added cvar r_fixtrans_auto to automatically call fixtrans on all textures that are...
[divverent/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 "r_shadow.h"
24 #include "polygon.h"
25 #include "image.h"
26
27 mempool_t *r_main_mempool;
28 rtexturepool_t *r_main_texturepool;
29
30 //
31 // screen size info
32 //
33 r_refdef_t r_refdef;
34 r_view_t r_view;
35 r_viewcache_t r_viewcache;
36
37 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "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"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
40 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)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 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"};
44 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"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 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"};
47 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"};
48 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"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
64 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"};
65 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
66
67 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
68 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
69 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
70 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
71 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
72 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
73 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
74
75 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
76
77 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
78 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
79 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
80 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
81 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)"};
82 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
83
84 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)"};
85 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
86 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"};
87 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
88 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
89
90 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
91 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
92 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
93
94 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
95 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
96 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
97 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
98 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
99 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
100 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
101
102 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
103 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
104 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
105 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)"};
106
107 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"};
108
109 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"};
110
111 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
112
113 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
114 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
115 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"};
116 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
117 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
118 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
119
120 extern qboolean v_flipped_state;
121
122 typedef struct r_glsl_bloomshader_s
123 {
124         int program;
125         int loc_Texture_Bloom;
126 }
127 r_glsl_bloomshader_t;
128
129 static struct r_bloomstate_s
130 {
131         qboolean enabled;
132         qboolean hdr;
133
134         int bloomwidth, bloomheight;
135
136         int screentexturewidth, screentextureheight;
137         rtexture_t *texture_screen;
138
139         int bloomtexturewidth, bloomtextureheight;
140         rtexture_t *texture_bloom;
141
142         r_glsl_bloomshader_t *shader;
143
144         // arrays for rendering the screen passes
145         float screentexcoord2f[8];
146         float bloomtexcoord2f[8];
147         float offsettexcoord2f[8];
148 }
149 r_bloomstate;
150
151 typedef struct r_waterstate_waterplane_s
152 {
153         rtexture_t *texture_refraction;
154         rtexture_t *texture_reflection;
155         mplane_t plane;
156         int materialflags; // combined flags of all water surfaces on this plane
157         unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
158         qboolean pvsvalid;
159 }
160 r_waterstate_waterplane_t;
161
162 #define MAX_WATERPLANES 16
163
164 static struct r_waterstate_s
165 {
166         qboolean enabled;
167
168         qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
169
170         int waterwidth, waterheight;
171         int texturewidth, textureheight;
172
173         int maxwaterplanes; // same as MAX_WATERPLANES
174         int numwaterplanes;
175         r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
176
177         float screenscale[2];
178         float screencenter[2];
179 }
180 r_waterstate;
181
182 // shadow volume bsp struct with automatically growing nodes buffer
183 svbsp_t r_svbsp;
184
185 rtexture_t *r_texture_blanknormalmap;
186 rtexture_t *r_texture_white;
187 rtexture_t *r_texture_grey128;
188 rtexture_t *r_texture_black;
189 rtexture_t *r_texture_notexture;
190 rtexture_t *r_texture_whitecube;
191 rtexture_t *r_texture_normalizationcube;
192 rtexture_t *r_texture_fogattenuation;
193 //rtexture_t *r_texture_fogintensity;
194
195 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
196 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
197
198 // vertex coordinates for a quad that covers the screen exactly
199 const static float r_screenvertex3f[12] =
200 {
201         0, 0, 0,
202         1, 0, 0,
203         1, 1, 0,
204         0, 1, 0
205 };
206
207 extern void R_DrawModelShadows(void);
208
209 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
210 {
211         int i;
212         for (i = 0;i < verts;i++)
213         {
214                 out[0] = in[0] * r;
215                 out[1] = in[1] * g;
216                 out[2] = in[2] * b;
217                 out[3] = in[3];
218                 in += 4;
219                 out += 4;
220         }
221 }
222
223 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
224 {
225         int i;
226         for (i = 0;i < verts;i++)
227         {
228                 out[0] = r;
229                 out[1] = g;
230                 out[2] = b;
231                 out[3] = a;
232                 out += 4;
233         }
234 }
235
236 // FIXME: move this to client?
237 void FOG_clear(void)
238 {
239         if (gamemode == GAME_NEHAHRA)
240         {
241                 Cvar_Set("gl_fogenable", "0");
242                 Cvar_Set("gl_fogdensity", "0.2");
243                 Cvar_Set("gl_fogred", "0.3");
244                 Cvar_Set("gl_foggreen", "0.3");
245                 Cvar_Set("gl_fogblue", "0.3");
246         }
247         r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
248 }
249
250 float FogPoint_World(const vec3_t p)
251 {
252         int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
253         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
254 }
255
256 float FogPoint_Model(const vec3_t p)
257 {
258         int fogmasktableindex = (int)(VectorDistance((p), rsurface.modelorg) * r_refdef.fogmasktabledistmultiplier);
259         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
260 }
261
262 static void R_BuildBlankTextures(void)
263 {
264         unsigned char data[4];
265         data[0] = 128; // normal X
266         data[1] = 128; // normal Y
267         data[2] = 255; // normal Z
268         data[3] = 128; // height
269         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
270         data[0] = 255;
271         data[1] = 255;
272         data[2] = 255;
273         data[3] = 255;
274         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
275         data[0] = 128;
276         data[1] = 128;
277         data[2] = 128;
278         data[3] = 255;
279         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
280         data[0] = 0;
281         data[1] = 0;
282         data[2] = 0;
283         data[3] = 255;
284         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
285 }
286
287 static void R_BuildNoTexture(void)
288 {
289         int x, y;
290         unsigned char pix[16][16][4];
291         // this makes a light grey/dark grey checkerboard texture
292         for (y = 0;y < 16;y++)
293         {
294                 for (x = 0;x < 16;x++)
295                 {
296                         if ((y < 8) ^ (x < 8))
297                         {
298                                 pix[y][x][0] = 128;
299                                 pix[y][x][1] = 128;
300                                 pix[y][x][2] = 128;
301                                 pix[y][x][3] = 255;
302                         }
303                         else
304                         {
305                                 pix[y][x][0] = 64;
306                                 pix[y][x][1] = 64;
307                                 pix[y][x][2] = 64;
308                                 pix[y][x][3] = 255;
309                         }
310                 }
311         }
312         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
313 }
314
315 static void R_BuildWhiteCube(void)
316 {
317         unsigned char data[6*1*1*4];
318         data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
319         data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
320         data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
321         data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
322         data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
323         data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
324         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
325 }
326
327 static void R_BuildNormalizationCube(void)
328 {
329         int x, y, side;
330         vec3_t v;
331         vec_t s, t, intensity;
332 #define NORMSIZE 64
333         unsigned char data[6][NORMSIZE][NORMSIZE][4];
334         for (side = 0;side < 6;side++)
335         {
336                 for (y = 0;y < NORMSIZE;y++)
337                 {
338                         for (x = 0;x < NORMSIZE;x++)
339                         {
340                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
341                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
342                                 switch(side)
343                                 {
344                                 default:
345                                 case 0:
346                                         v[0] = 1;
347                                         v[1] = -t;
348                                         v[2] = -s;
349                                         break;
350                                 case 1:
351                                         v[0] = -1;
352                                         v[1] = -t;
353                                         v[2] = s;
354                                         break;
355                                 case 2:
356                                         v[0] = s;
357                                         v[1] = 1;
358                                         v[2] = t;
359                                         break;
360                                 case 3:
361                                         v[0] = s;
362                                         v[1] = -1;
363                                         v[2] = -t;
364                                         break;
365                                 case 4:
366                                         v[0] = s;
367                                         v[1] = -t;
368                                         v[2] = 1;
369                                         break;
370                                 case 5:
371                                         v[0] = -s;
372                                         v[1] = -t;
373                                         v[2] = -1;
374                                         break;
375                                 }
376                                 intensity = 127.0f / sqrt(DotProduct(v, v));
377                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
378                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
379                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
380                                 data[side][y][x][3] = 255;
381                         }
382                 }
383         }
384         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
385 }
386
387 static void R_BuildFogTexture(void)
388 {
389         int x, b;
390 #define FOGWIDTH 64
391         unsigned char data1[FOGWIDTH][4];
392         //unsigned char data2[FOGWIDTH][4];
393         for (x = 0;x < FOGWIDTH;x++)
394         {
395                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
396                 data1[x][0] = b;
397                 data1[x][1] = b;
398                 data1[x][2] = b;
399                 data1[x][3] = 255;
400                 //data2[x][0] = 255 - b;
401                 //data2[x][1] = 255 - b;
402                 //data2[x][2] = 255 - b;
403                 //data2[x][3] = 255;
404         }
405         r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
406         //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
407 }
408
409 static const char *builtinshaderstring =
410 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
411 "// written by Forest 'LordHavoc' Hale\n"
412 "\n"
413 "// common definitions between vertex shader and fragment shader:\n"
414 "\n"
415 "#ifdef __GLSL_CG_DATA_TYPES\n"
416 "# define myhalf half\n"
417 "# define myhvec2 hvec2\n"
418 "# define myhvec3 hvec3\n"
419 "# define myhvec4 hvec4\n"
420 "#else\n"
421 "# define myhalf float\n"
422 "# define myhvec2 vec2\n"
423 "# define myhvec3 vec3\n"
424 "# define myhvec4 vec4\n"
425 "#endif\n"
426 "\n"
427 "varying vec2 TexCoord;\n"
428 "varying vec2 TexCoordLightmap;\n"
429 "\n"
430 "//#ifdef MODE_LIGHTSOURCE\n"
431 "varying vec3 CubeVector;\n"
432 "//#endif\n"
433 "\n"
434 "//#ifdef MODE_LIGHTSOURCE\n"
435 "varying vec3 LightVector;\n"
436 "//#else\n"
437 "//# ifdef MODE_LIGHTDIRECTION\n"
438 "//varying vec3 LightVector;\n"
439 "//# endif\n"
440 "//#endif\n"
441 "\n"
442 "varying vec3 EyeVector;\n"
443 "//#ifdef USEFOG\n"
444 "varying vec3 EyeVectorModelSpace;\n"
445 "//#endif\n"
446 "\n"
447 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
448 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
449 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
450 "\n"
451 "//#ifdef MODE_WATER\n"
452 "varying vec4 ModelViewProjectionPosition;\n"
453 "//#else\n"
454 "//# ifdef MODE_REFRACTION\n"
455 "//varying vec4 ModelViewProjectionPosition;\n"
456 "//# else\n"
457 "//#  ifdef USEREFLECTION\n"
458 "//varying vec4 ModelViewProjectionPosition;\n"
459 "//#  endif\n"
460 "//# endif\n"
461 "//#endif\n"
462 "\n"
463 "\n"
464 "\n"
465 "\n"
466 "\n"
467 "// vertex shader specific:\n"
468 "#ifdef VERTEX_SHADER\n"
469 "\n"
470 "uniform vec3 LightPosition;\n"
471 "uniform vec3 EyePosition;\n"
472 "uniform vec3 LightDir;\n"
473 "\n"
474 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
475 "\n"
476 "void main(void)\n"
477 "{\n"
478 "       gl_FrontColor = gl_Color;\n"
479 "       // copy the surface texcoord\n"
480 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
481 "#ifndef MODE_LIGHTSOURCE\n"
482 "# ifndef MODE_LIGHTDIRECTION\n"
483 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
484 "# endif\n"
485 "#endif\n"
486 "\n"
487 "#ifdef MODE_LIGHTSOURCE\n"
488 "       // transform vertex position into light attenuation/cubemap space\n"
489 "       // (-1 to +1 across the light box)\n"
490 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
491 "\n"
492 "       // transform unnormalized light direction into tangent space\n"
493 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
494 "       //  normalize it per pixel)\n"
495 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
496 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
497 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
498 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
499 "#endif\n"
500 "\n"
501 "#ifdef MODE_LIGHTDIRECTION\n"
502 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
503 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
504 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
505 "#endif\n"
506 "\n"
507 "       // transform unnormalized eye direction into tangent space\n"
508 "#ifndef USEFOG\n"
509 "       vec3 EyeVectorModelSpace;\n"
510 "#endif\n"
511 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
512 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
