TEXCOORD0,\n"
1997 "out float3 EyeVector : TEXCOORD1,\n"
1998 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
1999 ")\n"
2000 "{\n"
2001 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2002 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2003 "       ModelViewProjectionPosition = gl_Position;\n"
2004 "}\n"
2005 "#endif\n"
2006 "\n"
2007 "#ifdef FRAGMENT_SHADER\n"
2008 "void main\n"
2009 "(\n"
2010 "float2 TexCoord : TEXCOORD0,\n"
2011 "float3 EyeVector : TEXCOORD1,\n"
2012 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2013 "uniform sampler2D Texture_Normal,\n"
2014 "uniform sampler2D Texture_Refraction,\n"
2015 "uniform sampler2D Texture_Reflection,\n"
2016 "uniform float4 DistortScaleRefractReflect,\n"
2017 "uniform float4 ScreenScaleRefractReflect,\n"
2018 "uniform float4 ScreenCenterRefractReflect,\n"
2019 "uniform float4 RefractColor,\n"
2020 "out float4 gl_FragColor : COLOR\n"
2021 ")\n"
2022 "{\n"
2023 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2024 "       //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2025 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2026 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2027 "       // FIXME temporary hack to detect the case that the reflection\n"
2028 "       // gets blackened at edges due to leaving the area that contains actual\n"
2029 "       // content.\n"
2030 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2031 "       // 'appening.\n"
2032 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2033 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2034 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2035 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2036 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2037 "       gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2038 "}\n"
2039 "#endif\n"
2040 "#else // !MODE_REFRACTION\n"
2041 "\n"
2042 "\n"
2043 "\n"
2044 "\n"
2045 "#ifdef MODE_WATER\n"
2046 "#ifdef VERTEX_SHADER\n"
2047 "\n"
2048 "void main\n"
2049 "(\n"
2050 "float4 gl_Vertex : POSITION,\n"
2051 "uniform float4x4 ModelViewProjectionMatrix,\n"
2052 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2053 "uniform float4x4 TexMatrix,\n"
2054 "uniform float3 EyePosition,\n"
2055 "out float4 gl_Position : POSITION,\n"
2056 "out float2 TexCoord : TEXCOORD0,\n"
2057 "out float3 EyeVector : TEXCOORD1,\n"
2058 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2059 ")\n"
2060 "{\n"
2061 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2062 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2063 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2064 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2065 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2066 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2067 "       ModelViewProjectionPosition = gl_Position;\n"
2068 "}\n"
2069 "#endif\n"
2070 "\n"
2071 "#ifdef FRAGMENT_SHADER\n"
2072 "void main\n"
2073 "(\n"
2074 "float2 TexCoord : TEXCOORD0,\n"
2075 "float3 EyeVector : TEXCOORD1,\n"
2076 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2077 "uniform sampler2D Texture_Normal,\n"
2078 "uniform sampler2D Texture_Refraction,\n"
2079 "uniform sampler2D Texture_Reflection,\n"
2080 "uniform float4 DistortScaleRefractReflect,\n"
2081 "uniform float4 ScreenScaleRefractReflect,\n"
2082 "uniform float4 ScreenCenterRefractReflect,\n"
2083 "uniform float4 RefractColor,\n"
2084 "uniform float4 ReflectColor,\n"
2085 "uniform float ReflectFactor,\n"
2086 "uniform float ReflectOffset,\n"
2087 "out float4 gl_FragColor : COLOR\n"
2088 ")\n"
2089 "{\n"
2090 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2091 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2092 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2093 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2094 "       // FIXME temporary hack to detect the case that the reflection\n"
2095 "       // gets blackened at edges due to leaving the area that contains actual\n"
2096 "       // content.\n"
2097 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2098 "       // 'appening.\n"
2099 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2100 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2101 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2102 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2103 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2104 "       f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2105 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2106 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2107 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2108 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2109 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2110 "       gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2111 "}\n"
2112 "#endif\n"
2113 "#else // !MODE_WATER\n"
2114 "\n"
2115 "\n"
2116 "\n"
2117 "\n"
2118 "// 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"
2119 "\n"
2120 "// fragment shader specific:\n"
2121 "#ifdef FRAGMENT_SHADER\n"
2122 "\n"
2123 "#ifdef USEFOG\n"
2124 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2125 "{\n"
2126 "       float fogfrac;\n"
2127 "#ifdef USEFOGOUTSIDE\n"
2128 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2129 "#else\n"
2130 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2131 "#endif\n"
2132 "       return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2133 "}\n"
2134 "#endif\n"
2135 "\n"
2136 "#ifdef USEOFFSETMAPPING\n"
2137 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2138 "{\n"
2139 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2140 "       // 14 sample relief mapping: linear search and then binary search\n"
2141 "       // this basically steps forward a small amount repeatedly until it finds\n"
2142 "       // itself inside solid, then jitters forward and back using decreasing\n"
2143 "       // amounts to find the impact\n"
2144 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2145 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2146 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2147 "       float3 RT = float3(TexCoord, 1);\n"
2148 "       OffsetVector *= 0.1;\n"
2149 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2150 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2151 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2152 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2153 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2154 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\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)          - 0.5);\n"
2159 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2160 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2161 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2162 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2163 "       return RT.xy;\n"
2164 "#else\n"
2165 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2166 "       // this basically moves forward the full distance, and then backs up based\n"
2167 "       // on height of samples\n"
2168 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2169 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2170 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2171 "       TexCoord += OffsetVector;\n"
2172 "       OffsetVector *= 0.333;\n"
2173 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2174 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2175 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2176 "       return TexCoord;\n"
2177 "#endif\n"
2178 "}\n"
2179 "#endif // USEOFFSETMAPPING\n"
2180 "\n"
2181 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2182 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2183 "# ifndef USESHADOWMAPVSDCT\n"
2184 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2185 "{\n"
2186 "       float3 adir = abs(dir);\n"
2187 "       float2 tc;\n"
2188 "       float2 offset;\n"
2189 "       float ma;\n"
2190 "       if (adir.x > adir.y)\n"
2191 "       {\n"
2192 "               if (adir.x > adir.z) // X\n"
2193 "               {\n"
2194 "                       ma = adir.x;\n"
2195 "                       tc = dir.zy;\n"
2196 "                       offset = float2(lerp(0.5, 1.5, dir.x < 0.0), 0.5);\n"
2197 "               }\n"
2198 "               else // Z\n"
2199 "               {\n"
2200 "                       ma = adir.z;\n"
2201 "                       tc = dir.xy;\n"
2202 "                       offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2203 "               }\n"
2204 "       }\n"
2205 "       else\n"
2206 "       {\n"
2207 "               if (adir.y > adir.z) // Y\n"
2208 "               {\n"
2209 "                       ma = adir.y;\n"
2210 "                       tc = dir.xz;\n"
2211 "                       offset = float2(lerp(0.5, 1.5, dir.y < 0.0), 1.5);\n"
2212 "               }\n"
2213 "               else // Z\n"
2214 "               {\n"
2215 "                       ma = adir.z;\n"
2216 "                       tc = dir.xy;\n"
2217 "                       offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2218 "               }\n"
2219 "       }\n"
2220 "\n"
2221 "       float3 stc = float3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2222 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
2223 "       stc.z += ShadowMap_Parameters.z;\n"
2224 "       return stc;\n"
2225 "}\n"
2226 "# else\n"
2227 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2228 "{\n"
2229 "       float3 adir = abs(dir);\n"
2230 "       float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2231 "       float ma = max(max(adir.x, adir.y), adir.z);\n"
2232 "       float3 stc = float3(lerp(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2233 "       stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
2234 "       stc.z += ShadowMap_Parameters.z;\n"
2235 "       return stc;\n"
2236 "}\n"
2237 "# endif\n"
2238 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2239 "\n"
2240 "#ifdef USESHADOWMAPCUBE\n"
2241 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2242 "{\n"
2243 "    float3 adir = abs(dir);\n"
2244 "    return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
2245 "}\n"
2246 "#endif\n"
2247 "\n"
2248 "# ifdef USESHADOWMAPRECT\n"
2249 "#ifdef USESHADOWMAPVSDCT\n"
2250 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2251 "#else\n"
2252 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2253 "#endif\n"
2254 "{\n"
2255 "#ifdef USESHADOWMAPVSDCT\n"
2256 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2257 "#else\n"
2258 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2259 "#endif\n"
2260 "       float f;\n"
2261 "#  ifdef USESHADOWSAMPLER\n"
2262 "\n"
2263 "#    ifdef USESHADOWMAPPCF\n"
2264 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2265 "    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"
2266 "#    else\n"
2267 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2268 "#    endif\n"
2269 "\n"
2270 "#  else\n"
2271 "\n"
2272 "#    ifdef USESHADOWMAPPCF\n"
2273 "#      if USESHADOWMAPPCF > 1\n"
2274 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2275 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2276 "    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"
2277 "    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"
2278 "    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"
2279 "    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"
2280 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2281 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2282 "#      else\n"
2283 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2284 "    float2 offset = frac(shadowmaptc.xy);\n"
2285 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2286 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2287 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2288 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2289 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2290 "#      endif\n"
2291 "#    else\n"
2292 "    f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2293 "#    endif\n"
2294 "\n"
2295 "#  endif\n"
2296 "       return f;\n"
2297 "}\n"
2298 "# endif\n"
2299 "\n"
2300 "# ifdef USESHADOWMAP2D\n"
2301 "#ifdef USESHADOWMAPVSDCT\n"
2302 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2303 "#else\n"
2304 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2305 "#endif\n"
2306 "{\n"
2307 "#ifdef USESHADOWMAPVSDCT\n"
2308 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2309 "#else\n"
2310 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2311 "#endif\n"
2312 "    float f;\n"
2313 "\n"
2314 "#  ifdef USESHADOWSAMPLER\n"
2315 "#    ifdef USESHADOWMAPPCF\n"
2316 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
2317 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2318 "    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"
2319 "#    else\n"
2320 "    f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2321 "#    endif\n"
2322 "#  else\n"
2323 "#    ifdef USESHADOWMAPPCF\n"
2324 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2325 "#      ifdef GL_ARB_texture_gather\n"
2326 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2327 "#      else\n"
2328 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2329 "#      endif\n"
2330 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2331 "    center *= ShadowMap_TextureScale;\n"
2332 "    float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2333 "    float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2334 "    float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2335 "    float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2336 "    float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2337 "                lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2338 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2339 "#     else\n"
2340 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)  \n"
2341 "#      if USESHADOWMAPPCF > 1\n"
2342 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2343 "    center *= ShadowMap_TextureScale;\n"
2344 "    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"
2345 "    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"
2346 "    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"
2347 "    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"
2348 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2349 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2350 "#      else\n"
2351 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2352 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2353 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2354 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2355 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2356 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2357 "#      endif\n"
2358 "#     endif\n"
2359 "#    else\n"
2360 "    f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2361 "#    endif\n"
2362 "#  endif\n"
2363 "    return f;\n"
2364 "}\n"
2365 "# endif\n"
2366 "\n"
2367 "# ifdef USESHADOWMAPCUBE\n"
2368 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2369 "{\n"
2370 "    // apply depth texture cubemap as light filter\n"
2371 "    float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2372 "    float f;\n"
2373 "#  ifdef USESHADOWSAMPLER\n"
2374 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2375 "#  else\n"
2376 "    f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2377 "#  endif\n"
2378 "    return f;\n"
2379 "}\n"
2380 "# endif\n"
2381 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2382 "#endif // FRAGMENT_SHADER\n"
2383 "\n"
2384 "\n"
2385 "\n"
2386 "\n"
2387 "#ifdef MODE_DEFERREDGEOMETRY\n"
2388 "#ifdef VERTEX_SHADER\n"
2389 "void main\n"
2390 "(\n"
2391 "float4 gl_Vertex : POSITION,\n"
2392 "uniform float4x4 ModelViewProjectionMatrix,\n"
2393 "#ifdef USEVERTEXTEXTUREBLEND\n"
2394 "float4 gl_Color : COLOR0,\n"
2395 "#endif\n"
2396 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2397 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2398 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2399 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2400 "uniform float4x4 TexMatrix,\n"
2401 "#ifdef USEVERTEXTEXTUREBLEND\n"
2402 "uniform float4x4 BackgroundTexMatrix,\n"
2403 "#endif\n"
2404 "uniform float4x4 ModelViewMatrix,\n"
2405 "#ifdef USEOFFSETMAPPING\n"
2406 "uniform float3 EyePosition,\n"
2407 "#endif\n"
2408 "out float4 gl_Position : POSITION,\n"
2409 "out float4 gl_FrontColor : COLOR,\n"
2410 "out float4 TexCoordBoth : TEXCOORD0,\n"
2411 "#ifdef USEOFFSETMAPPING\n"
2412 "out float3 EyeVector : TEXCOORD2,\n"
2413 "#endif\n"
2414 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2415 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2416 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2417 ")\n"
2418 "{\n"
2419 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2420 "#ifdef USEVERTEXTEXTUREBLEND\n"
2421 "       gl_FrontColor = gl_Color;\n"
2422 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2423 "#endif\n"
2424 "\n"
2425 "       // transform unnormalized eye direction into tangent space\n"
2426 "#ifdef USEOFFSETMAPPING\n"
2427 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2428 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2429 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2430 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2431 "#endif\n"
2432 "\n"
2433 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2434 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2435 "       VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2436 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2437 "}\n"
2438 "#endif // VERTEX_SHADER\n"
2439 "\n"
2440 "#ifdef FRAGMENT_SHADER\n"
2441 "void main\n"
2442 "(\n"
2443 "float4 TexCoordBoth : TEXCOORD0,\n"
2444 "float3 EyeVector : TEXCOORD2,\n"
2445 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2446 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2447 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2448 "uniform sampler2D Texture_Normal,\n"
2449 "#ifdef USEALPHAKILL\n"
2450 "uniform sampler2D Texture_Color,\n"
2451 "#endif\n"
2452 "uniform sampler2D Texture_Gloss,\n"
2453 "#ifdef USEVERTEXTEXTUREBLEND\n"
2454 "uniform sampler2D Texture_SecondaryNormal,\n"
2455 "uniform sampler2D Texture_SecondaryGloss,\n"
2456 "#endif\n"
2457 "#ifdef USEOFFSETMAPPING\n"
2458 "uniform float OffsetMapping_Scale,\n"
2459 "#endif\n"
2460 "uniform half SpecularPower,\n"
2461 "out float4 gl_FragColor : COLOR\n"
2462 ")\n"
2463 "{\n"
2464 "       float2 TexCoord = TexCoordBoth.xy;\n"
2465 "#ifdef USEOFFSETMAPPING\n"
2466 "       // apply offsetmapping\n"
2467 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2468 "#define TexCoord TexCoordOffset\n"
2469 "#endif\n"
2470 "\n"
2471 "#ifdef USEALPHAKILL\n"
2472 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2473 "               discard;\n"
2474 "#endif\n"
2475 "\n"
2476 "#ifdef USEVERTEXTEXTUREBLEND\n"
2477 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2478 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2479 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2480 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2481 "#endif\n"
2482 "\n"
2483 "#ifdef USEVERTEXTEXTUREBLEND\n"
2484 "       float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2485 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2486 "#else\n"
2487 "       float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2488 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2489 "#endif\n"
2490 "\n"
2491 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2492 "}\n"
2493 "#endif // FRAGMENT_SHADER\n"
2494 "#else // !MODE_DEFERREDGEOMETRY\n"
2495 "\n"
2496 "\n"
2497 "\n"
2498 "\n"
2499 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2500 "#ifdef VERTEX_SHADER\n"
2501 "void main\n"
2502 "(\n"
2503 "float4 gl_Vertex : POSITION,\n"
2504 "uniform float4x4 ModelViewProjectionMatrix,\n"
2505 "uniform float4x4 ModelViewMatrix,\n"
2506 "out float4 gl_Position : POSITION,\n"
2507 "out float4 ModelViewPosition : TEXCOORD0\n"
2508 ")\n"
2509 "{\n"
2510 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2511 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2512 "}\n"
2513 "#endif // VERTEX_SHADER\n"
2514 "\n"
2515 "#ifdef FRAGMENT_SHADER\n"
2516 "void main\n"
2517 "(\n"
2518 "float2 Pixel : WPOS,\n"
2519 "float4 ModelViewPosition : TEXCOORD0,\n"
2520 "uniform float4x4 ViewToLight,\n"
2521 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2522 "uniform float3 LightPosition,\n"
2523 "uniform half2 PixelToScreenTexCoord,\n"
2524 "uniform half3 DeferredColor_Ambient,\n"
2525 "uniform half3 DeferredColor_Diffuse,\n"
2526 "#ifdef USESPECULAR\n"
2527 "uniform half3 DeferredColor_Specular,\n"
2528 "uniform half SpecularPower,\n"
2529 "#endif\n"
2530 "uniform sampler2D Texture_Attenuation,\n"
2531 "uniform sampler2D Texture_ScreenDepth,\n"
2532 "uniform sampler2D Texture_ScreenNormalMap,\n"
2533 "\n"
2534 "#ifdef USESHADOWMAPRECT\n"
2535 "# ifdef USESHADOWSAMPLER\n"
2536 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2537 "# else\n"
2538 "uniform samplerRECT Texture_ShadowMapRect,\n"
2539 "# endif\n"
2540 "#endif\n"
2541 "\n"
2542 "#ifdef USESHADOWMAP2D\n"
2543 "# ifdef USESHADOWSAMPLER\n"
2544 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2545 "# else\n"
2546 "uniform sampler2D Texture_ShadowMap2D,\n"
2547 "# endif\n"
2548 "#endif\n"
2549 "\n"
2550 "#ifdef USESHADOWMAPVSDCT\n"
2551 "uniform samplerCUBE Texture_CubeProjection,\n"
2552 "#endif\n"
2553 "\n"
2554 "#ifdef USESHADOWMAPCUBE\n"
2555 "# ifdef USESHADOWSAMPLER\n"
2556 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2557 "# else\n"
2558 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2559 "# endif\n"
2560 "#endif\n"
2561 "\n"
2562 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2563 "uniform float2 ShadowMap_TextureScale,\n"
2564 "uniform float4 ShadowMap_Parameters,\n"
2565 "#endif\n"
2566 "\n"
2567 "out float4 gl_FragData0 : COLOR0,\n"
2568 "out float4 gl_FragData1 : COLOR1\n"
2569 ")\n"
2570 "{\n"
2571 "       // calculate viewspace pixel position\n"
2572 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2573 "       ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2574 "       float3 position;\n"
2575 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2576 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2577 "       // decode viewspace pixel normal\n"
2578 "       half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2579 "       half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2580 "       // surfacenormal = pixel normal in viewspace\n"
2581 "       // LightVector = pixel to light in viewspace\n"
2582 "       // CubeVector = position in lightspace\n"
2583 "       // eyevector = pixel to view in viewspace\n"
2584 "       float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2585 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2586 "#ifdef USEDIFFUSE\n"
2587 "       // calculate diffuse shading\n"
2588 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2589 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2590 "#endif\n"
2591 "#ifdef USESPECULAR\n"
2592 "       // calculate directional shading\n"
2593 "       float3 eyevector = position * -1.0;\n"
2594 "#  ifdef USEEXACTSPECULARMATH\n"
2595 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2596 "#  else\n"
2597 "       half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2598 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2599 "#  endif\n"
2600 "#endif\n"
2601 "\n"
2602 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2603 "       fade *= ShadowMapCompare(CubeVector,\n"
2604 "# if defined(USESHADOWMAP2D)\n"
2605 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2606 "# endif\n"
2607 "# if defined(USESHADOWMAPRECT)\n"
2608 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2609 "# endif\n"
2610 "# if defined(USESHADOWMAPCUBE)\n"
2611 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2612 "# endif\n"
2613 "\n"
2614 "#ifdef USESHADOWMAPVSDCT\n"
2615 ", Texture_CubeProjection\n"
2616 "#endif\n"
2617 "       );\n"
2618 "#endif\n"
2619 "\n"
2620 "#ifdef USEDIFFUSE\n"
2621 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2622 "#else\n"
2623 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2624 "#endif\n"
2625 "#ifdef USESPECULAR\n"
2626 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2627 "#else\n"
2628 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2629 "#endif\n"
2630 "\n"
2631 "# ifdef USECUBEFILTER\n"
2632 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2633 "       gl_FragData0.rgb *= cubecolor;\n"
2634 "       gl_FragData1.rgb *= cubecolor;\n"
2635 "# endif\n"
2636 "}\n"
2637 "#endif // FRAGMENT_SHADER\n"
2638 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2639 "\n"
2640 "\n"
2641 "\n"
2642 "\n"
2643 "#ifdef VERTEX_SHADER\n"
2644 "void main\n"
2645 "(\n"
2646 "float4 gl_Vertex : POSITION,\n"
2647 "uniform float4x4 ModelViewProjectionMatrix,\n"
2648 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2649 "float4 gl_Color : COLOR0,\n"
2650 "#endif\n"
2651 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2652 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2653 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2654 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2655 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2656 "\n"
2657 "uniform float3 EyePosition,\n"
2658 "uniform float4x4 TexMatrix,\n"
2659 "#ifdef USEVERTEXTEXTUREBLEND\n"
2660 "uniform float4x4 BackgroundTexMatrix,\n"
2661 "#endif\n"
2662 "#ifdef MODE_LIGHTSOURCE\n"
2663 "uniform float4x4 ModelToLight,\n"
2664 "#endif\n"
2665 "#ifdef MODE_LIGHTSOURCE\n"
2666 "uniform float3 LightPosition,\n"
2667 "#endif\n"
2668 "#ifdef MODE_LIGHTDIRECTION\n"
2669 "uniform float3 LightDir,\n"
2670 "#endif\n"
2671 "uniform float4 FogPlane,\n"
2672 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2673 "uniform float3 LightPosition,\n"
2674 "#endif\n"
2675 "\n"
2676 "out float4 gl_FrontColor : COLOR,\n"
2677 "out float4 TexCoordBoth : TEXCOORD0,\n"
2678 "#ifdef USELIGHTMAP\n"
2679 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2680 "#endif\n"
2681 "#ifdef USEEYEVECTOR\n"
2682 "out float3 EyeVector : TEXCOORD2,\n"
2683 "#endif\n"
2684 "#ifdef USEREFLECTION\n"
2685 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2686 "#endif\n"
2687 "#ifdef USEFOG\n"
2688 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2689 "#endif\n"
2690 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2691 "out float3 LightVector : TEXCOORD5,\n"
2692 "#endif\n"
2693 "#ifdef MODE_LIGHTSOURCE\n"
2694 "out float3 CubeVector : TEXCOORD3,\n"
2695 "#endif\n"
2696 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2697 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2698 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2699 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2700 "#endif\n"
2701 "out float4 gl_Position : POSITION\n"
2702 ")\n"
2703 "{\n"
2704 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2705 "       gl_FrontColor = gl_Color;\n"
2706 "#endif\n"
2707 "       // copy the surface texcoord\n"
2708 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2709 "#ifdef USEVERTEXTEXTUREBLEND\n"
2710 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2711 "#endif\n"
2712 "#ifdef USELIGHTMAP\n"
2713 "       TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2714 "#endif\n"
2715 "\n"
2716 "#ifdef MODE_LIGHTSOURCE\n"
2717 "       // transform vertex position into light attenuation/cubemap space\n"
2718 "       // (-1 to +1 across the light box)\n"
2719 "       CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2720 "\n"
2721 "# ifdef USEDIFFUSE\n"
2722 "       // transform unnormalized light direction into tangent space\n"
2723 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2724 "       //  normalize it per pixel)\n"
2725 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2726 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2727 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2728 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2729 "# endif\n"
2730 "#endif\n"
2731 "\n"
2732 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2733 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2734 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2735 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2736 "#endif\n"
2737 "\n"
2738 "       // transform unnormalized eye direction into tangent space\n"
2739 "#ifdef USEEYEVECTOR\n"
2740 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2741 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2742 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2743 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2744 "#endif\n"
2745 "\n"
2746 "#ifdef USEFOG\n"
2747 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2748 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2749 "#endif\n"
2750 "\n"
2751 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2752 "       VectorS = gl_MultiTexCoord1.xyz;\n"
2753 "       VectorT = gl_MultiTexCoord2.xyz;\n"
2754 "       VectorR = gl_MultiTexCoord3.xyz;\n"
2755 "#endif\n"
2756 "\n"
2757 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2758 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2759 "\n"
2760 "#ifdef USEREFLECTION\n"
2761 "       ModelViewProjectionPosition = gl_Position;\n"
2762 "#endif\n"
2763 "}\n"
2764 "#endif // VERTEX_SHADER\n"
2765 "\n"
2766 "\n"
2767 "\n"
2768 "\n"
2769 "#ifdef FRAGMENT_SHADER\n"
2770 "void main\n"
2771 "(\n"
2772 "#ifdef USEDEFERREDLIGHTMAP\n"
2773 "float2 Pixel : WPOS,\n"
2774 "#endif\n"
2775 "float4 gl_FrontColor : COLOR,\n"
2776 "float4 TexCoordBoth : TEXCOORD0,\n"
2777 "#ifdef USELIGHTMAP\n"
2778 "float2 TexCoordLightmap : TEXCOORD1,\n"
2779 "#endif\n"
2780 "#ifdef USEEYEVECTOR\n"
2781 "float3 EyeVector : TEXCOORD2,\n"
2782 "#endif\n"
2783 "#ifdef USEREFLECTION\n"
2784 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2785 "#endif\n"
2786 "#ifdef USEFOG\n"
2787 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2788 "#endif\n"
2789 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2790 "float3 LightVector : TEXCOORD5,\n"
2791 "#endif\n"
2792 "#ifdef MODE_LIGHTSOURCE\n"
2793 "float3 CubeVector : TEXCOORD3,\n"
2794 "#endif\n"
2795 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2796 "float4 ModelViewPosition : TEXCOORD0,\n"
2797 "#endif\n"
2798 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2799 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2800 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2801 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2802 "#endif\n"
2803 "\n"
2804 "uniform sampler2D Texture_Normal,\n"
2805 "uniform sampler2D Texture_Color,\n"
2806 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2807 "uniform sampler2D Texture_Gloss,\n"
2808 "#endif\n"
2809 "#ifdef USEGLOW\n"
2810 "uniform sampler2D Texture_Glow,\n"
2811 "#endif\n"
2812 "#ifdef USEVERTEXTEXTUREBLEND\n"
2813 "uniform sampler2D Texture_SecondaryNormal,\n"
2814 "uniform sampler2D Texture_SecondaryColor,\n"
2815 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2816 "uniform sampler2D Texture_SecondaryGloss,\n"
2817 "#endif\n"
2818 "#ifdef USEGLOW\n"
2819 "uniform sampler2D Texture_SecondaryGlow,\n"
2820 "#endif\n"
2821 "#endif\n"
2822 "#ifdef USECOLORMAPPING\n"
2823 "uniform sampler2D Texture_Pants,\n"
2824 "uniform sampler2D Texture_Shirt,\n"
2825 "#endif\n"
2826 "#ifdef USEFOG\n"
2827 "uniform sampler2D Texture_FogMask,\n"
2828 "#endif\n"
2829 "#ifdef USELIGHTMAP\n"
2830 "uniform sampler2D Texture_Lightmap,\n"
2831 "#endif\n"
2832 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2833 "uniform sampler2D Texture_Deluxemap,\n"
2834 "#endif\n"
2835 "#ifdef USEREFLECTION\n"
2836 "uniform sampler2D Texture_Reflection,\n"
2837 "#endif\n"
2838 "\n"
2839 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2840 "uniform sampler2D Texture_ScreenDepth,\n"
2841 "uniform sampler2D Texture_ScreenNormalMap,\n"
2842 "#endif\n"
2843 "#ifdef USEDEFERREDLIGHTMAP\n"
2844 "uniform sampler2D Texture_ScreenDiffuse,\n"
2845 "uniform sampler2D Texture_ScreenSpecular,\n"
2846 "#endif\n"
2847 "\n"
2848 "#ifdef USECOLORMAPPING\n"
2849 "uniform half3 Color_Pants,\n"
2850 "uniform half3 Color_Shirt,\n"
2851 "#endif\n"
2852 "#ifdef USEFOG\n"
2853 "uniform float3 FogColor,\n"
2854 "uniform float FogRangeRecip,\n"
2855 "uniform float FogPlaneViewDist,\n"
2856 "uniform float FogHeightFade,\n"
2857 "#endif\n"
2858 "\n"
2859 "#ifdef USEOFFSETMAPPING\n"
2860 "uniform float OffsetMapping_Scale,\n"
2861 "#endif\n"
2862 "\n"
2863 "#ifdef USEDEFERREDLIGHTMAP\n"
2864 "uniform half2 PixelToScreenTexCoord,\n"
2865 "uniform half3 DeferredMod_Diffuse,\n"
2866 "uniform half3 DeferredMod_Specular,\n"
2867 "#endif\n"
2868 "uniform half3 Color_Ambient,\n"
2869 "uniform half3 Color_Diffuse,\n"
2870 "uniform half3 Color_Specular,\n"
2871 "uniform half SpecularPower,\n"
2872 "#ifdef USEGLOW\n"
2873 "uniform half3 Color_Glow,\n"
2874 "#endif\n"
2875 "uniform half Alpha,\n"
2876 "#ifdef USEREFLECTION\n"
2877 "uniform float4 DistortScaleRefractReflect,\n"
2878 "uniform float4 ScreenScaleRefractReflect,\n"
2879 "uniform float4 ScreenCenterRefractReflect,\n"
2880 "uniform half4 ReflectColor,\n"
2881 "#endif\n"
2882 "#ifdef USEREFLECTCUBE\n"
2883 "uniform float4x4 ModelToReflectCube,\n"
2884 "uniform sampler2D Texture_ReflectMask,\n"
2885 "uniform samplerCUBE Texture_ReflectCube,\n"
2886 "#endif\n"
2887 "#ifdef MODE_LIGHTDIRECTION\n"
2888 "uniform half3 LightColor,\n"
2889 "#endif\n"
2890 "#ifdef MODE_LIGHTSOURCE\n"
2891 "uniform half3 LightColor,\n"
2892 "#endif\n"
2893 "\n"
2894 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2895 "uniform sampler2D Texture_Attenuation,\n"
2896 "uniform samplerCUBE Texture_Cube,\n"
2897 "\n"
2898 "#ifdef USESHADOWMAPRECT\n"
2899 "# ifdef USESHADOWSAMPLER\n"
2900 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2901 "# else\n"
2902 "uniform samplerRECT Texture_ShadowMapRect,\n"
2903 "# endif\n"
2904 "#endif\n"
2905 "\n"
2906 "#ifdef USESHADOWMAP2D\n"
2907 "# ifdef USESHADOWSAMPLER\n"
2908 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2909 "# else\n"
2910 "uniform sampler2D Texture_ShadowMap2D,\n"
2911 "# endif\n"
2912 "#endif\n"
2913 "\n"
2914 "#ifdef USESHADOWMAPVSDCT\n"
2915 "uniform samplerCUBE Texture_CubeProjection,\n"
2916 "#endif\n"
2917 "\n"
2918 "#ifdef USESHADOWMAPCUBE\n"
2919 "# ifdef USESHADOWSAMPLER\n"
2920 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2921 "# else\n"
2922 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2923 "# endif\n"
2924 "#endif\n"
2925 "\n"
2926 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2927 "uniform float2 ShadowMap_TextureScale,\n"
2928 "uniform float4 ShadowMap_Parameters,\n"
2929 "#endif\n"
2930 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2931 "\n"
2932 "out float4 gl_FragColor : COLOR\n"
2933 ")\n"
2934 "{\n"
2935 "       float2 TexCoord = TexCoordBoth.xy;\n"
2936 "#ifdef USEVERTEXTEXTUREBLEND\n"
2937 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
2938 "#endif\n"
2939 "#ifdef USEOFFSETMAPPING\n"
2940 "       // apply offsetmapping\n"
2941 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2942 "#define TexCoord TexCoordOffset\n"
2943 "#endif\n"
2944 "\n"
2945 "       // combine the diffuse textures (base, pants, shirt)\n"
2946 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
2947 "#ifdef USEALPHAKILL\n"
2948 "       if (color.a < 0.5)\n"
2949 "               discard;\n"
2950 "#endif\n"
2951 "       color.a *= Alpha;\n"
2952 "#ifdef USECOLORMAPPING\n"
2953 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
2954 "#endif\n"
2955 "#ifdef USEVERTEXTEXTUREBLEND\n"
2956 "       float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
2957 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
2958 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
2959 "       color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
2960 "       color.a = 1.0;\n"
2961 "       //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
2962 "#endif\n"
2963 "\n"
2964 "       // get the surface normal\n"
2965 "#ifdef USEVERTEXTEXTUREBLEND\n"
2966 "       half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
2967 "#else\n"
2968 "       half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
2969 "#endif\n"
2970 "\n"
2971 "       // get the material colors\n"
2972 "       half3 diffusetex = color.rgb;\n"
2973 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2974 "# ifdef USEVERTEXTEXTUREBLEND\n"
2975 "       half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
2976 "# else\n"
2977 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
2978 "# endif\n"
2979 "#endif\n"
2980 "\n"
2981 "#ifdef USEREFLECTCUBE\n"
2982 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
2983 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
2984 "       vec3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
2985 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
2986 "#endif\n"
2987 "\n"
2988 "\n"
2989 "\n"
2990 "\n"
2991 "#ifdef MODE_LIGHTSOURCE\n"
2992 "       // light source\n"
2993 "#ifdef USEDIFFUSE\n"
2994 "       half3 lightnormal = half3(normalize(LightVector));\n"
2995 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2996 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
2997 "#ifdef USESPECULAR\n"
2998 "#ifdef USEEXACTSPECULARMATH\n"
2999 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3000 "#else\n"
3001 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3002 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3003 "#endif\n"
3004 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3005 "#endif\n"
3006 "#else\n"
3007 "       color.rgb = diffusetex * Color_Ambient;\n"
3008 "#endif\n"
3009 "       color.rgb *= LightColor;\n"
3010 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3011 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3012 "       color.rgb *= ShadowMapCompare(CubeVector,\n"
3013 "# if defined(USESHADOWMAP2D)\n"
3014 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3015 "# endif\n"
3016 "# if defined(USESHADOWMAPRECT)\n"
3017 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3018 "# endif\n"
3019 "# if defined(USESHADOWMAPCUBE)\n"
3020 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3021 "# endif\n"
3022 "\n"
3023 "#ifdef USESHADOWMAPVSDCT\n"
3024 ", Texture_CubeProjection\n"
3025 "#endif\n"
3026 "       );\n"
3027 "\n"
3028 "#endif\n"
3029 "# ifdef USECUBEFILTER\n"
3030 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3031 "# endif\n"
3032 "#endif // MODE_LIGHTSOURCE\n"
3033 "\n"
3034 "\n"
3035 "\n"
3036 "\n"
3037 "#ifdef MODE_LIGHTDIRECTION\n"
3038 "#define SHADING\n"
3039 "#ifdef USEDIFFUSE\n"
3040 "       half3 lightnormal = half3(normalize(LightVector));\n"
3041 "#endif\n"
3042 "#define lightcolor LightColor\n"
3043 "#endif // MODE_LIGHTDIRECTION\n"
3044 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3045 "#define SHADING\n"
3046 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3047 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3048 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3049 "       // convert modelspace light vector to tangentspace\n"
3050 "       half3 lightnormal;\n"
3051 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3052 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3053 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3054 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3055 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3056 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3057 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3058 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3059 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3060 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3061 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3062 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3063 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3064 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3065 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3066 "#define SHADING\n"
3067 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3068 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3069 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3070 "#endif\n"
3071 "\n"
3072 "\n"
3073 "\n"
3074 "\n"
3075 "#ifdef MODE_LIGHTMAP\n"
3076 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3077 "#endif // MODE_LIGHTMAP\n"
3078 "#ifdef MODE_VERTEXCOLOR\n"
3079 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3080 "#endif // MODE_VERTEXCOLOR\n"
3081 "#ifdef MODE_FLATCOLOR\n"
3082 "       color.rgb = diffusetex * Color_Ambient;\n"
3083 "#endif // MODE_FLATCOLOR\n"
3084 "\n"
3085 "\n"
3086 "\n"
3087 "\n"
3088 "#ifdef SHADING\n"
3089 "# ifdef USEDIFFUSE\n"
3090 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3091 "#  ifdef USESPECULAR\n"
3092 "#   ifdef USEEXACTSPECULARMATH\n"
3093 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3094 "#   else\n"
3095 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3096 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3097 "#   endif\n"
3098 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3099 "#  else\n"
3100 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3101 "#  endif\n"
3102 "# else\n"
3103 "       color.rgb = diffusetex * Color_Ambient;\n"
3104 "# endif\n"
3105 "#endif\n"
3106 "\n"
3107 "#ifdef USEDEFERREDLIGHTMAP\n"
3108 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3109 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3110 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3111 "#endif\n"
3112 "\n"
3113 "#ifdef USEGLOW\n"
3114 "#ifdef USEVERTEXTEXTUREBLEND\n"
3115 "       color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3116 "#else\n"
3117 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3118 "#endif\n"
3119 "#endif\n"
3120 "\n"
3121 "#ifdef USEFOG\n"
3122 "#ifdef MODE_LIGHTSOURCE\n"
3123 "       color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3124 "#else\n"
3125 "       color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3126 "#endif\n"
3127 "#endif\n"
3128 "\n"
3129 "       // 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"
3130 "#ifdef USEREFLECTION\n"
3131 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3132 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3133 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3134 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3135 "       // FIXME temporary hack to detect the case that the reflection\n"
3136 "       // gets blackened at edges due to leaving the area that contains actual\n"
3137 "       // content.\n"
3138 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3139 "       // 'appening.\n"
3140 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3141 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3142 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3143 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3144 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3145 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3146 "#endif\n"
3147 "\n"
3148 "       gl_FragColor = float4(color);\n"
3149 "}\n"
3150 "#endif // FRAGMENT_SHADER\n"
3151 "\n"
3152 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3153 "#endif // !MODE_DEFERREDGEOMETRY\n"
3154 "#endif // !MODE_WATER\n"
3155 "#endif // !MODE_REFRACTION\n"
3156 "#endif // !MODE_BLOOMBLUR\n"
3157 "#endif // !MODE_GENERIC\n"
3158 "#endif // !MODE_POSTPROCESS\n"
3159 "#endif // !MODE_SHOWDEPTH\n"
3160 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3161 ;
3162
3163 char *glslshaderstring = NULL;
3164 char *cgshaderstring = NULL;
3165
3166 //=======================================================================================================================================================
3167
3168 typedef struct shaderpermutationinfo_s
3169 {
3170         const char *pretext;
3171         const char *name;
3172 }
3173 shaderpermutationinfo_t;
3174
3175 typedef struct shadermodeinfo_s
3176 {
3177         const char *vertexfilename;
3178         const char *geometryfilename;
3179         const char *fragmentfilename;
3180         const char *pretext;
3181         const char *name;
3182 }
3183 shadermodeinfo_t;
3184
3185 typedef enum shaderpermutation_e
3186 {
3187         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3188         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3189         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3190         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3191         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3192         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3193         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3194         SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3195         SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3196         SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3197         SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3198         SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3199         SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3200         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3201         SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3202         SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3203         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3204         SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3205         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3206         SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3207         SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3208         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3209         SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3210         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3211         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3212         SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3213         SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe)
3214         SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
3215         SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
3216 }
3217 shaderpermutation_t;
3218
3219 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3220 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3221 {
3222         {"#define USEDIFFUSE\n", " diffuse"},
3223         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3224         {"#define USEVIEWTINT\n", " viewtint"},
3225         {"#define USECOLORMAPPING\n", " colormapping"},
3226         {"#define USESATURATION\n", " saturation"},
3227         {"#define USEFOGINSIDE\n", " foginside"},
3228         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3229         {"#define USEGAMMARAMPS\n", " gammaramps"},
3230         {"#define USECUBEFILTER\n", " cubefilter"},
3231         {"#define USEGLOW\n", " glow"},
3232         {"#define USEBLOOM\n", " bloom"},
3233         {"#define USESPECULAR\n", " specular"},
3234         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3235         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3236         {"#define USEREFLECTION\n", " reflection"},
3237         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3238         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3239         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3240         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3241         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3242         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3243         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3244         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3245         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3246         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3247         {"#define USEALPHAKILL\n", " alphakill"},
3248         {"#define USEREFLECTCUBE\n", " reflectcube"},
3249 };
3250
3251 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3252 typedef enum shadermode_e
3253 {
3254         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3255         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3256         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3257         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3258         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3259         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3260         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3261         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3262         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3263         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3264         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3265         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3266         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3267         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3268         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3269         SHADERMODE_COUNT
3270 }
3271 shadermode_t;
3272
3273 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3274 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3275 {
3276         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3277         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3278         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3279         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3280         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3281         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3282         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3283         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3284         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3285         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3286         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3287         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3288         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3289         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3290         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3291 };
3292
3293 #ifdef SUPPORTCG
3294 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3295 {
3296         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3297         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3298         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3299         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3300         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3301         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3302         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3303         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3304         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3305         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3306         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3307         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3308         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3309         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3310         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3311 };
3312 #endif
3313
3314 struct r_glsl_permutation_s;
3315 typedef struct r_glsl_permutation_s
3316 {
3317         /// hash lookup data
3318         struct r_glsl_permutation_s *hashnext;
3319         unsigned int mode;
3320         unsigned int permutation;
3321
3322         /// indicates if we have tried compiling this permutation already
3323         qboolean compiled;
3324         /// 0 if compilation failed
3325         int program;
3326         /// locations of detected uniforms in program object, or -1 if not found
3327         int loc_Texture_First;
3328         int loc_Texture_Second;
3329         int loc_Texture_GammaRamps;
3330         int loc_Texture_Normal;
3331         int loc_Texture_Color;
3332         int loc_Texture_Gloss;
3333         int loc_Texture_Glow;
3334         int loc_Texture_SecondaryNormal;
3335         int loc_Texture_SecondaryColor;
3336         int loc_Texture_SecondaryGloss;
3337         int loc_Texture_SecondaryGlow;
3338         int loc_Texture_Pants;
3339         int loc_Texture_Shirt;
3340         int loc_Texture_FogMask;
3341         int loc_Texture_Lightmap;
3342         int loc_Texture_Deluxemap;
3343         int loc_Texture_Attenuation;
3344         int loc_Texture_Cube;
3345         int loc_Texture_Refraction;
3346         int loc_Texture_Reflection;
3347         int loc_Texture_ShadowMapRect;
3348         int loc_Texture_ShadowMapCube;
3349         int loc_Texture_ShadowMap2D;
3350         int loc_Texture_CubeProjection;
3351         int loc_Texture_ScreenDepth;
3352         int loc_Texture_ScreenNormalMap;
3353         int loc_Texture_ScreenDiffuse;
3354         int loc_Texture_ScreenSpecular;
3355         int loc_Texture_ReflectMask;
3356         int loc_Texture_ReflectCube;
3357         int loc_Alpha;
3358         int loc_BloomBlur_Parameters;
3359         int loc_ClientTime;
3360         int loc_Color_Ambient;
3361         int loc_Color_Diffuse;
3362         int loc_Color_Specular;
3363         int loc_Color_Glow;
3364         int loc_Color_Pants;
3365         int loc_Color_Shirt;
3366         int loc_DeferredColor_Ambient;
3367         int loc_DeferredColor_Diffuse;
3368         int loc_DeferredColor_Specular;
3369         int loc_DeferredMod_Diffuse;
3370         int loc_DeferredMod_Specular;
3371         int loc_DistortScaleRefractReflect;
3372         int loc_EyePosition;
3373         int loc_FogColor;
3374         int loc_FogHeightFade;
3375         int loc_FogPlane;
3376         int loc_FogPlaneViewDist;
3377         int loc_FogRangeRecip;
3378         int loc_LightColor;
3379         int loc_LightDir;
3380         int loc_LightPosition;
3381         int loc_OffsetMapping_Scale;
3382         int loc_PixelSize;
3383         int loc_ReflectColor;
3384         int loc_ReflectFactor;
3385         int loc_ReflectOffset;
3386         int loc_RefractColor;
3387         int loc_Saturation;
3388         int loc_ScreenCenterRefractReflect;
3389         int loc_ScreenScaleRefractReflect;
3390         int loc_ScreenToDepth;
3391         int loc_ShadowMap_Parameters;
3392         int loc_ShadowMap_TextureScale;
3393         int loc_SpecularPower;
3394         int loc_UserVec1;
3395         int loc_UserVec2;
3396         int loc_UserVec3;
3397         int loc_UserVec4;
3398         int loc_ViewTintColor;
3399         int loc_ViewToLight;
3400         int loc_ModelToLight;
3401         int loc_TexMatrix;
3402         int loc_BackgroundTexMatrix;
3403         int loc_ModelViewProjectionMatrix;
3404         int loc_ModelViewMatrix;
3405         int loc_PixelToScreenTexCoord;
3406         int loc_ModelToReflectCube;
3407 }
3408 r_glsl_permutation_t;
3409
3410 #define SHADERPERMUTATION_HASHSIZE 256
3411
3412 /// information about each possible shader permutation
3413 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3414 /// currently selected permutation
3415 r_glsl_permutation_t *r_glsl_permutation;
3416 /// storage for permutations linked in the hash table
3417 memexpandablearray_t r_glsl_permutationarray;
3418
3419 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3420 {
3421         //unsigned int hashdepth = 0;
3422         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3423         r_glsl_permutation_t *p;
3424         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3425         {
3426                 if (p->mode == mode && p->permutation == permutation)
3427                 {
3428                         //if (hashdepth > 10)
3429                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3430                         return p;
3431                 }
3432                 //hashdepth++;
3433         }
3434         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3435         p->mode = mode;
3436         p->permutation = permutation;
3437         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3438         r_glsl_permutationhash[mode][hashindex] = p;
3439         //if (hashdepth > 10)
3440         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3441         return p;
3442 }
3443
3444 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3445 {
3446         char *shaderstring;
3447         if (!filename || !filename[0])
