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added 6x6 pcf option for people with too much framerate
[xonotic/darkplaces.git] / gl_rmain.c
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_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
95 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
96 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
97 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"};
98 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"};
99 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
100 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
101 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
102 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
103 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"};
104
105 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
106 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
107 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
108 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
109 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
110 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
111 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
112 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
113
114 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)"};
115 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"};
116
117 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
118 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
119 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
120 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
121 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
122
123 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
124 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
125 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
126
127 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)"};
128 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
129 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
130 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
131 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
132 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)"};
133 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)"};
134 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)"};
135 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)"};
136
137 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)"};
138 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
139 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"};
140 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
141 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
142
143 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
144 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
145 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
146 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
147
148 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
149 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
150 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
151 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
152 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
153 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
154 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
155
156 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
157 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
158 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
159 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)"};
160
161 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"};
162
163 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"};
164
165 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
166
167 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
168 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
169 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"};
170 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
171 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
172 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
173 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
174 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)"};
175
176 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
177
178 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)"};
179
180 extern cvar_t v_glslgamma;
181
182 extern qboolean v_flipped_state;
183
184 static struct r_bloomstate_s
185 {
186         qboolean enabled;
187         qboolean hdr;
188
189         int bloomwidth, bloomheight;
190
191         int screentexturewidth, screentextureheight;
192         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
193
194         int bloomtexturewidth, bloomtextureheight;
195         rtexture_t *texture_bloom;
196
197         // arrays for rendering the screen passes
198         float screentexcoord2f[8];
199         float bloomtexcoord2f[8];
200         float offsettexcoord2f[8];
201
202         r_viewport_t viewport;
203 }
204 r_bloomstate;
205
206 r_waterstate_t r_waterstate;
207
208 /// shadow volume bsp struct with automatically growing nodes buffer
209 svbsp_t r_svbsp;
210
211 rtexture_t *r_texture_blanknormalmap;
212 rtexture_t *r_texture_white;
213 rtexture_t *r_texture_grey128;
214 rtexture_t *r_texture_black;
215 rtexture_t *r_texture_notexture;
216 rtexture_t *r_texture_whitecube;
217 rtexture_t *r_texture_normalizationcube;
218 rtexture_t *r_texture_fogattenuation;
219 rtexture_t *r_texture_gammaramps;
220 unsigned int r_texture_gammaramps_serial;
221 //rtexture_t *r_texture_fogintensity;
222 rtexture_t *r_texture_reflectcube;
223
224 // TODO: hash lookups?
225 typedef struct cubemapinfo_s
226 {
227         char basename[64];
228         rtexture_t *texture;
229 }
230 cubemapinfo_t;
231
232 int r_texture_numcubemaps;
233 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
234
235 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
236 unsigned int r_numqueries;
237 unsigned int r_maxqueries;
238
239 typedef struct r_qwskincache_s
240 {
241         char name[MAX_QPATH];
242         skinframe_t *skinframe;
243 }
244 r_qwskincache_t;
245
246 static r_qwskincache_t *r_qwskincache;
247 static int r_qwskincache_size;
248
249 /// vertex coordinates for a quad that covers the screen exactly
250 const float r_screenvertex3f[12] =
251 {
252         0, 0, 0,
253         1, 0, 0,
254         1, 1, 0,
255         0, 1, 0
256 };
257
258 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
259 {
260         int i;
261         for (i = 0;i < verts;i++)
262         {
263                 out[0] = in[0] * r;
264                 out[1] = in[1] * g;
265                 out[2] = in[2] * b;
266                 out[3] = in[3];
267                 in += 4;
268                 out += 4;
269         }
270 }
271
272 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
273 {
274         int i;
275         for (i = 0;i < verts;i++)
276         {
277                 out[0] = r;
278                 out[1] = g;
279                 out[2] = b;
280                 out[3] = a;
281                 out += 4;
282         }
283 }
284
285 // FIXME: move this to client?
286 void FOG_clear(void)
287 {
288         if (gamemode == GAME_NEHAHRA)
289         {
290                 Cvar_Set("gl_fogenable", "0");
291                 Cvar_Set("gl_fogdensity", "0.2");
292                 Cvar_Set("gl_fogred", "0.3");
293                 Cvar_Set("gl_foggreen", "0.3");
294                 Cvar_Set("gl_fogblue", "0.3");
295         }
296         r_refdef.fog_density = 0;
297         r_refdef.fog_red = 0;
298         r_refdef.fog_green = 0;
299         r_refdef.fog_blue = 0;
300         r_refdef.fog_alpha = 1;
301         r_refdef.fog_start = 0;
302         r_refdef.fog_end = 16384;
303         r_refdef.fog_height = 1<<30;
304         r_refdef.fog_fadedepth = 128;
305 }
306
307 static void R_BuildBlankTextures(void)
308 {
309         unsigned char data[4];
310         data[2] = 128; // normal X
311         data[1] = 128; // normal Y
312         data[0] = 255; // normal Z
313         data[3] = 128; // height
314         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
315         data[0] = 255;
316         data[1] = 255;
317         data[2] = 255;
318         data[3] = 255;
319         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
320         data[0] = 128;
321         data[1] = 128;
322         data[2] = 128;
323         data[3] = 255;
324         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
325         data[0] = 0;
326         data[1] = 0;
327         data[2] = 0;
328         data[3] = 255;
329         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
330 }
331
332 static void R_BuildNoTexture(void)
333 {
334         int x, y;
335         unsigned char pix[16][16][4];
336         // this makes a light grey/dark grey checkerboard texture
337         for (y = 0;y < 16;y++)
338         {
339                 for (x = 0;x < 16;x++)
340                 {
341                         if ((y < 8) ^ (x < 8))
342                         {
343                                 pix[y][x][0] = 128;
344                                 pix[y][x][1] = 128;
345                                 pix[y][x][2] = 128;
346                                 pix[y][x][3] = 255;
347                         }
348                         else
349                         {
350                                 pix[y][x][0] = 64;
351                                 pix[y][x][1] = 64;
352                                 pix[y][x][2] = 64;
353                                 pix[y][x][3] = 255;
354                         }
355                 }
356         }
357         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
358 }
359
360 static void R_BuildWhiteCube(void)
361 {
362         unsigned char data[6*1*1*4];
363         memset(data, 255, sizeof(data));
364         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
365 }
366
367 static void R_BuildNormalizationCube(void)
368 {
369         int x, y, side;
370         vec3_t v;
371         vec_t s, t, intensity;
372 #define NORMSIZE 64
373         unsigned char *data;
374         data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
375         for (side = 0;side < 6;side++)
376         {
377                 for (y = 0;y < NORMSIZE;y++)
378                 {
379                         for (x = 0;x < NORMSIZE;x++)
380                         {
381                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
382                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
383                                 switch(side)
384                                 {
385                                 default:
386                                 case 0:
387                                         v[0] = 1;
388                                         v[1] = -t;
389                                         v[2] = -s;
390                                         break;
391                                 case 1:
392                                         v[0] = -1;
393                                         v[1] = -t;
394                                         v[2] = s;
395                                         break;
396                                 case 2:
397                                         v[0] = s;
398                                         v[1] = 1;
399                                         v[2] = t;
400                                         break;
401                                 case 3:
402                                         v[0] = s;
403                                         v[1] = -1;
404                                         v[2] = -t;
405                                         break;
406                                 case 4:
407                                         v[0] = s;
408                                         v[1] = -t;
409                                         v[2] = 1;
410                                         break;
411                                 case 5:
412                                         v[0] = -s;
413                                         v[1] = -t;
414                                         v[2] = -1;
415                                         break;
416                                 }
417                                 intensity = 127.0f / sqrt(DotProduct(v, v));
418                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
419                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
420                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
421                                 data[((side*64+y)*64+x)*4+3] = 255;
422                         }
423                 }
424         }
425         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
426         Mem_Free(data);
427 }
428
429 static void R_BuildFogTexture(void)
430 {
431         int x, b;
432 #define FOGWIDTH 256
433         unsigned char data1[FOGWIDTH][4];
434         //unsigned char data2[FOGWIDTH][4];
435         double d, r, alpha;
436
437         r_refdef.fogmasktable_start = r_refdef.fog_start;
438         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
439         r_refdef.fogmasktable_range = r_refdef.fogrange;
440         r_refdef.fogmasktable_density = r_refdef.fog_density;
441
442         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
443         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
444         {
445                 d = (x * r - r_refdef.fogmasktable_start);
446                 if(developer_extra.integer)
447                         Con_DPrintf("%f ", d);
448                 d = max(0, d);
449                 if (r_fog_exp2.integer)
450                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
451                 else
452                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
453                 if(developer_extra.integer)
454                         Con_DPrintf(" : %f ", alpha);
455                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
456                 if(developer_extra.integer)
457                         Con_DPrintf(" = %f\n", alpha);
458                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
459         }
460
461         for (x = 0;x < FOGWIDTH;x++)
462         {
463                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
464                 data1[x][0] = b;
465                 data1[x][1] = b;
466                 data1[x][2] = b;
467                 data1[x][3] = 255;
468                 //data2[x][0] = 255 - b;
469                 //data2[x][1] = 255 - b;
470                 //data2[x][2] = 255 - b;
471                 //data2[x][3] = 255;
472         }
473         if (r_texture_fogattenuation)
474         {
475                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
476                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
477         }
478         else
479         {
480                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
481                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
482         }
483 }
484
485 //=======================================================================================================================================================
486
487 static const char *builtinshaderstring =
488 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
489 "// written by Forest 'LordHavoc' Hale\n"
490 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
491 "\n"
492 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
493 "# define USEFOG\n"
494 "#endif\n"
495 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
496 "#define USELIGHTMAP\n"
497 "#endif\n"
498 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
499 "#define USEEYEVECTOR\n"
500 "#endif\n"
501 "\n"
502 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
503 "# extension GL_ARB_texture_rectangle : enable\n"
504 "#endif\n"
505 "\n"
506 "#ifdef USESHADOWMAP2D\n"
507 "# ifdef GL_EXT_gpu_shader4\n"
508 "#   extension GL_EXT_gpu_shader4 : enable\n"
509 "# endif\n"
510 "# ifdef GL_ARB_texture_gather\n"
511 "#   extension GL_ARB_texture_gather : enable\n"
512 "# else\n"
513 "#   ifdef GL_AMD_texture_texture4\n"
514 "#     extension GL_AMD_texture_texture4 : enable\n"
515 "#   endif\n"
516 "# endif\n"
517 "#endif\n"
518 "\n"
519 "#ifdef USESHADOWMAPCUBE\n"
520 "# extension GL_EXT_gpu_shader4 : enable\n"
521 "#endif\n"
522 "\n"
523 "//#ifdef USESHADOWSAMPLER\n"
524 "//# extension GL_ARB_shadow : enable\n"
525 "//#endif\n"
526 "\n"
527 "//#ifdef __GLSL_CG_DATA_TYPES\n"
528 "//# define myhalf half\n"
529 "//# define myhalf2 half2\n"
530 "//# define myhalf3 half3\n"
531 "//# define myhalf4 half4\n"
532 "//#else\n"
533 "# define myhalf float\n"
534 "# define myhalf2 vec2\n"
535 "# define myhalf3 vec3\n"
536 "# define myhalf4 vec4\n"
537 "//#endif\n"
538 "\n"
539 "#ifdef VERTEX_SHADER\n"
540 "uniform mat4 ModelViewProjectionMatrix;\n"
541 "#endif\n"
542 "\n"
543 "#ifdef MODE_DEPTH_OR_SHADOW\n"
544 "#ifdef VERTEX_SHADER\n"
545 "void main(void)\n"
546 "{\n"
547 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
548 "}\n"
549 "#endif\n"
550 "#else // !MODE_DEPTH_ORSHADOW\n"
551 "\n"
552 "\n"
553 "\n"
554 "\n"
555 "#ifdef MODE_SHOWDEPTH\n"
556 "#ifdef VERTEX_SHADER\n"
557 "void main(void)\n"
558 "{\n"
559 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
560 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
561 "}\n"
562 "#endif\n"
563 "\n"
564 "#ifdef FRAGMENT_SHADER\n"
565 "void main(void)\n"
566 "{\n"
567 "       gl_FragColor = gl_Color;\n"
568 "}\n"
569 "#endif\n"
570 "#else // !MODE_SHOWDEPTH\n"
571 "\n"
572 "\n"
573 "\n"
574 "\n"
575 "#ifdef MODE_POSTPROCESS\n"
576 "varying vec2 TexCoord1;\n"
577 "varying vec2 TexCoord2;\n"
578 "\n"
579 "#ifdef VERTEX_SHADER\n"
580 "void main(void)\n"
581 "{\n"
582 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
583 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
584 "#ifdef USEBLOOM\n"
585 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
586 "#endif\n"
587 "}\n"
588 "#endif\n"
589 "\n"
590 "#ifdef FRAGMENT_SHADER\n"
591 "uniform sampler2D Texture_First;\n"
592 "#ifdef USEBLOOM\n"
593 "uniform sampler2D Texture_Second;\n"
594 "#endif\n"
595 "#ifdef USEGAMMARAMPS\n"
596 "uniform sampler2D Texture_GammaRamps;\n"
597 "#endif\n"
598 "#ifdef USESATURATION\n"
599 "uniform float Saturation;\n"
600 "#endif\n"
601 "#ifdef USEVIEWTINT\n"
602 "uniform vec4 ViewTintColor;\n"
603 "#endif\n"
604 "//uncomment these if you want to use them:\n"
605 "uniform vec4 UserVec1;\n"
606 "// uniform vec4 UserVec2;\n"
607 "// uniform vec4 UserVec3;\n"
608 "// uniform vec4 UserVec4;\n"
609 "// uniform float ClientTime;\n"
610 "uniform vec2 PixelSize;\n"
611 "void main(void)\n"
612 "{\n"
613 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
614 "#ifdef USEBLOOM\n"
615 "       gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
616 "#endif\n"
617 "#ifdef USEVIEWTINT\n"
618 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
619 "#endif\n"
620 "\n"
621 "#ifdef USEPOSTPROCESSING\n"
622 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
623 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
624 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
625 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
626 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
627 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
628 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
629 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
630 "#endif\n"
631 "\n"
632 "#ifdef USESATURATION\n"
633 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
634 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
635 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
636 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
637 "#endif\n"
638 "\n"
639 "#ifdef USEGAMMARAMPS\n"
640 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
641 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
642 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
643 "#endif\n"
644 "}\n"
645 "#endif\n"
646 "#else // !MODE_POSTPROCESS\n"
647 "\n"
648 "\n"
649 "\n"
650 "\n"
651 "#ifdef MODE_GENERIC\n"
652 "#ifdef USEDIFFUSE\n"
653 "varying vec2 TexCoord1;\n"
654 "#endif\n"
655 "#ifdef USESPECULAR\n"
656 "varying vec2 TexCoord2;\n"
657 "#endif\n"
658 "#ifdef VERTEX_SHADER\n"
659 "void main(void)\n"
660 "{\n"
661 "       gl_FrontColor = gl_Color;\n"
662 "#ifdef USEDIFFUSE\n"
663 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
664 "#endif\n"
665 "#ifdef USESPECULAR\n"
666 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
667 "#endif\n"
668 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
669 "}\n"
670 "#endif\n"
671 "\n"
672 "#ifdef FRAGMENT_SHADER\n"
673 "#ifdef USEDIFFUSE\n"
674 "uniform sampler2D Texture_First;\n"
675 "#endif\n"
676 "#ifdef USESPECULAR\n"
677 "uniform sampler2D Texture_Second;\n"
678 "#endif\n"
679 "\n"
680 "void main(void)\n"
681 "{\n"
682 "       gl_FragColor = gl_Color;\n"
683 "#ifdef USEDIFFUSE\n"
684 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
685 "#endif\n"
686 "\n"
687 "#ifdef USESPECULAR\n"
688 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
689 "# ifdef USECOLORMAPPING\n"
690 "       gl_FragColor *= tex2;\n"
691 "# endif\n"
692 "# ifdef USEGLOW\n"
693 "       gl_FragColor += tex2;\n"
694 "# endif\n"
695 "# ifdef USEVERTEXTEXTUREBLEND\n"
696 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
697 "# endif\n"
698 "#endif\n"
699 "}\n"
700 "#endif\n"
701 "#else // !MODE_GENERIC\n"
702 "\n"
703 "\n"
704 "\n"
705 "\n"
706 "#ifdef MODE_BLOOMBLUR\n"
707 "varying TexCoord;\n"
708 "#ifdef VERTEX_SHADER\n"
709 "void main(void)\n"
710 "{\n"
711 "       gl_FrontColor = gl_Color;\n"
712 "       TexCoord = gl_MultiTexCoord0.xy;\n"
713 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
714 "}\n"
715 "#endif\n"
716 "\n"
717 "#ifdef FRAGMENT_SHADER\n"
718 "uniform sampler2D Texture_First;\n"
719 "uniform vec4 BloomBlur_Parameters;\n"
720 "\n"
721 "void main(void)\n"
722 "{\n"
723 "       int i;\n"
724 "       vec2 tc = TexCoord;\n"
725 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
726 "       tc += BloomBlur_Parameters.xy;\n"
727 "       for (i = 1;i < SAMPLES;i++)\n"
728 "       {\n"
729 "               color += texture2D(Texture_First, tc).rgb;\n"
730 "               tc += BloomBlur_Parameters.xy;\n"
731 "       }\n"
732 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
733 "}\n"
734 "#endif\n"
735 "#else // !MODE_BLOOMBLUR\n"
736 "#ifdef MODE_REFRACTION\n"
737 "varying vec2 TexCoord;\n"
738 "varying vec4 ModelViewProjectionPosition;\n"
739 "uniform mat4 TexMatrix;\n"
740 "#ifdef VERTEX_SHADER\n"
741 "\n"
742 "void main(void)\n"
743 "{\n"
744 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
745 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
746 "       ModelViewProjectionPosition = gl_Position;\n"
747 "}\n"
748 "#endif\n"
749 "\n"
750 "#ifdef FRAGMENT_SHADER\n"
751 "uniform sampler2D Texture_Normal;\n"
752 "uniform sampler2D Texture_Refraction;\n"
753 "uniform sampler2D Texture_Reflection;\n"
754 "\n"
755 "uniform vec4 DistortScaleRefractReflect;\n"
756 "uniform vec4 ScreenScaleRefractReflect;\n"
757 "uniform vec4 ScreenCenterRefractReflect;\n"
758 "uniform vec4 RefractColor;\n"
759 "uniform vec4 ReflectColor;\n"
760 "uniform float ReflectFactor;\n"
761 "uniform float ReflectOffset;\n"
762 "\n"
763 "void main(void)\n"
764 "{\n"
765 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
766 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
767 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
768 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
769 "       // FIXME temporary hack to detect the case that the reflection\n"
770 "       // gets blackened at edges due to leaving the area that contains actual\n"
771 "       // content.\n"
772 "       // Remove this 'ack once we have a better way to stop this thing from\n"
773 "       // 'appening.\n"
774 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
775 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
776 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
777 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
778 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
779 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
780 "}\n"
781 "#endif\n"
782 "#else // !MODE_REFRACTION\n"
783 "\n"
784 "\n"
785 "\n"
786 "\n"
787 "#ifdef MODE_WATER\n"
788 "varying vec2 TexCoord;\n"
789 "varying vec3 EyeVector;\n"
790 "varying vec4 ModelViewProjectionPosition;\n"
791 "#ifdef VERTEX_SHADER\n"
792 "uniform vec3 EyePosition;\n"
793 "uniform mat4 TexMatrix;\n"
794 "\n"
795 "void main(void)\n"
796 "{\n"
797 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
798 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
799 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
800 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
801 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
802 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
803 "       ModelViewProjectionPosition = gl_Position;\n"
804 "}\n"
805 "#endif\n"
806 "\n"
807 "#ifdef FRAGMENT_SHADER\n"
808 "uniform sampler2D Texture_Normal;\n"
809 "uniform sampler2D Texture_Refraction;\n"
810 "uniform sampler2D Texture_Reflection;\n"
811 "\n"
812 "uniform vec4 DistortScaleRefractReflect;\n"
813 "uniform vec4 ScreenScaleRefractReflect;\n"
814 "uniform vec4 ScreenCenterRefractReflect;\n"
815 "uniform vec4 RefractColor;\n"
816 "uniform vec4 ReflectColor;\n"
817 "uniform float ReflectFactor;\n"
818 "uniform float ReflectOffset;\n"
819 "\n"
820 "void main(void)\n"
821 "{\n"
822 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
823 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
824 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
825 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
826 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
827 "       // FIXME temporary hack to detect the case that the reflection\n"
828 "       // gets blackened at edges due to leaving the area that contains actual\n"
829 "       // content.\n"
830 "       // Remove this 'ack once we have a better way to stop this thing from\n"
831 "       // 'appening.\n"
832 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
833 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
834 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
835 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
836 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
837 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
838 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
839 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
840 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
841 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
842 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
843 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
844 "}\n"
845 "#endif\n"
846 "#else // !MODE_WATER\n"
847 "\n"
848 "\n"
849 "\n"
850 "\n"
851 "// common definitions between vertex shader and fragment shader:\n"
852 "\n"
853 "varying vec2 TexCoord;\n"
854 "#ifdef USEVERTEXTEXTUREBLEND\n"
855 "varying vec2 TexCoord2;\n"
856 "#endif\n"
857 "#ifdef USELIGHTMAP\n"
858 "varying vec2 TexCoordLightmap;\n"
859 "#endif\n"
860 "\n"
861 "#ifdef MODE_LIGHTSOURCE\n"
862 "varying vec3 CubeVector;\n"
863 "#endif\n"
864 "\n"
865 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
866 "varying vec3 LightVector;\n"
867 "#endif\n"
868 "\n"
869 "#ifdef USEEYEVECTOR\n"
870 "varying vec3 EyeVector;\n"
871 "#endif\n"
872 "#ifdef USEFOG\n"
873 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
874 "#endif\n"
875 "\n"
876 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
877 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
878 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
879 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
880 "#endif\n"
881 "\n"
882 "#ifdef USEREFLECTION\n"
883 "varying vec4 ModelViewProjectionPosition;\n"
884 "#endif\n"
885 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
886 "uniform vec3 LightPosition;\n"
887 "varying vec4 ModelViewPosition;\n"
888 "#endif\n"
889 "\n"
890 "#ifdef MODE_LIGHTSOURCE\n"
891 "uniform vec3 LightPosition;\n"
892 "#endif\n"
893 "uniform vec3 EyePosition;\n"
894 "#ifdef MODE_LIGHTDIRECTION\n"
895 "uniform vec3 LightDir;\n"
896 "#endif\n"
897 "uniform vec4 FogPlane;\n"
898 "\n"
899 "#ifdef USESHADOWMAPORTHO\n"
900 "varying vec3 ShadowMapTC;\n"
901 "#endif\n"
902 "\n"
903 "\n"
904 "\n"
905 "\n"
906 "\n"
907 "// 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"
908 "\n"
909 "// fragment shader specific:\n"
910 "#ifdef FRAGMENT_SHADER\n"
911 "\n"
912 "uniform sampler2D Texture_Normal;\n"
913 "uniform sampler2D Texture_Color;\n"
914 "uniform sampler2D Texture_Gloss;\n"
915 "#ifdef USEGLOW\n"
916 "uniform sampler2D Texture_Glow;\n"
917 "#endif\n"
918 "#ifdef USEVERTEXTEXTUREBLEND\n"
919 "uniform sampler2D Texture_SecondaryNormal;\n"
920 "uniform sampler2D Texture_SecondaryColor;\n"
921 "uniform sampler2D Texture_SecondaryGloss;\n"
922 "#ifdef USEGLOW\n"
923 "uniform sampler2D Texture_SecondaryGlow;\n"
924 "#endif\n"
925 "#endif\n"
926 "#ifdef USECOLORMAPPING\n"
927 "uniform sampler2D Texture_Pants;\n"
928 "uniform sampler2D Texture_Shirt;\n"
929 "#endif\n"
930 "#ifdef USEFOG\n"
931 "uniform sampler2D Texture_FogMask;\n"
932 "#endif\n"
933 "#ifdef USELIGHTMAP\n"
934 "uniform sampler2D Texture_Lightmap;\n"
935 "#endif\n"
936 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
937 "uniform sampler2D Texture_Deluxemap;\n"
938 "#endif\n"
939 "#ifdef USEREFLECTION\n"
940 "uniform sampler2D Texture_Reflection;\n"
941 "#endif\n"
942 "\n"
943 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
944 "uniform sampler2D Texture_ScreenDepth;\n"
945 "uniform sampler2D Texture_ScreenNormalMap;\n"
946 "#endif\n"
947 "#ifdef USEDEFERREDLIGHTMAP\n"
948 "uniform sampler2D Texture_ScreenDiffuse;\n"
949 "uniform sampler2D Texture_ScreenSpecular;\n"
950 "#endif\n"
951 "\n"
952 "uniform myhalf3 Color_Pants;\n"
953 "uniform myhalf3 Color_Shirt;\n"
954 "uniform myhalf3 FogColor;\n"
955 "\n"
956 "#ifdef USEFOG\n"
957 "uniform float FogRangeRecip;\n"
958 "uniform float FogPlaneViewDist;\n"
959 "uniform float FogHeightFade;\n"
960 "float FogVertex(void)\n"
961 "{\n"
962 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
963 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
964 "       float fogfrac;\n"
965 "#ifdef USEFOGOUTSIDE\n"
966 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
967 "#else\n"
968 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
969 "#endif\n"
970 "       return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
971 "}\n"
972 "#endif\n"
973 "\n"
974 "#ifdef USEOFFSETMAPPING\n"
975 "uniform float OffsetMapping_Scale;\n"
976 "vec2 OffsetMapping(vec2 TexCoord)\n"
977 "{\n"
978 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
979 "       // 14 sample relief mapping: linear search and then binary search\n"
980 "       // this basically steps forward a small amount repeatedly until it finds\n"
981 "       // itself inside solid, then jitters forward and back using decreasing\n"
982 "       // amounts to find the impact\n"
983 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
984 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
985 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
986 "       vec3 RT = vec3(TexCoord, 1);\n"
987 "       OffsetVector *= 0.1;\n"
988 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
989 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
990 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
991 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
992 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
993 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
994 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
995 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
996 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
997 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
998 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
999 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
1000 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
1001 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1002 "       return RT.xy;\n"
1003 "#else\n"
1004 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1005 "       // this basically moves forward the full distance, and then backs up based\n"
1006 "       // on height of samples\n"
1007 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1008 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1009 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1010 "       TexCoord += OffsetVector;\n"
1011 "       OffsetVector *= 0.333;\n"
1012 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1013 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1014 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1015 "       return TexCoord;\n"
1016 "#endif\n"
1017 "}\n"
1018 "#endif // USEOFFSETMAPPING\n"
1019 "\n"
1020 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1021 "uniform sampler2D Texture_Attenuation;\n"
1022 "uniform samplerCube Texture_Cube;\n"
1023 "#endif\n"
1024 "\n"
1025 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1026 "\n"
1027 "#ifdef USESHADOWMAPRECT\n"
1028 "# ifdef USESHADOWSAMPLER\n"
1029 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1030 "# else\n"
1031 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1032 "# endif\n"
1033 "#endif\n"
1034 "\n"
1035 "#ifdef USESHADOWMAP2D\n"
1036 "# ifdef USESHADOWSAMPLER\n"
1037 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1038 "# else\n"
1039 "uniform sampler2D Texture_ShadowMap2D;\n"
1040 "# endif\n"
1041 "#endif\n"
1042 "\n"
1043 "#ifdef USESHADOWMAPVSDCT\n"
1044 "uniform samplerCube Texture_CubeProjection;\n"
1045 "#endif\n"
1046 "\n"
1047 "#ifdef USESHADOWMAPCUBE\n"
1048 "# ifdef USESHADOWSAMPLER\n"
1049 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1050 "# else\n"
1051 "uniform samplerCube Texture_ShadowMapCube;\n"
1052 "# endif\n"
1053 "#endif\n"
1054 "\n"
1055 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1056 "uniform vec2 ShadowMap_TextureScale;\n"
1057 "uniform vec4 ShadowMap_Parameters;\n"
1058 "#endif\n"
1059 "\n"
1060 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1061 "# ifdef USESHADOWMAPORTHO\n"
1062 "#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1063 "# else\n"
1064 "#  ifdef USESHADOWMAPVSDCT\n"
1065 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1066 "{\n"
1067 "       vec3 adir = abs(dir);\n"
1068 "       vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1069 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1070 "       return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1071 "}\n"
1072 "#  else\n"
1073 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1074 "{\n"
1075 "       vec3 adir = abs(dir);\n"
1076 "       float ma = adir.z;\n"
1077 "       vec4 proj = vec4(dir, 2.5);\n"
1078 "       if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1079 "       if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1080 "       vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1081 "       return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1082 "}\n"
1083 "#  endif\n"
1084 "# endif\n"
1085 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1086 "\n"
1087 "#ifdef USESHADOWMAPCUBE\n"
1088 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1089 "{\n"
1090 "       vec3 adir = abs(dir);\n"
1091 "       return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1092 "}\n"
1093 "#endif\n"
1094 "\n"
1095 "# ifdef USESHADOWMAPRECT\n"
1096 "float ShadowMapCompare(vec3 dir)\n"
1097 "{\n"
1098 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1099 "       float f;\n"
1100 "#  ifdef USESHADOWSAMPLER\n"
1101 "\n"
1102 "#    ifdef USESHADOWMAPPCF\n"
1103 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1104 "       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"
1105 "#    else\n"
1106 "       f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1107 "#    endif\n"
1108 "\n"
1109 "#  else\n"
1110 "\n"
1111 "#    ifdef USESHADOWMAPPCF\n"
1112 "#      if USESHADOWMAPPCF > 1\n"
1113 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1114 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1115 "       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"
1116 "       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"
1117 "       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"
1118 "       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"
1119 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1120 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1121 "#      else\n"
1122 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1123 "       vec2 offset = fract(shadowmaptc.xy);\n"
1124 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1125 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1126 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1127 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1128 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1129 "#      endif\n"
1130 "#    else\n"
1131 "       f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1132 "#    endif\n"
1133 "\n"
1134 "#  endif\n"
1135 "#  ifdef USESHADOWMAPORTHO\n"
1136 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1137 "#  else\n"
1138 "       return f;\n"
1139 "#  endif\n"
1140 "}\n"
1141 "# endif\n"
1142 "\n"
1143 "# ifdef USESHADOWMAP2D\n"
1144 "float ShadowMapCompare(vec3 dir)\n"
1145 "{\n"
1146 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1147 "       float f;\n"
1148 "\n"
1149 "#  ifdef USESHADOWSAMPLER\n"
1150 "#    ifdef USESHADOWMAPPCF\n"
1151 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1152 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1153 "       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"
1154 "#    else\n"
1155 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1156 "#    endif\n"
1157 "#  else\n"
1158 "#    ifdef USESHADOWMAPPCF\n"
1159 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1160 "#      ifdef GL_ARB_texture_gather\n"
1161 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1162 "#      else\n"
1163 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1164 "#      endif\n"
1165 "       vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1166 "#      if USESHADOWMAPPCF > 1\n"
1167 "   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1168 "   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1169 "   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1170 "   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
1171 "   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
1172 "   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
1173 "   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
1174 "   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
1175 "   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
1176 "       vec4 locols = vec4(group1.ab, group3.ab);\n"
1177 "       vec4 hicols = vec4(group7.rg, group9.rg);\n"
1178 "       locols.yz += group2.ab;\n"
1179 "       hicols.yz += group8.rg;\n"
1180 "       vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1181 "                               vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1182 "                               mix(locols, hicols, offset.y);\n"
1183 "       vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1184 "       cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1185 "       f = dot(cols, vec4(1.0/25.0));\n"
1186 "#      else\n"
1187 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1188 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1189 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1190 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1191 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1192 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1193 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1194 "#      endif\n"
1195 "#     else\n"
1196 "#      ifdef GL_EXT_gpu_shader4\n"
1197 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1198 "#      else\n"
1199 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1200 "#      endif\n"
1201 "#      if USESHADOWMAPPCF > 1\n"
1202 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1203 "       center *= ShadowMap_TextureScale;\n"
1204 "       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"
1205 "       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"
1206 "       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"
1207 "       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"
1208 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1209 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1210 "#      else\n"
1211 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1212 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1213 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1214 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1215 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1216 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1217 "#      endif\n"
1218 "#     endif\n"
1219 "#    else\n"
1220 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1221 "#    endif\n"
1222 "#  endif\n"
1223 "#  ifdef USESHADOWMAPORTHO\n"
1224 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1225 "#  else\n"
1226 "       return f;\n"
1227 "#  endif\n"
1228 "}\n"
1229 "# endif\n"
1230 "\n"
1231 "# ifdef USESHADOWMAPCUBE\n"
1232 "float ShadowMapCompare(vec3 dir)\n"
1233 "{\n"
1234 "       // apply depth texture cubemap as light filter\n"
1235 "       vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1236 "       float f;\n"
1237 "#  ifdef USESHADOWSAMPLER\n"
1238 "       f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1239 "#  else\n"
1240 "       f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1241 "#  endif\n"
1242 "       return f;\n"
1243 "}\n"
1244 "# endif\n"
1245 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1246 "#endif // FRAGMENT_SHADER\n"
1247 "\n"
1248 "\n"
1249 "\n"
1250 "\n"
1251 "#ifdef MODE_DEFERREDGEOMETRY\n"
1252 "#ifdef VERTEX_SHADER\n"
1253 "uniform mat4 TexMatrix;\n"
1254 "#ifdef USEVERTEXTEXTUREBLEND\n"
1255 "uniform mat4 BackgroundTexMatrix;\n"
1256 "#endif\n"
1257 "uniform mat4 ModelViewMatrix;\n"
1258 "void main(void)\n"
1259 "{\n"
1260 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1261 "#ifdef USEVERTEXTEXTUREBLEND\n"
1262 "       gl_FrontColor = gl_Color;\n"
1263 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1264 "#endif\n"
1265 "\n"
1266 "       // transform unnormalized eye direction into tangent space\n"
1267 "#ifdef USEOFFSETMAPPING\n"
1268 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1269 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1270 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1271 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1272 "#endif\n"
1273 "\n"
1274 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1275 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1276 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1277 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1278 "}\n"
1279 "#endif // VERTEX_SHADER\n"
1280 "\n"
1281 "#ifdef FRAGMENT_SHADER\n"
1282 "void main(void)\n"
1283 "{\n"
1284 "#ifdef USEOFFSETMAPPING\n"
1285 "       // apply offsetmapping\n"
1286 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1287 "#define TexCoord TexCoordOffset\n"
1288 "#endif\n"
1289 "\n"
1290 "#ifdef USEALPHAKILL\n"
1291 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1292 "               discard;\n"
1293 "#endif\n"
1294 "\n"
1295 "#ifdef USEVERTEXTEXTUREBLEND\n"
1296 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1297 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1298 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1299 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1300 "#endif\n"
1301 "\n"
1302 "#ifdef USEVERTEXTEXTUREBLEND\n"
1303 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1304 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1305 "#else\n"
1306 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1307 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1308 "#endif\n"
1309 "\n"
1310 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1311 "}\n"
1312 "#endif // FRAGMENT_SHADER\n"
1313 "#else // !MODE_DEFERREDGEOMETRY\n"
1314 "\n"
1315 "\n"
1316 "\n"
1317 "\n"
1318 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1319 "#ifdef VERTEX_SHADER\n"
1320 "uniform mat4 ModelViewMatrix;\n"
1321 "void main(void)\n"
1322 "{\n"
1323 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1324 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1325 "}\n"
1326 "#endif // VERTEX_SHADER\n"
1327 "\n"
1328 "#ifdef FRAGMENT_SHADER\n"
1329 "uniform mat4 ViewToLight;\n"
1330 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1331 "uniform vec2 ScreenToDepth;\n"
1332 "uniform myhalf3 DeferredColor_Ambient;\n"
1333 "uniform myhalf3 DeferredColor_Diffuse;\n"
1334 "#ifdef USESPECULAR\n"
1335 "uniform myhalf3 DeferredColor_Specular;\n"
1336 "uniform myhalf SpecularPower;\n"
1337 "#endif\n"
1338 "uniform myhalf2 PixelToScreenTexCoord;\n"
1339 "void main(void)\n"
1340 "{\n"
1341 "       // calculate viewspace pixel position\n"
1342 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1343 "       vec3 position;\n"
1344 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1345 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1346 "       // decode viewspace pixel normal\n"
1347 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1348 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1349 "       // surfacenormal = pixel normal in viewspace\n"
1350 "       // LightVector = pixel to light in viewspace\n"
1351 "       // CubeVector = position in lightspace\n"
1352 "       // eyevector = pixel to view in viewspace\n"
1353 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1354 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1355 "#ifdef USEDIFFUSE\n"
1356 "       // calculate diffuse shading\n"
1357 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1358 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1359 "#endif\n"
1360 "#ifdef USESPECULAR\n"
1361 "       // calculate directional shading\n"
1362 "       vec3 eyevector = position * -1.0;\n"
1363 "#  ifdef USEEXACTSPECULARMATH\n"
1364 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1365 "#  else\n"
1366 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1367 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1368 "#  endif\n"
1369 "#endif\n"
1370 "\n"
1371 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1372 "       fade *= ShadowMapCompare(CubeVector);\n"
1373 "#endif\n"
1374 "\n"
1375 "#ifdef USEDIFFUSE\n"
1376 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1377 "#else\n"
1378 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1379 "#endif\n"
1380 "#ifdef USESPECULAR\n"
1381 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1382 "#else\n"
1383 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1384 "#endif\n"
1385 "\n"
1386 "# ifdef USECUBEFILTER\n"
1387 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1388 "       gl_FragData[0].rgb *= cubecolor;\n"
1389 "       gl_FragData[1].rgb *= cubecolor;\n"
1390 "# endif\n"
1391 "}\n"
1392 "#endif // FRAGMENT_SHADER\n"
1393 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1394 "\n"
1395 "\n"
1396 "\n"
1397 "\n"
1398 "#ifdef VERTEX_SHADER\n"
1399 "uniform mat4 TexMatrix;\n"
1400 "#ifdef USEVERTEXTEXTUREBLEND\n"
1401 "uniform mat4 BackgroundTexMatrix;\n"
1402 "#endif\n"
1403 "#ifdef MODE_LIGHTSOURCE\n"
1404 "uniform mat4 ModelToLight;\n"
1405 "#endif\n"
1406 "#ifdef USESHADOWMAPORTHO\n"
1407 "uniform mat4 ShadowMapMatrix;\n"
1408 "#endif\n"
1409 "void main(void)\n"
1410 "{\n"
1411 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1412 "       gl_FrontColor = gl_Color;\n"
1413 "#endif\n"
1414 "       // copy the surface texcoord\n"
1415 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1416 "#ifdef USEVERTEXTEXTUREBLEND\n"
1417 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1418 "#endif\n"
1419 "#ifdef USELIGHTMAP\n"
1420 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1421 "#endif\n"
1422 "\n"
1423 "#ifdef MODE_LIGHTSOURCE\n"
1424 "       // transform vertex position into light attenuation/cubemap space\n"
1425 "       // (-1 to +1 across the light box)\n"
1426 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1427 "\n"
1428 "# ifdef USEDIFFUSE\n"
1429 "       // transform unnormalized light direction into tangent space\n"
1430 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1431 "       //  normalize it per pixel)\n"
1432 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1433 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1434 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1435 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1436 "# endif\n"
1437 "#endif\n"
1438 "\n"
1439 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1440 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1441 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1442 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1443 "#endif\n"
1444 "\n"
1445 "       // transform unnormalized eye direction into tangent space\n"
1446 "#ifdef USEEYEVECTOR\n"
1447 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1448 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1449 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1450 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1451 "#endif\n"
1452 "\n"
1453 "#ifdef USEFOG\n"
1454 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1455 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1456 "#endif\n"
1457 "\n"
1458 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1459 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1460 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1461 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1462 "#endif\n"
1463 "\n"
1464 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1465 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1466 "\n"
1467 "#ifdef USESHADOWMAPORTHO\n"
1468 "       ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1469 "#endif\n"
1470 "\n"
1471 "#ifdef USEREFLECTION\n"
1472 "       ModelViewProjectionPosition = gl_Position;\n"
1473 "#endif\n"
1474 "}\n"
1475 "#endif // VERTEX_SHADER\n"
1476 "\n"
1477 "\n"
1478 "\n"
1479 "\n"
1480 "#ifdef FRAGMENT_SHADER\n"
1481 "#ifdef USEDEFERREDLIGHTMAP\n"
1482 "uniform myhalf2 PixelToScreenTexCoord;\n"
1483 "uniform myhalf3 DeferredMod_Diffuse;\n"
1484 "uniform myhalf3 DeferredMod_Specular;\n"
1485 "#endif\n"
1486 "uniform myhalf3 Color_Ambient;\n"
1487 "uniform myhalf3 Color_Diffuse;\n"
1488 "uniform myhalf3 Color_Specular;\n"
1489 "uniform myhalf SpecularPower;\n"
1490 "#ifdef USEGLOW\n"
1491 "uniform myhalf3 Color_Glow;\n"
1492 "#endif\n"
1493 "uniform myhalf Alpha;\n"
1494 "#ifdef USEREFLECTION\n"
1495 "uniform vec4 DistortScaleRefractReflect;\n"
1496 "uniform vec4 ScreenScaleRefractReflect;\n"
1497 "uniform vec4 ScreenCenterRefractReflect;\n"
1498 "uniform myhalf4 ReflectColor;\n"
1499 "#endif\n"
1500 "#ifdef USEREFLECTCUBE\n"
1501 "uniform mat4 ModelToReflectCube;\n"
1502 "uniform sampler2D Texture_ReflectMask;\n"
1503 "uniform samplerCube Texture_ReflectCube;\n"
1504 "#endif\n"
1505 "#ifdef MODE_LIGHTDIRECTION\n"
1506 "uniform myhalf3 LightColor;\n"
1507 "#endif\n"
1508 "#ifdef MODE_LIGHTSOURCE\n"
1509 "uniform myhalf3 LightColor;\n"
1510 "#endif\n"
1511 "void main(void)\n"
1512 "{\n"
1513 "#ifdef USEOFFSETMAPPING\n"
1514 "       // apply offsetmapping\n"
1515 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1516 "#define TexCoord TexCoordOffset\n"
1517 "#endif\n"
1518 "\n"
1519 "       // combine the diffuse textures (base, pants, shirt)\n"
1520 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1521 "#ifdef USEALPHAKILL\n"
1522 "       if (color.a < 0.5)\n"
1523 "               discard;\n"
1524 "#endif\n"
1525 "       color.a *= Alpha;\n"
1526 "#ifdef USECOLORMAPPING\n"
1527 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1528 "#endif\n"
1529 "#ifdef USEVERTEXTEXTUREBLEND\n"
1530 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1531 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1532 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1533 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1534 "       color.a = 1.0;\n"
1535 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1536 "#endif\n"
1537 "\n"
1538 "       // get the surface normal\n"
1539 "#ifdef USEVERTEXTEXTUREBLEND\n"
1540 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1541 "#else\n"
1542 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1543 "#endif\n"
1544 "\n"
1545 "       // get the material colors\n"
1546 "       myhalf3 diffusetex = color.rgb;\n"
1547 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1548 "# ifdef USEVERTEXTEXTUREBLEND\n"
1549 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1550 "# else\n"
1551 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1552 "# endif\n"
1553 "#endif\n"
1554 "\n"
1555 "#ifdef USEREFLECTCUBE\n"
1556 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1557 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1558 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1559 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1560 "#endif\n"
1561 "\n"
1562 "\n"
1563 "\n"
1564 "\n"
1565 "#ifdef MODE_LIGHTSOURCE\n"
1566 "       // light source\n"
1567 "#ifdef USEDIFFUSE\n"
1568 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1569 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1570 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1571 "#ifdef USESPECULAR\n"
1572 "#ifdef USEEXACTSPECULARMATH\n"
1573 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1574 "#else\n"
1575 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1576 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1577 "#endif\n"
1578 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1579 "#endif\n"
1580 "#else\n"
1581 "       color.rgb = diffusetex * Color_Ambient;\n"
1582 "#endif\n"
1583 "       color.rgb *= LightColor;\n"
1584 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1585 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1586 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1587 "#endif\n"
1588 "# ifdef USECUBEFILTER\n"
1589 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1590 "# endif\n"
1591 "#endif // MODE_LIGHTSOURCE\n"
1592 "\n"
1593 "\n"
1594 "\n"
1595 "\n"
1596 "#ifdef MODE_LIGHTDIRECTION\n"
1597 "#define SHADING\n"
1598 "#ifdef USEDIFFUSE\n"
1599 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1600 "#endif\n"
1601 "#define lightcolor LightColor\n"
1602 "#endif // MODE_LIGHTDIRECTION\n"
1603 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1604 "#define SHADING\n"
1605 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1606 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1607 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1608 "       // convert modelspace light vector to tangentspace\n"
1609 "       myhalf3 lightnormal;\n"
1610 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1611 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1612 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1613 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1614 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1615 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1616 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1617 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1618 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1619 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1620 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1621 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1622 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1623 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1624 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1625 "#define SHADING\n"
1626 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1627 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1628 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1629 "#endif\n"
1630 "\n"
1631 "\n"
1632 "\n"
1633 "\n"
1634 "#ifdef MODE_LIGHTMAP\n"
1635 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1636 "#endif // MODE_LIGHTMAP\n"
1637 "#ifdef MODE_VERTEXCOLOR\n"
1638 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1639 "#endif // MODE_VERTEXCOLOR\n"
1640 "#ifdef MODE_FLATCOLOR\n"
1641 "       color.rgb = diffusetex * Color_Ambient;\n"
1642 "#endif // MODE_FLATCOLOR\n"
1643 "\n"
1644 "\n"
1645 "\n"
1646 "\n"
1647 "#ifdef SHADING\n"
1648 "# ifdef USEDIFFUSE\n"
1649 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1650 "#  ifdef USESPECULAR\n"
1651 "#   ifdef USEEXACTSPECULARMATH\n"
1652 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1653 "#   else\n"
1654 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1655 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1656 "#   endif\n"
1657 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1658 "#  else\n"
1659 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1660 "#  endif\n"
1661 "# else\n"
1662 "       color.rgb = diffusetex * Color_Ambient;\n"
1663 "# endif\n"
1664 "#endif\n"
1665 "\n"
1666 "#ifdef USESHADOWMAPORTHO\n"
1667 "       color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1668 "#endif\n"
1669 "\n"
1670 "#ifdef USEDEFERREDLIGHTMAP\n"
1671 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1672 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1673 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1674 "#endif\n"
1675 "\n"
1676 "#ifdef USEGLOW\n"
1677 "#ifdef USEVERTEXTEXTUREBLEND\n"
1678 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1679 "#else\n"
1680 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1681 "#endif\n"
1682 "#endif\n"
1683 "\n"
1684 "#ifdef USEFOG\n"
1685 "#ifdef MODE_LIGHTSOURCE\n"
1686 "       color.rgb *= myhalf(FogVertex());\n"
1687 "#else\n"
1688 "       color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1689 "#endif\n"
1690 "#endif\n"
1691 "\n"
1692 "       // 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"
1693 "#ifdef USEREFLECTION\n"
1694 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1695 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1696 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1697 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1698 "       // FIXME temporary hack to detect the case that the reflection\n"
1699 "       // gets blackened at edges due to leaving the area that contains actual\n"
1700 "       // content.\n"
1701 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1702 "       // 'appening.\n"
1703 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1704 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1705 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1706 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1707 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1708 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1709 "#endif\n"
1710 "\n"
1711 "       gl_FragColor = vec4(color);\n"
1712 "}\n"
1713 "#endif // FRAGMENT_SHADER\n"
1714 "\n"
1715 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1716 "#endif // !MODE_DEFERREDGEOMETRY\n"
1717 "#endif // !MODE_WATER\n"
1718 "#endif // !MODE_REFRACTION\n"
1719 "#endif // !MODE_BLOOMBLUR\n"
1720 "#endif // !MODE_GENERIC\n"
1721 "#endif // !MODE_POSTPROCESS\n"
1722 "#endif // !MODE_SHOWDEPTH\n"
1723 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1724 ;
1725
1726 /*
1727 =========================================================================================================================================================
1728
1729
1730
1731 =========================================================================================================================================================
1732
1733
1734
1735 =========================================================================================================================================================
1736
1737
1738
1739 =========================================================================================================================================================
1740
1741
1742
1743 =========================================================================================================================================================
1744
1745
1746
1747 =========================================================================================================================================================
1748
1749
1750
1751 =========================================================================================================================================================
1752 */
1753
1754 const char *builtincgshaderstring =
1755 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1756 "// written by Forest 'LordHavoc' Hale\n"
1757 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1758 "\n"
1759 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1760 "# define USEFOG\n"
1761 "#endif\n"
1762 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1763 "#define USELIGHTMAP\n"
1764 "#endif\n"
1765 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1766 "#define USEEYEVECTOR\n"
1767 "#endif\n"
1768 "\n"
1769 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1770 "#ifdef VERTEX_SHADER\n"
1771 "void main\n"
1772 "(\n"
1773 "float4 gl_Vertex : POSITION,\n"
1774 "uniform float4x4 ModelViewProjectionMatrix,\n"
1775 "out float4 gl_Position : POSITION\n"
1776 ")\n"
1777 "{\n"
1778 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1779 "}\n"
1780 "#endif\n"
1781 "#else // !MODE_DEPTH_ORSHADOW\n"
1782 "\n"
1783 "\n"
1784 "\n"
1785 "\n"
1786 "#ifdef MODE_SHOWDEPTH\n"
1787 "#ifdef VERTEX_SHADER\n"
1788 "void main\n"
1789 "(\n"
1790 "float4 gl_Vertex : POSITION,\n"
1791 "uniform float4x4 ModelViewProjectionMatrix,\n"
1792 "out float4 gl_Position : POSITION,\n"
1793 "out float4 gl_FrontColor : COLOR0\n"
1794 ")\n"
1795 "{\n"
1796 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1797 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1798 "}\n"
1799 "#endif\n"
1800 "\n"
1801 "#ifdef FRAGMENT_SHADER\n"
1802 "void main\n"
1803 "(\n"
1804 "float4 gl_FrontColor : COLOR0,\n"
1805 "out float4 gl_FragColor : COLOR\n"
1806 ")\n"
1807 "{\n"
1808 "       gl_FragColor = gl_FrontColor;\n"
1809 "}\n"
1810 "#endif\n"
1811 "#else // !MODE_SHOWDEPTH\n"
1812 "\n"
1813 "\n"
1814 "\n"
1815 "\n"
1816 "#ifdef MODE_POSTPROCESS\n"
1817 "\n"
1818 "#ifdef VERTEX_SHADER\n"
1819 "void main\n"
1820 "(\n"
1821 "float4 gl_Vertex : POSITION,\n"
1822 "uniform float4x4 ModelViewProjectionMatrix,\n"
1823 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1824 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1825 "out float4 gl_Position : POSITION,\n"
1826 "out float2 TexCoord1 : TEXCOORD0,\n"
1827 "out float2 TexCoord2 : TEXCOORD1\n"
1828 ")\n"
1829 "{\n"
1830 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1831 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1832 "#ifdef USEBLOOM\n"
1833 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1834 "#endif\n"
1835 "}\n"
1836 "#endif\n"
1837 "\n"
1838 "#ifdef FRAGMENT_SHADER\n"
1839 "void main\n"
1840 "(\n"
1841 "float2 TexCoord1 : TEXCOORD0,\n"
1842 "float2 TexCoord2 : TEXCOORD1,\n"
1843 "uniform sampler2D Texture_First,\n"
1844 "#ifdef USEBLOOM\n"
1845 "uniform sampler2D Texture_Second,\n"
1846 "#endif\n"
1847 "#ifdef USEGAMMARAMPS\n"
1848 "uniform sampler2D Texture_GammaRamps,\n"
1849 "#endif\n"
1850 "#ifdef USESATURATION\n"
1851 "uniform float Saturation,\n"
1852 "#endif\n"
1853 "#ifdef USEVIEWTINT\n"
1854 "uniform float4 ViewTintColor,\n"
1855 "#endif\n"
1856 "uniform float4 UserVec1,\n"
1857 "uniform float4 UserVec2,\n"
1858 "uniform float4 UserVec3,\n"
1859 "uniform float4 UserVec4,\n"
1860 "uniform float ClientTime,\n"
1861 "uniform float2 PixelSize,\n"
1862 "out float4 gl_FragColor : COLOR\n"
1863 ")\n"
1864 "{\n"
1865 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1866 "#ifdef USEBLOOM\n"
1867 "       gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1868 "#endif\n"
1869 "#ifdef USEVIEWTINT\n"
1870 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1871 "#endif\n"
1872 "\n"
1873 "#ifdef USEPOSTPROCESSING\n"
1874 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1875 "// 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"
1876 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1877 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1878 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1879 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
1880 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
1881 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1882 "#endif\n"
1883 "\n"
1884 "#ifdef USESATURATION\n"
1885 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1886 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1887 "       //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1888 "       gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
1889 "#endif\n"
1890 "\n"
1891 "#ifdef USEGAMMARAMPS\n"
1892 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1893 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1894 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1895 "#endif\n"
1896 "}\n"
1897 "#endif\n"
1898 "#else // !MODE_POSTPROCESS\n"
1899 "\n"
1900 "\n"
1901 "\n"
1902 "\n"
1903 "#ifdef MODE_GENERIC\n"
1904 "#ifdef VERTEX_SHADER\n"
1905 "void main\n"
1906 "(\n"
1907 "float4 gl_Vertex : POSITION,\n"
1908 "uniform float4x4 ModelViewProjectionMatrix,\n"
1909 "float4 gl_Color : COLOR0,\n"
1910 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1911 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1912 "out float4 gl_Position : POSITION,\n"
1913 "out float4 gl_FrontColor : COLOR,\n"
1914 "out float2 TexCoord1 : TEXCOORD0,\n"
1915 "out float2 TexCoord2 : TEXCOORD1\n"
1916 ")\n"
1917 "{\n"
1918 "       gl_FrontColor = gl_Color;\n"
1919 "#ifdef USEDIFFUSE\n"
1920 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1921 "#endif\n"
1922 "#ifdef USESPECULAR\n"
1923 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1924 "#endif\n"
1925 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1926 "}\n"
1927 "#endif\n"
1928 "\n"
1929 "#ifdef FRAGMENT_SHADER\n"
1930 "\n"
1931 "void main\n"
1932 "(\n"
1933 "float4 gl_FrontColor : COLOR,\n"
1934 "float2 TexCoord1 : TEXCOORD0,\n"
1935 "float2 TexCoord2 : TEXCOORD1,\n"
1936 "#ifdef USEDIFFUSE\n"
1937 "uniform sampler2D Texture_First,\n"
1938 "#endif\n"
1939 "#ifdef USESPECULAR\n"
1940 "uniform sampler2D Texture_Second,\n"
1941 "#endif\n"
1942 "out float4 gl_FragColor : COLOR\n"
1943 ")\n"
1944 "{\n"
1945 "       gl_FragColor = gl_FrontColor;\n"
1946 "#ifdef USEDIFFUSE\n"
1947 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1948 "#endif\n"
1949 "\n"
1950 "#ifdef USESPECULAR\n"
1951 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1952 "# ifdef USECOLORMAPPING\n"
1953 "       gl_FragColor *= tex2;\n"
1954 "# endif\n"
1955 "# ifdef USEGLOW\n"
1956 "       gl_FragColor += tex2;\n"
1957 "# endif\n"
1958 "# ifdef USEVERTEXTEXTUREBLEND\n"
1959 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
1960 "# endif\n"
1961 "#endif\n"
1962 "}\n"
1963 "#endif\n"
1964 "#else // !MODE_GENERIC\n"
1965 "\n"
1966 "\n"
1967 "\n"
1968 "\n"
1969 "#ifdef MODE_BLOOMBLUR\n"
1970 "#ifdef VERTEX_SHADER\n"
1971 "void main\n"
1972 "(\n"
1973 "float4 gl_Vertex : POSITION,\n"
1974 "uniform float4x4 ModelViewProjectionMatrix,\n"
1975 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1976 "out float4 gl_Position : POSITION,\n"
1977 "out float2 TexCoord : TEXCOORD0\n"
1978 ")\n"
1979 "{\n"
1980 "       TexCoord = gl_MultiTexCoord0.xy;\n"
1981 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1982 "}\n"
1983 "#endif\n"
1984 "\n"
1985 "#ifdef FRAGMENT_SHADER\n"
1986 "\n"
1987 "void main\n"
1988 "(\n"
1989 "float2 TexCoord : TEXCOORD0,\n"
1990 "uniform sampler2D Texture_First,\n"
1991 "uniform float4 BloomBlur_Parameters,\n"
1992 "out float4 gl_FragColor : COLOR\n"
1993 ")\n"
1994 "{\n"
1995 "       int i;\n"
1996 "       float2 tc = TexCoord;\n"
1997 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
1998 "       tc += BloomBlur_Parameters.xy;\n"
1999 "       for (i = 1;i < SAMPLES;i++)\n"
2000 "       {\n"
2001 "               color += tex2D(Texture_First, tc).rgb;\n"
2002 "               tc += BloomBlur_Parameters.xy;\n"
2003 "       }\n"
2004 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2005 "}\n"
2006 "#endif\n"
2007 "#else // !MODE_BLOOMBLUR\n"
2008 "#ifdef MODE_REFRACTION\n"
2009 "#ifdef VERTEX_SHADER\n"
2010 "void main\n"
2011 "(\n"
2012 "float4 gl_Vertex : POSITION,\n"
2013 "uniform float4x4 ModelViewProjectionMatrix,\n"
2014 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2015 "uniform float4x4 TexMatrix,\n"
2016 "uniform float3 EyePosition,\n"
2017 "out float4 gl_Position : POSITION,\n"
2018 "out float2 TexCoord : TEXCOORD0,\n"
2019 "out float3 EyeVector : TEXCOORD1,\n"
2020 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2021 ")\n"
2022 "{\n"
2023 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2024 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2025 "       ModelViewProjectionPosition = gl_Position;\n"
2026 "}\n"
2027 "#endif\n"
2028 "\n"
2029 "#ifdef FRAGMENT_SHADER\n"
2030 "void main\n"
2031 "(\n"
2032 "float2 TexCoord : TEXCOORD0,\n"
2033 "float3 EyeVector : TEXCOORD1,\n"
2034 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2035 "uniform sampler2D Texture_Normal,\n"
2036 "uniform sampler2D Texture_Refraction,\n"
2037 "uniform sampler2D Texture_Reflection,\n"
2038 "uniform float4 DistortScaleRefractReflect,\n"
2039 "uniform float4 ScreenScaleRefractReflect,\n"
2040 "uniform float4 ScreenCenterRefractReflect,\n"
2041 "uniform float4 RefractColor,\n"
2042 "out float4 gl_FragColor : COLOR\n"
2043 ")\n"
2044 "{\n"
2045 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2046 "       //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2047 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2048 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2049 "       // FIXME temporary hack to detect the case that the reflection\n"
2050 "       // gets blackened at edges due to leaving the area that contains actual\n"
2051 "       // content.\n"
2052 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2053 "       // 'appening.\n"
2054 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2055 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2056 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2057 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2058 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2059 "       gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2060 "}\n"