513 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
514 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
515 "\n"
516 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
517 "       VectorS = gl_MultiTexCoord1.xyz;\n"
518 "       VectorT = gl_MultiTexCoord2.xyz;\n"
519 "       VectorR = gl_MultiTexCoord3.xyz;\n"
520 "#endif\n"
521 "\n"
522 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
523 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
524 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
525 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
526 "//#endif\n"
527 "\n"
528 "// transform vertex to camera space, using ftransform to match non-VS\n"
529 "       // rendering\n"
530 "       gl_Position = ftransform();\n"
531 "\n"
532 "#ifdef MODE_WATER\n"
533 "       ModelViewProjectionPosition = gl_Position;\n"
534 "#endif\n"
535 "#ifdef MODE_REFRACTION\n"
536 "       ModelViewProjectionPosition = gl_Position;\n"
537 "#endif\n"
538 "#ifdef USEREFLECTION\n"
539 "       ModelViewProjectionPosition = gl_Position;\n"
540 "#endif\n"
541 "}\n"
542 "\n"
543 "#endif // VERTEX_SHADER\n"
544 "\n"
545 "\n"
546 "\n"
547 "\n"
548 "// fragment shader specific:\n"
549 "#ifdef FRAGMENT_SHADER\n"
550 "\n"
551 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
552 "uniform sampler2D Texture_Normal;\n"
553 "uniform sampler2D Texture_Color;\n"
554 "uniform sampler2D Texture_Gloss;\n"
555 "uniform samplerCube Texture_Cube;\n"
556 "uniform sampler2D Texture_Attenuation;\n"
557 "uniform sampler2D Texture_FogMask;\n"
558 "uniform sampler2D Texture_Pants;\n"
559 "uniform sampler2D Texture_Shirt;\n"
560 "uniform sampler2D Texture_Lightmap;\n"
561 "uniform sampler2D Texture_Deluxemap;\n"
562 "uniform sampler2D Texture_Glow;\n"
563 "uniform sampler2D Texture_Reflection;\n"
564 "uniform sampler2D Texture_Refraction;\n"
565 "\n"
566 "uniform myhvec3 LightColor;\n"
567 "uniform myhvec3 AmbientColor;\n"
568 "uniform myhvec3 DiffuseColor;\n"
569 "uniform myhvec3 SpecularColor;\n"
570 "uniform myhvec3 Color_Pants;\n"
571 "uniform myhvec3 Color_Shirt;\n"
572 "uniform myhvec3 FogColor;\n"
573 "\n"
574 "//#ifdef MODE_WATER\n"
575 "uniform vec4 DistortScaleRefractReflect;\n"
576 "uniform vec4 ScreenScaleRefractReflect;\n"
577 "uniform vec4 ScreenCenterRefractReflect;\n"
578 "uniform myhvec4 RefractColor;\n"
579 "uniform myhvec4 ReflectColor;\n"
580 "uniform myhalf ReflectFactor;\n"
581 "uniform myhalf ReflectOffset;\n"
582 "//#else\n"
583 "//# ifdef MODE_REFRACTION\n"
584 "//uniform vec4 DistortScaleRefractReflect;\n"
585 "//uniform vec4 ScreenScaleRefractReflect;\n"
586 "//uniform vec4 ScreenCenterRefractReflect;\n"
587 "//uniform myhvec4 RefractColor;\n"
588 "//#  ifdef USEREFLECTION\n"
589 "//uniform myhvec4 ReflectColor;\n"
590 "//#  endif\n"
591 "//# else\n"
592 "//#  ifdef USEREFLECTION\n"
593 "//uniform vec4 DistortScaleRefractReflect;\n"
594 "//uniform vec4 ScreenScaleRefractReflect;\n"
595 "//uniform vec4 ScreenCenterRefractReflect;\n"
596 "//uniform myhvec4 ReflectColor;\n"
597 "//#  endif\n"
598 "//# endif\n"
599 "//#endif\n"
600 "\n"
601 "uniform myhalf GlowScale;\n"
602 "uniform myhalf SceneBrightness;\n"
603 "#ifdef USECONTRASTBOOST\n"
604 "uniform myhalf ContrastBoostCoeff;\n"
605 "#endif\n"
606 "\n"
607 "uniform float OffsetMapping_Scale;\n"
608 "uniform float OffsetMapping_Bias;\n"
609 "uniform float FogRangeRecip;\n"
610 "\n"
611 "uniform myhalf AmbientScale;\n"
612 "uniform myhalf DiffuseScale;\n"
613 "uniform myhalf SpecularScale;\n"
614 "uniform myhalf SpecularPower;\n"
615 "\n"
616 "#ifdef USEOFFSETMAPPING\n"
617 "vec2 OffsetMapping(vec2 TexCoord)\n"
618 "{\n"
619 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
620 "       // 14 sample relief mapping: linear search and then binary search\n"
621 "       // this basically steps forward a small amount repeatedly until it finds\n"
622 "       // itself inside solid, then jitters forward and back using decreasing\n"
623 "       // amounts to find the impact\n"
624 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
625 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
626 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
627 "       vec3 RT = vec3(TexCoord, 1);\n"
628 "       OffsetVector *= 0.1;\n"
629 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
630 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
631 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
632 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
633 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
634 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
635 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
636 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
637 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
638 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
639 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
640 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
641 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
642 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
643 "       return RT.xy;\n"
644 "#else\n"
645 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
646 "       // this basically moves forward the full distance, and then backs up based\n"
647 "       // on height of samples\n"
648 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
649 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
650 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
651 "       TexCoord += OffsetVector;\n"
652 "       OffsetVector *= 0.333;\n"
653 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
654 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
655 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
656 "       return TexCoord;\n"
657 "#endif\n"
658 "}\n"
659 "#endif // USEOFFSETMAPPING\n"
660 "\n"
661 "#ifdef MODE_WATER\n"
662 "\n"
663 "// water pass\n"
664 "void main(void)\n"
665 "{\n"
666 "#ifdef USEOFFSETMAPPING\n"
667 "       // apply offsetmapping\n"
668 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
669 "#define TexCoord TexCoordOffset\n"
670 "#endif\n"
671 "\n"
672 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
673 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
674 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
675 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 5.0) * ReflectFactor + ReflectOffset;\n"
676 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
677 "}\n"
678 "\n"
679 "#else // MODE_WATER\n"
680 "#ifdef MODE_REFRACTION\n"
681 "\n"
682 "// refraction pass\n"
683 "void main(void)\n"
684 "{\n"
685 "#ifdef USEOFFSETMAPPING\n"
686 "       // apply offsetmapping\n"
687 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
688 "#define TexCoord TexCoordOffset\n"
689 "#endif\n"
690 "\n"
691 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
692 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
693 "       vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
694 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
695 "}\n"
696 "\n"
697 "#else // MODE_REFRACTION\n"
698 "void main(void)\n"
699 "{\n"
700 "#ifdef USEOFFSETMAPPING\n"
701 "       // apply offsetmapping\n"
702 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
703 "#define TexCoord TexCoordOffset\n"
704 "#endif\n"
705 "\n"
706 "       // combine the diffuse textures (base, pants, shirt)\n"
707 "       myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
708 "#ifdef USECOLORMAPPING\n"
709 "       color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
710 "#endif\n"
711 "\n"
712 "\n"
713 "\n"
714 "\n"
715 "#ifdef MODE_LIGHTSOURCE\n"
716 "       // light source\n"
717 "\n"
718 "       // calculate surface normal, light normal, and specular normal\n"
719 "       // compute color intensity for the two textures (colormap and glossmap)\n"
720 "       // scale by light color and attenuation as efficiently as possible\n"
721 "       // (do as much scalar math as possible rather than vector math)\n"
722 "# ifdef USESPECULAR\n"
723 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
724 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
725 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
726 "\n"
727 "       // calculate directional shading\n"
728 "       color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n"
729 "# else\n"
730 "#  ifdef USEDIFFUSE\n"
731 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
732 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
733 "\n"
734 "       // calculate directional shading\n"
735 "       color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
736 "#  else\n"
737 "       // calculate directionless shading\n"
738 "       color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
739 "#  endif\n"
740 "# endif\n"
741 "\n"
742 "# ifdef USECUBEFILTER\n"
743 "       // apply light cubemap filter\n"
744 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
745 "       color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
746 "# endif\n"
747 "       color *= myhvec4(gl_Color);\n"
748 "#endif // MODE_LIGHTSOURCE\n"
749 "\n"
750 "\n"
751 "\n"
752 "\n"
753 "#ifdef MODE_LIGHTDIRECTION\n"
754 "       // directional model lighting\n"
755 "\n"
756 "       // get the surface normal and light normal\n"
757 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
758 "       myhvec3 diffusenormal = myhvec3(LightVector);\n"
759 "\n"
760 "       // calculate directional shading\n"
761 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
762 "# ifdef USESPECULAR\n"
763 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
764 "       color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
765 "# endif\n"
766 "       color *= myhvec4(gl_Color);\n"
767 "#endif // MODE_LIGHTDIRECTION\n"
768 "\n"
769 "\n"
770 "\n"
771 "\n"
772 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
773 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
774 "\n"
775 "       // get the surface normal and light normal\n"
776 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
777 "\n"
778 "       myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
779 "       myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
780 "       // calculate directional shading\n"
781 "       myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
782 "# ifdef USESPECULAR\n"
783 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
784 "       tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
785 "# endif\n"
786 "\n"
787 "       // apply lightmap color\n"
788 "       color.rgb = myhvec4(tempcolor,1) * myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) + myhvec4(color.rgb * AmbientScale, 0);\n"
789 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
790 "\n"
791 "\n"
792 "\n"
793 "\n"
794 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
795 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
796 "\n"
797 "       // get the surface normal and light normal\n"
798 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
799 "\n"
800 "       myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
801 "       // calculate directional shading\n"
802 "       myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
803 "# ifdef USESPECULAR\n"
804 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
805 "       tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
806 "# endif\n"
807 "\n"
808 "       // apply lightmap color\n"
809 "       color = myhvec4(tempcolor, 1) * myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) + myhvec4(color.rgb * AmbientScale, 0);\n"
810 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
811 "\n"
812 "\n"
813 "\n"
814 "\n"
815 "#ifdef MODE_LIGHTMAP\n"
816 "       // apply lightmap color\n"
817 "       color *= myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) * myhvec4(myhvec3(DiffuseScale), 1) + myhvec4(myhvec3(AmbientScale), 0);\n"
818 "#endif // MODE_LIGHTMAP\n"
819 "\n"
820 "\n"
821 "\n"
822 "\n"
823 "\n"
824 "\n"
825 "\n"
826 "\n"
827 "#ifdef USEGLOW\n"
828 "       color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
829 "#endif\n"
830 "\n"
831 "#ifdef USECONTRASTBOOST\n"
832 "       color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
833 "#endif\n"
834 "\n"
835 "       color.rgb *= SceneBrightness;\n"
836 "\n"
837 "#ifndef MODE_LIGHTSOURCE\n"
838 "# ifdef USEREFLECTION\n"
839 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
840 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
841 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
842 "       color.rgb = mix(color.rgb, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
843 "# endif\n"
844 "#endif\n"
845 "\n"
846 "#ifdef USEFOG\n"
847 "       // apply fog\n"
848 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
849 "#endif\n"
850 "\n"
851 "       gl_FragColor = vec4(color);\n"
852 "}\n"
853 "#endif // MODE_REFRACTION\n"
854 "#endif // MODE_WATER\n"
855 "\n"
856 "#endif // FRAGMENT_SHADER\n"
857 ;
858
859 #define SHADERPERMUTATION_COLORMAPPING (1<<0) // indicates this is a colormapped skin
860 #define SHADERPERMUTATION_CONTRASTBOOST (1<<1) // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
861 #define SHADERPERMUTATION_FOG (1<<2) // tint the color by fog color or black if using additive blend mode
862 #define SHADERPERMUTATION_CUBEFILTER (1<<3) // (lightsource) use cubemap light filter
863 #define SHADERPERMUTATION_GLOW (1<<4) // (lightmap) blend in an additive glow texture
864 #define SHADERPERMUTATION_DIFFUSE (1<<5) // (lightsource) whether to use directional shading
865 #define SHADERPERMUTATION_SPECULAR (1<<6) // (lightsource or deluxemapping) render specular effects
866 #define SHADERPERMUTATION_REFLECTION (1<<7) // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
867 #define SHADERPERMUTATION_OFFSETMAPPING (1<<8) // adjust texcoords to roughly simulate a displacement mapped surface
868 #define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<9) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
869 #define SHADERPERMUTATION_MODEBASE (1<<10) // multiplier for the SHADERMODE_ values to get a valid index
870
871 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
872 const char *shaderpermutationinfo[][2] =
873 {
874         {"#define USECOLORMAPPING\n", " colormapping"},
875         {"#define USECONTRASTBOOST\n", " contrastboost"},
876         {"#define USEFOG\n", " fog"},
877         {"#define USECUBEFILTER\n", " cubefilter"},
878         {"#define USEGLOW\n", " glow"},
879         {"#define USEDIFFUSE\n", " diffuse"},
880         {"#define USESPECULAR\n", " specular"},
881         {"#define USEREFLECTION\n", " reflection"},
882         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
883         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
884         {NULL, NULL}
885 };
886
887 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
888 typedef enum shadermode_e
889 {
890         SHADERMODE_LIGHTMAP, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
891         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (deluxemap)
892         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (deluxemap)
893         SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
894         SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
895         SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
896         SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
897         SHADERMODE_COUNT
898 }
899 shadermode_t;
900
901 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
902 const char *shadermodeinfo[][2] =
903 {
904         {"#define MODE_LIGHTMAP\n", " lightmap"},
905         {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
906         {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
907         {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
908         {"#define MODE_LIGHTSOURCE\n", " lightsource"},
909         {"#define MODE_REFRACTION\n", " refraction"},
910         {"#define MODE_WATER\n", " water"},
911         {NULL, NULL}
912 };
913
914 #define SHADERPERMUTATION_INDICES (SHADERPERMUTATION_MODEBASE * SHADERMODE_COUNT)
915
916 typedef struct r_glsl_permutation_s
917 {
918         // indicates if we have tried compiling this permutation already
919         qboolean compiled;
920         // 0 if compilation failed
921         int program;
922         // locations of detected uniforms in program object, or -1 if not found
923         int loc_Texture_Normal;
924         int loc_Texture_Color;
925         int loc_Texture_Gloss;
926         int loc_Texture_Cube;
927         int loc_Texture_Attenuation;
928         int loc_Texture_FogMask;
929         int loc_Texture_Pants;
930         int loc_Texture_Shirt;
931         int loc_Texture_Lightmap;
932         int loc_Texture_Deluxemap;
933         int loc_Texture_Glow;
934         int loc_Texture_Refraction;
935         int loc_Texture_Reflection;
936         int loc_FogColor;
937         int loc_LightPosition;
938         int loc_EyePosition;
939         int loc_LightColor;
940         int loc_Color_Pants;
941         int loc_Color_Shirt;
942         int loc_FogRangeRecip;
943         int loc_AmbientScale;
944         int loc_DiffuseScale;
945         int loc_SpecularScale;
946         int loc_SpecularPower;
947         int loc_GlowScale;