3448                 return NULL;
3449         if (!strcmp(filename, "glsl/default.glsl"))
3450         {
3451                 if (!glslshaderstring)
3452                 {
3453                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3454                         if (glslshaderstring)
3455                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3456                         else
3457                                 glslshaderstring = (char *)builtinshaderstring;
3458                 }
3459                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3460                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3461                 return shaderstring;
3462         }
3463         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3464         if (shaderstring)
3465         {
3466                 if (printfromdisknotice)
3467                         Con_DPrintf("from disk %s... ", filename);
3468                 return shaderstring;
3469         }
3470         return shaderstring;
3471 }
3472
3473 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3474 {
3475         int i;
3476         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3477         int vertstrings_count = 0;
3478         int geomstrings_count = 0;
3479         int fragstrings_count = 0;
3480         char *vertexstring, *geometrystring, *fragmentstring;
3481         const char *vertstrings_list[32+3];
3482         const char *geomstrings_list[32+3];
3483         const char *fragstrings_list[32+3];
3484         char permutationname[256];
3485
3486         if (p->compiled)
3487                 return;
3488         p->compiled = true;
3489         p->program = 0;
3490
3491         permutationname[0] = 0;
3492         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3493         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3494         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3495
3496         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3497
3498         // the first pretext is which type of shader to compile as
3499         // (later these will all be bound together as a program object)
3500         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3501         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3502         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3503
3504         // the second pretext is the mode (for example a light source)
3505         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3506         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3507         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3508         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3509
3510         // now add all the permutation pretexts
3511         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3512         {
3513                 if (permutation & (1<<i))
3514                 {
3515                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3516                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3517                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3518                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3519                 }
3520                 else
3521                 {
3522                         // keep line numbers correct
3523                         vertstrings_list[vertstrings_count++] = "\n";
3524                         geomstrings_list[geomstrings_count++] = "\n";
3525                         fragstrings_list[fragstrings_count++] = "\n";
3526                 }
3527         }
3528
3529         // now append the shader text itself
3530         vertstrings_list[vertstrings_count++] = vertexstring;
3531         geomstrings_list[geomstrings_count++] = geometrystring;
3532         fragstrings_list[fragstrings_count++] = fragmentstring;
3533
3534         // if any sources were NULL, clear the respective list
3535         if (!vertexstring)
3536                 vertstrings_count = 0;
3537         if (!geometrystring)
3538                 geomstrings_count = 0;
3539         if (!fragmentstring)
3540                 fragstrings_count = 0;
3541
3542         // compile the shader program
3543         if (vertstrings_count + geomstrings_count + fragstrings_count)
3544                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3545         if (p->program)
3546         {
3547                 CHECKGLERROR
3548                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3549                 // look up all the uniform variable names we care about, so we don't
3550                 // have to look them up every time we set them
3551
3552                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3553                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3554                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3555                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3556                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3557                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3558                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3559                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3560                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3561                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3562                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3563                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3564                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3565                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3566                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3567                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3568                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3569                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3570                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3571                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3572                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3573                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3574                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3575                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3576                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3577                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3578                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3579                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3580                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3581                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3582                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3583                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3584                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3585                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3586                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3587                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3588                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3589                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3590                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3591                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3592                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3593                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3594                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3595                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3596                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3597                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3598                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3599                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3600                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3601                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3602                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3603                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3604                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3605                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3606                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3607                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3608                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3609                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3610                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3611                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3612                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3613                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3614                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3615                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3616                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3617                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3618                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3619                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3620                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3621                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3622                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3623                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3624                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3625                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3626                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3627                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3628                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3629                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3630                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3631                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3632                 // initialize the samplers to refer to the texture units we use
3633                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3634                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3635                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3636                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3637                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3638                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3639                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3640                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3641                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3642                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3643                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3644                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3645                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3646                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3647                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3648                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3649                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3650                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3651                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3652                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3653                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , GL20TU_SHADOWMAPRECT);
3654                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
3655                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
3656                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3657                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3658                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3659                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3660                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3661                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3662                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3663                 CHECKGLERROR
3664                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3665         }
3666         else
3667                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3668
3669         // free the strings
3670         if (vertexstring)
3671                 Mem_Free(vertexstring);
3672         if (geometrystring)
3673                 Mem_Free(geometrystring);
3674         if (fragmentstring)
3675                 Mem_Free(fragmentstring);
3676 }
3677
3678 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3679 {
3680         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3681         if (r_glsl_permutation != perm)
3682         {
3683                 r_glsl_permutation = perm;
3684                 if (!r_glsl_permutation->program)
3685                 {
3686                         if (!r_glsl_permutation->compiled)
3687                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3688                         if (!r_glsl_permutation->program)
3689                         {
3690                                 // remove features until we find a valid permutation
3691                                 int i;
3692                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3693                                 {
3694                                         // reduce i more quickly whenever it would not remove any bits
3695                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3696                                         if (!(permutation & j))
3697                                                 continue;
3698                                         permutation -= j;
3699                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3700                                         if (!r_glsl_permutation->compiled)
3701                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3702                                         if (r_glsl_permutation->program)
3703                                                 break;
3704                                 }
3705                                 if (i >= SHADERPERMUTATION_COUNT)
3706                                 {
3707                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3708                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3709                                         qglUseProgramObjectARB(0);CHECKGLERROR
3710                                         return; // no bit left to clear, entire mode is broken
3711                                 }
3712                         }
3713                 }
3714                 CHECKGLERROR
3715                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3716         }
3717         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3718         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3719 }
3720
3721 #ifdef SUPPORTCG
3722 #include <Cg/cgGL.h>
3723 struct r_cg_permutation_s;
3724 typedef struct r_cg_permutation_s
3725 {
3726         /// hash lookup data
3727         struct r_cg_permutation_s *hashnext;
3728         unsigned int mode;
3729         unsigned int permutation;
3730
3731         /// indicates if we have tried compiling this permutation already
3732         qboolean compiled;
3733         /// 0 if compilation failed
3734         CGprogram vprogram;
3735         CGprogram fprogram;
3736         /// locations of detected parameters in programs, or NULL if not found
3737         CGparameter vp_EyePosition;
3738         CGparameter vp_FogPlane;
3739         CGparameter vp_LightDir;
3740         CGparameter vp_LightPosition;
3741         CGparameter vp_ModelToLight;
3742         CGparameter vp_TexMatrix;
3743         CGparameter vp_BackgroundTexMatrix;
3744         CGparameter vp_ModelViewProjectionMatrix;
3745         CGparameter vp_ModelViewMatrix;
3746
3747         CGparameter fp_Texture_First;
3748         CGparameter fp_Texture_Second;
3749         CGparameter fp_Texture_GammaRamps;
3750         CGparameter fp_Texture_Normal;
3751         CGparameter fp_Texture_Color;
3752         CGparameter fp_Texture_Gloss;
3753         CGparameter fp_Texture_Glow;
3754         CGparameter fp_Texture_SecondaryNormal;
3755         CGparameter fp_Texture_SecondaryColor;
3756         CGparameter fp_Texture_SecondaryGloss;
3757         CGparameter fp_Texture_SecondaryGlow;
3758         CGparameter fp_Texture_Pants;
3759         CGparameter fp_Texture_Shirt;
3760         CGparameter fp_Texture_FogMask;
3761         CGparameter fp_Texture_Lightmap;
3762         CGparameter fp_Texture_Deluxemap;
3763         CGparameter fp_Texture_Attenuation;
3764         CGparameter fp_Texture_Cube;
3765         CGparameter fp_Texture_Refraction;
3766         CGparameter fp_Texture_Reflection;
3767         CGparameter fp_Texture_ShadowMapRect;
3768         CGparameter fp_Texture_ShadowMapCube;
3769         CGparameter fp_Texture_ShadowMap2D;
3770         CGparameter fp_Texture_CubeProjection;
3771         CGparameter fp_Texture_ScreenDepth;
3772         CGparameter fp_Texture_ScreenNormalMap;
3773         CGparameter fp_Texture_ScreenDiffuse;
3774         CGparameter fp_Texture_ScreenSpecular;
3775         CGparameter fp_Texture_ReflectMask;
3776         CGparameter fp_Texture_ReflectCube;
3777         CGparameter fp_Alpha;
3778         CGparameter fp_BloomBlur_Parameters;
3779         CGparameter fp_ClientTime;
3780         CGparameter fp_Color_Ambient;
3781         CGparameter fp_Color_Diffuse;
3782         CGparameter fp_Color_Specular;
3783         CGparameter fp_Color_Glow;
3784         CGparameter fp_Color_Pants;
3785         CGparameter fp_Color_Shirt;
3786         CGparameter fp_DeferredColor_Ambient;
3787         CGparameter fp_DeferredColor_Diffuse;
3788         CGparameter fp_DeferredColor_Specular;
3789         CGparameter fp_DeferredMod_Diffuse;
3790         CGparameter fp_DeferredMod_Specular;
3791         CGparameter fp_DistortScaleRefractReflect;
3792         CGparameter fp_EyePosition;
3793         CGparameter fp_FogColor;
3794         CGparameter fp_FogHeightFade;
3795         CGparameter fp_FogPlane;
3796         CGparameter fp_FogPlaneViewDist;
3797         CGparameter fp_FogRangeRecip;
3798         CGparameter fp_LightColor;
3799         CGparameter fp_LightDir;
3800         CGparameter fp_LightPosition;
3801         CGparameter fp_OffsetMapping_Scale;
3802         CGparameter fp_PixelSize;
3803         CGparameter fp_ReflectColor;
3804         CGparameter fp_ReflectFactor;
3805         CGparameter fp_ReflectOffset;
3806         CGparameter fp_RefractColor;
3807         CGparameter fp_Saturation;
3808         CGparameter fp_ScreenCenterRefractReflect;
3809         CGparameter fp_ScreenScaleRefractReflect;
3810         CGparameter fp_ScreenToDepth;
3811         CGparameter fp_ShadowMap_Parameters;
3812         CGparameter fp_ShadowMap_TextureScale;
3813         CGparameter fp_SpecularPower;
3814         CGparameter fp_UserVec1;
3815         CGparameter fp_UserVec2;
3816         CGparameter fp_UserVec3;
3817         CGparameter fp_UserVec4;
3818         CGparameter fp_ViewTintColor;
3819         CGparameter fp_ViewToLight;
3820         CGparameter fp_PixelToScreenTexCoord;
3821         CGparameter fp_ModelToReflectCube;
3822 }
3823 r_cg_permutation_t;
3824
3825 /// information about each possible shader permutation
3826 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3827 /// currently selected permutation
3828 r_cg_permutation_t *r_cg_permutation;
3829 /// storage for permutations linked in the hash table
3830 memexpandablearray_t r_cg_permutationarray;
3831
3832 #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));}}
3833
3834 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3835 {
3836         //unsigned int hashdepth = 0;
3837         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3838         r_cg_permutation_t *p;
3839         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3840         {
3841                 if (p->mode == mode && p->permutation == permutation)
3842                 {
3843                         //if (hashdepth > 10)
3844                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3845                         return p;
3846                 }
3847                 //hashdepth++;
3848         }
3849         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3850         p->mode = mode;
3851         p->permutation = permutation;
3852         p->hashnext = r_cg_permutationhash[mode][hashindex];
3853         r_cg_permutationhash[mode][hashindex] = p;
3854         //if (hashdepth > 10)
3855         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3856         return p;
3857 }
3858
3859 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3860 {
3861         char *shaderstring;
3862         if (!filename || !filename[0])
3863                 return NULL;
3864         if (!strcmp(filename, "cg/default.cg"))
3865         {
3866                 if (!cgshaderstring)
3867                 {
3868                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3869                         if (cgshaderstring)
3870                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3871                         else
3872                                 cgshaderstring = (char *)builtincgshaderstring;
3873                 }
3874                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
3875                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
3876                 return shaderstring;
3877         }
3878         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3879         if (shaderstring)
3880         {
3881                 if (printfromdisknotice)
3882                         Con_DPrintf("from disk %s... ", filename);
3883                 return shaderstring;
3884         }
3885         return shaderstring;
3886 }
3887
3888 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
3889 {
3890         // TODO: load or create .fp and .vp shader files
3891 }
3892
3893 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3894 {
3895         int i;
3896         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3897         int vertstrings_count = 0, vertstring_length = 0;
3898         int geomstrings_count = 0, geomstring_length = 0;
3899         int fragstrings_count = 0, fragstring_length = 0;
3900         char *t;
3901         char *vertexstring, *geometrystring, *fragmentstring;
3902         char *vertstring, *geomstring, *fragstring;
3903         const char *vertstrings_list[32+3];
3904         const char *geomstrings_list[32+3];
3905         const char *fragstrings_list[32+3];
3906         char permutationname[256];
3907         char cachename[256];
3908         CGprofile vertexProfile;
3909         CGprofile fragmentProfile;
3910
3911         if (p->compiled)
3912                 return;
3913         p->compiled = true;
3914         p->vprogram = NULL;
3915         p->fprogram = NULL;
3916
3917         permutationname[0] = 0;
3918         cachename[0] = 0;
3919         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
3920         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
3921         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
3922
3923         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3924         strlcat(cachename, "cg/", sizeof(cachename));
3925
3926         // the first pretext is which type of shader to compile as
3927         // (later these will all be bound together as a program object)
3928         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3929         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3930         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3931
3932         // the second pretext is the mode (for example a light source)
3933         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3934         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3935         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3936         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3937         strlcat(cachename, modeinfo->name, sizeof(cachename));
3938
3939         // now add all the permutation pretexts
3940         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3941         {
3942                 if (permutation & (1<<i))
3943                 {
3944                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3945                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3946                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3947                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3948                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
3949                 }
3950                 else
3951                 {
3952                         // keep line numbers correct
3953                         vertstrings_list[vertstrings_count++] = "\n";
3954                         geomstrings_list[geomstrings_count++] = "\n";
3955                         fragstrings_list[fragstrings_count++] = "\n";
3956                 }
3957         }
3958
3959         // replace spaces in the cachename with _ characters
3960         for (i = 0;cachename[i];i++)
3961                 if (cachename[i] == ' ')
3962                         cachename[i] = '_';
3963
3964         // now append the shader text itself
3965         vertstrings_list[vertstrings_count++] = vertexstring;
3966         geomstrings_list[geomstrings_count++] = geometrystring;
3967         fragstrings_list[fragstrings_count++] = fragmentstring;
3968
3969         // if any sources were NULL, clear the respective list
3970         if (!vertexstring)
3971                 vertstrings_count = 0;
3972         if (!geometrystring)
3973                 geomstrings_count = 0;
3974         if (!fragmentstring)
3975                 fragstrings_count = 0;
3976
3977         vertstring_length = 0;
3978         for (i = 0;i < vertstrings_count;i++)
3979                 vertstring_length += strlen(vertstrings_list[i]);
3980         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
3981         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
3982                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
3983
3984         geomstring_length = 0;
3985         for (i = 0;i < geomstrings_count;i++)
3986                 geomstring_length += strlen(geomstrings_list[i]);
3987         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
3988         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
3989                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
3990
3991         fragstring_length = 0;
3992         for (i = 0;i < fragstrings_count;i++)
3993                 fragstring_length += strlen(fragstrings_list[i]);
3994         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
3995         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
3996                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
3997
3998         CHECKGLERROR
3999         CHECKCGERROR
4000         //vertexProfile = CG_PROFILE_ARBVP1;
4001         //fragmentProfile = CG_PROFILE_ARBFP1;
4002         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4003         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4004         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4005         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4006         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4007         CHECKGLERROR
4008
4009         // try to load the cached shader, or generate one
4010         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4011
4012         // if caching failed, do a dynamic compile for now
4013         CHECKCGERROR
4014         if (vertstring[0] && !p->vprogram)
4015                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4016         CHECKCGERROR
4017         if (fragstring[0] && !p->fprogram)
4018                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4019         CHECKCGERROR
4020
4021         // look up all the uniform variable names we care about, so we don't
4022         // have to look them up every time we set them
4023         if (p->vprogram)
4024         {
4025                 CHECKCGERROR
4026                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4027                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4028                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4029                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4030                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4031                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4032                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4033                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4034                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4035                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4036                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4037                 CHECKCGERROR
4038         }
4039         if (p->fprogram)
4040         {
4041                 CHECKCGERROR
4042                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4043                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4044                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4045                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4046                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4047                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4048                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4049                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4050                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4051                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4052                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4053                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4054                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4055                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4056                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4057                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4058                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4059                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4060                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4061                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4062                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4063                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4064                 p->fp_Texture_ShadowMapRect      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4065                 p->fp_Texture_ShadowMapCube      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4066                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4067                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4068                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4069                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4070                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4071                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4072                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4073                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4074                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4075                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4076                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4077                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4078                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4079                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4080                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4081                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4082                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4083                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4084                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4085                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4086                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4087                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4088                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4089                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4090                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4091                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4092                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4093                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4094                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4095                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4096                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4097                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4098                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4099                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4100                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4101                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4102                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4103                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4104                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4105                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4106                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4107                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4108                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4109                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4110                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4111                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4112                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4113                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4114                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4115                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4116                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4117                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4118                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4119                 CHECKCGERROR
4120         }
4121
4122         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4123                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4124         else
4125                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4126
4127         // free the strings
4128         if (vertstring)
4129                 Mem_Free(vertstring);
4130         if (geomstring)
4131                 Mem_Free(geomstring);
4132         if (fragstring)
4133                 Mem_Free(fragstring);
4134         if (vertexstring)
4135                 Mem_Free(vertexstring);
4136         if (geometrystring)
4137                 Mem_Free(geometrystring);
4138         if (fragmentstring)
4139                 Mem_Free(fragmentstring);
4140 }
4141
4142 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4143 {
4144         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4145         CHECKGLERROR
4146         CHECKCGERROR
4147         if (r_cg_permutation != perm)
4148         {
4149                 r_cg_permutation = perm;
4150                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4151                 {
4152                         if (!r_cg_permutation->compiled)
4153                                 R_CG_CompilePermutation(perm, mode, permutation);
4154                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4155                         {
4156                                 // remove features until we find a valid permutation
4157                                 int i;
4158                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4159                                 {
4160                                         // reduce i more quickly whenever it would not remove any bits
4161                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4162                                         if (!(permutation & j))
4163                                                 continue;
4164                                         permutation -= j;
4165                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4166                                         if (!r_cg_permutation->compiled)
4167                                                 R_CG_CompilePermutation(perm, mode, permutation);
4168                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4169                                                 break;
4170                                 }
4171                                 if (i >= SHADERPERMUTATION_COUNT)
4172                                 {
4173                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4174                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4175                                         return; // no bit left to clear, entire mode is broken
4176                                 }
4177                         }
4178                 }
4179                 CHECKGLERROR
4180                 CHECKCGERROR
4181                 if (r_cg_permutation->vprogram)
4182                 {
4183                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4184                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4185                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4186                 }
4187                 else
4188                 {
4189                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4190                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4191                 }
4192                 if (r_cg_permutation->fprogram)
4193                 {
4194                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4195                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4196                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4197                 }
4198                 else
4199                 {
4200                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4201                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4202                 }
4203         }
4204         CHECKCGERROR
4205         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4206         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4207 }
4208
4209 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4210 {
4211         cgGLSetTextureParameter(param, R_GetTexture(tex));
4212         cgGLEnableTextureParameter(param);
4213 }
4214 #endif
4215
4216 void R_GLSL_Restart_f(void)
4217 {
4218         unsigned int i, limit;
4219         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4220                 Mem_Free(glslshaderstring);
4221         glslshaderstring = NULL;
4222         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4223                 Mem_Free(cgshaderstring);
4224         cgshaderstring = NULL;
4225         switch(vid.renderpath)
4226         {
4227         case RENDERPATH_GL20:
4228                 {
4229                         r_glsl_permutation_t *p;
4230                         r_glsl_permutation = NULL;
4231                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4232                         for (i = 0;i < limit;i++)
4233                         {
4234                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4235                                 {
4236                                         GL_Backend_FreeProgram(p->program);
4237                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4238                                 }
4239                         }
4240                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4241                 }
4242                 break;
4243         case RENDERPATH_CGGL:
4244 #ifdef SUPPORTCG
4245                 {
4246                         r_cg_permutation_t *p;
4247                         r_cg_permutation = NULL;
4248                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4249                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4250                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4251                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4252                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4253                         for (i = 0;i < limit;i++)
4254                         {
4255                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4256                                 {
4257                                         if (p->vprogram)
4258                                                 cgDestroyProgram(p->vprogram);
4259                                         if (p->fprogram)
4260                                                 cgDestroyProgram(p->fprogram);
4261                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4262                                 }
4263                         }
4264                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4265                 }
4266                 break;
4267 #endif
4268         case RENDERPATH_GL13:
4269         case RENDERPATH_GL11:
4270                 break;
4271         }
4272 }
4273
4274 void R_GLSL_DumpShader_f(void)
4275 {
4276         int i;
4277         qfile_t *file;
4278
4279         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4280         if (file)
4281         {
4282                 FS_Print(file, "/* The engine may define the following macros:\n");
4283                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4284                 for (i = 0;i < SHADERMODE_COUNT;i++)
4285                         FS_Print(file, glslshadermodeinfo[i].pretext);
4286                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4287                         FS_Print(file, shaderpermutationinfo[i].pretext);
4288                 FS_Print(file, "*/\n");
4289                 FS_Print(file, builtinshaderstring);
4290                 FS_Close(file);
4291                 Con_Printf("glsl/default.glsl written\n");
4292         }
4293         else
4294                 Con_Printf("failed to write to glsl/default.glsl\n");
4295
4296 #ifdef SUPPORTCG
4297         file = FS_OpenRealFile("cg/default.cg", "w", false);
4298         if (file)
4299         {
4300                 FS_Print(file, "/* The engine may define the following macros:\n");
4301                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4302                 for (i = 0;i < SHADERMODE_COUNT;i++)
4303                         FS_Print(file, cgshadermodeinfo[i].pretext);
4304                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4305                         FS_Print(file, shaderpermutationinfo[i].pretext);
4306                 FS_Print(file, "*/\n");
4307                 FS_Print(file, builtincgshaderstring);
4308                 FS_Close(file);
4309                 Con_Printf("cg/default.cg written\n");
4310         }
4311         else
4312                 Con_Printf("failed to write to cg/default.cg\n");
4313 #endif
4314 }
4315
4316 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4317 {
4318         if (!second)
4319                 texturemode = GL_MODULATE;
4320         switch (vid.renderpath)
4321         {
4322         case RENDERPATH_GL20:
4323                 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))));
4324                 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4325                 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4326                 break;
4327         case RENDERPATH_CGGL:
4328 #ifdef SUPPORTCG
4329                 CHECKCGERROR
4330                 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))));
4331                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4332                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4333 #endif
4334                 break;
4335         case RENDERPATH_GL13:
4336                 R_Mesh_TexBind(0, first );
4337                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4338                 R_Mesh_TexBind(1, second);
4339                 if (second)
4340                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4341                 break;
4342         case RENDERPATH_GL11:
4343                 R_Mesh_TexBind(0, first );
4344                 break;
4345         }
4346 }
4347
4348 void R_SetupShader_DepthOrShadow(void)
4349 {
4350         switch (vid.renderpath)
4351         {
4352         case RENDERPATH_GL20:
4353                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4354                 break;
4355         case RENDERPATH_CGGL:
4356 #ifdef SUPPORTCG
4357                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4358 #endif
4359                 break;
4360         case RENDERPATH_GL13:
4361                 R_Mesh_TexBind(0, 0);
4362                 R_Mesh_TexBind(1, 0);
4363                 break;
4364         case RENDERPATH_GL11:
4365                 R_Mesh_TexBind(0, 0);
4366                 break;
4367         }
4368 }
4369
4370 void R_SetupShader_ShowDepth(void)
4371 {
4372         switch (vid.renderpath)
4373         {
4374         case RENDERPATH_GL20:
4375                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4376                 break;
4377         case RENDERPATH_CGGL:
4378 #ifdef SUPPORTCG
4379                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4380 #endif
4381                 break;
4382         case RENDERPATH_GL13:
4383                 break;
4384         case RENDERPATH_GL11:
4385                 break;
4386         }
4387 }
4388
4389 extern qboolean r_shadow_usingdeferredprepass;
4390 extern cvar_t r_shadow_deferred_8bitrange;
4391 extern rtexture_t *r_shadow_attenuationgradienttexture;
4392 extern rtexture_t *r_shadow_attenuation2dtexture;
4393 extern rtexture_t *r_shadow_attenuation3dtexture;
4394 extern qboolean r_shadow_usingshadowmaprect;
4395 extern qboolean r_shadow_usingshadowmapcube;
4396 extern qboolean r_shadow_usingshadowmap2d;
4397 extern float r_shadow_shadowmap_texturescale[2];
4398 extern float r_shadow_shadowmap_parameters[4];
4399 extern qboolean r_shadow_shadowmapvsdct;
4400 extern qboolean r_shadow_shadowmapsampler;
4401 extern int r_shadow_shadowmappcf;
4402 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4403 extern rtexture_t *r_shadow_shadowmap2dtexture;
4404 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4405 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4406 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4407 extern int r_shadow_prepass_width;
4408 extern int r_shadow_prepass_height;
4409 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4410 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4411 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4412 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4413 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4414 {
4415         // select a permutation of the lighting shader appropriate to this
4416         // combination of texture, entity, light source, and fogging, only use the
4417         // minimum features necessary to avoid wasting rendering time in the
4418         // fragment shader on features that are not being used
4419         unsigned int permutation = 0;
4420         unsigned int mode = 0;
4421         float m16f[16];
4422         if (rsurfacepass == RSURFPASS_BACKGROUND)
4423         {
4424                 // distorted background
4425                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4426                         mode = SHADERMODE_WATER;
4427                 else
4428                         mode = SHADERMODE_REFRACTION;
4429                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4430                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4431                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4432                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4433                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4434                 R_Mesh_ColorPointer(NULL, 0, 0);
4435                 GL_AlphaTest(false);
4436                 GL_BlendFunc(GL_ONE, GL_ZERO);
4437         }
4438         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4439         {
4440                 if (r_glsl_offsetmapping.integer)
4441                 {
4442                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4443                         if (r_glsl_offsetmapping_reliefmapping.integer)
4444                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4445                 }
4446                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4447                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4448                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4449                         permutation |= SHADERPERMUTATION_ALPHAKILL;
4450                 // normalmap (deferred prepass), may use alpha test on diffuse
4451                 mode = SHADERMODE_DEFERREDGEOMETRY;
4452                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4453                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4454                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4455                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4456                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4457                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4458                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4459                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4460                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4461                 else
4462                         R_Mesh_ColorPointer(NULL, 0, 0);
4463                 GL_AlphaTest(false);
4464                 GL_BlendFunc(GL_ONE, GL_ZERO);
4465         }
4466         else if (rsurfacepass == RSURFPASS_RTLIGHT)
4467         {
4468                 if (r_glsl_offsetmapping.integer)
4469                 {
4470                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4471                         if (r_glsl_offsetmapping_reliefmapping.integer)
4472                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4473                 }
4474                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4475                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4476                 // light source
4477                 mode = SHADERMODE_LIGHTSOURCE;
4478                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4479                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4480                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4481                         permutation |= SHADERPERMUTATION_CUBEFILTER;
4482                 if (diffusescale > 0)
4483                         permutation |= SHADERPERMUTATION_DIFFUSE;
4484                 if (specularscale > 0)
4485                 {
4486                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4487                         if (r_shadow_glossexact.integer)
4488                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4489                 }
4490                 if (r_refdef.fogenabled)
4491                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4492                 if (rsurface.texture->colormapping)
4493                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4494                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4495                 {
4496                         if (r_shadow_usingshadowmaprect)
4497                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4498                         if (r_shadow_usingshadowmap2d)
4499                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4500                         if (r_shadow_usingshadowmapcube)
4501                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4502                         else if(r_shadow_shadowmapvsdct)
4503                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4504
4505                         if (r_shadow_shadowmapsampler)
4506                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4507                         if (r_shadow_shadowmappcf > 1)
4508                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4509                         else if (r_shadow_shadowmappcf)
4510                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4511                 }
4512                 if (rsurface.texture->reflectmasktexture)
4513                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4514                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4515                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4516                 {
4517                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4518                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4519                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4520                 }
4521                 else
4522                 {
4523                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4524                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4525                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4526                 }
4527                 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4528                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4529                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4530                 else
4531                         R_Mesh_ColorPointer(NULL, 0, 0);
4532                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4533                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4534         }
4535         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4536         {
4537                 if (r_glsl_offsetmapping.integer)
4538                 {
4539                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4540                         if (r_glsl_offsetmapping_reliefmapping.integer)
4541                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4542                 }
4543                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4544                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4545                 // unshaded geometry (fullbright or ambient model lighting)
4546                 mode = SHADERMODE_FLATCOLOR;
4547                 ambientscale = diffusescale = specularscale = 0;
4548                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4549                         permutation |= SHADERPERMUTATION_GLOW;
4550                 if (r_refdef.fogenabled)
4551                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4552                 if (rsurface.texture->colormapping)
4553                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4554                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4555                         permutation |= SHADERPERMUTATION_REFLECTION;
4556                 if (rsurface.texture->reflectmasktexture)