2061 "#endif\n"
2062 "#else // !MODE_REFRACTION\n"
2063 "\n"
2064 "\n"
2065 "\n"
2066 "\n"
2067 "#ifdef MODE_WATER\n"
2068 "#ifdef VERTEX_SHADER\n"
2069 "\n"
2070 "void main\n"
2071 "(\n"
2072 "float4 gl_Vertex : POSITION,\n"
2073 "uniform float4x4 ModelViewProjectionMatrix,\n"
2074 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2075 "uniform float4x4 TexMatrix,\n"
2076 "uniform float3 EyePosition,\n"
2077 "out float4 gl_Position : POSITION,\n"
2078 "out float2 TexCoord : TEXCOORD0,\n"
2079 "out float3 EyeVector : TEXCOORD1,\n"
2080 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2081 ")\n"
2082 "{\n"
2083 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2084 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2085 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2086 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2087 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2088 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2089 "       ModelViewProjectionPosition = gl_Position;\n"
2090 "}\n"
2091 "#endif\n"
2092 "\n"
2093 "#ifdef FRAGMENT_SHADER\n"
2094 "void main\n"
2095 "(\n"
2096 "float2 TexCoord : TEXCOORD0,\n"
2097 "float3 EyeVector : TEXCOORD1,\n"
2098 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2099 "uniform sampler2D Texture_Normal,\n"
2100 "uniform sampler2D Texture_Refraction,\n"
2101 "uniform sampler2D Texture_Reflection,\n"
2102 "uniform float4 DistortScaleRefractReflect,\n"
2103 "uniform float4 ScreenScaleRefractReflect,\n"
2104 "uniform float4 ScreenCenterRefractReflect,\n"
2105 "uniform float4 RefractColor,\n"
2106 "uniform float4 ReflectColor,\n"
2107 "uniform float ReflectFactor,\n"
2108 "uniform float ReflectOffset,\n"
2109 "out float4 gl_FragColor : COLOR\n"
2110 ")\n"
2111 "{\n"
2112 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2113 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2114 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2115 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2116 "       // FIXME temporary hack to detect the case that the reflection\n"
2117 "       // gets blackened at edges due to leaving the area that contains actual\n"
2118 "       // content.\n"
2119 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2120 "       // 'appening.\n"
2121 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2122 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2123 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2124 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2125 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2126 "       f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2127 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2128 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2129 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2130 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2131 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2132 "       gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2133 "}\n"
2134 "#endif\n"
2135 "#else // !MODE_WATER\n"
2136 "\n"
2137 "\n"
2138 "\n"
2139 "\n"
2140 "// 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"
2141 "\n"
2142 "// fragment shader specific:\n"
2143 "#ifdef FRAGMENT_SHADER\n"
2144 "\n"
2145 "#ifdef USEFOG\n"
2146 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2147 "{\n"
2148 "       float fogfrac;\n"
2149 "#ifdef USEFOGOUTSIDE\n"
2150 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2151 "#else\n"
2152 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2153 "#endif\n"
2154 "       return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2155 "}\n"
2156 "#endif\n"
2157 "\n"
2158 "#ifdef USEOFFSETMAPPING\n"
2159 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2160 "{\n"
2161 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2162 "       // 14 sample relief mapping: linear search and then binary search\n"
2163 "       // this basically steps forward a small amount repeatedly until it finds\n"
2164 "       // itself inside solid, then jitters forward and back using decreasing\n"
2165 "       // amounts to find the impact\n"
2166 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2167 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2168 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2169 "       float3 RT = float3(TexCoord, 1);\n"
2170 "       OffsetVector *= 0.1;\n"
2171 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2172 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2173 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2174 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2175 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2176 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2177 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2178 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2179 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2180 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
2181 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2182 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2183 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2184 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2185 "       return RT.xy;\n"
2186 "#else\n"
2187 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2188 "       // this basically moves forward the full distance, and then backs up based\n"
2189 "       // on height of samples\n"
2190 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2191 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2192 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2193 "       TexCoord += OffsetVector;\n"
2194 "       OffsetVector *= 0.333;\n"
2195 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2196 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2197 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2198 "       return TexCoord;\n"
2199 "#endif\n"
2200 "}\n"
2201 "#endif // USEOFFSETMAPPING\n"
2202 "\n"
2203 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2204 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2205 "# ifdef USESHADOWMAPORTHO\n"
2206 "#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2207 "# else\n"
2208 "#  ifdef USESHADOWMAPVSDCT\n"
2209 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2210 "{\n"
2211 "       float3 adir = abs(dir);\n"
2212 "       float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2213 "       float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2214 "       return float3(lerp(dir.xy, proj.xy, dir.zz) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2215 "}\n"
2216 "#  else\n"
2217 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2218 "{\n"
2219 "       float3 adir = abs(dir);\n"
2220 "       float ma = adir.z;\n"
2221 "       float4 proj = float4(dir, 2.5);\n"
2222 "       if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2223 "       if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2224 "       float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2225 "       return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2226 "}\n"
2227 "#  endif\n"
2228 "# endif\n"
2229 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPORTHO)\n"
2230 "\n"
2231 "#ifdef USESHADOWMAPCUBE\n"
2232 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2233 "{\n"
2234 "    float3 adir = abs(dir);\n"
2235 "    return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
2236 "}\n"
2237 "#endif\n"
2238 "\n"
2239 "# ifdef USESHADOWMAPRECT\n"
2240 "#ifdef USESHADOWMAPVSDCT\n"
2241 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2242 "#else\n"
2243 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2244 "#endif\n"
2245 "{\n"
2246 "#ifdef USESHADOWMAPVSDCT\n"
2247 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2248 "#else\n"
2249 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2250 "#endif\n"
2251 "       float f;\n"
2252 "#  ifdef USESHADOWSAMPLER\n"
2253 "\n"
2254 "#    ifdef USESHADOWMAPPCF\n"
2255 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2256 "    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"
2257 "#    else\n"
2258 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2259 "#    endif\n"
2260 "\n"
2261 "#  else\n"
2262 "\n"
2263 "#    ifdef USESHADOWMAPPCF\n"
2264 "#      if USESHADOWMAPPCF > 1\n"
2265 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2266 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2267 "    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"
2268 "    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"
2269 "    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"
2270 "    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"
2271 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2272 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2273 "#      else\n"
2274 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2275 "    float2 offset = frac(shadowmaptc.xy);\n"
2276 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2277 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2278 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2279 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2280 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2281 "#      endif\n"
2282 "#    else\n"
2283 "    f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2284 "#    endif\n"
2285 "\n"
2286 "#  endif\n"
2287 "#  ifdef USESHADOWMAPORTHO\n"
2288 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2289 "#  else\n"
2290 "       return f;\n"
2291 "#  endif\n"
2292 "}\n"
2293 "# endif\n"
2294 "\n"
2295 "# ifdef USESHADOWMAP2D\n"
2296 "#ifdef USESHADOWMAPVSDCT\n"
2297 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2298 "#else\n"
2299 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2300 "#endif\n"
2301 "{\n"
2302 "#ifdef USESHADOWMAPVSDCT\n"
2303 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2304 "#else\n"
2305 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2306 "#endif\n"
2307 "    float f;\n"
2308 "\n"
2309 "#  ifdef USESHADOWSAMPLER\n"
2310 "#    ifdef USESHADOWMAPPCF\n"
2311 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
2312 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2313 "    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"
2314 "#    else\n"
2315 "    f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2316 "#    endif\n"
2317 "#  else\n"
2318 "#    ifdef USESHADOWMAPPCF\n"
2319 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2320 "#      ifdef GL_ARB_texture_gather\n"
2321 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
2322 "#      else\n"
2323 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
2324 "#      endif\n"
2325 "       float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
2326 "#      if USESHADOWMAPPCF > 1\n"
2327 "       float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
2328 "       float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
2329 "       float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
2330 "       float4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
2331 "       float4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
2332 "       float4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
2333 "       float4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
2334 "       float4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
2335 "       float4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
2336 "       float4 locols = float4(group1.ab, group3.ab);\n"
2337 "       float4 hicols = float4(group7.rg, group9.rg);\n"
2338 "       locols.yz += group2.ab;\n"
2339 "       hicols.yz += group8.rg;\n"
2340 "       float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
2341 "                   float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
2342 "                   lerp(locols, hicols, offset.y);\n"
2343 "       float4 cols = group5 + float4(group2.rg, group8.ab);\n"
2344 "       cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
2345 "       f = dot(cols, float4(1.0/25.0));\n"
2346 "#      else\n"
2347 "       float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2348 "       float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2349 "       float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2350 "       float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2351 "       float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2352 "                               lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2353 "       f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2354 "#      endif\n"
2355 "#     else\n"
2356 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)  \n"
2357 "#      if USESHADOWMAPPCF > 1\n"
2358 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2359 "    center *= ShadowMap_TextureScale;\n"
2360 "    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"
2361 "    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"
2362 "    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"
2363 "    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"
2364 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2365 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2366 "#      else\n"
2367 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2368 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2369 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2370 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2371 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2372 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2373 "#      endif\n"
2374 "#     endif\n"
2375 "#    else\n"
2376 "    f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2377 "#    endif\n"
2378 "#  endif\n"
2379 "#  ifdef USESHADOWMAPORTHO\n"
2380 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2381 "#  else\n"
2382 "       return f;\n"
2383 "#  endif\n"
2384 "}\n"
2385 "# endif\n"
2386 "\n"
2387 "# ifdef USESHADOWMAPCUBE\n"
2388 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2389 "{\n"
2390 "    // apply depth texture cubemap as light filter\n"
2391 "    float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2392 "    float f;\n"
2393 "#  ifdef USESHADOWSAMPLER\n"
2394 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2395 "#  else\n"
2396 "    f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2397 "#  endif\n"
2398 "    return f;\n"
2399 "}\n"
2400 "# endif\n"
2401 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2402 "#endif // FRAGMENT_SHADER\n"
2403 "\n"
2404 "\n"
2405 "\n"
2406 "\n"
2407 "#ifdef MODE_DEFERREDGEOMETRY\n"
2408 "#ifdef VERTEX_SHADER\n"
2409 "void main\n"
2410 "(\n"
2411 "float4 gl_Vertex : POSITION,\n"
2412 "uniform float4x4 ModelViewProjectionMatrix,\n"
2413 "#ifdef USEVERTEXTEXTUREBLEND\n"
2414 "float4 gl_Color : COLOR0,\n"
2415 "#endif\n"
2416 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2417 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2418 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2419 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2420 "uniform float4x4 TexMatrix,\n"
2421 "#ifdef USEVERTEXTEXTUREBLEND\n"
2422 "uniform float4x4 BackgroundTexMatrix,\n"
2423 "#endif\n"
2424 "uniform float4x4 ModelViewMatrix,\n"
2425 "#ifdef USEOFFSETMAPPING\n"
2426 "uniform float3 EyePosition,\n"
2427 "#endif\n"
2428 "out float4 gl_Position : POSITION,\n"
2429 "out float4 gl_FrontColor : COLOR,\n"
2430 "out float4 TexCoordBoth : TEXCOORD0,\n"
2431 "#ifdef USEOFFSETMAPPING\n"
2432 "out float3 EyeVector : TEXCOORD2,\n"
2433 "#endif\n"
2434 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2435 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2436 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2437 ")\n"
2438 "{\n"
2439 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2440 "#ifdef USEVERTEXTEXTUREBLEND\n"
2441 "       gl_FrontColor = gl_Color;\n"
2442 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2443 "#endif\n"
2444 "\n"
2445 "       // transform unnormalized eye direction into tangent space\n"
2446 "#ifdef USEOFFSETMAPPING\n"
2447 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2448 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2449 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2450 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2451 "#endif\n"
2452 "\n"
2453 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2454 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2455 "       VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2456 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2457 "}\n"
2458 "#endif // VERTEX_SHADER\n"
2459 "\n"
2460 "#ifdef FRAGMENT_SHADER\n"
2461 "void main\n"
2462 "(\n"
2463 "float4 TexCoordBoth : TEXCOORD0,\n"
2464 "float3 EyeVector : TEXCOORD2,\n"
2465 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2466 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2467 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2468 "uniform sampler2D Texture_Normal,\n"
2469 "#ifdef USEALPHAKILL\n"
2470 "uniform sampler2D Texture_Color,\n"
2471 "#endif\n"
2472 "uniform sampler2D Texture_Gloss,\n"
2473 "#ifdef USEVERTEXTEXTUREBLEND\n"
2474 "uniform sampler2D Texture_SecondaryNormal,\n"
2475 "uniform sampler2D Texture_SecondaryGloss,\n"
2476 "#endif\n"
2477 "#ifdef USEOFFSETMAPPING\n"
2478 "uniform float OffsetMapping_Scale,\n"
2479 "#endif\n"
2480 "uniform half SpecularPower,\n"
2481 "out float4 gl_FragColor : COLOR\n"
2482 ")\n"
2483 "{\n"
2484 "       float2 TexCoord = TexCoordBoth.xy;\n"
2485 "#ifdef USEOFFSETMAPPING\n"
2486 "       // apply offsetmapping\n"
2487 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2488 "#define TexCoord TexCoordOffset\n"
2489 "#endif\n"
2490 "\n"
2491 "#ifdef USEALPHAKILL\n"
2492 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2493 "               discard;\n"
2494 "#endif\n"
2495 "\n"
2496 "#ifdef USEVERTEXTEXTUREBLEND\n"
2497 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2498 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2499 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2500 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2501 "#endif\n"
2502 "\n"
2503 "#ifdef USEVERTEXTEXTUREBLEND\n"
2504 "       float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2505 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2506 "#else\n"
2507 "       float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2508 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2509 "#endif\n"
2510 "\n"
2511 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2512 "}\n"
2513 "#endif // FRAGMENT_SHADER\n"
2514 "#else // !MODE_DEFERREDGEOMETRY\n"
2515 "\n"
2516 "\n"
2517 "\n"
2518 "\n"
2519 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2520 "#ifdef VERTEX_SHADER\n"
2521 "void main\n"
2522 "(\n"
2523 "float4 gl_Vertex : POSITION,\n"
2524 "uniform float4x4 ModelViewProjectionMatrix,\n"
2525 "uniform float4x4 ModelViewMatrix,\n"
2526 "out float4 gl_Position : POSITION,\n"
2527 "out float4 ModelViewPosition : TEXCOORD0\n"
2528 ")\n"
2529 "{\n"
2530 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2531 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2532 "}\n"
2533 "#endif // VERTEX_SHADER\n"
2534 "\n"
2535 "#ifdef FRAGMENT_SHADER\n"
2536 "void main\n"
2537 "(\n"
2538 "float2 Pixel : WPOS,\n"
2539 "float4 ModelViewPosition : TEXCOORD0,\n"
2540 "uniform float4x4 ViewToLight,\n"
2541 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2542 "uniform float3 LightPosition,\n"
2543 "uniform half2 PixelToScreenTexCoord,\n"
2544 "uniform half3 DeferredColor_Ambient,\n"
2545 "uniform half3 DeferredColor_Diffuse,\n"
2546 "#ifdef USESPECULAR\n"
2547 "uniform half3 DeferredColor_Specular,\n"
2548 "uniform half SpecularPower,\n"
2549 "#endif\n"
2550 "uniform sampler2D Texture_Attenuation,\n"
2551 "uniform sampler2D Texture_ScreenDepth,\n"
2552 "uniform sampler2D Texture_ScreenNormalMap,\n"
2553 "\n"
2554 "#ifdef USESHADOWMAPRECT\n"
2555 "# ifdef USESHADOWSAMPLER\n"
2556 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2557 "# else\n"
2558 "uniform samplerRECT Texture_ShadowMapRect,\n"
2559 "# endif\n"
2560 "#endif\n"
2561 "\n"
2562 "#ifdef USESHADOWMAP2D\n"
2563 "# ifdef USESHADOWSAMPLER\n"
2564 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2565 "# else\n"
2566 "uniform sampler2D Texture_ShadowMap2D,\n"
2567 "# endif\n"
2568 "#endif\n"
2569 "\n"
2570 "#ifdef USESHADOWMAPVSDCT\n"
2571 "uniform samplerCUBE Texture_CubeProjection,\n"
2572 "#endif\n"
2573 "\n"
2574 "#ifdef USESHADOWMAPCUBE\n"
2575 "# ifdef USESHADOWSAMPLER\n"
2576 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2577 "# else\n"
2578 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2579 "# endif\n"
2580 "#endif\n"
2581 "\n"
2582 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2583 "uniform float2 ShadowMap_TextureScale,\n"
2584 "uniform float4 ShadowMap_Parameters,\n"
2585 "#endif\n"
2586 "\n"
2587 "out float4 gl_FragData0 : COLOR0,\n"
2588 "out float4 gl_FragData1 : COLOR1\n"
2589 ")\n"
2590 "{\n"
2591 "       // calculate viewspace pixel position\n"
2592 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2593 "       ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2594 "       float3 position;\n"
2595 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2596 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2597 "       // decode viewspace pixel normal\n"
2598 "       half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2599 "       half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2600 "       // surfacenormal = pixel normal in viewspace\n"
2601 "       // LightVector = pixel to light in viewspace\n"
2602 "       // CubeVector = position in lightspace\n"
2603 "       // eyevector = pixel to view in viewspace\n"
2604 "       float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2605 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2606 "#ifdef USEDIFFUSE\n"
2607 "       // calculate diffuse shading\n"
2608 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2609 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2610 "#endif\n"
2611 "#ifdef USESPECULAR\n"
2612 "       // calculate directional shading\n"
2613 "       float3 eyevector = position * -1.0;\n"
2614 "#  ifdef USEEXACTSPECULARMATH\n"
2615 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2616 "#  else\n"
2617 "       half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2618 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2619 "#  endif\n"
2620 "#endif\n"
2621 "\n"
2622 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2623 "       fade *= ShadowMapCompare(CubeVector,\n"
2624 "# if defined(USESHADOWMAP2D)\n"
2625 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2626 "# endif\n"
2627 "# if defined(USESHADOWMAPRECT)\n"
2628 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2629 "# endif\n"
2630 "# if defined(USESHADOWMAPCUBE)\n"
2631 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2632 "# endif\n"
2633 "\n"
2634 "#ifdef USESHADOWMAPVSDCT\n"
2635 ", Texture_CubeProjection\n"
2636 "#endif\n"
2637 "       );\n"
2638 "#endif\n"
2639 "\n"
2640 "#ifdef USEDIFFUSE\n"
2641 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2642 "#else\n"
2643 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2644 "#endif\n"
2645 "#ifdef USESPECULAR\n"
2646 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2647 "#else\n"
2648 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2649 "#endif\n"
2650 "\n"
2651 "# ifdef USECUBEFILTER\n"
2652 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2653 "       gl_FragData0.rgb *= cubecolor;\n"
2654 "       gl_FragData1.rgb *= cubecolor;\n"
2655 "# endif\n"
2656 "}\n"
2657 "#endif // FRAGMENT_SHADER\n"
2658 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2659 "\n"
2660 "\n"
2661 "\n"
2662 "\n"
2663 "#ifdef VERTEX_SHADER\n"
2664 "void main\n"
2665 "(\n"
2666 "float4 gl_Vertex : POSITION,\n"
2667 "uniform float4x4 ModelViewProjectionMatrix,\n"
2668 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2669 "float4 gl_Color : COLOR0,\n"
2670 "#endif\n"
2671 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2672 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2673 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2674 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2675 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2676 "\n"
2677 "uniform float3 EyePosition,\n"
2678 "uniform float4x4 TexMatrix,\n"
2679 "#ifdef USEVERTEXTEXTUREBLEND\n"
2680 "uniform float4x4 BackgroundTexMatrix,\n"
2681 "#endif\n"
2682 "#ifdef MODE_LIGHTSOURCE\n"
2683 "uniform float4x4 ModelToLight,\n"
2684 "#endif\n"
2685 "#ifdef MODE_LIGHTSOURCE\n"
2686 "uniform float3 LightPosition,\n"
2687 "#endif\n"
2688 "#ifdef MODE_LIGHTDIRECTION\n"
2689 "uniform float3 LightDir,\n"
2690 "#endif\n"
2691 "uniform float4 FogPlane,\n"
2692 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2693 "uniform float3 LightPosition,\n"
2694 "#endif\n"
2695 "#ifdef USESHADOWMAPORTHO\n"
2696 "uniform float4x4 ShadowMapMatrix,\n"
2697 "#endif\n"
2698 "\n"
2699 "out float4 gl_FrontColor : COLOR,\n"
2700 "out float4 TexCoordBoth : TEXCOORD0,\n"
2701 "#ifdef USELIGHTMAP\n"
2702 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2703 "#endif\n"
2704 "#ifdef USEEYEVECTOR\n"
2705 "out float3 EyeVector : TEXCOORD2,\n"
2706 "#endif\n"
2707 "#ifdef USEREFLECTION\n"
2708 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2709 "#endif\n"
2710 "#ifdef USEFOG\n"
2711 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2712 "#endif\n"
2713 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2714 "out float3 LightVector : TEXCOORD1,\n"
2715 "#endif\n"
2716 "#ifdef MODE_LIGHTSOURCE\n"
2717 "out float3 CubeVector : TEXCOORD3,\n"
2718 "#endif\n"
2719 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2720 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2721 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2722 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2723 "#endif\n"
2724 "#ifdef USESHADOWMAPORTHO\n"
2725 "out float3 ShadowMapTC : TEXCOORD8,\n"
2726 "#endif\n"
2727 "out float4 gl_Position : POSITION\n"
2728 ")\n"
2729 "{\n"
2730 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2731 "       gl_FrontColor = gl_Color;\n"
2732 "#endif\n"
2733 "       // copy the surface texcoord\n"
2734 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2735 "#ifdef USEVERTEXTEXTUREBLEND\n"
2736 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2737 "#endif\n"
2738 "#ifdef USELIGHTMAP\n"
2739 "       TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2740 "#endif\n"
2741 "\n"
2742 "#ifdef MODE_LIGHTSOURCE\n"
2743 "       // transform vertex position into light attenuation/cubemap space\n"
2744 "       // (-1 to +1 across the light box)\n"
2745 "       CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2746 "\n"
2747 "# ifdef USEDIFFUSE\n"
2748 "       // transform unnormalized light direction into tangent space\n"
2749 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2750 "       //  normalize it per pixel)\n"
2751 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2752 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2753 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2754 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2755 "# endif\n"
2756 "#endif\n"
2757 "\n"
2758 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2759 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2760 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2761 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2762 "#endif\n"
2763 "\n"
2764 "       // transform unnormalized eye direction into tangent space\n"
2765 "#ifdef USEEYEVECTOR\n"
2766 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2767 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2768 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2769 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2770 "#endif\n"
2771 "\n"
2772 "#ifdef USEFOG\n"
2773 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2774 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2775 "#endif\n"
2776 "\n"
2777 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2778 "       VectorS = gl_MultiTexCoord1.xyz;\n"
2779 "       VectorT = gl_MultiTexCoord2.xyz;\n"
2780 "       VectorR = gl_MultiTexCoord3.xyz;\n"
2781 "#endif\n"
2782 "\n"
2783 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2784 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2785 "\n"
2786 "#ifdef USESHADOWMAPORTHO\n"
2787 "       ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2788 "#endif\n"
2789 "\n"
2790 "#ifdef USEREFLECTION\n"
2791 "       ModelViewProjectionPosition = gl_Position;\n"
2792 "#endif\n"
2793 "}\n"
2794 "#endif // VERTEX_SHADER\n"
2795 "\n"
2796 "\n"
2797 "\n"
2798 "\n"
2799 "#ifdef FRAGMENT_SHADER\n"
2800 "void main\n"
2801 "(\n"
2802 "#ifdef USEDEFERREDLIGHTMAP\n"
2803 "float2 Pixel : WPOS,\n"
2804 "#endif\n"
2805 "float4 gl_FrontColor : COLOR,\n"
2806 "float4 TexCoordBoth : TEXCOORD0,\n"
2807 "#ifdef USELIGHTMAP\n"
2808 "float2 TexCoordLightmap : TEXCOORD1,\n"
2809 "#endif\n"
2810 "#ifdef USEEYEVECTOR\n"
2811 "float3 EyeVector : TEXCOORD2,\n"
2812 "#endif\n"
2813 "#ifdef USEREFLECTION\n"
2814 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2815 "#endif\n"
2816 "#ifdef USEFOG\n"
2817 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2818 "#endif\n"
2819 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2820 "float3 LightVector : TEXCOORD1,\n"
2821 "#endif\n"
2822 "#ifdef MODE_LIGHTSOURCE\n"
2823 "float3 CubeVector : TEXCOORD3,\n"
2824 "#endif\n"
2825 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2826 "float4 ModelViewPosition : TEXCOORD0,\n"
2827 "#endif\n"
2828 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2829 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2830 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2831 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2832 "#endif\n"
2833 "#ifdef USESHADOWMAPORTHO\n"
2834 "float3 ShadowMapTC : TEXCOORD8,\n"
2835 "#endif\n"
2836 "\n"
2837 "uniform sampler2D Texture_Normal,\n"
2838 "uniform sampler2D Texture_Color,\n"
2839 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2840 "uniform sampler2D Texture_Gloss,\n"
2841 "#endif\n"
2842 "#ifdef USEGLOW\n"
2843 "uniform sampler2D Texture_Glow,\n"
2844 "#endif\n"
2845 "#ifdef USEVERTEXTEXTUREBLEND\n"
2846 "uniform sampler2D Texture_SecondaryNormal,\n"
2847 "uniform sampler2D Texture_SecondaryColor,\n"
2848 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2849 "uniform sampler2D Texture_SecondaryGloss,\n"
2850 "#endif\n"
2851 "#ifdef USEGLOW\n"
2852 "uniform sampler2D Texture_SecondaryGlow,\n"
2853 "#endif\n"
2854 "#endif\n"
2855 "#ifdef USECOLORMAPPING\n"
2856 "uniform sampler2D Texture_Pants,\n"
2857 "uniform sampler2D Texture_Shirt,\n"
2858 "#endif\n"
2859 "#ifdef USEFOG\n"
2860 "uniform sampler2D Texture_FogMask,\n"
2861 "#endif\n"
2862 "#ifdef USELIGHTMAP\n"
2863 "uniform sampler2D Texture_Lightmap,\n"
2864 "#endif\n"
2865 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2866 "uniform sampler2D Texture_Deluxemap,\n"
2867 "#endif\n"
2868 "#ifdef USEREFLECTION\n"
2869 "uniform sampler2D Texture_Reflection,\n"
2870 "#endif\n"
2871 "\n"
2872 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2873 "uniform sampler2D Texture_ScreenDepth,\n"
2874 "uniform sampler2D Texture_ScreenNormalMap,\n"
2875 "#endif\n"
2876 "#ifdef USEDEFERREDLIGHTMAP\n"
2877 "uniform sampler2D Texture_ScreenDiffuse,\n"
2878 "uniform sampler2D Texture_ScreenSpecular,\n"
2879 "#endif\n"
2880 "\n"
2881 "#ifdef USECOLORMAPPING\n"
2882 "uniform half3 Color_Pants,\n"
2883 "uniform half3 Color_Shirt,\n"
2884 "#endif\n"
2885 "#ifdef USEFOG\n"
2886 "uniform float3 FogColor,\n"
2887 "uniform float FogRangeRecip,\n"
2888 "uniform float FogPlaneViewDist,\n"
2889 "uniform float FogHeightFade,\n"
2890 "#endif\n"
2891 "\n"
2892 "#ifdef USEOFFSETMAPPING\n"
2893 "uniform float OffsetMapping_Scale,\n"
2894 "#endif\n"
2895 "\n"
2896 "#ifdef USEDEFERREDLIGHTMAP\n"
2897 "uniform half2 PixelToScreenTexCoord,\n"
2898 "uniform half3 DeferredMod_Diffuse,\n"
2899 "uniform half3 DeferredMod_Specular,\n"
2900 "#endif\n"
2901 "uniform half3 Color_Ambient,\n"
2902 "uniform half3 Color_Diffuse,\n"
2903 "uniform half3 Color_Specular,\n"
2904 "uniform half SpecularPower,\n"
2905 "#ifdef USEGLOW\n"
2906 "uniform half3 Color_Glow,\n"
2907 "#endif\n"
2908 "uniform half Alpha,\n"
2909 "#ifdef USEREFLECTION\n"
2910 "uniform float4 DistortScaleRefractReflect,\n"
2911 "uniform float4 ScreenScaleRefractReflect,\n"
2912 "uniform float4 ScreenCenterRefractReflect,\n"
2913 "uniform half4 ReflectColor,\n"
2914 "#endif\n"
2915 "#ifdef USEREFLECTCUBE\n"
2916 "uniform float4x4 ModelToReflectCube,\n"
2917 "uniform sampler2D Texture_ReflectMask,\n"
2918 "uniform samplerCUBE Texture_ReflectCube,\n"
2919 "#endif\n"
2920 "#ifdef MODE_LIGHTDIRECTION\n"
2921 "uniform half3 LightColor,\n"
2922 "#endif\n"
2923 "#ifdef MODE_LIGHTSOURCE\n"
2924 "uniform half3 LightColor,\n"
2925 "#endif\n"
2926 "\n"
2927 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2928 "uniform sampler2D Texture_Attenuation,\n"
2929 "uniform samplerCUBE Texture_Cube,\n"
2930 "#endif\n"
2931 "\n"
2932 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2933 "\n"
2934 "#ifdef USESHADOWMAPRECT\n"
2935 "# ifdef USESHADOWSAMPLER\n"
2936 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2937 "# else\n"
2938 "uniform samplerRECT Texture_ShadowMapRect,\n"
2939 "# endif\n"
2940 "#endif\n"
2941 "\n"
2942 "#ifdef USESHADOWMAP2D\n"
2943 "# ifdef USESHADOWSAMPLER\n"
2944 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2945 "# else\n"
2946 "uniform sampler2D Texture_ShadowMap2D,\n"
2947 "# endif\n"
2948 "#endif\n"
2949 "\n"
2950 "#ifdef USESHADOWMAPVSDCT\n"
2951 "uniform samplerCUBE Texture_CubeProjection,\n"
2952 "#endif\n"
2953 "\n"
2954 "#ifdef USESHADOWMAPCUBE\n"
2955 "# ifdef USESHADOWSAMPLER\n"
2956 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2957 "# else\n"
2958 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2959 "# endif\n"
2960 "#endif\n"
2961 "\n"
2962 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2963 "uniform float2 ShadowMap_TextureScale,\n"
2964 "uniform float4 ShadowMap_Parameters,\n"
2965 "#endif\n"
2966 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2967 "\n"
2968 "out float4 gl_FragColor : COLOR\n"
2969 ")\n"
2970 "{\n"
2971 "       float2 TexCoord = TexCoordBoth.xy;\n"
2972 "#ifdef USEVERTEXTEXTUREBLEND\n"
2973 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
2974 "#endif\n"
2975 "#ifdef USEOFFSETMAPPING\n"
2976 "       // apply offsetmapping\n"
2977 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2978 "#define TexCoord TexCoordOffset\n"
2979 "#endif\n"
2980 "\n"
2981 "       // combine the diffuse textures (base, pants, shirt)\n"
2982 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
2983 "#ifdef USEALPHAKILL\n"
2984 "       if (color.a < 0.5)\n"
2985 "               discard;\n"
2986 "#endif\n"
2987 "       color.a *= Alpha;\n"
2988 "#ifdef USECOLORMAPPING\n"
2989 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
2990 "#endif\n"
2991 "#ifdef USEVERTEXTEXTUREBLEND\n"
2992 "       float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
2993 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
2994 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
2995 "       color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
2996 "       color.a = 1.0;\n"
2997 "       //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
2998 "#endif\n"
2999 "\n"
3000 "       // get the surface normal\n"
3001 "#ifdef USEVERTEXTEXTUREBLEND\n"
3002 "       half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3003 "#else\n"
3004 "       half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3005 "#endif\n"
3006 "\n"
3007 "       // get the material colors\n"
3008 "       half3 diffusetex = color.rgb;\n"
3009 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3010 "# ifdef USEVERTEXTEXTUREBLEND\n"
3011 "       half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3012 "# else\n"
3013 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3014 "# endif\n"
3015 "#endif\n"
3016 "\n"
3017 "#ifdef USEREFLECTCUBE\n"
3018 "       float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3019 "       float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3020 "       float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3021 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3022 "#endif\n"
3023 "\n"
3024 "\n"
3025 "\n"
3026 "\n"
3027 "#ifdef MODE_LIGHTSOURCE\n"
3028 "       // light source\n"
3029 "#ifdef USEDIFFUSE\n"
3030 "       half3 lightnormal = half3(normalize(LightVector));\n"
3031 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3032 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3033 "#ifdef USESPECULAR\n"
3034 "#ifdef USEEXACTSPECULARMATH\n"
3035 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3036 "#else\n"
3037 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3038 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3039 "#endif\n"
3040 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3041 "#endif\n"
3042 "#else\n"
3043 "       color.rgb = diffusetex * Color_Ambient;\n"
3044 "#endif\n"
3045 "       color.rgb *= LightColor;\n"
3046 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3047 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3048 "       color.rgb *= ShadowMapCompare(CubeVector,\n"
3049 "# if defined(USESHADOWMAP2D)\n"
3050 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3051 "# endif\n"
3052 "# if defined(USESHADOWMAPRECT)\n"
3053 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3054 "# endif\n"
3055 "# if defined(USESHADOWMAPCUBE)\n"
3056 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3057 "# endif\n"
3058 "\n"
3059 "#ifdef USESHADOWMAPVSDCT\n"
3060 ", Texture_CubeProjection\n"
3061 "#endif\n"
3062 "       );\n"
3063 "\n"
3064 "#endif\n"
3065 "# ifdef USECUBEFILTER\n"
3066 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3067 "# endif\n"
3068 "#endif // MODE_LIGHTSOURCE\n"
3069 "\n"
3070 "\n"
3071 "\n"
3072 "\n"
3073 "#ifdef MODE_LIGHTDIRECTION\n"
3074 "#define SHADING\n"
3075 "#ifdef USEDIFFUSE\n"
3076 "       half3 lightnormal = half3(normalize(LightVector));\n"
3077 "#endif\n"
3078 "#define lightcolor LightColor\n"
3079 "#endif // MODE_LIGHTDIRECTION\n"
3080 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3081 "#define SHADING\n"
3082 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3083 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3084 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3085 "       // convert modelspace light vector to tangentspace\n"
3086 "       half3 lightnormal;\n"
3087 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3088 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3089 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3090 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3091 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3092 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3093 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3094 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3095 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3096 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3097 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3098 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3099 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3100 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3101 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3102 "#define SHADING\n"
3103 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3104 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3105 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3106 "#endif\n"
3107 "\n"
3108 "\n"
3109 "\n"
3110 "\n"
3111 "#ifdef MODE_LIGHTMAP\n"
3112 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3113 "#endif // MODE_LIGHTMAP\n"
3114 "#ifdef MODE_VERTEXCOLOR\n"
3115 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3116 "#endif // MODE_VERTEXCOLOR\n"
3117 "#ifdef MODE_FLATCOLOR\n"
3118 "       color.rgb = diffusetex * Color_Ambient;\n"
3119 "#endif // MODE_FLATCOLOR\n"
3120 "\n"
3121 "\n"
3122 "\n"
3123 "\n"
3124 "#ifdef SHADING\n"
3125 "# ifdef USEDIFFUSE\n"
3126 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3127 "#  ifdef USESPECULAR\n"
3128 "#   ifdef USEEXACTSPECULARMATH\n"
3129 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3130 "#   else\n"
3131 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3132 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3133 "#   endif\n"
3134 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3135 "#  else\n"
3136 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3137 "#  endif\n"
3138 "# else\n"
3139 "       color.rgb = diffusetex * Color_Ambient;\n"
3140 "# endif\n"
3141 "#endif\n"
3142 "\n"
3143 "#ifdef USESHADOWMAPORTHO\n"
3144 "       color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3145 "# if defined(USESHADOWMAP2D)\n"
3146 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3147 "# endif\n"
3148 "# if defined(USESHADOWMAPRECT)\n"
3149 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3150 "# endif\n"
3151 "       );\n"
3152 "#endif\n"
3153 "\n"
3154 "#ifdef USEDEFERREDLIGHTMAP\n"
3155 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3156 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3157 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3158 "#endif\n"
3159 "\n"
3160 "#ifdef USEGLOW\n"
3161 "#ifdef USEVERTEXTEXTUREBLEND\n"
3162 "       color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3163 "#else\n"
3164 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3165 "#endif\n"
3166 "#endif\n"
3167 "\n"
3168 "#ifdef USEFOG\n"
3169 "#ifdef MODE_LIGHTSOURCE\n"
3170 "       color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3171 "#else\n"
3172 "       color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3173 "#endif\n"
3174 "#endif\n"
3175 "\n"
3176 "       // 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"
3177 "#ifdef USEREFLECTION\n"
3178 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3179 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3180 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3181 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3182 "       // FIXME temporary hack to detect the case that the reflection\n"
3183 "       // gets blackened at edges due to leaving the area that contains actual\n"
3184 "       // content.\n"
3185 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3186 "       // 'appening.\n"
3187 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3188 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3189 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3190 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3191 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3192 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3193 "#endif\n"
3194 "\n"
3195 "       gl_FragColor = float4(color);\n"
3196 "}\n"
3197 "#endif // FRAGMENT_SHADER\n"
3198 "\n"
3199 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3200 "#endif // !MODE_DEFERREDGEOMETRY\n"
3201 "#endif // !MODE_WATER\n"
3202 "#endif // !MODE_REFRACTION\n"
3203 "#endif // !MODE_BLOOMBLUR\n"
3204 "#endif // !MODE_GENERIC\n"
3205 "#endif // !MODE_POSTPROCESS\n"
3206 "#endif // !MODE_SHOWDEPTH\n"
3207 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3208 ;
3209
3210 char *glslshaderstring = NULL;
3211 char *cgshaderstring = NULL;
3212
3213 //=======================================================================================================================================================
3214
3215 typedef struct shaderpermutationinfo_s
3216 {
3217         const char *pretext;
3218         const char *name;
3219 }
3220 shaderpermutationinfo_t;
3221
3222 typedef struct shadermodeinfo_s
3223 {
3224         const char *vertexfilename;
3225         const char *geometryfilename;
3226         const char *fragmentfilename;
3227         const char *pretext;
3228         const char *name;
3229 }
3230 shadermodeinfo_t;
3231
3232 typedef enum shaderpermutation_e
3233 {
3234         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3235         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3236         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3237         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3238         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3239         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3240         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3241         SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3242         SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3243         SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3244         SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3245         SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3246         SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3247         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3248         SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3249         SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3250         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3251         SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3252         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3253         SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3254         SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3255         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3256         SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3257         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3258         SHADERPERMUTATION_SHADOWMAPORTHO = 1<<24, //< (lightsource) use orthographic shadowmap projection
3259         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<25, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3260         SHADERPERMUTATION_ALPHAKILL = 1<<26, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3261         SHADERPERMUTATION_REFLECTCUBE = 1<<27, ///< fake reflections using global cubemap (not HDRI light probe)
3262         SHADERPERMUTATION_LIMIT = 1<<28, ///< size of permutations array
3263         SHADERPERMUTATION_COUNT = 28 ///< size of shaderpermutationinfo array
3264 }
3265 shaderpermutation_t;
3266
3267 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3268 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3269 {
3270         {"#define USEDIFFUSE\n", " diffuse"},
3271         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3272         {"#define USEVIEWTINT\n", " viewtint"},
3273         {"#define USECOLORMAPPING\n", " colormapping"},
3274         {"#define USESATURATION\n", " saturation"},
3275         {"#define USEFOGINSIDE\n", " foginside"},
3276         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3277         {"#define USEGAMMARAMPS\n", " gammaramps"},
3278         {"#define USECUBEFILTER\n", " cubefilter"},
3279         {"#define USEGLOW\n", " glow"},
3280         {"#define USEBLOOM\n", " bloom"},
3281         {"#define USESPECULAR\n", " specular"},
3282         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3283         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3284         {"#define USEREFLECTION\n", " reflection"},
3285         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3286         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3287         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3288         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3289         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3290         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3291         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3292         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3293         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3294         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3295         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3296         {"#define USEALPHAKILL\n", " alphakill"},
3297         {"#define USEREFLECTCUBE\n", " reflectcube"},
3298 };
3299
3300 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3301 typedef enum shadermode_e
3302 {
3303         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3304         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3305         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3306         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3307         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3308         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3309         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3310         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3311         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3312         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3313         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3314         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3315         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3316         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3317         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3318         SHADERMODE_COUNT
3319 }
3320 shadermode_t;
3321
3322 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3323 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3324 {
3325         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3326         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3327         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3328         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3329         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3330         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3331         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3332         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3333         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3334         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3335         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3336         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3337         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3338         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3339         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3340 };
3341
3342 #ifdef SUPPORTCG
3343 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3344 {
3345         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3346         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3347         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3348         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3349         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3350         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3351         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3352         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3353         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3354         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3355         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3356         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3357         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3358         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3359         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3360 };
3361 #endif
3362
3363 struct r_glsl_permutation_s;
3364 typedef struct r_glsl_permutation_s
3365 {
3366         /// hash lookup data
3367         struct r_glsl_permutation_s *hashnext;
3368         unsigned int mode;
3369         unsigned int permutation;
3370
3371         /// indicates if we have tried compiling this permutation already
3372         qboolean compiled;
3373         /// 0 if compilation failed
3374         int program;
3375         /// locations of detected uniforms in program object, or -1 if not found
3376         int loc_Texture_First;
3377         int loc_Texture_Second;
3378         int loc_Texture_GammaRamps;
3379         int loc_Texture_Normal;
3380         int loc_Texture_Color;
3381         int loc_Texture_Gloss;
3382         int loc_Texture_Glow;
3383         int loc_Texture_SecondaryNormal;
3384         int loc_Texture_SecondaryColor;
3385         int loc_Texture_SecondaryGloss;
3386         int loc_Texture_SecondaryGlow;
3387         int loc_Texture_Pants;
3388         int loc_Texture_Shirt;
3389         int loc_Texture_FogMask;
3390         int loc_Texture_Lightmap;
3391         int loc_Texture_Deluxemap;
3392         int loc_Texture_Attenuation;
3393         int loc_Texture_Cube;
3394         int loc_Texture_Refraction;
3395         int loc_Texture_Reflection;
3396         int loc_Texture_ShadowMapRect;
3397         int loc_Texture_ShadowMapCube;
3398         int loc_Texture_ShadowMap2D;
3399         int loc_Texture_CubeProjection;
3400         int loc_Texture_ScreenDepth;
3401         int loc_Texture_ScreenNormalMap;
3402         int loc_Texture_ScreenDiffuse;
3403         int loc_Texture_ScreenSpecular;
3404         int loc_Texture_ReflectMask;
3405         int loc_Texture_ReflectCube;
3406         int loc_Alpha;
3407         int loc_BloomBlur_Parameters;
3408         int loc_ClientTime;
3409         int loc_Color_Ambient;
3410         int loc_Color_Diffuse;
3411         int loc_Color_Specular;
3412         int loc_Color_Glow;
3413         int loc_Color_Pants;
3414         int loc_Color_Shirt;
3415         int loc_DeferredColor_Ambient;
3416         int loc_DeferredColor_Diffuse;
3417         int loc_DeferredColor_Specular;
3418         int loc_DeferredMod_Diffuse;
3419         int loc_DeferredMod_Specular;
3420         int loc_DistortScaleRefractReflect;
3421         int loc_EyePosition;
3422         int loc_FogColor;
3423         int loc_FogHeightFade;
3424         int loc_FogPlane;
3425         int loc_FogPlaneViewDist;
3426         int loc_FogRangeRecip;
3427         int loc_LightColor;
3428         int loc_LightDir;
3429         int loc_LightPosition;
3430         int loc_OffsetMapping_Scale;
3431         int loc_PixelSize;
3432         int loc_ReflectColor;
3433         int loc_ReflectFactor;
3434         int loc_ReflectOffset;
3435         int loc_RefractColor;
3436         int loc_Saturation;
3437         int loc_ScreenCenterRefractReflect;
3438         int loc_ScreenScaleRefractReflect;
3439         int loc_ScreenToDepth;
3440         int loc_ShadowMap_Parameters;
3441         int loc_ShadowMap_TextureScale;
3442         int loc_SpecularPower;
3443         int loc_UserVec1;
3444         int loc_UserVec2;
3445         int loc_UserVec3;
3446         int loc_UserVec4;
3447         int loc_ViewTintColor;
3448         int loc_ViewToLight;
3449         int loc_ModelToLight;
3450         int loc_TexMatrix;
3451         int loc_BackgroundTexMatrix;
3452         int loc_ModelViewProjectionMatrix;
3453         int loc_ModelViewMatrix;
3454         int loc_PixelToScreenTexCoord;
3455         int loc_ModelToReflectCube;
3456         int loc_ShadowMapMatrix;        
3457 }
3458 r_glsl_permutation_t;
3459
3460 #define SHADERPERMUTATION_HASHSIZE 256
3461
3462 /// information about each possible shader permutation
3463 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3464 /// currently selected permutation
3465 r_glsl_permutation_t *r_glsl_permutation;
3466 /// storage for permutations linked in the hash table
3467 memexpandablearray_t r_glsl_permutationarray;
3468
3469 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3470 {
3471         //unsigned int hashdepth = 0;
3472         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3473         r_glsl_permutation_t *p;
3474         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3475         {
3476                 if (p->mode == mode && p->permutation == permutation)
3477                 {
3478                         //if (hashdepth > 10)
3479                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3480                         return p;
3481                 }
3482                 //hashdepth++;
3483         }
3484         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3485         p->mode = mode;
3486         p->permutation = permutation;
3487         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3488         r_glsl_permutationhash[mode][hashindex] = p;
3489         //if (hashdepth > 10)
3490         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3491         return p;
3492 }
3493
3494 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3495 {
3496         char *shaderstring;
3497         if (!filename || !filename[0])
3498                 return NULL;
3499         if (!strcmp(filename, "glsl/default.glsl"))
3500         {
3501                 if (!glslshaderstring)
3502                 {
3503                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3504                         if (glslshaderstring)
3505                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3506                         else
3507                                 glslshaderstring = (char *)builtinshaderstring;
3508                 }
3509                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3510                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3511                 return shaderstring;
3512         }
3513         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3514         if (shaderstring)
3515         {
3516                 if (printfromdisknotice)
3517                         Con_DPrintf("from disk %s... ", filename);
3518                 return shaderstring;
3519         }
3520         return shaderstring;
3521 }
3522
3523 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3524 {
3525         int i;
3526         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3527         int vertstrings_count = 0;
3528         int geomstrings_count = 0;
3529         int fragstrings_count = 0;
3530         char *vertexstring, *geometrystring, *fragmentstring;
3531         const char *vertstrings_list[32+3];
3532         const char *geomstrings_list[32+3];
3533         const char *fragstrings_list[32+3];
3534         char permutationname[256];
3535
3536         if (p->compiled)
3537                 return;
3538         p->compiled = true;
3539         p->program = 0;
3540
3541         permutationname[0] = 0;
3542         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3543         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3544         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3545
3546         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3547
3548         // the first pretext is which type of shader to compile as
3549         // (later these will all be bound together as a program object)
3550         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3551         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3552         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3553
3554         // the second pretext is the mode (for example a light source)
3555         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3556         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3557         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3558         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3559
3560         // now add all the permutation pretexts
3561         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3562         {
3563                 if (permutation & (1<<i))
3564                 {
3565                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3566                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3567                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3568                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3569                 }
3570                 else
3571                 {
3572                         // keep line numbers correct
3573                         vertstrings_list[vertstrings_count++] = "\n";
3574                         geomstrings_list[geomstrings_count++] = "\n";
3575                         fragstrings_list[fragstrings_count++] = "\n";
3576                 }
3577         }
3578
3579         // now append the shader text itself
3580         vertstrings_list[vertstrings_count++] = vertexstring;
3581         geomstrings_list[geomstrings_count++] = geometrystring;
3582         fragstrings_list[fragstrings_count++] = fragmentstring;
3583
3584         // if any sources were NULL, clear the respective list
3585         if (!vertexstring)
3586                 vertstrings_count = 0;
3587         if (!geometrystring)
3588                 geomstrings_count = 0;
3589         if (!fragmentstring)
3590                 fragstrings_count = 0;
3591
3592         // compile the shader program
3593         if (vertstrings_count + geomstrings_count + fragstrings_count)
3594                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3595         if (p->program)
3596         {
3597                 CHECKGLERROR
3598                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3599                 // look up all the uniform variable names we care about, so we don't
3600                 // have to look them up every time we set them
3601
3602                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3603                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3604                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3605                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3606                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3607                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3608                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3609                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3610                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3611                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3612                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3613                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3614                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3615                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3616                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3617                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3618                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3619                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3620                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3621                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3622                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3623                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3624                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3625                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3626                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3627                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3628                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3629                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3630                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3631                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3632                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3633                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3634                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3635                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3636                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3637                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3638                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3639                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3640                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3641                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3642                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3643                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3644                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3645                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3646                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3647                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3648                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3649                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3650                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3651                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3652                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3653                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3654                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3655                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3656                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3657                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3658                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3659                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3660                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3661                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3662                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3663                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3664                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3665                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3666                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3667                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3668                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3669                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3670                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3671                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3672                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3673                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3674                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3675                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3676                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3677                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3678                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3679                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3680                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3681                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3682                 p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");            
3683                 // initialize the samplers to refer to the texture units we use
3684                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3685                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3686                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3687                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3688                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3689                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3690                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3691                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3692                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3693                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3694                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3695                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3696                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3697                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3698                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3699                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3700                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3701                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3702                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3703                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3704                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3705                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
3706                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3707                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3708                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3709                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3710                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3711                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3712                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3713                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3714                 CHECKGLERROR
3715                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3716         }
3717         else
3718                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3719
3720         // free the strings
3721         if (vertexstring)
3722                 Mem_Free(vertexstring);
3723         if (geometrystring)
3724                 Mem_Free(geometrystring);
3725         if (fragmentstring)
3726                 Mem_Free(fragmentstring);
3727 }
3728
3729 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3730 {
3731         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3732         if (r_glsl_permutation != perm)
3733         {
3734                 r_glsl_permutation = perm;
3735                 if (!r_glsl_permutation->program)
3736                 {
3737                         if (!r_glsl_permutation->compiled)
3738                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3739                         if (!r_glsl_permutation->program)
3740                         {
3741                                 // remove features until we find a valid permutation