948         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
949         int loc_OffsetMapping_Scale;
950         int loc_AmbientColor;
951         int loc_DiffuseColor;
952         int loc_SpecularColor;
953         int loc_LightDir;
954         int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
955         int loc_DistortScaleRefractReflect;
956         int loc_ScreenScaleRefractReflect;
957         int loc_ScreenCenterRefractReflect;
958         int loc_RefractColor;
959         int loc_ReflectColor;
960         int loc_ReflectFactor;
961         int loc_ReflectOffset;
962 }
963 r_glsl_permutation_t;
964
965 // information about each possible shader permutation
966 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_INDICES];
967 // currently selected permutation
968 r_glsl_permutation_t *r_glsl_permutation;
969
970 // these are additional flags used only by R_GLSL_CompilePermutation
971 #define SHADERTYPE_USES_VERTEXSHADER (1<<0)
972 #define SHADERTYPE_USES_GEOMETRYSHADER (1<<1)
973 #define SHADERTYPE_USES_FRAGMENTSHADER (1<<2)
974
975 static void R_GLSL_CompilePermutation(const char *filename, int permutation, int shadertype)
976 {
977         int i;
978         qboolean shaderfound;
979         r_glsl_permutation_t *p = r_glsl_permutations + permutation;
980         int vertstrings_count;
981         int geomstrings_count;
982         int fragstrings_count;
983         char *shaderstring;
984         const char *vertstrings_list[32+1];
985         const char *geomstrings_list[32+1];
986         const char *fragstrings_list[32+1];
987         char permutationname[256];
988         if (p->compiled)
989                 return;
990         p->compiled = true;
991         p->program = 0;
992         vertstrings_list[0] = "#define VERTEX_SHADER\n";
993         geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
994         fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
995         vertstrings_count = 1;
996         geomstrings_count = 1;
997         fragstrings_count = 1;
998         permutationname[0] = 0;
999         i = permutation / SHADERPERMUTATION_MODEBASE;
1000         vertstrings_list[vertstrings_count++] = shadermodeinfo[i][0];
1001         geomstrings_list[geomstrings_count++] = shadermodeinfo[i][0];
1002         fragstrings_list[fragstrings_count++] = shadermodeinfo[i][0];
1003         strlcat(permutationname, shadermodeinfo[i][1], sizeof(permutationname));
1004         for (i = 0;shaderpermutationinfo[i][0];i++)
1005         {
1006                 if (permutation & (1<<i))
1007                 {
1008                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i][0];
1009                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i][0];
1010                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i][0];
1011                         strlcat(permutationname, shaderpermutationinfo[i][1], sizeof(permutationname));
1012                 }
1013                 else
1014                 {
1015                         // keep line numbers correct
1016                         vertstrings_list[vertstrings_count++] = "\n";
1017                         geomstrings_list[geomstrings_count++] = "\n";
1018                         fragstrings_list[fragstrings_count++] = "\n";
1019                 }
1020         }
1021         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1022         shaderfound = false;
1023         if (shaderstring)
1024         {
1025                 Con_DPrint("from disk... ");
1026                 vertstrings_list[vertstrings_count++] = shaderstring;
1027                 geomstrings_list[geomstrings_count++] = shaderstring;
1028                 fragstrings_list[fragstrings_count++] = shaderstring;
1029                 shaderfound = true;
1030         }
1031         else if (!strcmp(filename, "glsl/default.glsl"))
1032         {
1033                 vertstrings_list[vertstrings_count++] = builtinshaderstring;
1034                 geomstrings_list[geomstrings_count++] = builtinshaderstring;
1035                 fragstrings_list[fragstrings_count++] = builtinshaderstring;
1036                 shaderfound = true;
1037         }
1038         // clear any lists that are not needed by this shader
1039         if (!(shadertype & SHADERTYPE_USES_VERTEXSHADER))
1040                 vertstrings_count = 0;
1041         if (!(shadertype & SHADERTYPE_USES_GEOMETRYSHADER))
1042                 geomstrings_count = 0;
1043         if (!(shadertype & SHADERTYPE_USES_FRAGMENTSHADER))
1044                 fragstrings_count = 0;
1045         // compile the shader program
1046         if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
1047                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1048         if (p->program)
1049         {
1050                 CHECKGLERROR
1051                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1052                 // look up all the uniform variable names we care about, so we don't
1053                 // have to look them up every time we set them
1054                 p->loc_Texture_Normal      = qglGetUniformLocationARB(p->program, "Texture_Normal");
1055                 p->loc_Texture_Color       = qglGetUniformLocationARB(p->program, "Texture_Color");
1056                 p->loc_Texture_Gloss       = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1057                 p->loc_Texture_Cube        = qglGetUniformLocationARB(p->program, "Texture_Cube");
1058                 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1059                 p->loc_Texture_FogMask     = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1060                 p->loc_Texture_Pants       = qglGetUniformLocationARB(p->program, "Texture_Pants");
1061                 p->loc_Texture_Shirt       = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1062                 p->loc_Texture_Lightmap    = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1063                 p->loc_Texture_Deluxemap   = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1064                 p->loc_Texture_Glow        = qglGetUniformLocationARB(p->program, "Texture_Glow");
1065                 p->loc_Texture_Refraction  = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1066                 p->loc_Texture_Reflection  = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1067                 p->loc_FogColor            = qglGetUniformLocationARB(p->program, "FogColor");
1068                 p->loc_LightPosition       = qglGetUniformLocationARB(p->program, "LightPosition");
1069                 p->loc_EyePosition         = qglGetUniformLocationARB(p->program, "EyePosition");
1070                 p->loc_LightColor          = qglGetUniformLocationARB(p->program, "LightColor");
1071                 p->loc_Color_Pants         = qglGetUniformLocationARB(p->program, "Color_Pants");
1072                 p->loc_Color_Shirt         = qglGetUniformLocationARB(p->program, "Color_Shirt");
1073                 p->loc_FogRangeRecip       = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1074                 p->loc_AmbientScale        = qglGetUniformLocationARB(p->program, "AmbientScale");
1075                 p->loc_DiffuseScale        = qglGetUniformLocationARB(p->program, "DiffuseScale");
1076                 p->loc_SpecularPower       = qglGetUniformLocationARB(p->program, "SpecularPower");
1077                 p->loc_SpecularScale       = qglGetUniformLocationARB(p->program, "SpecularScale");
1078                 p->loc_GlowScale           = qglGetUniformLocationARB(p->program, "GlowScale");
1079                 p->loc_SceneBrightness     = qglGetUniformLocationARB(p->program, "SceneBrightness");
1080                 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1081                 p->loc_AmbientColor        = qglGetUniformLocationARB(p->program, "AmbientColor");
1082                 p->loc_DiffuseColor        = qglGetUniformLocationARB(p->program, "DiffuseColor");
1083                 p->loc_SpecularColor       = qglGetUniformLocationARB(p->program, "SpecularColor");
1084                 p->loc_LightDir            = qglGetUniformLocationARB(p->program, "LightDir");
1085                 p->loc_ContrastBoostCoeff  = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1086                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1087                 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1088                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1089                 p->loc_RefractColor        = qglGetUniformLocationARB(p->program, "RefractColor");
1090                 p->loc_ReflectColor        = qglGetUniformLocationARB(p->program, "ReflectColor");
1091                 p->loc_ReflectFactor       = qglGetUniformLocationARB(p->program, "ReflectFactor");
1092                 p->loc_ReflectOffset       = qglGetUniformLocationARB(p->program, "ReflectOffset");
1093                 // initialize the samplers to refer to the texture units we use
1094                 if (p->loc_Texture_Normal >= 0)    qglUniform1iARB(p->loc_Texture_Normal, 0);
1095                 if (p->loc_Texture_Color >= 0)     qglUniform1iARB(p->loc_Texture_Color, 1);
1096                 if (p->loc_Texture_Gloss >= 0)     qglUniform1iARB(p->loc_Texture_Gloss, 2);
1097                 if (p->loc_Texture_Cube >= 0)      qglUniform1iARB(p->loc_Texture_Cube, 3);
1098                 if (p->loc_Texture_FogMask >= 0)   qglUniform1iARB(p->loc_Texture_FogMask, 4);
1099                 if (p->loc_Texture_Pants >= 0)     qglUniform1iARB(p->loc_Texture_Pants, 5);
1100                 if (p->loc_Texture_Shirt >= 0)     qglUniform1iARB(p->loc_Texture_Shirt, 6);
1101                 if (p->loc_Texture_Lightmap >= 0)  qglUniform1iARB(p->loc_Texture_Lightmap, 7);
1102                 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
1103                 if (p->loc_Texture_Glow >= 0)      qglUniform1iARB(p->loc_Texture_Glow, 9);
1104                 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
1105                 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction, 11);
1106                 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection, 12);
1107                 CHECKGLERROR
1108                 qglUseProgramObjectARB(0);CHECKGLERROR
1109                 if (developer.integer)
1110                         Con_Printf("GLSL shader %s :%s compiled.\n", filename, permutationname);
1111         }
1112         else
1113         {
1114                 if (developer.integer)
1115                         Con_Printf("GLSL shader %s :%s failed!  source code line offset for above errors is %i.\n", permutationname, filename, -(vertstrings_count - 1));
1116                 else
1117                         Con_Printf("GLSL shader %s :%s failed!  some features may not work properly.\n", permutationname, filename);
1118         }
1119         if (shaderstring)
1120                 Mem_Free(shaderstring);
1121 }
1122
1123 void R_GLSL_Restart_f(void)
1124 {
1125         int i;
1126         for (i = 0;i < SHADERPERMUTATION_INDICES;i++)
1127                 if (r_glsl_permutations[i].program)
1128                         GL_Backend_FreeProgram(r_glsl_permutations[i].program);
1129         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1130 }
1131
1132 void R_GLSL_DumpShader_f(void)
1133 {
1134         int i;
1135
1136         qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1137         if(!file)
1138         {
1139                 Con_Printf("failed to write to glsl/default.glsl\n");
1140                 return;
1141         }
1142
1143         FS_Print(file, "// The engine may define the following macros:\n");
1144         FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1145         for (i = 0;shadermodeinfo[i][0];i++)
1146                 FS_Printf(file, "// %s", shadermodeinfo[i][0]);
1147         for (i = 0;shaderpermutationinfo[i][0];i++)
1148                 FS_Printf(file, "// %s", shaderpermutationinfo[i][0]);
1149         FS_Print(file, "\n");
1150         FS_Print(file, builtinshaderstring);
1151         FS_Close(file);
1152
1153         Con_Printf("glsl/default.glsl written\n");
1154 }
1155
1156 extern rtexture_t *r_shadow_attenuationgradienttexture;
1157 extern rtexture_t *r_shadow_attenuation2dtexture;
1158 extern rtexture_t *r_shadow_attenuation3dtexture;
1159 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1160 {
1161         // select a permutation of the lighting shader appropriate to this
1162         // combination of texture, entity, light source, and fogging, only use the
1163         // minimum features necessary to avoid wasting rendering time in the
1164         // fragment shader on features that are not being used
1165         const char *shaderfilename = NULL;
1166         unsigned int permutation = 0;
1167         unsigned int shadertype = 0;
1168         shadermode_t mode = 0;
1169         r_glsl_permutation = NULL;
1170         shaderfilename = "glsl/default.glsl";
1171         shadertype = SHADERTYPE_USES_VERTEXSHADER | SHADERTYPE_USES_FRAGMENTSHADER;
1172         // TODO: implement geometry-shader based shadow volumes someday
1173         if (r_glsl_offsetmapping.integer)
1174         {
1175                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1176                 if (r_glsl_offsetmapping_reliefmapping.integer)
1177                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1178         }
1179         if (rsurfacepass == RSURFPASS_BACKGROUND)
1180         {
1181                 // distorted background
1182                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1183                         mode = SHADERMODE_WATER;
1184                 else
1185                         mode = SHADERMODE_REFRACTION;
1186         }
1187         else if (rsurfacepass == RSURFPASS_RTLIGHT)
1188         {
1189                 // light source
1190                 mode = SHADERMODE_LIGHTSOURCE;
1191                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1192                         permutation |= SHADERPERMUTATION_CUBEFILTER;
1193                 if (diffusescale > 0)
1194                         permutation |= SHADERPERMUTATION_DIFFUSE;
1195                 if (specularscale > 0)
1196                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1197                 if (r_refdef.fogenabled)
1198                         permutation |= SHADERPERMUTATION_FOG;
1199                 if (rsurface.texture->colormapping)
1200                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1201                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1202                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1203                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1204                         permutation |= SHADERPERMUTATION_REFLECTION;
1205         }
1206         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1207         {
1208                 // bright unshaded geometry
1209                 mode = SHADERMODE_LIGHTMAP;
1210                 if (rsurface.texture->currentskinframe->glow)
1211                         permutation |= SHADERPERMUTATION_GLOW;
1212                 if (r_refdef.fogenabled)
1213                         permutation |= SHADERPERMUTATION_FOG;
1214                 if (rsurface.texture->colormapping)
1215                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1216                 if (r_glsl_offsetmapping.integer)
1217                 {
1218                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1219                         if (r_glsl_offsetmapping_reliefmapping.integer)
1220                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1221                 }
1222                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1223                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1224                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1225                         permutation |= SHADERPERMUTATION_REFLECTION;
1226         }
1227         else if (modellighting)
1228         {
1229                 // directional model lighting
1230                 mode = SHADERMODE_LIGHTDIRECTION;
1231                 if (rsurface.texture->currentskinframe->glow)
1232                         permutation |= SHADERPERMUTATION_GLOW;
1233                 if (specularscale > 0)
1234                         permutation |= SHADERPERMUTATION_SPECULAR;
1235                 if (r_refdef.fogenabled)
1236                         permutation |= SHADERPERMUTATION_FOG;
1237                 if (rsurface.texture->colormapping)
1238                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1239                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1240                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1241                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1242                         permutation |= SHADERPERMUTATION_REFLECTION;
1243         }
1244         else
1245         {
1246                 // lightmapped wall
1247                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