4557                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4558                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4559                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4560                 {
4561                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4562                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4563                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4564                 }
4565                 else
4566                 {
4567                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4568                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4569                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4570                 }
4571                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4572                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4573                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4574                 else
4575                         R_Mesh_ColorPointer(NULL, 0, 0);
4576                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4577                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4578         }
4579         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4580         {
4581                 if (r_glsl_offsetmapping.integer)
4582                 {
4583                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4584                         if (r_glsl_offsetmapping_reliefmapping.integer)
4585                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4586                 }
4587                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4588                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4589                 // directional model lighting
4590                 mode = SHADERMODE_LIGHTDIRECTION;
4591                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4592                         permutation |= SHADERPERMUTATION_GLOW;
4593                 permutation |= SHADERPERMUTATION_DIFFUSE;
4594                 if (specularscale > 0)
4595                 {
4596                         permutation |= SHADERPERMUTATION_SPECULAR;
4597                         if (r_shadow_glossexact.integer)
4598                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4599                 }
4600                 if (r_refdef.fogenabled)
4601                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4602                 if (rsurface.texture->colormapping)
4603                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4604                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4605                         permutation |= SHADERPERMUTATION_REFLECTION;
4606                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4607                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4608                 if (rsurface.texture->reflectmasktexture)
4609                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4610                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4611                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4612                 {
4613                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4614                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4615                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4616                 }
4617                 else
4618                 {
4619                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4620                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4621                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4622                 }
4623                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4624                 R_Mesh_ColorPointer(NULL, 0, 0);
4625                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4626                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4627         }
4628         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4629         {
4630                 if (r_glsl_offsetmapping.integer)
4631                 {
4632                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4633                         if (r_glsl_offsetmapping_reliefmapping.integer)
4634                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4635                 }
4636                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4637                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4638                 // ambient model lighting
4639                 mode = SHADERMODE_LIGHTDIRECTION;
4640                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4641                         permutation |= SHADERPERMUTATION_GLOW;
4642                 if (r_refdef.fogenabled)
4643                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4644                 if (rsurface.texture->colormapping)
4645                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4646                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4647                         permutation |= SHADERPERMUTATION_REFLECTION;
4648                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4649                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4650                 if (rsurface.texture->reflectmasktexture)
4651                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4652                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4653                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4654                 {
4655                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4656                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4657                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4658                 }
4659                 else
4660                 {
4661                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4662                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4663                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4664                 }
4665                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4666                 R_Mesh_ColorPointer(NULL, 0, 0);
4667                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4668                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4669         }
4670         else
4671         {
4672                 if (r_glsl_offsetmapping.integer)
4673                 {
4674                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4675                         if (r_glsl_offsetmapping_reliefmapping.integer)
4676                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4677                 }
4678                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4679                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4680                 // lightmapped wall
4681                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4682                         permutation |= SHADERPERMUTATION_GLOW;
4683                 if (r_refdef.fogenabled)
4684                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4685                 if (rsurface.texture->colormapping)
4686                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4687                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4688                         permutation |= SHADERPERMUTATION_REFLECTION;
4689                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4690                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4691                 if (rsurface.texture->reflectmasktexture)
4692                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4693                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4694                 {
4695                         // deluxemapping (light direction texture)
4696                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4697                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4698                         else
4699                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4700                         permutation |= SHADERPERMUTATION_DIFFUSE;
4701                         if (specularscale > 0)
4702                         {
4703                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4704                                 if (r_shadow_glossexact.integer)
4705                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4706                         }
4707                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4708                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4709                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4710                         else
4711                                 R_Mesh_ColorPointer(NULL, 0, 0);
4712                 }
4713                 else if (r_glsl_deluxemapping.integer >= 2)
4714                 {
4715                         // fake deluxemapping (uniform light direction in tangentspace)
4716                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4717                         permutation |= SHADERPERMUTATION_DIFFUSE;
4718                         if (specularscale > 0)
4719                         {
4720                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4721                                 if (r_shadow_glossexact.integer)
4722                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4723                         }
4724                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4725                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4726                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4727                         else
4728                                 R_Mesh_ColorPointer(NULL, 0, 0);
4729                 }
4730                 else if (rsurface.uselightmaptexture)
4731                 {
4732                         // ordinary lightmapping (q1bsp, q3bsp)
4733                         mode = SHADERMODE_LIGHTMAP;
4734                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4735                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4736                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4737                         else
4738                                 R_Mesh_ColorPointer(NULL, 0, 0);
4739                 }
4740                 else
4741                 {
4742                         // ordinary vertex coloring (q3bsp)
4743                         mode = SHADERMODE_VERTEXCOLOR;
4744                         R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4745                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4746                 }
4747                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4748                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4749                 {
4750                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4751                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4752                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4753                 }
4754                 else
4755                 {
4756                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4757                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4758                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4759                 }
4760                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4761                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4762         }
4763         switch(vid.renderpath)
4764         {
4765         case RENDERPATH_GL20:
4766                 R_SetupShader_SetPermutationGLSL(mode, permutation);
4767                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4768                 if (mode == SHADERMODE_LIGHTSOURCE)
4769                 {
4770                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4771                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4772                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4773                         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);
4774                         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);
4775                         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);
4776         
4777                         // additive passes are only darkened by fog, not tinted
4778                         if (r_glsl_permutation->loc_FogColor >= 0)
4779                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4780                         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]);
4781                         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]);
4782                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4783                 }
4784                 else
4785                 {
4786                         if (mode == SHADERMODE_FLATCOLOR)
4787                         {
4788                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4789                         }
4790                         else if (mode == SHADERMODE_LIGHTDIRECTION)
4791                         {
4792                                 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]);
4793                                 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]);
4794                                 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);
4795                                 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);
4796                                 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);
4797                                 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]);
4798                                 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]);
4799                         }
4800                         else
4801                         {
4802                                 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]);
4803                                 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]);
4804                                 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);
4805                                 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);
4806                                 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);
4807                         }
4808                         // additive passes are only darkened by fog, not tinted
4809                         if (r_glsl_permutation->loc_FogColor >= 0)
4810                         {
4811                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4812                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4813                                 else
4814                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4815                         }
4816                         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);
4817                         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]);
4818                         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]);
4819                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4820                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4821                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4822                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4823                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4824                 }
4825                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4826                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4827                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4828                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4829                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4830                 if (r_glsl_permutation->loc_Color_Pants >= 0)
4831                 {
4832                         if (rsurface.texture->pantstexture)
4833                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4834                         else
4835                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4836                 }
4837                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
4838                 {
4839                         if (rsurface.texture->shirttexture)
4840                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4841                         else
4842                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
4843                 }
4844                 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]);
4845                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
4846                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
4847                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
4848                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
4849                 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]);
4850                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
4851
4852         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
4853         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
4854         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
4855                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
4856                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
4857                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
4858                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
4859                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
4860                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
4861                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
4862                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
4863                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
4864                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
4865                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
4866                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
4867                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
4868                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_white                                     );
4869                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_blanknormalmap                            );
4870                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
4871                 if (r_glsl_permutation->loc_Texture_Refraction      >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , r_texture_white                                     );
4872                 if (r_glsl_permutation->loc_Texture_Reflection      >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , r_texture_white                                     );
4873                 if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
4874                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
4875                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
4876                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
4877                 if (rsurface.rtlight)
4878                 {
4879                         if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
4880                         if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT     , r_shadow_shadowmaprectangletexture                  );
4881                         if (r_shadow_usingshadowmapcube)
4882                                 if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
4883                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D       , r_shadow_shadowmap2dtexture                         );
4884                         if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
4885                 }
4886                 CHECKGLERROR
4887                 break;
4888         case RENDERPATH_CGGL:
4889 #ifdef SUPPORTCG
4890                 R_SetupShader_SetPermutationCG(mode, permutation);
4891                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
4892                 if (mode == SHADERMODE_LIGHTSOURCE)
4893                 {
4894                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
4895                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4896                 }
4897                 else
4898                 {
4899                         if (mode == SHADERMODE_LIGHTDIRECTION)
4900                         {
4901                                 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
4902                         }
4903                 }
4904                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
4905                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
4906                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4907                 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
4908                 CHECKGLERROR
4909
4910                 if (mode == SHADERMODE_LIGHTSOURCE)
4911                 {
4912                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4913                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
4914                         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
4915                         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
4916                         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
4917
4918                         // additive passes are only darkened by fog, not tinted
4919                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
4920                         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
4921                         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
4922                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4923                 }
4924                 else
4925                 {
4926                         if (mode == SHADERMODE_FLATCOLOR)
4927                         {
4928                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
4929                         }
4930                         else if (mode == SHADERMODE_LIGHTDIRECTION)
4931                         {
4932                                 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
4933                                 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
4934                                 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
4935                                 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
4936                                 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
4937                                 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
4938                                 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
4939                         }
4940                         else
4941                         {
4942                                 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
4943                                 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
4944                                 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
4945                                 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
4946                                 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
4947                         }
4948                         // additive passes are only darkened by fog, not tinted
4949                         if (r_cg_permutation->fp_FogColor)
4950                         {
4951                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4952                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
4953                                 else
4954                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4955                                 CHECKCGERROR
4956                         }
4957                         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
4958                         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
4959                         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
4960                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
4961                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
4962                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
4963                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
4964                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4965                 }
4966                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
4967                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
4968                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4969                 if (r_cg_permutation->fp_Color_Pants)
4970                 {
4971                         if (rsurface.texture->pantstexture)
4972                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4973                         else
4974                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
4975                         CHECKCGERROR
4976                 }
4977                 if (r_cg_permutation->fp_Color_Shirt)
4978                 {
4979                         if (rsurface.texture->shirttexture)
4980                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4981                         else
4982                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
4983                         CHECKCGERROR
4984                 }
4985                 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
4986                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
4987                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
4988                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
4989                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
4990                 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
4991                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
4992
4993         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
4994         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
4995         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
4996                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
4997                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
4998                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
4999                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
5000                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
5001                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
5002                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
5003                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
5004                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
5005                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
5006                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
5007                 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
5008                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
5009                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , r_texture_white                                     );CHECKCGERROR
5010                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , r_texture_blanknormalmap                            );CHECKCGERROR
5011                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5012                 if (r_cg_permutation->fp_Texture_Refraction     ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction     , r_texture_white                                     );CHECKCGERROR
5013                 if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , r_texture_white                                     );CHECKCGERROR
5014                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5015                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5016                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
5017                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
5018                 if (rsurface.rtlight)
5019                 {
5020                         if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5021                         if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5022                         if (r_shadow_usingshadowmapcube)
5023                                 if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5024                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5025                         if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5026                 }
5027
5028                 CHECKGLERROR
5029 #endif
5030                 break;
5031         case RENDERPATH_GL13:
5032         case RENDERPATH_GL11:
5033                 break;
5034         }
5035 }
5036
5037 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5038 {
5039         // select a permutation of the lighting shader appropriate to this
5040         // combination of texture, entity, light source, and fogging, only use the
5041         // minimum features necessary to avoid wasting rendering time in the
5042         // fragment shader on features that are not being used
5043         unsigned int permutation = 0;
5044         unsigned int mode = 0;
5045         const float *lightcolorbase = rtlight->currentcolor;
5046         float ambientscale = rtlight->ambientscale;
5047         float diffusescale = rtlight->diffusescale;
5048         float specularscale = rtlight->specularscale;
5049         // this is the location of the light in view space
5050         vec3_t viewlightorigin;
5051         // this transforms from view space (camera) to light space (cubemap)
5052         matrix4x4_t viewtolight;
5053         matrix4x4_t lighttoview;
5054         float viewtolight16f[16];
5055         float range = 1.0f / r_shadow_deferred_8bitrange.value;
5056         // light source
5057         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5058         if (rtlight->currentcubemap != r_texture_whitecube)
5059                 permutation |= SHADERPERMUTATION_CUBEFILTER;
5060         if (diffusescale > 0)
5061                 permutation |= SHADERPERMUTATION_DIFFUSE;
5062         if (specularscale > 0)
5063         {
5064                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5065                 if (r_shadow_glossexact.integer)
5066                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5067         }
5068         if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5069         {
5070                 if (r_shadow_usingshadowmaprect)
5071                         permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5072                 if (r_shadow_usingshadowmap2d)
5073                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5074                 if (r_shadow_usingshadowmapcube)
5075                         permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5076                 else if(r_shadow_shadowmapvsdct)
5077                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5078
5079                 if (r_shadow_shadowmapsampler)
5080                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5081                 if (r_shadow_shadowmappcf > 1)
5082                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5083                 else if (r_shadow_shadowmappcf)
5084                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5085         }
5086         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5087         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5088         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5089         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5090         switch(vid.renderpath)
5091         {
5092         case RENDERPATH_GL20:
5093                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5094                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5095                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
5096                 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);
5097                 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);
5098                 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);
5099                 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]);
5100                 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]);
5101                 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));
5102                 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]);
5103                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5104
5105                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
5106                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
5107                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
5108                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
5109                 if (r_glsl_permutation->loc_Texture_ShadowMapRect     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
5110                 if (r_shadow_usingshadowmapcube)
5111                         if (r_glsl_permutation->loc_Texture_ShadowMapCube     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5112                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
5113                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
5114                 break;
5115         case RENDERPATH_CGGL:
5116 #ifdef SUPPORTCG
5117                 R_SetupShader_SetPermutationCG(mode, permutation);
5118                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5119                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5120                 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
5121                 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
5122                 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
5123                 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
5124                 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
5125                 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
5126                 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
5127                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5128
5129                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5130                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5131                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5132                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5133                 if (r_cg_permutation->fp_Texture_ShadowMapRect    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5134                 if (r_shadow_usingshadowmapcube)
5135                         if (r_cg_permutation->fp_Texture_ShadowMapCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5136                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5137                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5138 #endif
5139                 break;
5140         case RENDERPATH_GL13:
5141         case RENDERPATH_GL11:
5142                 break;
5143         }
5144 }
5145
5146 #define SKINFRAME_HASH 1024
5147
5148 typedef struct
5149 {
5150         int loadsequence; // incremented each level change
5151         memexpandablearray_t array;
5152         skinframe_t *hash[SKINFRAME_HASH];
5153 }
5154 r_skinframe_t;
5155 r_skinframe_t r_skinframe;
5156
5157 void R_SkinFrame_PrepareForPurge(void)
5158 {
5159         r_skinframe.loadsequence++;
5160         // wrap it without hitting zero
5161         if (r_skinframe.loadsequence >= 200)
5162                 r_skinframe.loadsequence = 1;
5163 }
5164
5165 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5166 {
5167         if (!skinframe)
5168                 return;
5169         // mark the skinframe as used for the purging code
5170         skinframe->loadsequence = r_skinframe.loadsequence;
5171 }
5172
5173 void R_SkinFrame_Purge(void)
5174 {
5175         int i;
5176         skinframe_t *s;
5177         for (i = 0;i < SKINFRAME_HASH;i++)
5178         {
5179                 for (s = r_skinframe.hash[i];s;s = s->next)
5180                 {
5181                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5182                         {
5183                                 if (s->merged == s->base)
5184                                         s->merged = NULL;
5185                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5186                                 R_PurgeTexture(s->stain );s->stain  = NULL;
5187                                 R_PurgeTexture(s->merged);s->merged = NULL;
5188                                 R_PurgeTexture(s->base  );s->base   = NULL;
5189                                 R_PurgeTexture(s->pants );s->pants  = NULL;
5190                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
5191                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
5192                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
5193                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
5194                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
5195                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
5196                                 s->loadsequence = 0;
5197                         }
5198                 }
5199         }
5200 }
5201
5202 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5203         skinframe_t *item;
5204         char basename[MAX_QPATH];
5205
5206         Image_StripImageExtension(name, basename, sizeof(basename));
5207
5208         if( last == NULL ) {
5209                 int hashindex;
5210                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5211                 item = r_skinframe.hash[hashindex];
5212         } else {
5213                 item = last->next;
5214         }
5215
5216         // linearly search through the hash bucket
5217         for( ; item ; item = item->next ) {
5218                 if( !strcmp( item->basename, basename ) ) {
5219                         return item;
5220                 }
5221         }
5222         return NULL;
5223 }
5224
5225 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5226 {
5227         skinframe_t *item;
5228         int hashindex;
5229         char basename[MAX_QPATH];
5230
5231         Image_StripImageExtension(name, basename, sizeof(basename));
5232
5233         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5234         for (item = r_skinframe.hash[hashindex];item;item = item->next)
5235                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5236                         break;
5237
5238         if (!item) {
5239                 rtexture_t *dyntexture;
5240                 // check whether its a dynamic texture
5241                 dyntexture = CL_GetDynTexture( basename );
5242                 if (!add && !dyntexture)
5243                         return NULL;
5244                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5245                 memset(item, 0, sizeof(*item));
5246                 strlcpy(item->basename, basename, sizeof(item->basename));
5247                 item->base = dyntexture; // either NULL or dyntexture handle
5248                 item->textureflags = textureflags;
5249                 item->comparewidth = comparewidth;
5250                 item->compareheight = compareheight;
5251                 item->comparecrc = comparecrc;
5252                 item->next = r_skinframe.hash[hashindex];
5253                 r_skinframe.hash[hashindex] = item;
5254         }
5255         else if( item->base == NULL )
5256         {
5257                 rtexture_t *dyntexture;
5258                 // check whether its a dynamic texture
5259                 // 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]
5260                 dyntexture = CL_GetDynTexture( basename );
5261                 item->base = dyntexture; // either NULL or dyntexture handle
5262         }
5263
5264         R_SkinFrame_MarkUsed(item);
5265         return item;
5266 }
5267
5268 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5269         { \
5270                 unsigned long long avgcolor[5], wsum; \
5271                 int pix, comp, w; \
5272                 avgcolor[0] = 0; \
5273                 avgcolor[1] = 0; \
5274                 avgcolor[2] = 0; \
5275                 avgcolor[3] = 0; \
5276                 avgcolor[4] = 0; \
5277                 wsum = 0; \
5278                 for(pix = 0; pix < cnt; ++pix) \
5279                 { \
5280                         w = 0; \
5281                         for(comp = 0; comp < 3; ++comp) \
5282                                 w += getpixel; \
5283                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5284                         { \
5285                                 ++wsum; \
5286                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5287                                 w = getpixel; \
5288                                 for(comp = 0; comp < 3; ++comp) \
5289                                         avgcolor[comp] += getpixel * w; \
5290                                 avgcolor[3] += w; \
5291                         } \
5292                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5293                         avgcolor[4] += getpixel; \
5294                 } \
5295                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5296                         avgcolor[3] = 1; \
5297                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5298                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5299                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5300                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5301         }
5302
5303 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5304 {
5305         int j;
5306         unsigned char *pixels;
5307         unsigned char *bumppixels;
5308         unsigned char *basepixels = NULL;
5309         int basepixels_width = 0;
5310         int basepixels_height = 0;
5311         skinframe_t *skinframe;
5312         rtexture_t *ddsbase = NULL;
5313         qboolean ddshasalpha = false;
5314         float ddsavgcolor[4];
5315         char basename[MAX_QPATH];
5316
5317         if (cls.state == ca_dedicated)
5318                 return NULL;
5319
5320         // return an existing skinframe if already loaded
5321         // if loading of the first image fails, don't make a new skinframe as it
5322         // would cause all future lookups of this to be missing
5323         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5324         if (skinframe && skinframe->base)
5325                 return skinframe;
5326
5327         Image_StripImageExtension(name, basename, sizeof(basename));
5328
5329         // check for DDS texture file first
5330         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5331         {
5332                 basepixels = loadimagepixelsbgra(name, complain, true);
5333                 if (basepixels == NULL)
5334                         return NULL;
5335         }
5336
5337         if (developer_loading.integer)
5338                 Con_Printf("loading skin \"%s\"\n", name);
5339
5340         // we've got some pixels to store, so really allocate this new texture now
5341         if (!skinframe)
5342                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5343         skinframe->stain = NULL;
5344         skinframe->merged = NULL;
5345         skinframe->base = NULL;
5346         skinframe->pants = NULL;
5347         skinframe->shirt = NULL;
5348         skinframe->nmap = NULL;
5349         skinframe->gloss = NULL;
5350         skinframe->glow = NULL;
5351         skinframe->fog = NULL;
5352         skinframe->reflect = NULL;
5353         skinframe->hasalpha = false;
5354
5355         if (ddsbase)
5356         {
5357                 skinframe->base = ddsbase;
5358                 skinframe->hasalpha = ddshasalpha;
5359                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5360                 if (r_loadfog && skinframe->hasalpha)
5361                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5362                 //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]);
5363         }
5364         else
5365         {
5366                 basepixels_width = image_width;
5367                 basepixels_height = image_height;
5368                 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);
5369                 if (textureflags & TEXF_ALPHA)
5370                 {
5371                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5372                         {
5373                                 if (basepixels[j] < 255)
5374                                 {
5375                                         skinframe->hasalpha = true;
5376                                         break;
5377                                 }
5378                         }
5379                         if (r_loadfog && skinframe->hasalpha)
5380                         {
5381                                 // has transparent pixels
5382                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5383                                 for (j = 0;j < image_width * image_height * 4;j += 4)
5384                                 {
5385                                         pixels[j+0] = 255;
5386                                         pixels[j+1] = 255;
5387                                         pixels[j+2] = 255;
5388                                         pixels[j+3] = basepixels[j+3];
5389                                 }
5390                                 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);
5391                                 Mem_Free(pixels);
5392                         }
5393                 }
5394                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5395                 //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]);
5396                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5397                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5398                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5399                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5400         }
5401
5402         if (r_loaddds)
5403         {
5404                 if (r_loadnormalmap)
5405                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5406                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5407                 if (r_loadgloss)
5408                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5409                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5410                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5411                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5412         }
5413
5414         // _norm is the name used by tenebrae and has been adopted as standard
5415         if (r_loadnormalmap && skinframe->nmap == NULL)
5416         {
5417                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
5418                 {
5419                         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);
5420                         Mem_Free(pixels);
5421                         pixels = NULL;
5422                 }
5423                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
5424                 {
5425                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5426                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5427                         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);
5428                         Mem_Free(pixels);
5429                         Mem_Free(bumppixels);
5430                 }
5431                 else if (r_shadow_bumpscale_basetexture.value > 0)
5432                 {
5433                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5434                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5435                         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);
5436                         Mem_Free(pixels);
5437                 }
5438                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5439                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5440         }
5441
5442         // _luma is supported only for tenebrae compatibility
5443         // _glow is the preferred name
5444         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))))
5445         {
5446                 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);
5447                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5448                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5449                 Mem_Free(pixels);pixels = NULL;
5450         }
5451
5452         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)))
5453         {
5454                 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);
5455                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5456                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5457                 Mem_Free(pixels);
5458                 pixels = NULL;
5459         }
5460
5461         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)))
5462         {
5463                 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);
5464                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5465                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5466                 Mem_Free(pixels);
5467                 pixels = NULL;
5468         }
5469
5470         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)))
5471         {
5472                 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);
5473                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5474                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5475                 Mem_Free(pixels);
5476                 pixels = NULL;
5477         }
5478
5479         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false)))
5480         {
5481                 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);
5482                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5483                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5484                 Mem_Free(pixels);
5485                 pixels = NULL;
5486         }
5487
5488         if (basepixels)
5489                 Mem_Free(basepixels);
5490
5491         return skinframe;
5492 }
5493
5494 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5495 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5496 {
5497         int i;
5498         unsigned char *temp1, *temp2;
5499         skinframe_t *skinframe;
5500
5501         if (cls.state == ca_dedicated)
5502                 return NULL;
5503
5504         // if already loaded just return it, otherwise make a new skinframe
5505         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5506         if (skinframe && skinframe->base)
5507                 return skinframe;
5508
5509         skinframe->stain = NULL;
5510         skinframe->merged = NULL;
5511         skinframe->base = NULL;
5512         skinframe->pants = NULL;
5513         skinframe->shirt = NULL;
5514         skinframe->nmap = NULL;
5515         skinframe->gloss = NULL;
5516         skinframe->glow = NULL;
5517         skinframe->fog = NULL;
5518         skinframe->reflect = NULL;
5519         skinframe->hasalpha = false;
5520
5521         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5522         if (!skindata)
5523                 return NULL;
5524
5525         if (developer_loading.integer)
5526                 Con_Printf("loading 32bit skin \"%s\"\n", name);
5527
5528         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5529         {
5530                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5531                 temp2 = temp1 + width * height * 4;
5532                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5533                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5534                 Mem_Free(temp1);
5535         }
5536         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5537         if (textureflags & TEXF_ALPHA)
5538         {
5539                 for (i = 3;i < width * height * 4;i += 4)
5540                 {
5541                         if (skindata[i] < 255)
5542                         {
5543                                 skinframe->hasalpha = true;
5544                                 break;
5545                         }
5546                 }
5547                 if (r_loadfog && skinframe->hasalpha)
5548                 {
5549                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5550                         memcpy(fogpixels, skindata, width * height * 4);
5551                         for (i = 0;i < width * height * 4;i += 4)
5552                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5553                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5554                         Mem_Free(fogpixels);
5555                 }
5556         }
5557
5558         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5559         //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]);
5560
5561         return skinframe;
5562 }
5563
5564 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5565 {
5566         int i;
5567         int featuresmask;
5568         skinframe_t *skinframe;
5569
5570         if (cls.state == ca_dedicated)
5571                 return NULL;
5572
5573         // if already loaded just return it, otherwise make a new skinframe
5574         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5575         if (skinframe && skinframe->base)
5576                 return skinframe;
5577
5578         skinframe->stain = NULL;
5579         skinframe->merged = NULL;
5580         skinframe->base = NULL;
5581         skinframe->pants = NULL;
5582         skinframe->shirt = NULL;
5583         skinframe->nmap = NULL;
5584         skinframe->gloss = NULL;
5585         skinframe->glow = NULL;
5586         skinframe->fog = NULL;
5587         skinframe->reflect = NULL;
5588         skinframe->hasalpha = false;
5589
5590         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5591         if (!skindata)
5592                 return NULL;
5593
5594         if (developer_loading.integer)
5595                 Con_Printf("loading quake skin \"%s\"\n", name);
5596
5597         // 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)
5598         skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5599         memcpy(skinframe->qpixels, skindata, width*height);
5600         skinframe->qwidth = width;
5601         skinframe->qheight = height;
5602
5603         featuresmask = 0;
5604         for (i = 0;i < width * height;i++)
5605                 featuresmask |= palette_featureflags[skindata[i]];
5606
5607         skinframe->hasalpha = false;
5608         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5609         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5610         skinframe->qgeneratemerged = true;
5611         skinframe->qgeneratebase = skinframe->qhascolormapping;
5612         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5613
5614         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5615         //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]);
5616
5617         return skinframe;
5618 }
5619
5620 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5621 {
5622         int width;
5623         int height;
5624         unsigned char *skindata;
5625
5626         if (!skinframe->qpixels)
5627                 return;
5628
5629         if (!skinframe->qhascolormapping)
5630                 colormapped = false;
5631
5632         if (colormapped)
5633         {