3742                                 int i;
3743                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3744                                 {
3745                                         // reduce i more quickly whenever it would not remove any bits
3746                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3747                                         if (!(permutation & j))
3748                                                 continue;
3749                                         permutation -= j;
3750                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3751                                         if (!r_glsl_permutation->compiled)
3752                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3753                                         if (r_glsl_permutation->program)
3754                                                 break;
3755                                 }
3756                                 if (i >= SHADERPERMUTATION_COUNT)
3757                                 {
3758                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3759                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3760                                         qglUseProgramObjectARB(0);CHECKGLERROR
3761                                         return; // no bit left to clear, entire mode is broken
3762                                 }
3763                         }
3764                 }
3765                 CHECKGLERROR
3766                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3767         }
3768         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3769         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3770         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3771 }
3772
3773 #ifdef SUPPORTCG
3774 #include <Cg/cgGL.h>
3775 struct r_cg_permutation_s;
3776 typedef struct r_cg_permutation_s
3777 {
3778         /// hash lookup data
3779         struct r_cg_permutation_s *hashnext;
3780         unsigned int mode;
3781         unsigned int permutation;
3782
3783         /// indicates if we have tried compiling this permutation already
3784         qboolean compiled;
3785         /// 0 if compilation failed
3786         CGprogram vprogram;
3787         CGprogram fprogram;
3788         /// locations of detected parameters in programs, or NULL if not found
3789         CGparameter vp_EyePosition;
3790         CGparameter vp_FogPlane;
3791         CGparameter vp_LightDir;
3792         CGparameter vp_LightPosition;
3793         CGparameter vp_ModelToLight;
3794         CGparameter vp_TexMatrix;
3795         CGparameter vp_BackgroundTexMatrix;
3796         CGparameter vp_ModelViewProjectionMatrix;
3797         CGparameter vp_ModelViewMatrix;
3798         CGparameter vp_ShadowMapMatrix;
3799
3800         CGparameter fp_Texture_First;
3801         CGparameter fp_Texture_Second;
3802         CGparameter fp_Texture_GammaRamps;
3803         CGparameter fp_Texture_Normal;
3804         CGparameter fp_Texture_Color;
3805         CGparameter fp_Texture_Gloss;
3806         CGparameter fp_Texture_Glow;
3807         CGparameter fp_Texture_SecondaryNormal;
3808         CGparameter fp_Texture_SecondaryColor;
3809         CGparameter fp_Texture_SecondaryGloss;
3810         CGparameter fp_Texture_SecondaryGlow;
3811         CGparameter fp_Texture_Pants;
3812         CGparameter fp_Texture_Shirt;
3813         CGparameter fp_Texture_FogMask;
3814         CGparameter fp_Texture_Lightmap;
3815         CGparameter fp_Texture_Deluxemap;
3816         CGparameter fp_Texture_Attenuation;
3817         CGparameter fp_Texture_Cube;
3818         CGparameter fp_Texture_Refraction;
3819         CGparameter fp_Texture_Reflection;
3820         CGparameter fp_Texture_ShadowMapRect;
3821         CGparameter fp_Texture_ShadowMapCube;
3822         CGparameter fp_Texture_ShadowMap2D;
3823         CGparameter fp_Texture_CubeProjection;
3824         CGparameter fp_Texture_ScreenDepth;
3825         CGparameter fp_Texture_ScreenNormalMap;
3826         CGparameter fp_Texture_ScreenDiffuse;
3827         CGparameter fp_Texture_ScreenSpecular;
3828         CGparameter fp_Texture_ReflectMask;
3829         CGparameter fp_Texture_ReflectCube;
3830         CGparameter fp_Alpha;
3831         CGparameter fp_BloomBlur_Parameters;
3832         CGparameter fp_ClientTime;
3833         CGparameter fp_Color_Ambient;
3834         CGparameter fp_Color_Diffuse;
3835         CGparameter fp_Color_Specular;
3836         CGparameter fp_Color_Glow;
3837         CGparameter fp_Color_Pants;
3838         CGparameter fp_Color_Shirt;
3839         CGparameter fp_DeferredColor_Ambient;
3840         CGparameter fp_DeferredColor_Diffuse;
3841         CGparameter fp_DeferredColor_Specular;
3842         CGparameter fp_DeferredMod_Diffuse;
3843         CGparameter fp_DeferredMod_Specular;
3844         CGparameter fp_DistortScaleRefractReflect;
3845         CGparameter fp_EyePosition;
3846         CGparameter fp_FogColor;
3847         CGparameter fp_FogHeightFade;
3848         CGparameter fp_FogPlane;
3849         CGparameter fp_FogPlaneViewDist;
3850         CGparameter fp_FogRangeRecip;
3851         CGparameter fp_LightColor;
3852         CGparameter fp_LightDir;
3853         CGparameter fp_LightPosition;
3854         CGparameter fp_OffsetMapping_Scale;
3855         CGparameter fp_PixelSize;
3856         CGparameter fp_ReflectColor;
3857         CGparameter fp_ReflectFactor;
3858         CGparameter fp_ReflectOffset;
3859         CGparameter fp_RefractColor;
3860         CGparameter fp_Saturation;
3861         CGparameter fp_ScreenCenterRefractReflect;
3862         CGparameter fp_ScreenScaleRefractReflect;
3863         CGparameter fp_ScreenToDepth;
3864         CGparameter fp_ShadowMap_Parameters;
3865         CGparameter fp_ShadowMap_TextureScale;
3866         CGparameter fp_SpecularPower;
3867         CGparameter fp_UserVec1;
3868         CGparameter fp_UserVec2;
3869         CGparameter fp_UserVec3;
3870         CGparameter fp_UserVec4;
3871         CGparameter fp_ViewTintColor;
3872         CGparameter fp_ViewToLight;
3873         CGparameter fp_PixelToScreenTexCoord;
3874         CGparameter fp_ModelToReflectCube;
3875 }
3876 r_cg_permutation_t;
3877
3878 /// information about each possible shader permutation
3879 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3880 /// currently selected permutation
3881 r_cg_permutation_t *r_cg_permutation;
3882 /// storage for permutations linked in the hash table
3883 memexpandablearray_t r_cg_permutationarray;
3884
3885 #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));}}
3886
3887 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3888 {
3889         //unsigned int hashdepth = 0;
3890         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3891         r_cg_permutation_t *p;
3892         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3893         {
3894                 if (p->mode == mode && p->permutation == permutation)
3895                 {
3896                         //if (hashdepth > 10)
3897                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3898                         return p;
3899                 }
3900                 //hashdepth++;
3901         }
3902         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3903         p->mode = mode;
3904         p->permutation = permutation;
3905         p->hashnext = r_cg_permutationhash[mode][hashindex];
3906         r_cg_permutationhash[mode][hashindex] = p;
3907         //if (hashdepth > 10)
3908         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3909         return p;
3910 }
3911
3912 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3913 {
3914         char *shaderstring;
3915         if (!filename || !filename[0])
3916                 return NULL;
3917         if (!strcmp(filename, "cg/default.cg"))
3918         {
3919                 if (!cgshaderstring)
3920                 {
3921                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3922                         if (cgshaderstring)
3923                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3924                         else
3925                                 cgshaderstring = (char *)builtincgshaderstring;
3926                 }
3927                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
3928                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
3929                 return shaderstring;
3930         }
3931         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3932         if (shaderstring)
3933         {
3934                 if (printfromdisknotice)
3935                         Con_DPrintf("from disk %s... ", filename);
3936                 return shaderstring;
3937         }
3938         return shaderstring;
3939 }
3940
3941 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
3942 {
3943         // TODO: load or create .fp and .vp shader files
3944 }
3945
3946 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3947 {
3948         int i;
3949         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3950         int vertstrings_count = 0, vertstring_length = 0;
3951         int geomstrings_count = 0, geomstring_length = 0;
3952         int fragstrings_count = 0, fragstring_length = 0;
3953         char *t;
3954         char *vertexstring, *geometrystring, *fragmentstring;
3955         char *vertstring, *geomstring, *fragstring;
3956         const char *vertstrings_list[32+3];
3957         const char *geomstrings_list[32+3];
3958         const char *fragstrings_list[32+3];
3959         char permutationname[256];
3960         char cachename[256];
3961         CGprofile vertexProfile;
3962         CGprofile fragmentProfile;
3963
3964         if (p->compiled)
3965                 return;
3966         p->compiled = true;
3967         p->vprogram = NULL;
3968         p->fprogram = NULL;
3969
3970         permutationname[0] = 0;
3971         cachename[0] = 0;
3972         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
3973         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
3974         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
3975
3976         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3977         strlcat(cachename, "cg/", sizeof(cachename));
3978
3979         // the first pretext is which type of shader to compile as
3980         // (later these will all be bound together as a program object)
3981         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3982         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3983         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3984
3985         // the second pretext is the mode (for example a light source)
3986         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3987         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3988         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3989         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3990         strlcat(cachename, modeinfo->name, sizeof(cachename));
3991
3992         // now add all the permutation pretexts
3993         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3994         {
3995                 if (permutation & (1<<i))
3996                 {
3997                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3998                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3999                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4000                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4001                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4002                 }
4003                 else
4004                 {
4005                         // keep line numbers correct
4006                         vertstrings_list[vertstrings_count++] = "\n";
4007                         geomstrings_list[geomstrings_count++] = "\n";
4008                         fragstrings_list[fragstrings_count++] = "\n";
4009                 }
4010         }
4011
4012         // replace spaces in the cachename with _ characters
4013         for (i = 0;cachename[i];i++)
4014                 if (cachename[i] == ' ')
4015                         cachename[i] = '_';
4016
4017         // now append the shader text itself
4018         vertstrings_list[vertstrings_count++] = vertexstring;
4019         geomstrings_list[geomstrings_count++] = geometrystring;
4020         fragstrings_list[fragstrings_count++] = fragmentstring;
4021
4022         // if any sources were NULL, clear the respective list
4023         if (!vertexstring)
4024                 vertstrings_count = 0;
4025         if (!geometrystring)
4026                 geomstrings_count = 0;
4027         if (!fragmentstring)
4028                 fragstrings_count = 0;
4029
4030         vertstring_length = 0;
4031         for (i = 0;i < vertstrings_count;i++)
4032                 vertstring_length += strlen(vertstrings_list[i]);
4033         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4034         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4035                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4036
4037         geomstring_length = 0;
4038         for (i = 0;i < geomstrings_count;i++)
4039                 geomstring_length += strlen(geomstrings_list[i]);
4040         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4041         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4042                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4043
4044         fragstring_length = 0;
4045         for (i = 0;i < fragstrings_count;i++)
4046                 fragstring_length += strlen(fragstrings_list[i]);
4047         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4048         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4049                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4050
4051         CHECKGLERROR
4052         CHECKCGERROR
4053         //vertexProfile = CG_PROFILE_ARBVP1;
4054         //fragmentProfile = CG_PROFILE_ARBFP1;
4055         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4056         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4057         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4058         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4059         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4060         CHECKGLERROR
4061
4062         // try to load the cached shader, or generate one
4063         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4064
4065         // if caching failed, do a dynamic compile for now
4066         CHECKCGERROR
4067         if (vertstring[0] && !p->vprogram)
4068                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4069         CHECKCGERROR
4070         if (fragstring[0] && !p->fprogram)
4071                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4072         CHECKCGERROR
4073
4074         // look up all the uniform variable names we care about, so we don't
4075         // have to look them up every time we set them
4076         if (p->vprogram)
4077         {
4078                 CHECKCGERROR
4079                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4080                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4081                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4082                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4083                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4084                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4085                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4086                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4087                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4088                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4089                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4090                 p->vp_ShadowMapMatrix            = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4091                 CHECKCGERROR
4092         }
4093         if (p->fprogram)
4094         {
4095                 CHECKCGERROR
4096                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4097                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4098                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4099                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4100                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4101                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4102                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4103                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4104                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4105                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4106                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4107                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4108                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4109                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4110                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4111                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4112                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4113                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4114                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4115                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4116                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4117                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4118                 p->fp_Texture_ShadowMapRect      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4119                 p->fp_Texture_ShadowMapCube      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4120                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4121                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4122                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4123                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4124                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4125                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4126                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4127                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4128                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4129                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4130                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4131                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4132                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4133                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4134                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4135                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4136                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4137                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4138                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4139                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4140                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4141                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4142                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4143                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4144                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4145                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4146                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4147                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4148                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4149                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4150                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4151                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4152                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4153                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4154                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4155                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4156                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4157                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4158                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4159                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4160                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4161                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4162                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4163                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4164                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4165                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4166                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4167                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4168                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4169                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4170                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4171                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4172                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4173                 CHECKCGERROR
4174         }
4175
4176         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4177                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4178         else
4179                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4180
4181         // free the strings
4182         if (vertstring)
4183                 Mem_Free(vertstring);
4184         if (geomstring)
4185                 Mem_Free(geomstring);
4186         if (fragstring)
4187                 Mem_Free(fragstring);
4188         if (vertexstring)
4189                 Mem_Free(vertexstring);
4190         if (geometrystring)
4191                 Mem_Free(geometrystring);
4192         if (fragmentstring)
4193                 Mem_Free(fragmentstring);
4194 }
4195
4196 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4197 {
4198         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4199         CHECKGLERROR
4200         CHECKCGERROR
4201         if (r_cg_permutation != perm)
4202         {
4203                 r_cg_permutation = perm;
4204                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4205                 {
4206                         if (!r_cg_permutation->compiled)
4207                                 R_CG_CompilePermutation(perm, mode, permutation);
4208                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4209                         {
4210                                 // remove features until we find a valid permutation
4211                                 int i;
4212                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4213                                 {
4214                                         // reduce i more quickly whenever it would not remove any bits
4215                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4216                                         if (!(permutation & j))
4217                                                 continue;
4218                                         permutation -= j;
4219                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4220                                         if (!r_cg_permutation->compiled)
4221                                                 R_CG_CompilePermutation(perm, mode, permutation);
4222                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4223                                                 break;
4224                                 }
4225                                 if (i >= SHADERPERMUTATION_COUNT)
4226                                 {
4227                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4228                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4229                                         return; // no bit left to clear, entire mode is broken
4230                                 }
4231                         }
4232                 }
4233                 CHECKGLERROR
4234                 CHECKCGERROR
4235                 if (r_cg_permutation->vprogram)
4236                 {
4237                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4238                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4239                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4240                 }
4241                 else
4242                 {
4243                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4244                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4245                 }
4246                 if (r_cg_permutation->fprogram)
4247                 {
4248                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4249                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4250                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4251                 }
4252                 else
4253                 {
4254                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4255                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4256                 }
4257         }
4258         CHECKCGERROR
4259         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4260         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4261         if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4262 }
4263
4264 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4265 {
4266         cgGLSetTextureParameter(param, R_GetTexture(tex));
4267         cgGLEnableTextureParameter(param);
4268 }
4269 #endif
4270
4271 void R_GLSL_Restart_f(void)
4272 {
4273         unsigned int i, limit;
4274         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4275                 Mem_Free(glslshaderstring);
4276         glslshaderstring = NULL;
4277         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4278                 Mem_Free(cgshaderstring);
4279         cgshaderstring = NULL;
4280         switch(vid.renderpath)
4281         {
4282         case RENDERPATH_GL20:
4283                 {
4284                         r_glsl_permutation_t *p;
4285                         r_glsl_permutation = NULL;
4286                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4287                         for (i = 0;i < limit;i++)
4288                         {
4289                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4290                                 {
4291                                         GL_Backend_FreeProgram(p->program);
4292                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4293                                 }
4294                         }
4295                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4296                 }
4297                 break;
4298         case RENDERPATH_CGGL:
4299 #ifdef SUPPORTCG
4300                 {
4301                         r_cg_permutation_t *p;
4302                         r_cg_permutation = NULL;
4303                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4304                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4305                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4306                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4307                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4308                         for (i = 0;i < limit;i++)
4309                         {
4310                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4311                                 {
4312                                         if (p->vprogram)
4313                                                 cgDestroyProgram(p->vprogram);
4314                                         if (p->fprogram)
4315                                                 cgDestroyProgram(p->fprogram);
4316                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4317                                 }
4318                         }
4319                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4320                 }
4321                 break;
4322 #endif
4323         case RENDERPATH_GL13:
4324         case RENDERPATH_GL11:
4325                 break;
4326         }
4327 }
4328
4329 void R_GLSL_DumpShader_f(void)
4330 {
4331         int i;
4332         qfile_t *file;
4333
4334         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4335         if (file)
4336         {
4337                 FS_Print(file, "/* The engine may define the following macros:\n");
4338                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4339                 for (i = 0;i < SHADERMODE_COUNT;i++)
4340                         FS_Print(file, glslshadermodeinfo[i].pretext);
4341                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4342                         FS_Print(file, shaderpermutationinfo[i].pretext);
4343                 FS_Print(file, "*/\n");
4344                 FS_Print(file, builtinshaderstring);
4345                 FS_Close(file);
4346                 Con_Printf("glsl/default.glsl written\n");
4347         }
4348         else
4349                 Con_Printf("failed to write to glsl/default.glsl\n");
4350
4351 #ifdef SUPPORTCG
4352         file = FS_OpenRealFile("cg/default.cg", "w", false);
4353         if (file)
4354         {
4355                 FS_Print(file, "/* The engine may define the following macros:\n");
4356                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4357                 for (i = 0;i < SHADERMODE_COUNT;i++)
4358                         FS_Print(file, cgshadermodeinfo[i].pretext);
4359                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4360                         FS_Print(file, shaderpermutationinfo[i].pretext);
4361                 FS_Print(file, "*/\n");
4362                 FS_Print(file, builtincgshaderstring);
4363                 FS_Close(file);
4364                 Con_Printf("cg/default.cg written\n");
4365         }
4366         else
4367                 Con_Printf("failed to write to cg/default.cg\n");
4368 #endif
4369 }
4370
4371 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4372 {
4373         if (!second)
4374                 texturemode = GL_MODULATE;
4375         switch (vid.renderpath)
4376         {
4377         case RENDERPATH_GL20:
4378                 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))));
4379                 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4380                 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4381                 break;
4382         case RENDERPATH_CGGL:
4383 #ifdef SUPPORTCG
4384                 CHECKCGERROR
4385                 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))));
4386                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4387                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4388 #endif
4389                 break;
4390         case RENDERPATH_GL13:
4391                 R_Mesh_TexBind(0, first );
4392                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4393                 R_Mesh_TexBind(1, second);
4394                 if (second)
4395                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4396                 break;
4397         case RENDERPATH_GL11:
4398                 R_Mesh_TexBind(0, first );
4399                 break;
4400         }
4401 }
4402
4403 void R_SetupShader_DepthOrShadow(void)
4404 {
4405         switch (vid.renderpath)
4406         {
4407         case RENDERPATH_GL20:
4408                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4409                 break;
4410         case RENDERPATH_CGGL:
4411 #ifdef SUPPORTCG
4412                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4413 #endif
4414                 break;
4415         case RENDERPATH_GL13:
4416                 R_Mesh_TexBind(0, 0);
4417                 R_Mesh_TexBind(1, 0);
4418                 break;
4419         case RENDERPATH_GL11:
4420                 R_Mesh_TexBind(0, 0);
4421                 break;
4422         }
4423 }
4424
4425 void R_SetupShader_ShowDepth(void)
4426 {
4427         switch (vid.renderpath)
4428         {
4429         case RENDERPATH_GL20:
4430                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4431                 break;
4432         case RENDERPATH_CGGL:
4433 #ifdef SUPPORTCG
4434                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4435 #endif
4436                 break;
4437         case RENDERPATH_GL13:
4438                 break;
4439         case RENDERPATH_GL11:
4440                 break;
4441         }
4442 }
4443
4444 extern qboolean r_shadow_usingdeferredprepass;
4445 extern cvar_t r_shadow_deferred_8bitrange;
4446 extern rtexture_t *r_shadow_attenuationgradienttexture;
4447 extern rtexture_t *r_shadow_attenuation2dtexture;
4448 extern rtexture_t *r_shadow_attenuation3dtexture;
4449 extern qboolean r_shadow_usingshadowmaprect;
4450 extern qboolean r_shadow_usingshadowmapcube;
4451 extern qboolean r_shadow_usingshadowmap2d;
4452 extern qboolean r_shadow_usingshadowmaportho;
4453 extern float r_shadow_shadowmap_texturescale[2];
4454 extern float r_shadow_shadowmap_parameters[4];
4455 extern qboolean r_shadow_shadowmapvsdct;
4456 extern qboolean r_shadow_shadowmapsampler;
4457 extern int r_shadow_shadowmappcf;
4458 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4459 extern rtexture_t *r_shadow_shadowmap2dtexture;
4460 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4461 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4462 extern matrix4x4_t r_shadow_shadowmapmatrix;
4463 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4464 extern int r_shadow_prepass_width;
4465 extern int r_shadow_prepass_height;
4466 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4467 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4468 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4469 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4470 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4471 {
4472         // select a permutation of the lighting shader appropriate to this
4473         // combination of texture, entity, light source, and fogging, only use the
4474         // minimum features necessary to avoid wasting rendering time in the
4475         // fragment shader on features that are not being used
4476         unsigned int permutation = 0;
4477         unsigned int mode = 0;
4478         float m16f[16];
4479         if (rsurfacepass == RSURFPASS_BACKGROUND)
4480         {
4481                 // distorted background
4482                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4483                         mode = SHADERMODE_WATER;
4484                 else
4485                         mode = SHADERMODE_REFRACTION;
4486                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4487                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4488                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4489                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4490                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4491                 R_Mesh_ColorPointer(NULL, 0, 0);
4492                 GL_AlphaTest(false);
4493                 GL_BlendFunc(GL_ONE, GL_ZERO);
4494         }
4495         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4496         {
4497                 if (r_glsl_offsetmapping.integer)
4498                 {
4499                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4500                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4501                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4502                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4503                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4504                         {
4505                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4506                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4507                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4508                         }
4509                 }
4510                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4511                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4512                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4513                         permutation |= SHADERPERMUTATION_ALPHAKILL;
4514                 // normalmap (deferred prepass), may use alpha test on diffuse
4515                 mode = SHADERMODE_DEFERREDGEOMETRY;
4516                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4517                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4518                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4519                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4520                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4521                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4522                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4523                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4524                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4525                 else
4526                         R_Mesh_ColorPointer(NULL, 0, 0);
4527                 GL_AlphaTest(false);
4528                 GL_BlendFunc(GL_ONE, GL_ZERO);
4529         }
4530         else if (rsurfacepass == RSURFPASS_RTLIGHT)
4531         {
4532                 if (r_glsl_offsetmapping.integer)
4533                 {
4534                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4535                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4536                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4537                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4538                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4539                         {
4540                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4541                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4542                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4543                         }
4544                 }
4545                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4546                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4547                 // light source
4548                 mode = SHADERMODE_LIGHTSOURCE;
4549                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4550                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4551                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4552                         permutation |= SHADERPERMUTATION_CUBEFILTER;
4553                 if (diffusescale > 0)
4554                         permutation |= SHADERPERMUTATION_DIFFUSE;
4555                 if (specularscale > 0)
4556                 {
4557                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4558                         if (r_shadow_glossexact.integer)
4559                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4560                 }
4561                 if (r_refdef.fogenabled)
4562                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4563                 if (rsurface.texture->colormapping)
4564                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4565                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4566                 {
4567                         if (r_shadow_usingshadowmaprect)
4568                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4569                         if (r_shadow_usingshadowmap2d)
4570                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4571                         if (r_shadow_usingshadowmapcube)
4572                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4573                         else if(r_shadow_shadowmapvsdct)
4574                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4575
4576                         if (r_shadow_shadowmapsampler)
4577                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4578                         if (r_shadow_shadowmappcf > 1)
4579                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4580                         else if (r_shadow_shadowmappcf)
4581                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4582                 }
4583                 if (rsurface.texture->reflectmasktexture)
4584                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4585                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4586                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4587                 {
4588                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4589                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4590                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4591                 }
4592                 else
4593                 {
4594                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4595                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4596                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4597                 }
4598                 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4599                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4600                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4601                 else
4602                         R_Mesh_ColorPointer(NULL, 0, 0);
4603                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4604                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4605         }
4606         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4607         {
4608                 if (r_glsl_offsetmapping.integer)
4609                 {
4610                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4611                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4612                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4613                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4614                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4615                         {
4616                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4617                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4618                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4619                         }
4620                 }
4621                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4622                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4623                 // unshaded geometry (fullbright or ambient model lighting)
4624                 mode = SHADERMODE_FLATCOLOR;
4625                 ambientscale = diffusescale = specularscale = 0;
4626                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4627                         permutation |= SHADERPERMUTATION_GLOW;
4628                 if (r_refdef.fogenabled)
4629                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4630                 if (rsurface.texture->colormapping)
4631                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4632                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4633                 {
4634                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4635                         if (r_shadow_usingshadowmaprect)
4636                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4637                         if (r_shadow_usingshadowmap2d)
4638                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4639
4640                         if (r_shadow_shadowmapsampler)
4641                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4642                         if (r_shadow_shadowmappcf > 1)
4643                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4644                         else if (r_shadow_shadowmappcf)
4645                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4646                 }
4647                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4648                         permutation |= SHADERPERMUTATION_REFLECTION;
4649                 if (rsurface.texture->reflectmasktexture)
4650                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4651                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4652                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4653                 {
4654                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4655                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4656                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4657                 }
4658                 else
4659                 {
4660                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4661                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4662                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4663                 }
4664                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4665                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4666                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4667                 else
4668                         R_Mesh_ColorPointer(NULL, 0, 0);
4669                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4670                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4671         }
4672         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4673         {
4674                 if (r_glsl_offsetmapping.integer)
4675                 {
4676                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4677                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4678                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4679                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4680                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4681                         {
4682                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4683                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4684                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4685                         }
4686                 }
4687                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4688                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4689                 // directional model lighting
4690                 mode = SHADERMODE_LIGHTDIRECTION;
4691                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4692                         permutation |= SHADERPERMUTATION_GLOW;
4693                 permutation |= SHADERPERMUTATION_DIFFUSE;
4694                 if (specularscale > 0)
4695                 {
4696                         permutation |= SHADERPERMUTATION_SPECULAR;
4697                         if (r_shadow_glossexact.integer)
4698                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4699                 }
4700                 if (r_refdef.fogenabled)
4701                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4702                 if (rsurface.texture->colormapping)
4703                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4704                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4705                 {
4706                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4707                         if (r_shadow_usingshadowmaprect)
4708                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4709                         if (r_shadow_usingshadowmap2d)
4710                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4711
4712                         if (r_shadow_shadowmapsampler)
4713                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4714                         if (r_shadow_shadowmappcf > 1)
4715                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4716                         else if (r_shadow_shadowmappcf)
4717                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4718                 }
4719                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4720                         permutation |= SHADERPERMUTATION_REFLECTION;
4721                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4722                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4723                 if (rsurface.texture->reflectmasktexture)
4724                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4725                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4726                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4727                 {
4728                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4729                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4730                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4731                 }
4732                 else
4733                 {
4734                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4735                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4736                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4737                 }
4738                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4739                 R_Mesh_ColorPointer(NULL, 0, 0);
4740                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4741                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4742         }
4743         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4744         {
4745                 if (r_glsl_offsetmapping.integer)
4746                 {
4747                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4748                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4749                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4750                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4751                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4752                         {
4753                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4754                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4755                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4756                         }
4757                 }
4758                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4759                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4760                 // ambient model lighting
4761                 mode = SHADERMODE_LIGHTDIRECTION;
4762                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4763                         permutation |= SHADERPERMUTATION_GLOW;
4764                 if (r_refdef.fogenabled)
4765                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4766                 if (rsurface.texture->colormapping)
4767                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4768                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4769                 {
4770                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4771                         if (r_shadow_usingshadowmaprect)
4772                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4773                         if (r_shadow_usingshadowmap2d)
4774                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4775
4776                         if (r_shadow_shadowmapsampler)
4777                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4778                         if (r_shadow_shadowmappcf > 1)
4779                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4780                         else if (r_shadow_shadowmappcf)
4781                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4782                 }
4783                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4784                         permutation |= SHADERPERMUTATION_REFLECTION;
4785                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4786                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4787                 if (rsurface.texture->reflectmasktexture)
4788                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4789                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4790                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4791                 {
4792                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4793                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4794                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4795                 }
4796                 else
4797                 {
4798                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4799                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4800                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4801                 }
4802                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4803                 R_Mesh_ColorPointer(NULL, 0, 0);
4804                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4805                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4806         }
4807         else
4808         {
4809                 if (r_glsl_offsetmapping.integer)
4810                 {
4811                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4812                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4813                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4814                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4815                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4816                         {
4817                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4818                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4819                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4820                         }
4821                 }
4822                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4823                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4824                 // lightmapped wall
4825                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4826                         permutation |= SHADERPERMUTATION_GLOW;
4827                 if (r_refdef.fogenabled)
4828                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4829                 if (rsurface.texture->colormapping)
4830                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4831                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4832                 {
4833                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4834                         if (r_shadow_usingshadowmaprect)
4835                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4836                         if (r_shadow_usingshadowmap2d)
4837                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4838
4839                         if (r_shadow_shadowmapsampler)
4840                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4841                         if (r_shadow_shadowmappcf > 1)
4842                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4843                         else if (r_shadow_shadowmappcf)
4844                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4845                 }
4846                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4847                         permutation |= SHADERPERMUTATION_REFLECTION;
4848                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4849                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4850                 if (rsurface.texture->reflectmasktexture)
4851                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4852                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4853                 {
4854                         // deluxemapping (light direction texture)
4855                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4856                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4857                         else
4858                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4859                         permutation |= SHADERPERMUTATION_DIFFUSE;
4860                         if (specularscale > 0)
4861                         {
4862                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4863                                 if (r_shadow_glossexact.integer)
4864                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4865                         }
4866                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4867                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4868                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4869                         else
4870                                 R_Mesh_ColorPointer(NULL, 0, 0);
4871                 }
4872                 else if (r_glsl_deluxemapping.integer >= 2)
4873                 {
4874                         // fake deluxemapping (uniform light direction in tangentspace)
4875                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4876                         permutation |= SHADERPERMUTATION_DIFFUSE;
4877                         if (specularscale > 0)
4878                         {
4879                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4880                                 if (r_shadow_glossexact.integer)
4881                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4882                         }
4883                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4884                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4885                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4886                         else
4887                                 R_Mesh_ColorPointer(NULL, 0, 0);
4888                 }
4889                 else if (rsurface.uselightmaptexture)
4890                 {
4891                         // ordinary lightmapping (q1bsp, q3bsp)
4892                         mode = SHADERMODE_LIGHTMAP;
4893                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4894                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4895                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4896                         else
4897                                 R_Mesh_ColorPointer(NULL, 0, 0);
4898                 }
4899                 else
4900                 {
4901                         // ordinary vertex coloring (q3bsp)
4902                         mode = SHADERMODE_VERTEXCOLOR;
4903                         R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4904                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4905                 }
4906                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4907                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4908                 {
4909                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4910                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4911                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4912                 }
4913                 else
4914                 {
4915                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4916                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4917                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4918                 }
4919                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4920                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4921         }
4922         switch(vid.renderpath)
4923         {
4924         case RENDERPATH_GL20:
4925                 R_SetupShader_SetPermutationGLSL(mode, permutation);
4926                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4927                 if (mode == SHADERMODE_LIGHTSOURCE)
4928                 {
4929                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4930                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4931                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4932                         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);
4933                         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);
4934                         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);
4935         
4936                         // additive passes are only darkened by fog, not tinted
4937                         if (r_glsl_permutation->loc_FogColor >= 0)
4938                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4939                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4940                 }
4941                 else
4942                 {
4943                         if (mode == SHADERMODE_FLATCOLOR)
4944                         {
4945                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4946                         }
4947                         else if (mode == SHADERMODE_LIGHTDIRECTION)
4948                         {
4949                                 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]);
4950                                 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]);
4951                                 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);
4952                                 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);
4953                                 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);
4954                                 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]);
4955                                 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]);
4956                         }
4957                         else
4958                         {
4959                                 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]);
4960                                 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]);
4961                                 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);
4962                                 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);
4963                                 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);
4964                         }
4965                         // additive passes are only darkened by fog, not tinted
4966                         if (r_glsl_permutation->loc_FogColor >= 0)
4967                         {
4968                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4969                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4970                                 else
4971                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4972                         }
4973                         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);
4974                         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]);
4975                         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]);
4976                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4977                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4978                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4979                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4980                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4981                 }
4982                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4983                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4984                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
4985                 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]);
4986                 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]);
4987
4988                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4989                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4990                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4991                 if (r_glsl_permutation->loc_Color_Pants >= 0)
4992                 {
4993                         if (rsurface.texture->pantstexture)
4994                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4995                         else
4996                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4997                 }
4998                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
4999                 {
5000                         if (rsurface.texture->shirttexture)
5001                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5002                         else
5003                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5004                 }
5005                 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]);
5006                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5007                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5008                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5009                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5010                 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]);
5011                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5012
5013         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
5014         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
5015         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
5016                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5017                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5018                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5019                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5020                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5021                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5022                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5023                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5024                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5025                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5026                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5027                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5028                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5029                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_white                                     );
5030                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_blanknormalmap                            );
5031                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5032                 if (r_glsl_permutation->loc_Texture_Refraction      >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , r_texture_white                                     );
5033                 if (r_glsl_permutation->loc_Texture_Reflection      >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , r_texture_white                                     );
5034                 if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5035                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5036                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5037                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5038                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5039                 {
5040                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
5041                         if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture                  );
5042                         if (rsurface.rtlight)
5043                         {
5044                                 if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5045                                 if (r_shadow_usingshadowmapcube)
5046                                         if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5047                                 if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5048                         }
5049                 }
5050                 CHECKGLERROR
5051                 break;
5052         case RENDERPATH_CGGL:
5053 #ifdef SUPPORTCG
5054                 R_SetupShader_SetPermutationCG(mode, permutation);
5055                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5056                 if (mode == SHADERMODE_LIGHTSOURCE)
5057                 {
5058                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5059                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5060                 }
5061                 else
5062                 {
5063                         if (mode == SHADERMODE_LIGHTDIRECTION)
5064                         {
5065                                 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
5066                         }
5067                 }
5068                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5069                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5070                 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5071                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5072                 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
5073                 CHECKGLERROR
5074
5075                 if (mode == SHADERMODE_LIGHTSOURCE)
5076                 {