1248                 {
1249                         // deluxemapping (light direction texture)
1250                         if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
1251                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1252                         else
1253                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1254                         if (specularscale > 0)
1255                                 permutation |= SHADERPERMUTATION_SPECULAR;
1256                 }
1257                 else if (r_glsl_deluxemapping.integer >= 2)
1258                 {
1259                         // fake deluxemapping (uniform light direction in tangentspace)
1260                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1261                         if (specularscale > 0)
1262                                 permutation |= SHADERPERMUTATION_SPECULAR;
1263                 }
1264                 else
1265                 {
1266                         // ordinary lightmapping
1267                         mode = SHADERMODE_LIGHTMAP;
1268                 }
1269                 if (rsurface.texture->currentskinframe->glow)
1270                         permutation |= SHADERPERMUTATION_GLOW;
1271                 if (r_refdef.fogenabled)
1272                         permutation |= SHADERPERMUTATION_FOG;
1273                 if (rsurface.texture->colormapping)
1274                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1275                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1276                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1277                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1278                         permutation |= SHADERPERMUTATION_REFLECTION;
1279         }
1280         permutation |= mode * SHADERPERMUTATION_MODEBASE;
1281         if (!r_glsl_permutations[permutation].program)
1282         {
1283                 if (!r_glsl_permutations[permutation].compiled)
1284                         R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype);
1285                 if (!r_glsl_permutations[permutation].program)
1286                 {
1287                         // remove features until we find a valid permutation
1288                         unsigned int i;
1289                         for (i = (SHADERPERMUTATION_MODEBASE >> 1);;i>>=1)
1290                         {
1291                                 if (!i)
1292                                 {
1293                                         Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1294                                         Cvar_SetValueQuick(&r_glsl, 0);
1295                                         return 0; // no bit left to clear
1296                                 }
1297                                 // reduce i more quickly whenever it would not remove any bits
1298                                 if (!(permutation & i))
1299                                         continue;
1300                                 permutation &= ~i;
1301                                 if (!r_glsl_permutations[permutation].compiled)
1302                                         R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype);
1303                                 if (r_glsl_permutations[permutation].program)
1304                                         break;
1305                         }
1306                 }
1307         }
1308         r_glsl_permutation = r_glsl_permutations + permutation;
1309         CHECKGLERROR
1310         qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1311         if (mode == SHADERMODE_LIGHTSOURCE)
1312         {
1313                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1314                 if (permutation & SHADERPERMUTATION_DIFFUSE)
1315                 {
1316                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
1317                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1318                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1319                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1320                 }
1321                 else
1322                 {
1323                         // ambient only is simpler
1324                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
1325                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1326                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1327                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1328                 }
1329         }
1330         else if (mode == SHADERMODE_LIGHTDIRECTION)
1331         {
1332                 if (r_glsl_permutation->loc_AmbientColor >= 0)
1333                         qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale);
1334                 if (r_glsl_permutation->loc_DiffuseColor >= 0)
1335                         qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.modellight_diffuse[2] * diffusescale);
1336                 if (r_glsl_permutation->loc_SpecularColor >= 0)
1337                         qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.modellight_diffuse[2] * specularscale);
1338                 if (r_glsl_permutation->loc_LightDir >= 0)
1339                         qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1340         }
1341         else
1342         {
1343                 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
1344                 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
1345                 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
1346         }
1347         if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1348         if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1349         {
1350                 // The formula used is actually:
1351                 //   color.rgb *= SceneBrightness;
1352                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1353                 // I simplify that to
1354                 //   color.rgb *= [[SceneBrightness * ContrastBoost]];
1355                 //   color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1;
1356                 // and Black:
1357                 //   color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[(ContrastBoost - 1) * SceneBrightness]] * color.rgb + 1);
1358                 // and do [[calculations]] here in the engine
1359                 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale);
1360                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value);
1361         }
1362         else
1363                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1364         if (r_glsl_permutation->loc_FogColor >= 0)
1365         {
1366                 // additive passes are only darkened by fog, not tinted
1367                 if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
1368                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1369                 else
1370                 /*
1371                 {
1372                         vec3_t fogvec;
1373                         //   color.rgb *= SceneBrightness;
1374                         VectorScale(r_refdef.fogcolor, r_view.colorscale, fogvec);
1375                         if(r_glsl_permutation->loc_ContrastBoostCoeff >= 0) // need to support contrast boost
1376                         {
1377                                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1378                                 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
1379                                 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
1380                                 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
1381                         }
1382                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, fogvec[0], fogvec[1], fogvec[2]);
1383                 }
1384                 */
1385                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1386         }
1387         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1388         if (r_glsl_permutation->loc_Color_Pants >= 0)
1389         {
1390                 if (rsurface.texture->currentskinframe->pants)
1391                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1392                 else
1393                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1394         }
1395         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1396         {
1397                 if (rsurface.texture->currentskinframe->shirt)
1398                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1399                 else
1400                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1401         }
1402         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1403         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1404         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1405         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);
1406         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]);
1407         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]);
1408         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1409         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1410         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1411         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1412         CHECKGLERROR
1413         return permutation;
1414 }
1415
1416 #define SKINFRAME_HASH 1024
1417
1418 struct
1419 {
1420         int loadsequence; // incremented each level change
1421         memexpandablearray_t array;
1422         skinframe_t *hash[SKINFRAME_HASH];
1423 }
1424 r_skinframe;
1425
1426 void R_SkinFrame_PrepareForPurge(void)
1427 {
1428         r_skinframe.loadsequence++;
1429         // wrap it without hitting zero
1430         if (r_skinframe.loadsequence >= 200)
1431                 r_skinframe.loadsequence = 1;
1432 }
1433
1434 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1435 {
1436         if (!skinframe)
1437                 return;
1438         // mark the skinframe as used for the purging code
1439         skinframe->loadsequence = r_skinframe.loadsequence;
1440 }
1441
1442 void R_SkinFrame_Purge(void)
1443 {
1444         int i;
1445         skinframe_t *s;
1446         for (i = 0;i < SKINFRAME_HASH;i++)
1447         {
1448                 for (s = r_skinframe.hash[i];s;s = s->next)
1449                 {
1450                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1451                         {
1452                                 if (s->base == r_texture_notexture)     s->base   = NULL;
1453                                 if (s->nmap == r_texture_blanknormalmap)s->nmap   = NULL;
1454                                 if (s->merged == s->base)               s->merged = NULL;
1455                                 if (s->stain ) R_FreeTexture(s->stain );s->stain  = NULL;
1456                                 if (s->merged) R_FreeTexture(s->merged);s->merged = NULL;
1457                                 if (s->base  ) R_FreeTexture(s->base  );s->base   = NULL;
1458                                 if (s->pants ) R_FreeTexture(s->pants );s->pants  = NULL;
1459                                 if (s->shirt ) R_FreeTexture(s->shirt );s->shirt  = NULL;
1460                                 if (s->nmap  ) R_FreeTexture(s->nmap  );s->nmap   = NULL;
1461                                 if (s->gloss ) R_FreeTexture(s->gloss );s->gloss  = NULL;
1462                                 if (s->glow  ) R_FreeTexture(s->glow  );s->glow   = NULL;
1463                                 if (s->fog   ) R_FreeTexture(s->fog   );s->fog    = NULL;
1464                                 s->loadsequence = 0;
1465                         }
1466                 }
1467         }
1468 }
1469
1470 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1471 {
1472         skinframe_t *item;
1473         int hashindex;
1474         char basename[MAX_QPATH];
1475
1476         Image_StripImageExtension(name, basename, sizeof(basename));
1477
1478         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1479         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1480                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1481                         break;
1482         if (!item)
1483         {
1484                 if (!add)
1485                         return NULL;
1486                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1487                 memset(item, 0, sizeof(*item));
1488                 strlcpy(item->basename, basename, sizeof(item->basename));
1489                 item->textureflags = textureflags;
1490                 item->comparewidth = comparewidth;
1491                 item->compareheight = compareheight;
1492                 item->comparecrc = comparecrc;
1493                 item->next = r_skinframe.hash[hashindex];
1494                 r_skinframe.hash[hashindex] = item;
1495         }
1496         R_SkinFrame_MarkUsed(item);
1497         return item;
1498 }
1499
1500 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1501 {
1502         // FIXME: it should be possible to disable loading various layers using
1503         // cvars, to prevent wasted loading time and memory usage if the user does
1504         // not want them
1505         qboolean loadnormalmap = true;
1506         qboolean loadgloss = true;
1507         qboolean loadpantsandshirt = true;
1508         qboolean loadglow = true;
1509         int j;
1510         unsigned char *pixels;
1511         unsigned char *bumppixels;
1512         unsigned char *basepixels = NULL;
1513         int basepixels_width;
1514         int basepixels_height;
1515         skinframe_t *skinframe;
1516
1517         if (cls.state == ca_dedicated)
1518                 return NULL;
1519
1520         // return an existing skinframe if already loaded
1521         // if loading of the first image fails, don't make a new skinframe as it
1522         // would cause all future lookups of this to be missing
1523         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1524         if (skinframe && skinframe->base)
1525                 return skinframe;
1526
1527         basepixels = loadimagepixels(name, complain, 0, 0, true);
1528         if (basepixels == NULL)
1529                 return NULL;
1530
1531         // we've got some pixels to store, so really allocate this new texture now
1532         if (!skinframe)
1533                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1534         skinframe->stain = NULL;
1535         skinframe->merged = NULL;
1536         skinframe->base = r_texture_notexture;
1537         skinframe->pants = NULL;
1538         skinframe->shirt = NULL;
1539         skinframe->nmap = r_texture_blanknormalmap;
1540         skinframe->gloss = NULL;
1541         skinframe->glow = NULL;
1542         skinframe->fog = NULL;
1543
1544         basepixels_width = image_width;
1545         basepixels_height = image_height;
1546         skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1547
1548         if (textureflags & TEXF_ALPHA)
1549         {
1550                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1551                         if (basepixels[j] < 255)
1552                                 break;
1553                 if (j < basepixels_width * basepixels_height * 4)
1554                 {
1555                         // has transparent pixels
1556                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1557                         for (j = 0;j < image_width * image_height * 4;j += 4)
1558                         {
1559                                 pixels[j+0] = 255;
1560                                 pixels[j+1] = 255;
1561                                 pixels[j+2] = 255;
1562                                 pixels[j+3] = basepixels[j+3];
1563                         }
1564                         skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1565                         Mem_Free(pixels);
1566                 }
1567         }
1568
1569         // _norm is the name used by tenebrae and has been adopted as standard
1570         if (loadnormalmap)
1571         {
1572                 if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0, false)) != NULL)
1573                 {
1574                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1575                         Mem_Free(pixels);
1576                         pixels = NULL;
1577                 }
1578                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0, false)) != NULL)
1579                 {
1580                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1581                         Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1582                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1583                         Mem_Free(pixels);
1584                         Mem_Free(bumppixels);
1585                 }
1586                 else if (r_shadow_bumpscale_basetexture.value > 0)
1587                 {