5634                 if (!skinframe->qgeneratebase)
5635                         return;
5636         }
5637         else
5638         {
5639                 if (!skinframe->qgeneratemerged)
5640                         return;
5641         }
5642
5643         width = skinframe->qwidth;
5644         height = skinframe->qheight;
5645         skindata = skinframe->qpixels;
5646
5647         if (skinframe->qgeneratenmap)
5648         {
5649                 unsigned char *temp1, *temp2;
5650                 skinframe->qgeneratenmap = false;
5651                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5652                 temp2 = temp1 + width * height * 4;
5653                 // use either a custom palette or the quake palette
5654                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5655                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5656                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5657                 Mem_Free(temp1);
5658         }
5659
5660         if (skinframe->qgenerateglow)
5661         {
5662                 skinframe->qgenerateglow = false;
5663                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5664         }
5665
5666         if (colormapped)
5667         {
5668                 skinframe->qgeneratebase = false;
5669                 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);
5670                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5671                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5672         }
5673         else
5674         {
5675                 skinframe->qgeneratemerged = false;
5676                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5677         }
5678
5679         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5680         {
5681                 Mem_Free(skinframe->qpixels);
5682                 skinframe->qpixels = NULL;
5683         }
5684 }
5685
5686 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)
5687 {
5688         int i;
5689         skinframe_t *skinframe;
5690
5691         if (cls.state == ca_dedicated)
5692                 return NULL;
5693
5694         // if already loaded just return it, otherwise make a new skinframe
5695         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5696         if (skinframe && skinframe->base)
5697                 return skinframe;
5698
5699         skinframe->stain = NULL;
5700         skinframe->merged = NULL;
5701         skinframe->base = NULL;
5702         skinframe->pants = NULL;
5703         skinframe->shirt = NULL;
5704         skinframe->nmap = NULL;
5705         skinframe->gloss = NULL;
5706         skinframe->glow = NULL;
5707         skinframe->fog = NULL;
5708         skinframe->reflect = NULL;
5709         skinframe->hasalpha = false;
5710
5711         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5712         if (!skindata)
5713                 return NULL;
5714
5715         if (developer_loading.integer)
5716                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5717
5718         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5719         if (textureflags & TEXF_ALPHA)
5720         {
5721                 for (i = 0;i < width * height;i++)
5722                 {
5723                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5724                         {
5725                                 skinframe->hasalpha = true;
5726                                 break;
5727                         }
5728                 }
5729                 if (r_loadfog && skinframe->hasalpha)
5730                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5731         }
5732
5733         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5734         //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]);
5735
5736         return skinframe;
5737 }
5738
5739 skinframe_t *R_SkinFrame_LoadMissing(void)
5740 {
5741         skinframe_t *skinframe;
5742
5743         if (cls.state == ca_dedicated)
5744                 return NULL;
5745
5746         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5747         skinframe->stain = NULL;
5748         skinframe->merged = NULL;
5749         skinframe->base = NULL;
5750         skinframe->pants = NULL;
5751         skinframe->shirt = NULL;
5752         skinframe->nmap = NULL;
5753         skinframe->gloss = NULL;
5754         skinframe->glow = NULL;
5755         skinframe->fog = NULL;
5756         skinframe->reflect = NULL;
5757         skinframe->hasalpha = false;
5758
5759         skinframe->avgcolor[0] = rand() / RAND_MAX;
5760         skinframe->avgcolor[1] = rand() / RAND_MAX;
5761         skinframe->avgcolor[2] = rand() / RAND_MAX;
5762         skinframe->avgcolor[3] = 1;
5763
5764         return skinframe;
5765 }
5766
5767 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5768 typedef struct suffixinfo_s
5769 {
5770         char *suffix;
5771         qboolean flipx, flipy, flipdiagonal;
5772 }
5773 suffixinfo_t;
5774 static suffixinfo_t suffix[3][6] =
5775 {
5776         {
5777                 {"px",   false, false, false},
5778                 {"nx",   false, false, false},
5779                 {"py",   false, false, false},
5780                 {"ny",   false, false, false},
5781                 {"pz",   false, false, false},
5782                 {"nz",   false, false, false}
5783         },
5784         {
5785                 {"posx", false, false, false},
5786                 {"negx", false, false, false},
5787                 {"posy", false, false, false},
5788                 {"negy", false, false, false},
5789                 {"posz", false, false, false},
5790                 {"negz", false, false, false}
5791         },
5792         {
5793                 {"rt",    true, false,  true},
5794                 {"lf",   false,  true,  true},
5795                 {"ft",    true,  true, false},
5796                 {"bk",   false, false, false},
5797                 {"up",    true, false,  true},
5798                 {"dn",    true, false,  true}
5799         }
5800 };
5801
5802 static int componentorder[4] = {0, 1, 2, 3};
5803
5804 rtexture_t *R_LoadCubemap(const char *basename)
5805 {
5806         int i, j, cubemapsize;
5807         unsigned char *cubemappixels, *image_buffer;
5808         rtexture_t *cubemaptexture;
5809         char name[256];
5810         // must start 0 so the first loadimagepixels has no requested width/height
5811         cubemapsize = 0;
5812         cubemappixels = NULL;
5813         cubemaptexture = NULL;
5814         // keep trying different suffix groups (posx, px, rt) until one loads
5815         for (j = 0;j < 3 && !cubemappixels;j++)
5816         {
5817                 // load the 6 images in the suffix group
5818                 for (i = 0;i < 6;i++)
5819                 {
5820                         // generate an image name based on the base and and suffix
5821                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
5822                         // load it
5823                         if ((image_buffer = loadimagepixelsbgra(name, false, false)))
5824                         {
5825                                 // an image loaded, make sure width and height are equal
5826                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
5827                                 {
5828                                         // if this is the first image to load successfully, allocate the cubemap memory
5829                                         if (!cubemappixels && image_width >= 1)
5830                                         {
5831                                                 cubemapsize = image_width;
5832                                                 // note this clears to black, so unavailable sides are black
5833                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
5834                                         }
5835                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
5836                                         if (cubemappixels)
5837                                                 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);
5838                                 }
5839                                 else
5840                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
5841                                 // free the image
5842                                 Mem_Free(image_buffer);
5843                         }
5844                 }
5845         }
5846         // if a cubemap loaded, upload it
5847         if (cubemappixels)
5848         {
5849                 if (developer_loading.integer)
5850                         Con_Printf("loading cubemap \"%s\"\n", basename);
5851
5852                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
5853                 Mem_Free(cubemappixels);
5854         }
5855         else
5856         {
5857                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
5858                 if (developer_loading.integer)
5859                 {
5860                         Con_Printf("(tried tried images ");
5861                         for (j = 0;j < 3;j++)
5862                                 for (i = 0;i < 6;i++)
5863                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
5864                         Con_Print(" and was unable to find any of them).\n");
5865                 }
5866         }
5867         return cubemaptexture;
5868 }
5869
5870 rtexture_t *R_GetCubemap(const char *basename)
5871 {
5872         int i;
5873         for (i = 0;i < r_texture_numcubemaps;i++)
5874                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
5875                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
5876         if (i >= MAX_CUBEMAPS)
5877                 return r_texture_whitecube;
5878         r_texture_numcubemaps++;
5879         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
5880         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
5881         return r_texture_cubemaps[i].texture;
5882 }
5883
5884 void R_FreeCubemaps(void)
5885 {
5886         int i;
5887         for (i = 0;i < r_texture_numcubemaps;i++)
5888         {
5889                 if (developer_loading.integer)
5890                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
5891                 if (r_texture_cubemaps[i].texture)
5892                         R_FreeTexture(r_texture_cubemaps[i].texture);
5893         }
5894         r_texture_numcubemaps = 0;
5895 }
5896
5897 void R_Main_FreeViewCache(void)
5898 {
5899         if (r_refdef.viewcache.entityvisible)
5900                 Mem_Free(r_refdef.viewcache.entityvisible);
5901         if (r_refdef.viewcache.world_pvsbits)
5902                 Mem_Free(r_refdef.viewcache.world_pvsbits);
5903         if (r_refdef.viewcache.world_leafvisible)
5904                 Mem_Free(r_refdef.viewcache.world_leafvisible);
5905         if (r_refdef.viewcache.world_surfacevisible)
5906                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
5907         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
5908 }
5909
5910 void R_Main_ResizeViewCache(void)
5911 {
5912         int numentities = r_refdef.scene.numentities;
5913         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
5914         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
5915         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
5916         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
5917         if (r_refdef.viewcache.maxentities < numentities)
5918         {
5919                 r_refdef.viewcache.maxentities = numentities;
5920                 if (r_refdef.viewcache.entityvisible)
5921                         Mem_Free(r_refdef.viewcache.entityvisible);
5922                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
5923         }
5924         if (r_refdef.viewcache.world_numclusters != numclusters)
5925         {
5926                 r_refdef.viewcache.world_numclusters = numclusters;
5927                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
5928                 if (r_refdef.viewcache.world_pvsbits)
5929                         Mem_Free(r_refdef.viewcache.world_pvsbits);
5930                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
5931         }
5932         if (r_refdef.viewcache.world_numleafs != numleafs)
5933         {
5934                 r_refdef.viewcache.world_numleafs = numleafs;
5935                 if (r_refdef.viewcache.world_leafvisible)
5936                         Mem_Free(r_refdef.viewcache.world_leafvisible);
5937                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
5938         }
5939         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
5940         {
5941                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
5942                 if (r_refdef.viewcache.world_surfacevisible)
5943                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
5944                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
5945         }
5946 }
5947
5948 extern rtexture_t *loadingscreentexture;
5949 void gl_main_start(void)
5950 {
5951         loadingscreentexture = NULL;
5952         r_texture_blanknormalmap = NULL;
5953         r_texture_white = NULL;
5954         r_texture_grey128 = NULL;
5955         r_texture_black = NULL;
5956         r_texture_whitecube = NULL;
5957         r_texture_normalizationcube = NULL;
5958         r_texture_fogattenuation = NULL;
5959         r_texture_gammaramps = NULL;
5960         r_texture_numcubemaps = 0;
5961
5962         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
5963         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
5964
5965         switch(vid.renderpath)
5966         {
5967         case RENDERPATH_GL20:
5968         case RENDERPATH_CGGL:
5969                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5970                 Cvar_SetValueQuick(&gl_combine, 1);
5971                 Cvar_SetValueQuick(&r_glsl, 1);
5972                 r_loadnormalmap = true;
5973                 r_loadgloss = true;
5974                 r_loadfog = false;
5975                 break;
5976         case RENDERPATH_GL13:
5977                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5978                 Cvar_SetValueQuick(&gl_combine, 1);
5979                 Cvar_SetValueQuick(&r_glsl, 0);
5980                 r_loadnormalmap = false;
5981                 r_loadgloss = false;
5982                 r_loadfog = true;
5983                 break;
5984         case RENDERPATH_GL11:
5985                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5986                 Cvar_SetValueQuick(&gl_combine, 0);
5987                 Cvar_SetValueQuick(&r_glsl, 0);
5988                 r_loadnormalmap = false;
5989                 r_loadgloss = false;
5990                 r_loadfog = true;
5991                 break;
5992         }
5993
5994         R_AnimCache_Free();
5995         R_FrameData_Reset();
5996
5997         r_numqueries = 0;
5998         r_maxqueries = 0;
5999         memset(r_queries, 0, sizeof(r_queries));
6000
6001         r_qwskincache = NULL;
6002         r_qwskincache_size = 0;
6003
6004         // set up r_skinframe loading system for textures
6005         memset(&r_skinframe, 0, sizeof(r_skinframe));
6006         r_skinframe.loadsequence = 1;
6007         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6008
6009         r_main_texturepool = R_AllocTexturePool();
6010         R_BuildBlankTextures();
6011         R_BuildNoTexture();
6012         if (vid.support.arb_texture_cube_map)
6013         {
6014                 R_BuildWhiteCube();
6015                 R_BuildNormalizationCube();
6016         }
6017         r_texture_fogattenuation = NULL;
6018         r_texture_gammaramps = NULL;
6019         //r_texture_fogintensity = NULL;
6020         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6021         memset(&r_waterstate, 0, sizeof(r_waterstate));
6022         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6023         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6024         glslshaderstring = NULL;
6025 #ifdef SUPPORTCG
6026         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6027         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6028         cgshaderstring = NULL;
6029 #endif
6030         memset(&r_svbsp, 0, sizeof (r_svbsp));
6031
6032         r_refdef.fogmasktable_density = 0;
6033 }
6034
6035 void gl_main_shutdown(void)
6036 {
6037         R_AnimCache_Free();
6038         R_FrameData_Reset();
6039
6040         R_Main_FreeViewCache();
6041
6042         if (r_maxqueries)
6043                 qglDeleteQueriesARB(r_maxqueries, r_queries);
6044
6045         r_numqueries = 0;
6046         r_maxqueries = 0;
6047         memset(r_queries, 0, sizeof(r_queries));
6048
6049         r_qwskincache = NULL;
6050         r_qwskincache_size = 0;
6051
6052         // clear out the r_skinframe state
6053         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6054         memset(&r_skinframe, 0, sizeof(r_skinframe));
6055
6056         if (r_svbsp.nodes)
6057                 Mem_Free(r_svbsp.nodes);
6058         memset(&r_svbsp, 0, sizeof (r_svbsp));
6059         R_FreeTexturePool(&r_main_texturepool);
6060         loadingscreentexture = NULL;
6061         r_texture_blanknormalmap = NULL;
6062         r_texture_white = NULL;
6063         r_texture_grey128 = NULL;
6064         r_texture_black = NULL;
6065         r_texture_whitecube = NULL;
6066         r_texture_normalizationcube = NULL;
6067         r_texture_fogattenuation = NULL;
6068         r_texture_gammaramps = NULL;
6069         r_texture_numcubemaps = 0;
6070         //r_texture_fogintensity = NULL;
6071         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6072         memset(&r_waterstate, 0, sizeof(r_waterstate));
6073         R_GLSL_Restart_f();
6074 }
6075
6076 extern void CL_ParseEntityLump(char *entitystring);
6077 void gl_main_newmap(void)
6078 {
6079         // FIXME: move this code to client
6080         int l;
6081         char *entities, entname[MAX_QPATH];
6082         if (r_qwskincache)
6083                 Mem_Free(r_qwskincache);
6084         r_qwskincache = NULL;
6085         r_qwskincache_size = 0;
6086         if (cl.worldmodel)
6087         {
6088                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6089                 l = (int)strlen(entname) - 4;
6090                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6091                 {
6092                         memcpy(entname + l, ".ent", 5);
6093                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6094                         {
6095                                 CL_ParseEntityLump(entities);
6096                                 Mem_Free(entities);
6097                                 return;
6098                         }
6099                 }
6100                 if (cl.worldmodel->brush.entities)
6101                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
6102         }
6103         R_Main_FreeViewCache();
6104
6105         R_FrameData_Reset();
6106 }
6107
6108 void GL_Main_Init(void)
6109 {
6110         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6111
6112         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6113         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6114         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6115         if (gamemode == GAME_NEHAHRA)
6116         {
6117                 Cvar_RegisterVariable (&gl_fogenable);
6118                 Cvar_RegisterVariable (&gl_fogdensity);
6119                 Cvar_RegisterVariable (&gl_fogred);
6120                 Cvar_RegisterVariable (&gl_foggreen);
6121                 Cvar_RegisterVariable (&gl_fogblue);
6122                 Cvar_RegisterVariable (&gl_fogstart);
6123                 Cvar_RegisterVariable (&gl_fogend);
6124                 Cvar_RegisterVariable (&gl_skyclip);
6125         }
6126         Cvar_RegisterVariable(&r_motionblur);
6127         Cvar_RegisterVariable(&r_motionblur_maxblur);
6128         Cvar_RegisterVariable(&r_motionblur_bmin);
6129         Cvar_RegisterVariable(&r_motionblur_vmin);
6130         Cvar_RegisterVariable(&r_motionblur_vmax);
6131         Cvar_RegisterVariable(&r_motionblur_vcoeff);
6132         Cvar_RegisterVariable(&r_motionblur_randomize);
6133         Cvar_RegisterVariable(&r_damageblur);
6134         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6135         Cvar_RegisterVariable(&r_equalize_entities_minambient);
6136         Cvar_RegisterVariable(&r_equalize_entities_by);
6137         Cvar_RegisterVariable(&r_equalize_entities_to);
6138         Cvar_RegisterVariable(&r_depthfirst);
6139         Cvar_RegisterVariable(&r_useinfinitefarclip);
6140         Cvar_RegisterVariable(&r_farclip_base);
6141         Cvar_RegisterVariable(&r_farclip_world);
6142         Cvar_RegisterVariable(&r_nearclip);
6143         Cvar_RegisterVariable(&r_showbboxes);
6144         Cvar_RegisterVariable(&r_showsurfaces);
6145         Cvar_RegisterVariable(&r_showtris);
6146         Cvar_RegisterVariable(&r_shownormals);
6147         Cvar_RegisterVariable(&r_showlighting);
6148         Cvar_RegisterVariable(&r_showshadowvolumes);
6149         Cvar_RegisterVariable(&r_showcollisionbrushes);
6150         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6151         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6152         Cvar_RegisterVariable(&r_showdisabledepthtest);
6153         Cvar_RegisterVariable(&r_drawportals);
6154         Cvar_RegisterVariable(&r_drawentities);
6155         Cvar_RegisterVariable(&r_cullentities_trace);
6156         Cvar_RegisterVariable(&r_cullentities_trace_samples);
6157         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6158         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6159         Cvar_RegisterVariable(&r_cullentities_trace_delay);
6160         Cvar_RegisterVariable(&r_drawviewmodel);
6161         Cvar_RegisterVariable(&r_speeds);
6162         Cvar_RegisterVariable(&r_fullbrights);
6163         Cvar_RegisterVariable(&r_wateralpha);
6164         Cvar_RegisterVariable(&r_dynamic);
6165         Cvar_RegisterVariable(&r_fullbright);
6166         Cvar_RegisterVariable(&r_shadows);
6167         Cvar_RegisterVariable(&r_shadows_darken);
6168         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6169         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6170         Cvar_RegisterVariable(&r_shadows_throwdistance);
6171         Cvar_RegisterVariable(&r_shadows_throwdirection);
6172         Cvar_RegisterVariable(&r_q1bsp_skymasking);
6173         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6174         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6175         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6176         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6177         Cvar_RegisterVariable(&r_fog_exp2);
6178         Cvar_RegisterVariable(&r_drawfog);
6179         Cvar_RegisterVariable(&r_transparentdepthmasking);
6180         Cvar_RegisterVariable(&r_texture_dds_load);
6181         Cvar_RegisterVariable(&r_texture_dds_save);
6182         Cvar_RegisterVariable(&r_textureunits);
6183         Cvar_RegisterVariable(&gl_combine);
6184         Cvar_RegisterVariable(&r_glsl);
6185         Cvar_RegisterVariable(&r_glsl_deluxemapping);
6186         Cvar_RegisterVariable(&r_glsl_offsetmapping);
6187         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6188         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6189         Cvar_RegisterVariable(&r_glsl_postprocess);
6190         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6191         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6192         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6193         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6194         Cvar_RegisterVariable(&r_water);
6195         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6196         Cvar_RegisterVariable(&r_water_clippingplanebias);
6197         Cvar_RegisterVariable(&r_water_refractdistort);
6198         Cvar_RegisterVariable(&r_water_reflectdistort);
6199         Cvar_RegisterVariable(&r_lerpsprites);
6200         Cvar_RegisterVariable(&r_lerpmodels);
6201         Cvar_RegisterVariable(&r_lerplightstyles);
6202         Cvar_RegisterVariable(&r_waterscroll);
6203         Cvar_RegisterVariable(&r_bloom);
6204         Cvar_RegisterVariable(&r_bloom_colorscale);
6205         Cvar_RegisterVariable(&r_bloom_brighten);
6206         Cvar_RegisterVariable(&r_bloom_blur);
6207         Cvar_RegisterVariable(&r_bloom_resolution);
6208         Cvar_RegisterVariable(&r_bloom_colorexponent);
6209         Cvar_RegisterVariable(&r_bloom_colorsubtract);
6210         Cvar_RegisterVariable(&r_hdr);
6211         Cvar_RegisterVariable(&r_hdr_scenebrightness);
6212         Cvar_RegisterVariable(&r_hdr_glowintensity);
6213         Cvar_RegisterVariable(&r_hdr_range);
6214         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6215         Cvar_RegisterVariable(&developer_texturelogging);
6216         Cvar_RegisterVariable(&gl_lightmaps);
6217         Cvar_RegisterVariable(&r_test);
6218         Cvar_RegisterVariable(&r_batchmode);
6219         Cvar_RegisterVariable(&r_glsl_saturation);
6220         Cvar_RegisterVariable(&r_framedatasize);
6221         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6222                 Cvar_SetValue("r_fullbrights", 0);
6223         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6224
6225         Cvar_RegisterVariable(&r_track_sprites);
6226         Cvar_RegisterVariable(&r_track_sprites_flags);
6227         Cvar_RegisterVariable(&r_track_sprites_scalew);
6228         Cvar_RegisterVariable(&r_track_sprites_scaleh);
6229         Cvar_RegisterVariable(&r_overheadsprites_perspective);
6230         Cvar_RegisterVariable(&r_overheadsprites_pushback);
6231 }
6232
6233 extern void R_Textures_Init(void);
6234 extern void GL_Draw_Init(void);
6235 extern void GL_Main_Init(void);
6236 extern void R_Shadow_Init(void);
6237 extern void R_Sky_Init(void);
6238 extern void GL_Surf_Init(void);
6239 extern void R_Particles_Init(void);
6240 extern void R_Explosion_Init(void);
6241 extern void gl_backend_init(void);
6242 extern void Sbar_Init(void);
6243 extern void R_LightningBeams_Init(void);
6244 extern void Mod_RenderInit(void);
6245 extern void Font_Init(void);
6246
6247 void Render_Init(void)
6248 {
6249         gl_backend_init();
6250         R_Textures_Init();
6251         GL_Main_Init();
6252         Font_Init();
6253         GL_Draw_Init();
6254         R_Shadow_Init();
6255         R_Sky_Init();
6256         GL_Surf_Init();
6257         Sbar_Init();
6258         R_Particles_Init();
6259         R_Explosion_Init();
6260         R_LightningBeams_Init();
6261         Mod_RenderInit();
6262 }
6263
6264 /*
6265 ===============
6266 GL_Init
6267 ===============
6268 */
6269 extern char *ENGINE_EXTENSIONS;
6270 void GL_Init (void)
6271 {
6272         gl_renderer = (const char *)qglGetString(GL_RENDERER);
6273         gl_vendor = (const char *)qglGetString(GL_VENDOR);
6274         gl_version = (const char *)qglGetString(GL_VERSION);
6275         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6276
6277         if (!gl_extensions)
6278                 gl_extensions = "";
6279         if (!gl_platformextensions)
6280                 gl_platformextensions = "";
6281
6282         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6283         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6284         Con_Printf("GL_VERSION: %s\n", gl_version);
6285         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6286         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6287
6288         VID_CheckExtensions();
6289
6290         // LordHavoc: report supported extensions
6291         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6292
6293         // clear to black (loading plaque will be seen over this)
6294         CHECKGLERROR
6295         qglClearColor(0,0,0,1);CHECKGLERROR
6296         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6297 }
6298
6299 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6300 {
6301         int i;
6302         mplane_t *p;
6303         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6304         {
6305                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6306                 if (i == 4)
6307                         continue;
6308                 p = r_refdef.view.frustum + i;
6309                 switch(p->signbits)
6310                 {
6311                 default:
6312                 case 0:
6313                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6314                                 return true;
6315                         break;
6316                 case 1:
6317                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6318                                 return true;
6319                         break;
6320                 case 2:
6321                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6322                                 return true;
6323                         break;
6324                 case 3:
6325                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6326                                 return true;
6327                         break;
6328                 case 4:
6329                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6330                                 return true;
6331                         break;
6332                 case 5:
6333                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6334                                 return true;
6335                         break;
6336                 case 6:
6337                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6338                                 return true;
6339                         break;
6340                 case 7:
6341                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6342                                 return true;
6343                         break;
6344                 }
6345         }
6346         return false;
6347 }
6348
6349 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6350 {
6351         int i;
6352         const mplane_t *p;
6353         for (i = 0;i < numplanes;i++)
6354         {
6355                 p = planes + i;
6356                 switch(p->signbits)
6357                 {
6358                 default:
6359                 case 0:
6360                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6361                                 return true;
6362                         break;
6363                 case 1:
6364                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6365                                 return true;
6366                         break;
6367                 case 2:
6368                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6369                                 return true;
6370                         break;
6371                 case 3:
6372                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6373                                 return true;
6374                         break;
6375                 case 4:
6376                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6377                                 return true;
6378                         break;
6379                 case 5:
6380                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6381                                 return true;
6382                         break;
6383                 case 6:
6384                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6385                                 return true;
6386                         break;
6387                 case 7:
6388                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6389                                 return true;
6390                         break;
6391                 }
6392         }
6393         return false;
6394 }
6395
6396 //==================================================================================
6397
6398 // LordHavoc: this stores temporary data used within the same frame
6399
6400 qboolean r_framedata_failed;
6401 static size_t r_framedata_size;
6402 static size_t r_framedata_current;
6403 static void *r_framedata_base;
6404
6405 void R_FrameData_Reset(void)
6406 {
6407         if (r_framedata_base)
6408                 Mem_Free(r_framedata_base);
6409         r_framedata_base = NULL;
6410         r_framedata_size = 0;
6411         r_framedata_current = 0;
6412         r_framedata_failed = false;
6413 }
6414
6415 void R_FrameData_NewFrame(void)
6416 {
6417         size_t wantedsize;
6418         if (r_framedata_failed)
6419                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6420         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6421         wantedsize = bound(65536, wantedsize, 128*1024*1024);
6422         if (r_framedata_size != wantedsize)
6423         {
6424                 r_framedata_size = wantedsize;
6425                 if (r_framedata_base)
6426                         Mem_Free(r_framedata_base);
6427                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6428         }
6429         r_framedata_current = 0;
6430         r_framedata_failed = false;
6431 }
6432
6433 void *R_FrameData_Alloc(size_t size)
6434 {
6435         void *data;
6436
6437         // align to 16 byte boundary
6438         size = (size + 15) & ~15;
6439         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6440         r_framedata_current += size;
6441
6442         // check overflow
6443         if (r_framedata_current > r_framedata_size)
6444                 r_framedata_failed = true;
6445
6446         // return NULL on everything after a failure
6447         if (r_framedata_failed)
6448                 return NULL;
6449
6450         return data;
6451 }
6452
6453 void *R_FrameData_Store(size_t size, void *data)
6454 {
6455         void *d = R_FrameData_Alloc(size);
6456         if (d)
6457                 memcpy(d, data, size);
6458         return d;
6459 }
6460
6461 //==================================================================================
6462
6463 // LordHavoc: animcache originally written by Echon, rewritten since then
6464
6465 /**
6466  * Animation cache prevents re-generating mesh data for an animated model
6467  * multiple times in one frame for lighting, shadowing, reflections, etc.
6468  */
6469
6470 void R_AnimCache_Free(void)
6471 {
6472 }
6473
6474 void R_AnimCache_ClearCache(void)
6475 {
6476         int i;
6477         entity_render_t *ent;
6478
6479         for (i = 0;i < r_refdef.scene.numentities;i++)
6480         {
6481                 ent = r_refdef.scene.entities[i];
6482                 ent->animcache_vertex3f = NULL;
6483                 ent->animcache_normal3f = NULL;
6484                 ent->animcache_svector3f = NULL;
6485                 ent->animcache_tvector3f = NULL;
6486         }
6487 }
6488
6489 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6490 {
6491         dp_model_t *model = ent->model;
6492         int numvertices;
6493         // see if it's already cached this frame
6494         if (ent->animcache_vertex3f)
6495         {
6496                 // add normals/tangents if needed
6497                 if (wantnormals || wanttangents)
6498                 {
6499                         if (ent->animcache_normal3f)
6500                                 wantnormals = false;
6501                         if (ent->animcache_svector3f)
6502                                 wanttangents = false;
6503                         if (wantnormals || wanttangents)
6504                         {
6505                                 numvertices = model->surfmesh.num_vertices;
6506                                 if (wantnormals)
6507                                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6508                                 if (wanttangents)
6509                                 {
6510                                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6511                                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6512                                 }
6513                                 if (!r_framedata_failed)
6514                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6515                         }
6516                 }
6517         }
6518         else
6519         {
6520                 // see if this ent is worth caching
6521                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6522                         return false;
6523                 // get some memory for this entity and generate mesh data
6524                 numvertices = model->surfmesh.num_vertices;
6525                 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6526                 if (wantnormals)
6527                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6528                 if (wanttangents)
6529                 {
6530                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6531                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6532                 }
6533                 if (!r_framedata_failed)
6534                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6535         }
6536         return !r_framedata_failed;
6537 }
6538
6539 void R_AnimCache_CacheVisibleEntities(void)
6540 {
6541         int i;
6542         qboolean wantnormals = !r_showsurfaces.integer;
6543         qboolean wanttangents = !r_showsurfaces.integer;
6544
6545         switch(vid.renderpath)
6546         {
6547         case RENDERPATH_GL20:
6548         case RENDERPATH_CGGL:
6549                 break;
6550         case RENDERPATH_GL13:
6551         case RENDERPATH_GL11:
6552                 wanttangents = false;
6553                 break;
6554         }
6555
6556         // TODO: thread this
6557         // NOTE: R_PrepareRTLights() also caches entities
6558
6559         for (i = 0;i < r_refdef.scene.numentities;i++)
6560                 if (r_refdef.viewcache.entityvisible[i])
6561                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6562
6563         if (r_shadows.integer)
6564                 for (i = 0;i < r_refdef.scene.numentities;i++)
6565                         if (!r_refdef.viewcache.entityvisible[i])
6566                                 R_AnimCache_GetEntity(r_refdef.scene.entities[i], false, false);
6567 }
6568
6569 //==================================================================================
6570
6571 static void R_View_UpdateEntityLighting (void)
6572 {
6573         int i;
6574         entity_render_t *ent;
6575         vec3_t tempdiffusenormal, avg;
6576         vec_t f, fa, fd, fdd;
6577
6578         for (i = 0;i < r_refdef.scene.numentities;i++)
6579         {
6580                 ent = r_refdef.scene.entities[i];
6581
6582                 // skip unseen models
6583                 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
6584                         continue;
6585
6586                 // skip bsp models
6587                 if (ent->model && ent->model->brush.num_leafs)
6588                 {
6589                         // TODO: use modellight for r_ambient settings on world?
6590                         VectorSet(ent->modellight_ambient, 0, 0, 0);
6591                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
6592                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
6593                         continue;
6594                 }
6595
6596                 // fetch the lighting from the worldmodel data
6597                 VectorClear(ent->modellight_ambient);
6598                 VectorClear(ent->modellight_diffuse);
6599                 VectorClear(tempdiffusenormal);
6600                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6601                 {
6602                         vec3_t org;
6603                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6604                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6605                         if(ent->flags & RENDER_EQUALIZE)
6606                         {
6607                                 // first fix up ambient lighting...
6608                                 if(r_equalize_entities_minambient.value > 0)
6609                                 {
6610                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6611                                         if(fd > 0)
6612                                         {
6613                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6614                                                 if(fa < r_equalize_entities_minambient.value * fd)
6615                                                 {
6616                                                         // solve:
6617                                                         //   fa'/fd' = minambient
6618                                                         //   fa'+0.25*fd' = fa+0.25*fd
6619                                                         //   ...
6620                                                         //   fa' = fd' * minambient
6621                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
6622                                                         //   ...
6623                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6624                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6625                                                         //   ...
6626                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6627                                                         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
6628                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6629                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6630                                                 }
6631                                         }
6632                                 }
6633
6634                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6635                                 {
6636                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6637                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6638                                         if(f > 0)
6639                                         {
6640                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6641                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6642                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6643                                         }
6644                                 }
6645                         }
6646                 }
6647                 else // highly rare
6648                         VectorSet(ent->modellight_ambient, 1, 1, 1);
6649
6650                 // move the light direction into modelspace coordinates for lighting code
6651                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6652                 if(VectorLength2(ent->modellight_lightdir) == 0)
6653                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6654                 VectorNormalize(ent->modellight_lightdir);
6655         }
6656 }
6657
6658 #define MAX_LINEOFSIGHTTRACES 64
6659
6660 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6661 {
6662         int i;
6663         vec3_t boxmins, boxmaxs;
6664         vec3_t start;
6665         vec3_t end;
6666         dp_model_t *model = r_refdef.scene.worldmodel;
6667
6668         if (!model || !model->brush.TraceLineOfSight)
6669                 return true;
6670
6671         // expand the box a little
6672         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6673         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6674         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6675         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6676         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6677         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6678
6679         // try center
6680         VectorCopy(eye, start);
6681         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6682         if (model->brush.TraceLineOfSight(model, start, end))
6683                 return true;
6684
6685         // try various random positions
6686         for (i = 0;i < numsamples;i++)
6687         {
6688                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6689                 if (model->brush.TraceLineOfSight(model, start, end))
6690                         return true;
6691         }
6692
6693         return false;
6694 }
6695
6696
6697 static void R_View_UpdateEntityVisible (void)
6698 {
6699         int i;
6700         int renderimask;
6701         int samples;
6702         entity_render_t *ent;
6703
6704         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
6705         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6706         {
6707                 // worldmodel can check visibility
6708                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6709                 for (i = 0;i < r_refdef.scene.numentities;i++)
6710                 {
6711                         ent = r_refdef.scene.entities[i];
6712                         if (!(ent->flags & renderimask))
6713                         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)))
6714                         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))
6715                                 r_refdef.viewcache.entityvisible[i] = true;
6716                 }
6717                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
6718                 {
6719                         for (i = 0;i < r_refdef.scene.numentities;i++)
6720                         {
6721                                 ent = r_refdef.scene.entities[i];
6722                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6723                                 {
6724                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6725                                         if (samples < 0)
6726                                                 continue; // temp entities do pvs only
6727                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6728                                                 ent->last_trace_visibility = realtime;
6729                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6730                                                 r_refdef.viewcache.entityvisible[i] = 0;
6731                                 }
6732                         }
6733                 }
6734         }
6735         else
6736         {
6737                 // no worldmodel or it can't check visibility
6738                 for (i = 0;i < r_refdef.scene.numentities;i++)
6739                 {
6740                         ent = r_refdef.scene.entities[i];
6741                         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));
6742                 }
6743         }
6744 }
6745
6746 /// only used if skyrendermasked, and normally returns false
6747 int R_DrawBrushModelsSky (void)
6748 {
6749         int i, sky;
6750         entity_render_t *ent;
6751
6752         sky = false;
6753         for (i = 0;i < r_refdef.scene.numentities;i++)
6754         {
6755                 if (!r_refdef.viewcache.entityvisible[i])
6756                         continue;
6757                 ent = r_refdef.scene.entities[i];
6758                 if (!ent->model || !ent->model->DrawSky)
6759                         continue;
6760                 ent->model->DrawSky(ent);
6761                 sky = true;
6762         }
6763         return sky;
6764 }
6765
6766 static void R_DrawNoModel(entity_render_t *ent);
6767 static void R_DrawModels(void)
6768 {
6769         int i;
6770         entity_render_t *ent;
6771
6772         for (i = 0;i < r_refdef.scene.numentities;i++)
6773         {
6774                 if (!r_refdef.viewcache.entityvisible[i])
6775                         continue;
6776                 ent = r_refdef.scene.entities[i];
6777                 r_refdef.stats.entities++;
6778                 if (ent->model && ent->model->Draw != NULL)
6779                         ent->model->Draw(ent);
6780                 else
6781                         R_DrawNoModel(ent);
6782         }
6783 }
6784
6785 static void R_DrawModelsDepth(void)
6786 {
6787         int i;
6788         entity_render_t *ent;
6789
6790         for (i = 0;i < r_refdef.scene.numentities;i++)
6791         {
6792                 if (!r_refdef.viewcache.entityvisible[i])
6793                         continue;
6794                 ent = r_refdef.scene.entities[i];
6795                 if (ent->model && ent->model->DrawDepth != NULL)
6796                         ent->model->DrawDepth(ent);
6797         }
6798 }
6799
6800 static void R_DrawModelsDebug(void)
6801 {
6802         int i;
6803         entity_render_t *ent;
6804
6805         for (i = 0;i < r_refdef.scene.numentities;i++)
6806         {
6807                 if (!r_refdef.viewcache.entityvisible[i])
6808                         continue;
6809                 ent = r_refdef.scene.entities[i];
6810                 if (ent->model && ent->model->DrawDebug != NULL)
6811                         ent->model->DrawDebug(ent);
6812         }
6813 }
6814
6815 static void R_DrawModelsAddWaterPlanes(void)
6816 {
6817         int i;
6818         entity_render_t *ent;
6819
6820         for (i = 0;i < r_refdef.scene.numentities;i++)
6821         {
6822                 if (!r_refdef.viewcache.entityvisible[i])
6823                         continue;
6824                 ent = r_refdef.scene.entities[i];
6825                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
6826                         ent->model->DrawAddWaterPlanes(ent);
6827         }
6828 }
6829
6830 static void R_View_SetFrustum(void)
6831 {
6832         int i;
6833         double slopex, slopey;
6834         vec3_t forward, left, up, origin;
6835
6836         // we can't trust r_refdef.view.forward and friends in reflected scenes
6837         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
6838
6839 #if 0
6840         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
6841         r_refdef.view.frustum[0].normal[1] = 0 - 0;
6842         r_refdef.view.frustum[0].normal[2] = -1 - 0;
6843         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
6844         r_refdef.view.frustum[1].normal[1] = 0 + 0;
6845         r_refdef.view.frustum[1].normal[2] = -1 + 0;
6846         r_refdef.view.frustum[2].normal[0] = 0 - 0;
6847         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
6848         r_refdef.view.frustum[2].normal[2] = -1 - 0;
6849         r_refdef.view.frustum[3].normal[0] = 0 + 0;
6850         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
6851         r_refdef.view.frustum[3].normal[2] = -1 + 0;
6852 #endif
6853
6854 #if 0
6855         zNear = r_refdef.nearclip;
6856         nudge = 1.0 - 1.0 / (1<<23);
6857         r_refdef.view.frustum[4].normal[0] = 0 - 0;
6858         r_refdef.view.frustum[4].normal[1] = 0 - 0;
6859         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
6860         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
6861         r_refdef.view.frustum[5].normal[0] = 0 + 0;
6862         r_refdef.view.frustum[5].normal[1] = 0 + 0;
6863         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
6864         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
6865 #endif
6866
6867
6868
6869 #if 0
6870         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
6871         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
6872         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
6873         r_refdef.view.frustum[0].dist = m[15] - m[12];
6874
6875         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
6876         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
6877         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
6878         r_refdef.view.frustum[1].dist = m[15] + m[12];
6879
6880         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
6881         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
6882         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
6883         r_refdef.view.frustum[2].dist = m[15] - m[13];
6884
6885         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
6886         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
6887         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
6888         r_refdef.view.frustum[3].dist = m[15] + m[13];
6889
6890         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
6891         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
6892         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
6893         r_refdef.view.frustum[4].dist = m[15] - m[14];
6894
6895         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
6896         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
6897         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
6898         r_refdef.view.frustum[5].dist = m[15] + m[14];
6899 #endif
6900
6901         if (r_refdef.view.useperspective)
6902         {
6903                 slopex = 1.0 / r_refdef.view.frustum_x;
6904                 slopey = 1.0 / r_refdef.view.frustum_y;
6905                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
6906                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
6907                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
6908                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
6909                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6910
6911                 // Leaving those out was a mistake, those were in the old code, and they
6912                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
6913                 // I couldn't reproduce it after adding those normalizations. --blub
6914                 VectorNormalize(r_refdef.view.frustum[0].normal);
6915                 VectorNormalize(r_refdef.view.frustum[1].normal);
6916                 VectorNormalize(r_refdef.view.frustum[2].normal);
6917                 VectorNormalize(r_refdef.view.frustum[3].normal);
6918
6919                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
6920                 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]);
6921                 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]);
6922                 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]);
6923                 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]);
6924
6925                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
6926                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
6927                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
6928                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
6929                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6930         }
6931         else
6932         {
6933                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
6934                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
6935                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
6936                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
6937                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6938                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
6939                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
6940                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
6941                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
6942                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6943         }
6944         r_refdef.view.numfrustumplanes = 5;
6945
6946         if (r_refdef.view.useclipplane)
6947         {
6948                 r_refdef.view.numfrustumplanes = 6;
6949                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
6950         }
6951
6952         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6953                 PlaneClassify(r_refdef.view.frustum + i);
6954
6955         // LordHavoc: note to all quake engine coders, Quake had a special case
6956         // for 90 degrees which assumed a square view (wrong), so I removed it,
6957         // Quake2 has it disabled as well.