5077                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5078                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5079                         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
5080                         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
5081                         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
5082
5083                         // additive passes are only darkened by fog, not tinted
5084                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5085                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5086                 }
5087                 else
5088                 {
5089                         if (mode == SHADERMODE_FLATCOLOR)
5090                         {
5091                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5092                         }
5093                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5094                         {
5095                                 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
5096                                 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
5097                                 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
5098                                 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
5099                                 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
5100                                 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
5101                                 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
5102                         }
5103                         else
5104                         {
5105                                 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
5106                                 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
5107                                 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
5108                                 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
5109                                 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
5110                         }
5111                         // additive passes are only darkened by fog, not tinted
5112                         if (r_cg_permutation->fp_FogColor)
5113                         {
5114                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5115                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5116                                 else
5117                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5118                                 CHECKCGERROR
5119                         }
5120                         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
5121                         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
5122                         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
5123                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5124                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5125                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5126                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5127                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5128                 }
5129                 if (r_cg_permutation->fp_ShadowMap_TextureScale) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
5130                 if (r_cg_permutation->fp_ShadowMap_Parameters) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
5131                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5132                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5133                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5134                 if (r_cg_permutation->fp_Color_Pants)
5135                 {
5136                         if (rsurface.texture->pantstexture)
5137                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5138                         else
5139                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5140                         CHECKCGERROR
5141                 }
5142                 if (r_cg_permutation->fp_Color_Shirt)
5143                 {
5144                         if (rsurface.texture->shirttexture)
5145                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5146                         else
5147                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5148                         CHECKCGERROR
5149                 }
5150                 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
5151                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5152                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5153                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5154                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5155                 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
5156                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5157
5158         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
5159         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
5160         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
5161                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
5162                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
5163                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
5164                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
5165                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
5166                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
5167                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
5168                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
5169                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
5170                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
5171                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
5172                 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
5173                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
5174                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , r_texture_white                                     );CHECKCGERROR
5175                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , r_texture_blanknormalmap                            );CHECKCGERROR
5176                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5177                 if (r_cg_permutation->fp_Texture_Refraction     ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction     , r_texture_white                                     );CHECKCGERROR
5178                 if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , r_texture_white                                     );CHECKCGERROR
5179                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5180                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5181                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
5182                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
5183                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5184                 {
5185                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5186                         if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5187                         if (rsurface.rtlight)
5188                         {
5189                                 if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5190                                 if (r_shadow_usingshadowmapcube)
5191                                         if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5192                                 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5193                         }
5194                 }
5195
5196                 CHECKGLERROR
5197 #endif
5198                 break;
5199         case RENDERPATH_GL13:
5200         case RENDERPATH_GL11:
5201                 break;
5202         }
5203 }
5204
5205 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5206 {
5207         // select a permutation of the lighting shader appropriate to this
5208         // combination of texture, entity, light source, and fogging, only use the
5209         // minimum features necessary to avoid wasting rendering time in the
5210         // fragment shader on features that are not being used
5211         unsigned int permutation = 0;
5212         unsigned int mode = 0;
5213         const float *lightcolorbase = rtlight->currentcolor;
5214         float ambientscale = rtlight->ambientscale;
5215         float diffusescale = rtlight->diffusescale;
5216         float specularscale = rtlight->specularscale;
5217         // this is the location of the light in view space
5218         vec3_t viewlightorigin;
5219         // this transforms from view space (camera) to light space (cubemap)
5220         matrix4x4_t viewtolight;
5221         matrix4x4_t lighttoview;
5222         float viewtolight16f[16];
5223         float range = 1.0f / r_shadow_deferred_8bitrange.value;
5224         // light source
5225         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5226         if (rtlight->currentcubemap != r_texture_whitecube)
5227                 permutation |= SHADERPERMUTATION_CUBEFILTER;
5228         if (diffusescale > 0)
5229                 permutation |= SHADERPERMUTATION_DIFFUSE;
5230         if (specularscale > 0)
5231         {
5232                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5233                 if (r_shadow_glossexact.integer)
5234                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5235         }
5236         if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5237         {
5238                 if (r_shadow_usingshadowmaprect)
5239                         permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5240                 if (r_shadow_usingshadowmap2d)
5241                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5242                 if (r_shadow_usingshadowmapcube)
5243                         permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5244                 else if(r_shadow_shadowmapvsdct)
5245                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5246
5247                 if (r_shadow_shadowmapsampler)
5248                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5249                 if (r_shadow_shadowmappcf > 1)
5250                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5251                 else if (r_shadow_shadowmappcf)
5252                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5253         }
5254         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5255         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5256         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5257         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5258         switch(vid.renderpath)
5259         {
5260         case RENDERPATH_GL20:
5261                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5262                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5263                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
5264                 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);
5265                 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);
5266                 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);
5267                 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]);
5268                 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]);
5269                 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));
5270                 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]);
5271                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5272
5273                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
5274                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
5275                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
5276                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
5277                 if (r_glsl_permutation->loc_Texture_ShadowMapRect     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
5278                 if (r_shadow_usingshadowmapcube)
5279                         if (r_glsl_permutation->loc_Texture_ShadowMapCube     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5280                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
5281                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
5282                 break;
5283         case RENDERPATH_CGGL:
5284 #ifdef SUPPORTCG
5285                 R_SetupShader_SetPermutationCG(mode, permutation);
5286                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5287                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5288                 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
5289                 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
5290                 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
5291                 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
5292                 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
5293                 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
5294                 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
5295                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5296
5297                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5298                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5299                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5300                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5301                 if (r_cg_permutation->fp_Texture_ShadowMapRect    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5302                 if (r_shadow_usingshadowmapcube)
5303                         if (r_cg_permutation->fp_Texture_ShadowMapCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5304                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5305                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5306 #endif
5307                 break;
5308         case RENDERPATH_GL13:
5309         case RENDERPATH_GL11:
5310                 break;
5311         }
5312 }
5313
5314 #define SKINFRAME_HASH 1024
5315
5316 typedef struct
5317 {
5318         int loadsequence; // incremented each level change
5319         memexpandablearray_t array;
5320         skinframe_t *hash[SKINFRAME_HASH];
5321 }
5322 r_skinframe_t;
5323 r_skinframe_t r_skinframe;
5324
5325 void R_SkinFrame_PrepareForPurge(void)
5326 {
5327         r_skinframe.loadsequence++;
5328         // wrap it without hitting zero
5329         if (r_skinframe.loadsequence >= 200)
5330                 r_skinframe.loadsequence = 1;
5331 }
5332
5333 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5334 {
5335         if (!skinframe)
5336                 return;
5337         // mark the skinframe as used for the purging code
5338         skinframe->loadsequence = r_skinframe.loadsequence;
5339 }
5340
5341 void R_SkinFrame_Purge(void)
5342 {
5343         int i;
5344         skinframe_t *s;
5345         for (i = 0;i < SKINFRAME_HASH;i++)
5346         {
5347                 for (s = r_skinframe.hash[i];s;s = s->next)
5348                 {
5349                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5350                         {
5351                                 if (s->merged == s->base)
5352                                         s->merged = NULL;
5353                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5354                                 R_PurgeTexture(s->stain );s->stain  = NULL;
5355                                 R_PurgeTexture(s->merged);s->merged = NULL;
5356                                 R_PurgeTexture(s->base  );s->base   = NULL;
5357                                 R_PurgeTexture(s->pants );s->pants  = NULL;
5358                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
5359                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
5360                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
5361                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
5362                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
5363                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
5364                                 s->loadsequence = 0;
5365                         }
5366                 }
5367         }
5368 }
5369
5370 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5371         skinframe_t *item;
5372         char basename[MAX_QPATH];
5373
5374         Image_StripImageExtension(name, basename, sizeof(basename));
5375
5376         if( last == NULL ) {
5377                 int hashindex;
5378                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5379                 item = r_skinframe.hash[hashindex];
5380         } else {
5381                 item = last->next;
5382         }
5383
5384         // linearly search through the hash bucket
5385         for( ; item ; item = item->next ) {
5386                 if( !strcmp( item->basename, basename ) ) {
5387                         return item;
5388                 }
5389         }
5390         return NULL;
5391 }
5392
5393 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5394 {
5395         skinframe_t *item;
5396         int hashindex;
5397         char basename[MAX_QPATH];
5398
5399         Image_StripImageExtension(name, basename, sizeof(basename));
5400
5401         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5402         for (item = r_skinframe.hash[hashindex];item;item = item->next)
5403                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5404                         break;
5405
5406         if (!item) {
5407                 rtexture_t *dyntexture;
5408                 // check whether its a dynamic texture
5409                 dyntexture = CL_GetDynTexture( basename );
5410                 if (!add && !dyntexture)
5411                         return NULL;
5412                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5413                 memset(item, 0, sizeof(*item));
5414                 strlcpy(item->basename, basename, sizeof(item->basename));
5415                 item->base = dyntexture; // either NULL or dyntexture handle
5416                 item->textureflags = textureflags;
5417                 item->comparewidth = comparewidth;
5418                 item->compareheight = compareheight;
5419                 item->comparecrc = comparecrc;
5420                 item->next = r_skinframe.hash[hashindex];
5421                 r_skinframe.hash[hashindex] = item;
5422         }
5423         else if( item->base == NULL )
5424         {
5425                 rtexture_t *dyntexture;
5426                 // check whether its a dynamic texture
5427                 // 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]
5428                 dyntexture = CL_GetDynTexture( basename );
5429                 item->base = dyntexture; // either NULL or dyntexture handle
5430         }
5431
5432         R_SkinFrame_MarkUsed(item);
5433         return item;
5434 }
5435
5436 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5437         { \
5438                 unsigned long long avgcolor[5], wsum; \
5439                 int pix, comp, w; \
5440                 avgcolor[0] = 0; \
5441                 avgcolor[1] = 0; \
5442                 avgcolor[2] = 0; \
5443                 avgcolor[3] = 0; \
5444                 avgcolor[4] = 0; \
5445                 wsum = 0; \
5446                 for(pix = 0; pix < cnt; ++pix) \
5447                 { \
5448                         w = 0; \
5449                         for(comp = 0; comp < 3; ++comp) \
5450                                 w += getpixel; \
5451                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5452                         { \
5453                                 ++wsum; \
5454                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5455                                 w = getpixel; \
5456                                 for(comp = 0; comp < 3; ++comp) \
5457                                         avgcolor[comp] += getpixel * w; \
5458                                 avgcolor[3] += w; \
5459                         } \
5460                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5461                         avgcolor[4] += getpixel; \
5462                 } \
5463                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5464                         avgcolor[3] = 1; \
5465                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5466                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5467                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5468                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5469         }
5470
5471 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5472 {
5473         int j;
5474         unsigned char *pixels;
5475         unsigned char *bumppixels;
5476         unsigned char *basepixels = NULL;
5477         int basepixels_width = 0;
5478         int basepixels_height = 0;
5479         skinframe_t *skinframe;
5480         rtexture_t *ddsbase = NULL;
5481         qboolean ddshasalpha = false;
5482         float ddsavgcolor[4];
5483         char basename[MAX_QPATH];
5484
5485         if (cls.state == ca_dedicated)
5486                 return NULL;
5487
5488         // return an existing skinframe if already loaded
5489         // if loading of the first image fails, don't make a new skinframe as it
5490         // would cause all future lookups of this to be missing
5491         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5492         if (skinframe && skinframe->base)
5493                 return skinframe;
5494
5495         Image_StripImageExtension(name, basename, sizeof(basename));
5496
5497         // check for DDS texture file first
5498         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5499         {
5500                 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
5501                 if (basepixels == NULL)
5502                         return NULL;
5503         }
5504
5505         if (developer_loading.integer)
5506                 Con_Printf("loading skin \"%s\"\n", name);
5507
5508         // we've got some pixels to store, so really allocate this new texture now
5509         if (!skinframe)
5510                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5511         skinframe->stain = NULL;
5512         skinframe->merged = NULL;
5513         skinframe->base = NULL;
5514         skinframe->pants = NULL;
5515         skinframe->shirt = NULL;
5516         skinframe->nmap = NULL;
5517         skinframe->gloss = NULL;
5518         skinframe->glow = NULL;
5519         skinframe->fog = NULL;
5520         skinframe->reflect = NULL;
5521         skinframe->hasalpha = false;
5522
5523         if (ddsbase)
5524         {
5525                 skinframe->base = ddsbase;
5526                 skinframe->hasalpha = ddshasalpha;
5527                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5528                 if (r_loadfog && skinframe->hasalpha)
5529                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5530                 //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]);
5531         }
5532         else
5533         {
5534                 basepixels_width = image_width;
5535                 basepixels_height = image_height;
5536                 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);
5537                 if (textureflags & TEXF_ALPHA)
5538                 {
5539                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5540                         {
5541                                 if (basepixels[j] < 255)
5542                                 {
5543                                         skinframe->hasalpha = true;
5544                                         break;
5545                                 }
5546                         }
5547                         if (r_loadfog && skinframe->hasalpha)
5548                         {
5549                                 // has transparent pixels
5550                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5551                                 for (j = 0;j < image_width * image_height * 4;j += 4)
5552                                 {
5553                                         pixels[j+0] = 255;
5554                                         pixels[j+1] = 255;
5555                                         pixels[j+2] = 255;
5556                                         pixels[j+3] = basepixels[j+3];
5557                                 }
5558                                 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);
5559                                 Mem_Free(pixels);
5560                         }
5561                 }
5562                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5563                 //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]);
5564                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5565                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5566                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5567                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5568         }
5569
5570         if (r_loaddds)
5571         {
5572                 if (r_loadnormalmap)
5573                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5574                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5575                 if (r_loadgloss)
5576                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5577                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5578                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5579                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5580         }
5581
5582         // _norm is the name used by tenebrae and has been adopted as standard
5583         if (r_loadnormalmap && skinframe->nmap == NULL)
5584         {
5585                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
5586                 {
5587                         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);
5588                         Mem_Free(pixels);
5589                         pixels = NULL;
5590                 }
5591                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
5592                 {
5593                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5594                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5595                         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);
5596                         Mem_Free(pixels);
5597                         Mem_Free(bumppixels);
5598                 }
5599                 else if (r_shadow_bumpscale_basetexture.value > 0)
5600                 {
5601                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5602                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5603                         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);
5604                         Mem_Free(pixels);
5605                 }
5606                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5607                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5608         }
5609
5610         // _luma is supported only for tenebrae compatibility
5611         // _glow is the preferred name
5612         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer))))
5613         {
5614                 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);
5615                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5616                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5617                 Mem_Free(pixels);pixels = NULL;
5618         }
5619
5620         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5621         {
5622                 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);
5623                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5624                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5625                 Mem_Free(pixels);
5626                 pixels = NULL;
5627         }
5628
5629         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5630         {
5631                 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);
5632                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5633                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5634                 Mem_Free(pixels);
5635                 pixels = NULL;
5636         }
5637
5638         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5639         {
5640                 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);
5641                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5642                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5643                 Mem_Free(pixels);
5644                 pixels = NULL;
5645         }
5646
5647         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5648         {
5649                 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);
5650                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5651                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5652                 Mem_Free(pixels);
5653                 pixels = NULL;
5654         }
5655
5656         if (basepixels)
5657                 Mem_Free(basepixels);
5658
5659         return skinframe;
5660 }
5661
5662 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5663 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5664 {
5665         int i;
5666         unsigned char *temp1, *temp2;
5667         skinframe_t *skinframe;
5668
5669         if (cls.state == ca_dedicated)
5670                 return NULL;
5671
5672         // if already loaded just return it, otherwise make a new skinframe
5673         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5674         if (skinframe && skinframe->base)
5675                 return skinframe;
5676
5677         skinframe->stain = NULL;
5678         skinframe->merged = NULL;
5679         skinframe->base = NULL;
5680         skinframe->pants = NULL;
5681         skinframe->shirt = NULL;
5682         skinframe->nmap = NULL;
5683         skinframe->gloss = NULL;
5684         skinframe->glow = NULL;
5685         skinframe->fog = NULL;
5686         skinframe->reflect = NULL;
5687         skinframe->hasalpha = false;
5688
5689         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5690         if (!skindata)
5691                 return NULL;
5692
5693         if (developer_loading.integer)
5694                 Con_Printf("loading 32bit skin \"%s\"\n", name);
5695
5696         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5697         {
5698                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5699                 temp2 = temp1 + width * height * 4;
5700                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5701                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5702                 Mem_Free(temp1);
5703         }
5704         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5705         if (textureflags & TEXF_ALPHA)
5706         {
5707                 for (i = 3;i < width * height * 4;i += 4)
5708                 {
5709                         if (skindata[i] < 255)
5710                         {
5711                                 skinframe->hasalpha = true;
5712                                 break;
5713                         }
5714                 }
5715                 if (r_loadfog && skinframe->hasalpha)
5716                 {
5717                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5718                         memcpy(fogpixels, skindata, width * height * 4);
5719                         for (i = 0;i < width * height * 4;i += 4)
5720                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5721                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5722                         Mem_Free(fogpixels);
5723                 }
5724         }
5725
5726         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5727         //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]);
5728
5729         return skinframe;
5730 }
5731
5732 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5733 {
5734         int i;
5735         int featuresmask;
5736         skinframe_t *skinframe;
5737
5738         if (cls.state == ca_dedicated)
5739                 return NULL;
5740
5741         // if already loaded just return it, otherwise make a new skinframe
5742         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5743         if (skinframe && skinframe->base)
5744                 return skinframe;
5745
5746         skinframe->stain = NULL;
5747         skinframe->merged = NULL;
5748         skinframe->base = NULL;
5749         skinframe->pants = NULL;
5750         skinframe->shirt = NULL;
5751         skinframe->nmap = NULL;
5752         skinframe->gloss = NULL;
5753         skinframe->glow = NULL;
5754         skinframe->fog = NULL;
5755         skinframe->reflect = NULL;
5756         skinframe->hasalpha = false;
5757
5758         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5759         if (!skindata)
5760                 return NULL;
5761
5762         if (developer_loading.integer)
5763                 Con_Printf("loading quake skin \"%s\"\n", name);
5764
5765         // 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)
5766         skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5767         memcpy(skinframe->qpixels, skindata, width*height);
5768         skinframe->qwidth = width;
5769         skinframe->qheight = height;
5770
5771         featuresmask = 0;
5772         for (i = 0;i < width * height;i++)
5773                 featuresmask |= palette_featureflags[skindata[i]];
5774
5775         skinframe->hasalpha = false;
5776         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5777         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5778         skinframe->qgeneratemerged = true;
5779         skinframe->qgeneratebase = skinframe->qhascolormapping;
5780         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5781
5782         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5783         //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]);
5784
5785         return skinframe;
5786 }
5787
5788 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5789 {
5790         int width;
5791         int height;
5792         unsigned char *skindata;
5793
5794         if (!skinframe->qpixels)
5795                 return;
5796
5797         if (!skinframe->qhascolormapping)
5798                 colormapped = false;
5799
5800         if (colormapped)
5801         {
5802                 if (!skinframe->qgeneratebase)
5803                         return;
5804         }
5805         else
5806         {
5807                 if (!skinframe->qgeneratemerged)
5808                         return;
5809         }
5810
5811         width = skinframe->qwidth;
5812         height = skinframe->qheight;
5813         skindata = skinframe->qpixels;
5814
5815         if (skinframe->qgeneratenmap)
5816         {
5817                 unsigned char *temp1, *temp2;
5818                 skinframe->qgeneratenmap = false;
5819                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5820                 temp2 = temp1 + width * height * 4;
5821                 // use either a custom palette or the quake palette
5822                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5823                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5824                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5825                 Mem_Free(temp1);
5826         }
5827
5828         if (skinframe->qgenerateglow)
5829         {
5830                 skinframe->qgenerateglow = false;
5831                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5832         }
5833
5834         if (colormapped)
5835         {
5836                 skinframe->qgeneratebase = false;
5837                 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);
5838                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5839                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5840         }
5841         else
5842         {
5843                 skinframe->qgeneratemerged = false;
5844                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5845         }
5846
5847         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5848         {
5849                 Mem_Free(skinframe->qpixels);
5850                 skinframe->qpixels = NULL;
5851         }
5852 }
5853
5854 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)
5855 {
5856         int i;
5857         skinframe_t *skinframe;
5858
5859         if (cls.state == ca_dedicated)
5860                 return NULL;
5861
5862         // if already loaded just return it, otherwise make a new skinframe
5863         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5864         if (skinframe && skinframe->base)
5865                 return skinframe;
5866
5867         skinframe->stain = NULL;
5868         skinframe->merged = NULL;
5869         skinframe->base = NULL;
5870         skinframe->pants = NULL;
5871         skinframe->shirt = NULL;
5872         skinframe->nmap = NULL;
5873         skinframe->gloss = NULL;
5874         skinframe->glow = NULL;
5875         skinframe->fog = NULL;
5876         skinframe->reflect = NULL;
5877         skinframe->hasalpha = false;
5878
5879         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5880         if (!skindata)
5881                 return NULL;
5882
5883         if (developer_loading.integer)
5884                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5885
5886         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5887         if (textureflags & TEXF_ALPHA)
5888         {
5889                 for (i = 0;i < width * height;i++)
5890                 {
5891                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5892                         {
5893                                 skinframe->hasalpha = true;
5894                                 break;
5895                         }
5896                 }
5897                 if (r_loadfog && skinframe->hasalpha)
5898                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5899         }
5900
5901         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5902         //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]);
5903
5904         return skinframe;
5905 }
5906
5907 skinframe_t *R_SkinFrame_LoadMissing(void)
5908 {
5909         skinframe_t *skinframe;
5910
5911         if (cls.state == ca_dedicated)
5912                 return NULL;
5913
5914         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5915         skinframe->stain = NULL;
5916         skinframe->merged = NULL;
5917         skinframe->base = NULL;
5918         skinframe->pants = NULL;
5919         skinframe->shirt = NULL;
5920         skinframe->nmap = NULL;
5921         skinframe->gloss = NULL;
5922         skinframe->glow = NULL;
5923         skinframe->fog = NULL;
5924         skinframe->reflect = NULL;
5925         skinframe->hasalpha = false;
5926
5927         skinframe->avgcolor[0] = rand() / RAND_MAX;
5928         skinframe->avgcolor[1] = rand() / RAND_MAX;
5929         skinframe->avgcolor[2] = rand() / RAND_MAX;
5930         skinframe->avgcolor[3] = 1;
5931
5932         return skinframe;
5933 }
5934
5935 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5936 typedef struct suffixinfo_s
5937 {
5938         char *suffix;
5939         qboolean flipx, flipy, flipdiagonal;
5940 }
5941 suffixinfo_t;
5942 static suffixinfo_t suffix[3][6] =
5943 {
5944         {
5945                 {"px",   false, false, false},
5946                 {"nx",   false, false, false},
5947                 {"py",   false, false, false},
5948                 {"ny",   false, false, false},
5949                 {"pz",   false, false, false},
5950                 {"nz",   false, false, false}
5951         },
5952         {
5953                 {"posx", false, false, false},
5954                 {"negx", false, false, false},
5955                 {"posy", false, false, false},
5956                 {"negy", false, false, false},
5957                 {"posz", false, false, false},
5958                 {"negz", false, false, false}
5959         },
5960         {
5961                 {"rt",    true, false,  true},
5962                 {"lf",   false,  true,  true},
5963                 {"ft",    true,  true, false},
5964                 {"bk",   false, false, false},
5965                 {"up",    true, false,  true},
5966                 {"dn",    true, false,  true}
5967         }
5968 };
5969
5970 static int componentorder[4] = {0, 1, 2, 3};
5971
5972 rtexture_t *R_LoadCubemap(const char *basename)
5973 {
5974         int i, j, cubemapsize;
5975         unsigned char *cubemappixels, *image_buffer;
5976         rtexture_t *cubemaptexture;
5977         char name[256];
5978         // must start 0 so the first loadimagepixels has no requested width/height
5979         cubemapsize = 0;
5980         cubemappixels = NULL;
5981         cubemaptexture = NULL;
5982         // keep trying different suffix groups (posx, px, rt) until one loads
5983         for (j = 0;j < 3 && !cubemappixels;j++)
5984         {
5985                 // load the 6 images in the suffix group
5986                 for (i = 0;i < 6;i++)
5987                 {
5988                         // generate an image name based on the base and and suffix
5989                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
5990                         // load it
5991                         if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
5992                         {
5993                                 // an image loaded, make sure width and height are equal
5994                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
5995                                 {
5996                                         // if this is the first image to load successfully, allocate the cubemap memory
5997                                         if (!cubemappixels && image_width >= 1)
5998                                         {
5999                                                 cubemapsize = image_width;
6000                                                 // note this clears to black, so unavailable sides are black
6001                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6002                                         }
6003                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6004                                         if (cubemappixels)
6005                                                 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);
6006                                 }
6007                                 else
6008                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6009                                 // free the image
6010                                 Mem_Free(image_buffer);
6011                         }
6012                 }
6013         }
6014         // if a cubemap loaded, upload it
6015         if (cubemappixels)
6016         {
6017                 if (developer_loading.integer)
6018                         Con_Printf("loading cubemap \"%s\"\n", basename);
6019
6020                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
6021                 Mem_Free(cubemappixels);
6022         }
6023         else
6024         {
6025                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6026                 if (developer_loading.integer)
6027                 {
6028                         Con_Printf("(tried tried images ");
6029                         for (j = 0;j < 3;j++)
6030                                 for (i = 0;i < 6;i++)
6031                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6032                         Con_Print(" and was unable to find any of them).\n");
6033                 }
6034         }
6035         return cubemaptexture;
6036 }
6037
6038 rtexture_t *R_GetCubemap(const char *basename)
6039 {
6040         int i;
6041         for (i = 0;i < r_texture_numcubemaps;i++)
6042                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6043                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6044         if (i >= MAX_CUBEMAPS)
6045                 return r_texture_whitecube;
6046         r_texture_numcubemaps++;
6047         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6048         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6049         return r_texture_cubemaps[i].texture;
6050 }
6051
6052 void R_FreeCubemaps(void)
6053 {
6054         int i;
6055         for (i = 0;i < r_texture_numcubemaps;i++)
6056         {
6057                 if (developer_loading.integer)
6058                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6059                 if (r_texture_cubemaps[i].texture)
6060                         R_FreeTexture(r_texture_cubemaps[i].texture);
6061         }
6062         r_texture_numcubemaps = 0;
6063 }
6064
6065 void R_Main_FreeViewCache(void)
6066 {
6067         if (r_refdef.viewcache.entityvisible)
6068                 Mem_Free(r_refdef.viewcache.entityvisible);
6069         if (r_refdef.viewcache.world_pvsbits)
6070                 Mem_Free(r_refdef.viewcache.world_pvsbits);
6071         if (r_refdef.viewcache.world_leafvisible)
6072                 Mem_Free(r_refdef.viewcache.world_leafvisible);
6073         if (r_refdef.viewcache.world_surfacevisible)
6074                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6075         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6076 }
6077
6078 void R_Main_ResizeViewCache(void)
6079 {
6080         int numentities = r_refdef.scene.numentities;
6081         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6082         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6083         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6084         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6085         if (r_refdef.viewcache.maxentities < numentities)
6086         {
6087                 r_refdef.viewcache.maxentities = numentities;
6088                 if (r_refdef.viewcache.entityvisible)
6089                         Mem_Free(r_refdef.viewcache.entityvisible);
6090                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6091         }
6092         if (r_refdef.viewcache.world_numclusters != numclusters)
6093         {
6094                 r_refdef.viewcache.world_numclusters = numclusters;
6095                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6096                 if (r_refdef.viewcache.world_pvsbits)
6097                         Mem_Free(r_refdef.viewcache.world_pvsbits);
6098                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6099         }
6100         if (r_refdef.viewcache.world_numleafs != numleafs)
6101         {
6102                 r_refdef.viewcache.world_numleafs = numleafs;
6103                 if (r_refdef.viewcache.world_leafvisible)
6104                         Mem_Free(r_refdef.viewcache.world_leafvisible);
6105                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6106         }
6107         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6108         {
6109                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6110                 if (r_refdef.viewcache.world_surfacevisible)
6111                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
6112                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6113         }
6114 }
6115
6116 extern rtexture_t *loadingscreentexture;
6117 void gl_main_start(void)
6118 {
6119         loadingscreentexture = NULL;
6120         r_texture_blanknormalmap = NULL;
6121         r_texture_white = NULL;
6122         r_texture_grey128 = NULL;
6123         r_texture_black = NULL;
6124         r_texture_whitecube = NULL;
6125         r_texture_normalizationcube = NULL;
6126         r_texture_fogattenuation = NULL;
6127         r_texture_gammaramps = NULL;
6128         r_texture_numcubemaps = 0;
6129
6130         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6131         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6132
6133         switch(vid.renderpath)
6134         {
6135         case RENDERPATH_GL20:
6136         case RENDERPATH_CGGL:
6137                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6138                 Cvar_SetValueQuick(&gl_combine, 1);
6139                 Cvar_SetValueQuick(&r_glsl, 1);
6140                 r_loadnormalmap = true;
6141                 r_loadgloss = true;
6142                 r_loadfog = false;
6143                 break;
6144         case RENDERPATH_GL13:
6145                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6146                 Cvar_SetValueQuick(&gl_combine, 1);
6147                 Cvar_SetValueQuick(&r_glsl, 0);
6148                 r_loadnormalmap = false;
6149                 r_loadgloss = false;
6150                 r_loadfog = true;
6151                 break;
6152         case RENDERPATH_GL11:
6153                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6154                 Cvar_SetValueQuick(&gl_combine, 0);
6155                 Cvar_SetValueQuick(&r_glsl, 0);
6156                 r_loadnormalmap = false;
6157                 r_loadgloss = false;
6158                 r_loadfog = true;
6159                 break;
6160         }
6161
6162         R_AnimCache_Free();
6163         R_FrameData_Reset();
6164
6165         r_numqueries = 0;
6166         r_maxqueries = 0;
6167         memset(r_queries, 0, sizeof(r_queries));
6168
6169         r_qwskincache = NULL;
6170         r_qwskincache_size = 0;
6171
6172         // set up r_skinframe loading system for textures
6173         memset(&r_skinframe, 0, sizeof(r_skinframe));
6174         r_skinframe.loadsequence = 1;
6175         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6176
6177         r_main_texturepool = R_AllocTexturePool();
6178         R_BuildBlankTextures();
6179         R_BuildNoTexture();
6180         if (vid.support.arb_texture_cube_map)
6181         {
6182                 R_BuildWhiteCube();
6183                 R_BuildNormalizationCube();
6184         }
6185         r_texture_fogattenuation = NULL;
6186         r_texture_gammaramps = NULL;
6187         //r_texture_fogintensity = NULL;
6188         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6189         memset(&r_waterstate, 0, sizeof(r_waterstate));
6190         r_glsl_permutation = NULL;
6191         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6192         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6193         glslshaderstring = NULL;
6194 #ifdef SUPPORTCG
6195         r_cg_permutation = NULL;
6196         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6197         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6198         cgshaderstring = NULL;
6199 #endif
6200         memset(&r_svbsp, 0, sizeof (r_svbsp));
6201
6202         r_refdef.fogmasktable_density = 0;
6203 }
6204
6205 void gl_main_shutdown(void)
6206 {
6207         R_AnimCache_Free();
6208         R_FrameData_Reset();
6209
6210         R_Main_FreeViewCache();
6211
6212         if (r_maxqueries)
6213                 qglDeleteQueriesARB(r_maxqueries, r_queries);
6214
6215         r_numqueries = 0;
6216         r_maxqueries = 0;
6217         memset(r_queries, 0, sizeof(r_queries));
6218
6219         r_qwskincache = NULL;
6220         r_qwskincache_size = 0;
6221
6222         // clear out the r_skinframe state
6223         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6224         memset(&r_skinframe, 0, sizeof(r_skinframe));
6225
6226         if (r_svbsp.nodes)
6227                 Mem_Free(r_svbsp.nodes);
6228         memset(&r_svbsp, 0, sizeof (r_svbsp));
6229         R_FreeTexturePool(&r_main_texturepool);
6230         loadingscreentexture = NULL;
6231         r_texture_blanknormalmap = NULL;
6232         r_texture_white = NULL;
6233         r_texture_grey128 = NULL;
6234         r_texture_black = NULL;
6235         r_texture_whitecube = NULL;
6236         r_texture_normalizationcube = NULL;
6237         r_texture_fogattenuation = NULL;
6238         r_texture_gammaramps = NULL;
6239         r_texture_numcubemaps = 0;
6240         //r_texture_fogintensity = NULL;
6241         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6242         memset(&r_waterstate, 0, sizeof(r_waterstate));
6243         r_glsl_permutation = NULL;
6244         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6245         glslshaderstring = NULL;
6246 #ifdef SUPPORTCG
6247         r_cg_permutation = NULL;
6248         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6249         cgshaderstring = NULL;
6250 #endif
6251         R_GLSL_Restart_f();
6252 }
6253
6254 extern void CL_ParseEntityLump(char *entitystring);
6255 void gl_main_newmap(void)
6256 {
6257         // FIXME: move this code to client
6258         int l;
6259         char *entities, entname[MAX_QPATH];
6260         if (r_qwskincache)
6261                 Mem_Free(r_qwskincache);
6262         r_qwskincache = NULL;
6263         r_qwskincache_size = 0;
6264         if (cl.worldmodel)
6265         {
6266                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6267                 l = (int)strlen(entname) - 4;
6268                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6269                 {
6270                         memcpy(entname + l, ".ent", 5);
6271                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6272                         {
6273                                 CL_ParseEntityLump(entities);
6274                                 Mem_Free(entities);
6275                                 return;
6276                         }
6277                 }
6278                 if (cl.worldmodel->brush.entities)
6279                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
6280         }
6281         R_Main_FreeViewCache();
6282
6283         R_FrameData_Reset();
6284 }
6285
6286 void GL_Main_Init(void)
6287 {
6288         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6289
6290         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6291         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6292         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6293         if (gamemode == GAME_NEHAHRA)
6294         {
6295                 Cvar_RegisterVariable (&gl_fogenable);
6296                 Cvar_RegisterVariable (&gl_fogdensity);
6297                 Cvar_RegisterVariable (&gl_fogred);
6298                 Cvar_RegisterVariable (&gl_foggreen);
6299                 Cvar_RegisterVariable (&gl_fogblue);
6300                 Cvar_RegisterVariable (&gl_fogstart);
6301                 Cvar_RegisterVariable (&gl_fogend);
6302                 Cvar_RegisterVariable (&gl_skyclip);
6303         }
6304         Cvar_RegisterVariable(&r_motionblur);
6305         Cvar_RegisterVariable(&r_motionblur_maxblur);
6306         Cvar_RegisterVariable(&r_motionblur_bmin);
6307         Cvar_RegisterVariable(&r_motionblur_vmin);
6308         Cvar_RegisterVariable(&r_motionblur_vmax);
6309         Cvar_RegisterVariable(&r_motionblur_vcoeff);
6310         Cvar_RegisterVariable(&r_motionblur_randomize);
6311         Cvar_RegisterVariable(&r_damageblur);
6312         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6313         Cvar_RegisterVariable(&r_equalize_entities_minambient);
6314         Cvar_RegisterVariable(&r_equalize_entities_by);
6315         Cvar_RegisterVariable(&r_equalize_entities_to);
6316         Cvar_RegisterVariable(&r_depthfirst);
6317         Cvar_RegisterVariable(&r_useinfinitefarclip);
6318         Cvar_RegisterVariable(&r_farclip_base);
6319         Cvar_RegisterVariable(&r_farclip_world);
6320         Cvar_RegisterVariable(&r_nearclip);
6321         Cvar_RegisterVariable(&r_showbboxes);
6322         Cvar_RegisterVariable(&r_showsurfaces);
6323         Cvar_RegisterVariable(&r_showtris);
6324         Cvar_RegisterVariable(&r_shownormals);
6325         Cvar_RegisterVariable(&r_showlighting);
6326         Cvar_RegisterVariable(&r_showshadowvolumes);
6327         Cvar_RegisterVariable(&r_showcollisionbrushes);
6328         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6329         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6330         Cvar_RegisterVariable(&r_showdisabledepthtest);
6331         Cvar_RegisterVariable(&r_drawportals);
6332         Cvar_RegisterVariable(&r_drawentities);
6333         Cvar_RegisterVariable(&r_cullentities_trace);
6334         Cvar_RegisterVariable(&r_cullentities_trace_samples);
6335         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6336         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6337         Cvar_RegisterVariable(&r_cullentities_trace_delay);
6338         Cvar_RegisterVariable(&r_drawviewmodel);
6339         Cvar_RegisterVariable(&r_speeds);
6340         Cvar_RegisterVariable(&r_fullbrights);
6341         Cvar_RegisterVariable(&r_wateralpha);
6342         Cvar_RegisterVariable(&r_dynamic);
6343         Cvar_RegisterVariable(&r_fullbright);
6344         Cvar_RegisterVariable(&r_shadows);
6345         Cvar_RegisterVariable(&r_shadows_darken);
6346         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6347         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6348         Cvar_RegisterVariable(&r_shadows_throwdistance);
6349         Cvar_RegisterVariable(&r_shadows_throwdirection);
6350         Cvar_RegisterVariable(&r_shadows_focus);
6351         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6352         Cvar_RegisterVariable(&r_q1bsp_skymasking);
6353         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6354         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6355         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6356         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6357         Cvar_RegisterVariable(&r_fog_exp2);
6358         Cvar_RegisterVariable(&r_drawfog);
6359         Cvar_RegisterVariable(&r_transparentdepthmasking);
6360         Cvar_RegisterVariable(&r_texture_dds_load);
6361         Cvar_RegisterVariable(&r_texture_dds_save);
6362         Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6363         Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6364         Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6365         Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6366         Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6367         Cvar_RegisterVariable(&r_textureunits);
6368         Cvar_RegisterVariable(&gl_combine);
6369         Cvar_RegisterVariable(&r_glsl);
6370         Cvar_RegisterVariable(&r_glsl_deluxemapping);
6371         Cvar_RegisterVariable(&r_glsl_offsetmapping);
6372         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6373         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6374         Cvar_RegisterVariable(&r_glsl_postprocess);
6375         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6376         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6377         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6378         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6379         Cvar_RegisterVariable(&r_water);
6380         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6381         Cvar_RegisterVariable(&r_water_clippingplanebias);
6382         Cvar_RegisterVariable(&r_water_refractdistort);
6383         Cvar_RegisterVariable(&r_water_reflectdistort);
6384         Cvar_RegisterVariable(&r_lerpsprites);
6385         Cvar_RegisterVariable(&r_lerpmodels);
6386         Cvar_RegisterVariable(&r_lerplightstyles);
6387         Cvar_RegisterVariable(&r_waterscroll);
6388         Cvar_RegisterVariable(&r_bloom);
6389         Cvar_RegisterVariable(&r_bloom_colorscale);
6390         Cvar_RegisterVariable(&r_bloom_brighten);
6391         Cvar_RegisterVariable(&r_bloom_blur);
6392         Cvar_RegisterVariable(&r_bloom_resolution);
6393         Cvar_RegisterVariable(&r_bloom_colorexponent);
6394         Cvar_RegisterVariable(&r_bloom_colorsubtract);
6395         Cvar_RegisterVariable(&r_hdr);
6396         Cvar_RegisterVariable(&r_hdr_scenebrightness);
6397         Cvar_RegisterVariable(&r_hdr_glowintensity);
6398         Cvar_RegisterVariable(&r_hdr_range);
6399         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6400         Cvar_RegisterVariable(&developer_texturelogging);
6401         Cvar_RegisterVariable(&gl_lightmaps);
6402         Cvar_RegisterVariable(&r_test);
6403         Cvar_RegisterVariable(&r_batchmode);
6404         Cvar_RegisterVariable(&r_glsl_saturation);
6405         Cvar_RegisterVariable(&r_framedatasize);
6406         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6407                 Cvar_SetValue("r_fullbrights", 0);
6408         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6409
6410         Cvar_RegisterVariable(&r_track_sprites);
6411         Cvar_RegisterVariable(&r_track_sprites_flags);
6412         Cvar_RegisterVariable(&r_track_sprites_scalew);
6413         Cvar_RegisterVariable(&r_track_sprites_scaleh);
6414         Cvar_RegisterVariable(&r_overheadsprites_perspective);
6415         Cvar_RegisterVariable(&r_overheadsprites_pushback);
6416 }
6417
6418 extern void R_Textures_Init(void);
6419 extern void GL_Draw_Init(void);
6420 extern void GL_Main_Init(void);
6421 extern void R_Shadow_Init(void);
6422 extern void R_Sky_Init(void);
6423 extern void GL_Surf_Init(void);
6424 extern void R_Particles_Init(void);
6425 extern void R_Explosion_Init(void);
6426 extern void gl_backend_init(void);
6427 extern void Sbar_Init(void);
6428 extern void R_LightningBeams_Init(void);
6429 extern void Mod_RenderInit(void);
6430 extern void Font_Init(void);
6431
6432 void Render_Init(void)
6433 {
6434         gl_backend_init();
6435         R_Textures_Init();
6436         GL_Main_Init();
6437         Font_Init();
6438         GL_Draw_Init();
6439         R_Shadow_Init();
6440         R_Sky_Init();
6441         GL_Surf_Init();
6442         Sbar_Init();
6443         R_Particles_Init();
6444         R_Explosion_Init();
6445         R_LightningBeams_Init();
6446         Mod_RenderInit();
6447 }
6448
6449 /*
6450 ===============
6451 GL_Init
6452 ===============
6453 */
6454 extern char *ENGINE_EXTENSIONS;
6455 void GL_Init (void)
6456 {
6457         gl_renderer = (const char *)qglGetString(GL_RENDERER);
6458         gl_vendor = (const char *)qglGetString(GL_VENDOR);
6459         gl_version = (const char *)qglGetString(GL_VERSION);
6460         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6461
6462         if (!gl_extensions)
6463                 gl_extensions = "";
6464         if (!gl_platformextensions)
6465                 gl_platformextensions = "";
6466
6467         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6468         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6469         Con_Printf("GL_VERSION: %s\n", gl_version);
6470         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6471         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6472
6473         VID_CheckExtensions();
6474
6475         // LordHavoc: report supported extensions
6476         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6477
6478         // clear to black (loading plaque will be seen over this)
6479         CHECKGLERROR
6480         qglClearColor(0,0,0,1);CHECKGLERROR
6481         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6482 }
6483
6484 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6485 {
6486         int i;
6487         mplane_t *p;
6488         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6489         {
6490                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6491                 if (i == 4)
6492                         continue;
6493                 p = r_refdef.view.frustum + i;
6494                 switch(p->signbits)
6495                 {
6496                 default:
6497                 case 0:
6498                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6499                                 return true;
6500                         break;
6501                 case 1:
6502                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6503                                 return true;
6504                         break;
6505                 case 2:
6506                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6507                                 return true;
6508                         break;
6509                 case 3:
6510                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6511                                 return true;
6512                         break;
6513                 case 4:
6514                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6515                                 return true;
6516                         break;
6517                 case 5:
6518                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6519                                 return true;
6520                         break;
6521                 case 6:
6522                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6523                                 return true;
6524                         break;
6525                 case 7:
6526                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6527                                 return true;
6528                         break;
6529                 }
6530         }
6531         return false;
6532 }
6533
6534 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6535 {
6536         int i;
6537         const mplane_t *p;
6538         for (i = 0;i < numplanes;i++)
6539         {
6540                 p = planes + i;
6541                 switch(p->signbits)
6542                 {
6543                 default:
6544                 case 0:
6545                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6546                                 return true;
6547                         break;
6548                 case 1:
6549                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6550                                 return true;
6551                         break;
6552                 case 2:
6553                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6554                                 return true;
6555                         break;
6556                 case 3:
6557                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6558                                 return true;
6559                         break;
6560                 case 4:
6561                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6562                                 return true;
6563                         break;
6564                 case 5:
6565                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6566                                 return true;
6567                         break;
6568                 case 6:
6569                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6570                                 return true;
6571                         break;
6572                 case 7:
6573                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6574                                 return true;
6575                         break;
6576                 }
6577         }
6578         return false;
6579 }
6580
6581 //==================================================================================
6582
6583 // LordHavoc: this stores temporary data used within the same frame
6584
6585 qboolean r_framedata_failed;
6586 static size_t r_framedata_size;
6587 static size_t r_framedata_current;
6588 static void *r_framedata_base;
6589
6590 void R_FrameData_Reset(void)
6591 {
6592         if (r_framedata_base)
6593                 Mem_Free(r_framedata_base);
6594         r_framedata_base = NULL;
6595         r_framedata_size = 0;
6596         r_framedata_current = 0;
6597         r_framedata_failed = false;
6598 }
6599
6600 void R_FrameData_NewFrame(void)
6601 {
6602         size_t wantedsize;
6603         if (r_framedata_failed)
6604                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6605         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6606         wantedsize = bound(65536, wantedsize, 128*1024*1024);
6607         if (r_framedata_size != wantedsize)
6608         {
6609                 r_framedata_size = wantedsize;
6610                 if (r_framedata_base)
6611                         Mem_Free(r_framedata_base);
6612                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6613         }
6614         r_framedata_current = 0;
6615         r_framedata_failed = false;
6616 }
6617
6618 void *R_FrameData_Alloc(size_t size)
6619 {
6620         void *data;
6621
6622         // align to 16 byte boundary
6623         size = (size + 15) & ~15;
6624         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6625         r_framedata_current += size;
6626
6627         // check overflow
6628         if (r_framedata_current > r_framedata_size)
6629                 r_framedata_failed = true;
6630
6631         // return NULL on everything after a failure
6632         if (r_framedata_failed)
6633                 return NULL;
6634
6635         return data;
6636 }
6637
6638 void *R_FrameData_Store(size_t size, void *data)
6639 {
6640         void *d = R_FrameData_Alloc(size);
6641         if (d)
6642                 memcpy(d, data, size);
6643         return d;
6644 }
6645
6646 //==================================================================================
6647
6648 // LordHavoc: animcache originally written by Echon, rewritten since then
6649
6650 /**
6651  * Animation cache prevents re-generating mesh data for an animated model
6652  * multiple times in one frame for lighting, shadowing, reflections, etc.