1588                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1589                         Image_HeightmapToNormalmap(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1590                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1591                         Mem_Free(pixels);
1592                 }
1593         }
1594         // _luma is supported for tenebrae compatibility
1595         // (I think it's a very stupid name, but oh well)
1596         // _glow is the preferred name
1597         if (loadglow          && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0, false)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1598         if (loadgloss         && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1599         if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1600         if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1601
1602         if (basepixels)
1603                 Mem_Free(basepixels);
1604
1605         return skinframe;
1606 }
1607
1608 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
1609 {
1610         int i;
1611         if (!force)
1612         {
1613                 for (i = 0;i < width*height;i++)
1614                         if (((unsigned char *)&palette[in[i]])[3] > 0)
1615                                 break;
1616                 if (i == width*height)
1617                         return NULL;
1618         }
1619         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1620 }
1621
1622 skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
1623 {
1624         int i;
1625         unsigned char *temp1, *temp2;
1626         skinframe_t *skinframe;
1627
1628         if (cls.state == ca_dedicated)
1629                 return NULL;
1630
1631         // if already loaded just return it, otherwise make a new skinframe
1632         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*bitsperpixel/8) : 0, true);
1633         if (skinframe && skinframe->base)
1634                 return skinframe;
1635
1636         skinframe->stain = NULL;
1637         skinframe->merged = NULL;
1638         skinframe->base = r_texture_notexture;
1639         skinframe->pants = NULL;
1640         skinframe->shirt = NULL;
1641         skinframe->nmap = r_texture_blanknormalmap;
1642         skinframe->gloss = NULL;
1643         skinframe->glow = NULL;
1644         skinframe->fog = NULL;
1645
1646         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1647         if (!skindata)
1648                 return NULL;
1649
1650         if (bitsperpixel == 32)
1651         {
1652                 if (r_shadow_bumpscale_basetexture.value > 0)
1653                 {
1654                         temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1655                         temp2 = temp1 + width * height * 4;
1656                         Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1657                         skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, skinframe->textureflags | TEXF_ALPHA, NULL);
1658                         Mem_Free(temp1);
1659                 }
1660                 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1661                 if (textureflags & TEXF_ALPHA)
1662                 {
1663                         for (i = 3;i < width * height * 4;i += 4)
1664                                 if (skindata[i] < 255)
1665                                         break;
1666                         if (i < width * height * 4)
1667                         {
1668                                 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1669                                 memcpy(fogpixels, skindata, width * height * 4);
1670                                 for (i = 0;i < width * height * 4;i += 4)
1671                                         fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1672                                 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1673                                 Mem_Free(fogpixels);
1674                         }
1675                 }
1676         }
1677         else if (bitsperpixel == 8)
1678         {
1679                 if (r_shadow_bumpscale_basetexture.value > 0)
1680                 {
1681                         temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1682                         temp2 = temp1 + width * height * 4;
1683                         if (bitsperpixel == 32)
1684                                 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1685                         else
1686                         {
1687                                 // use either a custom palette or the quake palette
1688                                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
1689                                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1690                         }
1691                         skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, skinframe->textureflags | TEXF_ALPHA, NULL);
1692                         Mem_Free(temp1);
1693                 }
1694                 // use either a custom palette, or the quake palette
1695                 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), skinframe->textureflags, true); // all
1696                 if (!palette && loadglowtexture)
1697                         skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, skinframe->textureflags, false); // glow
1698                 if (!palette && loadpantsandshirt)
1699                 {
1700                         skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, skinframe->textureflags, false); // pants
1701                         skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, skinframe->textureflags, false); // shirt
1702                 }
1703                 if (skinframe->pants || skinframe->shirt)
1704                         skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, skinframe->textureflags, false); // no special colors
1705                 if (textureflags & TEXF_ALPHA)
1706                 {
1707                         // if not using a custom alphapalette, use the quake one
1708                         if (!alphapalette)
1709                                 alphapalette = palette_alpha;
1710                         for (i = 0;i < width * height;i++)
1711                                 if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
1712                                         break;
1713                         if (i < width * height)
1714                                 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, skinframe->textureflags, true); // fog mask
1715                 }
1716         }
1717
1718         return skinframe;
1719 }
1720
1721 skinframe_t *R_SkinFrame_LoadMissing(void)
1722 {
1723         skinframe_t *skinframe;
1724
1725         if (cls.state == ca_dedicated)
1726                 return NULL;
1727
1728         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1729         skinframe->stain = NULL;
1730         skinframe->merged = NULL;
1731         skinframe->base = r_texture_notexture;
1732         skinframe->pants = NULL;
1733         skinframe->shirt = NULL;
1734         skinframe->nmap = r_texture_blanknormalmap;
1735         skinframe->gloss = NULL;
1736         skinframe->glow = NULL;
1737         skinframe->fog = NULL;
1738
1739         return skinframe;
1740 }
1741
1742 void gl_main_start(void)
1743 {
1744         int x;
1745         double r, alpha;
1746
1747         r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
1748         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
1749         {
1750                 alpha = 1 - exp(r / ((double)x*(double)x));
1751                 if (x == FOGMASKTABLEWIDTH - 1)
1752                         alpha = 0;
1753                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
1754         }
1755
1756         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1757         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1758
1759         // set up r_skinframe loading system for textures
1760         memset(&r_skinframe, 0, sizeof(r_skinframe));
1761         r_skinframe.loadsequence = 1;
1762         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1763
1764         r_main_texturepool = R_AllocTexturePool();
1765         R_BuildBlankTextures();
1766         R_BuildNoTexture();
1767         if (gl_texturecubemap)
1768         {
1769                 R_BuildWhiteCube();
1770                 R_BuildNormalizationCube();
1771         }
1772         R_BuildFogTexture();
1773         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1774         memset(&r_waterstate, 0, sizeof(r_waterstate));
1775         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1776         memset(&r_svbsp, 0, sizeof (r_svbsp));
1777 }
1778
1779 void gl_main_shutdown(void)
1780 {
1781         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1782         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1783
1784         // clear out the r_skinframe state
1785         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1786         memset(&r_skinframe, 0, sizeof(r_skinframe));
1787
1788         if (r_svbsp.nodes)
1789                 Mem_Free(r_svbsp.nodes);
1790         memset(&r_svbsp, 0, sizeof (r_svbsp));
1791         R_FreeTexturePool(&r_main_texturepool);
1792         r_texture_blanknormalmap = NULL;
1793         r_texture_white = NULL;
1794         r_texture_grey128 = NULL;
1795         r_texture_black = NULL;
1796         r_texture_whitecube = NULL;
1797         r_texture_normalizationcube = NULL;
1798         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1799         memset(&r_waterstate, 0, sizeof(r_waterstate));
1800         R_GLSL_Restart_f();
1801 }
1802
1803 extern void CL_ParseEntityLump(char *entitystring);
1804 void gl_main_newmap(void)
1805 {
1806         // FIXME: move this code to client
1807         int l;
1808         char *entities, entname[MAX_QPATH];
1809         if (cl.worldmodel)
1810         {
1811                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1812                 l = (int)strlen(entname) - 4;
1813                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1814                 {
1815                         memcpy(entname + l, ".ent", 5);
1816                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1817                         {
1818                                 CL_ParseEntityLump(entities);
1819                                 Mem_Free(entities);
1820                                 return;
1821                         }
1822                 }
1823                 if (cl.worldmodel->brush.entities)
1824                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
1825         }
1826 }
1827
1828 void GL_Main_Init(void)
1829 {
1830         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1831
1832         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1833         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
1834         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
1835         if (gamemode == GAME_NEHAHRA)
1836         {
1837                 Cvar_RegisterVariable (&gl_fogenable);
1838                 Cvar_RegisterVariable (&gl_fogdensity);
1839                 Cvar_RegisterVariable (&gl_fogred);
1840                 Cvar_RegisterVariable (&gl_foggreen);
1841                 Cvar_RegisterVariable (&gl_fogblue);
1842                 Cvar_RegisterVariable (&gl_fogstart);
1843                 Cvar_RegisterVariable (&gl_fogend);
1844         }
1845         Cvar_RegisterVariable(&r_depthfirst);
1846         Cvar_RegisterVariable(&r_nearclip);
1847         Cvar_RegisterVariable(&r_showbboxes);
1848         Cvar_RegisterVariable(&r_showsurfaces);
1849         Cvar_RegisterVariable(&r_showtris);
1850         Cvar_RegisterVariable(&r_shownormals);
1851         Cvar_RegisterVariable(&r_showlighting);
1852         Cvar_RegisterVariable(&r_showshadowvolumes);
1853         Cvar_RegisterVariable(&r_showcollisionbrushes);
1854         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1855         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1856         Cvar_RegisterVariable(&r_showdisabledepthtest);
1857         Cvar_RegisterVariable(&r_drawportals);
1858         Cvar_RegisterVariable(&r_drawentities);
1859         Cvar_RegisterVariable(&r_cullentities_trace);
1860         Cvar_RegisterVariable(&r_cullentities_trace_samples);
1861         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1862         Cvar_RegisterVariable(&r_cullentities_trace_delay);
1863         Cvar_RegisterVariable(&r_drawviewmodel);
1864         Cvar_RegisterVariable(&r_speeds);
1865         Cvar_RegisterVariable(&r_fullbrights);
1866         Cvar_RegisterVariable(&r_wateralpha);
1867         Cvar_RegisterVariable(&r_dynamic);
1868         Cvar_RegisterVariable(&r_fullbright);
1869         Cvar_RegisterVariable(&r_shadows);
1870         Cvar_RegisterVariable(&r_shadows_throwdistance);
1871         Cvar_RegisterVariable(&r_q1bsp_skymasking);
1872         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
1873         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
1874         Cvar_RegisterVariable(&r_textureunits);
1875         Cvar_RegisterVariable(&r_glsl);
1876         Cvar_RegisterVariable(&r_glsl_offsetmapping);
1877         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1878         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1879         Cvar_RegisterVariable(&r_glsl_deluxemapping);
1880         Cvar_RegisterVariable(&r_water);
1881         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
1882         Cvar_RegisterVariable(&r_water_clippingplanebias);
1883         Cvar_RegisterVariable(&r_water_refractdistort);
1884         Cvar_RegisterVariable(&r_water_reflectdistort);
1885         Cvar_RegisterVariable(&r_lerpsprites);
1886         Cvar_RegisterVariable(&r_lerpmodels);
1887         Cvar_RegisterVariable(&r_waterscroll);
1888         Cvar_RegisterVariable(&r_bloom);
1889         Cvar_RegisterVariable(&r_bloom_colorscale);
1890         Cvar_RegisterVariable(&r_bloom_brighten);
1891         Cvar_RegisterVariable(&r_bloom_blur);
1892         Cvar_RegisterVariable(&r_bloom_resolution);
1893         Cvar_RegisterVariable(&r_bloom_colorexponent);
1894         Cvar_RegisterVariable(&r_bloom_colorsubtract);
1895         Cvar_RegisterVariable(&r_hdr);
1896         Cvar_RegisterVariable(&r_hdr_scenebrightness);
1897         Cvar_RegisterVariable(&r_glsl_contrastboost);
1898         Cvar_RegisterVariable(&r_hdr_glowintensity);
1899         Cvar_RegisterVariable(&r_hdr_range);
1900         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1901         Cvar_RegisterVariable(&developer_texturelogging);
1902         Cvar_RegisterVariable(&gl_lightmaps);
1903         Cvar_RegisterVariable(&r_test);
1904         Cvar_RegisterVariable(&r_batchmode);
1905         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1906                 Cvar_SetValue("r_fullbrights", 0);
1907         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1908
1909         Cvar_RegisterVariable(&r_track_sprites);
1910         Cvar_RegisterVariable(&r_track_sprites_flags);
1911         Cvar_RegisterVariable(&r_track_sprites_scalew);
1912         Cvar_RegisterVariable(&r_track_sprites_scaleh);
1913 }
1914
1915 extern void R_Textures_Init(void);
1916 extern void GL_Draw_Init(void);
1917 extern void GL_Main_Init(void);
1918 extern void R_Shadow_Init(void);
1919 extern void R_Sky_Init(void);
1920 extern void GL_Surf_Init(void);
1921 extern void R_Light_Init(void);
1922 extern void R_Particles_Init(void);
1923 extern void R_Explosion_Init(void);
1924 extern void gl_backend_init(void);
1925 extern void Sbar_Init(void);
1926 extern void R_LightningBeams_Init(void);
1927 extern void Mod_RenderInit(void);
1928
1929 void Render_Init(void)
1930 {
1931         gl_backend_init();
1932         R_Textures_Init();
1933         GL_Main_Init();
1934         GL_Draw_Init();
1935         R_Shadow_Init();
1936         R_Sky_Init();
1937         GL_Surf_Init();
1938         Sbar_Init();
1939         R_Light_Init();
1940         R_Particles_Init();
1941         R_Explosion_Init();
1942         R_LightningBeams_Init();
1943         Mod_RenderInit();
1944 }
1945
1946 /*
1947 ===============
1948 GL_Init
1949 ===============
1950 */
1951 extern char *ENGINE_EXTENSIONS;
1952 void GL_Init (void)
1953 {
1954         VID_CheckExtensions();
1955
1956         // LordHavoc: report supported extensions
1957         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
1958
1959         // clear to black (loading plaque will be seen over this)
1960         CHECKGLERROR
1961         qglClearColor(0,0,0,1);CHECKGLERROR
1962         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
1963 }
1964
1965 int R_CullBox(const vec3_t mins, const vec3_t maxs)
1966 {
1967         int i;
1968         mplane_t *p;
1969         for (i = 0;i < r_view.numfrustumplanes;i++)
1970         {
1971                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
1972                 if (i == 4)
1973                         continue;
1974                 p = r_view.frustum + i;