6958
6959         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
6960         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
6961         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
6962         //PlaneClassify(&frustum[0]);
6963
6964         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
6965         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
6966         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
6967         //PlaneClassify(&frustum[1]);
6968
6969         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
6970         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
6971         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
6972         //PlaneClassify(&frustum[2]);
6973
6974         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
6975         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
6976         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
6977         //PlaneClassify(&frustum[3]);
6978
6979         // nearclip plane
6980         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
6981         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
6982         //PlaneClassify(&frustum[4]);
6983 }
6984
6985 void R_View_Update(void)
6986 {
6987         R_Main_ResizeViewCache();
6988         R_View_SetFrustum();
6989         R_View_WorldVisibility(r_refdef.view.useclipplane);
6990         R_View_UpdateEntityVisible();
6991         R_View_UpdateEntityLighting();
6992 }
6993
6994 void R_SetupView(qboolean allowwaterclippingplane)
6995 {
6996         const float *customclipplane = NULL;
6997         float plane[4];
6998         if (r_refdef.view.useclipplane && allowwaterclippingplane)
6999         {
7000                 // LordHavoc: couldn't figure out how to make this approach the
7001                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7002                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7003                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7004                         dist = r_refdef.view.clipplane.dist;
7005                 plane[0] = r_refdef.view.clipplane.normal[0];
7006                 plane[1] = r_refdef.view.clipplane.normal[1];
7007                 plane[2] = r_refdef.view.clipplane.normal[2];
7008                 plane[3] = dist;
7009                 customclipplane = plane;
7010         }
7011
7012         if (!r_refdef.view.useperspective)
7013                 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);
7014         else if (vid.stencil && r_useinfinitefarclip.integer)
7015                 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);
7016         else
7017                 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);
7018         R_SetViewport(&r_refdef.view.viewport);
7019 }
7020
7021 void R_EntityMatrix(const matrix4x4_t *matrix)
7022 {
7023         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7024         {
7025                 gl_modelmatrixchanged = false;
7026                 gl_modelmatrix = *matrix;
7027                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7028                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7029                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7030                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7031                 CHECKGLERROR
7032                 switch(vid.renderpath)
7033                 {
7034                 case RENDERPATH_GL20:
7035                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7036                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7037                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7038                         break;
7039                 case RENDERPATH_CGGL:
7040 #ifdef SUPPORTCG
7041                         CHECKCGERROR
7042                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7043                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7044                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7045 #endif
7046                         break;
7047                 case RENDERPATH_GL13:
7048                 case RENDERPATH_GL11:
7049                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7050                         break;
7051                 }
7052         }
7053 }
7054
7055 void R_ResetViewRendering2D(void)
7056 {
7057         r_viewport_t viewport;
7058         DrawQ_Finish();
7059
7060         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7061         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);
7062         R_SetViewport(&viewport);
7063         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7064         GL_Color(1, 1, 1, 1);
7065         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7066         GL_BlendFunc(GL_ONE, GL_ZERO);
7067         GL_AlphaTest(false);
7068         GL_ScissorTest(false);
7069         GL_DepthMask(false);
7070         GL_DepthRange(0, 1);
7071         GL_DepthTest(false);
7072         R_EntityMatrix(&identitymatrix);
7073         R_Mesh_ResetTextureState();
7074         GL_PolygonOffset(0, 0);
7075         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7076         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7077         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7078         qglStencilMask(~0);CHECKGLERROR
7079         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7080         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7081         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7082 }
7083
7084 void R_ResetViewRendering3D(void)
7085 {
7086         DrawQ_Finish();
7087
7088         R_SetupView(true);
7089         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7090         GL_Color(1, 1, 1, 1);
7091         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7092         GL_BlendFunc(GL_ONE, GL_ZERO);
7093         GL_AlphaTest(false);
7094         GL_ScissorTest(true);
7095         GL_DepthMask(true);
7096         GL_DepthRange(0, 1);
7097         GL_DepthTest(true);
7098         R_EntityMatrix(&identitymatrix);
7099         R_Mesh_ResetTextureState();
7100         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7101         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7102         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7103         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7104         qglStencilMask(~0);CHECKGLERROR
7105         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7106         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7107         GL_CullFace(r_refdef.view.cullface_back);
7108 }
7109
7110 void R_RenderScene(void);
7111 void R_RenderWaterPlanes(void);
7112
7113 static void R_Water_StartFrame(void)
7114 {
7115         int i;
7116         int waterwidth, waterheight, texturewidth, textureheight;
7117         r_waterstate_waterplane_t *p;
7118
7119         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7120                 return;
7121
7122         switch(vid.renderpath)
7123         {
7124         case RENDERPATH_GL20:
7125         case RENDERPATH_CGGL:
7126                 break;
7127         case RENDERPATH_GL13:
7128         case RENDERPATH_GL11:
7129                 return;
7130         }
7131
7132         // set waterwidth and waterheight to the water resolution that will be
7133         // used (often less than the screen resolution for faster rendering)
7134         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7135         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7136
7137         // calculate desired texture sizes
7138         // can't use water if the card does not support the texture size
7139         if (!r_water.integer || r_showsurfaces.integer)
7140                 texturewidth = textureheight = waterwidth = waterheight = 0;
7141         else if (vid.support.arb_texture_non_power_of_two)
7142         {
7143                 texturewidth = waterwidth;
7144                 textureheight = waterheight;
7145         }
7146         else
7147         {
7148                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
7149                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
7150         }
7151
7152         // allocate textures as needed
7153         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
7154         {
7155                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7156                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7157                 {
7158                         if (p->texture_refraction)
7159                                 R_FreeTexture(p->texture_refraction);
7160                         p->texture_refraction = NULL;
7161                         if (p->texture_reflection)
7162                                 R_FreeTexture(p->texture_reflection);
7163                         p->texture_reflection = NULL;
7164                 }
7165                 memset(&r_waterstate, 0, sizeof(r_waterstate));
7166                 r_waterstate.texturewidth = texturewidth;
7167                 r_waterstate.textureheight = textureheight;
7168         }
7169
7170         if (r_waterstate.texturewidth)
7171         {
7172                 r_waterstate.enabled = true;
7173
7174                 // when doing a reduced render (HDR) we want to use a smaller area
7175                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7176                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7177
7178                 // set up variables that will be used in shader setup
7179                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7180                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7181                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7182                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7183         }
7184
7185         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7186         r_waterstate.numwaterplanes = 0;
7187 }
7188
7189 void R_Water_AddWaterPlane(msurface_t *surface)
7190 {
7191         int triangleindex, planeindex;
7192         const int *e;
7193         vec3_t vert[3];
7194         vec3_t normal;
7195         vec3_t center;
7196         mplane_t plane;
7197         r_waterstate_waterplane_t *p;
7198         texture_t *t = R_GetCurrentTexture(surface->texture);
7199         // just use the first triangle with a valid normal for any decisions
7200         VectorClear(normal);
7201         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7202         {
7203                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7204                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7205                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7206                 TriangleNormal(vert[0], vert[1], vert[2], normal);
7207                 if (VectorLength2(normal) >= 0.001)
7208                         break;
7209         }
7210
7211         VectorCopy(normal, plane.normal);
7212         VectorNormalize(plane.normal);
7213         plane.dist = DotProduct(vert[0], plane.normal);
7214         PlaneClassify(&plane);
7215         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7216         {
7217                 // skip backfaces (except if nocullface is set)
7218                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7219                         return;
7220                 VectorNegate(plane.normal, plane.normal);
7221                 plane.dist *= -1;
7222                 PlaneClassify(&plane);
7223         }
7224
7225
7226         // find a matching plane if there is one
7227         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7228                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7229                         break;
7230         if (planeindex >= r_waterstate.maxwaterplanes)
7231                 return; // nothing we can do, out of planes
7232
7233         // if this triangle does not fit any known plane rendered this frame, add one
7234         if (planeindex >= r_waterstate.numwaterplanes)
7235         {
7236                 // store the new plane
7237                 r_waterstate.numwaterplanes++;
7238                 p->plane = plane;
7239                 // clear materialflags and pvs
7240                 p->materialflags = 0;
7241                 p->pvsvalid = false;
7242         }
7243         // merge this surface's materialflags into the waterplane
7244         p->materialflags |= t->currentmaterialflags;
7245         // merge this surface's PVS into the waterplane
7246         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7247         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7248          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7249         {
7250                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7251                 p->pvsvalid = true;
7252         }
7253 }
7254
7255 static void R_Water_ProcessPlanes(void)
7256 {
7257         r_refdef_view_t originalview;
7258         r_refdef_view_t myview;
7259         int planeindex;
7260         r_waterstate_waterplane_t *p;
7261
7262         originalview = r_refdef.view;
7263
7264         // make sure enough textures are allocated
7265         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7266         {
7267                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7268                 {
7269                         if (!p->texture_refraction)
7270                                 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);
7271                         if (!p->texture_refraction)
7272                                 goto error;
7273                 }
7274
7275                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7276                 {
7277                         if (!p->texture_reflection)
7278                                 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);
7279                         if (!p->texture_reflection)
7280                                 goto error;
7281                 }
7282         }
7283
7284         // render views
7285         r_refdef.view = originalview;
7286         r_refdef.view.showdebug = false;
7287         r_refdef.view.width = r_waterstate.waterwidth;
7288         r_refdef.view.height = r_waterstate.waterheight;
7289         r_refdef.view.useclipplane = true;
7290         myview = r_refdef.view;
7291         r_waterstate.renderingscene = true;
7292         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7293         {
7294                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7295                 {
7296                         r_refdef.view = myview;
7297                         // render reflected scene and copy into texture
7298                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7299                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7300                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7301                         r_refdef.view.clipplane = p->plane;
7302                         // reverse the cullface settings for this render
7303                         r_refdef.view.cullface_front = GL_FRONT;
7304                         r_refdef.view.cullface_back = GL_BACK;
7305                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7306                         {
7307                                 r_refdef.view.usecustompvs = true;
7308                                 if (p->pvsvalid)
7309                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7310                                 else
7311                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7312                         }
7313
7314                         R_ResetViewRendering3D();
7315                         R_ClearScreen(r_refdef.fogenabled);
7316                         R_View_Update();
7317                         R_RenderScene();
7318
7319                         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);
7320                 }
7321
7322                 // render the normal view scene and copy into texture
7323                 // (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)
7324                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7325                 {
7326                         r_refdef.view = myview;
7327                         r_refdef.view.clipplane = p->plane;
7328                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7329                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7330                         PlaneClassify(&r_refdef.view.clipplane);
7331
7332                         R_ResetViewRendering3D();
7333                         R_ClearScreen(r_refdef.fogenabled);
7334                         R_View_Update();
7335                         R_RenderScene();
7336
7337                         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);
7338                 }
7339
7340         }
7341         r_waterstate.renderingscene = false;
7342         r_refdef.view = originalview;
7343         R_ResetViewRendering3D();
7344         R_ClearScreen(r_refdef.fogenabled);
7345         R_View_Update();
7346         return;
7347 error:
7348         r_refdef.view = originalview;
7349         r_waterstate.renderingscene = false;
7350         Cvar_SetValueQuick(&r_water, 0);
7351         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
7352         return;
7353 }
7354
7355 void R_Bloom_StartFrame(void)
7356 {
7357         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7358
7359         switch(vid.renderpath)
7360         {
7361         case RENDERPATH_GL20:
7362         case RENDERPATH_CGGL:
7363                 break;
7364         case RENDERPATH_GL13:
7365         case RENDERPATH_GL11:
7366                 return;
7367         }
7368
7369         // set bloomwidth and bloomheight to the bloom resolution that will be
7370         // used (often less than the screen resolution for faster rendering)
7371         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7372         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7373         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7374         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7375         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7376
7377         // calculate desired texture sizes
7378         if (vid.support.arb_texture_non_power_of_two)
7379         {
7380                 screentexturewidth = r_refdef.view.width;
7381                 screentextureheight = r_refdef.view.height;
7382                 bloomtexturewidth = r_bloomstate.bloomwidth;
7383                 bloomtextureheight = r_bloomstate.bloomheight;
7384         }
7385         else
7386         {
7387                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
7388                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
7389                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
7390                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
7391         }
7392
7393         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))
7394         {
7395                 Cvar_SetValueQuick(&r_hdr, 0);
7396                 Cvar_SetValueQuick(&r_bloom, 0);
7397                 Cvar_SetValueQuick(&r_motionblur, 0);
7398                 Cvar_SetValueQuick(&r_damageblur, 0);
7399         }
7400
7401         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)))
7402                 screentexturewidth = screentextureheight = 0;
7403         if (!r_hdr.integer && !r_bloom.integer)
7404                 bloomtexturewidth = bloomtextureheight = 0;
7405
7406         // allocate textures as needed
7407         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7408         {
7409                 if (r_bloomstate.texture_screen)
7410                         R_FreeTexture(r_bloomstate.texture_screen);
7411                 r_bloomstate.texture_screen = NULL;
7412                 r_bloomstate.screentexturewidth = screentexturewidth;
7413                 r_bloomstate.screentextureheight = screentextureheight;
7414                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7415                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7416         }
7417         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7418         {
7419                 if (r_bloomstate.texture_bloom)
7420                         R_FreeTexture(r_bloomstate.texture_bloom);
7421                 r_bloomstate.texture_bloom = NULL;
7422                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7423                 r_bloomstate.bloomtextureheight = bloomtextureheight;
7424                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7425                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7426         }
7427
7428         // when doing a reduced render (HDR) we want to use a smaller area
7429         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7430         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7431         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7432         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7433         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7434
7435         // set up a texcoord array for the full resolution screen image
7436         // (we have to keep this around to copy back during final render)
7437         r_bloomstate.screentexcoord2f[0] = 0;
7438         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7439         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7440         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7441         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7442         r_bloomstate.screentexcoord2f[5] = 0;
7443         r_bloomstate.screentexcoord2f[6] = 0;
7444         r_bloomstate.screentexcoord2f[7] = 0;
7445
7446         // set up a texcoord array for the reduced resolution bloom image
7447         // (which will be additive blended over the screen image)
7448         r_bloomstate.bloomtexcoord2f[0] = 0;
7449         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7450         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7451         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7452         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7453         r_bloomstate.bloomtexcoord2f[5] = 0;
7454         r_bloomstate.bloomtexcoord2f[6] = 0;
7455         r_bloomstate.bloomtexcoord2f[7] = 0;
7456
7457         if (r_hdr.integer || r_bloom.integer)
7458         {
7459                 r_bloomstate.enabled = true;
7460                 r_bloomstate.hdr = r_hdr.integer != 0;
7461         }
7462
7463         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);
7464 }
7465
7466 void R_Bloom_CopyBloomTexture(float colorscale)
7467 {
7468         r_refdef.stats.bloom++;
7469
7470         // scale down screen texture to the bloom texture size
7471         CHECKGLERROR
7472         R_SetViewport(&r_bloomstate.viewport);
7473         GL_BlendFunc(GL_ONE, GL_ZERO);
7474         GL_Color(colorscale, colorscale, colorscale, 1);
7475         // TODO: optimize with multitexture or GLSL
7476         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7477         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7478         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7479         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7480
7481         // we now have a bloom image in the framebuffer
7482         // copy it into the bloom image texture for later processing
7483         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);
7484         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7485 }
7486
7487 void R_Bloom_CopyHDRTexture(void)
7488 {
7489         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);
7490         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7491 }
7492
7493 void R_Bloom_MakeTexture(void)
7494 {
7495         int x, range, dir;
7496         float xoffset, yoffset, r, brighten;
7497
7498         r_refdef.stats.bloom++;
7499
7500         R_ResetViewRendering2D();
7501         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7502         R_Mesh_ColorPointer(NULL, 0, 0);
7503
7504         // we have a bloom image in the framebuffer
7505         CHECKGLERROR
7506         R_SetViewport(&r_bloomstate.viewport);
7507
7508         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7509         {
7510                 x *= 2;
7511                 r = bound(0, r_bloom_colorexponent.value / x, 1);
7512                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7513                 GL_Color(r, r, r, 1);
7514                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7515                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7516                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7517                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7518
7519                 // copy the vertically blurred bloom view to a texture
7520                 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);
7521                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7522         }
7523
7524         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7525         brighten = r_bloom_brighten.value;
7526         if (r_hdr.integer)
7527                 brighten *= r_hdr_range.value;
7528         brighten = sqrt(brighten);
7529         if(range >= 1)
7530                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7531         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7532         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7533
7534         for (dir = 0;dir < 2;dir++)
7535         {
7536                 // blend on at multiple vertical offsets to achieve a vertical blur
7537                 // TODO: do offset blends using GLSL
7538                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7539                 GL_BlendFunc(GL_ONE, GL_ZERO);
7540                 for (x = -range;x <= range;x++)
7541                 {
7542                         if (!dir){xoffset = 0;yoffset = x;}
7543                         else {xoffset = x;yoffset = 0;}
7544                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
7545                         yoffset /= (float)r_bloomstate.bloomtextureheight;
7546                         // compute a texcoord array with the specified x and y offset
7547                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7548                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7549                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7550                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7551                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7552                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7553                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7554                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7555                         // this r value looks like a 'dot' particle, fading sharply to
7556                         // black at the edges
7557                         // (probably not realistic but looks good enough)
7558                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7559                         //r = brighten/(range*2+1);
7560                         r = brighten / (range * 2 + 1);
7561                         if(range >= 1)
7562                                 r *= (1 - x*x/(float)(range*range));
7563                         GL_Color(r, r, r, 1);
7564                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7565                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7566                         GL_BlendFunc(GL_ONE, GL_ONE);
7567                 }
7568
7569                 // copy the vertically blurred bloom view to a texture
7570                 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);
7571                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7572         }
7573
7574         // apply subtract last
7575         // (just like it would be in a GLSL shader)
7576         if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7577         {
7578                 GL_BlendFunc(GL_ONE, GL_ZERO);
7579                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7580                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7581                 GL_Color(1, 1, 1, 1);
7582                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7583                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7584
7585                 GL_BlendFunc(GL_ONE, GL_ONE);
7586                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7587                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7588                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7589                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7590                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7591                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7592                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7593
7594                 // copy the darkened bloom view to a texture
7595                 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);
7596                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7597         }
7598 }
7599
7600 void R_HDR_RenderBloomTexture(void)
7601 {
7602         int oldwidth, oldheight;
7603         float oldcolorscale;
7604
7605         oldcolorscale = r_refdef.view.colorscale;
7606         oldwidth = r_refdef.view.width;
7607         oldheight = r_refdef.view.height;
7608         r_refdef.view.width = r_bloomstate.bloomwidth;
7609         r_refdef.view.height = r_bloomstate.bloomheight;
7610
7611         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
7612         // TODO: add exposure compensation features
7613         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7614
7615         r_refdef.view.showdebug = false;
7616         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7617
7618         R_ResetViewRendering3D();
7619
7620         R_ClearScreen(r_refdef.fogenabled);
7621         if (r_timereport_active)
7622                 R_TimeReport("HDRclear");
7623
7624         R_View_Update();
7625         if (r_timereport_active)
7626                 R_TimeReport("visibility");
7627
7628         // only do secondary renders with HDR if r_hdr is 2 or higher
7629         r_waterstate.numwaterplanes = 0;
7630         if (r_waterstate.enabled && r_hdr.integer >= 2)
7631                 R_RenderWaterPlanes();
7632
7633         r_refdef.view.showdebug = true;
7634         R_RenderScene();
7635         r_waterstate.numwaterplanes = 0;
7636
7637         R_ResetViewRendering2D();
7638
7639         R_Bloom_CopyHDRTexture();
7640         R_Bloom_MakeTexture();
7641
7642         // restore the view settings
7643         r_refdef.view.width = oldwidth;
7644         r_refdef.view.height = oldheight;
7645         r_refdef.view.colorscale = oldcolorscale;
7646
7647         R_ResetViewRendering3D();
7648
7649         R_ClearScreen(r_refdef.fogenabled);
7650         if (r_timereport_active)
7651                 R_TimeReport("viewclear");
7652 }
7653
7654 static void R_BlendView(void)
7655 {
7656         unsigned int permutation;
7657         float uservecs[4][4];
7658
7659         switch (vid.renderpath)
7660         {
7661         case RENDERPATH_GL20:
7662         case RENDERPATH_CGGL:
7663                 permutation =
7664                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7665                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7666                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7667                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7668                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7669
7670                 if (r_bloomstate.texture_screen)
7671                 {
7672                         // make sure the buffer is available
7673                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7674
7675                         R_ResetViewRendering2D();
7676                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7677                         R_Mesh_ColorPointer(NULL, 0, 0);
7678
7679                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7680                         {
7681                                 // declare variables
7682                                 float speed;
7683                                 static float avgspeed;
7684
7685                                 speed = VectorLength(cl.movement_velocity);
7686
7687                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7688                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7689
7690                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7691                                 speed = bound(0, speed, 1);
7692                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7693
7694                                 // calculate values into a standard alpha
7695                                 cl.motionbluralpha = 1 - exp(-
7696                                                 (
7697                                                  (r_motionblur.value * speed / 80)
7698                                                  +
7699                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
7700                                                 )
7701                                                 /
7702                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
7703                                            );
7704
7705                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
7706                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
7707                                 // apply the blur
7708                                 if (cl.motionbluralpha > 0)
7709                                 {
7710                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7711                                         GL_Color(1, 1, 1, cl.motionbluralpha);
7712                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7713                                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7714                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7715                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7716                                 }
7717                         }
7718
7719                         // copy view into the screen texture
7720                         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);
7721                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7722                 }
7723                 else if (!r_bloomstate.texture_bloom)
7724                 {
7725                         // we may still have to do view tint...
7726                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7727                         {
7728                                 // apply a color tint to the whole view
7729                                 R_ResetViewRendering2D();
7730                                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7731                                 R_Mesh_ColorPointer(NULL, 0, 0);
7732                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7733                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7734                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7735                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7736                         }
7737                         break; // no screen processing, no bloom, skip it
7738                 }
7739
7740                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
7741                 {
7742                         // render simple bloom effect
7743                         // copy the screen and shrink it and darken it for the bloom process
7744                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
7745                         // make the bloom texture
7746                         R_Bloom_MakeTexture();
7747                 }
7748
7749 #if _MSC_VER >= 1400
7750 #define sscanf sscanf_s
7751 #endif
7752                 memset(uservecs, 0, sizeof(uservecs));
7753                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
7754                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
7755                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
7756                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
7757
7758                 R_ResetViewRendering2D();
7759                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7760                 R_Mesh_ColorPointer(NULL, 0, 0);
7761                 GL_Color(1, 1, 1, 1);
7762                 GL_BlendFunc(GL_ONE, GL_ZERO);
7763                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7764                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7765
7766                 switch(vid.renderpath)
7767                 {
7768                 case RENDERPATH_GL20:
7769                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
7770                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
7771                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
7772                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
7773                         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]);
7774                         if (r_glsl_permutation->loc_ClientTime         >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime        , cl.time);
7775                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
7776                         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]);
7777                         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]);
7778                         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]);
7779                         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]);
7780                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
7781                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
7782                         break;
7783                 case RENDERPATH_CGGL:
7784 #ifdef SUPPORTCG
7785                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
7786                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
7787                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
7788                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
7789                         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
7790                         if (r_cg_permutation->fp_ClientTime        ) cgGLSetParameter1f(     r_cg_permutation->fp_ClientTime        , cl.time);CHECKCGERROR
7791                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
7792                         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
7793                         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
7794                         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
7795                         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
7796                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
7797                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
7798 #endif
7799                         break;
7800                 default:
7801                         break;
7802                 }
7803                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7804                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7805                 break;
7806         case RENDERPATH_GL13:
7807         case RENDERPATH_GL11:
7808                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7809                 {
7810                         // apply a color tint to the whole view
7811                         R_ResetViewRendering2D();
7812                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7813                         R_Mesh_ColorPointer(NULL, 0, 0);
7814                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7815                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7816                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7817                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7818                 }
7819                 break;
7820         }
7821 }
7822
7823 matrix4x4_t r_waterscrollmatrix;
7824
7825 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
7826 {
7827         if (r_refdef.fog_density)
7828         {
7829                 r_refdef.fogcolor[0] = r_refdef.fog_red;
7830                 r_refdef.fogcolor[1] = r_refdef.fog_green;
7831                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7832
7833                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7834                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7835                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7836                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7837
7838                 {
7839                         vec3_t fogvec;
7840                         VectorCopy(r_refdef.fogcolor, fogvec);
7841                         //   color.rgb *= ContrastBoost * SceneBrightness;
7842                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7843                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7844                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7845                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7846                 }
7847         }
7848 }
7849
7850 void R_UpdateVariables(void)
7851 {
7852         R_Textures_Frame();
7853
7854         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7855
7856         r_refdef.farclip = r_farclip_base.value;
7857         if (r_refdef.scene.worldmodel)
7858                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7859         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7860
7861         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7862                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7863         r_refdef.polygonfactor = 0;
7864         r_refdef.polygonoffset = 0;
7865         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7866         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7867
7868         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7869         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7870         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
7871         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7872         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7873         if (r_showsurfaces.integer)
7874         {
7875                 r_refdef.scene.rtworld = false;
7876                 r_refdef.scene.rtworldshadows = false;
7877                 r_refdef.scene.rtdlight = false;
7878                 r_refdef.scene.rtdlightshadows = false;
7879                 r_refdef.lightmapintensity = 0;
7880         }
7881
7882         if (gamemode == GAME_NEHAHRA)
7883         {
7884                 if (gl_fogenable.integer)
7885                 {
7886                         r_refdef.oldgl_fogenable = true;
7887                         r_refdef.fog_density = gl_fogdensity.value;
7888                         r_refdef.fog_red = gl_fogred.value;
7889                         r_refdef.fog_green = gl_foggreen.value;
7890                         r_refdef.fog_blue = gl_fogblue.value;
7891                         r_refdef.fog_alpha = 1;
7892                         r_refdef.fog_start = 0;
7893                         r_refdef.fog_end = gl_skyclip.value;
7894                         r_refdef.fog_height = 1<<30;
7895                         r_refdef.fog_fadedepth = 128;
7896                 }
7897                 else if (r_refdef.oldgl_fogenable)
7898                 {
7899                         r_refdef.oldgl_fogenable = false;
7900                         r_refdef.fog_density = 0;
7901                         r_refdef.fog_red = 0;
7902                         r_refdef.fog_green = 0;
7903                         r_refdef.fog_blue = 0;
7904                         r_refdef.fog_alpha = 0;
7905                         r_refdef.fog_start = 0;
7906                         r_refdef.fog_end = 0;
7907                         r_refdef.fog_height = 1<<30;
7908                         r_refdef.fog_fadedepth = 128;
7909                 }
7910         }
7911
7912         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
7913         r_refdef.fog_start = max(0, r_refdef.fog_start);
7914         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
7915
7916         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
7917
7918         if (r_refdef.fog_density && r_drawfog.integer)
7919         {
7920                 r_refdef.fogenabled = true;
7921                 // this is the point where the fog reaches 0.9986 alpha, which we
7922                 // consider a good enough cutoff point for the texture
7923                 // (0.9986 * 256 == 255.6)
7924                 if (r_fog_exp2.integer)
7925                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
7926                 else
7927                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
7928                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
7929                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
7930                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
7931                 // fog color was already set
7932                 // update the fog texture
7933                 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)
7934                         R_BuildFogTexture();
7935         }
7936         else
7937                 r_refdef.fogenabled = false;
7938
7939         switch(vid.renderpath)
7940         {
7941         case RENDERPATH_GL20:
7942         case RENDERPATH_CGGL:
7943                 if(v_glslgamma.integer && !vid_gammatables_trivial)
7944                 {
7945                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
7946                         {
7947                                 // build GLSL gamma texture
7948 #define RAMPWIDTH 256
7949                                 unsigned short ramp[RAMPWIDTH * 3];
7950                                 unsigned char rampbgr[RAMPWIDTH][4];
7951                                 int i;
7952
7953                                 r_texture_gammaramps_serial = vid_gammatables_serial;
7954
7955                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
7956                                 for(i = 0; i < RAMPWIDTH; ++i)
7957                                 {
7958                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7959                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7960                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
7961                                         rampbgr[i][3] = 0;
7962                                 }
7963                                 if (r_texture_gammaramps)
7964                                 {
7965                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
7966                                 }
7967                                 else
7968                                 {
7969                                         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);
7970                                 }
7971                         }
7972                 }
7973                 else
7974                 {
7975                         // remove GLSL gamma texture
7976                 }
7977                 break;
7978         case RENDERPATH_GL13:
7979         case RENDERPATH_GL11:
7980                 break;
7981         }
7982 }
7983
7984 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7985 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7986 /*
7987 ================
7988 R_SelectScene
7989 ================
7990 */
7991 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7992         if( scenetype != r_currentscenetype ) {
7993                 // store the old scenetype
7994                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
7995                 r_currentscenetype = scenetype;
7996                 // move in the new scene
7997                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
7998         }
7999 }
8000
8001 /*
8002 ================
8003 R_GetScenePointer
8004 ================
8005 */
8006 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8007 {
8008         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8009         if( scenetype == r_currentscenetype ) {
8010                 return &r_refdef.scene;
8011         } else {
8012                 return &r_scenes_store[ scenetype ];
8013         }
8014 }
8015
8016 /*
8017 ================
8018 R_RenderView
8019 ================
8020 */
8021 void R_RenderView(void)
8022 {
8023         if (r_timereport_active)
8024                 R_TimeReport("start");
8025         r_textureframe++; // used only by R_GetCurrentTexture
8026         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8027
8028         if (!r_drawentities.integer)
8029                 r_refdef.scene.numentities = 0;
8030
8031         R_AnimCache_ClearCache();
8032         R_FrameData_NewFrame();
8033
8034         if (r_refdef.view.isoverlay)
8035         {
8036                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8037                 GL_Clear( GL_DEPTH_BUFFER_BIT );
8038                 R_TimeReport("depthclear");
8039
8040                 r_refdef.view.showdebug = false;
8041
8042                 r_waterstate.enabled = false;
8043                 r_waterstate.numwaterplanes = 0;
8044
8045                 R_RenderScene();
8046
8047                 CHECKGLERROR
8048                 return;
8049         }
8050
8051         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
8052                 return; //Host_Error ("R_RenderView: NULL worldmodel");
8053
8054         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8055
8056         // break apart the view matrix into vectors for various purposes
8057         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8058         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8059         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8060         VectorNegate(r_refdef.view.left, r_refdef.view.right);
8061         // make an inverted copy of the view matrix for tracking sprites
8062         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8063
8064         R_Shadow_UpdateWorldLightSelection();
8065
8066         R_Bloom_StartFrame();
8067         R_Water_StartFrame();
8068
8069         CHECKGLERROR
8070         if (r_timereport_active)
8071                 R_TimeReport("viewsetup");
8072
8073         R_ResetViewRendering3D();
8074
8075         if (r_refdef.view.clear || r_refdef.fogenabled)
8076         {
8077                 R_ClearScreen(r_refdef.fogenabled);
8078                 if (r_timereport_active)
8079                         R_TimeReport("viewclear");
8080         }
8081         r_refdef.view.clear = true;
8082
8083         // this produces a bloom texture to be used in R_BlendView() later
8084         if (r_hdr.integer && r_bloomstate.bloomwidth)
8085         {
8086                 R_HDR_RenderBloomTexture();
8087                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8088                 r_textureframe++; // used only by R_GetCurrentTexture
8089         }
8090
8091         r_refdef.view.showdebug = true;
8092
8093         R_View_Update();
8094         if (r_timereport_active)
8095                 R_TimeReport("visibility");
8096
8097         r_waterstate.numwaterplanes = 0;
8098         if (r_waterstate.enabled)
8099                 R_RenderWaterPlanes();
8100
8101         R_RenderScene();
8102         r_waterstate.numwaterplanes = 0;
8103
8104         R_BlendView();
8105         if (r_timereport_active)
8106                 R_TimeReport("blendview");
8107
8108         GL_Scissor(0, 0, vid.width, vid.height);
8109         GL_ScissorTest(false);
8110         CHECKGLERROR
8111 }
8112
8113 void R_RenderWaterPlanes(void)
8114 {
8115         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8116         {
8117                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8118                 if (r_timereport_active)
8119                         R_TimeReport("waterworld");
8120         }
8121
8122         // don't let sound skip if going slow
8123         if (r_refdef.scene.extraupdate)
8124                 S_ExtraUpdate ();
8125
8126         R_DrawModelsAddWaterPlanes();
8127         if (r_timereport_active)
8128                 R_TimeReport("watermodels");
8129
8130         if (r_waterstate.numwaterplanes)
8131         {
8132                 R_Water_ProcessPlanes();
8133                 if (r_timereport_active)
8134                         R_TimeReport("waterscenes");
8135         }
8136 }
8137
8138 extern void R_DrawLightningBeams (void);
8139 extern void VM_CL_AddPolygonsToMeshQueue (void);
8140 extern void R_DrawPortals (void);
8141 extern cvar_t cl_locs_show;
8142 static void R_DrawLocs(void);
8143 static void R_DrawEntityBBoxes(void);
8144 static void R_DrawModelDecals(void);
8145 extern cvar_t cl_decals_newsystem;
8146 extern qboolean r_shadow_usingdeferredprepass;
8147 void R_RenderScene(void)
8148 {
8149         r_refdef.stats.renders++;
8150
8151         R_UpdateFogColor();
8152
8153         // don't let sound skip if going slow
8154         if (r_refdef.scene.extraupdate)
8155                 S_ExtraUpdate ();
8156
8157         R_MeshQueue_BeginScene();
8158
8159         R_SkyStartFrame();
8160
8161         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);
8162
8163         if (cl.csqc_vidvars.drawworld)
8164         {
8165                 // don't let sound skip if going slow
8166                 if (r_refdef.scene.extraupdate)
8167                         S_ExtraUpdate ();
8168
8169                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8170                 {
8171                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8172                         if (r_timereport_active)
8173                                 R_TimeReport("worldsky");
8174                 }
8175
8176                 if (R_DrawBrushModelsSky() && r_timereport_active)
8177                         R_TimeReport("bmodelsky");
8178
8179                 if (skyrendermasked && skyrenderlater)
8180                 {
8181                         // we have to force off the water clipping plane while rendering sky
8182                         R_SetupView(false);
8183                         R_Sky();
8184                         R_SetupView(true);
8185                         if (r_timereport_active)
8186                                 R_TimeReport("sky");
8187                 }
8188         }
8189
8190         R_AnimCache_CacheVisibleEntities();
8191         if (r_timereport_active)
8192                 R_TimeReport("animation");
8193
8194         R_Shadow_PrepareLights();
8195         if (r_timereport_active)
8196                 R_TimeReport("preparelights");
8197
8198         if (r_shadow_usingdeferredprepass)
8199                 R_Shadow_DrawPrepass();
8200
8201         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8202         {
8203                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8204                 if (r_timereport_active)
8205                         R_TimeReport("worlddepth");
8206         }
8207         if (r_depthfirst.integer >= 2)
8208         {
8209                 R_DrawModelsDepth();
8210                 if (r_timereport_active)
8211                         R_TimeReport("modeldepth");
8212         }
8213
8214         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8215         {
8216                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8217                 if (r_timereport_active)
8218                         R_TimeReport("world");
8219         }
8220
8221         // don't let sound skip if going slow
8222         if (r_refdef.scene.extraupdate)
8223                 S_ExtraUpdate ();
8224
8225         R_DrawModels();
8226         if (r_timereport_active)
8227                 R_TimeReport("models");
8228
8229         // don't let sound skip if going slow
8230         if (r_refdef.scene.extraupdate)
8231                 S_ExtraUpdate ();
8232
8233         if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8234         {
8235                 R_DrawModelShadows();
8236                 R_ResetViewRendering3D();
8237                 // don't let sound skip if going slow
8238                 if (r_refdef.scene.extraupdate)
8239                         S_ExtraUpdate ();
8240         }
8241
8242         if (!r_shadow_usingdeferredprepass)
8243         {
8244                 R_Shadow_DrawLights();
8245                 if (r_timereport_active)
8246                         R_TimeReport("rtlights");
8247         }
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 (cl.csqc_vidvars.drawworld)
8263         {
8264                 if (cl_decals_newsystem.integer)
8265                 {
8266                         R_DrawModelDecals();
8267                         if (r_timereport_active)
8268                                 R_TimeReport("modeldecals");
8269                 }
8270                 else
8271                 {
8272                         R_DrawDecals();
8273                         if (r_timereport_active)
8274                                 R_TimeReport("decals");
8275                 }
8276
8277                 R_DrawParticles();
8278                 if (r_timereport_active)
8279                         R_TimeReport("particles");
8280
8281                 R_DrawExplosions();
8282                 if (r_timereport_active)
8283                         R_TimeReport("explosions");
8284
8285                 R_DrawLightningBeams();
8286                 if (r_timereport_active)
8287                         R_TimeReport("lightning");
8288         }
8289
8290         VM_CL_AddPolygonsToMeshQueue();
8291
8292         if (r_refdef.view.showdebug)
8293         {
8294                 if (cl_locs_show.integer)
8295                 {
8296                         R_DrawLocs();
8297                         if (r_timereport_active)
8298                                 R_TimeReport("showlocs");
8299                 }
8300
8301                 if (r_drawportals.integer)
8302                 {
8303                         R_DrawPortals();
8304                         if (r_timereport_active)
8305                                 R_TimeReport("portals");
8306                 }
8307
8308                 if (r_showbboxes.value > 0)
8309                 {
8310                         R_DrawEntityBBoxes();
8311                         if (r_timereport_active)
8312                                 R_TimeReport("bboxes");
8313                 }
8314         }
8315
8316         R_MeshQueue_RenderTransparent();
8317         if (r_timereport_active)
8318                 R_TimeReport("drawtrans");
8319
8320         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))
8321         {
8322                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8323                 if (r_timereport_active)
8324                         R_TimeReport("worlddebug");
8325                 R_DrawModelsDebug();
8326                 if (r_timereport_active)
8327                         R_TimeReport("modeldebug");
8328         }
8329
8330         if (cl.csqc_vidvars.drawworld)
8331         {
8332                 R_Shadow_DrawCoronas();
8333                 if (r_timereport_active)
8334                         R_TimeReport("coronas");
8335         }
8336
8337         // don't let sound skip if going slow
8338         if (r_refdef.scene.extraupdate)
8339                 S_ExtraUpdate ();
8340
8341         R_ResetViewRendering2D();
8342 }
8343
8344 static const unsigned short bboxelements[36] =
8345 {
8346         5, 1, 3, 5, 3, 7,
8347         6, 2, 0, 6, 0, 4,
8348         7, 3, 2, 7, 2, 6,
8349         4, 0, 1, 4, 1, 5,
8350         4, 5, 7, 4, 7, 6,
8351         1, 0, 2, 1, 2, 3,
8352 };
8353
8354 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8355 {
8356         int i;
8357         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8358
8359         RSurf_ActiveWorldEntity();
8360
8361         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8362         GL_DepthMask(false);
8363         GL_DepthRange(0, 1);
8364         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8365         R_Mesh_ResetTextureState();
8366
8367         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8368         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8369         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8370         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8371         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8372         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8373         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8374         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8375         R_FillColors(color4f, 8, cr, cg, cb, ca);
8376         if (r_refdef.fogenabled)
8377         {
8378                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8379                 {
8380                         f1 = RSurf_FogVertex(v);
8381                         f2 = 1 - f1;
8382                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8383                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8384                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8385                 }
8386         }
8387         R_Mesh_VertexPointer(vertex3f, 0, 0);
8388         R_Mesh_ColorPointer(color4f, 0, 0);
8389         R_Mesh_ResetTextureState();
8390         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8391         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8392 }
8393
8394 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8395 {
8396         int i;
8397         float color[4];
8398         prvm_edict_t *edict;
8399         prvm_prog_t *prog_save = prog;
8400
8401         // this function draws bounding boxes of server entities
8402         if (!sv.active)
8403                 return;
8404
8405         GL_CullFace(GL_NONE);
8406         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8407
8408         prog = 0;
8409         SV_VM_Begin();
8410         for (i = 0;i < numsurfaces;i++)
8411         {
8412                 edict = PRVM_EDICT_NUM(surfacelist[i]);
8413                 switch ((int)edict->fields.server->solid)
8414                 {
8415                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
8416                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
8417                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
8418                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8419                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
8420                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
8421                 }
8422                 color[3] *= r_showbboxes.value;
8423                 color[3] = bound(0, color[3], 1);
8424                 GL_DepthTest(!r_showdisabledepthtest.integer);
8425                 GL_CullFace(r_refdef.view.cullface_front);
8426                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8427         }
8428         SV_VM_End();
8429         prog = prog_save;
8430 }
8431
8432 static void R_DrawEntityBBoxes(void)
8433 {
8434         int i;
8435         prvm_edict_t *edict;
8436         vec3_t center;
8437         prvm_prog_t *prog_save = prog;
8438
8439         // this function draws bounding boxes of server entities
8440         if (!sv.active)
8441                 return;
8442
8443         prog = 0;
8444         SV_VM_Begin();
8445         for (i = 0;i < prog->num_edicts;i++)
8446         {
8447                 edict = PRVM_EDICT_NUM(i);
8448                 if (edict->priv.server->free)
8449                         continue;
8450                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8451                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8452                         continue;
8453                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8454                         continue;
8455                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8456                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8457         }
8458         SV_VM_End();
8459         prog = prog_save;
8460 }
8461
8462 static const int nomodelelement3i[24] =
8463 {
8464         5, 2, 0,
8465         5, 1, 2,
8466         5, 0, 3,
8467         5, 3, 1,
8468         0, 2, 4,
8469         2, 1, 4,
8470         3, 0, 4,
8471         1, 3, 4
8472 };
8473
8474 static const unsigned short nomodelelement3s[24] =
8475 {
8476         5, 2, 0,
8477         5, 1, 2,
8478         5, 0, 3,
8479         5, 3, 1,
8480         0, 2, 4,
8481         2, 1, 4,
8482         3, 0, 4,
8483         1, 3, 4
8484 };
8485
8486 static const float nomodelvertex3f[6*3] =
8487 {
8488         -16,   0,   0,
8489          16,   0,   0,
8490           0, -16,   0,
8491           0,  16,   0,
8492           0,   0, -16,
8493           0,   0,  16
8494 };
8495
8496 static const float nomodelcolor4f[6*4] =
8497 {
8498         0.0f, 0.0f, 0.5f, 1.0f,
8499         0.0f, 0.0f, 0.5f, 1.0f,
8500         0.0f, 0.5f, 0.0f, 1.0f,
8501         0.0f, 0.5f, 0.0f, 1.0f,
8502         0.5f, 0.0f, 0.0f, 1.0f,
8503         0.5f, 0.0f, 0.0f, 1.0f
8504 };
8505
8506 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8507 {
8508         int i;
8509         float f1, f2, *c;
8510         float color4f[6*4];
8511
8512         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);
8513
8514         // this is only called once per entity so numsurfaces is always 1, and
8515         // surfacelist is always {0}, so this code does not handle batches
8516
8517         if (rsurface.ent_flags & RENDER_ADDITIVE)
8518         {
8519                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8520                 GL_DepthMask(false);
8521         }
8522         else if (rsurface.colormod[3] < 1)
8523         {
8524                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8525                 GL_DepthMask(false);
8526         }
8527         else
8528         {
8529                 GL_BlendFunc(GL_ONE, GL_ZERO);
8530                 GL_DepthMask(true);
8531         }
8532         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8533         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8534         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8535         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8536         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8537         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8538         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8539         R_Mesh_ColorPointer(color4f, 0, 0);
8540         for (i = 0, c = color4f;i < 6;i++, c += 4)
8541         {
8542                 c[0] *= rsurface.colormod[0];
8543                 c[1] *= rsurface.colormod[1];
8544                 c[2] *= rsurface.colormod[2];
8545                 c[3] *= rsurface.colormod[3];
8546         }
8547         if (r_refdef.fogenabled)
8548         {
8549                 for (i = 0, c = color4f;i < 6;i++, c += 4)
8550                 {
8551                         f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8552                         f2 = 1 - f1;
8553                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8554                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8555                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8556                 }
8557         }
8558         R_Mesh_ResetTextureState();
8559         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8560 }
8561
8562 void R_DrawNoModel(entity_render_t *ent)
8563 {
8564         vec3_t org;
8565         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8566         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8567                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8568         else
8569                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8570 }
8571
8572 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8573 {
8574         vec3_t right1, right2, diff, normal;
8575
8576         VectorSubtract (org2, org1, normal);
8577
8578         // calculate 'right' vector for start
8579         VectorSubtract (r_refdef.view.origin, org1, diff);
8580         CrossProduct (normal, diff, right1);
8581         VectorNormalize (right1);
8582
8583         // calculate 'right' vector for end
8584         VectorSubtract (r_refdef.view.origin, org2, diff);
8585         CrossProduct (normal, diff, right2);
8586         VectorNormalize (right2);
8587
8588         vert[ 0] = org1[0] + width * right1[0];
8589         vert[ 1] = org1[1] + width * right1[1];
8590         vert[ 2] = org1[2] + width * right1[2];
8591         vert[ 3] = org1[0] - width * right1[0];
8592         vert[ 4] = org1[1] - width * right1[1];
8593         vert[ 5] = org1[2] - width * right1[2];
8594         vert[ 6] = org2[0] - width * right2[0];
8595         vert[ 7] = org2[1] - width * right2[1];
8596         vert[ 8] = org2[2] - width * right2[2];
8597         vert[ 9] = org2[0] + width * right2[0];
8598         vert[10] = org2[1] + width * right2[1];
8599         vert[11] = org2[2] + width * right2[2];
8600 }
8601
8602 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)
8603 {
8604         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8605         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8606         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8607         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8608         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8609         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8610         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8611         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8612         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8613         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8614         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8615         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8616 }
8617
8618 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8619 {
8620         int i;
8621         float *vertex3f;
8622         float v[3];
8623         VectorSet(v, x, y, z);
8624         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8625                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8626                         break;
8627         if (i == mesh->numvertices)
8628         {
8629                 if (mesh->numvertices < mesh->maxvertices)
8630                 {
8631                         VectorCopy(v, vertex3f);
8632                         mesh->numvertices++;
8633                 }
8634                 return mesh->numvertices;
8635         }
8636         else
8637                 return i;
8638 }
8639
8640 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8641 {
8642         int i;
8643         int *e, element[3];
8644         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8645         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8646         e = mesh->element3i + mesh->numtriangles * 3;
8647         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8648         {
8649                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8650                 if (mesh->numtriangles < mesh->maxtriangles)
8651                 {
8652                         *e++ = element[0];
8653                         *e++ = element[1];
8654                         *e++ = element[2];
8655                         mesh->numtriangles++;
8656                 }
8657                 element[1] = element[2];
8658         }
8659 }
8660
8661 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8662 {
8663         int i;
8664         int *e, element[3];
8665         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8666         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8667         e = mesh->element3i + mesh->numtriangles * 3;
8668         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8669         {
8670                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8671                 if (mesh->numtriangles < mesh->maxtriangles)
8672                 {
8673                         *e++ = element[0];
8674                         *e++ = element[1];
8675                         *e++ = element[2];
8676                         mesh->numtriangles++;
8677                 }
8678                 element[1] = element[2];
8679         }
8680 }
8681
8682 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8683 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8684 {
8685         int planenum, planenum2;
8686         int w;
8687         int tempnumpoints;
8688         mplane_t *plane, *plane2;
8689         double maxdist;
8690         double temppoints[2][256*3];
8691         // figure out how large a bounding box we need to properly compute this brush
8692         maxdist = 0;
8693         for (w = 0;w < numplanes;w++)
8694                 maxdist = max(maxdist, fabs(planes[w].dist));
8695         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8696         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8697         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8698         {
8699                 w = 0;
8700                 tempnumpoints = 4;
8701                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8702                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8703                 {
8704                         if (planenum2 == planenum)
8705                                 continue;
8706                         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);
8707                         w = !w;
8708                 }
8709                 if (tempnumpoints < 3)
8710                         continue;
8711                 // generate elements forming a triangle fan for this polygon
8712                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8713         }
8714 }
8715
8716 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)
8717 {
8718         texturelayer_t *layer;
8719         layer = t->currentlayers + t->currentnumlayers++;
8720         layer->type = type;
8721         layer->depthmask = depthmask;
8722         layer->blendfunc1 = blendfunc1;
8723         layer->blendfunc2 = blendfunc2;
8724         layer->texture = texture;
8725         layer->texmatrix = *matrix;
8726         layer->color[0] = r;
8727         layer->color[1] = g;
8728         layer->color[2] = b;
8729         layer->color[3] = a;
8730 }
8731
8732 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8733 {
8734         double index, f;
8735         index = parms[2] + r_refdef.scene.time * parms[3];
8736         index -= floor(index);
8737         switch (func)
8738         {
8739         default:
8740         case Q3WAVEFUNC_NONE:
8741         case Q3WAVEFUNC_NOISE:
8742         case Q3WAVEFUNC_COUNT:
8743                 f = 0;
8744                 break;
8745         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8746         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8747         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8748         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8749         case Q3WAVEFUNC_TRIANGLE:
8750                 index *= 4;
8751                 f = index - floor(index);
8752                 if (index < 1)
8753                         f = f;
8754                 else if (index < 2)
8755                         f = 1 - f;
8756                 else if (index < 3)
8757                         f = -f;
8758                 else
8759                         f = -(1 - f);
8760                 break;
8761         }
8762         return (float)(parms[0] + parms[1] * f);
8763 }
8764
8765 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8766 {
8767         int w, h, idx;
8768         float f;
8769         float tcmat[12];
8770         matrix4x4_t matrix, temp;
8771         switch(tcmod->tcmod)
8772         {
8773                 case Q3TCMOD_COUNT:
8774                 case Q3TCMOD_NONE:
8775                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8776                                 matrix = r_waterscrollmatrix;
8777                         else
8778                                 matrix = identitymatrix;
8779                         break;
8780                 case Q3TCMOD_ENTITYTRANSLATE:
8781                         // this is used in Q3 to allow the gamecode to control texcoord
8782                         // scrolling on the entity, which is not supported in darkplaces yet.