6653  */
6654
6655 void R_AnimCache_Free(void)
6656 {
6657 }
6658
6659 void R_AnimCache_ClearCache(void)
6660 {
6661         int i;
6662         entity_render_t *ent;
6663
6664         for (i = 0;i < r_refdef.scene.numentities;i++)
6665         {
6666                 ent = r_refdef.scene.entities[i];
6667                 ent->animcache_vertex3f = NULL;
6668                 ent->animcache_normal3f = NULL;
6669                 ent->animcache_svector3f = NULL;
6670                 ent->animcache_tvector3f = NULL;
6671         }
6672 }
6673
6674 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6675 {
6676         dp_model_t *model = ent->model;
6677         int numvertices;
6678         // see if it's already cached this frame
6679         if (ent->animcache_vertex3f)
6680         {
6681                 // add normals/tangents if needed
6682                 if (wantnormals || wanttangents)
6683                 {
6684                         if (ent->animcache_normal3f)
6685                                 wantnormals = false;
6686                         if (ent->animcache_svector3f)
6687                                 wanttangents = false;
6688                         if (wantnormals || wanttangents)
6689                         {
6690                                 numvertices = model->surfmesh.num_vertices;
6691                                 if (wantnormals)
6692                                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6693                                 if (wanttangents)
6694                                 {
6695                                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6696                                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6697                                 }
6698                                 if (!r_framedata_failed)
6699                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6700                         }
6701                 }
6702         }
6703         else
6704         {
6705                 // see if this ent is worth caching
6706                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6707                         return false;
6708                 // get some memory for this entity and generate mesh data
6709                 numvertices = model->surfmesh.num_vertices;
6710                 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6711                 if (wantnormals)
6712                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6713                 if (wanttangents)
6714                 {
6715                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6716                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6717                 }
6718                 if (!r_framedata_failed)
6719                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6720         }
6721         return !r_framedata_failed;
6722 }
6723
6724 void R_AnimCache_CacheVisibleEntities(void)
6725 {
6726         int i;
6727         qboolean wantnormals = !r_showsurfaces.integer;
6728         qboolean wanttangents = !r_showsurfaces.integer;
6729
6730         switch(vid.renderpath)
6731         {
6732         case RENDERPATH_GL20:
6733         case RENDERPATH_CGGL:
6734                 break;
6735         case RENDERPATH_GL13:
6736         case RENDERPATH_GL11:
6737                 wanttangents = false;
6738                 break;
6739         }
6740
6741         // TODO: thread this
6742         // NOTE: R_PrepareRTLights() also caches entities
6743
6744         for (i = 0;i < r_refdef.scene.numentities;i++)
6745                 if (r_refdef.viewcache.entityvisible[i])
6746                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6747 }
6748
6749 //==================================================================================
6750
6751 static void R_View_UpdateEntityLighting (void)
6752 {
6753         int i;
6754         entity_render_t *ent;
6755         vec3_t tempdiffusenormal, avg;
6756         vec_t f, fa, fd, fdd;
6757         qboolean skipunseen = r_shadows.integer != 1 || R_Shadow_ShadowMappingEnabled();
6758
6759         for (i = 0;i < r_refdef.scene.numentities;i++)
6760         {
6761                 ent = r_refdef.scene.entities[i];
6762
6763                 // skip unseen models
6764                 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6765                         continue;
6766
6767                 // skip bsp models
6768                 if (ent->model && ent->model->brush.num_leafs)
6769                 {
6770                         // TODO: use modellight for r_ambient settings on world?
6771                         VectorSet(ent->modellight_ambient, 0, 0, 0);
6772                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
6773                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
6774                         continue;
6775                 }
6776
6777                 // fetch the lighting from the worldmodel data
6778                 VectorClear(ent->modellight_ambient);
6779                 VectorClear(ent->modellight_diffuse);
6780                 VectorClear(tempdiffusenormal);
6781                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6782                 {
6783                         vec3_t org;
6784                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6785                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6786                         if(ent->flags & RENDER_EQUALIZE)
6787                         {
6788                                 // first fix up ambient lighting...
6789                                 if(r_equalize_entities_minambient.value > 0)
6790                                 {
6791                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6792                                         if(fd > 0)
6793                                         {
6794                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6795                                                 if(fa < r_equalize_entities_minambient.value * fd)
6796                                                 {
6797                                                         // solve:
6798                                                         //   fa'/fd' = minambient
6799                                                         //   fa'+0.25*fd' = fa+0.25*fd
6800                                                         //   ...
6801                                                         //   fa' = fd' * minambient
6802                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
6803                                                         //   ...
6804                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6805                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6806                                                         //   ...
6807                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6808                                                         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
6809                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6810                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6811                                                 }
6812                                         }
6813                                 }
6814
6815                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6816                                 {
6817                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6818                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6819                                         if(f > 0)
6820                                         {
6821                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6822                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6823                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6824                                         }
6825                                 }
6826                         }
6827                 }
6828                 else // highly rare
6829                         VectorSet(ent->modellight_ambient, 1, 1, 1);
6830
6831                 // move the light direction into modelspace coordinates for lighting code
6832                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6833                 if(VectorLength2(ent->modellight_lightdir) == 0)
6834                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6835                 VectorNormalize(ent->modellight_lightdir);
6836         }
6837 }
6838
6839 #define MAX_LINEOFSIGHTTRACES 64
6840
6841 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6842 {
6843         int i;
6844         vec3_t boxmins, boxmaxs;
6845         vec3_t start;
6846         vec3_t end;
6847         dp_model_t *model = r_refdef.scene.worldmodel;
6848
6849         if (!model || !model->brush.TraceLineOfSight)
6850                 return true;
6851
6852         // expand the box a little
6853         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6854         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6855         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6856         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6857         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6858         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6859
6860         // return true if eye is inside enlarged box
6861         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6862                 return true;
6863
6864         // try center
6865         VectorCopy(eye, start);
6866         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6867         if (model->brush.TraceLineOfSight(model, start, end))
6868                 return true;
6869
6870         // try various random positions
6871         for (i = 0;i < numsamples;i++)
6872         {
6873                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6874                 if (model->brush.TraceLineOfSight(model, start, end))
6875                         return true;
6876         }
6877
6878         return false;
6879 }
6880
6881
6882 static void R_View_UpdateEntityVisible (void)
6883 {
6884         int i;
6885         int renderimask;
6886         int samples;
6887         entity_render_t *ent;
6888
6889         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6890                 : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6891                 : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
6892                 :                                                          RENDER_EXTERIORMODEL;
6893         if (!r_drawviewmodel.integer)
6894                 renderimask |= RENDER_VIEWMODEL;
6895         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6896         {
6897                 // worldmodel can check visibility
6898                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6899                 for (i = 0;i < r_refdef.scene.numentities;i++)
6900                 {
6901                         ent = r_refdef.scene.entities[i];
6902                         if (!(ent->flags & renderimask))
6903                         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)))
6904                         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))
6905                                 r_refdef.viewcache.entityvisible[i] = true;
6906                 }
6907                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
6908                 {
6909                         for (i = 0;i < r_refdef.scene.numentities;i++)
6910                         {
6911                                 ent = r_refdef.scene.entities[i];
6912                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6913                                 {
6914                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6915                                         if (samples < 0)
6916                                                 continue; // temp entities do pvs only
6917                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6918                                                 ent->last_trace_visibility = realtime;
6919                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6920                                                 r_refdef.viewcache.entityvisible[i] = 0;
6921                                 }
6922                         }
6923                 }
6924         }
6925         else
6926         {
6927                 // no worldmodel or it can't check visibility
6928                 for (i = 0;i < r_refdef.scene.numentities;i++)
6929                 {
6930                         ent = r_refdef.scene.entities[i];
6931                         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));
6932                 }
6933         }
6934 }
6935
6936 /// only used if skyrendermasked, and normally returns false
6937 int R_DrawBrushModelsSky (void)
6938 {
6939         int i, sky;
6940         entity_render_t *ent;
6941
6942         sky = false;
6943         for (i = 0;i < r_refdef.scene.numentities;i++)
6944         {
6945                 if (!r_refdef.viewcache.entityvisible[i])
6946                         continue;
6947                 ent = r_refdef.scene.entities[i];
6948                 if (!ent->model || !ent->model->DrawSky)
6949                         continue;
6950                 ent->model->DrawSky(ent);
6951                 sky = true;
6952         }
6953         return sky;
6954 }
6955
6956 static void R_DrawNoModel(entity_render_t *ent);
6957 static void R_DrawModels(void)
6958 {
6959         int i;
6960         entity_render_t *ent;
6961
6962         for (i = 0;i < r_refdef.scene.numentities;i++)
6963         {
6964                 if (!r_refdef.viewcache.entityvisible[i])
6965                         continue;
6966                 ent = r_refdef.scene.entities[i];
6967                 r_refdef.stats.entities++;
6968                 if (ent->model && ent->model->Draw != NULL)
6969                         ent->model->Draw(ent);
6970                 else
6971                         R_DrawNoModel(ent);
6972         }
6973 }
6974
6975 static void R_DrawModelsDepth(void)
6976 {
6977         int i;
6978         entity_render_t *ent;
6979
6980         for (i = 0;i < r_refdef.scene.numentities;i++)
6981         {
6982                 if (!r_refdef.viewcache.entityvisible[i])
6983                         continue;
6984                 ent = r_refdef.scene.entities[i];
6985                 if (ent->model && ent->model->DrawDepth != NULL)
6986                         ent->model->DrawDepth(ent);
6987         }
6988 }
6989
6990 static void R_DrawModelsDebug(void)
6991 {
6992         int i;
6993         entity_render_t *ent;
6994
6995         for (i = 0;i < r_refdef.scene.numentities;i++)
6996         {
6997                 if (!r_refdef.viewcache.entityvisible[i])
6998                         continue;
6999                 ent = r_refdef.scene.entities[i];
7000                 if (ent->model && ent->model->DrawDebug != NULL)
7001                         ent->model->DrawDebug(ent);
7002         }
7003 }
7004
7005 static void R_DrawModelsAddWaterPlanes(void)
7006 {
7007         int i;
7008         entity_render_t *ent;
7009
7010         for (i = 0;i < r_refdef.scene.numentities;i++)
7011         {
7012                 if (!r_refdef.viewcache.entityvisible[i])
7013                         continue;
7014                 ent = r_refdef.scene.entities[i];
7015                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7016                         ent->model->DrawAddWaterPlanes(ent);
7017         }
7018 }
7019
7020 static void R_View_SetFrustum(void)
7021 {
7022         int i;
7023         double slopex, slopey;
7024         vec3_t forward, left, up, origin;
7025
7026         // we can't trust r_refdef.view.forward and friends in reflected scenes
7027         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7028
7029 #if 0
7030         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7031         r_refdef.view.frustum[0].normal[1] = 0 - 0;
7032         r_refdef.view.frustum[0].normal[2] = -1 - 0;
7033         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7034         r_refdef.view.frustum[1].normal[1] = 0 + 0;
7035         r_refdef.view.frustum[1].normal[2] = -1 + 0;
7036         r_refdef.view.frustum[2].normal[0] = 0 - 0;
7037         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7038         r_refdef.view.frustum[2].normal[2] = -1 - 0;
7039         r_refdef.view.frustum[3].normal[0] = 0 + 0;
7040         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7041         r_refdef.view.frustum[3].normal[2] = -1 + 0;
7042 #endif
7043
7044 #if 0
7045         zNear = r_refdef.nearclip;
7046         nudge = 1.0 - 1.0 / (1<<23);
7047         r_refdef.view.frustum[4].normal[0] = 0 - 0;
7048         r_refdef.view.frustum[4].normal[1] = 0 - 0;
7049         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7050         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7051         r_refdef.view.frustum[5].normal[0] = 0 + 0;
7052         r_refdef.view.frustum[5].normal[1] = 0 + 0;
7053         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7054         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7055 #endif
7056
7057
7058
7059 #if 0
7060         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7061         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7062         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7063         r_refdef.view.frustum[0].dist = m[15] - m[12];
7064
7065         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7066         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7067         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7068         r_refdef.view.frustum[1].dist = m[15] + m[12];
7069
7070         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7071         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7072         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7073         r_refdef.view.frustum[2].dist = m[15] - m[13];
7074
7075         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7076         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7077         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7078         r_refdef.view.frustum[3].dist = m[15] + m[13];
7079
7080         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7081         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7082         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7083         r_refdef.view.frustum[4].dist = m[15] - m[14];
7084
7085         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7086         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7087         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7088         r_refdef.view.frustum[5].dist = m[15] + m[14];
7089 #endif
7090
7091         if (r_refdef.view.useperspective)
7092         {
7093                 slopex = 1.0 / r_refdef.view.frustum_x;
7094                 slopey = 1.0 / r_refdef.view.frustum_y;
7095                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7096                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
7097                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
7098                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
7099                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7100
7101                 // Leaving those out was a mistake, those were in the old code, and they
7102                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7103                 // I couldn't reproduce it after adding those normalizations. --blub
7104                 VectorNormalize(r_refdef.view.frustum[0].normal);
7105                 VectorNormalize(r_refdef.view.frustum[1].normal);
7106                 VectorNormalize(r_refdef.view.frustum[2].normal);
7107                 VectorNormalize(r_refdef.view.frustum[3].normal);
7108
7109                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7110                 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]);
7111                 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]);
7112                 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]);
7113                 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]);
7114
7115                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7116                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7117                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7118                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7119                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7120         }
7121         else
7122         {
7123                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7124                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7125                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7126                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7127                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7128                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7129                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7130                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7131                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7132                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7133         }
7134         r_refdef.view.numfrustumplanes = 5;
7135
7136         if (r_refdef.view.useclipplane)
7137         {
7138                 r_refdef.view.numfrustumplanes = 6;
7139                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7140         }
7141
7142         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7143                 PlaneClassify(r_refdef.view.frustum + i);
7144
7145         // LordHavoc: note to all quake engine coders, Quake had a special case
7146         // for 90 degrees which assumed a square view (wrong), so I removed it,
7147         // Quake2 has it disabled as well.
7148
7149         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7150         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7151         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7152         //PlaneClassify(&frustum[0]);
7153
7154         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7155         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7156         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7157         //PlaneClassify(&frustum[1]);
7158
7159         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7160         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7161         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7162         //PlaneClassify(&frustum[2]);
7163
7164         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7165         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7166         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7167         //PlaneClassify(&frustum[3]);
7168
7169         // nearclip plane
7170         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7171         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7172         //PlaneClassify(&frustum[4]);
7173 }
7174
7175 void R_View_Update(void)
7176 {
7177         R_Main_ResizeViewCache();
7178         R_View_SetFrustum();
7179         R_View_WorldVisibility(r_refdef.view.useclipplane);
7180         R_View_UpdateEntityVisible();
7181         R_View_UpdateEntityLighting();
7182 }
7183
7184 void R_SetupView(qboolean allowwaterclippingplane)
7185 {
7186         const float *customclipplane = NULL;
7187         float plane[4];
7188         if (r_refdef.view.useclipplane && allowwaterclippingplane)
7189         {
7190                 // LordHavoc: couldn't figure out how to make this approach the
7191                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7192                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7193                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7194                         dist = r_refdef.view.clipplane.dist;
7195                 plane[0] = r_refdef.view.clipplane.normal[0];
7196                 plane[1] = r_refdef.view.clipplane.normal[1];
7197                 plane[2] = r_refdef.view.clipplane.normal[2];
7198                 plane[3] = dist;
7199                 customclipplane = plane;
7200         }
7201
7202         if (!r_refdef.view.useperspective)
7203                 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);
7204         else if (vid.stencil && r_useinfinitefarclip.integer)
7205                 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);
7206         else
7207                 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);
7208         R_SetViewport(&r_refdef.view.viewport);
7209 }
7210
7211 void R_EntityMatrix(const matrix4x4_t *matrix)
7212 {
7213         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7214         {
7215                 gl_modelmatrixchanged = false;
7216                 gl_modelmatrix = *matrix;
7217                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7218                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7219                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7220                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7221                 CHECKGLERROR
7222                 switch(vid.renderpath)
7223                 {
7224                 case RENDERPATH_GL20:
7225                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7226                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7227                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7228                         break;
7229                 case RENDERPATH_CGGL:
7230 #ifdef SUPPORTCG
7231                         CHECKCGERROR
7232                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7233                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7234                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7235 #endif
7236                         break;
7237                 case RENDERPATH_GL13:
7238                 case RENDERPATH_GL11:
7239                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7240                         break;
7241                 }
7242         }
7243 }
7244
7245 void R_ResetViewRendering2D(void)
7246 {
7247         r_viewport_t viewport;
7248         DrawQ_Finish();
7249
7250         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7251         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);
7252         R_SetViewport(&viewport);
7253         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7254         GL_Color(1, 1, 1, 1);
7255         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7256         GL_BlendFunc(GL_ONE, GL_ZERO);
7257         GL_AlphaTest(false);
7258         GL_ScissorTest(false);
7259         GL_DepthMask(false);
7260         GL_DepthRange(0, 1);
7261         GL_DepthTest(false);
7262         R_EntityMatrix(&identitymatrix);
7263         R_Mesh_ResetTextureState();
7264         GL_PolygonOffset(0, 0);
7265         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7266         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7267         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7268         qglStencilMask(~0);CHECKGLERROR
7269         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7270         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7271         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7272 }
7273
7274 void R_ResetViewRendering3D(void)
7275 {
7276         DrawQ_Finish();
7277
7278         R_SetupView(true);
7279         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7280         GL_Color(1, 1, 1, 1);
7281         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7282         GL_BlendFunc(GL_ONE, GL_ZERO);
7283         GL_AlphaTest(false);
7284         GL_ScissorTest(true);
7285         GL_DepthMask(true);
7286         GL_DepthRange(0, 1);
7287         GL_DepthTest(true);
7288         R_EntityMatrix(&identitymatrix);
7289         R_Mesh_ResetTextureState();
7290         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7291         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7292         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7293         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7294         qglStencilMask(~0);CHECKGLERROR
7295         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7296         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7297         GL_CullFace(r_refdef.view.cullface_back);
7298 }
7299
7300 void R_RenderScene(void);
7301 void R_RenderWaterPlanes(void);
7302
7303 static void R_Water_StartFrame(void)
7304 {
7305         int i;
7306         int waterwidth, waterheight, texturewidth, textureheight;
7307         r_waterstate_waterplane_t *p;
7308
7309         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7310                 return;
7311
7312         switch(vid.renderpath)
7313         {
7314         case RENDERPATH_GL20:
7315         case RENDERPATH_CGGL:
7316                 break;
7317         case RENDERPATH_GL13:
7318         case RENDERPATH_GL11:
7319                 return;
7320         }
7321
7322         // set waterwidth and waterheight to the water resolution that will be
7323         // used (often less than the screen resolution for faster rendering)
7324         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7325         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7326
7327         // calculate desired texture sizes
7328         // can't use water if the card does not support the texture size
7329         if (!r_water.integer || r_showsurfaces.integer)
7330                 texturewidth = textureheight = waterwidth = waterheight = 0;
7331         else if (vid.support.arb_texture_non_power_of_two)
7332         {
7333                 texturewidth = waterwidth;
7334                 textureheight = waterheight;
7335         }
7336         else
7337         {
7338                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
7339                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
7340         }
7341
7342         // allocate textures as needed
7343         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
7344         {
7345                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7346                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7347                 {
7348                         if (p->texture_refraction)
7349                                 R_FreeTexture(p->texture_refraction);
7350                         p->texture_refraction = NULL;
7351                         if (p->texture_reflection)
7352                                 R_FreeTexture(p->texture_reflection);
7353                         p->texture_reflection = NULL;
7354                 }
7355                 memset(&r_waterstate, 0, sizeof(r_waterstate));
7356                 r_waterstate.texturewidth = texturewidth;
7357                 r_waterstate.textureheight = textureheight;
7358         }
7359
7360         if (r_waterstate.texturewidth)
7361         {
7362                 r_waterstate.enabled = true;
7363
7364                 // when doing a reduced render (HDR) we want to use a smaller area
7365                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7366                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7367
7368                 // set up variables that will be used in shader setup
7369                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7370                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7371                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7372                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7373         }
7374
7375         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7376         r_waterstate.numwaterplanes = 0;
7377 }
7378
7379 void R_Water_AddWaterPlane(msurface_t *surface)
7380 {
7381         int triangleindex, planeindex;
7382         const int *e;
7383         vec3_t vert[3];
7384         vec3_t normal;
7385         vec3_t center;
7386         mplane_t plane;
7387         r_waterstate_waterplane_t *p;
7388         texture_t *t = R_GetCurrentTexture(surface->texture);
7389         // just use the first triangle with a valid normal for any decisions
7390         VectorClear(normal);
7391         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7392         {
7393                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7394                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7395                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7396                 TriangleNormal(vert[0], vert[1], vert[2], normal);
7397                 if (VectorLength2(normal) >= 0.001)
7398                         break;
7399         }
7400
7401         VectorCopy(normal, plane.normal);
7402         VectorNormalize(plane.normal);
7403         plane.dist = DotProduct(vert[0], plane.normal);
7404         PlaneClassify(&plane);
7405         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7406         {
7407                 // skip backfaces (except if nocullface is set)
7408                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7409                         return;
7410                 VectorNegate(plane.normal, plane.normal);
7411                 plane.dist *= -1;
7412                 PlaneClassify(&plane);
7413         }
7414
7415
7416         // find a matching plane if there is one
7417         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7418                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7419                         break;
7420         if (planeindex >= r_waterstate.maxwaterplanes)
7421                 return; // nothing we can do, out of planes
7422
7423         // if this triangle does not fit any known plane rendered this frame, add one
7424         if (planeindex >= r_waterstate.numwaterplanes)
7425         {
7426                 // store the new plane
7427                 r_waterstate.numwaterplanes++;
7428                 p->plane = plane;
7429                 // clear materialflags and pvs
7430                 p->materialflags = 0;
7431                 p->pvsvalid = false;
7432         }
7433         // merge this surface's materialflags into the waterplane
7434         p->materialflags |= t->currentmaterialflags;
7435         // merge this surface's PVS into the waterplane
7436         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7437         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7438          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7439         {
7440                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7441                 p->pvsvalid = true;
7442         }
7443 }
7444
7445 static void R_Water_ProcessPlanes(void)
7446 {
7447         r_refdef_view_t originalview;
7448         r_refdef_view_t myview;
7449         int planeindex;
7450         r_waterstate_waterplane_t *p;
7451
7452         originalview = r_refdef.view;
7453
7454         // make sure enough textures are allocated
7455         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7456         {
7457                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7458                 {
7459                         if (!p->texture_refraction)
7460                                 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);
7461                         if (!p->texture_refraction)
7462                                 goto error;
7463                 }
7464
7465                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7466                 {
7467                         if (!p->texture_reflection)
7468                                 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);
7469                         if (!p->texture_reflection)
7470                                 goto error;
7471                 }
7472         }
7473
7474         // render views
7475         r_refdef.view = originalview;
7476         r_refdef.view.showdebug = false;
7477         r_refdef.view.width = r_waterstate.waterwidth;
7478         r_refdef.view.height = r_waterstate.waterheight;
7479         r_refdef.view.useclipplane = true;
7480         myview = r_refdef.view;
7481         r_waterstate.renderingscene = true;
7482         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7483         {
7484                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7485                 {
7486                         r_refdef.view = myview;
7487                         // render reflected scene and copy into texture
7488                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7489                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7490                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7491                         r_refdef.view.clipplane = p->plane;
7492                         // reverse the cullface settings for this render
7493                         r_refdef.view.cullface_front = GL_FRONT;
7494                         r_refdef.view.cullface_back = GL_BACK;
7495                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7496                         {
7497                                 r_refdef.view.usecustompvs = true;
7498                                 if (p->pvsvalid)
7499                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7500                                 else
7501                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7502                         }
7503
7504                         R_ResetViewRendering3D();
7505                         R_ClearScreen(r_refdef.fogenabled);
7506                         R_View_Update();
7507                         R_RenderScene();
7508
7509                         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);
7510                 }
7511
7512                 // render the normal view scene and copy into texture
7513                 // (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)
7514                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7515                 {
7516                         r_waterstate.renderingrefraction = true;
7517                         r_refdef.view = myview;
7518                         r_refdef.view.clipplane = p->plane;
7519                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7520                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7521                         PlaneClassify(&r_refdef.view.clipplane);
7522
7523                         R_ResetViewRendering3D();
7524                         R_ClearScreen(r_refdef.fogenabled);
7525                         R_View_Update();
7526                         R_RenderScene();
7527
7528                         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);
7529                         r_waterstate.renderingrefraction = false;
7530                 }
7531
7532         }
7533         r_waterstate.renderingscene = false;
7534         r_refdef.view = originalview;
7535         R_ResetViewRendering3D();
7536         R_ClearScreen(r_refdef.fogenabled);
7537         R_View_Update();
7538         return;
7539 error:
7540         r_refdef.view = originalview;
7541         r_waterstate.renderingscene = false;
7542         Cvar_SetValueQuick(&r_water, 0);
7543         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
7544         return;
7545 }
7546
7547 void R_Bloom_StartFrame(void)
7548 {
7549         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7550
7551         switch(vid.renderpath)
7552         {
7553         case RENDERPATH_GL20:
7554         case RENDERPATH_CGGL:
7555                 break;
7556         case RENDERPATH_GL13:
7557         case RENDERPATH_GL11:
7558                 return;
7559         }
7560
7561         // set bloomwidth and bloomheight to the bloom resolution that will be
7562         // used (often less than the screen resolution for faster rendering)
7563         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7564         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7565         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7566         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7567         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7568
7569         // calculate desired texture sizes
7570         if (vid.support.arb_texture_non_power_of_two)
7571         {
7572                 screentexturewidth = r_refdef.view.width;
7573                 screentextureheight = r_refdef.view.height;
7574                 bloomtexturewidth = r_bloomstate.bloomwidth;
7575                 bloomtextureheight = r_bloomstate.bloomheight;
7576         }
7577         else
7578         {
7579                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
7580                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
7581                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
7582                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
7583         }
7584
7585         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))
7586         {
7587                 Cvar_SetValueQuick(&r_hdr, 0);
7588                 Cvar_SetValueQuick(&r_bloom, 0);
7589                 Cvar_SetValueQuick(&r_motionblur, 0);
7590                 Cvar_SetValueQuick(&r_damageblur, 0);
7591         }
7592
7593         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)))
7594                 screentexturewidth = screentextureheight = 0;
7595         if (!r_hdr.integer && !r_bloom.integer)
7596                 bloomtexturewidth = bloomtextureheight = 0;
7597
7598         // allocate textures as needed
7599         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7600         {
7601                 if (r_bloomstate.texture_screen)
7602                         R_FreeTexture(r_bloomstate.texture_screen);
7603                 r_bloomstate.texture_screen = NULL;
7604                 r_bloomstate.screentexturewidth = screentexturewidth;
7605                 r_bloomstate.screentextureheight = screentextureheight;
7606                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7607                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7608         }
7609         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7610         {
7611                 if (r_bloomstate.texture_bloom)
7612                         R_FreeTexture(r_bloomstate.texture_bloom);
7613                 r_bloomstate.texture_bloom = NULL;
7614                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7615                 r_bloomstate.bloomtextureheight = bloomtextureheight;
7616                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7617                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7618         }
7619
7620         // when doing a reduced render (HDR) we want to use a smaller area
7621         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7622         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7623         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7624         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7625         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7626
7627         // set up a texcoord array for the full resolution screen image
7628         // (we have to keep this around to copy back during final render)
7629         r_bloomstate.screentexcoord2f[0] = 0;
7630         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7631         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7632         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7633         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7634         r_bloomstate.screentexcoord2f[5] = 0;
7635         r_bloomstate.screentexcoord2f[6] = 0;
7636         r_bloomstate.screentexcoord2f[7] = 0;
7637
7638         // set up a texcoord array for the reduced resolution bloom image
7639         // (which will be additive blended over the screen image)
7640         r_bloomstate.bloomtexcoord2f[0] = 0;
7641         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7642         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7643         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7644         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7645         r_bloomstate.bloomtexcoord2f[5] = 0;
7646         r_bloomstate.bloomtexcoord2f[6] = 0;
7647         r_bloomstate.bloomtexcoord2f[7] = 0;
7648
7649         if (r_hdr.integer || r_bloom.integer)
7650         {
7651                 r_bloomstate.enabled = true;
7652                 r_bloomstate.hdr = r_hdr.integer != 0;
7653         }
7654
7655         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);
7656 }
7657
7658 void R_Bloom_CopyBloomTexture(float colorscale)
7659 {
7660         r_refdef.stats.bloom++;
7661
7662         // scale down screen texture to the bloom texture size
7663         CHECKGLERROR
7664         R_SetViewport(&r_bloomstate.viewport);
7665         GL_BlendFunc(GL_ONE, GL_ZERO);
7666         GL_Color(colorscale, colorscale, colorscale, 1);
7667         // TODO: optimize with multitexture or GLSL
7668         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7669         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7670         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7671         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7672
7673         // we now have a bloom image in the framebuffer
7674         // copy it into the bloom image texture for later processing
7675         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);
7676         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7677 }
7678
7679 void R_Bloom_CopyHDRTexture(void)
7680 {
7681         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);
7682         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7683 }
7684
7685 void R_Bloom_MakeTexture(void)
7686 {
7687         int x, range, dir;
7688         float xoffset, yoffset, r, brighten;
7689
7690         r_refdef.stats.bloom++;
7691
7692         R_ResetViewRendering2D();
7693         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7694         R_Mesh_ColorPointer(NULL, 0, 0);
7695
7696         // we have a bloom image in the framebuffer
7697         CHECKGLERROR
7698         R_SetViewport(&r_bloomstate.viewport);
7699
7700         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7701         {
7702                 x *= 2;
7703                 r = bound(0, r_bloom_colorexponent.value / x, 1);
7704                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7705                 GL_Color(r, r, r, 1);
7706                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7707                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7708                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7709                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7710
7711                 // copy the vertically blurred bloom view to a texture
7712                 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);
7713                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7714         }
7715
7716         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7717         brighten = r_bloom_brighten.value;
7718         if (r_hdr.integer)
7719                 brighten *= r_hdr_range.value;
7720         brighten = sqrt(brighten);
7721         if(range >= 1)
7722                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7723         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7724         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7725
7726         for (dir = 0;dir < 2;dir++)
7727         {
7728                 // blend on at multiple vertical offsets to achieve a vertical blur
7729                 // TODO: do offset blends using GLSL
7730                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7731                 GL_BlendFunc(GL_ONE, GL_ZERO);
7732                 for (x = -range;x <= range;x++)
7733                 {
7734                         if (!dir){xoffset = 0;yoffset = x;}
7735                         else {xoffset = x;yoffset = 0;}
7736                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
7737                         yoffset /= (float)r_bloomstate.bloomtextureheight;
7738                         // compute a texcoord array with the specified x and y offset
7739                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7740                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7741                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7742                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7743                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7744                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7745                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7746                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7747                         // this r value looks like a 'dot' particle, fading sharply to
7748                         // black at the edges
7749                         // (probably not realistic but looks good enough)
7750                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7751                         //r = brighten/(range*2+1);
7752                         r = brighten / (range * 2 + 1);
7753                         if(range >= 1)
7754                                 r *= (1 - x*x/(float)(range*range));
7755                         GL_Color(r, r, r, 1);
7756                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7757                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7758                         GL_BlendFunc(GL_ONE, GL_ONE);
7759                 }
7760
7761                 // copy the vertically blurred bloom view to a texture
7762                 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);
7763                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7764         }
7765
7766         // apply subtract last
7767         // (just like it would be in a GLSL shader)
7768         if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7769         {
7770                 GL_BlendFunc(GL_ONE, GL_ZERO);
7771                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7772                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7773                 GL_Color(1, 1, 1, 1);
7774                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7775                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7776
7777                 GL_BlendFunc(GL_ONE, GL_ONE);
7778                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7779                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7780                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7781                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7782                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7783                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7784                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7785
7786                 // copy the darkened bloom view to a texture
7787                 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);
7788                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7789         }
7790 }
7791
7792 void R_HDR_RenderBloomTexture(void)
7793 {
7794         int oldwidth, oldheight;
7795         float oldcolorscale;
7796
7797         oldcolorscale = r_refdef.view.colorscale;
7798         oldwidth = r_refdef.view.width;
7799         oldheight = r_refdef.view.height;
7800         r_refdef.view.width = r_bloomstate.bloomwidth;
7801         r_refdef.view.height = r_bloomstate.bloomheight;
7802
7803         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
7804         // TODO: add exposure compensation features
7805         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7806
7807         r_refdef.view.showdebug = false;
7808         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7809
7810         R_ResetViewRendering3D();
7811
7812         R_ClearScreen(r_refdef.fogenabled);
7813         if (r_timereport_active)
7814                 R_TimeReport("HDRclear");
7815
7816         R_View_Update();
7817         if (r_timereport_active)
7818                 R_TimeReport("visibility");
7819
7820         // only do secondary renders with HDR if r_hdr is 2 or higher
7821         r_waterstate.numwaterplanes = 0;
7822         if (r_waterstate.enabled && r_hdr.integer >= 2)
7823                 R_RenderWaterPlanes();
7824
7825         r_refdef.view.showdebug = true;
7826         R_RenderScene();
7827         r_waterstate.numwaterplanes = 0;
7828
7829         R_ResetViewRendering2D();
7830
7831         R_Bloom_CopyHDRTexture();
7832         R_Bloom_MakeTexture();
7833
7834         // restore the view settings
7835         r_refdef.view.width = oldwidth;
7836         r_refdef.view.height = oldheight;
7837         r_refdef.view.colorscale = oldcolorscale;
7838
7839         R_ResetViewRendering3D();
7840
7841         R_ClearScreen(r_refdef.fogenabled);
7842         if (r_timereport_active)
7843                 R_TimeReport("viewclear");
7844 }
7845
7846 static void R_BlendView(void)
7847 {
7848         unsigned int permutation;
7849         float uservecs[4][4];
7850
7851         switch (vid.renderpath)
7852         {
7853         case RENDERPATH_GL20:
7854         case RENDERPATH_CGGL:
7855                 permutation =
7856                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7857                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7858                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7859                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7860                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7861
7862                 if (r_bloomstate.texture_screen)
7863                 {
7864                         // make sure the buffer is available
7865                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7866
7867                         R_ResetViewRendering2D();
7868                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7869                         R_Mesh_ColorPointer(NULL, 0, 0);
7870
7871                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7872                         {
7873                                 // declare variables
7874                                 float speed;
7875                                 static float avgspeed;
7876
7877                                 speed = VectorLength(cl.movement_velocity);
7878
7879                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7880                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7881
7882                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7883                                 speed = bound(0, speed, 1);
7884                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7885
7886                                 // calculate values into a standard alpha
7887                                 cl.motionbluralpha = 1 - exp(-
7888                                                 (
7889                                                  (r_motionblur.value * speed / 80)
7890                                                  +
7891                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
7892                                                 )
7893                                                 /
7894                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
7895                                            );
7896
7897                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
7898                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
7899                                 // apply the blur
7900                                 if (cl.motionbluralpha > 0)
7901                                 {
7902                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7903                                         GL_Color(1, 1, 1, cl.motionbluralpha);
7904                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7905                                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7906                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7907                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7908                                 }
7909                         }
7910
7911                         // copy view into the screen texture
7912                         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);
7913                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7914                 }
7915                 else if (!r_bloomstate.texture_bloom)
7916                 {
7917                         // we may still have to do view tint...