1975                 switch(p->signbits)
1976                 {
1977                 default:
1978                 case 0:
1979                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1980                                 return true;
1981                         break;
1982                 case 1:
1983                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1984                                 return true;
1985                         break;
1986                 case 2:
1987                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1988                                 return true;
1989                         break;
1990                 case 3:
1991                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1992                                 return true;
1993                         break;
1994                 case 4:
1995                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1996                                 return true;
1997                         break;
1998                 case 5:
1999                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2000                                 return true;
2001                         break;
2002                 case 6:
2003                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2004                                 return true;
2005                         break;
2006                 case 7:
2007                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2008                                 return true;
2009                         break;
2010                 }
2011         }
2012         return false;
2013 }
2014
2015 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2016 {
2017         int i;
2018         const mplane_t *p;
2019         for (i = 0;i < numplanes;i++)
2020         {
2021                 p = planes + i;
2022                 switch(p->signbits)
2023                 {
2024                 default:
2025                 case 0:
2026                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2027                                 return true;
2028                         break;
2029                 case 1:
2030                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2031                                 return true;
2032                         break;
2033                 case 2:
2034                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2035                                 return true;
2036                         break;
2037                 case 3:
2038                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2039                                 return true;
2040                         break;
2041                 case 4:
2042                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2043                                 return true;
2044                         break;
2045                 case 5:
2046                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2047                                 return true;
2048                         break;
2049                 case 6:
2050                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2051                                 return true;
2052                         break;
2053                 case 7:
2054                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2055                                 return true;
2056                         break;
2057                 }
2058         }
2059         return false;
2060 }
2061
2062 //==================================================================================
2063
2064 static void R_UpdateEntityLighting(entity_render_t *ent)
2065 {
2066         vec3_t tempdiffusenormal;
2067
2068         // fetch the lighting from the worldmodel data
2069         VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
2070         VectorClear(ent->modellight_diffuse);
2071         VectorClear(tempdiffusenormal);
2072         if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
2073         {
2074                 vec3_t org;
2075                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2076                 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
2077         }
2078         else // highly rare
2079                 VectorSet(ent->modellight_ambient, 1, 1, 1);
2080
2081         // move the light direction into modelspace coordinates for lighting code
2082         Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
2083         if(VectorLength2(ent->modellight_lightdir) > 0)
2084         {
2085                 VectorNormalize(ent->modellight_lightdir);
2086         }
2087         else
2088         {
2089                 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
2090         }
2091
2092         // scale ambient and directional light contributions according to rendering variables
2093         ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
2094         ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
2095         ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
2096         ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
2097         ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
2098         ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
2099 }
2100
2101 static void R_View_UpdateEntityVisible (void)
2102 {
2103         int i, renderimask;
2104         entity_render_t *ent;
2105
2106         if (!r_drawentities.integer)
2107                 return;
2108
2109         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2110         if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
2111         {
2112                 // worldmodel can check visibility
2113                 for (i = 0;i < r_refdef.numentities;i++)
2114                 {
2115                         ent = r_refdef.entities[i];
2116                         r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((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)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
2117
2118                 }
2119                 if(r_cullentities_trace.integer)
2120                 {
2121                         for (i = 0;i < r_refdef.numentities;i++)
2122                         {
2123                                 ent = r_refdef.entities[i];
2124                                 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2125                                 {
2126                                         if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
2127                                                 ent->last_trace_visibility = realtime;
2128                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2129                                                 r_viewcache.entityvisible[i] = 0;
2130                                 }
2131                         }
2132                 }
2133         }
2134         else
2135         {
2136                 // no worldmodel or it can't check visibility
2137                 for (i = 0;i < r_refdef.numentities;i++)
2138                 {
2139                         ent = r_refdef.entities[i];
2140                         r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((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));
2141                 }
2142         }
2143
2144         // update entity lighting (even on hidden entities for r_shadows)
2145         for (i = 0;i < r_refdef.numentities;i++)
2146                 R_UpdateEntityLighting(r_refdef.entities[i]);
2147 }
2148
2149 // only used if skyrendermasked, and normally returns false
2150 int R_DrawBrushModelsSky (void)
2151 {
2152         int i, sky;
2153         entity_render_t *ent;
2154
2155         if (!r_drawentities.integer)
2156                 return false;
2157
2158         sky = false;
2159         for (i = 0;i < r_refdef.numentities;i++)
2160         {
2161                 if (!r_viewcache.entityvisible[i])
2162                         continue;
2163                 ent = r_refdef.entities[i];
2164                 if (!ent->model || !ent->model->DrawSky)
2165                         continue;
2166                 ent->model->DrawSky(ent);
2167                 sky = true;
2168         }
2169         return sky;
2170 }
2171
2172 static void R_DrawNoModel(entity_render_t *ent);
2173 static void R_DrawModels(void)
2174 {
2175         int i;
2176         entity_render_t *ent;
2177
2178         if (!r_drawentities.integer)
2179                 return;
2180
2181         for (i = 0;i < r_refdef.numentities;i++)
2182         {
2183                 if (!r_viewcache.entityvisible[i])
2184                         continue;
2185                 ent = r_refdef.entities[i];
2186                 r_refdef.stats.entities++;
2187                 if (ent->model && ent->model->Draw != NULL)
2188                         ent->model->Draw(ent);
2189                 else
2190                         R_DrawNoModel(ent);
2191         }
2192 }
2193
2194 static void R_DrawModelsDepth(void)
2195 {
2196         int i;
2197         entity_render_t *ent;
2198
2199         if (!r_drawentities.integer)
2200                 return;
2201
2202         for (i = 0;i < r_refdef.numentities;i++)
2203         {
2204                 if (!r_viewcache.entityvisible[i])
2205                         continue;
2206                 ent = r_refdef.entities[i];
2207                 r_refdef.stats.entities++;
2208                 if (ent->model && ent->model->DrawDepth != NULL)
2209                         ent->model->DrawDepth(ent);
2210         }
2211 }
2212
2213 static void R_DrawModelsDebug(void)
2214 {
2215         int i;
2216         entity_render_t *ent;
2217
2218         if (!r_drawentities.integer)
2219                 return;
2220
2221         for (i = 0;i < r_refdef.numentities;i++)
2222         {
2223                 if (!r_viewcache.entityvisible[i])
2224                         continue;
2225                 ent = r_refdef.entities[i];
2226                 r_refdef.stats.entities++;
2227                 if (ent->model && ent->model->DrawDebug != NULL)
2228                         ent->model->DrawDebug(ent);
2229         }
2230 }
2231
2232 static void R_DrawModelsAddWaterPlanes(void)
2233 {
2234         int i;
2235         entity_render_t *ent;
2236
2237         if (!r_drawentities.integer)
2238                 return;
2239
2240         for (i = 0;i < r_refdef.numentities;i++)
2241         {
2242                 if (!r_viewcache.entityvisible[i])
2243                         continue;
2244                 ent = r_refdef.entities[i];
2245                 r_refdef.stats.entities++;
2246                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2247                         ent->model->DrawAddWaterPlanes(ent);
2248         }
2249 }
2250
2251 static void R_View_SetFrustum(void)
2252 {
2253         int i;
2254         double slopex, slopey;
2255
2256         // break apart the view matrix into vectors for various purposes
2257         Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
2258         VectorNegate(r_view.left, r_view.right);
2259
2260 #if 0
2261         r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
2262         r_view.frustum[0].normal[1] = 0 - 0;
2263         r_view.frustum[0].normal[2] = -1 - 0;
2264         r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
2265         r_view.frustum[1].normal[1] = 0 + 0;
2266         r_view.frustum[1].normal[2] = -1 + 0;
2267         r_view.frustum[2].normal[0] = 0 - 0;
2268         r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
2269         r_view.frustum[2].normal[2] = -1 - 0;
2270         r_view.frustum[3].normal[0] = 0 + 0;
2271         r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
2272         r_view.frustum[3].normal[2] = -1 + 0;
2273 #endif
2274
2275 #if 0
2276         zNear = r_refdef.nearclip;
2277         nudge = 1.0 - 1.0 / (1<<23);
2278         r_view.frustum[4].normal[0] = 0 - 0;
2279         r_view.frustum[4].normal[1] = 0 - 0;
2280         r_view.frustum[4].normal[2] = -1 - -nudge;
2281         r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
2282         r_view.frustum[5].normal[0] = 0 + 0;
2283         r_view.frustum[5].normal[1] = 0 + 0;
2284         r_view.frustum[5].normal[2] = -1 + -nudge;
2285         r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
2286 #endif
2287
2288
2289
2290 #if 0
2291         r_view.frustum[0].normal[0] = m[3] - m[0];
2292         r_view.frustum[0].normal[1] = m[7] - m[4];
2293         r_view.frustum[0].normal[2] = m[11] - m[8];
2294         r_view.frustum[0].dist = m[15] - m[12];
2295
2296         r_view.frustum[1].normal[0] = m[3] + m[0];
2297         r_view.frustum[1].normal[1] = m[7] + m[4];
2298         r_view.frustum[1].normal[2] = m[11] + m[8];
2299         r_view.frustum[1].dist = m[15] + m[12];
2300
2301         r_view.frustum[2].normal[0] = m[3] - m[1];
2302         r_view.frustum[2].normal[1] = m[7] - m[5];
2303         r_view.frustum[2].normal[2] = m[11] - m[9];
2304         r_view.frustum[2].dist = m[15] - m[13];
2305
2306         r_view.frustum[3].normal[0] = m[3] + m[1];
2307         r_view.frustum[3].normal[1] = m[7] + m[5];
2308         r_view.frustum[3].normal[2] = m[11] + m[9];
2309         r_view.frustum[3].dist = m[15] + m[13];
2310
2311         r_view.frustum[4].normal[0] = m[3] - m[2];
2312         r_view.frustum[4].normal[1] = m[7] - m[6];
2313         r_view.frustum[4].normal[2] = m[11] - m[10];
2314         r_view.frustum[4].dist = m[15] - m[14];
2315
2316         r_view.frustum[5].normal[0] = m[3] + m[2];
2317         r_view.frustum[5].normal[1] = m[7] + m[6];
2318         r_view.frustum[5].normal[2] = m[11] + m[10];
2319         r_view.frustum[5].dist = m[15] + m[14];
2320 #endif
2321
2322         if (r_view.useperspective)
2323         {
2324                 slopex = 1.0 / r_view.frustum_x;
2325                 slopey = 1.0 / r_view.frustum_y;
2326                 VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
2327                 VectorMA(r_view.forward,  slopex, r_view.left, r_view.frustum[1].normal);
2328                 VectorMA(r_view.forward, -slopey, r_view.up  , r_view.frustum[2].normal);
2329                 VectorMA(r_view.forward,  slopey, r_view.up  , r_view.frustum[3].normal);
2330                 VectorCopy(r_view.forward, r_view.frustum[4].normal);
2331                 
2332                 // Leaving those out was a mistake, those were in the old code, and they
2333                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2334                 // I couldn't reproduce it after adding those normalizations. --blub
2335                 VectorNormalize(r_view.frustum[0].normal);
2336                 VectorNormalize(r_view.frustum[1].normal);
2337                 VectorNormalize(r_view.frustum[2].normal);
2338                 VectorNormalize(r_view.frustum[3].normal);
2339
2340                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2341                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
2342                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
2343                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[2]);
2344                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[3]);
2345
2346                 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
2347                 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
2348                 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
2349                 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
2350                 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
2351         }
2352         else
2353         {
2354                 VectorScale(r_view.left, -r_view.ortho_x, r_view.frustum[0].normal);
2355                 VectorScale(r_view.left,  r_view.ortho_x, r_view.frustum[1].normal);
2356                 VectorScale(r_view.up, -r_view.ortho_y, r_view.frustum[2].normal);
2357                 VectorScale(r_view.up,  r_view.ortho_y, r_view.frustum[3].normal);
2358                 VectorCopy(r_view.forward, r_view.frustum[4].normal);
2359                 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal) + r_view.ortho_x;
2360                 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal) + r_view.ortho_x;
2361                 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal) + r_view.ortho_y;
2362                 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal) + r_view.ortho_y;
2363                 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
2364         }
2365         r_view.numfrustumplanes = 5;
2366
2367         if (r_view.useclipplane)
2368         {
2369                 r_view.numfrustumplanes = 6;
2370                 r_view.frustum[5] = r_view.clipplane;
2371         }
2372
2373         for (i = 0;i < r_view.numfrustumplanes;i++)
2374                 PlaneClassify(r_view.frustum + i);
2375
2376         // LordHavoc: note to all quake engine coders, Quake had a special case
2377         // for 90 degrees which assumed a square view (wrong), so I removed it,
2378         // Quake2 has it disabled as well.