8783                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8784                         break;
8785                 case Q3TCMOD_ROTATE:
8786                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8787                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
8788                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8789                         break;
8790                 case Q3TCMOD_SCALE:
8791                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8792                         break;
8793                 case Q3TCMOD_SCROLL:
8794                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
8795                         break;
8796                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8797                         w = (int) tcmod->parms[0];
8798                         h = (int) tcmod->parms[1];
8799                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
8800                         f = f - floor(f);
8801                         idx = (int) floor(f * w * h);
8802                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8803                         break;
8804                 case Q3TCMOD_STRETCH:
8805                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8806                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8807                         break;
8808                 case Q3TCMOD_TRANSFORM:
8809                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
8810                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
8811                         VectorSet(tcmat +  6, 0                   , 0                , 1);
8812                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
8813                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8814                         break;
8815                 case Q3TCMOD_TURBULENT:
8816                         // this is handled in the RSurf_PrepareVertices function
8817                         matrix = identitymatrix;
8818                         break;
8819         }
8820         temp = *texmatrix;
8821         Matrix4x4_Concat(texmatrix, &matrix, &temp);
8822 }
8823
8824 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8825 {
8826         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
8827         char name[MAX_QPATH];
8828         skinframe_t *skinframe;
8829         unsigned char pixels[296*194];
8830         strlcpy(cache->name, skinname, sizeof(cache->name));
8831         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8832         if (developer_loading.integer)
8833                 Con_Printf("loading %s\n", name);
8834         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8835         if (!skinframe || !skinframe->base)
8836         {
8837                 unsigned char *f;
8838                 fs_offset_t filesize;
8839                 skinframe = NULL;
8840                 f = FS_LoadFile(name, tempmempool, true, &filesize);
8841                 if (f)
8842                 {
8843                         if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
8844                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8845                         Mem_Free(f);
8846                 }
8847         }
8848         cache->skinframe = skinframe;
8849 }
8850
8851 texture_t *R_GetCurrentTexture(texture_t *t)
8852 {
8853         int i;
8854         const entity_render_t *ent = rsurface.entity;
8855         dp_model_t *model = ent->model;
8856         q3shaderinfo_layer_tcmod_t *tcmod;
8857
8858         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
8859                 return t->currentframe;
8860         t->update_lastrenderframe = r_textureframe;
8861         t->update_lastrenderentity = (void *)ent;
8862
8863         // switch to an alternate material if this is a q1bsp animated material
8864         {
8865                 texture_t *texture = t;
8866                 int s = rsurface.ent_skinnum;
8867                 if ((unsigned int)s >= (unsigned int)model->numskins)
8868                         s = 0;
8869                 if (model->skinscenes)
8870                 {
8871                         if (model->skinscenes[s].framecount > 1)
8872                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8873                         else
8874                                 s = model->skinscenes[s].firstframe;
8875                 }
8876                 if (s > 0)
8877                         t = t + s * model->num_surfaces;
8878                 if (t->animated)
8879                 {
8880                         // use an alternate animation if the entity's frame is not 0,
8881                         // and only if the texture has an alternate animation
8882                         if (rsurface.ent_alttextures && t->anim_total[1])
8883                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
8884                         else
8885                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
8886                 }
8887                 texture->currentframe = t;
8888         }
8889
8890         // update currentskinframe to be a qw skin or animation frame
8891         if (rsurface.ent_qwskin >= 0)
8892         {
8893                 i = rsurface.ent_qwskin;
8894                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8895                 {
8896                         r_qwskincache_size = cl.maxclients;
8897                         if (r_qwskincache)
8898                                 Mem_Free(r_qwskincache);
8899                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8900                 }
8901                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8902                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8903                 t->currentskinframe = r_qwskincache[i].skinframe;
8904                 if (t->currentskinframe == NULL)
8905                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8906         }
8907         else if (t->numskinframes >= 2)
8908                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8909         if (t->backgroundnumskinframes >= 2)
8910                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
8911
8912         t->currentmaterialflags = t->basematerialflags;
8913         t->currentalpha = rsurface.colormod[3];
8914         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
8915                 t->currentalpha *= r_wateralpha.value;
8916         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
8917                 t->currentalpha *= t->r_water_wateralpha;
8918         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
8919                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
8920         if (!(rsurface.ent_flags & RENDER_LIGHT))
8921                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
8922         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
8923         {
8924                 // pick a model lighting mode
8925                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
8926                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
8927                 else
8928                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8929         }
8930         if (rsurface.ent_flags & RENDER_ADDITIVE)
8931                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8932         else if (t->currentalpha < 1)
8933                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8934         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8935                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8936         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8937                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8938         if (t->backgroundnumskinframes)
8939                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8940         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8941         {
8942                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
8943                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8944         }
8945         else
8946                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
8947         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8948                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8949
8950         // there is no tcmod
8951         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8952         {
8953                 t->currenttexmatrix = r_waterscrollmatrix;
8954                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8955         }
8956         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8957         {
8958                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8959                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8960         }
8961
8962         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8963                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8964         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8965                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8966
8967         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8968         if (t->currentskinframe->qpixels)
8969                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8970         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8971         if (!t->basetexture)
8972                 t->basetexture = r_texture_notexture;
8973         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8974         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8975         t->nmaptexture = t->currentskinframe->nmap;
8976         if (!t->nmaptexture)
8977                 t->nmaptexture = r_texture_blanknormalmap;
8978         t->glosstexture = r_texture_black;
8979         t->glowtexture = t->currentskinframe->glow;
8980         t->fogtexture = t->currentskinframe->fog;
8981         t->reflectmasktexture = t->currentskinframe->reflect;
8982         if (t->backgroundnumskinframes)
8983         {
8984                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8985                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8986                 t->backgroundglosstexture = r_texture_black;
8987                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8988                 if (!t->backgroundnmaptexture)
8989                         t->backgroundnmaptexture = r_texture_blanknormalmap;
8990         }
8991         else
8992         {
8993                 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
8994                 t->backgroundnmaptexture = r_texture_blanknormalmap;
8995                 t->backgroundglosstexture = r_texture_black;
8996                 t->backgroundglowtexture = NULL;
8997         }
8998         t->specularpower = r_shadow_glossexponent.value;
8999         // TODO: store reference values for these in the texture?
9000         t->specularscale = 0;
9001         if (r_shadow_gloss.integer > 0)
9002         {
9003                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9004                 {
9005                         if (r_shadow_glossintensity.value > 0)
9006                         {
9007                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9008                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9009                                 t->specularscale = r_shadow_glossintensity.value;
9010                         }
9011                 }
9012                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9013                 {
9014                         t->glosstexture = r_texture_white;
9015                         t->backgroundglosstexture = r_texture_white;
9016                         t->specularscale = r_shadow_gloss2intensity.value;
9017                         t->specularpower = r_shadow_gloss2exponent.value;
9018                 }
9019         }
9020         t->specularscale *= t->specularscalemod;
9021         t->specularpower *= t->specularpowermod;
9022
9023         // lightmaps mode looks bad with dlights using actual texturing, so turn
9024         // off the colormap and glossmap, but leave the normalmap on as it still
9025         // accurately represents the shading involved
9026         if (gl_lightmaps.integer)
9027         {
9028                 t->basetexture = r_texture_grey128;
9029                 t->pantstexture = r_texture_black;
9030                 t->shirttexture = r_texture_black;
9031                 t->nmaptexture = r_texture_blanknormalmap;
9032                 t->glosstexture = r_texture_black;
9033                 t->glowtexture = NULL;
9034                 t->fogtexture = NULL;
9035                 t->reflectmasktexture = NULL;
9036                 t->backgroundbasetexture = NULL;
9037                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9038                 t->backgroundglosstexture = r_texture_black;
9039                 t->backgroundglowtexture = NULL;
9040                 t->specularscale = 0;
9041                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9042         }
9043
9044         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9045         VectorClear(t->dlightcolor);
9046         t->currentnumlayers = 0;
9047         if (t->currentmaterialflags & MATERIALFLAG_WALL)
9048         {
9049                 int blendfunc1, blendfunc2;
9050                 qboolean depthmask;
9051                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9052                 {
9053                         blendfunc1 = GL_SRC_ALPHA;
9054                         blendfunc2 = GL_ONE;
9055                 }
9056                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9057                 {
9058                         blendfunc1 = GL_SRC_ALPHA;
9059                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9060                 }
9061                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9062                 {
9063                         blendfunc1 = t->customblendfunc[0];
9064                         blendfunc2 = t->customblendfunc[1];
9065                 }
9066                 else
9067                 {
9068                         blendfunc1 = GL_ONE;
9069                         blendfunc2 = GL_ZERO;
9070                 }
9071                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9072                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9073                 {
9074                         // fullbright is not affected by r_refdef.lightmapintensity
9075                         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]);
9076                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9077                                 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]);
9078                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9079                                 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]);
9080                 }
9081                 else
9082                 {
9083                         vec3_t ambientcolor;
9084                         float colorscale;
9085                         // set the color tint used for lights affecting this surface
9086                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9087                         colorscale = 2;
9088                         // q3bsp has no lightmap updates, so the lightstylevalue that
9089                         // would normally be baked into the lightmap must be
9090                         // applied to the color
9091                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9092                         if (model->type == mod_brushq3)
9093                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9094                         colorscale *= r_refdef.lightmapintensity;
9095                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9096                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9097                         // basic lit geometry
9098                         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]);
9099                         // add pants/shirt if needed
9100                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9101                                 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]);
9102                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9103                                 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]);
9104                         // now add ambient passes if needed
9105                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9106                         {
9107                                 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]);
9108                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9109                                         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]);
9110                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9111                                         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]);
9112                         }
9113                 }
9114                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9115                         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]);
9116                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9117                 {
9118                         // if this is opaque use alpha blend which will darken the earlier
9119                         // passes cheaply.
9120                         //
9121                         // if this is an alpha blended material, all the earlier passes
9122                         // were darkened by fog already, so we only need to add the fog
9123                         // color ontop through the fog mask texture
9124                         //
9125                         // if this is an additive blended material, all the earlier passes
9126                         // were darkened by fog already, and we should not add fog color
9127                         // (because the background was not darkened, there is no fog color
9128                         // that was lost behind it).
9129                         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]);
9130                 }
9131         }
9132
9133         return t->currentframe;
9134 }
9135
9136 rsurfacestate_t rsurface;
9137
9138 void R_Mesh_ResizeArrays(int newvertices)
9139 {
9140         float *base;
9141         if (rsurface.array_size >= newvertices)
9142                 return;
9143         if (rsurface.array_modelvertex3f)
9144                 Mem_Free(rsurface.array_modelvertex3f);
9145         rsurface.array_size = (newvertices + 1023) & ~1023;
9146         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9147         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
9148         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
9149         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
9150         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
9151         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
9152         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9153         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9154         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
9155         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
9156         rsurface.array_color4f           = base + rsurface.array_size * 27;
9157         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9158 }
9159
9160 void RSurf_ActiveWorldEntity(void)
9161 {
9162         dp_model_t *model = r_refdef.scene.worldmodel;
9163         //if (rsurface.entity == r_refdef.scene.worldentity)
9164         //      return;
9165         rsurface.entity = r_refdef.scene.worldentity;
9166         rsurface.skeleton = NULL;
9167         rsurface.ent_skinnum = 0;
9168         rsurface.ent_qwskin = -1;
9169         rsurface.ent_shadertime = 0;
9170         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9171         if (rsurface.array_size < model->surfmesh.num_vertices)
9172                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9173         rsurface.matrix = identitymatrix;
9174         rsurface.inversematrix = identitymatrix;
9175         rsurface.matrixscale = 1;
9176         rsurface.inversematrixscale = 1;
9177         R_EntityMatrix(&identitymatrix);
9178         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9179         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9180         rsurface.fograngerecip = r_refdef.fograngerecip;
9181         rsurface.fogheightfade = r_refdef.fogheightfade;
9182         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9183         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9184         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9185         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9186         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9187         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9188         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9189         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9190         rsurface.colormod[3] = 1;
9191         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);
9192         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9193         rsurface.frameblend[0].lerp = 1;
9194         rsurface.ent_alttextures = false;
9195         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9196         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9197         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9198         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9199         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9200         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9201         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9202         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9203         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9204         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9205         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9206         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9207         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9208         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9209         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9210         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9211         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9212         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9213         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9214         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9215         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9216         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9217         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9218         rsurface.modelelement3i = model->surfmesh.data_element3i;
9219         rsurface.modelelement3s = model->surfmesh.data_element3s;
9220         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9221         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9222         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9223         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9224         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9225         rsurface.modelsurfaces = model->data_surfaces;
9226         rsurface.generatedvertex = false;
9227         rsurface.vertex3f  = rsurface.modelvertex3f;
9228         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9229         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9230         rsurface.svector3f = rsurface.modelsvector3f;
9231         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9232         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9233         rsurface.tvector3f = rsurface.modeltvector3f;
9234         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9235         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9236         rsurface.normal3f  = rsurface.modelnormal3f;
9237         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9238         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9239         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9240 }
9241
9242 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9243 {
9244         dp_model_t *model = ent->model;
9245         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9246         //      return;
9247         rsurface.entity = (entity_render_t *)ent;
9248         rsurface.skeleton = ent->skeleton;
9249         rsurface.ent_skinnum = ent->skinnum;
9250         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;
9251         rsurface.ent_shadertime = ent->shadertime;
9252         rsurface.ent_flags = ent->flags;
9253         if (rsurface.array_size < model->surfmesh.num_vertices)
9254                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9255         rsurface.matrix = ent->matrix;
9256         rsurface.inversematrix = ent->inversematrix;
9257         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9258         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9259         R_EntityMatrix(&rsurface.matrix);
9260         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9261         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9262         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9263         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9264         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9265         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9266         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9267         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9268         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9269         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9270         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9271         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9272         rsurface.colormod[3] = ent->alpha;
9273         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9274         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9275         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9276         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9277         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9278         if (ent->model->brush.submodel && !prepass)
9279         {
9280                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9281                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9282         }
9283         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9284         {
9285                 if (ent->animcache_vertex3f && !r_framedata_failed)
9286                 {
9287                         rsurface.modelvertex3f = ent->animcache_vertex3f;
9288                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9289                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9290                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9291                 }
9292                 else if (wanttangents)
9293                 {
9294                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9295                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9296                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9297                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9298                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9299                 }
9300                 else if (wantnormals)
9301                 {
9302                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9303                         rsurface.modelsvector3f = NULL;
9304                         rsurface.modeltvector3f = NULL;
9305                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9306                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9307                 }
9308                 else
9309                 {
9310                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9311                         rsurface.modelsvector3f = NULL;
9312                         rsurface.modeltvector3f = NULL;
9313                         rsurface.modelnormal3f = NULL;
9314                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9315                 }
9316                 rsurface.modelvertex3f_bufferobject = 0;
9317                 rsurface.modelvertex3f_bufferoffset = 0;
9318                 rsurface.modelsvector3f_bufferobject = 0;
9319                 rsurface.modelsvector3f_bufferoffset = 0;
9320                 rsurface.modeltvector3f_bufferobject = 0;
9321                 rsurface.modeltvector3f_bufferoffset = 0;
9322                 rsurface.modelnormal3f_bufferobject = 0;
9323                 rsurface.modelnormal3f_bufferoffset = 0;
9324                 rsurface.generatedvertex = true;
9325         }
9326         else
9327         {
9328                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9329                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9330                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9331                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9332                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9333                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9334                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9335                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9336                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9337                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9338                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9339                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9340                 rsurface.generatedvertex = false;
9341         }
9342         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9343         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9344         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9345         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9346         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9347         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9348         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9349         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9350         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9351         rsurface.modelelement3i = model->surfmesh.data_element3i;
9352         rsurface.modelelement3s = model->surfmesh.data_element3s;
9353         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9354         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9355         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9356         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9357         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9358         rsurface.modelsurfaces = model->data_surfaces;
9359         rsurface.vertex3f  = rsurface.modelvertex3f;
9360         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9361         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9362         rsurface.svector3f = rsurface.modelsvector3f;
9363         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9364         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9365         rsurface.tvector3f = rsurface.modeltvector3f;
9366         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9367         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9368         rsurface.normal3f  = rsurface.modelnormal3f;
9369         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9370         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9371         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9372 }
9373
9374 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)
9375 {
9376         rsurface.entity = r_refdef.scene.worldentity;
9377         rsurface.skeleton = NULL;
9378         rsurface.ent_skinnum = 0;
9379         rsurface.ent_qwskin = -1;
9380         rsurface.ent_shadertime = shadertime;
9381         rsurface.ent_flags = entflags;
9382         rsurface.modelnum_vertices = numvertices;
9383         rsurface.modelnum_triangles = numtriangles;
9384         if (rsurface.array_size < rsurface.modelnum_vertices)
9385                 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9386         rsurface.matrix = *matrix;
9387         rsurface.inversematrix = *inversematrix;
9388         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9389         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9390         R_EntityMatrix(&rsurface.matrix);
9391         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9392         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9393         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9394         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9395         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9396         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9397         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9398         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9399         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9400         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9401         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9402         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9403         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);
9404         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9405         rsurface.frameblend[0].lerp = 1;
9406         rsurface.ent_alttextures = false;
9407         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9408         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9409         if (wanttangents)
9410         {
9411                 rsurface.modelvertex3f = vertex3f;
9412                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9413                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9414                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9415         }
9416         else if (wantnormals)
9417         {
9418                 rsurface.modelvertex3f = vertex3f;
9419                 rsurface.modelsvector3f = NULL;
9420                 rsurface.modeltvector3f = NULL;
9421                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9422         }
9423         else
9424         {
9425                 rsurface.modelvertex3f = vertex3f;
9426                 rsurface.modelsvector3f = NULL;
9427                 rsurface.modeltvector3f = NULL;
9428                 rsurface.modelnormal3f = NULL;
9429         }
9430         rsurface.modelvertex3f_bufferobject = 0;
9431         rsurface.modelvertex3f_bufferoffset = 0;
9432         rsurface.modelsvector3f_bufferobject = 0;
9433         rsurface.modelsvector3f_bufferoffset = 0;
9434         rsurface.modeltvector3f_bufferobject = 0;
9435         rsurface.modeltvector3f_bufferoffset = 0;
9436         rsurface.modelnormal3f_bufferobject = 0;
9437         rsurface.modelnormal3f_bufferoffset = 0;
9438         rsurface.generatedvertex = true;
9439         rsurface.modellightmapcolor4f  = color4f;
9440         rsurface.modellightmapcolor4f_bufferobject = 0;
9441         rsurface.modellightmapcolor4f_bufferoffset = 0;
9442         rsurface.modeltexcoordtexture2f  = texcoord2f;
9443         rsurface.modeltexcoordtexture2f_bufferobject = 0;
9444         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9445         rsurface.modeltexcoordlightmap2f  = NULL;
9446         rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9447         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9448         rsurface.modelelement3i = element3i;
9449         rsurface.modelelement3s = element3s;
9450         rsurface.modelelement3i_bufferobject = 0;
9451         rsurface.modelelement3s_bufferobject = 0;
9452         rsurface.modellightmapoffsets = NULL;
9453         rsurface.modelsurfaces = NULL;
9454         rsurface.vertex3f  = rsurface.modelvertex3f;
9455         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9456         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9457         rsurface.svector3f = rsurface.modelsvector3f;
9458         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9459         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9460         rsurface.tvector3f = rsurface.modeltvector3f;
9461         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9462         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9463         rsurface.normal3f  = rsurface.modelnormal3f;
9464         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9465         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9466         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9467
9468         if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9469         {
9470                 if ((wantnormals || wanttangents) && !normal3f)
9471                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9472                 if (wanttangents && !svector3f)
9473                         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);
9474         }
9475 }
9476
9477 float RSurf_FogPoint(const float *v)
9478 {
9479         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9480         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9481         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9482         float FogHeightFade = r_refdef.fogheightfade;
9483         float fogfrac;
9484         unsigned int fogmasktableindex;
9485         if (r_refdef.fogplaneviewabove)
9486                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9487         else
9488                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9489         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9490         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9491 }
9492
9493 float RSurf_FogVertex(const float *v)
9494 {
9495         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9496         float FogPlaneViewDist = rsurface.fogplaneviewdist;
9497         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9498         float FogHeightFade = rsurface.fogheightfade;
9499         float fogfrac;
9500         unsigned int fogmasktableindex;
9501         if (r_refdef.fogplaneviewabove)
9502                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9503         else
9504                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9505         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9506         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9507 }
9508
9509 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9510 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9511 {
9512         int deformindex;
9513         int texturesurfaceindex;
9514         int i, j;
9515         float amplitude;
9516         float animpos;
9517         float scale;
9518         const float *v1, *in_tc;
9519         float *out_tc;
9520         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9521         float waveparms[4];
9522         q3shaderinfo_deform_t *deform;
9523         // 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
9524         if (rsurface.generatedvertex)
9525         {
9526                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9527                         generatenormals = true;
9528                 for (i = 0;i < Q3MAXDEFORMS;i++)
9529                 {
9530                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9531                         {
9532                                 generatetangents = true;
9533                                 generatenormals = true;
9534                         }
9535                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9536                                 generatenormals = true;
9537                 }
9538                 if (generatenormals && !rsurface.modelnormal3f)
9539                 {
9540                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9541                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9542                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9543                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9544                 }
9545                 if (generatetangents && !rsurface.modelsvector3f)
9546                 {
9547                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9548                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9549                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9550                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9551                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9552                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9553                         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);
9554                 }
9555         }
9556         rsurface.vertex3f  = rsurface.modelvertex3f;
9557         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9558         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9559         rsurface.svector3f = rsurface.modelsvector3f;
9560         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9561         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9562         rsurface.tvector3f = rsurface.modeltvector3f;
9563         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9564         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9565         rsurface.normal3f  = rsurface.modelnormal3f;
9566         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9567         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9568         // if vertices are deformed (sprite flares and things in maps, possibly
9569         // water waves, bulges and other deformations), generate them into
9570         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9571         // (may be static model data or generated data for an animated model, or
9572         //  the previous deform pass)
9573         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9574         {
9575                 switch (deform->deform)
9576                 {
9577                 default:
9578                 case Q3DEFORM_PROJECTIONSHADOW:
9579                 case Q3DEFORM_TEXT0:
9580                 case Q3DEFORM_TEXT1:
9581                 case Q3DEFORM_TEXT2:
9582                 case Q3DEFORM_TEXT3:
9583                 case Q3DEFORM_TEXT4:
9584                 case Q3DEFORM_TEXT5:
9585                 case Q3DEFORM_TEXT6:
9586                 case Q3DEFORM_TEXT7:
9587                 case Q3DEFORM_NONE:
9588                         break;
9589                 case Q3DEFORM_AUTOSPRITE:
9590                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9591                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9592                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9593                         VectorNormalize(newforward);
9594                         VectorNormalize(newright);
9595                         VectorNormalize(newup);
9596                         // make deformed versions of only the model vertices used by the specified surfaces
9597                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9598                         {
9599                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9600                                 // a single autosprite surface can contain multiple sprites...
9601                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
9602                                 {
9603                                         VectorClear(center);
9604                                         for (i = 0;i < 4;i++)
9605                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9606                                         VectorScale(center, 0.25f, center);
9607                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
9608                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9609                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9610                                         for (i = 0;i < 4;i++)
9611                                         {
9612                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9613                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9614                                         }
9615                                 }
9616                                 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);
9617                                 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);
9618                         }
9619                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9620                         rsurface.vertex3f_bufferobject = 0;
9621                         rsurface.vertex3f_bufferoffset = 0;
9622                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9623                         rsurface.svector3f_bufferobject = 0;
9624                         rsurface.svector3f_bufferoffset = 0;
9625                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9626                         rsurface.tvector3f_bufferobject = 0;
9627                         rsurface.tvector3f_bufferoffset = 0;
9628                         rsurface.normal3f = rsurface.array_deformednormal3f;
9629                         rsurface.normal3f_bufferobject = 0;
9630                         rsurface.normal3f_bufferoffset = 0;
9631                         break;
9632                 case Q3DEFORM_AUTOSPRITE2:
9633                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9634                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9635                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9636                         VectorNormalize(newforward);
9637                         VectorNormalize(newright);
9638                         VectorNormalize(newup);
9639                         // make deformed versions of only the model vertices used by the specified surfaces
9640                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9641                         {
9642                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9643                                 const float *v1, *v2;
9644                                 vec3_t start, end;
9645                                 float f, l;
9646                                 struct
9647                                 {
9648                                         float length2;
9649                                         const float *v1;
9650                                         const float *v2;
9651                                 }
9652                                 shortest[2];
9653                                 memset(shortest, 0, sizeof(shortest));
9654                                 // a single autosprite surface can contain multiple sprites...
9655                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
9656                                 {
9657                                         VectorClear(center);
9658                                         for (i = 0;i < 4;i++)
9659                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9660                                         VectorScale(center, 0.25f, center);
9661                                         // find the two shortest edges, then use them to define the
9662                                         // axis vectors for rotating around the central axis
9663                                         for (i = 0;i < 6;i++)
9664                                         {
9665                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9666                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9667 #if 0
9668                                                 Debug_PolygonBegin(NULL, 0);
9669                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9670                                                 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);
9671                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9672                                                 Debug_PolygonEnd();
9673 #endif
9674                                                 l = VectorDistance2(v1, v2);
9675                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9676                                                 if (v1[2] != v2[2])
9677                                                         l += (1.0f / 1024.0f);
9678                                                 if (shortest[0].length2 > l || i == 0)
9679                                                 {
9680                                                         shortest[1] = shortest[0];
9681                                                         shortest[0].length2 = l;
9682                                                         shortest[0].v1 = v1;
9683                                                         shortest[0].v2 = v2;
9684                                                 }
9685                                                 else if (shortest[1].length2 > l || i == 1)
9686                                                 {
9687                                                         shortest[1].length2 = l;
9688                                                         shortest[1].v1 = v1;
9689                                                         shortest[1].v2 = v2;
9690                                                 }
9691                                         }
9692                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9693                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9694 #if 0
9695                                         Debug_PolygonBegin(NULL, 0);
9696                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
9697                                         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);
9698                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
9699                                         Debug_PolygonEnd();
9700 #endif
9701                                         // this calculates the right vector from the shortest edge
9702                                         // and the up vector from the edge midpoints
9703                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9704                                         VectorNormalize(right);
9705                                         VectorSubtract(end, start, up);
9706                                         VectorNormalize(up);
9707                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9708                                         VectorSubtract(rsurface.localvieworigin, center, forward);
9709                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9710                                         VectorNegate(forward, forward);
9711                                         VectorReflect(forward, 0, up, forward);
9712                                         VectorNormalize(forward);
9713                                         CrossProduct(up, forward, newright);
9714                                         VectorNormalize(newright);
9715 #if 0
9716                                         Debug_PolygonBegin(NULL, 0);
9717                                         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);
9718                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
9719                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
9720                                         Debug_PolygonEnd();
9721 #endif
9722 #if 0
9723                                         Debug_PolygonBegin(NULL, 0);
9724                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
9725                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
9726                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
9727                                         Debug_PolygonEnd();
9728 #endif
9729                                         // rotate the quad around the up axis vector, this is made
9730                                         // especially easy by the fact we know the quad is flat,
9731                                         // so we only have to subtract the center position and
9732                                         // measure distance along the right vector, and then
9733                                         // multiply that by the newright vector and add back the
9734                                         // center position
9735                                         // we also need to subtract the old position to undo the
9736                                         // displacement from the center, which we do with a
9737                                         // DotProduct, the subtraction/addition of center is also
9738                                         // optimized into DotProducts here
9739                                         l = DotProduct(right, center);
9740                                         for (i = 0;i < 4;i++)
9741                                         {
9742                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
9743                                                 f = DotProduct(right, v1) - l;
9744                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9745                                         }
9746                                 }
9747                                 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);
9748                                 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);
9749                         }
9750                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9751                         rsurface.vertex3f_bufferobject = 0;
9752                         rsurface.vertex3f_bufferoffset = 0;
9753                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9754                         rsurface.svector3f_bufferobject = 0;
9755                         rsurface.svector3f_bufferoffset = 0;
9756                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9757                         rsurface.tvector3f_bufferobject = 0;
9758                         rsurface.tvector3f_bufferoffset = 0;
9759                         rsurface.normal3f = rsurface.array_deformednormal3f;
9760                         rsurface.normal3f_bufferobject = 0;
9761                         rsurface.normal3f_bufferoffset = 0;
9762                         break;
9763                 case Q3DEFORM_NORMAL:
9764                         // deform the normals to make reflections wavey
9765                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9766                         {
9767                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9768                                 for (j = 0;j < surface->num_vertices;j++)
9769                                 {
9770                                         float vertex[3];
9771                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
9772                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
9773                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
9774                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9775                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9776                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9777                                         VectorNormalize(normal);
9778                                 }
9779                                 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);
9780                         }
9781                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9782                         rsurface.svector3f_bufferobject = 0;
9783                         rsurface.svector3f_bufferoffset = 0;
9784                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9785                         rsurface.tvector3f_bufferobject = 0;
9786                         rsurface.tvector3f_bufferoffset = 0;
9787                         rsurface.normal3f = rsurface.array_deformednormal3f;
9788                         rsurface.normal3f_bufferobject = 0;
9789                         rsurface.normal3f_bufferoffset = 0;
9790                         break;
9791                 case Q3DEFORM_WAVE:
9792                         // deform vertex array to make wavey water and flags and such
9793                         waveparms[0] = deform->waveparms[0];
9794                         waveparms[1] = deform->waveparms[1];
9795                         waveparms[2] = deform->waveparms[2];
9796                         waveparms[3] = deform->waveparms[3];
9797                         // this is how a divisor of vertex influence on deformation
9798                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9799                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9800                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9801                         {
9802                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9803                                 for (j = 0;j < surface->num_vertices;j++)
9804                                 {
9805                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
9806                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
9807                                         // if the wavefunc depends on time, evaluate it per-vertex
9808                                         if (waveparms[3])
9809                                         {
9810                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
9811                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9812                                         }
9813                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
9814                                 }
9815                         }
9816                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9817                         rsurface.vertex3f_bufferobject = 0;
9818                         rsurface.vertex3f_bufferoffset = 0;
9819                         break;
9820                 case Q3DEFORM_BULGE:
9821                         // deform vertex array to make the surface have moving bulges
9822                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9823                         {
9824                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9825                                 for (j = 0;j < surface->num_vertices;j++)
9826                                 {
9827                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
9828                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9829                                 }
9830                         }
9831                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9832                         rsurface.vertex3f_bufferobject = 0;
9833                         rsurface.vertex3f_bufferoffset = 0;
9834                         break;
9835                 case Q3DEFORM_MOVE:
9836                         // deform vertex array
9837                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9838                         VectorScale(deform->parms, scale, waveparms);
9839                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9840                         {
9841                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9842                                 for (j = 0;j < surface->num_vertices;j++)
9843                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9844                         }
9845                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9846                         rsurface.vertex3f_bufferobject = 0;
9847                         rsurface.vertex3f_bufferoffset = 0;
9848                         break;
9849                 }
9850         }
9851         // generate texcoords based on the chosen texcoord source
9852         switch(rsurface.texture->tcgen.tcgen)
9853         {
9854         default:
9855         case Q3TCGEN_TEXTURE:
9856                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
9857                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
9858                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
9859                 break;
9860         case Q3TCGEN_LIGHTMAP:
9861                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
9862                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
9863                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
9864                 break;
9865         case Q3TCGEN_VECTOR:
9866                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9867                 {
9868                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9869                         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)
9870                         {
9871                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
9872                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
9873                         }
9874                 }
9875                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
9876                 rsurface.texcoordtexture2f_bufferobject  = 0;
9877                 rsurface.texcoordtexture2f_bufferoffset  = 0;
9878                 break;
9879         case Q3TCGEN_ENVIRONMENT:
9880                 // make environment reflections using a spheremap
9881                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9882                 {
9883                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9884                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
9885                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
9886                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
9887                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
9888                         {
9889                                 // identical to Q3A's method, but executed in worldspace so
9890                                 // carried models can be shiny too
9891
9892                                 float viewer[3], d, reflected[3], worldreflected[3];
9893
9894                                 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
9895                                 // VectorNormalize(viewer);
9896
9897                                 d = DotProduct(normal, viewer);
9898
9899                                 reflected[0] = normal[0]*2*d - viewer[0];
9900                                 reflected[1] = normal[1]*2*d - viewer[1];
9901                                 reflected[2] = normal[2]*2*d - viewer[2];
9902                                 // note: this is proportinal to viewer, so we can normalize later
9903
9904                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9905                                 VectorNormalize(worldreflected);
9906
9907                                 // note: this sphere map only uses world x and z!