7918                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7919                         {
7920                                 // apply a color tint to the whole view
7921                                 R_ResetViewRendering2D();
7922                                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7923                                 R_Mesh_ColorPointer(NULL, 0, 0);
7924                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7925                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7926                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7927                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7928                         }
7929                         break; // no screen processing, no bloom, skip it
7930                 }
7931
7932                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
7933                 {
7934                         // render simple bloom effect
7935                         // copy the screen and shrink it and darken it for the bloom process
7936                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
7937                         // make the bloom texture
7938                         R_Bloom_MakeTexture();
7939                 }
7940
7941 #if _MSC_VER >= 1400
7942 #define sscanf sscanf_s
7943 #endif
7944                 memset(uservecs, 0, sizeof(uservecs));
7945                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
7946                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
7947                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
7948                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
7949
7950                 R_ResetViewRendering2D();
7951                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7952                 R_Mesh_ColorPointer(NULL, 0, 0);
7953                 GL_Color(1, 1, 1, 1);
7954                 GL_BlendFunc(GL_ONE, GL_ZERO);
7955                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7956                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7957
7958                 switch(vid.renderpath)
7959                 {
7960                 case RENDERPATH_GL20:
7961                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
7962                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
7963                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
7964                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
7965                         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]);
7966                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
7967                         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]);
7968                         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]);
7969                         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]);
7970                         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]);
7971                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
7972                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
7973                         break;
7974                 case RENDERPATH_CGGL:
7975 #ifdef SUPPORTCG
7976                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
7977                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
7978                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
7979                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
7980                         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
7981                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
7982                         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
7983                         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
7984                         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
7985                         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
7986                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
7987                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
7988 #endif
7989                         break;
7990                 default:
7991                         break;
7992                 }
7993                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7994                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7995                 break;
7996         case RENDERPATH_GL13:
7997         case RENDERPATH_GL11:
7998                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7999                 {
8000                         // apply a color tint to the whole view
8001                         R_ResetViewRendering2D();
8002                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8003                         R_Mesh_ColorPointer(NULL, 0, 0);
8004                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8005                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8006                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8007                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8008                 }
8009                 break;
8010         }
8011 }
8012
8013 matrix4x4_t r_waterscrollmatrix;
8014
8015 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8016 {
8017         if (r_refdef.fog_density)
8018         {
8019                 r_refdef.fogcolor[0] = r_refdef.fog_red;
8020                 r_refdef.fogcolor[1] = r_refdef.fog_green;
8021                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8022
8023                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8024                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8025                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8026                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8027
8028                 {
8029                         vec3_t fogvec;
8030                         VectorCopy(r_refdef.fogcolor, fogvec);
8031                         //   color.rgb *= ContrastBoost * SceneBrightness;
8032                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8033                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8034                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8035                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8036                 }
8037         }
8038 }
8039
8040 void R_UpdateVariables(void)
8041 {
8042         R_Textures_Frame();
8043
8044         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8045
8046         r_refdef.farclip = r_farclip_base.value;
8047         if (r_refdef.scene.worldmodel)
8048                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8049         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8050
8051         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8052                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8053         r_refdef.polygonfactor = 0;
8054         r_refdef.polygonoffset = 0;
8055         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8056         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8057
8058         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8059         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8060         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8061         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8062         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8063         if (r_showsurfaces.integer)
8064         {
8065                 r_refdef.scene.rtworld = false;
8066                 r_refdef.scene.rtworldshadows = false;
8067                 r_refdef.scene.rtdlight = false;
8068                 r_refdef.scene.rtdlightshadows = false;
8069                 r_refdef.lightmapintensity = 0;
8070         }
8071
8072         if (gamemode == GAME_NEHAHRA)
8073         {
8074                 if (gl_fogenable.integer)
8075                 {
8076                         r_refdef.oldgl_fogenable = true;
8077                         r_refdef.fog_density = gl_fogdensity.value;
8078                         r_refdef.fog_red = gl_fogred.value;
8079                         r_refdef.fog_green = gl_foggreen.value;
8080                         r_refdef.fog_blue = gl_fogblue.value;
8081                         r_refdef.fog_alpha = 1;
8082                         r_refdef.fog_start = 0;
8083                         r_refdef.fog_end = gl_skyclip.value;
8084                         r_refdef.fog_height = 1<<30;
8085                         r_refdef.fog_fadedepth = 128;
8086                 }
8087                 else if (r_refdef.oldgl_fogenable)
8088                 {
8089                         r_refdef.oldgl_fogenable = false;
8090                         r_refdef.fog_density = 0;
8091                         r_refdef.fog_red = 0;
8092                         r_refdef.fog_green = 0;
8093                         r_refdef.fog_blue = 0;
8094                         r_refdef.fog_alpha = 0;
8095                         r_refdef.fog_start = 0;
8096                         r_refdef.fog_end = 0;
8097                         r_refdef.fog_height = 1<<30;
8098                         r_refdef.fog_fadedepth = 128;
8099                 }
8100         }
8101
8102         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8103         r_refdef.fog_start = max(0, r_refdef.fog_start);
8104         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8105
8106         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8107
8108         if (r_refdef.fog_density && r_drawfog.integer)
8109         {
8110                 r_refdef.fogenabled = true;
8111                 // this is the point where the fog reaches 0.9986 alpha, which we
8112                 // consider a good enough cutoff point for the texture
8113                 // (0.9986 * 256 == 255.6)
8114                 if (r_fog_exp2.integer)
8115                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8116                 else
8117                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8118                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8119                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8120                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8121                 // fog color was already set
8122                 // update the fog texture
8123                 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)
8124                         R_BuildFogTexture();
8125         }
8126         else
8127                 r_refdef.fogenabled = false;
8128
8129         switch(vid.renderpath)
8130         {
8131         case RENDERPATH_GL20:
8132         case RENDERPATH_CGGL:
8133                 if(v_glslgamma.integer && !vid_gammatables_trivial)
8134                 {
8135                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8136                         {
8137                                 // build GLSL gamma texture
8138 #define RAMPWIDTH 256
8139                                 unsigned short ramp[RAMPWIDTH * 3];
8140                                 unsigned char rampbgr[RAMPWIDTH][4];
8141                                 int i;
8142
8143                                 r_texture_gammaramps_serial = vid_gammatables_serial;
8144
8145                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8146                                 for(i = 0; i < RAMPWIDTH; ++i)
8147                                 {
8148                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8149                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8150                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8151                                         rampbgr[i][3] = 0;
8152                                 }
8153                                 if (r_texture_gammaramps)
8154                                 {
8155                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8156                                 }
8157                                 else
8158                                 {
8159                                         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);
8160                                 }
8161                         }
8162                 }
8163                 else
8164                 {
8165                         // remove GLSL gamma texture
8166                 }
8167                 break;
8168         case RENDERPATH_GL13:
8169         case RENDERPATH_GL11:
8170                 break;
8171         }
8172 }
8173
8174 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8175 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8176 /*
8177 ================
8178 R_SelectScene
8179 ================
8180 */
8181 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8182         if( scenetype != r_currentscenetype ) {
8183                 // store the old scenetype
8184                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8185                 r_currentscenetype = scenetype;
8186                 // move in the new scene
8187                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8188         }
8189 }
8190
8191 /*
8192 ================
8193 R_GetScenePointer
8194 ================
8195 */
8196 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8197 {
8198         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8199         if( scenetype == r_currentscenetype ) {
8200                 return &r_refdef.scene;
8201         } else {
8202                 return &r_scenes_store[ scenetype ];
8203         }
8204 }
8205
8206 /*
8207 ================
8208 R_RenderView
8209 ================
8210 */
8211 void R_RenderView(void)
8212 {
8213         if (r_timereport_active)
8214                 R_TimeReport("start");
8215         r_textureframe++; // used only by R_GetCurrentTexture
8216         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8217
8218         if (!r_drawentities.integer)
8219                 r_refdef.scene.numentities = 0;
8220
8221         R_AnimCache_ClearCache();
8222         R_FrameData_NewFrame();
8223
8224         if (r_refdef.view.isoverlay)
8225         {
8226                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8227                 GL_Clear( GL_DEPTH_BUFFER_BIT );
8228                 R_TimeReport("depthclear");
8229
8230                 r_refdef.view.showdebug = false;
8231
8232                 r_waterstate.enabled = false;
8233                 r_waterstate.numwaterplanes = 0;
8234
8235                 R_RenderScene();
8236
8237                 CHECKGLERROR
8238                 return;
8239         }
8240
8241         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
8242                 return; //Host_Error ("R_RenderView: NULL worldmodel");
8243
8244         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8245
8246         // break apart the view matrix into vectors for various purposes
8247         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8248         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8249         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8250         VectorNegate(r_refdef.view.left, r_refdef.view.right);
8251         // make an inverted copy of the view matrix for tracking sprites
8252         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8253
8254         R_Shadow_UpdateWorldLightSelection();
8255
8256         R_Bloom_StartFrame();
8257         R_Water_StartFrame();
8258
8259         CHECKGLERROR
8260         if (r_timereport_active)
8261                 R_TimeReport("viewsetup");
8262
8263         R_ResetViewRendering3D();
8264
8265         if (r_refdef.view.clear || r_refdef.fogenabled)
8266         {
8267                 R_ClearScreen(r_refdef.fogenabled);
8268                 if (r_timereport_active)
8269                         R_TimeReport("viewclear");
8270         }
8271         r_refdef.view.clear = true;
8272
8273         // this produces a bloom texture to be used in R_BlendView() later
8274         if (r_hdr.integer && r_bloomstate.bloomwidth)
8275         {
8276                 R_HDR_RenderBloomTexture();
8277                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8278                 r_textureframe++; // used only by R_GetCurrentTexture
8279         }
8280
8281         r_refdef.view.showdebug = true;
8282
8283         R_View_Update();
8284         if (r_timereport_active)
8285                 R_TimeReport("visibility");
8286
8287         r_waterstate.numwaterplanes = 0;
8288         if (r_waterstate.enabled)
8289                 R_RenderWaterPlanes();
8290
8291         R_RenderScene();
8292         r_waterstate.numwaterplanes = 0;
8293
8294         R_BlendView();
8295         if (r_timereport_active)
8296                 R_TimeReport("blendview");
8297
8298         GL_Scissor(0, 0, vid.width, vid.height);
8299         GL_ScissorTest(false);
8300         CHECKGLERROR
8301 }
8302
8303 void R_RenderWaterPlanes(void)
8304 {
8305         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8306         {
8307                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8308                 if (r_timereport_active)
8309                         R_TimeReport("waterworld");
8310         }
8311
8312         // don't let sound skip if going slow
8313         if (r_refdef.scene.extraupdate)
8314                 S_ExtraUpdate ();
8315
8316         R_DrawModelsAddWaterPlanes();
8317         if (r_timereport_active)
8318                 R_TimeReport("watermodels");
8319
8320         if (r_waterstate.numwaterplanes)
8321         {
8322                 R_Water_ProcessPlanes();
8323                 if (r_timereport_active)
8324                         R_TimeReport("waterscenes");
8325         }
8326 }
8327
8328 extern void R_DrawLightningBeams (void);
8329 extern void VM_CL_AddPolygonsToMeshQueue (void);
8330 extern void R_DrawPortals (void);
8331 extern cvar_t cl_locs_show;
8332 static void R_DrawLocs(void);
8333 static void R_DrawEntityBBoxes(void);
8334 static void R_DrawModelDecals(void);
8335 extern void R_DrawModelShadows(void);
8336 extern void R_DrawModelShadowMaps(void);
8337 extern cvar_t cl_decals_newsystem;
8338 extern qboolean r_shadow_usingdeferredprepass;
8339 void R_RenderScene(void)
8340 {
8341         qboolean shadowmapping = false;
8342
8343         r_refdef.stats.renders++;
8344
8345         R_UpdateFogColor();
8346
8347         // don't let sound skip if going slow
8348         if (r_refdef.scene.extraupdate)
8349                 S_ExtraUpdate ();
8350
8351         R_MeshQueue_BeginScene();
8352
8353         R_SkyStartFrame();
8354
8355         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);
8356
8357         if (cl.csqc_vidvars.drawworld)
8358         {
8359                 // don't let sound skip if going slow
8360                 if (r_refdef.scene.extraupdate)
8361                         S_ExtraUpdate ();
8362
8363                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8364                 {
8365                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8366                         if (r_timereport_active)
8367                                 R_TimeReport("worldsky");
8368                 }
8369
8370                 if (R_DrawBrushModelsSky() && r_timereport_active)
8371                         R_TimeReport("bmodelsky");
8372
8373                 if (skyrendermasked && skyrenderlater)
8374                 {
8375                         // we have to force off the water clipping plane while rendering sky
8376                         R_SetupView(false);
8377                         R_Sky();
8378                         R_SetupView(true);
8379                         if (r_timereport_active)
8380                                 R_TimeReport("sky");
8381                 }
8382         }
8383
8384         R_AnimCache_CacheVisibleEntities();
8385         if (r_timereport_active)
8386                 R_TimeReport("animation");
8387
8388         R_Shadow_PrepareLights();
8389         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8390                 R_Shadow_PrepareModelShadows();
8391         if (r_timereport_active)
8392                 R_TimeReport("preparelights");
8393
8394         if (R_Shadow_ShadowMappingEnabled())
8395                 shadowmapping = true;
8396
8397         if (r_shadow_usingdeferredprepass)
8398                 R_Shadow_DrawPrepass();
8399
8400         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8401         {
8402                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8403                 if (r_timereport_active)
8404                         R_TimeReport("worlddepth");
8405         }
8406         if (r_depthfirst.integer >= 2)
8407         {
8408                 R_DrawModelsDepth();
8409                 if (r_timereport_active)
8410                         R_TimeReport("modeldepth");
8411         }
8412
8413         if (r_shadows.integer > 0 && shadowmapping && r_refdef.lightmapintensity > 0)
8414         {
8415                 R_DrawModelShadowMaps();
8416                 R_ResetViewRendering3D();
8417                 // don't let sound skip if going slow
8418                 if (r_refdef.scene.extraupdate)
8419                         S_ExtraUpdate ();
8420         }
8421
8422         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8423         {
8424                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8425                 if (r_timereport_active)
8426                         R_TimeReport("world");
8427         }
8428
8429         // don't let sound skip if going slow
8430         if (r_refdef.scene.extraupdate)
8431                 S_ExtraUpdate ();
8432
8433         R_DrawModels();
8434         if (r_timereport_active)
8435                 R_TimeReport("models");
8436
8437         // don't let sound skip if going slow
8438         if (r_refdef.scene.extraupdate)
8439                 S_ExtraUpdate ();
8440
8441         if (r_shadows.integer > 0 && !shadowmapping && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8442         {
8443                 R_DrawModelShadows();
8444                 R_ResetViewRendering3D();
8445                 // don't let sound skip if going slow
8446                 if (r_refdef.scene.extraupdate)
8447                         S_ExtraUpdate ();
8448         }
8449
8450         if (!r_shadow_usingdeferredprepass)
8451         {
8452                 R_Shadow_DrawLights();
8453                 if (r_timereport_active)
8454                         R_TimeReport("rtlights");
8455         }
8456
8457         // don't let sound skip if going slow
8458         if (r_refdef.scene.extraupdate)
8459                 S_ExtraUpdate ();
8460
8461         if (r_shadows.integer > 0 && !shadowmapping && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8462         {
8463                 R_DrawModelShadows();
8464                 R_ResetViewRendering3D();
8465                 // don't let sound skip if going slow
8466                 if (r_refdef.scene.extraupdate)
8467                         S_ExtraUpdate ();
8468         }
8469
8470         if (cl.csqc_vidvars.drawworld)
8471         {
8472                 if (cl_decals_newsystem.integer)
8473                 {
8474                         R_DrawModelDecals();
8475                         if (r_timereport_active)
8476                                 R_TimeReport("modeldecals");
8477                 }
8478                 else
8479                 {
8480                         R_DrawDecals();
8481                         if (r_timereport_active)
8482                                 R_TimeReport("decals");
8483                 }
8484
8485                 R_DrawParticles();
8486                 if (r_timereport_active)
8487                         R_TimeReport("particles");
8488
8489                 R_DrawExplosions();
8490                 if (r_timereport_active)
8491                         R_TimeReport("explosions");
8492
8493                 R_DrawLightningBeams();
8494                 if (r_timereport_active)
8495                         R_TimeReport("lightning");
8496         }
8497
8498         VM_CL_AddPolygonsToMeshQueue();
8499
8500         if (r_refdef.view.showdebug)
8501         {
8502                 if (cl_locs_show.integer)
8503                 {
8504                         R_DrawLocs();
8505                         if (r_timereport_active)
8506                                 R_TimeReport("showlocs");
8507                 }
8508
8509                 if (r_drawportals.integer)
8510                 {
8511                         R_DrawPortals();
8512                         if (r_timereport_active)
8513                                 R_TimeReport("portals");
8514                 }
8515
8516                 if (r_showbboxes.value > 0)
8517                 {
8518                         R_DrawEntityBBoxes();
8519                         if (r_timereport_active)
8520                                 R_TimeReport("bboxes");
8521                 }
8522         }
8523
8524         R_MeshQueue_RenderTransparent();
8525         if (r_timereport_active)
8526                 R_TimeReport("drawtrans");
8527
8528         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))
8529         {
8530                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8531                 if (r_timereport_active)
8532                         R_TimeReport("worlddebug");
8533                 R_DrawModelsDebug();
8534                 if (r_timereport_active)
8535                         R_TimeReport("modeldebug");
8536         }
8537
8538         if (cl.csqc_vidvars.drawworld)
8539         {
8540                 R_Shadow_DrawCoronas();
8541                 if (r_timereport_active)
8542                         R_TimeReport("coronas");
8543         }
8544
8545         // don't let sound skip if going slow
8546         if (r_refdef.scene.extraupdate)
8547                 S_ExtraUpdate ();
8548
8549         R_ResetViewRendering2D();
8550 }
8551
8552 static const unsigned short bboxelements[36] =
8553 {
8554         5, 1, 3, 5, 3, 7,
8555         6, 2, 0, 6, 0, 4,
8556         7, 3, 2, 7, 2, 6,
8557         4, 0, 1, 4, 1, 5,
8558         4, 5, 7, 4, 7, 6,
8559         1, 0, 2, 1, 2, 3,
8560 };
8561
8562 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8563 {
8564         int i;
8565         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8566
8567         RSurf_ActiveWorldEntity();
8568
8569         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8570         GL_DepthMask(false);
8571         GL_DepthRange(0, 1);
8572         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8573         R_Mesh_ResetTextureState();
8574
8575         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8576         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8577         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8578         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8579         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8580         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8581         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8582         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8583         R_FillColors(color4f, 8, cr, cg, cb, ca);
8584         if (r_refdef.fogenabled)
8585         {
8586                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8587                 {
8588                         f1 = RSurf_FogVertex(v);
8589                         f2 = 1 - f1;
8590                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8591                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8592                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8593                 }
8594         }
8595         R_Mesh_VertexPointer(vertex3f, 0, 0);
8596         R_Mesh_ColorPointer(color4f, 0, 0);
8597         R_Mesh_ResetTextureState();
8598         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8599         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8600 }
8601
8602 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8603 {
8604         int i;
8605         float color[4];
8606         prvm_edict_t *edict;
8607         prvm_prog_t *prog_save = prog;
8608
8609         // this function draws bounding boxes of server entities
8610         if (!sv.active)
8611                 return;
8612
8613         GL_CullFace(GL_NONE);
8614         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8615
8616         prog = 0;
8617         SV_VM_Begin();
8618         for (i = 0;i < numsurfaces;i++)
8619         {
8620                 edict = PRVM_EDICT_NUM(surfacelist[i]);
8621                 switch ((int)edict->fields.server->solid)
8622                 {
8623                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
8624                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
8625                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
8626                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8627                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
8628                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
8629                 }
8630                 color[3] *= r_showbboxes.value;
8631                 color[3] = bound(0, color[3], 1);
8632                 GL_DepthTest(!r_showdisabledepthtest.integer);
8633                 GL_CullFace(r_refdef.view.cullface_front);
8634                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8635         }
8636         SV_VM_End();
8637         prog = prog_save;
8638 }
8639
8640 static void R_DrawEntityBBoxes(void)
8641 {
8642         int i;
8643         prvm_edict_t *edict;
8644         vec3_t center;
8645         prvm_prog_t *prog_save = prog;
8646
8647         // this function draws bounding boxes of server entities
8648         if (!sv.active)
8649                 return;
8650
8651         prog = 0;
8652         SV_VM_Begin();
8653         for (i = 0;i < prog->num_edicts;i++)
8654         {
8655                 edict = PRVM_EDICT_NUM(i);
8656                 if (edict->priv.server->free)
8657                         continue;
8658                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8659                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8660                         continue;
8661                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8662                         continue;
8663                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8664                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8665         }
8666         SV_VM_End();
8667         prog = prog_save;
8668 }
8669
8670 static const int nomodelelement3i[24] =
8671 {
8672         5, 2, 0,
8673         5, 1, 2,
8674         5, 0, 3,
8675         5, 3, 1,
8676         0, 2, 4,
8677         2, 1, 4,
8678         3, 0, 4,
8679         1, 3, 4
8680 };
8681
8682 static const unsigned short nomodelelement3s[24] =
8683 {
8684         5, 2, 0,
8685         5, 1, 2,
8686         5, 0, 3,
8687         5, 3, 1,
8688         0, 2, 4,
8689         2, 1, 4,
8690         3, 0, 4,
8691         1, 3, 4
8692 };
8693
8694 static const float nomodelvertex3f[6*3] =
8695 {
8696         -16,   0,   0,
8697          16,   0,   0,
8698           0, -16,   0,
8699           0,  16,   0,
8700           0,   0, -16,
8701           0,   0,  16
8702 };
8703
8704 static const float nomodelcolor4f[6*4] =
8705 {
8706         0.0f, 0.0f, 0.5f, 1.0f,
8707         0.0f, 0.0f, 0.5f, 1.0f,
8708         0.0f, 0.5f, 0.0f, 1.0f,
8709         0.0f, 0.5f, 0.0f, 1.0f,
8710         0.5f, 0.0f, 0.0f, 1.0f,
8711         0.5f, 0.0f, 0.0f, 1.0f
8712 };
8713
8714 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8715 {
8716         int i;
8717         float f1, f2, *c;
8718         float color4f[6*4];
8719
8720         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);
8721
8722         // this is only called once per entity so numsurfaces is always 1, and
8723         // surfacelist is always {0}, so this code does not handle batches
8724
8725         if (rsurface.ent_flags & RENDER_ADDITIVE)
8726         {
8727                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8728                 GL_DepthMask(false);
8729         }
8730         else if (rsurface.colormod[3] < 1)
8731         {
8732                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8733                 GL_DepthMask(false);
8734         }
8735         else
8736         {
8737                 GL_BlendFunc(GL_ONE, GL_ZERO);
8738                 GL_DepthMask(true);
8739         }
8740         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8741         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8742         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8743         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8744         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8745         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8746         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8747         R_Mesh_ColorPointer(color4f, 0, 0);
8748         for (i = 0, c = color4f;i < 6;i++, c += 4)
8749         {
8750                 c[0] *= rsurface.colormod[0];
8751                 c[1] *= rsurface.colormod[1];
8752                 c[2] *= rsurface.colormod[2];
8753                 c[3] *= rsurface.colormod[3];
8754         }
8755         if (r_refdef.fogenabled)
8756         {
8757                 for (i = 0, c = color4f;i < 6;i++, c += 4)
8758                 {
8759                         f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8760                         f2 = 1 - f1;
8761                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8762                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8763                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8764                 }
8765         }
8766         R_Mesh_ResetTextureState();
8767         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8768 }
8769
8770 void R_DrawNoModel(entity_render_t *ent)
8771 {
8772         vec3_t org;
8773         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8774         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8775                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8776         else
8777                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8778 }
8779
8780 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8781 {
8782         vec3_t right1, right2, diff, normal;
8783
8784         VectorSubtract (org2, org1, normal);
8785
8786         // calculate 'right' vector for start
8787         VectorSubtract (r_refdef.view.origin, org1, diff);
8788         CrossProduct (normal, diff, right1);
8789         VectorNormalize (right1);
8790
8791         // calculate 'right' vector for end
8792         VectorSubtract (r_refdef.view.origin, org2, diff);
8793         CrossProduct (normal, diff, right2);
8794         VectorNormalize (right2);
8795
8796         vert[ 0] = org1[0] + width * right1[0];
8797         vert[ 1] = org1[1] + width * right1[1];
8798         vert[ 2] = org1[2] + width * right1[2];
8799         vert[ 3] = org1[0] - width * right1[0];
8800         vert[ 4] = org1[1] - width * right1[1];
8801         vert[ 5] = org1[2] - width * right1[2];
8802         vert[ 6] = org2[0] - width * right2[0];
8803         vert[ 7] = org2[1] - width * right2[1];
8804         vert[ 8] = org2[2] - width * right2[2];
8805         vert[ 9] = org2[0] + width * right2[0];
8806         vert[10] = org2[1] + width * right2[1];
8807         vert[11] = org2[2] + width * right2[2];
8808 }
8809
8810 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)
8811 {
8812         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8813         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8814         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8815         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8816         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8817         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8818         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8819         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8820         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8821         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8822         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8823         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8824 }
8825
8826 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8827 {
8828         int i;
8829         float *vertex3f;
8830         float v[3];
8831         VectorSet(v, x, y, z);
8832         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8833                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8834                         break;
8835         if (i == mesh->numvertices)
8836         {
8837                 if (mesh->numvertices < mesh->maxvertices)
8838                 {
8839                         VectorCopy(v, vertex3f);
8840                         mesh->numvertices++;
8841                 }
8842                 return mesh->numvertices;
8843         }
8844         else
8845                 return i;
8846 }
8847
8848 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8849 {
8850         int i;
8851         int *e, element[3];
8852         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8853         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8854         e = mesh->element3i + mesh->numtriangles * 3;
8855         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8856         {
8857                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8858                 if (mesh->numtriangles < mesh->maxtriangles)
8859                 {
8860                         *e++ = element[0];
8861                         *e++ = element[1];
8862                         *e++ = element[2];
8863                         mesh->numtriangles++;
8864                 }
8865                 element[1] = element[2];
8866         }
8867 }
8868
8869 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8870 {
8871         int i;
8872         int *e, element[3];
8873         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8874         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8875         e = mesh->element3i + mesh->numtriangles * 3;
8876         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8877         {
8878                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8879                 if (mesh->numtriangles < mesh->maxtriangles)
8880                 {
8881                         *e++ = element[0];
8882                         *e++ = element[1];
8883                         *e++ = element[2];
8884                         mesh->numtriangles++;
8885                 }
8886                 element[1] = element[2];
8887         }
8888 }
8889
8890 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8891 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8892 {
8893         int planenum, planenum2;
8894         int w;
8895         int tempnumpoints;
8896         mplane_t *plane, *plane2;
8897         double maxdist;
8898         double temppoints[2][256*3];
8899         // figure out how large a bounding box we need to properly compute this brush
8900         maxdist = 0;
8901         for (w = 0;w < numplanes;w++)
8902                 maxdist = max(maxdist, fabs(planes[w].dist));
8903         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8904         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8905         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8906         {
8907                 w = 0;
8908                 tempnumpoints = 4;
8909                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8910                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8911                 {
8912                         if (planenum2 == planenum)
8913                                 continue;
8914                         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);
8915                         w = !w;
8916                 }
8917                 if (tempnumpoints < 3)
8918                         continue;
8919                 // generate elements forming a triangle fan for this polygon
8920                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8921         }
8922 }
8923
8924 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)
8925 {
8926         texturelayer_t *layer;
8927         layer = t->currentlayers + t->currentnumlayers++;
8928         layer->type = type;
8929         layer->depthmask = depthmask;
8930         layer->blendfunc1 = blendfunc1;
8931         layer->blendfunc2 = blendfunc2;
8932         layer->texture = texture;
8933         layer->texmatrix = *matrix;
8934         layer->color[0] = r;
8935         layer->color[1] = g;
8936         layer->color[2] = b;
8937         layer->color[3] = a;
8938 }
8939
8940 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8941 {
8942         double index, f;
8943         index = parms[2] + r_refdef.scene.time * parms[3];
8944         index -= floor(index);
8945         switch (func)
8946         {
8947         default:
8948         case Q3WAVEFUNC_NONE:
8949         case Q3WAVEFUNC_NOISE:
8950         case Q3WAVEFUNC_COUNT:
8951                 f = 0;
8952                 break;
8953         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8954         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8955         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8956         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8957         case Q3WAVEFUNC_TRIANGLE:
8958                 index *= 4;
8959                 f = index - floor(index);
8960                 if (index < 1)
8961                         f = f;
8962                 else if (index < 2)
8963                         f = 1 - f;
8964                 else if (index < 3)
8965                         f = -f;
8966                 else
8967                         f = -(1 - f);
8968                 break;
8969         }
8970         return (float)(parms[0] + parms[1] * f);
8971 }
8972
8973 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8974 {
8975         int w, h, idx;
8976         float f;
8977         float tcmat[12];
8978         matrix4x4_t matrix, temp;
8979         switch(tcmod->tcmod)
8980         {
8981                 case Q3TCMOD_COUNT:
8982                 case Q3TCMOD_NONE:
8983                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8984                                 matrix = r_waterscrollmatrix;
8985                         else
8986                                 matrix = identitymatrix;
8987                         break;
8988                 case Q3TCMOD_ENTITYTRANSLATE:
8989                         // this is used in Q3 to allow the gamecode to control texcoord
8990                         // scrolling on the entity, which is not supported in darkplaces yet.
8991                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8992                         break;
8993                 case Q3TCMOD_ROTATE:
8994                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8995                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
8996                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8997                         break;
8998                 case Q3TCMOD_SCALE:
8999                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9000                         break;
9001                 case Q3TCMOD_SCROLL:
9002                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9003                         break;
9004                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9005                         w = (int) tcmod->parms[0];
9006                         h = (int) tcmod->parms[1];
9007                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9008                         f = f - floor(f);
9009                         idx = (int) floor(f * w * h);
9010                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9011                         break;
9012                 case Q3TCMOD_STRETCH:
9013                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9014                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9015                         break;
9016                 case Q3TCMOD_TRANSFORM:
9017                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
9018                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
9019                         VectorSet(tcmat +  6, 0                   , 0                , 1);
9020                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
9021                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9022                         break;
9023                 case Q3TCMOD_TURBULENT:
9024                         // this is handled in the RSurf_PrepareVertices function
9025                         matrix = identitymatrix;
9026                         break;
9027         }
9028         temp = *texmatrix;
9029         Matrix4x4_Concat(texmatrix, &matrix, &temp);
9030 }
9031
9032 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9033 {
9034         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9035         char name[MAX_QPATH];
9036         skinframe_t *skinframe;
9037         unsigned char pixels[296*194];
9038         strlcpy(cache->name, skinname, sizeof(cache->name));
9039         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9040         if (developer_loading.integer)
9041                 Con_Printf("loading %s\n", name);
9042         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9043         if (!skinframe || !skinframe->base)
9044         {
9045                 unsigned char *f;
9046                 fs_offset_t filesize;
9047                 skinframe = NULL;
9048                 f = FS_LoadFile(name, tempmempool, true, &filesize);
9049                 if (f)
9050                 {
9051                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9052                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9053                         Mem_Free(f);
9054                 }
9055         }
9056         cache->skinframe = skinframe;
9057 }
9058
9059 texture_t *R_GetCurrentTexture(texture_t *t)
9060 {
9061         int i;
9062         const entity_render_t *ent = rsurface.entity;
9063         dp_model_t *model = ent->model;
9064         q3shaderinfo_layer_tcmod_t *tcmod;
9065
9066         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9067                 return t->currentframe;
9068         t->update_lastrenderframe = r_textureframe;
9069         t->update_lastrenderentity = (void *)ent;
9070
9071         // switch to an alternate material if this is a q1bsp animated material
9072         {
9073                 texture_t *texture = t;
9074                 int s = rsurface.ent_skinnum;
9075                 if ((unsigned int)s >= (unsigned int)model->numskins)
9076                         s = 0;
9077                 if (model->skinscenes)
9078                 {
9079                         if (model->skinscenes[s].framecount > 1)
9080                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9081                         else
9082                                 s = model->skinscenes[s].firstframe;
9083                 }
9084                 if (s > 0)
9085                         t = t + s * model->num_surfaces;
9086                 if (t->animated)
9087                 {
9088                         // use an alternate animation if the entity's frame is not 0,
9089                         // and only if the texture has an alternate animation
9090                         if (rsurface.ent_alttextures && t->anim_total[1])
9091                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9092                         else
9093                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9094                 }
9095                 texture->currentframe = t;
9096         }
9097
9098         // update currentskinframe to be a qw skin or animation frame
9099         if (rsurface.ent_qwskin >= 0)
9100         {
9101                 i = rsurface.ent_qwskin;
9102                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9103                 {
9104                         r_qwskincache_size = cl.maxclients;
9105                         if (r_qwskincache)
9106                                 Mem_Free(r_qwskincache);
9107                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9108                 }
9109                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9110                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9111                 t->currentskinframe = r_qwskincache[i].skinframe;
9112                 if (t->currentskinframe == NULL)
9113                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9114         }
9115         else if (t->numskinframes >= 2)
9116                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9117         if (t->backgroundnumskinframes >= 2)
9118                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9119
9120         t->currentmaterialflags = t->basematerialflags;
9121         t->currentalpha = rsurface.colormod[3];
9122         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9123                 t->currentalpha *= r_wateralpha.value;
9124         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9125                 t->currentalpha *= t->r_water_wateralpha;
9126         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9127                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
9128         if (!(rsurface.ent_flags & RENDER_LIGHT))
9129                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9130         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9131         {
9132                 // pick a model lighting mode
9133                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9134                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9135                 else
9136                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9137         }
9138         if (rsurface.ent_flags & RENDER_ADDITIVE)
9139                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9140         else if (t->currentalpha < 1)
9141                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9142         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9143                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9144         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9145                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9146         if (t->backgroundnumskinframes)
9147                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9148         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9149         {
9150                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
9151                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9152         }
9153         else
9154                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
9155         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9156                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9157
9158         // there is no tcmod
9159         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9160         {
9161                 t->currenttexmatrix = r_waterscrollmatrix;
9162                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9163         }
9164         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9165         {
9166                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9167                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9168         }
9169
9170         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9171                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9172         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9173                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9174
9175         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9176         if (t->currentskinframe->qpixels)
9177                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9178         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9179         if (!t->basetexture)
9180                 t->basetexture = r_texture_notexture;
9181         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9182         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9183         t->nmaptexture = t->currentskinframe->nmap;
9184         if (!t->nmaptexture)
9185                 t->nmaptexture = r_texture_blanknormalmap;
9186         t->glosstexture = r_texture_black;
9187         t->glowtexture = t->currentskinframe->glow;
9188         t->fogtexture = t->currentskinframe->fog;
9189         t->reflectmasktexture = t->currentskinframe->reflect;
9190         if (t->backgroundnumskinframes)
9191         {
9192                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9193                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9194                 t->backgroundglosstexture = r_texture_black;
9195                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9196                 if (!t->backgroundnmaptexture)
9197                         t->backgroundnmaptexture = r_texture_blanknormalmap;
9198         }
9199         else
9200         {
9201                 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9202                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9203                 t->backgroundglosstexture = r_texture_black;
9204                 t->backgroundglowtexture = NULL;
9205         }
9206         t->specularpower = r_shadow_glossexponent.value;
9207         // TODO: store reference values for these in the texture?
9208         t->specularscale = 0;
9209         if (r_shadow_gloss.integer > 0)
9210         {
9211                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9212                 {
9213                         if (r_shadow_glossintensity.value > 0)
9214                         {
9215                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9216                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9217                                 t->specularscale = r_shadow_glossintensity.value;
9218                         }
9219                 }
9220                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9221                 {
9222                         t->glosstexture = r_texture_white;
9223                         t->backgroundglosstexture = r_texture_white;
9224                         t->specularscale = r_shadow_gloss2intensity.value;
9225                         t->specularpower = r_shadow_gloss2exponent.value;
9226                 }
9227         }
9228         t->specularscale *= t->specularscalemod;
9229         t->specularpower *= t->specularpowermod;
9230
9231         // lightmaps mode looks bad with dlights using actual texturing, so turn
9232         // off the colormap and glossmap, but leave the normalmap on as it still
9233         // accurately represents the shading involved
9234         if (gl_lightmaps.integer)
9235         {
9236                 t->basetexture = r_texture_grey128;
9237                 t->pantstexture = r_texture_black;
9238                 t->shirttexture = r_texture_black;
9239                 t->nmaptexture = r_texture_blanknormalmap;
9240                 t->glosstexture = r_texture_black;
9241                 t->glowtexture = NULL;
9242                 t->fogtexture = NULL;
9243                 t->reflectmasktexture = NULL;
9244                 t->backgroundbasetexture = NULL;
9245                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9246                 t->backgroundglosstexture = r_texture_black;
9247                 t->backgroundglowtexture = NULL;
9248                 t->specularscale = 0;
9249                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9250         }
9251
9252         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9253         VectorClear(t->dlightcolor);
9254         t->currentnumlayers = 0;
9255         if (t->currentmaterialflags & MATERIALFLAG_WALL)
9256         {
9257                 int blendfunc1, blendfunc2;
9258                 qboolean depthmask;
9259                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9260                 {
9261                         blendfunc1 = GL_SRC_ALPHA;
9262                         blendfunc2 = GL_ONE;
9263                 }
9264                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9265                 {
9266                         blendfunc1 = GL_SRC_ALPHA;
9267                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9268                 }
9269                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9270                 {
9271                         blendfunc1 = t->customblendfunc[0];
9272                         blendfunc2 = t->customblendfunc[1];
9273                 }
9274                 else
9275                 {
9276                         blendfunc1 = GL_ONE;
9277                         blendfunc2 = GL_ZERO;
9278                 }
9279                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9280                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9281                 {
9282                         // fullbright is not affected by r_refdef.lightmapintensity
9283                         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]);
9284                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9285                                 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]);
9286                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9287                                 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]);
9288                 }
9289                 else
9290                 {
9291                         vec3_t ambientcolor;
9292                         float colorscale;
9293                         // set the color tint used for lights affecting this surface
9294                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9295                         colorscale = 2;
9296                         // q3bsp has no lightmap updates, so the lightstylevalue that
9297                         // would normally be baked into the lightmap must be
9298                         // applied to the color
9299                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9300                         if (model->type == mod_brushq3)
9301                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9302                         colorscale *= r_refdef.lightmapintensity;
9303                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9304                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9305                         // basic lit geometry
9306                         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]);
9307                         // add pants/shirt if needed
9308                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9309                                 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]);
9310                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9311                                 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]);
9312                         // now add ambient passes if needed
9313                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9314                         {
9315                                 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]);
9316                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9317                                         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]);
9318                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9319                                         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]);
9320                         }
9321                 }
9322                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9323                         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]);
9324                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9325                 {
9326                         // if this is opaque use alpha blend which will darken the earlier
9327                         // passes cheaply.
9328                         //
9329                         // if this is an alpha blended material, all the earlier passes
9330                         // were darkened by fog already, so we only need to add the fog
9331                         // color ontop through the fog mask texture
9332                         //
9333                         // if this is an additive blended material, all the earlier passes
9334                         // were darkened by fog already, and we should not add fog color
9335                         // (because the background was not darkened, there is no fog color
9336                         // that was lost behind it).