2379
2380         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2381         //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
2382         //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
2383         //PlaneClassify(&frustum[0]);
2384
2385         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2386         //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
2387         //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
2388         //PlaneClassify(&frustum[1]);
2389
2390         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2391         //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
2392         //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
2393         //PlaneClassify(&frustum[2]);
2394
2395         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2396         //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
2397         //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
2398         //PlaneClassify(&frustum[3]);
2399
2400         // nearclip plane
2401         //VectorCopy(r_view.forward, r_view.frustum[4].normal);
2402         //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
2403         //PlaneClassify(&frustum[4]);
2404 }
2405
2406 void R_View_Update(void)
2407 {
2408         R_View_SetFrustum();
2409         R_View_WorldVisibility(r_view.useclipplane);
2410         R_View_UpdateEntityVisible();
2411 }
2412
2413 void R_SetupView(void)
2414 {
2415         if (!r_view.useperspective)
2416                 GL_SetupView_Mode_Ortho(-r_view.ortho_x, -r_view.ortho_y, r_view.ortho_x, r_view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2417         else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2418                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
2419         else
2420                 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2421
2422         GL_SetupView_Orientation_FromEntity(&r_view.matrix);
2423
2424         if (r_view.useclipplane)
2425         {
2426                 // LordHavoc: couldn't figure out how to make this approach the
2427                 vec_t dist = r_view.clipplane.dist - r_water_clippingplanebias.value;
2428                 vec_t viewdist = DotProduct(r_view.origin, r_view.clipplane.normal);
2429                 if (viewdist < r_view.clipplane.dist + r_water_clippingplanebias.value)
2430                         dist = r_view.clipplane.dist;
2431                 GL_SetupView_ApplyCustomNearClipPlane(r_view.clipplane.normal[0], r_view.clipplane.normal[1], r_view.clipplane.normal[2], dist);
2432         }
2433 }
2434
2435 void R_ResetViewRendering2D(void)
2436 {
2437         if (gl_support_fragment_shader)
2438         {
2439                 qglUseProgramObjectARB(0);CHECKGLERROR
2440         }
2441
2442         DrawQ_Finish();
2443
2444         // GL is weird because it's bottom to top, r_view.y is top to bottom
2445         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2446         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2447         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2448         GL_Color(1, 1, 1, 1);
2449         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2450         GL_BlendFunc(GL_ONE, GL_ZERO);
2451         GL_AlphaTest(false);
2452         GL_ScissorTest(false);
2453         GL_DepthMask(false);
2454         GL_DepthRange(0, 1);
2455         GL_DepthTest(false);
2456         R_Mesh_Matrix(&identitymatrix);
2457         R_Mesh_ResetTextureState();
2458         GL_PolygonOffset(0, 0);
2459         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2460         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2461         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2462         qglStencilMask(~0);CHECKGLERROR
2463         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2464         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2465         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2466 }
2467
2468 void R_ResetViewRendering3D(void)
2469 {
2470         if (gl_support_fragment_shader)
2471         {
2472                 qglUseProgramObjectARB(0);CHECKGLERROR
2473         }
2474
2475         DrawQ_Finish();
2476
2477         // GL is weird because it's bottom to top, r_view.y is top to bottom
2478         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2479         R_SetupView();
2480         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2481         GL_Color(1, 1, 1, 1);
2482         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2483         GL_BlendFunc(GL_ONE, GL_ZERO);
2484         GL_AlphaTest(false);
2485         GL_ScissorTest(true);
2486         GL_DepthMask(true);
2487         GL_DepthRange(0, 1);
2488         GL_DepthTest(true);
2489         R_Mesh_Matrix(&identitymatrix);
2490         R_Mesh_ResetTextureState();
2491         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2492         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2493         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2494         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2495         qglStencilMask(~0);CHECKGLERROR
2496         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2497         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2498         GL_CullFace(r_view.cullface_back);
2499 }
2500
2501 /*
2502         R_Bloom_SetupShader(
2503 "// bloom shader\n"
2504 "// written by Forest 'LordHavoc' Hale\n"
2505 "\n"
2506 "// common definitions between vertex shader and fragment shader:\n"
2507 "\n"
2508 "#ifdef __GLSL_CG_DATA_TYPES\n"
2509 "#define myhalf half\n"
2510 "#define myhvec2 hvec2\n"
2511 "#define myhvec3 hvec3\n"
2512 "#define myhvec4 hvec4\n"
2513 "#else\n"
2514 "#define myhalf float\n"
2515 "#define myhvec2 vec2\n"
2516 "#define myhvec3 vec3\n"
2517 "#define myhvec4 vec4\n"
2518 "#endif\n"
2519 "\n"
2520 "varying vec2 ScreenTexCoord;\n"
2521 "varying vec2 BloomTexCoord;\n"
2522 "\n"
2523 "\n"
2524 "\n"
2525 "\n"
2526 "// vertex shader specific:\n"
2527 "#ifdef VERTEX_SHADER\n"
2528 "\n"
2529 "void main(void)\n"
2530 "{\n"
2531 "       ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2532 "       BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2533 "       // transform vertex to camera space, using ftransform to match non-VS\n"
2534 "       // rendering\n"
2535 "       gl_Position = ftransform();\n"
2536 "}\n"
2537 "\n"
2538 "#endif // VERTEX_SHADER\n"
2539 "\n"
2540 "\n"
2541 "\n"
2542 "\n"
2543 "// fragment shader specific:\n"
2544 "#ifdef FRAGMENT_SHADER\n"
2545 "\n"
2546 "void main(void)\n"
2547 "{\n"
2548 "       int x, y;
2549 "       myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2550 "       for (x = -BLUR_X;x <= BLUR_X;x++)
2551 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2552 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2553 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2554 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2555
2556 "       gl_FragColor = vec4(color);\n"
2557 "}\n"
2558 "\n"
2559 "#endif // FRAGMENT_SHADER\n"
2560 */
2561
2562 void R_RenderScene(qboolean addwaterplanes);
2563
2564 static void R_Water_StartFrame(void)
2565 {
2566         int i;
2567         int waterwidth, waterheight, texturewidth, textureheight;
2568         r_waterstate_waterplane_t *p;
2569
2570         // set waterwidth and waterheight to the water resolution that will be
2571         // used (often less than the screen resolution for faster rendering)
2572         waterwidth = (int)bound(1, r_view.width * r_water_resolutionmultiplier.value, r_view.width);
2573         waterheight = (int)bound(1, r_view.height * r_water_resolutionmultiplier.value, r_view.height);
2574
2575         // calculate desired texture sizes
2576         // can't use water if the card does not support the texture size
2577         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2578                 texturewidth = textureheight = waterwidth = waterheight = 0;
2579         else if (gl_support_arb_texture_non_power_of_two)
2580         {
2581                 texturewidth = waterwidth;
2582                 textureheight = waterheight;
2583         }
2584         else
2585         {
2586                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
2587                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
2588         }
2589
2590         // allocate textures as needed
2591         if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2592         {
2593                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2594                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2595                 {
2596                         if (p->texture_refraction)
2597                                 R_FreeTexture(p->texture_refraction);
2598                         p->texture_refraction = NULL;
2599                         if (p->texture_reflection)
2600                                 R_FreeTexture(p->texture_reflection);
2601                         p->texture_reflection = NULL;
2602                 }
2603                 memset(&r_waterstate, 0, sizeof(r_waterstate));
2604                 r_waterstate.waterwidth = waterwidth;
2605                 r_waterstate.waterheight = waterheight;
2606                 r_waterstate.texturewidth = texturewidth;
2607                 r_waterstate.textureheight = textureheight;
2608         }
2609
2610         if (r_waterstate.waterwidth)
2611         {
2612                 r_waterstate.enabled = true;
2613
2614                 // set up variables that will be used in shader setup
2615                 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2616                 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2617                 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2618                 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2619         }
2620
2621         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2622         r_waterstate.numwaterplanes = 0;
2623 }
2624
2625 static void R_Water_AddWaterPlane(msurface_t *surface)
2626 {
2627         int triangleindex, planeindex;
2628         const int *e;
2629         vec_t f;
2630         vec3_t vert[3];
2631         vec3_t normal;
2632         vec3_t center;
2633         r_waterstate_waterplane_t *p;
2634         // just use the first triangle with a valid normal for any decisions
2635         VectorClear(normal);
2636         VectorClear(center);
2637         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2638         {
2639                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2640                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2641                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2642                 TriangleNormal(vert[0], vert[1], vert[2], normal);
2643                 if (VectorLength2(normal) >= 0.001)
2644                         break;
2645         }
2646         // now find the center of this surface
2647         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles*3;triangleindex++, e++)
2648         {
2649                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2650                 VectorAdd(center, vert[0], center);
2651         }
2652         f = 1.0 / surface->num_triangles*3;
2653         VectorScale(center, f, center);
2654
2655         // find a matching plane if there is one
2656         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2657                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2658                         break;
2659         if (planeindex >= r_waterstate.maxwaterplanes)
2660                 return; // nothing we can do, out of planes
2661
2662         // if this triangle does not fit any known plane rendered this frame, add one
2663         if (planeindex >= r_waterstate.numwaterplanes)
2664         {
2665                 // store the new plane
2666                 r_waterstate.numwaterplanes++;
2667                 VectorCopy(normal, p->plane.normal);
2668                 VectorNormalize(p->plane.normal);
2669                 p->plane.dist = DotProduct(vert[0], p->plane.normal);
2670                 PlaneClassify(&p->plane);
2671                 // flip the plane if it does not face the viewer
2672                 if (PlaneDiff(r_view.origin, &p->plane) < 0)
2673                 {
2674                         VectorNegate(p->plane.normal, p->plane.normal);
2675                         p->plane.dist *= -1;
2676                         PlaneClassify(&p->plane);
2677                 }
2678                 // clear materialflags and pvs
2679                 p->materialflags = 0;
2680                 p->pvsvalid = false;
2681         }
2682         // merge this surface's materialflags into the waterplane
2683         p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2684         // merge this surface's PVS into the waterplane
2685         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.worldmodel && r_refdef.worldmodel->brush.FatPVS)
2686         {
2687                 r_refdef.worldmodel->brush.FatPVS(r_refdef.worldmodel, r_view.origin, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2688                 p->pvsvalid = true;
2689         }
2690 }
2691
2692 static void R_Water_ProcessPlanes(void)
2693 {
2694         r_view_t originalview;
2695         int planeindex;
2696         r_waterstate_waterplane_t *p;
2697
2698         originalview = r_view;
2699
2700         // make sure enough textures are allocated
2701         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2702         {
2703                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2704                 {
2705                         if (!p->texture_refraction)
2706                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2707                         if (!p->texture_refraction)
2708                                 goto error;
2709                 }
2710
2711                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2712                 {
2713                         if (!p->texture_reflection)
2714                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2715                         if (!p->texture_reflection)
2716                                 goto error;
2717                 }
2718         }
2719
2720         // render views
2721         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2722         {
2723                 r_view.showdebug = false;
2724                 r_view.width = r_waterstate.waterwidth;
2725                 r_view.height = r_waterstate.waterheight;
2726                 r_view.useclipplane = true;
2727                 r_waterstate.renderingscene = true;
2728
2729                 // render the normal view scene and copy into texture
2730                 // (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)
2731                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2732                 {
2733                         r_view.clipplane = p->plane;
2734                         VectorNegate(r_view.clipplane.normal, r_view.clipplane.normal);
2735                         r_view.clipplane.dist = -r_view.clipplane.dist;
2736                         PlaneClassify(&r_view.clipplane);
2737
2738                         R_RenderScene(false);
2739
2740                         // copy view into the screen texture
2741                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
2742                         GL_ActiveTexture(0);
2743                         CHECKGLERROR
2744                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2745                 }
2746
2747                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2748                 {
2749                         // render reflected scene and copy into texture
2750                         Matrix4x4_Reflect(&r_view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
2751                         r_view.clipplane = p->plane;
2752                         // reverse the cullface settings for this render
2753                         r_view.cullface_front = GL_FRONT;
2754                         r_view.cullface_back = GL_BACK;
2755                         if (r_refdef.worldmodel && r_refdef.worldmodel->brush.num_pvsclusterbytes)
2756                         {
2757                                 r_view.usecustompvs = true;
2758                                 if (p->pvsvalid)
2759                                         memcpy(r_viewcache.world_pvsbits, p->pvsbits, r_refdef.worldmodel->brush.num_pvsclusterbytes);
2760                                 else
2761                                         memset(r_viewcache.world_pvsbits, 0xFF, r_refdef.worldmodel->brush.num_pvsclusterbytes);
2762                         }
2763
2764                         R_ResetViewRendering3D();
2765                         R_ClearScreen();
2766                         if (r_timereport_active)
2767                                 R_TimeReport("viewclear");
2768
2769                         R_RenderScene(false);
2770
2771                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
2772                         GL_ActiveTexture(0);
2773                         CHECKGLERROR
2774                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2775
2776                         R_ResetViewRendering3D();
2777                         R_ClearScreen();
2778                         if (r_timereport_active)
2779                                 R_TimeReport("viewclear");
2780                 }
2781
2782                 r_view = originalview;
2783                 r_view.clear = true;
2784                 r_waterstate.renderingscene = false;
2785         }
2786         return;
2787 error:
2788         r_view = originalview;
2789         r_waterstate.renderingscene = false;
2790         Cvar_SetValueQuick(&r_water, 0);
2791         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
2792         return;
2793 }
2794
2795 void R_Bloom_StartFrame(void)
2796 {
2797         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2798