9908                                 // so positive and negative y will LOOK THE SAME.
9909                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
9910                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
9911                         }
9912                 }
9913                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
9914                 rsurface.texcoordtexture2f_bufferobject  = 0;
9915                 rsurface.texcoordtexture2f_bufferoffset  = 0;
9916                 break;
9917         }
9918         // the only tcmod that needs software vertex processing is turbulent, so
9919         // check for it here and apply the changes if needed
9920         // and we only support that as the first one
9921         // (handling a mixture of turbulent and other tcmods would be problematic
9922         //  without punting it entirely to a software path)
9923         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9924         {
9925                 amplitude = rsurface.texture->tcmods[0].parms[1];
9926                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
9927                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9928                 {
9929                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9930                         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)
9931                         {
9932                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9933                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9934                         }
9935                 }
9936                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
9937                 rsurface.texcoordtexture2f_bufferobject  = 0;
9938                 rsurface.texcoordtexture2f_bufferoffset  = 0;
9939         }
9940         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
9941         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
9942         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9943         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
9944 }
9945
9946 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9947 {
9948         int i, j;
9949         const msurface_t *surface = texturesurfacelist[0];
9950         const msurface_t *surface2;
9951         int firstvertex;
9952         int endvertex;
9953         int numvertices;
9954         int numtriangles;
9955         // TODO: lock all array ranges before render, rather than on each surface
9956         if (texturenumsurfaces == 1)
9957                 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);
9958         else if (r_batchmode.integer == 2)
9959         {
9960                 #define MAXBATCHTRIANGLES 4096
9961                 int batchtriangles = 0;
9962                 static int batchelements[MAXBATCHTRIANGLES*3];
9963                 for (i = 0;i < texturenumsurfaces;i = j)
9964                 {
9965                         surface = texturesurfacelist[i];
9966                         j = i + 1;
9967                         if (surface->num_triangles > MAXBATCHTRIANGLES)
9968                         {
9969                                 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);
9970                                 continue;
9971                         }
9972                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
9973                         batchtriangles = surface->num_triangles;
9974                         firstvertex = surface->num_firstvertex;
9975                         endvertex = surface->num_firstvertex + surface->num_vertices;
9976                         for (;j < texturenumsurfaces;j++)
9977                         {
9978                                 surface2 = texturesurfacelist[j];
9979                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
9980                                         break;
9981                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
9982                                 batchtriangles += surface2->num_triangles;
9983                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
9984                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
9985                         }
9986                         surface2 = texturesurfacelist[j-1];
9987                         numvertices = endvertex - firstvertex;
9988                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
9989                 }
9990         }
9991         else if (r_batchmode.integer == 1)
9992         {
9993                 for (i = 0;i < texturenumsurfaces;i = j)
9994                 {
9995                         surface = texturesurfacelist[i];
9996                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
9997                                 if (texturesurfacelist[j] != surface2)
9998                                         break;
9999                         surface2 = texturesurfacelist[j-1];
10000                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10001                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10002                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10003                 }
10004         }
10005         else
10006         {
10007                 for (i = 0;i < texturenumsurfaces;i++)
10008                 {
10009                         surface = texturesurfacelist[i];
10010                         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);
10011                 }
10012         }
10013 }
10014
10015 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10016 {
10017         switch(vid.renderpath)
10018         {
10019         case RENDERPATH_CGGL:
10020 #ifdef SUPPORTCG
10021                 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10022                 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10023 #endif
10024                 break;
10025         case RENDERPATH_GL20:
10026                 if (r_glsl_permutation->loc_Texture_Lightmap  >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10027                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10028                 break;
10029         case RENDERPATH_GL13:
10030         case RENDERPATH_GL11:
10031                 R_Mesh_TexBind(0, surface->lightmaptexture);
10032                 break;
10033         }
10034 }
10035
10036 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10037 {
10038         // pick the closest matching water plane and bind textures
10039         int planeindex, vertexindex;
10040         float d, bestd;
10041         vec3_t vert;
10042         const float *v;
10043         r_waterstate_waterplane_t *p, *bestp;
10044         bestd = 0;
10045         bestp = NULL;
10046         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10047         {
10048                 d = 0;
10049                 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10050                 {
10051                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
10052                         d += fabs(PlaneDiff(vert, &p->plane));
10053                 }
10054                 if (bestd > d || !bestp)
10055                 {
10056                         bestd = d;
10057                         bestp = p;
10058                 }
10059         }
10060         switch(vid.renderpath)
10061         {
10062         case RENDERPATH_CGGL:
10063 #ifdef SUPPORTCG
10064                 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
10065                 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
10066 #endif
10067                 break;
10068         case RENDERPATH_GL20:
10069                 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10070                 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10071                 break;
10072         case RENDERPATH_GL13:
10073         case RENDERPATH_GL11:
10074                 break;
10075         }
10076 }
10077
10078 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10079 {
10080         int i;
10081         const msurface_t *surface;
10082         if (r_waterstate.renderingscene)
10083                 return;
10084         for (i = 0;i < texturenumsurfaces;i++)
10085         {
10086                 surface = texturesurfacelist[i];
10087                 RSurf_BindLightmapForSurface(surface);
10088                 RSurf_BindReflectionForSurface(surface);
10089                 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);
10090         }
10091 }
10092
10093 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10094 {
10095         int i;
10096         int j;
10097         const msurface_t *surface = texturesurfacelist[0];
10098         const msurface_t *surface2;
10099         int firstvertex;
10100         int endvertex;
10101         int numvertices;
10102         int numtriangles;
10103         if (texturenumsurfaces == 1)
10104         {
10105                 RSurf_BindLightmapForSurface(surface);
10106                 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);
10107         }
10108         else if (r_batchmode.integer == 2)
10109         {
10110 #define MAXBATCHTRIANGLES 4096
10111                 int batchtriangles = 0;
10112                 static int batchelements[MAXBATCHTRIANGLES*3];
10113                 for (i = 0;i < texturenumsurfaces;i = j)
10114                 {
10115                         surface = texturesurfacelist[i];
10116                         RSurf_BindLightmapForSurface(surface);
10117                         j = i + 1;
10118                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10119                         {
10120                                 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);
10121                                 continue;
10122                         }
10123                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10124                         batchtriangles = surface->num_triangles;
10125                         firstvertex = surface->num_firstvertex;
10126                         endvertex = surface->num_firstvertex + surface->num_vertices;
10127                         for (;j < texturenumsurfaces;j++)
10128                         {
10129                                 surface2 = texturesurfacelist[j];
10130                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10131                                         break;
10132                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10133                                 batchtriangles += surface2->num_triangles;
10134                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10135                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10136                         }
10137                         surface2 = texturesurfacelist[j-1];
10138                         numvertices = endvertex - firstvertex;
10139                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10140                 }
10141         }
10142         else if (r_batchmode.integer == 1)
10143         {
10144 #if 0
10145                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10146                 for (i = 0;i < texturenumsurfaces;i = j)
10147                 {
10148                         surface = texturesurfacelist[i];
10149                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10150                                 if (texturesurfacelist[j] != surface2)
10151                                         break;
10152                         Con_Printf(" %i", j - i);
10153                 }
10154                 Con_Printf("\n");
10155                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10156 #endif
10157                 for (i = 0;i < texturenumsurfaces;i = j)
10158                 {
10159                         surface = texturesurfacelist[i];
10160                         RSurf_BindLightmapForSurface(surface);
10161                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10162                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10163                                         break;
10164 #if 0
10165                         Con_Printf(" %i", j - i);
10166 #endif
10167                         surface2 = texturesurfacelist[j-1];
10168                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10169                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10170                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10171                 }
10172 #if 0
10173                 Con_Printf("\n");
10174 #endif
10175         }
10176         else
10177         {
10178                 for (i = 0;i < texturenumsurfaces;i++)
10179                 {
10180                         surface = texturesurfacelist[i];
10181                         RSurf_BindLightmapForSurface(surface);
10182                         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);
10183                 }
10184         }
10185 }
10186
10187 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10188 {
10189         int j;
10190         int texturesurfaceindex;
10191         if (r_showsurfaces.integer == 2)
10192         {
10193                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10194                 {
10195                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10196                         for (j = 0;j < surface->num_triangles;j++)
10197                         {
10198                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10199                                 GL_Color(f, f, f, 1);
10200                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10201                         }
10202                 }
10203         }
10204         else
10205         {
10206                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10207                 {
10208                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10209                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
10210                         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);
10211                         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);
10212                 }
10213         }
10214 }
10215
10216 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10217 {
10218         int texturesurfaceindex;
10219         int i;
10220         const float *v;
10221         float *c2;
10222         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10223         {
10224                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10225                 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)
10226                 {
10227                         c2[0] = 0.5;
10228                         c2[1] = 0.5;
10229                         c2[2] = 0.5;
10230                         c2[3] = 1;
10231                 }
10232         }
10233         rsurface.lightmapcolor4f = rsurface.array_color4f;
10234         rsurface.lightmapcolor4f_bufferobject = 0;
10235         rsurface.lightmapcolor4f_bufferoffset = 0;
10236 }
10237
10238 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10239 {
10240         int texturesurfaceindex;
10241         int i;
10242         float f;
10243         const float *v;
10244         const float *c;
10245         float *c2;
10246         if (rsurface.lightmapcolor4f)
10247         {
10248                 // generate color arrays for the surfaces in this list
10249                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10250                 {
10251                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10252                         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)
10253                         {
10254                                 f = RSurf_FogVertex(v);
10255                                 c2[0] = c[0] * f;
10256                                 c2[1] = c[1] * f;
10257                                 c2[2] = c[2] * f;
10258                                 c2[3] = c[3];
10259                         }
10260                 }
10261         }
10262         else
10263         {
10264                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10265                 {
10266                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10267                         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)
10268                         {
10269                                 f = RSurf_FogVertex(v);
10270                                 c2[0] = f;
10271                                 c2[1] = f;
10272                                 c2[2] = f;
10273                                 c2[3] = 1;
10274                         }
10275                 }
10276         }
10277         rsurface.lightmapcolor4f = rsurface.array_color4f;
10278         rsurface.lightmapcolor4f_bufferobject = 0;
10279         rsurface.lightmapcolor4f_bufferoffset = 0;
10280 }
10281
10282 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10283 {
10284         int texturesurfaceindex;
10285         int i;
10286         float f;
10287         const float *v;
10288         const float *c;
10289         float *c2;
10290         if (!rsurface.lightmapcolor4f)
10291                 return;
10292         // generate color arrays for the surfaces in this list
10293         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10294         {
10295                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10296                 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)
10297                 {
10298                         f = RSurf_FogVertex(v);
10299                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10300                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10301                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10302                         c2[3] = c[3];
10303                 }
10304         }
10305         rsurface.lightmapcolor4f = rsurface.array_color4f;
10306         rsurface.lightmapcolor4f_bufferobject = 0;
10307         rsurface.lightmapcolor4f_bufferoffset = 0;
10308 }
10309
10310 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10311 {
10312         int texturesurfaceindex;
10313         int i;
10314         const float *c;
10315         float *c2;
10316         if (!rsurface.lightmapcolor4f)
10317                 return;
10318         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10319         {
10320                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10321                 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)
10322                 {
10323                         c2[0] = c[0] * r;
10324                         c2[1] = c[1] * g;
10325                         c2[2] = c[2] * b;
10326                         c2[3] = c[3] * a;
10327                 }
10328         }
10329         rsurface.lightmapcolor4f = rsurface.array_color4f;
10330         rsurface.lightmapcolor4f_bufferobject = 0;
10331         rsurface.lightmapcolor4f_bufferoffset = 0;
10332 }
10333
10334 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10335 {
10336         int texturesurfaceindex;
10337         int i;
10338         const float *c;
10339         float *c2;
10340         if (!rsurface.lightmapcolor4f)
10341                 return;
10342         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10343         {
10344                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10345                 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)
10346                 {
10347                         c2[0] = c[0] + r_refdef.scene.ambient;
10348                         c2[1] = c[1] + r_refdef.scene.ambient;
10349                         c2[2] = c[2] + r_refdef.scene.ambient;
10350                         c2[3] = c[3];
10351                 }
10352         }
10353         rsurface.lightmapcolor4f = rsurface.array_color4f;
10354         rsurface.lightmapcolor4f_bufferobject = 0;
10355         rsurface.lightmapcolor4f_bufferoffset = 0;
10356 }
10357
10358 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10359 {
10360         // TODO: optimize
10361         rsurface.lightmapcolor4f = NULL;
10362         rsurface.lightmapcolor4f_bufferobject = 0;
10363         rsurface.lightmapcolor4f_bufferoffset = 0;
10364         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10365         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10366         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10367         GL_Color(r, g, b, a);
10368         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10369 }
10370
10371 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10372 {
10373         // TODO: optimize applyfog && applycolor case
10374         // just apply fog if necessary, and tint the fog color array if necessary
10375         rsurface.lightmapcolor4f = NULL;
10376         rsurface.lightmapcolor4f_bufferobject = 0;
10377         rsurface.lightmapcolor4f_bufferoffset = 0;
10378         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10379         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10380         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10381         GL_Color(r, g, b, a);
10382         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10383 }
10384
10385 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10386 {
10387         int texturesurfaceindex;
10388         int i;
10389         float *c;
10390         // TODO: optimize
10391         if (texturesurfacelist[0]->lightmapinfo)
10392         {
10393                 // generate color arrays for the surfaces in this list
10394                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10395                 {
10396                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10397                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10398                         {
10399                                 if (surface->lightmapinfo->samples)
10400                                 {
10401                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10402                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10403                                         VectorScale(lm, scale, c);
10404                                         if (surface->lightmapinfo->styles[1] != 255)
10405                                         {
10406                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10407                                                 lm += size3;
10408                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10409                                                 VectorMA(c, scale, lm, c);
10410                                                 if (surface->lightmapinfo->styles[2] != 255)
10411                                                 {
10412                                                         lm += size3;
10413                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10414                                                         VectorMA(c, scale, lm, c);
10415                                                         if (surface->lightmapinfo->styles[3] != 255)
10416                                                         {
10417                                                                 lm += size3;
10418                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10419                                                                 VectorMA(c, scale, lm, c);
10420                                                         }
10421                                                 }
10422                                         }
10423                                 }
10424                                 else
10425                                         VectorClear(c);
10426                                 c[3] = 1;
10427                         }
10428                 }
10429                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10430                 rsurface.lightmapcolor4f_bufferobject = 0;
10431                 rsurface.lightmapcolor4f_bufferoffset = 0;
10432         }
10433         else
10434         {
10435                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10436                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10437                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10438         }
10439         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10440         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10441         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10442         GL_Color(r, g, b, a);
10443         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10444 }
10445
10446 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10447 {
10448         int texturesurfaceindex;
10449         int i;
10450         float f;
10451         float alpha;
10452         const float *v;
10453         const float *n;
10454         float *c;
10455         vec3_t ambientcolor;
10456         vec3_t diffusecolor;
10457         vec3_t lightdir;
10458         // TODO: optimize
10459         // model lighting
10460         VectorCopy(rsurface.modellight_lightdir, lightdir);
10461         f = 0.5f * r_refdef.lightmapintensity;
10462         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10463         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10464         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10465         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10466         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10467         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10468         alpha = *a;
10469         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10470         {
10471                 // generate color arrays for the surfaces in this list
10472                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10473                 {
10474                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10475                         int numverts = surface->num_vertices;
10476                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10477                         n = rsurface.normal3f + 3 * surface->num_firstvertex;
10478                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10479                         // q3-style directional shading
10480                         for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10481                         {
10482                                 if ((f = DotProduct(n, lightdir)) > 0)
10483                                         VectorMA(ambientcolor, f, diffusecolor, c);
10484                                 else
10485                                         VectorCopy(ambientcolor, c);
10486                                 c[3] = alpha;
10487                         }
10488                 }
10489                 *r = 1;
10490                 *g = 1;
10491                 *b = 1;
10492                 *a = 1;
10493                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10494                 rsurface.lightmapcolor4f_bufferobject = 0;
10495                 rsurface.lightmapcolor4f_bufferoffset = 0;
10496                 *applycolor = false;
10497         }
10498         else
10499         {
10500                 *r = ambientcolor[0];
10501                 *g = ambientcolor[1];
10502                 *b = ambientcolor[2];
10503                 rsurface.lightmapcolor4f = NULL;
10504                 rsurface.lightmapcolor4f_bufferobject = 0;
10505                 rsurface.lightmapcolor4f_bufferoffset = 0;
10506         }
10507 }
10508
10509 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10510 {
10511         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10512         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10513         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10514         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10515         GL_Color(r, g, b, a);
10516         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10517 }
10518
10519 void RSurf_SetupDepthAndCulling(void)
10520 {
10521         // submodels are biased to avoid z-fighting with world surfaces that they
10522         // may be exactly overlapping (avoids z-fighting artifacts on certain
10523         // doors and things in Quake maps)
10524         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10525         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10526         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10527         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10528 }
10529
10530 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10531 {
10532         // transparent sky would be ridiculous
10533         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10534                 return;
10535         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10536         skyrenderlater = true;
10537         RSurf_SetupDepthAndCulling();
10538         GL_DepthMask(true);
10539         // LordHavoc: HalfLife maps have freaky skypolys so don't use
10540         // skymasking on them, and Quake3 never did sky masking (unlike
10541         // software Quake and software Quake2), so disable the sky masking
10542         // in Quake3 maps as it causes problems with q3map2 sky tricks,
10543         // and skymasking also looks very bad when noclipping outside the
10544         // level, so don't use it then either.
10545         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10546         {
10547                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10548                 R_Mesh_ColorPointer(NULL, 0, 0);
10549                 R_Mesh_ResetTextureState();
10550                 if (skyrendermasked)
10551                 {
10552                         R_SetupShader_DepthOrShadow();
10553                         // depth-only (masking)
10554                         GL_ColorMask(0,0,0,0);
10555                         // just to make sure that braindead drivers don't draw
10556                         // anything despite that colormask...
10557                         GL_BlendFunc(GL_ZERO, GL_ONE);
10558                 }
10559                 else
10560                 {
10561                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10562                         // fog sky
10563                         GL_BlendFunc(GL_ONE, GL_ZERO);
10564                 }
10565                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10566                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10567                 if (skyrendermasked)
10568                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10569         }
10570         R_Mesh_ResetTextureState();
10571         GL_Color(1, 1, 1, 1);
10572 }
10573
10574 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10575 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10576 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10577 {
10578         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
10579                 return;
10580         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10581         if (prepass)
10582         {
10583                 // render screenspace normalmap to texture
10584                 GL_DepthMask(true);
10585                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
10586                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10587         }
10588         else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
10589         {
10590                 // render water or distortion background, then blend surface on top
10591                 GL_DepthMask(true);
10592                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10593                 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10594                 GL_DepthMask(false);
10595                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10596                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10597                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10598                 else
10599                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10600         }
10601         else
10602         {
10603                 // render surface normally
10604                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10605                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10606                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
10607                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10608                 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10609                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10610                 else
10611                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10612         }
10613 }
10614
10615 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10616 {
10617         // OpenGL 1.3 path - anything not completely ancient
10618         int texturesurfaceindex;
10619         qboolean applycolor;
10620         qboolean applyfog;
10621         int layerindex;
10622         const texturelayer_t *layer;
10623         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10624
10625         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10626         {
10627                 vec4_t layercolor;
10628                 int layertexrgbscale;
10629                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10630                 {
10631                         if (layerindex == 0)
10632                                 GL_AlphaTest(true);
10633                         else
10634                         {
10635                                 GL_AlphaTest(false);
10636                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10637                         }
10638                 }
10639                 GL_DepthMask(layer->depthmask && writedepth);
10640                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10641                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10642                 {
10643                         layertexrgbscale = 4;
10644                         VectorScale(layer->color, 0.25f, layercolor);
10645                 }
10646                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10647                 {
10648                         layertexrgbscale = 2;
10649                         VectorScale(layer->color, 0.5f, layercolor);
10650                 }
10651                 else
10652                 {
10653                         layertexrgbscale = 1;
10654                         VectorScale(layer->color, 1.0f, layercolor);
10655                 }
10656                 layercolor[3] = layer->color[3];
10657                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10658                 R_Mesh_ColorPointer(NULL, 0, 0);
10659                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10660                 switch (layer->type)
10661                 {
10662                 case TEXTURELAYERTYPE_LITTEXTURE:
10663                         // single-pass lightmapped texture with 2x rgbscale
10664                         R_Mesh_TexBind(0, r_texture_white);
10665                         R_Mesh_TexMatrix(0, NULL);
10666                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10667                         R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10668                         R_Mesh_TexBind(1, layer->texture);
10669                         R_Mesh_TexMatrix(1, &layer->texmatrix);
10670                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10671                         R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10672                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10673                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10674                         else if (rsurface.uselightmaptexture)
10675                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10676                         else
10677                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10678                         break;
10679                 case TEXTURELAYERTYPE_TEXTURE:
10680                         // singletexture unlit texture with transparency support
10681                         R_Mesh_TexBind(0, layer->texture);
10682                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10683                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10684                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10685                         R_Mesh_TexBind(1, 0);
10686                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10687                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10688                         break;
10689                 case TEXTURELAYERTYPE_FOG:
10690                         // singletexture fogging
10691                         if (layer->texture)
10692                         {
10693                                 R_Mesh_TexBind(0, layer->texture);
10694                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10695                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10696                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10697                         }
10698                         else
10699                         {
10700                                 R_Mesh_TexBind(0, 0);
10701                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10702                         }
10703                         R_Mesh_TexBind(1, 0);
10704                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10705                         // generate a color array for the fog pass
10706                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10707                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10708                         {
10709                                 int i;
10710                                 float f;
10711                                 const float *v;
10712                                 float *c;
10713                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10714                                 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)
10715                                 {
10716                                         f = 1 - RSurf_FogVertex(v);
10717                                         c[0] = layercolor[0];
10718                                         c[1] = layercolor[1];
10719                                         c[2] = layercolor[2];
10720                                         c[3] = f * layercolor[3];
10721                                 }
10722                         }
10723                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10724                         break;
10725                 default:
10726                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10727                 }
10728         }
10729         CHECKGLERROR
10730         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10731         {
10732                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10733                 GL_AlphaTest(false);
10734         }
10735 }
10736
10737 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10738 {
10739         // OpenGL 1.1 - crusty old voodoo path
10740         int texturesurfaceindex;
10741         qboolean applyfog;
10742         int layerindex;
10743         const texturelayer_t *layer;
10744         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10745
10746         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10747         {
10748                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10749                 {
10750                         if (layerindex == 0)
10751                                 GL_AlphaTest(true);
10752                         else
10753                         {
10754                                 GL_AlphaTest(false);
10755                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10756                         }
10757                 }
10758                 GL_DepthMask(layer->depthmask && writedepth);
10759                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10760                 R_Mesh_ColorPointer(NULL, 0, 0);
10761                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10762                 switch (layer->type)
10763                 {
10764                 case TEXTURELAYERTYPE_LITTEXTURE:
10765                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10766                         {
10767                                 // two-pass lit texture with 2x rgbscale
10768                                 // first the lightmap pass
10769                                 R_Mesh_TexBind(0, r_texture_white);
10770                                 R_Mesh_TexMatrix(0, NULL);
10771                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10772                                 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10773                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10774                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10775                                 else if (rsurface.uselightmaptexture)
10776                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10777                                 else
10778                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10779                                 // then apply the texture to it
10780                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10781                                 R_Mesh_TexBind(0, layer->texture);
10782                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10783                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10784                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10785                                 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);
10786                         }
10787                         else
10788                         {
10789                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10790                                 R_Mesh_TexBind(0, layer->texture);
10791                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10792                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10793                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10794                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10795                                         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);
10796                                 else
10797                                         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);
10798                         }
10799                         break;
10800                 case TEXTURELAYERTYPE_TEXTURE:
10801                         // singletexture unlit texture with transparency support
10802                         R_Mesh_TexBind(0, layer->texture);
10803                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10804                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10805                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10806                         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);
10807                         break;
10808                 case TEXTURELAYERTYPE_FOG:
10809                         // singletexture fogging
10810                         if (layer->texture)
10811                         {
10812                                 R_Mesh_TexBind(0, layer->texture);
10813                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10814                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10815                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10816                         }
10817                         else
10818                         {
10819                                 R_Mesh_TexBind(0, 0);
10820                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10821                         }
10822                         // generate a color array for the fog pass
10823                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10824                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10825                         {
10826                                 int i;
10827                                 float f;
10828                                 const float *v;
10829                                 float *c;
10830                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10831                                 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)
10832                                 {
10833                                         f = 1 - RSurf_FogVertex(v);
10834                                         c[0] = layer->color[0];
10835                                         c[1] = layer->color[1];
10836                                         c[2] = layer->color[2];
10837                                         c[3] = f * layer->color[3];
10838                                 }
10839                         }
10840                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10841                         break;
10842                 default:
10843                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10844                 }
10845         }
10846         CHECKGLERROR
10847         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10848         {
10849                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10850                 GL_AlphaTest(false);
10851         }
10852 }
10853
10854 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10855 {
10856         float c[4];
10857
10858         GL_AlphaTest(false);
10859         R_Mesh_ColorPointer(NULL, 0, 0);
10860         R_Mesh_ResetTextureState();
10861         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10862
10863         if(rsurface.texture && rsurface.texture->currentskinframe)
10864         {
10865                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10866                 c[3] *= rsurface.texture->currentalpha;
10867         }
10868         else
10869         {
10870                 c[0] = 1;
10871                 c[1] = 0;
10872                 c[2] = 1;
10873                 c[3] = 1;
10874         }
10875
10876         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10877         {
10878                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10879                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10880                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10881         }
10882
10883         // brighten it up (as texture value 127 means "unlit")
10884         c[0] *= 2 * r_refdef.view.colorscale;
10885         c[1] *= 2 * r_refdef.view.colorscale;
10886         c[2] *= 2 * r_refdef.view.colorscale;
10887
10888         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10889                 c[3] *= r_wateralpha.value;
10890
10891         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10892         {
10893                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10894                 GL_DepthMask(false);
10895         }
10896         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10897         {
10898                 GL_BlendFunc(GL_ONE, GL_ONE);
10899                 GL_DepthMask(false);
10900         }
10901         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10902         {
10903                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10904                 GL_DepthMask(false);
10905         }
10906         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10907         {
10908                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10909                 GL_DepthMask(false);
10910         }
10911         else
10912         {
10913                 GL_BlendFunc(GL_ONE, GL_ZERO);
10914                 GL_DepthMask(writedepth);
10915         }
10916
10917         rsurface.lightmapcolor4f = NULL;
10918
10919         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10920         {
10921                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10922
10923                 rsurface.lightmapcolor4f = NULL;
10924                 rsurface.lightmapcolor4f_bufferobject = 0;
10925                 rsurface.lightmapcolor4f_bufferoffset = 0;
10926         }
10927         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10928         {
10929                 qboolean applycolor = true;
10930                 float one = 1.0;
10931
10932                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10933
10934                 r_refdef.lightmapintensity = 1;
10935                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
10936                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10937         }
10938         else
10939         {
10940                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10941
10942                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10943                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10944                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10945         }
10946
10947         if(!rsurface.lightmapcolor4f)
10948                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
10949
10950         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
10951         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
10952         if(r_refdef.fogenabled)
10953                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
10954
10955         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10956         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10957 }
10958
10959 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10960 {
10961         CHECKGLERROR
10962         RSurf_SetupDepthAndCulling();
10963         if (r_showsurfaces.integer == 3 && !prepass)
10964         {
10965                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
10966                 return;
10967         }
10968         switch (vid.renderpath)
10969         {
10970         case RENDERPATH_GL20:
10971         case RENDERPATH_CGGL:
10972                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10973                 break;
10974         case RENDERPATH_GL13:
10975                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10976                 break;
10977         case RENDERPATH_GL11:
10978                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10979                 break;
10980         }
10981         CHECKGLERROR
10982 }
10983
10984 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10985 {
10986         CHECKGLERROR
10987         RSurf_SetupDepthAndCulling();
10988         if (r_showsurfaces.integer == 3 && !prepass)
10989         {
10990                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
10991                 return;
10992         }
10993         switch (vid.renderpath)
10994         {
10995         case RENDERPATH_GL20:
10996         case RENDERPATH_CGGL:
10997                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10998                 break;
10999         case RENDERPATH_GL13:
11000                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11001                 break;
11002         case RENDERPATH_GL11:
11003                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11004                 break;
11005         }
11006         CHECKGLERROR
11007 }
11008
11009 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11010 {
11011         int i, j;
11012         int texturenumsurfaces, endsurface;
11013         texture_t *texture;
11014         const msurface_t *surface;
11015         const msurface_t *texturesurfacelist[256];
11016
11017         // if the model is static it doesn't matter what value we give for
11018         // wantnormals and wanttangents, so this logic uses only rules applicable
11019         // to a model, knowing that they are meaningless otherwise
11020         if (ent == r_refdef.scene.worldentity)
11021                 RSurf_ActiveWorldEntity();
11022         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11023                 RSurf_ActiveModelEntity(ent, false, false, false);
11024         else
11025         {
11026                 switch (vid.renderpath)
11027                 {
11028                 case RENDERPATH_GL20:
11029                 case RENDERPATH_CGGL:
11030                         RSurf_ActiveModelEntity(ent, true, true, false);
11031                         break;
11032                 case RENDERPATH_GL13:
11033                 case RENDERPATH_GL11:
11034                         RSurf_ActiveModelEntity(ent, true, false, false);
11035                         break;
11036                 }
11037         }
11038
11039         if (r_transparentdepthmasking.integer)
11040         {
11041                 qboolean setup = false;
11042                 for (i = 0;i < numsurfaces;i = j)
11043                 {
11044                         j = i + 1;
11045                         surface = rsurface.modelsurfaces + surfacelist[i];
11046                         texture = surface->texture;
11047                         rsurface.texture = R_GetCurrentTexture(texture);
11048                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11049                         // scan ahead until we find a different texture
11050                         endsurface = min(i + 1024, numsurfaces);
11051                         texturenumsurfaces = 0;
11052                         texturesurfacelist[texturenumsurfaces++] = surface;
11053                         for (;j < endsurface;j++)
11054                         {
11055                                 surface = rsurface.modelsurfaces + surfacelist[j];
11056                                 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11057                                         break;
11058                                 texturesurfacelist[texturenumsurfaces++] = surface;
11059                         }
11060                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11061                                 continue;
11062                         // render the range of surfaces as depth
11063                         if (!setup)
11064                         {
11065                                 setup = true;
11066                                 GL_ColorMask(0,0,0,0);
11067                                 GL_Color(1,1,1,1);
11068                                 GL_DepthTest(true);
11069                                 GL_BlendFunc(GL_ONE, GL_ZERO);
11070                                 GL_DepthMask(true);
11071                                 GL_AlphaTest(false);
11072                                 R_Mesh_ColorPointer(NULL, 0, 0);
11073                                 R_Mesh_ResetTextureState();
11074                                 R_SetupShader_DepthOrShadow();
11075                         }
11076                         RSurf_SetupDepthAndCulling();
11077                         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11078                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11079                 }
11080                 if (setup)
11081                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11082         }
11083
11084         for (i = 0;i < numsurfaces;i = j)
11085         {
11086                 j = i + 1;
11087                 surface = rsurface.modelsurfaces + surfacelist[i];
11088                 texture = surface->texture;
11089                 rsurface.texture = R_GetCurrentTexture(texture);
11090                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11091                 // scan ahead until we find a different texture
11092                 endsurface = min(i + 1024, numsurfaces);
11093                 texturenumsurfaces = 0;
11094                 texturesurfacelist[texturenumsurfaces++] = surface;
11095                 for (;j < endsurface;j++)
11096                 {
11097                         surface = rsurface.modelsurfaces + surfacelist[j];
11098                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11099                                 break;
11100                         texturesurfacelist[texturenumsurfaces++] = surface;
11101                 }
11102                 // render the range of surfaces
11103                 if (ent == r_refdef.scene.worldentity)
11104                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11105                 else
11106                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11107         }
11108         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11109         GL_AlphaTest(false);
11110 }
11111
11112 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11113 {
11114         // transparent surfaces get pushed off into the transparent queue
11115         int surfacelistindex;
11116         const msurface_t *surface;
11117         vec3_t tempcenter, center;
11118         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11119         {
11120                 surface = texturesurfacelist[surfacelistindex];
11121                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11122                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11123                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11124                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11125                 if (queueentity->transparent_offset) // transparent offset
11126                 {
11127                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11128                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11129                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11130                 }
11131                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11132         }
11133 }
11134
11135 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11136 {