9337                         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]);
9338                 }
9339         }
9340
9341         return t->currentframe;
9342 }
9343
9344 rsurfacestate_t rsurface;
9345
9346 void R_Mesh_ResizeArrays(int newvertices)
9347 {
9348         float *base;
9349         if (rsurface.array_size >= newvertices)
9350                 return;
9351         if (rsurface.array_modelvertex3f)
9352                 Mem_Free(rsurface.array_modelvertex3f);
9353         rsurface.array_size = (newvertices + 1023) & ~1023;
9354         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9355         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
9356         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
9357         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
9358         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
9359         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
9360         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9361         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9362         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
9363         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
9364         rsurface.array_color4f           = base + rsurface.array_size * 27;
9365         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9366 }
9367
9368 void RSurf_ActiveWorldEntity(void)
9369 {
9370         dp_model_t *model = r_refdef.scene.worldmodel;
9371         //if (rsurface.entity == r_refdef.scene.worldentity)
9372         //      return;
9373         rsurface.entity = r_refdef.scene.worldentity;
9374         rsurface.skeleton = NULL;
9375         rsurface.ent_skinnum = 0;
9376         rsurface.ent_qwskin = -1;
9377         rsurface.ent_shadertime = 0;
9378         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9379         if (rsurface.array_size < model->surfmesh.num_vertices)
9380                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9381         rsurface.matrix = identitymatrix;
9382         rsurface.inversematrix = identitymatrix;
9383         rsurface.matrixscale = 1;
9384         rsurface.inversematrixscale = 1;
9385         R_EntityMatrix(&identitymatrix);
9386         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9387         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9388         rsurface.fograngerecip = r_refdef.fograngerecip;
9389         rsurface.fogheightfade = r_refdef.fogheightfade;
9390         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9391         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9392         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9393         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9394         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9395         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9396         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9397         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9398         rsurface.colormod[3] = 1;
9399         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);
9400         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9401         rsurface.frameblend[0].lerp = 1;
9402         rsurface.ent_alttextures = false;
9403         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9404         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9405         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9406         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9407         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9408         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9409         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9410         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9411         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9412         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9413         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9414         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9415         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9416         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9417         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9418         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9419         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9420         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9421         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9422         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9423         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9424         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9425         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9426         rsurface.modelelement3i = model->surfmesh.data_element3i;
9427         rsurface.modelelement3s = model->surfmesh.data_element3s;
9428         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9429         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9430         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9431         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9432         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9433         rsurface.modelsurfaces = model->data_surfaces;
9434         rsurface.generatedvertex = false;
9435         rsurface.vertex3f  = rsurface.modelvertex3f;
9436         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9437         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9438         rsurface.svector3f = rsurface.modelsvector3f;
9439         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9440         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9441         rsurface.tvector3f = rsurface.modeltvector3f;
9442         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9443         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9444         rsurface.normal3f  = rsurface.modelnormal3f;
9445         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9446         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9447         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9448 }
9449
9450 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9451 {
9452         dp_model_t *model = ent->model;
9453         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9454         //      return;
9455         rsurface.entity = (entity_render_t *)ent;
9456         rsurface.skeleton = ent->skeleton;
9457         rsurface.ent_skinnum = ent->skinnum;
9458         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;
9459         rsurface.ent_shadertime = ent->shadertime;
9460         rsurface.ent_flags = ent->flags;
9461         if (rsurface.array_size < model->surfmesh.num_vertices)
9462                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9463         rsurface.matrix = ent->matrix;
9464         rsurface.inversematrix = ent->inversematrix;
9465         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9466         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9467         R_EntityMatrix(&rsurface.matrix);
9468         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9469         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9470         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9471         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9472         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9473         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9474         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9475         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9476         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9477         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9478         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9479         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9480         rsurface.colormod[3] = ent->alpha;
9481         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9482         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9483         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9484         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9485         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9486         if (ent->model->brush.submodel && !prepass)
9487         {
9488                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9489                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9490         }
9491         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9492         {
9493                 if (ent->animcache_vertex3f && !r_framedata_failed)
9494                 {
9495                         rsurface.modelvertex3f = ent->animcache_vertex3f;
9496                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9497                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9498                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9499                 }
9500                 else if (wanttangents)
9501                 {
9502                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9503                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9504                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9505                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9506                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9507                 }
9508                 else if (wantnormals)
9509                 {
9510                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9511                         rsurface.modelsvector3f = NULL;
9512                         rsurface.modeltvector3f = NULL;
9513                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9514                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9515                 }
9516                 else
9517                 {
9518                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9519                         rsurface.modelsvector3f = NULL;
9520                         rsurface.modeltvector3f = NULL;
9521                         rsurface.modelnormal3f = NULL;
9522                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9523                 }
9524                 rsurface.modelvertex3f_bufferobject = 0;
9525                 rsurface.modelvertex3f_bufferoffset = 0;
9526                 rsurface.modelsvector3f_bufferobject = 0;
9527                 rsurface.modelsvector3f_bufferoffset = 0;
9528                 rsurface.modeltvector3f_bufferobject = 0;
9529                 rsurface.modeltvector3f_bufferoffset = 0;
9530                 rsurface.modelnormal3f_bufferobject = 0;
9531                 rsurface.modelnormal3f_bufferoffset = 0;
9532                 rsurface.generatedvertex = true;
9533         }
9534         else
9535         {
9536                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9537                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9538                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9539                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9540                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9541                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9542                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9543                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9544                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9545                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9546                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9547                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9548                 rsurface.generatedvertex = false;
9549         }
9550         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9551         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9552         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9553         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9554         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9555         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9556         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9557         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9558         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9559         rsurface.modelelement3i = model->surfmesh.data_element3i;
9560         rsurface.modelelement3s = model->surfmesh.data_element3s;
9561         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9562         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9563         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9564         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9565         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9566         rsurface.modelsurfaces = model->data_surfaces;
9567         rsurface.vertex3f  = rsurface.modelvertex3f;
9568         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9569         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9570         rsurface.svector3f = rsurface.modelsvector3f;
9571         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9572         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9573         rsurface.tvector3f = rsurface.modeltvector3f;
9574         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9575         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9576         rsurface.normal3f  = rsurface.modelnormal3f;
9577         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9578         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9579         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9580 }
9581
9582 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)
9583 {
9584         rsurface.entity = r_refdef.scene.worldentity;
9585         rsurface.skeleton = NULL;
9586         rsurface.ent_skinnum = 0;
9587         rsurface.ent_qwskin = -1;
9588         rsurface.ent_shadertime = shadertime;
9589         rsurface.ent_flags = entflags;
9590         rsurface.modelnum_vertices = numvertices;
9591         rsurface.modelnum_triangles = numtriangles;
9592         if (rsurface.array_size < rsurface.modelnum_vertices)
9593                 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9594         rsurface.matrix = *matrix;
9595         rsurface.inversematrix = *inversematrix;
9596         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9597         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9598         R_EntityMatrix(&rsurface.matrix);
9599         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9600         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9601         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9602         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9603         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9604         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9605         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9606         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9607         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9608         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9609         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9610         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9611         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);
9612         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9613         rsurface.frameblend[0].lerp = 1;
9614         rsurface.ent_alttextures = false;
9615         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9616         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9617         if (wanttangents)
9618         {
9619                 rsurface.modelvertex3f = vertex3f;
9620                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9621                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9622                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9623         }
9624         else if (wantnormals)
9625         {
9626                 rsurface.modelvertex3f = vertex3f;
9627                 rsurface.modelsvector3f = NULL;
9628                 rsurface.modeltvector3f = NULL;
9629                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9630         }
9631         else
9632         {
9633                 rsurface.modelvertex3f = vertex3f;
9634                 rsurface.modelsvector3f = NULL;
9635                 rsurface.modeltvector3f = NULL;
9636                 rsurface.modelnormal3f = NULL;
9637         }
9638         rsurface.modelvertex3f_bufferobject = 0;
9639         rsurface.modelvertex3f_bufferoffset = 0;
9640         rsurface.modelsvector3f_bufferobject = 0;
9641         rsurface.modelsvector3f_bufferoffset = 0;
9642         rsurface.modeltvector3f_bufferobject = 0;
9643         rsurface.modeltvector3f_bufferoffset = 0;
9644         rsurface.modelnormal3f_bufferobject = 0;
9645         rsurface.modelnormal3f_bufferoffset = 0;
9646         rsurface.generatedvertex = true;
9647         rsurface.modellightmapcolor4f  = color4f;
9648         rsurface.modellightmapcolor4f_bufferobject = 0;
9649         rsurface.modellightmapcolor4f_bufferoffset = 0;
9650         rsurface.modeltexcoordtexture2f  = texcoord2f;
9651         rsurface.modeltexcoordtexture2f_bufferobject = 0;
9652         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9653         rsurface.modeltexcoordlightmap2f  = NULL;
9654         rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9655         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9656         rsurface.modelelement3i = element3i;
9657         rsurface.modelelement3s = element3s;
9658         rsurface.modelelement3i_bufferobject = 0;
9659         rsurface.modelelement3s_bufferobject = 0;
9660         rsurface.modellightmapoffsets = NULL;
9661         rsurface.modelsurfaces = NULL;
9662         rsurface.vertex3f  = rsurface.modelvertex3f;
9663         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9664         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9665         rsurface.svector3f = rsurface.modelsvector3f;
9666         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9667         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9668         rsurface.tvector3f = rsurface.modeltvector3f;
9669         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9670         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9671         rsurface.normal3f  = rsurface.modelnormal3f;
9672         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9673         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9674         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9675
9676         if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9677         {
9678                 if ((wantnormals || wanttangents) && !normal3f)
9679                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9680                 if (wanttangents && !svector3f)
9681                         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);
9682         }
9683 }
9684
9685 float RSurf_FogPoint(const float *v)
9686 {
9687         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9688         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9689         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9690         float FogHeightFade = r_refdef.fogheightfade;
9691         float fogfrac;
9692         unsigned int fogmasktableindex;
9693         if (r_refdef.fogplaneviewabove)
9694                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9695         else
9696                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9697         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9698         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9699 }
9700
9701 float RSurf_FogVertex(const float *v)
9702 {
9703         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9704         float FogPlaneViewDist = rsurface.fogplaneviewdist;
9705         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9706         float FogHeightFade = rsurface.fogheightfade;
9707         float fogfrac;
9708         unsigned int fogmasktableindex;
9709         if (r_refdef.fogplaneviewabove)
9710                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9711         else
9712                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9713         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9714         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9715 }
9716
9717 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9718 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9719 {
9720         int deformindex;
9721         int texturesurfaceindex;
9722         int i, j;
9723         float amplitude;
9724         float animpos;
9725         float scale;
9726         const float *v1, *in_tc;
9727         float *out_tc;
9728         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9729         float waveparms[4];
9730         q3shaderinfo_deform_t *deform;
9731         // 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
9732         if (rsurface.generatedvertex)
9733         {
9734                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9735                         generatenormals = true;
9736                 for (i = 0;i < Q3MAXDEFORMS;i++)
9737                 {
9738                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9739                         {
9740                                 generatetangents = true;
9741                                 generatenormals = true;
9742                         }
9743                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9744                                 generatenormals = true;
9745                 }
9746                 if (generatenormals && !rsurface.modelnormal3f)
9747                 {
9748                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9749                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9750                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9751                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9752                 }
9753                 if (generatetangents && !rsurface.modelsvector3f)
9754                 {
9755                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9756                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9757                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9758                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9759                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9760                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9761                         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);
9762                 }
9763         }
9764         rsurface.vertex3f  = rsurface.modelvertex3f;
9765         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9766         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9767         rsurface.svector3f = rsurface.modelsvector3f;
9768         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9769         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9770         rsurface.tvector3f = rsurface.modeltvector3f;
9771         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9772         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9773         rsurface.normal3f  = rsurface.modelnormal3f;
9774         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9775         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9776         // if vertices are deformed (sprite flares and things in maps, possibly
9777         // water waves, bulges and other deformations), generate them into
9778         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9779         // (may be static model data or generated data for an animated model, or
9780         //  the previous deform pass)
9781         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9782         {
9783                 switch (deform->deform)
9784                 {
9785                 default:
9786                 case Q3DEFORM_PROJECTIONSHADOW:
9787                 case Q3DEFORM_TEXT0:
9788                 case Q3DEFORM_TEXT1:
9789                 case Q3DEFORM_TEXT2:
9790                 case Q3DEFORM_TEXT3:
9791                 case Q3DEFORM_TEXT4:
9792                 case Q3DEFORM_TEXT5:
9793                 case Q3DEFORM_TEXT6:
9794                 case Q3DEFORM_TEXT7:
9795                 case Q3DEFORM_NONE:
9796                         break;
9797                 case Q3DEFORM_AUTOSPRITE:
9798                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9799                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9800                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9801                         VectorNormalize(newforward);
9802                         VectorNormalize(newright);
9803                         VectorNormalize(newup);
9804                         // make deformed versions of only the model vertices used by the specified surfaces
9805                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9806                         {
9807                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9808                                 // a single autosprite surface can contain multiple sprites...
9809                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
9810                                 {
9811                                         VectorClear(center);
9812                                         for (i = 0;i < 4;i++)
9813                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9814                                         VectorScale(center, 0.25f, center);
9815                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
9816                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9817                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9818                                         for (i = 0;i < 4;i++)
9819                                         {
9820                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9821                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9822                                         }
9823                                 }
9824                                 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);
9825                                 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);
9826                         }
9827                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9828                         rsurface.vertex3f_bufferobject = 0;
9829                         rsurface.vertex3f_bufferoffset = 0;
9830                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9831                         rsurface.svector3f_bufferobject = 0;
9832                         rsurface.svector3f_bufferoffset = 0;
9833                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9834                         rsurface.tvector3f_bufferobject = 0;
9835                         rsurface.tvector3f_bufferoffset = 0;
9836                         rsurface.normal3f = rsurface.array_deformednormal3f;
9837                         rsurface.normal3f_bufferobject = 0;
9838                         rsurface.normal3f_bufferoffset = 0;
9839                         break;
9840                 case Q3DEFORM_AUTOSPRITE2:
9841                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9842                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9843                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9844                         VectorNormalize(newforward);
9845                         VectorNormalize(newright);
9846                         VectorNormalize(newup);
9847                         // make deformed versions of only the model vertices used by the specified surfaces
9848                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9849                         {
9850                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9851                                 const float *v1, *v2;
9852                                 vec3_t start, end;
9853                                 float f, l;
9854                                 struct
9855                                 {
9856                                         float length2;
9857                                         const float *v1;
9858                                         const float *v2;
9859                                 }
9860                                 shortest[2];
9861                                 memset(shortest, 0, sizeof(shortest));
9862                                 // a single autosprite surface can contain multiple sprites...
9863                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
9864                                 {
9865                                         VectorClear(center);
9866                                         for (i = 0;i < 4;i++)
9867                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9868                                         VectorScale(center, 0.25f, center);
9869                                         // find the two shortest edges, then use them to define the
9870                                         // axis vectors for rotating around the central axis
9871                                         for (i = 0;i < 6;i++)
9872                                         {
9873                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9874                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9875 #if 0
9876                                                 Debug_PolygonBegin(NULL, 0);
9877                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9878                                                 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);
9879                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9880                                                 Debug_PolygonEnd();
9881 #endif
9882                                                 l = VectorDistance2(v1, v2);
9883                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9884                                                 if (v1[2] != v2[2])
9885                                                         l += (1.0f / 1024.0f);
9886                                                 if (shortest[0].length2 > l || i == 0)
9887                                                 {
9888                                                         shortest[1] = shortest[0];
9889                                                         shortest[0].length2 = l;
9890                                                         shortest[0].v1 = v1;
9891                                                         shortest[0].v2 = v2;
9892                                                 }
9893                                                 else if (shortest[1].length2 > l || i == 1)
9894                                                 {
9895                                                         shortest[1].length2 = l;
9896                                                         shortest[1].v1 = v1;
9897                                                         shortest[1].v2 = v2;
9898                                                 }
9899                                         }
9900                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9901                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9902 #if 0
9903                                         Debug_PolygonBegin(NULL, 0);
9904                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
9905                                         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);
9906                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
9907                                         Debug_PolygonEnd();
9908 #endif
9909                                         // this calculates the right vector from the shortest edge
9910                                         // and the up vector from the edge midpoints
9911                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9912                                         VectorNormalize(right);
9913                                         VectorSubtract(end, start, up);
9914                                         VectorNormalize(up);
9915                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9916                                         VectorSubtract(rsurface.localvieworigin, center, forward);
9917                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9918                                         VectorNegate(forward, forward);
9919                                         VectorReflect(forward, 0, up, forward);
9920                                         VectorNormalize(forward);
9921                                         CrossProduct(up, forward, newright);
9922                                         VectorNormalize(newright);
9923 #if 0
9924                                         Debug_PolygonBegin(NULL, 0);
9925                                         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);
9926                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
9927                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
9928                                         Debug_PolygonEnd();
9929 #endif
9930 #if 0
9931                                         Debug_PolygonBegin(NULL, 0);
9932                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
9933                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
9934                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
9935                                         Debug_PolygonEnd();
9936 #endif
9937                                         // rotate the quad around the up axis vector, this is made
9938                                         // especially easy by the fact we know the quad is flat,
9939                                         // so we only have to subtract the center position and
9940                                         // measure distance along the right vector, and then
9941                                         // multiply that by the newright vector and add back the
9942                                         // center position
9943                                         // we also need to subtract the old position to undo the
9944                                         // displacement from the center, which we do with a
9945                                         // DotProduct, the subtraction/addition of center is also
9946                                         // optimized into DotProducts here
9947                                         l = DotProduct(right, center);
9948                                         for (i = 0;i < 4;i++)
9949                                         {
9950                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
9951                                                 f = DotProduct(right, v1) - l;
9952                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9953                                         }
9954                                 }
9955                                 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);
9956                                 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);
9957                         }
9958                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9959                         rsurface.vertex3f_bufferobject = 0;
9960                         rsurface.vertex3f_bufferoffset = 0;
9961                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9962                         rsurface.svector3f_bufferobject = 0;
9963                         rsurface.svector3f_bufferoffset = 0;
9964                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9965                         rsurface.tvector3f_bufferobject = 0;
9966                         rsurface.tvector3f_bufferoffset = 0;
9967                         rsurface.normal3f = rsurface.array_deformednormal3f;
9968                         rsurface.normal3f_bufferobject = 0;
9969                         rsurface.normal3f_bufferoffset = 0;
9970                         break;
9971                 case Q3DEFORM_NORMAL:
9972                         // deform the normals to make reflections wavey
9973                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9974                         {
9975                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9976                                 for (j = 0;j < surface->num_vertices;j++)
9977                                 {
9978                                         float vertex[3];
9979                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
9980                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
9981                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
9982                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9983                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9984                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9985                                         VectorNormalize(normal);
9986                                 }
9987                                 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);
9988                         }
9989                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9990                         rsurface.svector3f_bufferobject = 0;
9991                         rsurface.svector3f_bufferoffset = 0;
9992                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9993                         rsurface.tvector3f_bufferobject = 0;
9994                         rsurface.tvector3f_bufferoffset = 0;
9995                         rsurface.normal3f = rsurface.array_deformednormal3f;
9996                         rsurface.normal3f_bufferobject = 0;
9997                         rsurface.normal3f_bufferoffset = 0;
9998                         break;
9999                 case Q3DEFORM_WAVE:
10000                         // deform vertex array to make wavey water and flags and such
10001                         waveparms[0] = deform->waveparms[0];
10002                         waveparms[1] = deform->waveparms[1];
10003                         waveparms[2] = deform->waveparms[2];
10004                         waveparms[3] = deform->waveparms[3];
10005                         // this is how a divisor of vertex influence on deformation
10006                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10007                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10008                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10009                         {
10010                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10011                                 for (j = 0;j < surface->num_vertices;j++)
10012                                 {
10013                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
10014                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
10015                                         // if the wavefunc depends on time, evaluate it per-vertex
10016                                         if (waveparms[3])
10017                                         {
10018                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
10019                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10020                                         }
10021                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
10022                                 }
10023                         }
10024                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10025                         rsurface.vertex3f_bufferobject = 0;
10026                         rsurface.vertex3f_bufferoffset = 0;
10027                         break;
10028                 case Q3DEFORM_BULGE:
10029                         // deform vertex array to make the surface have moving bulges
10030                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10031                         {
10032                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10033                                 for (j = 0;j < surface->num_vertices;j++)
10034                                 {
10035                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
10036                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10037                                 }
10038                         }
10039                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10040                         rsurface.vertex3f_bufferobject = 0;
10041                         rsurface.vertex3f_bufferoffset = 0;
10042                         break;
10043                 case Q3DEFORM_MOVE:
10044                         // deform vertex array
10045                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10046                         VectorScale(deform->parms, scale, waveparms);
10047                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10048                         {
10049                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10050                                 for (j = 0;j < surface->num_vertices;j++)
10051                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10052                         }
10053                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10054                         rsurface.vertex3f_bufferobject = 0;
10055                         rsurface.vertex3f_bufferoffset = 0;
10056                         break;
10057                 }
10058         }
10059         // generate texcoords based on the chosen texcoord source
10060         switch(rsurface.texture->tcgen.tcgen)
10061         {
10062         default:
10063         case Q3TCGEN_TEXTURE:
10064                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
10065                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
10066                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
10067                 break;
10068         case Q3TCGEN_LIGHTMAP:
10069                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
10070                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
10071                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
10072                 break;
10073         case Q3TCGEN_VECTOR:
10074                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10075                 {
10076                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10077                         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)
10078                         {
10079                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10080                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10081                         }
10082                 }
10083                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10084                 rsurface.texcoordtexture2f_bufferobject  = 0;
10085                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10086                 break;
10087         case Q3TCGEN_ENVIRONMENT:
10088                 // make environment reflections using a spheremap
10089                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10090                 {
10091                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10092                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10093                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10094                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10095                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10096                         {
10097                                 // identical to Q3A's method, but executed in worldspace so
10098                                 // carried models can be shiny too
10099
10100                                 float viewer[3], d, reflected[3], worldreflected[3];
10101
10102                                 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10103                                 // VectorNormalize(viewer);
10104
10105                                 d = DotProduct(normal, viewer);
10106
10107                                 reflected[0] = normal[0]*2*d - viewer[0];
10108                                 reflected[1] = normal[1]*2*d - viewer[1];
10109                                 reflected[2] = normal[2]*2*d - viewer[2];
10110                                 // note: this is proportinal to viewer, so we can normalize later
10111
10112                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10113                                 VectorNormalize(worldreflected);
10114
10115                                 // note: this sphere map only uses world x and z!
10116                                 // so positive and negative y will LOOK THE SAME.
10117                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10118                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10119                         }
10120                 }
10121                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10122                 rsurface.texcoordtexture2f_bufferobject  = 0;
10123                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10124                 break;
10125         }
10126         // the only tcmod that needs software vertex processing is turbulent, so
10127         // check for it here and apply the changes if needed
10128         // and we only support that as the first one
10129         // (handling a mixture of turbulent and other tcmods would be problematic
10130         //  without punting it entirely to a software path)
10131         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10132         {
10133                 amplitude = rsurface.texture->tcmods[0].parms[1];
10134                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10135                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10136                 {
10137                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10138                         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)
10139                         {
10140                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10141                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10142                         }
10143                 }
10144                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10145                 rsurface.texcoordtexture2f_bufferobject  = 0;
10146                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10147         }
10148         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
10149         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10150         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10151         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10152 }
10153
10154 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10155 {
10156         int i, j;
10157         const msurface_t *surface = texturesurfacelist[0];
10158         const msurface_t *surface2;
10159         int firstvertex;
10160         int endvertex;
10161         int numvertices;
10162         int numtriangles;
10163         // TODO: lock all array ranges before render, rather than on each surface
10164         if (texturenumsurfaces == 1)
10165                 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);
10166         else if (r_batchmode.integer == 2)
10167         {
10168                 #define MAXBATCHTRIANGLES 4096
10169                 int batchtriangles = 0;
10170                 static int batchelements[MAXBATCHTRIANGLES*3];
10171                 for (i = 0;i < texturenumsurfaces;i = j)
10172                 {
10173                         surface = texturesurfacelist[i];
10174                         j = i + 1;
10175                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10176                         {
10177                                 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);
10178                                 continue;
10179                         }
10180                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10181                         batchtriangles = surface->num_triangles;
10182                         firstvertex = surface->num_firstvertex;
10183                         endvertex = surface->num_firstvertex + surface->num_vertices;
10184                         for (;j < texturenumsurfaces;j++)
10185                         {
10186                                 surface2 = texturesurfacelist[j];
10187                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10188                                         break;
10189                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10190                                 batchtriangles += surface2->num_triangles;
10191                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10192                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10193                         }
10194                         surface2 = texturesurfacelist[j-1];
10195                         numvertices = endvertex - firstvertex;
10196                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10197                 }
10198         }
10199         else if (r_batchmode.integer == 1)
10200         {
10201                 for (i = 0;i < texturenumsurfaces;i = j)
10202                 {
10203                         surface = texturesurfacelist[i];
10204                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10205                                 if (texturesurfacelist[j] != surface2)
10206                                         break;
10207                         surface2 = texturesurfacelist[j-1];
10208                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10209                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10210                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10211                 }
10212         }
10213         else
10214         {
10215                 for (i = 0;i < texturenumsurfaces;i++)
10216                 {
10217                         surface = texturesurfacelist[i];
10218                         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);
10219                 }
10220         }
10221 }
10222
10223 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10224 {
10225         switch(vid.renderpath)
10226         {
10227         case RENDERPATH_CGGL:
10228 #ifdef SUPPORTCG
10229                 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10230                 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10231 #endif
10232                 break;
10233         case RENDERPATH_GL20:
10234                 if (r_glsl_permutation->loc_Texture_Lightmap  >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10235                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10236                 break;
10237         case RENDERPATH_GL13:
10238         case RENDERPATH_GL11:
10239                 R_Mesh_TexBind(0, surface->lightmaptexture);
10240                 break;
10241         }
10242 }
10243
10244 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10245 {
10246         // pick the closest matching water plane and bind textures
10247         int planeindex, vertexindex;
10248         float d, bestd;
10249         vec3_t vert;
10250         const float *v;
10251         r_waterstate_waterplane_t *p, *bestp;
10252         bestd = 0;
10253         bestp = NULL;
10254         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10255         {
10256                 d = 0;
10257                 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10258                 {
10259                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
10260                         d += fabs(PlaneDiff(vert, &p->plane));
10261                 }
10262                 if (bestd > d || !bestp)
10263                 {
10264                         bestd = d;
10265                         bestp = p;
10266                 }
10267         }
10268         switch(vid.renderpath)
10269         {
10270         case RENDERPATH_CGGL:
10271 #ifdef SUPPORTCG
10272                 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
10273                 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
10274 #endif
10275                 break;
10276         case RENDERPATH_GL20:
10277                 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10278                 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10279                 break;
10280         case RENDERPATH_GL13:
10281         case RENDERPATH_GL11:
10282                 break;
10283         }
10284 }
10285
10286 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10287 {
10288         int i;
10289         const msurface_t *surface;
10290         if (r_waterstate.renderingscene)
10291                 return;
10292         for (i = 0;i < texturenumsurfaces;i++)
10293         {
10294                 surface = texturesurfacelist[i];
10295                 RSurf_BindLightmapForSurface(surface);
10296                 RSurf_BindReflectionForSurface(surface);
10297                 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);
10298         }
10299 }
10300
10301 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10302 {
10303         int i;
10304         int j;
10305         const msurface_t *surface = texturesurfacelist[0];
10306         const msurface_t *surface2;
10307         int firstvertex;
10308         int endvertex;
10309         int numvertices;
10310         int numtriangles;
10311         if (texturenumsurfaces == 1)
10312         {
10313                 RSurf_BindLightmapForSurface(surface);
10314                 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);
10315         }
10316         else if (r_batchmode.integer == 2)
10317         {
10318 #define MAXBATCHTRIANGLES 4096
10319                 int batchtriangles = 0;
10320                 static int batchelements[MAXBATCHTRIANGLES*3];
10321                 for (i = 0;i < texturenumsurfaces;i = j)
10322                 {
10323                         surface = texturesurfacelist[i];
10324                         RSurf_BindLightmapForSurface(surface);
10325                         j = i + 1;
10326                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10327                         {
10328                                 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);
10329                                 continue;
10330                         }
10331                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10332                         batchtriangles = surface->num_triangles;
10333                         firstvertex = surface->num_firstvertex;
10334                         endvertex = surface->num_firstvertex + surface->num_vertices;
10335                         for (;j < texturenumsurfaces;j++)
10336                         {
10337                                 surface2 = texturesurfacelist[j];
10338                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10339                                         break;
10340                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10341                                 batchtriangles += surface2->num_triangles;
10342                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10343                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10344                         }
10345                         surface2 = texturesurfacelist[j-1];
10346                         numvertices = endvertex - firstvertex;
10347                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10348                 }
10349         }
10350         else if (r_batchmode.integer == 1)
10351         {
10352 #if 0
10353                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10354                 for (i = 0;i < texturenumsurfaces;i = j)
10355                 {
10356                         surface = texturesurfacelist[i];
10357                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10358                                 if (texturesurfacelist[j] != surface2)
10359                                         break;
10360                         Con_Printf(" %i", j - i);
10361                 }
10362                 Con_Printf("\n");
10363                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10364 #endif
10365                 for (i = 0;i < texturenumsurfaces;i = j)
10366                 {
10367                         surface = texturesurfacelist[i];
10368                         RSurf_BindLightmapForSurface(surface);
10369                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10370                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10371                                         break;
10372 #if 0
10373                         Con_Printf(" %i", j - i);
10374 #endif
10375                         surface2 = texturesurfacelist[j-1];
10376                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10377                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10378                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10379                 }
10380 #if 0
10381                 Con_Printf("\n");
10382 #endif
10383         }
10384         else
10385         {
10386                 for (i = 0;i < texturenumsurfaces;i++)
10387                 {
10388                         surface = texturesurfacelist[i];
10389                         RSurf_BindLightmapForSurface(surface);
10390                         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);
10391                 }
10392         }
10393 }
10394
10395 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10396 {
10397         int j;
10398         int texturesurfaceindex;
10399         if (r_showsurfaces.integer == 2)
10400         {
10401                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10402                 {
10403                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10404                         for (j = 0;j < surface->num_triangles;j++)
10405                         {
10406                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10407                                 GL_Color(f, f, f, 1);
10408                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10409                         }
10410                 }
10411         }
10412         else
10413         {
10414                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10415                 {
10416                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10417                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
10418                         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);
10419                         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);
10420                 }
10421         }
10422 }
10423
10424 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10425 {
10426         int texturesurfaceindex;
10427         int i;
10428         const float *v;
10429         float *c2;
10430         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10431         {
10432                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10433                 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)
10434                 {
10435                         c2[0] = 0.5;
10436                         c2[1] = 0.5;
10437                         c2[2] = 0.5;
10438                         c2[3] = 1;
10439                 }
10440         }
10441         rsurface.lightmapcolor4f = rsurface.array_color4f;
10442         rsurface.lightmapcolor4f_bufferobject = 0;
10443         rsurface.lightmapcolor4f_bufferoffset = 0;
10444 }
10445
10446 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10447 {
10448         int texturesurfaceindex;
10449         int i;
10450         float f;
10451         const float *v;
10452         const float *c;
10453         float *c2;
10454         if (rsurface.lightmapcolor4f)
10455         {
10456                 // generate color arrays for the surfaces in this list
10457                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10458                 {
10459                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10460                         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)
10461                         {
10462                                 f = RSurf_FogVertex(v);
10463                                 c2[0] = c[0] * f;
10464                                 c2[1] = c[1] * f;
10465                                 c2[2] = c[2] * f;
10466                                 c2[3] = c[3];
10467                         }
10468                 }
10469         }
10470         else
10471         {
10472                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10473                 {
10474                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10475                         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)
10476                         {
10477                                 f = RSurf_FogVertex(v);
10478                                 c2[0] = f;
10479                                 c2[1] = f;
10480                                 c2[2] = f;
10481                                 c2[3] = 1;
10482                         }
10483                 }
10484         }
10485         rsurface.lightmapcolor4f = rsurface.array_color4f;
10486         rsurface.lightmapcolor4f_bufferobject = 0;
10487         rsurface.lightmapcolor4f_bufferoffset = 0;
10488 }
10489
10490 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10491 {
10492         int texturesurfaceindex;
10493         int i;
10494         float f;
10495         const float *v;
10496         const float *c;
10497         float *c2;
10498         if (!rsurface.lightmapcolor4f)
10499                 return;
10500         // generate color arrays for the surfaces in this list
10501         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10502         {
10503                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10504                 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)
10505                 {
10506                         f = RSurf_FogVertex(v);
10507                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10508                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10509                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10510                         c2[3] = c[3];
10511                 }
10512         }
10513         rsurface.lightmapcolor4f = rsurface.array_color4f;
10514         rsurface.lightmapcolor4f_bufferobject = 0;
10515         rsurface.lightmapcolor4f_bufferoffset = 0;
10516 }
10517
10518 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10519 {
10520         int texturesurfaceindex;
10521         int i;
10522         const float *c;
10523         float *c2;
10524         if (!rsurface.lightmapcolor4f)
10525                 return;
10526         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10527         {
10528                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10529                 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)
10530                 {
10531                         c2[0] = c[0] * r;
10532                         c2[1] = c[1] * g;
10533                         c2[2] = c[2] * b;
10534                         c2[3] = c[3] * a;
10535                 }
10536         }
10537         rsurface.lightmapcolor4f = rsurface.array_color4f;
10538         rsurface.lightmapcolor4f_bufferobject = 0;
10539         rsurface.lightmapcolor4f_bufferoffset = 0;
10540 }
10541
10542 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10543 {
10544         int texturesurfaceindex;
10545         int i;
10546         const float *c;
10547         float *c2;
10548         if (!rsurface.lightmapcolor4f)
10549                 return;
10550         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10551         {
10552                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10553                 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)
10554                 {
10555                         c2[0] = c[0] + r_refdef.scene.ambient;
10556                         c2[1] = c[1] + r_refdef.scene.ambient;
10557                         c2[2] = c[2] + r_refdef.scene.ambient;
10558                         c2[3] = c[3];
10559                 }
10560         }
10561         rsurface.lightmapcolor4f = rsurface.array_color4f;
10562         rsurface.lightmapcolor4f_bufferobject = 0;
10563         rsurface.lightmapcolor4f_bufferoffset = 0;
10564 }
10565
10566 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10567 {
10568         // TODO: optimize
10569         rsurface.lightmapcolor4f = NULL;
10570         rsurface.lightmapcolor4f_bufferobject = 0;
10571         rsurface.lightmapcolor4f_bufferoffset = 0;
10572         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10573         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10574         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10575         GL_Color(r, g, b, a);
10576         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10577 }
10578
10579 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10580 {
10581         // TODO: optimize applyfog && applycolor case
10582         // just apply fog if necessary, and tint the fog color array if necessary
10583         rsurface.lightmapcolor4f = NULL;
10584         rsurface.lightmapcolor4f_bufferobject = 0;
10585         rsurface.lightmapcolor4f_bufferoffset = 0;
10586         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10587         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10588         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10589         GL_Color(r, g, b, a);
10590         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10591 }
10592
10593 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10594 {
10595         int texturesurfaceindex;
10596         int i;
10597         float *c;
10598         // TODO: optimize
10599         if (texturesurfacelist[0]->lightmapinfo)
10600         {
10601                 // generate color arrays for the surfaces in this list
10602                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10603                 {
10604                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10605                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10606                         {
10607                                 if (surface->lightmapinfo->samples)
10608                                 {
10609                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10610                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10611                                         VectorScale(lm, scale, c);
10612                                         if (surface->lightmapinfo->styles[1] != 255)
10613                                         {
10614                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10615                                                 lm += size3;
10616                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10617                                                 VectorMA(c, scale, lm, c);
10618                                                 if (surface->lightmapinfo->styles[2] != 255)
10619                                                 {
10620                                                         lm += size3;
10621                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10622                                                         VectorMA(c, scale, lm, c);
10623                                                         if (surface->lightmapinfo->styles[3] != 255)
10624                                                         {
10625                                                                 lm += size3;
10626                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10627                                                                 VectorMA(c, scale, lm, c);
10628                                                         }
10629                                                 }
10630                                         }
10631                                 }
10632                                 else
10633                                         VectorClear(c);
10634                                 c[3] = 1;
10635                         }
10636                 }
10637                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10638                 rsurface.lightmapcolor4f_bufferobject = 0;
10639                 rsurface.lightmapcolor4f_bufferoffset = 0;
10640         }
10641         else
10642         {
10643                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10644                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10645                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10646         }
10647         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10648         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10649         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10650         GL_Color(r, g, b, a);
10651         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10652 }
10653
10654 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10655 {
10656         int texturesurfaceindex;
10657         int i;
10658         float f;
10659         float alpha;
10660         const float *v;
10661         const float *n;
10662         float *c;
10663         vec3_t ambientcolor;
10664         vec3_t diffusecolor;
10665         vec3_t lightdir;
10666         // TODO: optimize
10667         // model lighting
10668         VectorCopy(rsurface.modellight_lightdir, lightdir);
10669         f = 0.5f * r_refdef.lightmapintensity;
10670         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10671         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10672         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10673         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10674         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10675         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10676         alpha = *a;
10677         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10678         {
10679                 // generate color arrays for the surfaces in this list
10680                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10681                 {
10682                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10683                         int numverts = surface->num_vertices;
10684                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10685                         n = rsurface.normal3f + 3 * surface->num_firstvertex;
10686                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10687                         // q3-style directional shading
10688                         for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10689                         {
10690                                 if ((f = DotProduct(n, lightdir)) > 0)
10691                                         VectorMA(ambientcolor, f, diffusecolor, c);
10692                                 else
10693                                         VectorCopy(ambientcolor, c);
10694                                 c[3] = alpha;
10695                         }
10696                 }
10697                 *r = 1;
10698                 *g = 1;
10699                 *b = 1;
10700                 *a = 1;
10701                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10702                 rsurface.lightmapcolor4f_bufferobject = 0;
10703                 rsurface.lightmapcolor4f_bufferoffset = 0;
10704                 *applycolor = false;
10705         }
10706         else
10707         {
10708                 *r = ambientcolor[0];
10709                 *g = ambientcolor[1];
10710                 *b = ambientcolor[2];
10711                 rsurface.lightmapcolor4f = NULL;
10712                 rsurface.lightmapcolor4f_bufferobject = 0;
10713                 rsurface.lightmapcolor4f_bufferoffset = 0;
10714         }
10715 }
10716
10717 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10718 {
10719         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10720         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10721         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10722         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10723         GL_Color(r, g, b, a);
10724         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10725 }
10726
10727 void RSurf_SetupDepthAndCulling(void)
10728 {
10729         // submodels are biased to avoid z-fighting with world surfaces that they
10730         // may be exactly overlapping (avoids z-fighting artifacts on certain
10731         // doors and things in Quake maps)
10732         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10733         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10734         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10735         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10736 }
10737
10738 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10739 {
10740         // transparent sky would be ridiculous
10741         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10742                 return;
10743         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10744         skyrenderlater = true;
10745         RSurf_SetupDepthAndCulling();
10746         GL_DepthMask(true);
10747         // LordHavoc: HalfLife maps have freaky skypolys so don't use
10748         // skymasking on them, and Quake3 never did sky masking (unlike
10749         // software Quake and software Quake2), so disable the sky masking
10750         // in Quake3 maps as it causes problems with q3map2 sky tricks,
10751         // and skymasking also looks very bad when noclipping outside the
10752         // level, so don't use it then either.
10753         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10754         {
10755                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10756                 R_Mesh_ColorPointer(NULL, 0, 0);
10757                 R_Mesh_ResetTextureState();
10758                 if (skyrendermasked)
10759                 {
10760                         R_SetupShader_DepthOrShadow();
10761                         // depth-only (masking)
10762                         GL_ColorMask(0,0,0,0);
10763                         // just to make sure that braindead drivers don't draw
10764                         // anything despite that colormask...
10765                         GL_BlendFunc(GL_ZERO, GL_ONE);
10766                 }
10767                 else
10768                 {
10769                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10770                         // fog sky
10771                         GL_BlendFunc(GL_ONE, GL_ZERO);
10772                 }
10773                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10774                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10775                 if (skyrendermasked)
10776                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10777         }
10778         R_Mesh_ResetTextureState();
10779         GL_Color(1, 1, 1, 1);
10780 }
10781
10782 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10783 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10784 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10785 {
10786         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
10787                 return;
10788         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10789         if (prepass)
10790         {
10791                 // render screenspace normalmap to texture
10792                 GL_DepthMask(true);
10793                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
10794                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10795         }
10796         else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
10797         {
10798                 // render water or distortion background, then blend surface on top
10799                 GL_DepthMask(true);
10800                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10801                 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10802                 GL_DepthMask(false);
10803                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10804                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10805                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10806                 else
10807                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10808         }
10809         else
10810         {
10811                 // render surface normally
10812                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10813                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10814                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
10815                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10816                 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10817                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10818                 else
10819                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10820         }
10821 }
10822
10823 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10824 {
10825         // OpenGL 1.3 path - anything not completely ancient
10826         int texturesurfaceindex;
10827         qboolean applycolor;
10828         qboolean applyfog;
10829         int layerindex;
10830         const texturelayer_t *layer;
10831         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10832
10833         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10834         {
10835                 vec4_t layercolor;
10836                 int layertexrgbscale;
10837                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10838                 {
10839                         if (layerindex == 0)
10840                                 GL_AlphaTest(true);
10841                         else
10842                         {
10843                                 GL_AlphaTest(false);
10844                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10845                         }
10846                 }
10847                 GL_DepthMask(layer->depthmask && writedepth);
10848                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10849                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10850                 {
10851                         layertexrgbscale = 4;
10852                         VectorScale(layer->color, 0.25f, layercolor);
10853                 }
10854                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10855                 {
10856                         layertexrgbscale = 2;
10857                         VectorScale(layer->color, 0.5f, layercolor);
10858                 }
10859                 else
10860                 {
10861                         layertexrgbscale = 1;
10862                         VectorScale(layer->color, 1.0f, layercolor);
10863                 }
10864                 layercolor[3] = layer->color[3];
10865                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10866                 R_Mesh_ColorPointer(NULL, 0, 0);
10867                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10868                 switch (layer->type)
10869                 {
10870                 case TEXTURELAYERTYPE_LITTEXTURE:
10871                         // single-pass lightmapped texture with 2x rgbscale
10872                         R_Mesh_TexBind(0, r_texture_white);
10873                         R_Mesh_TexMatrix(0, NULL);
10874                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10875                         R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10876                         R_Mesh_TexBind(1, layer->texture);
10877                         R_Mesh_TexMatrix(1, &layer->texmatrix);
10878                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10879                         R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10880                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10881                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10882                         else if (rsurface.uselightmaptexture)
10883                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10884                         else
10885                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10886                         break;
10887                 case TEXTURELAYERTYPE_TEXTURE:
10888                         // singletexture unlit texture with transparency support
10889                         R_Mesh_TexBind(0, layer->texture);
10890                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10891                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10892                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10893                         R_Mesh_TexBind(1, 0);
10894                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10895                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10896                         break;
10897                 case TEXTURELAYERTYPE_FOG:
10898                         // singletexture fogging
10899                         if (layer->texture)
10900                         {
10901                                 R_Mesh_TexBind(0, layer->texture);
10902                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10903                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10904                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10905                         }
10906                         else
10907                         {
10908                                 R_Mesh_TexBind(0, 0);
10909                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10910                         }
10911                         R_Mesh_TexBind(1, 0);
10912                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10913                         // generate a color array for the fog pass
10914                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10915                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10916                         {
10917                                 int i;
10918                                 float f;
10919                                 const float *v;
10920                                 float *c;
10921                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10922                                 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)
10923                                 {
10924                                         f = 1 - RSurf_FogVertex(v);
10925                                         c[0] = layercolor[0];
10926                                         c[1] = layercolor[1];
10927                                         c[2] = layercolor[2];
10928                                         c[3] = f * layercolor[3];
10929                                 }
10930                         }
10931                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10932                         break;
10933                 default:
10934                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10935                 }
10936         }
10937         CHECKGLERROR
10938         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10939         {
10940                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10941                 GL_AlphaTest(false);
10942         }
10943 }
10944
10945 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10946 {
10947         // OpenGL 1.1 - crusty old voodoo path
10948         int texturesurfaceindex;
10949         qboolean applyfog;
10950         int layerindex;
10951         const texturelayer_t *layer;
10952         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10953
10954         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10955         {
10956                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10957                 {
10958                         if (layerindex == 0)
10959                                 GL_AlphaTest(true);
10960                         else
10961                         {
10962                                 GL_AlphaTest(false);
10963                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10964                         }
10965                 }
10966                 GL_DepthMask(layer->depthmask && writedepth);
10967                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10968                 R_Mesh_ColorPointer(NULL, 0, 0);
10969                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10970                 switch (layer->type)
10971                 {
10972                 case TEXTURELAYERTYPE_LITTEXTURE:
10973                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10974                         {
10975                                 // two-pass lit texture with 2x rgbscale
10976                                 // first the lightmap pass
10977                                 R_Mesh_TexBind(0, r_texture_white);
10978                                 R_Mesh_TexMatrix(0, NULL);
10979                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10980                                 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10981                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10982                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10983                                 else if (rsurface.uselightmaptexture)
10984                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10985                                 else
10986                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10987                                 // then apply the texture to it
10988                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10989                                 R_Mesh_TexBind(0, layer->texture);
10990                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10991                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10992                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10993                                 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);
10994                         }
10995                         else
10996                         {
10997                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10998                                 R_Mesh_TexBind(0, layer->texture);
10999                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11000                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11001                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11002                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11003                                         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);
11004                                 else
11005                                         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);
11006                         }
11007                         break;
11008                 case TEXTURELAYERTYPE_TEXTURE:
11009                         // singletexture unlit texture with transparency support
11010                         R_Mesh_TexBind(0, layer->texture);
11011                         R_Mesh_TexMatrix(0, &layer->texmatrix);
11012                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11013                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11014                         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);
11015                         break;
11016                 case TEXTURELAYERTYPE_FOG:
11017                         // singletexture fogging
11018                         if (layer->texture)
11019                         {
11020                                 R_Mesh_TexBind(0, layer->texture);
11021                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11022                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11023                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11024                         }
11025                         else
11026                         {
11027                                 R_Mesh_TexBind(0, 0);
11028                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11029                         }
11030                         // generate a color array for the fog pass
11031                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11032                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11033                         {
11034                                 int i;
11035                                 float f;
11036                                 const float *v;
11037                                 float *c;
11038                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11039                                 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)
11040                                 {
11041                                         f = 1 - RSurf_FogVertex(v);
11042                                         c[0] = layer->color[0];
11043                                         c[1] = layer->color[1];
11044                                         c[2] = layer->color[2];
11045                                         c[3] = f * layer->color[3];
11046                                 }
11047                         }
11048                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11049                         break;
11050                 default:
11051                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11052                 }
11053         }
11054         CHECKGLERROR
11055         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11056         {
11057                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11058                 GL_AlphaTest(false);
11059         }
11060 }
11061
11062 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11063 {
11064         float c[4];
11065
11066         GL_AlphaTest(false);
11067         R_Mesh_ColorPointer(NULL, 0, 0);
11068         R_Mesh_ResetTextureState();
11069         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11070
11071         if(rsurface.texture && rsurface.texture->currentskinframe)
11072         {
11073                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11074                 c[3] *= rsurface.texture->currentalpha;
11075         }
11076         else
11077         {
11078                 c[0] = 1;
11079                 c[1] = 0;
11080                 c[2] = 1;
11081                 c[3] = 1;
11082         }
11083
11084         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11085         {
11086                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11087                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11088                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11089         }
11090
11091         // brighten it up (as texture value 127 means "unlit")
11092         c[0] *= 2 * r_refdef.view.colorscale;
11093         c[1] *= 2 * r_refdef.view.colorscale;
11094         c[2] *= 2 * r_refdef.view.colorscale;
11095
11096         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11097                 c[3] *= r_wateralpha.value;
11098
11099         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11100         {
11101                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11102                 GL_DepthMask(false);
11103         }
11104         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11105         {
11106                 GL_BlendFunc(GL_ONE, GL_ONE);
11107                 GL_DepthMask(false);
11108         }
11109         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11110         {
11111                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11112                 GL_DepthMask(false);
11113         }
11114         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11115         {
11116                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11117                 GL_DepthMask(false);
11118         }
11119         else
11120         {
11121                 GL_BlendFunc(GL_ONE, GL_ZERO);
11122                 GL_DepthMask(writedepth);
11123         }
11124
11125         rsurface.lightmapcolor4f = NULL;
11126
11127         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11128         {
11129                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11130
11131                 rsurface.lightmapcolor4f = NULL;
11132                 rsurface.lightmapcolor4f_bufferobject = 0;
11133                 rsurface.lightmapcolor4f_bufferoffset = 0;
11134         }
11135         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11136         {
11137                 qboolean applycolor = true;
11138                 float one = 1.0;
11139
11140                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11141
11142                 r_refdef.lightmapintensity = 1;
11143                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11144                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11145         }
11146         else
11147         {
11148                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11149
11150                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11151                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11152                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11153         }
11154
11155         if(!rsurface.lightmapcolor4f)
11156                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11157
11158         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11159         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11160         if(r_refdef.fogenabled)
11161                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11162
11163         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11164         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11165 }
11166
11167 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11168 {
11169         CHECKGLERROR
11170         RSurf_SetupDepthAndCulling();
11171         if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11172         {
11173                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11174                 return;
11175         }
11176         switch (vid.renderpath)
11177         {
11178         case RENDERPATH_GL20:
11179         case RENDERPATH_CGGL:
11180                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11181                 break;
11182         case RENDERPATH_GL13:
11183                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11184                 break;
11185         case RENDERPATH_GL11:
11186                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11187                 break;
11188         }
11189         CHECKGLERROR
11190 }
11191
11192 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11193 {
11194         CHECKGLERROR
11195         RSurf_SetupDepthAndCulling();
11196         if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11197         {
11198                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11199                 return;
11200         }
11201         switch (vid.renderpath)
11202         {
11203         case RENDERPATH_GL20:
11204         case RENDERPATH_CGGL:
11205                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11206                 break;
11207         case RENDERPATH_GL13:
11208                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11209                 break;
11210         case RENDERPATH_GL11:
11211                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11212                 break;
11213         }
11214         CHECKGLERROR
11215 }
11216
11217 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11218 {
11219         int i, j;
11220         int texturenumsurfaces, endsurface;
11221         texture_t *texture;
11222         const msurface_t *surface;
11223         const msurface_t *texturesurfacelist[256];
11224
11225         // if the model is static it doesn't matter what value we give for
11226         // wantnormals and wanttangents, so this logic uses only rules applicable
11227         // to a model, knowing that they are meaningless otherwise
11228         if (ent == r_refdef.scene.worldentity)
11229                 RSurf_ActiveWorldEntity();
11230         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11231                 RSurf_ActiveModelEntity(ent, false, false, false);
11232         else
11233         {
11234                 switch (vid.renderpath)
11235                 {
11236                 case RENDERPATH_GL20:
11237                 case RENDERPATH_CGGL:
11238                         RSurf_ActiveModelEntity(ent, true, true, false);
11239                         break;
11240                 case RENDERPATH_GL13:
11241                 case RENDERPATH_GL11:
11242                         RSurf_ActiveModelEntity(ent, true, false, false);
11243                         break;
11244                 }
11245         }
11246
11247         if (r_transparentdepthmasking.integer)
11248         {
11249                 qboolean setup = false;
11250                 for (i = 0;i < numsurfaces;i = j)
11251                 {
11252                         j = i + 1;
11253                         surface = rsurface.modelsurfaces + surfacelist[i];
11254                         texture = surface->texture;
11255                         rsurface.texture = R_GetCurrentTexture(texture);
11256                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11257                         // scan ahead until we find a different texture
11258                         endsurface = min(i + 1024, numsurfaces);
11259                         texturenumsurfaces = 0;
11260                         texturesurfacelist[texturenumsurfaces++] = surface;
11261                         for (;j < endsurface;j++)
11262                         {
11263                                 surface = rsurface.modelsurfaces + surfacelist[j];
11264                                 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11265                                         break;
11266                                 texturesurfacelist[texturenumsurfaces++] = surface;
11267                         }
11268                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11269                                 continue;
11270                         // render the range of surfaces as depth
11271                         if (!setup)
11272                         {
11273                                 setup = true;
11274                                 GL_ColorMask(0,0,0,0);
11275                                 GL_Color(1,1,1,1);
11276                                 GL_DepthTest(true);
11277                                 GL_BlendFunc(GL_ONE, GL_ZERO);
11278                                 GL_DepthMask(true);
11279                                 GL_AlphaTest(false);
11280                                 R_Mesh_ColorPointer(NULL, 0, 0);
11281                                 R_Mesh_ResetTextureState();
11282                                 R_SetupShader_DepthOrShadow();
11283                         }
11284                         RSurf_SetupDepthAndCulling();
11285                         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11286                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11287                 }
11288                 if (setup)
11289                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11290         }
11291
11292         for (i = 0;i < numsurfaces;i = j)
11293         {
11294                 j = i + 1;
11295                 surface = rsurface.modelsurfaces + surfacelist[i];
11296                 texture = surface->texture;
11297                 rsurface.texture = R_GetCurrentTexture(texture);
11298                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11299                 // scan ahead until we find a different texture
11300                 endsurface = min(i + 1024, numsurfaces);
11301                 texturenumsurfaces = 0;
11302                 texturesurfacelist[texturenumsurfaces++] = surface;
11303                 for (;j < endsurface;j++)
11304                 {
11305                         surface = rsurface.modelsurfaces + surfacelist[j];
11306                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11307                                 break;
11308                         texturesurfacelist[texturenumsurfaces++] = surface;
11309                 }
11310                 // render the range of surfaces
11311                 if (ent == r_refdef.scene.worldentity)
11312                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11313                 else
11314                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11315         }
11316         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11317         GL_AlphaTest(false);
11318 }
11319
11320 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11321 {
11322         // transparent surfaces get pushed off into the transparent queue
11323         int surfacelistindex;
11324         const msurface_t *surface;
11325         vec3_t tempcenter, center;
11326         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11327         {
11328                 surface = texturesurfacelist[surfacelistindex];
11329                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11330                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11331                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11332                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11333                 if (queueentity->transparent_offset) // transparent offset
11334                 {
11335                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11336                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11337                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11338                 }
11339                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11340         }
11341 }
11342
11343 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11344 {
11345         const entity_render_t *queueentity = r_refdef.scene.worldentity;
11346         CHECKGLERROR
11347         if (depthonly)
11348         {
11349                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11350                         return;
11351                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11352                         return;
11353                 RSurf_SetupDepthAndCulling();
11354                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11355                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11356         }
11357         else if (prepass)
11358         {
11359                 if (!rsurface.texture->currentnumlayers)
11360                         return;
11361                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11362                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11363                 else
11364                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11365         }
11366         else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11367         {
11368                 RSurf_SetupDepthAndCulling();
11369                 GL_AlphaTest(false);
11370                 R_Mesh_ColorPointer(NULL, 0, 0);
11371                 R_Mesh_ResetTextureState();
11372                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11373                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11374                 GL_DepthMask(true);
11375                 GL_BlendFunc(GL_ONE, GL_ZERO);
11376                 GL_Color(0, 0, 0, 1);
11377                 GL_DepthTest(writedepth);
11378                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11379         }
11380         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11381         {
11382                 RSurf_SetupDepthAndCulling();
11383                 GL_AlphaTest(false);
11384                 R_Mesh_ColorPointer(NULL, 0, 0);
11385                 R_Mesh_ResetTextureState();
11386                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11387                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11388                 GL_DepthMask(true);
11389                 GL_BlendFunc(GL_ONE, GL_ZERO);
11390                 GL_DepthTest(true);
11391                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11392         }
11393         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11394                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11395         else if (!rsurface.texture->currentnumlayers)
11396                 return;
11397         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11398         {
11399                 // in the deferred case, transparent surfaces were queued during prepass
11400                 if (!r_shadow_usingdeferredprepass)
11401                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11402         }
11403         else
11404         {
11405                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11406                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11407         }
11408         CHECKGLERROR
11409 }
11410
11411 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11412 {
11413         int i, j;
11414         texture_t *texture;
11415         // break the surface list down into batches by texture and use of lightmapping
11416         for (i = 0;i < numsurfaces;i = j)
11417         {
11418                 j = i + 1;
11419                 // texture is the base texture pointer, rsurface.texture is the
11420                 // current frame/skin the texture is directing us to use (for example
11421                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11422                 // use skin 1 instead)
11423                 texture = surfacelist[i]->texture;
11424                 rsurface.texture = R_GetCurrentTexture(texture);
11425                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11426                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11427                 {
11428                         // if this texture is not the kind we want, skip ahead to the next one
11429                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11430                                 ;
11431                         continue;
11432                 }
11433                 // simply scan ahead until we find a different texture or lightmap state
11434                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11435                         ;
11436                 // render the range of surfaces
11437                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11438         }
11439 }
11440
11441 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11442 {
11443         CHECKGLERROR
11444         if (depthonly)
11445         {
11446                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11447                         return;
11448                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11449                         return;
11450                 RSurf_SetupDepthAndCulling();
11451                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11452                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11453         }
11454         else if (prepass)
11455         {
11456                 if (!rsurface.texture->currentnumlayers)
11457                         return;
11458                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11459                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11460                 else
11461                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11462         }
11463         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11464         {
11465                 RSurf_SetupDepthAndCulling();
11466                 GL_AlphaTest(false);
11467                 R_Mesh_ColorPointer(NULL, 0, 0);
11468                 R_Mesh_ResetTextureState();
11469                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11470                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11471                 GL_DepthMask(true);
11472                 GL_BlendFunc(GL_ONE, GL_ZERO);
11473                 GL_Color(0, 0, 0, 1);
11474                 GL_DepthTest(writedepth);
11475                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11476         }
11477         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11478         {
11479                 RSurf_SetupDepthAndCulling();
11480                 GL_AlphaTest(false);
11481                 R_Mesh_ColorPointer(NULL, 0, 0);
11482                 R_Mesh_ResetTextureState();
11483                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11484                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11485                 GL_DepthMask(true);
11486                 GL_BlendFunc(GL_ONE, GL_ZERO);
11487                 GL_DepthTest(true);
11488                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11489         }
11490         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11491                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11492         else if (!rsurface.texture->currentnumlayers)
11493                 return;
11494         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11495         {
11496                 // in the deferred case, transparent surfaces were queued during prepass
11497                 if (!r_shadow_usingdeferredprepass)
11498                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11499         }
11500         else
11501         {
11502                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11503                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11504         }
11505         CHECKGLERROR
11506 }
11507
11508 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11509 {
11510         int i, j;
11511         texture_t *texture;
11512         // break the surface list down into batches by texture and use of lightmapping
11513         for (i = 0;i < numsurfaces;i = j)
11514         {
11515                 j = i + 1;
11516                 // texture is the base texture pointer, rsurface.texture is the
11517                 // current frame/skin the texture is directing us to use (for example
11518                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11519                 // use skin 1 instead)
11520                 texture = surfacelist[i]->texture;
11521                 rsurface.texture = R_GetCurrentTexture(texture);
11522                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11523                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11524                 {
11525                         // if this texture is not the kind we want, skip ahead to the next one
11526                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11527                                 ;
11528                         continue;
11529                 }
11530                 // simply scan ahead until we find a different texture or lightmap state
11531                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11532                         ;
11533                 // render the range of surfaces
11534                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11535         }
11536 }
11537
11538 float locboxvertex3f[6*4*3] =
11539 {
11540         1,0,1, 1,0,0, 1,1,0, 1,1,1,
11541         0,1,1, 0,1,0, 0,0,0, 0,0,1,
11542         1,1,1, 1,1,0, 0,1,0, 0,1,1,
11543         0,0,1, 0,0,0, 1,0,0, 1,0,1,
11544         0,0,1, 1,0,1, 1,1,1, 0,1,1,
11545         1,0,0, 0,0,0, 0,1,0, 1,1,0
11546 };
11547
11548 unsigned short locboxelements[6*2*3] =
11549 {
11550          0, 1, 2, 0, 2, 3,
11551          4, 5, 6, 4, 6, 7,
11552          8, 9,10, 8,10,11,
11553         12,13,14, 12,14,15,
11554         16,17,18, 16,18,19,
11555         20,21,22, 20,22,23
11556 };
11557
11558 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11559 {
11560         int i, j;
11561         cl_locnode_t *loc = (cl_locnode_t *)ent;
11562         vec3_t mins, size;
11563         float vertex3f[6*4*3];
11564         CHECKGLERROR
11565         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11566         GL_DepthMask(false);
11567         GL_DepthRange(0, 1);
11568         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11569         GL_DepthTest(true);
11570         GL_CullFace(GL_NONE);
11571         R_EntityMatrix(&identitymatrix);
11572
11573         R_Mesh_VertexPointer(vertex3f, 0, 0);
11574         R_Mesh_ColorPointer(NULL, 0, 0);
11575         R_Mesh_ResetTextureState();
11576         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11577
11578         i = surfacelist[0];
11579         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11580                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11581                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11582                         surfacelist[0] < 0 ? 0.5f : 0.125f);
11583
11584         if (VectorCompare(loc->mins, loc->maxs))
11585         {
11586                 VectorSet(size, 2, 2, 2);
11587                 VectorMA(loc->mins, -0.5f, size, mins);
11588         }
11589         else
11590         {
11591                 VectorCopy(loc->mins, mins);
11592                 VectorSubtract(loc->maxs, loc->mins, size);
11593         }
11594
11595         for (i = 0;i < 6*4*3;)
11596                 for (j = 0;j < 3;j++, i++)
11597                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11598
11599         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11600 }
11601
11602 void R_DrawLocs(void)
11603 {
11604         int index;
11605         cl_locnode_t *loc, *nearestloc;
11606         vec3_t center;
11607         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11608         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11609         {
11610                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11611                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11612         }
11613 }
11614
11615 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11616 {
11617         if (decalsystem->decals)
11618                 Mem_Free(decalsystem->decals);
11619         memset(decalsystem, 0, sizeof(*decalsystem));
11620 }
11621
11622 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)
11623 {
11624         tridecal_t *decal;
11625         tridecal_t *decals;
11626         int i;
11627
11628         // expand or initialize the system
11629         if (decalsystem->maxdecals <= decalsystem->numdecals)
11630         {
11631                 decalsystem_t old = *decalsystem;
11632                 qboolean useshortelements;
11633                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11634                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11635                 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)));
11636                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11637                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11638                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11639                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11640                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11641                 if (decalsystem->numdecals)
11642                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11643                 if (old.decals)
11644                         Mem_Free(old.decals);
11645                 for (i = 0;i < decalsystem->maxdecals*3;i++)
11646                         decalsystem->element3i[i] = i;
11647                 if (useshortelements)
11648                         for (i = 0;i < decalsystem->maxdecals*3;i++)
11649                                 decalsystem->element3s[i] = i;
11650         }
11651
11652         // grab a decal and search for another free slot for the next one
11653         decals = decalsystem->decals;
11654         decal = decalsystem->decals + (i = decalsystem->freedecal++);
11655         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11656                 ;
11657         decalsystem->freedecal = i;
11658         if (decalsystem->numdecals <= i)
11659                 decalsystem->numdecals = i + 1;
11660
11661         // initialize the decal
11662         decal->lived = 0;
11663         decal->triangleindex = triangleindex;
11664         decal->surfaceindex = surfaceindex;
11665         decal->decalsequence = decalsequence;
11666         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11667         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11668         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11669         decal->color4ub[0][3] = 255;
11670         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11671         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11672         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11673         decal->color4ub[1][3] = 255;
11674         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11675         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11676         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11677         decal->color4ub[2][3] = 255;
11678         decal->vertex3f[0][0] = v0[0];
11679         decal->vertex3f[0][1] = v0[1];
11680         decal->vertex3f[0][2] = v0[2];
11681         decal->vertex3f[1][0] = v1[0];
11682         decal->vertex3f[1][1] = v1[1];
11683         decal->vertex3f[1][2] = v1[2];
11684         decal->vertex3f[2][0] = v2[0];
11685         decal->vertex3f[2][1] = v2[1];
11686         decal->vertex3f[2][2] = v2[2];
11687         decal->texcoord2f[0][0] = t0[0];
11688         decal->texcoord2f[0][1] = t0[1];
11689         decal->texcoord2f[1][0] = t1[0];
11690         decal->texcoord2f[1][1] = t1[1];
11691         decal->texcoord2f[2][0] = t2[0];
11692         decal->texcoord2f[2][1] = t2[1];
11693 }
11694
11695 extern cvar_t cl_decals_bias;
11696 extern cvar_t cl_decals_models;
11697 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11698 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)
11699 {
11700         matrix4x4_t projection;
11701         decalsystem_t *decalsystem;
11702         qboolean dynamic;
11703         dp_model_t *model;
11704         const float *vertex3f;
11705         const msurface_t *surface;
11706         const msurface_t *surfaces;
11707         const int *surfacelist;
11708         const texture_t *texture;
11709         int numtriangles;
11710         int numsurfacelist;
11711         int surfacelistindex;
11712         int surfaceindex;
11713         int triangleindex;
11714         int cornerindex;
11715         int index;
11716         int numpoints;
11717         const int *e;
11718         float localorigin[3];
11719         float localnormal[3];
11720         float localmins[3];
11721         float localmaxs[3];
11722         float localsize;
11723         float v[9][3];
11724         float tc[9][2];
11725         float c[9][4];
11726         //float normal[3];
11727         float planes[6][4];
11728         float f;
11729         float points[2][9][3];
11730         float angles[3];
11731         float temp[3];
11732
11733         decalsystem = &ent->decalsystem;
11734         model = ent->model;
11735         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11736         {
11737                 R_DecalSystem_Reset(&ent->decalsystem);
11738                 return;
11739         }
11740
11741         if (!model->brush.data_nodes && !cl_decals_models.integer)
11742         {
11743                 if (decalsystem->model)
11744                         R_DecalSystem_Reset(decalsystem);
11745                 return;
11746         }
11747
11748         if (decalsystem->model != model)
11749                 R_DecalSystem_Reset(decalsystem);
11750         decalsystem->model = model;
11751
11752         RSurf_ActiveModelEntity(ent, false, false, false);
11753
11754         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11755         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11756         VectorNormalize(localnormal);
11757         localsize = worldsize*rsurface.inversematrixscale;
11758         localmins[0] = localorigin[0] - localsize;
11759         localmins[1] = localorigin[1] - localsize;
11760         localmins[2] = localorigin[2] - localsize;
11761         localmaxs[0] = localorigin[0] + localsize;
11762         localmaxs[1] = localorigin[1] + localsize;
11763         localmaxs[2] = localorigin[2] + localsize;
11764
11765         //VectorCopy(localnormal, planes[4]);
11766         //VectorVectors(planes[4], planes[2], planes[0]);
11767         AnglesFromVectors(angles, localnormal, NULL, false);
11768         AngleVectors(angles, planes[0], planes[2], planes[4]);
11769         VectorNegate(planes[0], planes[1]);
11770         VectorNegate(planes[2], planes[3]);
11771         VectorNegate(planes[4], planes[5]);
11772         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11773         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11774         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11775         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11776         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11777         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11778
11779 #if 1
11780 // works
11781 {
11782         matrix4x4_t forwardprojection;
11783         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11784         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11785 }
11786 #else
11787 // broken
11788 {
11789         float projectionvector[4][3];
11790         VectorScale(planes[0], ilocalsize, projectionvector[0]);
11791         VectorScale(planes[2], ilocalsize, projectionvector[1]);
11792         VectorScale(planes[4], ilocalsize, projectionvector[2]);
11793         projectionvector[0][0] = planes[0][0] * ilocalsize;
11794         projectionvector[0][1] = planes[1][0] * ilocalsize;
11795         projectionvector[0][2] = planes[2][0] * ilocalsize;
11796         projectionvector[1][0] = planes[0][1] * ilocalsize;
11797         projectionvector[1][1] = planes[1][1] * ilocalsize;
11798         projectionvector[1][2] = planes[2][1] * ilocalsize;
11799         projectionvector[2][0] = planes[0][2] * ilocalsize;
11800         projectionvector[2][1] = planes[1][2] * ilocalsize;
11801         projectionvector[2][2] = planes[2][2] * ilocalsize;
11802         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11803         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11804         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11805         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11806 }
11807 #endif
11808
11809         dynamic = model->surfmesh.isanimated;
11810         vertex3f = rsurface.modelvertex3f;
11811         numsurfacelist = model->nummodelsurfaces;
11812         surfacelist = model->sortedmodelsurfaces;
11813         surfaces = model->data_surfaces;
11814         for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11815         {
11816                 surfaceindex = surfacelist[surfacelistindex];
11817                 surface = surfaces + surfaceindex;
11818                 // check cull box first because it rejects more than any other check
11819                 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11820                         continue;
11821                 // skip transparent surfaces
11822                 texture = surface->texture;
11823                 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11824                         continue;
11825                 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11826                         continue;
11827                 numtriangles = surface->num_triangles;
11828                 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11829                 {
11830                         for (cornerindex = 0;cornerindex < 3;cornerindex++)
11831                         {
11832                                 index = 3*e[cornerindex];
11833                                 VectorCopy(vertex3f + index, v[cornerindex]);
11834                         }
11835                         // cull backfaces
11836                         //TriangleNormal(v[0], v[1], v[2], normal);
11837                         //if (DotProduct(normal, localnormal) < 0.0f)
11838                         //      continue;
11839                         // clip by each of the box planes formed from the projection matrix
11840                         // if anything survives, we emit the decal
11841                         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]);
11842                         if (numpoints < 3)
11843                                 continue;
11844                         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]);
11845                         if (numpoints < 3)
11846                                 continue;
11847                         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]);
11848                         if (numpoints < 3)
11849                                 continue;
11850                         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]);
11851                         if (numpoints < 3)
11852                                 continue;
11853                         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]);
11854                         if (numpoints < 3)
11855                                 continue;
11856                         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]);
11857                         if (numpoints < 3)
11858                                 continue;
11859                         // some part of the triangle survived, so we have to accept it...
11860                         if (dynamic)
11861                         {
11862                                 // dynamic always uses the original triangle
11863                                 numpoints = 3;
11864                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11865                                 {
11866                                         index = 3*e[cornerindex];
11867                                         VectorCopy(vertex3f + index, v[cornerindex]);
11868                                 }
11869                         }
11870                         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11871                         {
11872                                 // convert vertex positions to texcoords
11873                                 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11874                                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11875                                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11876                                 // calculate distance fade from the projection origin
11877                                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11878                                 f = bound(0.0f, f, 1.0f);
11879                                 c[cornerindex][0] = r * f;
11880                                 c[cornerindex][1] = g * f;
11881                                 c[cornerindex][2] = b * f;
11882                                 c[cornerindex][3] = 1.0f;
11883                                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11884                         }
11885                         if (dynamic)
11886                                 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);
11887                         else
11888                                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11889                                         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);
11890                 }
11891         }
11892 }
11893
11894 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11895 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)
11896 {
11897         int renderentityindex;
11898         float worldmins[3];
11899         float worldmaxs[3];
11900         entity_render_t *ent;
11901
11902         if (!cl_decals_newsystem.integer)
11903                 return;
11904
11905         worldmins[0] = worldorigin[0] - worldsize;
11906         worldmins[1] = worldorigin[1] - worldsize;
11907         worldmins[2] = worldorigin[2] - worldsize;
11908         worldmaxs[0] = worldorigin[0] + worldsize;
11909         worldmaxs[1] = worldorigin[1] + worldsize;
11910         worldmaxs[2] = worldorigin[2] + worldsize;
11911
11912         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11913
11914         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11915         {
11916                 ent = r_refdef.scene.entities[renderentityindex];
11917                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11918                         continue;
11919
11920                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11921         }
11922 }
11923
11924 typedef struct r_decalsystem_splatqueue_s
11925 {
11926         vec3_t worldorigin;
11927         vec3_t worldnormal;
11928         float color[4];
11929         float tcrange[4];
11930         float worldsize;
11931         int decalsequence;
11932 }
11933 r_decalsystem_splatqueue_t;
11934
11935 int r_decalsystem_numqueued = 0;
11936 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11937
11938 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)
11939 {
11940         r_decalsystem_splatqueue_t *queue;
11941
11942         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11943                 return;
11944
11945         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11946         VectorCopy(worldorigin, queue->worldorigin);
11947         VectorCopy(worldnormal, queue->worldnormal);
11948         Vector4Set(queue->color, r, g, b, a);
11949         Vector4Set(queue->tcrange, s1, t1, s2, t2);
11950         queue->worldsize = worldsize;
11951         queue->decalsequence = cl.decalsequence++;
11952 }
11953
11954 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11955 {
11956         int i;
11957         r_decalsystem_splatqueue_t *queue;
11958
11959         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11960                 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);
11961         r_decalsystem_numqueued = 0;
11962 }
11963
11964 extern cvar_t cl_decals_max;
11965 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11966 {
11967         int i;
11968         decalsystem_t *decalsystem = &ent->decalsystem;
11969         int numdecals;
11970         int killsequence;
11971         tridecal_t *decal;
11972         float frametime;
11973         float lifetime;
11974
11975         if (!decalsystem->numdecals)
11976                 return;
11977
11978         if (r_showsurfaces.integer)
11979                 return;
11980
11981         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11982         {
11983                 R_DecalSystem_Reset(decalsystem);
11984                 return;
11985         }
11986
11987         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11988         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11989
11990         if (decalsystem->lastupdatetime)
11991                 frametime = (cl.time - decalsystem->lastupdatetime);
11992         else
11993                 frametime = 0;
11994         decalsystem->lastupdatetime = cl.time;
11995         decal = decalsystem->decals;
11996         numdecals = decalsystem->numdecals;
11997
11998         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11999         {
12000                 if (decal->color4ub[0][3])
12001                 {
12002                         decal->lived += frametime;
12003                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12004                         {
12005                                 memset(decal, 0, sizeof(*decal));
12006                                 if (decalsystem->freedecal > i)
12007                                         decalsystem->freedecal = i;
12008                         }
12009                 }
12010         }
12011         decal = decalsystem->decals;
12012         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12013                 numdecals--;
12014
12015         // collapse the array by shuffling the tail decals into the gaps
12016         for (;;)
12017         {
12018                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12019                         decalsystem->freedecal++;
12020                 if (decalsystem->freedecal == numdecals)
12021                         break;
12022                 decal[decalsystem->freedecal] = decal[--numdecals];
12023         }
12024
12025         decalsystem->numdecals = numdecals;
12026
12027         if (numdecals <= 0)
12028         {
12029                 // if there are no decals left, reset decalsystem
12030                 R_DecalSystem_Reset(decalsystem);
12031         }
12032 }
12033
12034 extern skinframe_t *decalskinframe;
12035 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12036 {
12037         int i;
12038         decalsystem_t *decalsystem = &ent->decalsystem;
12039         int numdecals;
12040         tridecal_t *decal;
12041         float faderate;
12042         float alpha;
12043         float *v3f;
12044         float *c4f;
12045         float *t2f;
12046         const int *e;
12047         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12048         int numtris = 0;
12049
12050         numdecals = decalsystem->numdecals;
12051         if (!numdecals)
12052                 return;
12053
12054         if (r_showsurfaces.integer)
12055                 return;
12056
12057         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12058         {
12059                 R_DecalSystem_Reset(decalsystem);
12060                 return;
12061         }
12062
12063         // if the model is static it doesn't matter what value we give for
12064         // wantnormals and wanttangents, so this logic uses only rules applicable
12065         // to a model, knowing that they are meaningless otherwise
12066         if (ent == r_refdef.scene.worldentity)
12067                 RSurf_ActiveWorldEntity();
12068         else
12069                 RSurf_ActiveModelEntity(ent, false, false, false);
12070
12071         decalsystem->lastupdatetime = cl.time;
12072         decal = decalsystem->decals;
12073
12074         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12075
12076         // update vertex positions for animated models
12077         v3f = decalsystem->vertex3f;
12078         c4f = decalsystem->color4f;
12079         t2f = decalsystem->texcoord2f;
12080         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12081         {
12082                 if (!decal->color4ub[0][3])
12083                         continue;
12084
12085                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12086                         continue;
12087
12088                 // update color values for fading decals
12089                 if (decal->lived >= cl_decals_time.value)
12090                 {
12091                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12092                         alpha *= (1.0f/255.0f);
12093                 }
12094                 else
12095                         alpha = 1.0f/255.0f;
12096
12097                 c4f[ 0] = decal->color4ub[0][0] * alpha;
12098                 c4f[ 1] = decal->color4ub[0][1] * alpha;
12099                 c4f[ 2] = decal->color4ub[0][2] * alpha;
12100                 c4f[ 3] = 1;
12101                 c4f[ 4] = decal->color4ub[1][0] * alpha;
12102                 c4f[ 5] = decal->color4ub[1][1] * alpha;
12103                 c4f[ 6] = decal->color4ub[1][2] * alpha;
12104                 c4f[ 7] = 1;
12105                 c4f[ 8] = decal->color4ub[2][0] * alpha;
12106                 c4f[ 9] = decal->color4ub[2][1] * alpha;
12107                 c4f[10] = decal->color4ub[2][2] * alpha;
12108                 c4f[11] = 1;
12109
12110                 t2f[0] = decal->texcoord2f[0][0];
12111                 t2f[1] = decal->texcoord2f[0][1];
12112                 t2f[2] = decal->texcoord2f[1][0];
12113                 t2f[3] = decal->texcoord2f[1][1];
12114                 t2f[4] = decal->texcoord2f[2][0];
12115                 t2f[5] = decal->texcoord2f[2][1];
12116
12117                 // update vertex positions for animated models
12118                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12119                 {
12120                         e = rsurface.modelelement3i + 3*decal->triangleindex;
12121                         VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12122                         VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12123                         VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12124                 }
12125                 else
12126                 {
12127                         VectorCopy(decal->vertex3f[0], v3f);
12128                         VectorCopy(decal->vertex3f[1], v3f + 3);
12129                         VectorCopy(decal->vertex3f[2], v3f + 6);
12130                 }
12131
12132                 if (r_refdef.fogenabled)
12133                 {
12134                         alpha = RSurf_FogVertex(v3f);
12135                         VectorScale(c4f, alpha, c4f);
12136                         alpha = RSurf_FogVertex(v3f + 3);
12137                         VectorScale(c4f + 4, alpha, c4f + 4);
12138                         alpha = RSurf_FogVertex(v3f + 6);
12139                         VectorScale(c4f + 8, alpha, c4f + 8);
12140                 }
12141
12142                 v3f += 9;
12143                 c4f += 12;
12144                 t2f += 6;
12145                 numtris++;
12146         }
12147
12148         if (numtris > 0)
12149         {
12150                 r_refdef.stats.drawndecals += numtris;
12151
12152                 // now render the decals all at once
12153                 // (this assumes they all use one particle font texture!)
12154                 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);
12155                 R_Mesh_ResetTextureState();
12156                 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12157                 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12158                 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12159                 GL_DepthMask(false);
12160                 GL_DepthRange(0, 1);
12161                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12162                 GL_DepthTest(true);
12163                 GL_CullFace(GL_NONE);
12164                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12165                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12166                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12167         }
12168 }
12169
12170 static void R_DrawModelDecals(void)
12171 {
12172         int i, numdecals;
12173
12174         // fade faster when there are too many decals
12175         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12176         for (i = 0;i < r_refdef.scene.numentities;i++)
12177                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12178
12179         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12180         for (i = 0;i < r_refdef.scene.numentities;i++)
12181                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12182                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12183
12184         R_DecalSystem_ApplySplatEntitiesQueue();
12185
12186         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12187         for (i = 0;i < r_refdef.scene.numentities;i++)
12188                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12189
12190         r_refdef.stats.totaldecals += numdecals;
12191
12192         if (r_showsurfaces.integer)
12193                 return;
12194
12195         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12196
12197         for (i = 0;i < r_refdef.scene.numentities;i++)
12198         {
12199                 if (!r_refdef.viewcache.entityvisible[i])
12200                         continue;
12201                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12202                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12203         }
12204 }
12205
12206 extern cvar_t mod_collision_bih;
12207 void R_DrawDebugModel(void)
12208 {
12209         entity_render_t *ent = rsurface.entity;
12210         int i, j, k, l, flagsmask;
12211         const msurface_t *surface;
12212         dp_model_t *model = ent->model;
12213         vec3_t v;
12214
12215         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12216
12217         R_Mesh_ColorPointer(NULL, 0, 0);
12218         R_Mesh_ResetTextureState();
12219         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12220         GL_DepthRange(0, 1);
12221         GL_DepthTest(!r_showdisabledepthtest.integer);
12222         GL_DepthMask(false);
12223         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12224
12225         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12226         {
12227                 int triangleindex;
12228                 int bihleafindex;
12229                 qboolean cullbox = ent == r_refdef.scene.worldentity;
12230                 const q3mbrush_t *brush;
12231                 const bih_t *bih = &model->collision_bih;
12232                 const bih_leaf_t *bihleaf;
12233                 float vertex3f[3][3];
12234                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12235                 cullbox = false;
12236                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12237                 {
12238                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12239                                 continue;
12240                         switch (bihleaf->type)
12241                         {
12242                         case BIH_BRUSH:
12243                                 brush = model->brush.data_brushes + bihleaf->itemindex;
12244                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
12245                                 {
12246                                         R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12247                                         GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12248                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12249                                 }
12250                                 break;
12251                         case BIH_COLLISIONTRIANGLE:
12252                                 triangleindex = bihleaf->itemindex;
12253                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12254                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12255                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12256                                 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12257                                 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12258                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12259                                 break;
12260                         case BIH_RENDERTRIANGLE:
12261                                 triangleindex = bihleaf->itemindex;
12262                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12263                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12264                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12265                                 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12266                                 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12267                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12268                                 break;
12269                         }
12270                 }
12271         }
12272
12273         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12274
12275         if (r_showtris.integer || r_shownormals.integer)
12276         {
12277                 if (r_showdisabledepthtest.integer)
12278                 {
12279                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12280                         GL_DepthMask(false);
12281                 }
12282                 else
12283                 {
12284                         GL_BlendFunc(GL_ONE, GL_ZERO);
12285                         GL_DepthMask(true);
12286                 }
12287                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12288                 {
12289                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12290                                 continue;
12291                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12292                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12293                         {
12294                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12295                                 if (r_showtris.value > 0)
12296                                 {
12297                                         if (!rsurface.texture->currentlayers->depthmask)
12298                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12299                                         else if (ent == r_refdef.scene.worldentity)
12300                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12301                                         else
12302                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12303                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12304                                         R_Mesh_ColorPointer(NULL, 0, 0);
12305                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12306                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12307                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12308                                         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);
12309                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12310                                         CHECKGLERROR
12311                                 }
12312                                 if (r_shownormals.value < 0)
12313                                 {
12314                                         qglBegin(GL_LINES);
12315                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12316                                         {
12317                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12318                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12319                                                 qglVertex3f(v[0], v[1], v[2]);
12320                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12321                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12322                                                 qglVertex3f(v[0], v[1], v[2]);
12323                                         }
12324                                         qglEnd();
12325                                         CHECKGLERROR
12326                                 }
12327                                 if (r_shownormals.value > 0)
12328                                 {
12329                                         qglBegin(GL_LINES);
12330                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12331                                         {
12332                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12333                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12334                                                 qglVertex3f(v[0], v[1], v[2]);
12335                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12336                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12337                                                 qglVertex3f(v[0], v[1], v[2]);
12338                                         }
12339                                         qglEnd();
12340                                         CHECKGLERROR
12341                                         qglBegin(GL_LINES);
12342                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12343                                         {
12344                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12345                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12346                                                 qglVertex3f(v[0], v[1], v[2]);
12347                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12348                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12349                                                 qglVertex3f(v[0], v[1], v[2]);
12350                                         }
12351                                         qglEnd();
12352                                         CHECKGLERROR
12353                                         qglBegin(GL_LINES);
12354                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12355                                         {
12356                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12357                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12358                                                 qglVertex3f(v[0], v[1], v[2]);
12359                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12360                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12361                                                 qglVertex3f(v[0], v[1], v[2]);
12362                                         }
12363                                         qglEnd();
12364                                         CHECKGLERROR
12365                                 }
12366                         }
12367                 }
12368                 rsurface.texture = NULL;
12369         }
12370 }
12371
12372 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12373 int r_maxsurfacelist = 0;
12374 const msurface_t **r_surfacelist = NULL;
12375 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12376 {
12377         int i, j, endj, flagsmask;
12378         dp_model_t *model = r_refdef.scene.worldmodel;
12379         msurface_t *surfaces;
12380         unsigned char *update;
12381         int numsurfacelist = 0;
12382         if (model == NULL)
12383                 return;
12384
12385         if (r_maxsurfacelist < model->num_surfaces)
12386         {
12387                 r_maxsurfacelist = model->num_surfaces;
12388                 if (r_surfacelist)
12389                         Mem_Free((msurface_t**)r_surfacelist);
12390                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12391         }
12392
12393         RSurf_ActiveWorldEntity();
12394
12395         surfaces = model->data_surfaces;
12396         update = model->brushq1.lightmapupdateflags;
12397
12398         // update light styles on this submodel
12399         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12400         {
12401                 model_brush_lightstyleinfo_t *style;
12402                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12403                 {
12404                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12405                         {
12406                                 int *list = style->surfacelist;
12407                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12408                                 for (j = 0;j < style->numsurfaces;j++)
12409                                         update[list[j]] = true;
12410                         }
12411                 }
12412         }
12413
12414         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12415
12416         if (debug)
12417         {
12418                 R_DrawDebugModel();
12419                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12420                 return;
12421         }
12422
12423         rsurface.uselightmaptexture = false;
12424         rsurface.texture = NULL;
12425         rsurface.rtlight = NULL;
12426         numsurfacelist = 0;
12427         // add visible surfaces to draw list
12428         for (i = 0;i < model->nummodelsurfaces;i++)
12429         {
12430                 j = model->sortedmodelsurfaces[i];
12431                 if (r_refdef.viewcache.world_surfacevisible[j])
12432                         r_surfacelist[numsurfacelist++] = surfaces + j;
12433         }
12434         // update lightmaps if needed
12435         if (model->brushq1.firstrender)
12436         {
12437                 model->brushq1.firstrender = false;
12438                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12439                         if (update[j])
12440                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12441         }
12442         else if (update)
12443         {
12444                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12445                         if (r_refdef.viewcache.world_surfacevisible[j])
12446                                 if (update[j])
12447                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12448         }
12449         // don't do anything if there were no surfaces
12450         if (!numsurfacelist)
12451         {
12452                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12453                 return;
12454         }
12455         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12456         GL_AlphaTest(false);
12457
12458         // add to stats if desired
12459         if (r_speeds.integer && !skysurfaces && !depthonly)
12460         {
12461                 r_refdef.stats.world_surfaces += numsurfacelist;
12462                 for (j = 0;j < numsurfacelist;j++)
12463                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12464         }
12465
12466         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12467 }
12468
12469 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12470 {
12471         int i, j, endj, flagsmask;
12472         dp_model_t *model = ent->model;
12473         msurface_t *surfaces;
12474         unsigned char *update;
12475         int numsurfacelist = 0;
12476         if (model == NULL)
12477                 return;
12478
12479         if (r_maxsurfacelist < model->num_surfaces)
12480         {
12481                 r_maxsurfacelist = model->num_surfaces;
12482                 if (r_surfacelist)
12483                         Mem_Free((msurface_t **)r_surfacelist);
12484                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12485         }
12486
12487         // if the model is static it doesn't matter what value we give for
12488         // wantnormals and wanttangents, so this logic uses only rules applicable
12489         // to a model, knowing that they are meaningless otherwise
12490         if (ent == r_refdef.scene.worldentity)
12491                 RSurf_ActiveWorldEntity();
12492         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12493                 RSurf_ActiveModelEntity(ent, false, false, false);
12494         else if (prepass)
12495                 RSurf_ActiveModelEntity(ent, true, true, true);
12496         else if (depthonly)
12497         {
12498                 switch (vid.renderpath)
12499                 {
12500                 case RENDERPATH_GL20:
12501                 case RENDERPATH_CGGL:
12502                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12503                         break;
12504                 case RENDERPATH_GL13:
12505                 case RENDERPATH_GL11:
12506                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12507                         break;
12508                 }
12509         }
12510         else
12511         {
12512                 switch (vid.renderpath)
12513                 {
12514                 case RENDERPATH_GL20:
12515                 case RENDERPATH_CGGL:
12516                         RSurf_ActiveModelEntity(ent, true, true, false);
12517                         break;
12518                 case RENDERPATH_GL13:
12519                 case RENDERPATH_GL11:
12520                         RSurf_ActiveModelEntity(ent, true, false, false);
12521                         break;
12522                 }
12523         }
12524
12525         surfaces = model->data_surfaces;
12526         update = model->brushq1.lightmapupdateflags;
12527
12528         // update light styles
12529         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12530         {
12531                 model_brush_lightstyleinfo_t *style;
12532                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12533                 {
12534                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12535                         {
12536                                 int *list = style->surfacelist;
12537                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12538                                 for (j = 0;j < style->numsurfaces;j++)
12539                                         update[list[j]] = true;
12540                         }
12541                 }
12542         }
12543
12544         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12545
12546         if (debug)
12547         {
12548                 R_DrawDebugModel();
12549                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12550                 return;
12551         }
12552
12553         rsurface.uselightmaptexture = false;
12554         rsurface.texture = NULL;
12555         rsurface.rtlight = NULL;
12556         numsurfacelist = 0;
12557         // add visible surfaces to draw list
12558         for (i = 0;i < model->nummodelsurfaces;i++)
12559                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12560         // don't do anything if there were no surfaces
12561         if (!numsurfacelist)
12562         {
12563                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12564                 return;
12565         }
12566         // update lightmaps if needed
12567         if (update)
12568         {
12569                 int updated = 0;
12570                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12571                 {
12572                         if (update[j])
12573                         {
12574                                 updated++;
12575                                 R_BuildLightMap(ent, surfaces + j);
12576                         }
12577                 }
12578         }
12579         if (update)
12580                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12581                         if (update[j])
12582                                 R_BuildLightMap(ent, surfaces + j);
12583         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12584         GL_AlphaTest(false);
12585
12586         // add to stats if desired
12587         if (r_speeds.integer && !skysurfaces && !depthonly)
12588         {
12589                 r_refdef.stats.entities_surfaces += numsurfacelist;
12590                 for (j = 0;j < numsurfacelist;j++)
12591                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12592         }
12593
12594         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12595 }
12596
12597 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12598 {
12599         static texture_t texture;
12600         static msurface_t surface;
12601         const msurface_t *surfacelist = &surface;
12602
12603         // fake enough texture and surface state to render this geometry
12604
12605         texture.update_lastrenderframe = -1; // regenerate this texture
12606         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12607         texture.currentskinframe = skinframe;
12608         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12609         texture.offsetmapping = OFFSETMAPPING_OFF;
12610         texture.offsetscale = 1;
12611         texture.specularscalemod = 1;
12612         texture.specularpowermod = 1;
12613
12614         surface.texture = &texture;
12615         surface.num_triangles = numtriangles;
12616         surface.num_firsttriangle = firsttriangle;
12617         surface.num_vertices = numvertices;
12618         surface.num_firstvertex = firstvertex;
12619
12620         // now render it
12621         rsurface.texture = R_GetCurrentTexture(surface.texture);
12622         rsurface.uselightmaptexture = false;
12623         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12624 }
12625
12626 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)
12627 {
12628         static msurface_t surface;
12629         const msurface_t *surfacelist = &surface;
12630
12631         // fake enough texture and surface state to render this geometry
12632
12633         surface.texture = texture;
12634         surface.num_triangles = numtriangles;
12635         surface.num_firsttriangle = firsttriangle;
12636         surface.num_vertices = numvertices;
12637         surface.num_firstvertex = firstvertex;
12638
12639         // now render it
12640         rsurface.texture = R_GetCurrentTexture(surface.texture);
12641         rsurface.uselightmaptexture = false;
12642         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12643 }