11137         const entity_render_t *queueentity = r_refdef.scene.worldentity;
11138         CHECKGLERROR
11139         if (depthonly)
11140         {
11141                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11142                         return;
11143                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11144                         return;
11145                 RSurf_SetupDepthAndCulling();
11146                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11147                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11148         }
11149         else if (prepass)
11150         {
11151                 if (!rsurface.texture->currentnumlayers)
11152                         return;
11153                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11154                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11155                 else
11156                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11157         }
11158         else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11159         {
11160                 RSurf_SetupDepthAndCulling();
11161                 GL_AlphaTest(false);
11162                 R_Mesh_ColorPointer(NULL, 0, 0);
11163                 R_Mesh_ResetTextureState();
11164                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11165                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11166                 GL_DepthMask(true);
11167                 GL_BlendFunc(GL_ONE, GL_ZERO);
11168                 GL_Color(0, 0, 0, 1);
11169                 GL_DepthTest(writedepth);
11170                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11171         }
11172         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11173         {
11174                 RSurf_SetupDepthAndCulling();
11175                 GL_AlphaTest(false);
11176                 R_Mesh_ColorPointer(NULL, 0, 0);
11177                 R_Mesh_ResetTextureState();
11178                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11179                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11180                 GL_DepthMask(true);
11181                 GL_BlendFunc(GL_ONE, GL_ZERO);
11182                 GL_DepthTest(true);
11183                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11184         }
11185         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11186                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11187         else if (!rsurface.texture->currentnumlayers)
11188                 return;
11189         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11190         {
11191                 // in the deferred case, transparent surfaces were queued during prepass
11192                 if (!r_shadow_usingdeferredprepass)
11193                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11194         }
11195         else
11196         {
11197                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11198                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11199         }
11200         CHECKGLERROR
11201 }
11202
11203 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11204 {
11205         int i, j;
11206         texture_t *texture;
11207         // break the surface list down into batches by texture and use of lightmapping
11208         for (i = 0;i < numsurfaces;i = j)
11209         {
11210                 j = i + 1;
11211                 // texture is the base texture pointer, rsurface.texture is the
11212                 // current frame/skin the texture is directing us to use (for example
11213                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11214                 // use skin 1 instead)
11215                 texture = surfacelist[i]->texture;
11216                 rsurface.texture = R_GetCurrentTexture(texture);
11217                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11218                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11219                 {
11220                         // if this texture is not the kind we want, skip ahead to the next one
11221                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11222                                 ;
11223                         continue;
11224                 }
11225                 // simply scan ahead until we find a different texture or lightmap state
11226                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11227                         ;
11228                 // render the range of surfaces
11229                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11230         }
11231 }
11232
11233 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11234 {
11235         CHECKGLERROR
11236         if (depthonly)
11237         {
11238                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11239                         return;
11240                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11241                         return;
11242                 RSurf_SetupDepthAndCulling();
11243                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11244                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11245         }
11246         else if (prepass)
11247         {
11248                 if (!rsurface.texture->currentnumlayers)
11249                         return;
11250                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11251                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11252                 else
11253                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11254         }
11255         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11256         {
11257                 RSurf_SetupDepthAndCulling();
11258                 GL_AlphaTest(false);
11259                 R_Mesh_ColorPointer(NULL, 0, 0);
11260                 R_Mesh_ResetTextureState();
11261                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11262                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11263                 GL_DepthMask(true);
11264                 GL_BlendFunc(GL_ONE, GL_ZERO);
11265                 GL_Color(0, 0, 0, 1);
11266                 GL_DepthTest(writedepth);
11267                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11268         }
11269         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11270         {
11271                 RSurf_SetupDepthAndCulling();
11272                 GL_AlphaTest(false);
11273                 R_Mesh_ColorPointer(NULL, 0, 0);
11274                 R_Mesh_ResetTextureState();
11275                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11276                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11277                 GL_DepthMask(true);
11278                 GL_BlendFunc(GL_ONE, GL_ZERO);
11279                 GL_DepthTest(true);
11280                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11281         }
11282         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11283                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11284         else if (!rsurface.texture->currentnumlayers)
11285                 return;
11286         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11287         {
11288                 // in the deferred case, transparent surfaces were queued during prepass
11289                 if (!r_shadow_usingdeferredprepass)
11290                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11291         }
11292         else
11293         {
11294                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11295                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11296         }
11297         CHECKGLERROR
11298 }
11299
11300 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11301 {
11302         int i, j;
11303         texture_t *texture;
11304         // break the surface list down into batches by texture and use of lightmapping
11305         for (i = 0;i < numsurfaces;i = j)
11306         {
11307                 j = i + 1;
11308                 // texture is the base texture pointer, rsurface.texture is the
11309                 // current frame/skin the texture is directing us to use (for example
11310                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11311                 // use skin 1 instead)
11312                 texture = surfacelist[i]->texture;
11313                 rsurface.texture = R_GetCurrentTexture(texture);
11314                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11315                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11316                 {
11317                         // if this texture is not the kind we want, skip ahead to the next one
11318                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11319                                 ;
11320                         continue;
11321                 }
11322                 // simply scan ahead until we find a different texture or lightmap state
11323                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11324                         ;
11325                 // render the range of surfaces
11326                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11327         }
11328 }
11329
11330 float locboxvertex3f[6*4*3] =
11331 {
11332         1,0,1, 1,0,0, 1,1,0, 1,1,1,
11333         0,1,1, 0,1,0, 0,0,0, 0,0,1,
11334         1,1,1, 1,1,0, 0,1,0, 0,1,1,
11335         0,0,1, 0,0,0, 1,0,0, 1,0,1,
11336         0,0,1, 1,0,1, 1,1,1, 0,1,1,
11337         1,0,0, 0,0,0, 0,1,0, 1,1,0
11338 };
11339
11340 unsigned short locboxelements[6*2*3] =
11341 {
11342          0, 1, 2, 0, 2, 3,
11343          4, 5, 6, 4, 6, 7,
11344          8, 9,10, 8,10,11,
11345         12,13,14, 12,14,15,
11346         16,17,18, 16,18,19,
11347         20,21,22, 20,22,23
11348 };
11349
11350 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11351 {
11352         int i, j;
11353         cl_locnode_t *loc = (cl_locnode_t *)ent;
11354         vec3_t mins, size;
11355         float vertex3f[6*4*3];
11356         CHECKGLERROR
11357         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11358         GL_DepthMask(false);
11359         GL_DepthRange(0, 1);
11360         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11361         GL_DepthTest(true);
11362         GL_CullFace(GL_NONE);
11363         R_EntityMatrix(&identitymatrix);
11364
11365         R_Mesh_VertexPointer(vertex3f, 0, 0);
11366         R_Mesh_ColorPointer(NULL, 0, 0);
11367         R_Mesh_ResetTextureState();
11368         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11369
11370         i = surfacelist[0];
11371         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11372                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11373                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11374                         surfacelist[0] < 0 ? 0.5f : 0.125f);
11375
11376         if (VectorCompare(loc->mins, loc->maxs))
11377         {
11378                 VectorSet(size, 2, 2, 2);
11379                 VectorMA(loc->mins, -0.5f, size, mins);
11380         }
11381         else
11382         {
11383                 VectorCopy(loc->mins, mins);
11384                 VectorSubtract(loc->maxs, loc->mins, size);
11385         }
11386
11387         for (i = 0;i < 6*4*3;)
11388                 for (j = 0;j < 3;j++, i++)
11389                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11390
11391         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11392 }
11393
11394 void R_DrawLocs(void)
11395 {
11396         int index;
11397         cl_locnode_t *loc, *nearestloc;
11398         vec3_t center;
11399         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11400         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11401         {
11402                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11403                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11404         }
11405 }
11406
11407 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11408 {
11409         if (decalsystem->decals)
11410                 Mem_Free(decalsystem->decals);
11411         memset(decalsystem, 0, sizeof(*decalsystem));
11412 }
11413
11414 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)
11415 {
11416         tridecal_t *decal;
11417         tridecal_t *decals;
11418         int i;
11419         int maxdecals;
11420
11421         // expand or initialize the system
11422         if (decalsystem->maxdecals <= decalsystem->numdecals)
11423         {
11424                 decalsystem_t old = *decalsystem;
11425                 qboolean useshortelements;
11426                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11427                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11428                 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)));
11429                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11430                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11431                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11432                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11433                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11434                 if (decalsystem->numdecals)
11435                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11436                 if (old.decals)
11437                         Mem_Free(old.decals);
11438                 for (i = 0;i < decalsystem->maxdecals*3;i++)
11439                         decalsystem->element3i[i] = i;
11440                 if (useshortelements)
11441                         for (i = 0;i < decalsystem->maxdecals*3;i++)
11442                                 decalsystem->element3s[i] = i;
11443         }
11444
11445         // grab a decal and search for another free slot for the next one
11446         maxdecals = decalsystem->maxdecals;
11447         decals = decalsystem->decals;
11448         decal = decalsystem->decals + (i = decalsystem->freedecal++);
11449         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11450                 ;
11451         decalsystem->freedecal = i;
11452         if (decalsystem->numdecals <= i)
11453                 decalsystem->numdecals = i + 1;
11454
11455         // initialize the decal
11456         decal->lived = 0;
11457         decal->triangleindex = triangleindex;
11458         decal->surfaceindex = surfaceindex;
11459         decal->decalsequence = decalsequence;
11460         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11461         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11462         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11463         decal->color4ub[0][3] = 255;
11464         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11465         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11466         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11467         decal->color4ub[1][3] = 255;
11468         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11469         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11470         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11471         decal->color4ub[2][3] = 255;
11472         decal->vertex3f[0][0] = v0[0];
11473         decal->vertex3f[0][1] = v0[1];
11474         decal->vertex3f[0][2] = v0[2];
11475         decal->vertex3f[1][0] = v1[0];
11476         decal->vertex3f[1][1] = v1[1];
11477         decal->vertex3f[1][2] = v1[2];
11478         decal->vertex3f[2][0] = v2[0];
11479         decal->vertex3f[2][1] = v2[1];
11480         decal->vertex3f[2][2] = v2[2];
11481         decal->texcoord2f[0][0] = t0[0];
11482         decal->texcoord2f[0][1] = t0[1];
11483         decal->texcoord2f[1][0] = t1[0];
11484         decal->texcoord2f[1][1] = t1[1];
11485         decal->texcoord2f[2][0] = t2[0];
11486         decal->texcoord2f[2][1] = t2[1];
11487 }
11488
11489 extern cvar_t cl_decals_bias;
11490 extern cvar_t cl_decals_models;
11491 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11492 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)
11493 {
11494         matrix4x4_t projection;
11495         decalsystem_t *decalsystem;
11496         qboolean dynamic;
11497         dp_model_t *model;
11498         const float *vertex3f;
11499         const msurface_t *surface;
11500         const msurface_t *surfaces;
11501         const int *surfacelist;
11502         const texture_t *texture;
11503         int numvertices;
11504         int numtriangles;
11505         int numsurfacelist;
11506         int surfacelistindex;
11507         int surfaceindex;
11508         int triangleindex;
11509         int decalsurfaceindex;
11510         int cornerindex;
11511         int index;
11512         int numpoints;
11513         const int *e;
11514         float localorigin[3];
11515         float localnormal[3];
11516         float localmins[3];
11517         float localmaxs[3];
11518         float localsize;
11519         float ilocalsize;
11520         float v[9][3];
11521         float tc[9][2];
11522         float c[9][4];
11523         //float normal[3];
11524         float planes[6][4];
11525         float f;
11526         float points[2][9][3];
11527         float angles[3];
11528         float temp[3];
11529
11530         decalsystem = &ent->decalsystem;
11531         model = ent->model;
11532         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11533         {
11534                 R_DecalSystem_Reset(&ent->decalsystem);
11535                 return;
11536         }
11537
11538         if (!model->brush.data_nodes && !cl_decals_models.integer)
11539         {
11540                 if (decalsystem->model)
11541                         R_DecalSystem_Reset(decalsystem);
11542                 return;
11543         }
11544
11545         if (decalsystem->model != model)
11546                 R_DecalSystem_Reset(decalsystem);
11547         decalsystem->model = model;
11548
11549         RSurf_ActiveModelEntity(ent, false, false, false);
11550
11551         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11552         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11553         VectorNormalize(localnormal);
11554         localsize = worldsize*rsurface.inversematrixscale;
11555         ilocalsize = 1.0f / localsize;
11556         localmins[0] = localorigin[0] - localsize;
11557         localmins[1] = localorigin[1] - localsize;
11558         localmins[2] = localorigin[2] - localsize;
11559         localmaxs[0] = localorigin[0] + localsize;
11560         localmaxs[1] = localorigin[1] + localsize;
11561         localmaxs[2] = localorigin[2] + localsize;
11562
11563         //VectorCopy(localnormal, planes[4]);
11564         //VectorVectors(planes[4], planes[2], planes[0]);
11565         AnglesFromVectors(angles, localnormal, NULL, false);
11566         AngleVectors(angles, planes[0], planes[2], planes[4]);
11567         VectorNegate(planes[0], planes[1]);
11568         VectorNegate(planes[2], planes[3]);
11569         VectorNegate(planes[4], planes[5]);
11570         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11571         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11572         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11573         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11574         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11575         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11576
11577 #if 1
11578 // works
11579 {
11580         matrix4x4_t forwardprojection;
11581         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11582         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11583 }
11584 #else
11585 // broken
11586 {
11587         float projectionvector[4][3];
11588         VectorScale(planes[0], ilocalsize, projectionvector[0]);
11589         VectorScale(planes[2], ilocalsize, projectionvector[1]);
11590         VectorScale(planes[4], ilocalsize, projectionvector[2]);
11591         projectionvector[0][0] = planes[0][0] * ilocalsize;
11592         projectionvector[0][1] = planes[1][0] * ilocalsize;
11593         projectionvector[0][2] = planes[2][0] * ilocalsize;
11594         projectionvector[1][0] = planes[0][1] * ilocalsize;
11595         projectionvector[1][1] = planes[1][1] * ilocalsize;
11596         projectionvector[1][2] = planes[2][1] * ilocalsize;
11597         projectionvector[2][0] = planes[0][2] * ilocalsize;
11598         projectionvector[2][1] = planes[1][2] * ilocalsize;
11599         projectionvector[2][2] = planes[2][2] * ilocalsize;
11600         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11601         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11602         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11603         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11604 }
11605 #endif
11606
11607         dynamic = model->surfmesh.isanimated;
11608         vertex3f = rsurface.modelvertex3f;
11609         numsurfacelist = model->nummodelsurfaces;
11610         surfacelist = model->sortedmodelsurfaces;
11611         surfaces = model->data_surfaces;
11612         for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11613         {
11614                 surfaceindex = surfacelist[surfacelistindex];
11615                 surface = surfaces + surfaceindex;
11616                 // check cull box first because it rejects more than any other check
11617                 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11618                         continue;
11619                 // skip transparent surfaces
11620                 texture = surface->texture;
11621                 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11622                         continue;
11623                 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11624                         continue;
11625                 decalsurfaceindex = ent == r_refdef.scene.worldentity ? surfaceindex : -1;
11626                 numvertices = surface->num_vertices;
11627                 numtriangles = surface->num_triangles;
11628                 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11629                 {
11630                         for (cornerindex = 0;cornerindex < 3;cornerindex++)
11631                         {
11632                                 index = 3*e[cornerindex];
11633                                 VectorCopy(vertex3f + index, v[cornerindex]);
11634                         }
11635                         // cull backfaces
11636                         //TriangleNormal(v[0], v[1], v[2], normal);
11637                         //if (DotProduct(normal, localnormal) < 0.0f)
11638                         //      continue;
11639                         // clip by each of the box planes formed from the projection matrix
11640                         // if anything survives, we emit the decal
11641                         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]);
11642                         if (numpoints < 3)
11643                                 continue;
11644                         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]);
11645                         if (numpoints < 3)
11646                                 continue;
11647                         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]);
11648                         if (numpoints < 3)
11649                                 continue;
11650                         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]);
11651                         if (numpoints < 3)
11652                                 continue;
11653                         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]);
11654                         if (numpoints < 3)
11655                                 continue;
11656                         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]);
11657                         if (numpoints < 3)
11658                                 continue;
11659                         // some part of the triangle survived, so we have to accept it...
11660                         if (dynamic)
11661                         {
11662                                 // dynamic always uses the original triangle
11663                                 numpoints = 3;
11664                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11665                                 {
11666                                         index = 3*e[cornerindex];
11667                                         VectorCopy(vertex3f + index, v[cornerindex]);
11668                                 }
11669                         }
11670                         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11671                         {
11672                                 // convert vertex positions to texcoords
11673                                 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11674                                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11675                                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11676                                 // calculate distance fade from the projection origin
11677                                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11678                                 f = bound(0.0f, f, 1.0f);
11679                                 c[cornerindex][0] = r * f;
11680                                 c[cornerindex][1] = g * f;
11681                                 c[cornerindex][2] = b * f;
11682                                 c[cornerindex][3] = 1.0f;
11683                                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11684                         }
11685                         if (dynamic)
11686                                 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);
11687                         else
11688                                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11689                                         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);
11690                 }
11691         }
11692 }
11693
11694 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11695 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)
11696 {
11697         int renderentityindex;
11698         float worldmins[3];
11699         float worldmaxs[3];
11700         entity_render_t *ent;
11701
11702         if (!cl_decals_newsystem.integer)
11703                 return;
11704
11705         worldmins[0] = worldorigin[0] - worldsize;
11706         worldmins[1] = worldorigin[1] - worldsize;
11707         worldmins[2] = worldorigin[2] - worldsize;
11708         worldmaxs[0] = worldorigin[0] + worldsize;
11709         worldmaxs[1] = worldorigin[1] + worldsize;
11710         worldmaxs[2] = worldorigin[2] + worldsize;
11711
11712         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11713
11714         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11715         {
11716                 ent = r_refdef.scene.entities[renderentityindex];
11717                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11718                         continue;
11719
11720                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11721         }
11722 }
11723
11724 typedef struct r_decalsystem_splatqueue_s
11725 {
11726         vec3_t worldorigin;
11727         vec3_t worldnormal;
11728         float color[4];
11729         float tcrange[4];
11730         float worldsize;
11731         int decalsequence;
11732 }
11733 r_decalsystem_splatqueue_t;
11734
11735 int r_decalsystem_numqueued = 0;
11736 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11737
11738 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)
11739 {
11740         r_decalsystem_splatqueue_t *queue;
11741
11742         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11743                 return;
11744
11745         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11746         VectorCopy(worldorigin, queue->worldorigin);
11747         VectorCopy(worldnormal, queue->worldnormal);
11748         Vector4Set(queue->color, r, g, b, a);
11749         Vector4Set(queue->tcrange, s1, t1, s2, t2);
11750         queue->worldsize = worldsize;
11751         queue->decalsequence = cl.decalsequence++;
11752 }
11753
11754 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11755 {
11756         int i;
11757         r_decalsystem_splatqueue_t *queue;
11758
11759         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11760                 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);
11761         r_decalsystem_numqueued = 0;
11762 }
11763
11764 extern cvar_t cl_decals_max;
11765 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11766 {
11767         int i;
11768         decalsystem_t *decalsystem = &ent->decalsystem;
11769         int numdecals;
11770         int killsequence;
11771         tridecal_t *decal;
11772         float frametime;
11773         float lifetime;
11774
11775         if (!decalsystem->numdecals)
11776                 return;
11777
11778         if (r_showsurfaces.integer)
11779                 return;
11780
11781         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11782         {
11783                 R_DecalSystem_Reset(decalsystem);
11784                 return;
11785         }
11786
11787         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11788         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11789
11790         if (decalsystem->lastupdatetime)
11791                 frametime = (cl.time - decalsystem->lastupdatetime);
11792         else
11793                 frametime = 0;
11794         decalsystem->lastupdatetime = cl.time;
11795         decal = decalsystem->decals;
11796         numdecals = decalsystem->numdecals;
11797
11798         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11799         {
11800                 if (decal->color4ub[0][3])
11801                 {
11802                         decal->lived += frametime;
11803                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11804                         {
11805                                 memset(decal, 0, sizeof(*decal));
11806                                 if (decalsystem->freedecal > i)
11807                                         decalsystem->freedecal = i;
11808                         }
11809                 }
11810         }
11811         decal = decalsystem->decals;
11812         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
11813                 numdecals--;
11814
11815         // collapse the array by shuffling the tail decals into the gaps
11816         for (;;)
11817         {
11818                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
11819                         decalsystem->freedecal++;
11820                 if (decalsystem->freedecal == numdecals)
11821                         break;
11822                 decal[decalsystem->freedecal] = decal[--numdecals];
11823         }
11824
11825         decalsystem->numdecals = numdecals;
11826
11827         if (numdecals <= 0)
11828         {
11829                 // if there are no decals left, reset decalsystem
11830                 R_DecalSystem_Reset(decalsystem);
11831         }
11832 }
11833
11834 extern skinframe_t *decalskinframe;
11835 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11836 {
11837         int i;
11838         decalsystem_t *decalsystem = &ent->decalsystem;
11839         int numdecals;
11840         tridecal_t *decal;
11841         float fadedelay;
11842         float faderate;
11843         float alpha;
11844         float *v3f;
11845         float *c4f;
11846         float *t2f;
11847         const int *e;
11848         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11849         int numtris = 0;
11850
11851         numdecals = decalsystem->numdecals;
11852         if (!numdecals)
11853                 return;
11854
11855         if (r_showsurfaces.integer)
11856                 return;
11857
11858         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11859         {
11860                 R_DecalSystem_Reset(decalsystem);
11861                 return;
11862         }
11863
11864         // if the model is static it doesn't matter what value we give for
11865         // wantnormals and wanttangents, so this logic uses only rules applicable
11866         // to a model, knowing that they are meaningless otherwise
11867         if (ent == r_refdef.scene.worldentity)
11868                 RSurf_ActiveWorldEntity();
11869         else
11870                 RSurf_ActiveModelEntity(ent, false, false, false);
11871
11872         decalsystem->lastupdatetime = cl.time;
11873         decal = decalsystem->decals;
11874
11875         fadedelay = cl_decals_time.value;
11876         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11877
11878         // update vertex positions for animated models
11879         v3f = decalsystem->vertex3f;
11880         c4f = decalsystem->color4f;
11881         t2f = decalsystem->texcoord2f;
11882         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11883         {
11884                 if (!decal->color4ub[0][3])
11885                         continue;
11886
11887                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11888                         continue;
11889
11890                 // update color values for fading decals
11891                 if (decal->lived >= cl_decals_time.value)
11892                 {
11893                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11894                         alpha *= (1.0f/255.0f);
11895                 }
11896                 else
11897                         alpha = 1.0f/255.0f;
11898
11899                 c4f[ 0] = decal->color4ub[0][0] * alpha;
11900                 c4f[ 1] = decal->color4ub[0][1] * alpha;
11901                 c4f[ 2] = decal->color4ub[0][2] * alpha;
11902                 c4f[ 3] = 1;
11903                 c4f[ 4] = decal->color4ub[1][0] * alpha;
11904                 c4f[ 5] = decal->color4ub[1][1] * alpha;
11905                 c4f[ 6] = decal->color4ub[1][2] * alpha;
11906                 c4f[ 7] = 1;
11907                 c4f[ 8] = decal->color4ub[2][0] * alpha;
11908                 c4f[ 9] = decal->color4ub[2][1] * alpha;
11909                 c4f[10] = decal->color4ub[2][2] * alpha;
11910                 c4f[11] = 1;
11911
11912                 t2f[0] = decal->texcoord2f[0][0];
11913                 t2f[1] = decal->texcoord2f[0][1];
11914                 t2f[2] = decal->texcoord2f[1][0];
11915                 t2f[3] = decal->texcoord2f[1][1];
11916                 t2f[4] = decal->texcoord2f[2][0];
11917                 t2f[5] = decal->texcoord2f[2][1];
11918
11919                 // update vertex positions for animated models
11920                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
11921                 {
11922                         e = rsurface.modelelement3i + 3*decal->triangleindex;
11923                         VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
11924                         VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
11925                         VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
11926                 }
11927                 else
11928                 {
11929                         VectorCopy(decal->vertex3f[0], v3f);
11930                         VectorCopy(decal->vertex3f[1], v3f + 3);
11931                         VectorCopy(decal->vertex3f[2], v3f + 6);
11932                 }
11933
11934                 v3f += 9;
11935                 c4f += 12;
11936                 t2f += 6;
11937                 numtris++;
11938         }
11939
11940         if (numtris > 0)
11941         {
11942                 r_refdef.stats.drawndecals += numtris;
11943
11944                 if (r_refdef.fogenabled)
11945                 {
11946                         switch(vid.renderpath)
11947                         {
11948                         case RENDERPATH_GL20:
11949                         case RENDERPATH_CGGL:
11950                         case RENDERPATH_GL13:
11951                         case RENDERPATH_GL11:
11952                                 for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4)
11953                                 {
11954                                         alpha = RSurf_FogVertex(v3f);
11955                                         c4f[0] *= alpha;
11956                                         c4f[1] *= alpha;
11957                                         c4f[2] *= alpha;
11958                                 }
11959                                 break;
11960                         }
11961                 }
11962
11963                 // now render the decals all at once
11964                 // (this assumes they all use one particle font texture!)
11965                 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);
11966                 R_Mesh_ResetTextureState();
11967                 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
11968                 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
11969                 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
11970                 GL_DepthMask(false);
11971                 GL_DepthRange(0, 1);
11972                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11973                 GL_DepthTest(true);
11974                 GL_CullFace(GL_NONE);
11975                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11976                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
11977                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
11978         }
11979 }
11980
11981 static void R_DrawModelDecals(void)
11982 {
11983         int i, numdecals;
11984
11985         // fade faster when there are too many decals
11986         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11987         for (i = 0;i < r_refdef.scene.numentities;i++)
11988                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11989
11990         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11991         for (i = 0;i < r_refdef.scene.numentities;i++)
11992                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11993                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11994
11995         R_DecalSystem_ApplySplatEntitiesQueue();
11996
11997         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11998         for (i = 0;i < r_refdef.scene.numentities;i++)
11999                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12000
12001         r_refdef.stats.totaldecals += numdecals;
12002
12003         if (r_showsurfaces.integer)
12004                 return;
12005
12006         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12007
12008         for (i = 0;i < r_refdef.scene.numentities;i++)
12009         {
12010                 if (!r_refdef.viewcache.entityvisible[i])
12011                         continue;
12012                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12013                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12014         }
12015 }
12016
12017 void R_DrawDebugModel(void)
12018 {
12019         entity_render_t *ent = rsurface.entity;
12020         int i, j, k, l, flagsmask;
12021         const int *elements;
12022         q3mbrush_t *brush;
12023         const msurface_t *surface;
12024         dp_model_t *model = ent->model;
12025         vec3_t v;
12026
12027         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12028
12029         R_Mesh_ColorPointer(NULL, 0, 0);
12030         R_Mesh_ResetTextureState();
12031         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12032         GL_DepthRange(0, 1);
12033         GL_DepthTest(!r_showdisabledepthtest.integer);
12034         GL_DepthMask(false);
12035         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12036
12037         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
12038         {
12039                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12040                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
12041                 {
12042                         if (brush->colbrushf && brush->colbrushf->numtriangles)
12043                         {
12044                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12045                                 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);
12046                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12047                         }
12048                 }
12049                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
12050                 {
12051                         if (surface->num_collisiontriangles)
12052                         {
12053                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
12054                                 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);
12055                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
12056                         }
12057                 }
12058         }
12059
12060         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12061
12062         if (r_showtris.integer || r_shownormals.integer)
12063         {
12064                 if (r_showdisabledepthtest.integer)
12065                 {
12066                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12067                         GL_DepthMask(false);
12068                 }
12069                 else
12070                 {
12071                         GL_BlendFunc(GL_ONE, GL_ZERO);
12072                         GL_DepthMask(true);
12073                 }
12074                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12075                 {
12076                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12077                                 continue;
12078                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12079                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12080                         {
12081                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12082                                 if (r_showtris.value > 0)
12083                                 {
12084                                         if (!rsurface.texture->currentlayers->depthmask)
12085                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12086                                         else if (ent == r_refdef.scene.worldentity)
12087                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12088                                         else
12089                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12090                                         elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
12091                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12092                                         R_Mesh_ColorPointer(NULL, 0, 0);
12093                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12094                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12095                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12096                                         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);
12097                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12098                                         CHECKGLERROR
12099                                 }
12100                                 if (r_shownormals.value < 0)
12101                                 {
12102                                         qglBegin(GL_LINES);
12103                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12104                                         {
12105                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12106                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12107                                                 qglVertex3f(v[0], v[1], v[2]);
12108                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12109                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12110                                                 qglVertex3f(v[0], v[1], v[2]);
12111                                         }
12112                                         qglEnd();
12113                                         CHECKGLERROR
12114                                 }
12115                                 if (r_shownormals.value > 0)
12116                                 {
12117                                         qglBegin(GL_LINES);
12118                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12119                                         {
12120                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12121                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12122                                                 qglVertex3f(v[0], v[1], v[2]);
12123                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12124                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12125                                                 qglVertex3f(v[0], v[1], v[2]);
12126                                         }
12127                                         qglEnd();
12128                                         CHECKGLERROR
12129                                         qglBegin(GL_LINES);
12130                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12131                                         {
12132                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12133                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12134                                                 qglVertex3f(v[0], v[1], v[2]);
12135                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12136                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12137                                                 qglVertex3f(v[0], v[1], v[2]);
12138                                         }
12139                                         qglEnd();
12140                                         CHECKGLERROR
12141                                         qglBegin(GL_LINES);
12142                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12143                                         {
12144                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12145                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12146                                                 qglVertex3f(v[0], v[1], v[2]);
12147                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12148                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12149                                                 qglVertex3f(v[0], v[1], v[2]);
12150                                         }
12151                                         qglEnd();
12152                                         CHECKGLERROR
12153                                 }
12154                         }
12155                 }
12156                 rsurface.texture = NULL;
12157         }
12158 }
12159
12160 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12161 int r_maxsurfacelist = 0;
12162 const msurface_t **r_surfacelist = NULL;
12163 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12164 {
12165         int i, j, endj, f, flagsmask;
12166         texture_t *t;
12167         dp_model_t *model = r_refdef.scene.worldmodel;
12168         msurface_t *surfaces;
12169         unsigned char *update;
12170         int numsurfacelist = 0;
12171         if (model == NULL)
12172                 return;
12173
12174         if (r_maxsurfacelist < model->num_surfaces)
12175         {
12176                 r_maxsurfacelist = model->num_surfaces;
12177                 if (r_surfacelist)
12178                         Mem_Free((msurface_t**)r_surfacelist);
12179                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12180         }
12181
12182         RSurf_ActiveWorldEntity();
12183
12184         surfaces = model->data_surfaces;
12185         update = model->brushq1.lightmapupdateflags;
12186
12187         // update light styles on this submodel
12188         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12189         {
12190                 model_brush_lightstyleinfo_t *style;
12191                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12192                 {
12193                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12194                         {
12195                                 int *list = style->surfacelist;
12196                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12197                                 for (j = 0;j < style->numsurfaces;j++)
12198                                         update[list[j]] = true;
12199                         }
12200                 }
12201         }
12202
12203         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12204
12205         if (debug)
12206         {
12207                 R_DrawDebugModel();
12208                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12209                 return;
12210         }
12211
12212         f = 0;
12213         t = NULL;
12214         rsurface.uselightmaptexture = false;
12215         rsurface.texture = NULL;
12216         rsurface.rtlight = NULL;
12217         numsurfacelist = 0;
12218         // add visible surfaces to draw list
12219         for (i = 0;i < model->nummodelsurfaces;i++)
12220         {
12221                 j = model->sortedmodelsurfaces[i];
12222                 if (r_refdef.viewcache.world_surfacevisible[j])
12223                         r_surfacelist[numsurfacelist++] = surfaces + j;
12224         }
12225         // update lightmaps if needed
12226         if (model->brushq1.firstrender)
12227         {
12228                 model->brushq1.firstrender = false;
12229                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12230                         if (update[j])
12231                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12232         }
12233         else if (update)
12234         {
12235                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12236                         if (r_refdef.viewcache.world_surfacevisible[j])
12237                                 if (update[j])
12238                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12239         }
12240         // don't do anything if there were no surfaces
12241         if (!numsurfacelist)
12242         {
12243                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12244                 return;
12245         }
12246         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12247         GL_AlphaTest(false);
12248
12249         // add to stats if desired
12250         if (r_speeds.integer && !skysurfaces && !depthonly)
12251         {
12252                 r_refdef.stats.world_surfaces += numsurfacelist;
12253                 for (j = 0;j < numsurfacelist;j++)
12254                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12255         }
12256
12257         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12258 }
12259
12260 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12261 {
12262         int i, j, endj, f, flagsmask;
12263         texture_t *t;
12264         dp_model_t *model = ent->model;
12265         msurface_t *surfaces;
12266         unsigned char *update;
12267         int numsurfacelist = 0;
12268         if (model == NULL)
12269                 return;
12270
12271         if (r_maxsurfacelist < model->num_surfaces)
12272         {
12273                 r_maxsurfacelist = model->num_surfaces;
12274                 if (r_surfacelist)
12275                         Mem_Free((msurface_t **)r_surfacelist);
12276                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12277         }
12278
12279         // if the model is static it doesn't matter what value we give for
12280         // wantnormals and wanttangents, so this logic uses only rules applicable
12281         // to a model, knowing that they are meaningless otherwise
12282         if (ent == r_refdef.scene.worldentity)
12283                 RSurf_ActiveWorldEntity();
12284         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12285                 RSurf_ActiveModelEntity(ent, false, false, false);
12286         else if (prepass)
12287                 RSurf_ActiveModelEntity(ent, true, true, true);
12288         else if (depthonly)
12289                 RSurf_ActiveModelEntity(ent, false, false, false);
12290         else
12291         {
12292                 switch (vid.renderpath)
12293                 {
12294                 case RENDERPATH_GL20:
12295                 case RENDERPATH_CGGL:
12296                         RSurf_ActiveModelEntity(ent, true, true, false);
12297                         break;
12298                 case RENDERPATH_GL13:
12299                 case RENDERPATH_GL11:
12300                         RSurf_ActiveModelEntity(ent, true, false, false);
12301                         break;
12302                 }
12303         }
12304
12305         surfaces = model->data_surfaces;
12306         update = model->brushq1.lightmapupdateflags;
12307
12308         // update light styles
12309         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12310         {
12311                 model_brush_lightstyleinfo_t *style;
12312                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12313                 {
12314                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12315                         {
12316                                 int *list = style->surfacelist;
12317                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12318                                 for (j = 0;j < style->numsurfaces;j++)
12319                                         update[list[j]] = true;
12320                         }
12321                 }
12322         }
12323
12324         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12325
12326         if (debug)
12327         {
12328                 R_DrawDebugModel();
12329                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12330                 return;
12331         }
12332
12333         f = 0;
12334         t = NULL;
12335         rsurface.uselightmaptexture = false;
12336         rsurface.texture = NULL;
12337         rsurface.rtlight = NULL;
12338         numsurfacelist = 0;
12339         // add visible surfaces to draw list
12340         for (i = 0;i < model->nummodelsurfaces;i++)
12341                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12342         // don't do anything if there were no surfaces
12343         if (!numsurfacelist)
12344         {
12345                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12346                 return;
12347         }
12348         // update lightmaps if needed
12349         if (update)
12350         {
12351                 int updated = 0;
12352                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12353                 {
12354                         if (update[j])
12355                         {
12356                                 updated++;
12357                                 R_BuildLightMap(ent, surfaces + j);
12358                         }
12359                 }
12360         }
12361         if (update)
12362                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12363                         if (update[j])
12364                                 R_BuildLightMap(ent, surfaces + j);
12365         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12366         GL_AlphaTest(false);
12367
12368         // add to stats if desired
12369         if (r_speeds.integer && !skysurfaces && !depthonly)
12370         {
12371                 r_refdef.stats.entities_surfaces += numsurfacelist;
12372                 for (j = 0;j < numsurfacelist;j++)
12373                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12374         }
12375
12376         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12377 }
12378
12379 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12380 {
12381         static texture_t texture;
12382         static msurface_t surface;
12383         const msurface_t *surfacelist = &surface;
12384
12385         // fake enough texture and surface state to render this geometry
12386
12387         texture.update_lastrenderframe = -1; // regenerate this texture
12388         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12389         texture.currentskinframe = skinframe;
12390         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12391         texture.specularscalemod = 1;
12392         texture.specularpowermod = 1;
12393
12394         surface.texture = &texture;
12395         surface.num_triangles = numtriangles;
12396         surface.num_firsttriangle = firsttriangle;
12397         surface.num_vertices = numvertices;
12398         surface.num_firstvertex = firstvertex;
12399
12400         // now render it
12401         rsurface.texture = R_GetCurrentTexture(surface.texture);
12402         rsurface.uselightmaptexture = false;
12403         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12404 }
12405
12406 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)
12407 {
12408         static msurface_t surface;
12409         const msurface_t *surfacelist = &surface;
12410
12411         // fake enough texture and surface state to render this geometry
12412
12413         surface.texture = texture;
12414         surface.num_triangles = numtriangles;
12415         surface.num_firsttriangle = firsttriangle;
12416         surface.num_vertices = numvertices;
12417         surface.num_firstvertex = firstvertex;
12418
12419         // now render it
12420         rsurface.texture = R_GetCurrentTexture(surface.texture);
12421         rsurface.uselightmaptexture = false;
12422         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12423 }