2799         // set bloomwidth and bloomheight to the bloom resolution that will be
2800         // used (often less than the screen resolution for faster rendering)
2801         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
2802         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
2803         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
2804
2805         // calculate desired texture sizes
2806         if (gl_support_arb_texture_non_power_of_two)
2807         {
2808                 screentexturewidth = r_view.width;
2809                 screentextureheight = r_view.height;
2810                 bloomtexturewidth = r_bloomstate.bloomwidth;
2811                 bloomtextureheight = r_bloomstate.bloomheight;
2812         }
2813         else
2814         {
2815                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
2816                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
2817                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
2818                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
2819         }
2820
2821         if (r_hdr.integer)
2822         {
2823                 screentexturewidth = screentextureheight = 0;
2824         }
2825         else if (r_bloom.integer)
2826         {
2827         }
2828         else
2829         {
2830                 screentexturewidth = screentextureheight = 0;
2831                 bloomtexturewidth = bloomtextureheight = 0;
2832         }
2833
2834         if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
2835         {
2836                 // can't use bloom if the parameters are too weird
2837                 // can't use bloom if the card does not support the texture size
2838                 if (r_bloomstate.texture_screen)
2839                         R_FreeTexture(r_bloomstate.texture_screen);
2840                 if (r_bloomstate.texture_bloom)
2841                         R_FreeTexture(r_bloomstate.texture_bloom);
2842                 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2843                 return;
2844         }
2845
2846         r_bloomstate.enabled = true;
2847         r_bloomstate.hdr = r_hdr.integer != 0;
2848
2849         // allocate textures as needed
2850         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2851         {
2852                 if (r_bloomstate.texture_screen)
2853                         R_FreeTexture(r_bloomstate.texture_screen);
2854                 r_bloomstate.texture_screen = NULL;
2855                 r_bloomstate.screentexturewidth = screentexturewidth;
2856                 r_bloomstate.screentextureheight = screentextureheight;
2857                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2858                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2859         }
2860         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2861         {
2862                 if (r_bloomstate.texture_bloom)
2863                         R_FreeTexture(r_bloomstate.texture_bloom);
2864                 r_bloomstate.texture_bloom = NULL;
2865                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2866                 r_bloomstate.bloomtextureheight = bloomtextureheight;
2867                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2868                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2869         }
2870
2871         // set up a texcoord array for the full resolution screen image
2872         // (we have to keep this around to copy back during final render)
2873         r_bloomstate.screentexcoord2f[0] = 0;
2874         r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2875         r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2876         r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2877         r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2878         r_bloomstate.screentexcoord2f[5] = 0;
2879         r_bloomstate.screentexcoord2f[6] = 0;
2880         r_bloomstate.screentexcoord2f[7] = 0;
2881
2882         // set up a texcoord array for the reduced resolution bloom image
2883         // (which will be additive blended over the screen image)
2884         r_bloomstate.bloomtexcoord2f[0] = 0;
2885         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2886         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2887         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2888         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2889         r_bloomstate.bloomtexcoord2f[5] = 0;
2890         r_bloomstate.bloomtexcoord2f[6] = 0;
2891         r_bloomstate.bloomtexcoord2f[7] = 0;
2892 }
2893
2894 void R_Bloom_CopyScreenTexture(float colorscale)
2895 {
2896         r_refdef.stats.bloom++;
2897
2898         R_ResetViewRendering2D();
2899         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2900         R_Mesh_ColorPointer(NULL, 0, 0);
2901         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2902         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2903
2904         // copy view into the screen texture
2905         GL_ActiveTexture(0);
2906         CHECKGLERROR
2907         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2908         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2909
2910         // now scale it down to the bloom texture size
2911         CHECKGLERROR
2912         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2913         GL_BlendFunc(GL_ONE, GL_ZERO);
2914         GL_Color(colorscale, colorscale, colorscale, 1);
2915         // TODO: optimize with multitexture or GLSL
2916         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2917         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2918
2919         // we now have a bloom image in the framebuffer
2920         // copy it into the bloom image texture for later processing
2921         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2922         GL_ActiveTexture(0);
2923         CHECKGLERROR
2924         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2925         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2926 }
2927
2928 void R_Bloom_CopyHDRTexture(void)
2929 {
2930         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2931         GL_ActiveTexture(0);
2932         CHECKGLERROR
2933         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2934         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2935 }
2936
2937 void R_Bloom_MakeTexture(void)
2938 {
2939         int x, range, dir;
2940         float xoffset, yoffset, r, brighten;
2941
2942         r_refdef.stats.bloom++;
2943
2944         R_ResetViewRendering2D();
2945         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2946         R_Mesh_ColorPointer(NULL, 0, 0);
2947
2948         // we have a bloom image in the framebuffer
2949         CHECKGLERROR
2950         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2951
2952         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
2953         {
2954                 x *= 2;
2955                 r = bound(0, r_bloom_colorexponent.value / x, 1);
2956                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2957                 GL_Color(r, r, r, 1);
2958                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2959                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2960                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2961                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2962
2963                 // copy the vertically blurred bloom view to a texture
2964                 GL_ActiveTexture(0);
2965                 CHECKGLERROR
2966                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2967                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2968         }
2969
2970         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
2971         brighten = r_bloom_brighten.value;
2972         if (r_hdr.integer)
2973                 brighten *= r_hdr_range.value;
2974         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2975         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
2976
2977         for (dir = 0;dir < 2;dir++)
2978         {
2979                 // blend on at multiple vertical offsets to achieve a vertical blur
2980                 // TODO: do offset blends using GLSL
2981                 GL_BlendFunc(GL_ONE, GL_ZERO);
2982                 for (x = -range;x <= range;x++)
2983                 {
2984                         if (!dir){xoffset = 0;yoffset = x;}
2985                         else {xoffset = x;yoffset = 0;}
2986                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
2987                         yoffset /= (float)r_bloomstate.bloomtextureheight;
2988                         // compute a texcoord array with the specified x and y offset
2989                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
2990                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2991                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2992                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2993                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2994                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
2995                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
2996                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
2997                         // this r value looks like a 'dot' particle, fading sharply to
2998                         // black at the edges
2999                         // (probably not realistic but looks good enough)
3000                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3001                         //r = (dir ? 1.0f : brighten)/(range*2+1);
3002                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3003                         GL_Color(r, r, r, 1);
3004                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3005                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3006                         GL_BlendFunc(GL_ONE, GL_ONE);
3007                 }
3008
3009                 // copy the vertically blurred bloom view to a texture
3010                 GL_ActiveTexture(0);
3011                 CHECKGLERROR
3012                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3013                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3014         }
3015
3016         // apply subtract last
3017         // (just like it would be in a GLSL shader)
3018         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3019         {
3020                 GL_BlendFunc(GL_ONE, GL_ZERO);
3021                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3022                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3023                 GL_Color(1, 1, 1, 1);
3024                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3025                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3026
3027                 GL_BlendFunc(GL_ONE, GL_ONE);
3028                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3029                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3030                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3031                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3032                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3033                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3034                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3035
3036                 // copy the darkened bloom view to a texture
3037                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3038                 GL_ActiveTexture(0);
3039                 CHECKGLERROR
3040                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3041                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3042         }
3043 }
3044
3045 void R_HDR_RenderBloomTexture(void)
3046 {
3047         int oldwidth, oldheight;
3048
3049         oldwidth = r_view.width;
3050         oldheight = r_view.height;
3051         r_view.width = r_bloomstate.bloomwidth;
3052         r_view.height = r_bloomstate.bloomheight;
3053
3054         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
3055         // TODO: add exposure compensation features
3056         // TODO: add fp16 framebuffer support
3057
3058         r_view.showdebug = false;
3059         r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
3060         if (r_hdr.integer)
3061                 r_view.colorscale /= r_hdr_range.value;
3062         r_waterstate.numwaterplanes = 0;
3063         R_RenderScene(r_waterstate.enabled);
3064         r_view.showdebug = true;
3065
3066         R_ResetViewRendering2D();
3067
3068         R_Bloom_CopyHDRTexture();
3069         R_Bloom_MakeTexture();
3070
3071         R_ResetViewRendering3D();
3072
3073         R_ClearScreen();
3074         if (r_timereport_active)
3075                 R_TimeReport("viewclear");
3076
3077         // restore the view settings
3078         r_view.width = oldwidth;
3079         r_view.height = oldheight;
3080 }
3081
3082 static void R_BlendView(void)
3083 {
3084         if (r_bloomstate.enabled && r_bloomstate.hdr)
3085         {
3086                 // render high dynamic range bloom effect
3087                 // the bloom texture was made earlier this render, so we just need to
3088                 // blend it onto the screen...
3089                 R_ResetViewRendering2D();
3090                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3091                 R_Mesh_ColorPointer(NULL, 0, 0);
3092                 GL_Color(1, 1, 1, 1);
3093                 GL_BlendFunc(GL_ONE, GL_ONE);
3094                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3095                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3096                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3097                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3098         }
3099         else if (r_bloomstate.enabled)
3100         {
3101                 // render simple bloom effect
3102                 // copy the screen and shrink it and darken it for the bloom process
3103                 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
3104                 // make the bloom texture
3105                 R_Bloom_MakeTexture();
3106                 // put the original screen image back in place and blend the bloom
3107                 // texture on it
3108                 R_ResetViewRendering2D();
3109                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3110                 R_Mesh_ColorPointer(NULL, 0, 0);
3111                 GL_Color(1, 1, 1, 1);
3112                 GL_BlendFunc(GL_ONE, GL_ZERO);
3113                 // do both in one pass if possible
3114                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3115                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3116                 if (r_textureunits.integer >= 2 && gl_combine.integer)
3117                 {
3118                         R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
3119                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3120                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3121                 }
3122                 else
3123                 {
3124                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3125                         r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3126                         // now blend on the bloom texture
3127                         GL_BlendFunc(GL_ONE, GL_ONE);
3128                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3129                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3130                 }
3131                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3132                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3133         }
3134         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3135         {
3136                 // apply a color tint to the whole view
3137                 R_ResetViewRendering2D();
3138                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3139                 R_Mesh_ColorPointer(NULL, 0, 0);
3140                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3141                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3142                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3143         }
3144 }
3145
3146 void R_RenderScene(qboolean addwaterplanes);
3147
3148 matrix4x4_t r_waterscrollmatrix;
3149
3150 void R_UpdateVariables(void)
3151 {
3152         R_Textures_Frame();
3153
3154         r_refdef.farclip = 4096;
3155         if (r_refdef.worldmodel)
3156                 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
3157         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3158
3159         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3160                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3161         r_refdef.polygonfactor = 0;
3162         r_refdef.polygonoffset = 0;
3163         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3164         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3165
3166         r_refdef.rtworld = r_shadow_realtime_world.integer;
3167         r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3168         r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3169         r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3170         r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3171         if (r_showsurfaces.integer)
3172         {
3173                 r_refdef.rtworld = false;
3174                 r_refdef.rtworldshadows = false;
3175                 r_refdef.rtdlight = false;
3176                 r_refdef.rtdlightshadows = false;
3177                 r_refdef.lightmapintensity = 0;
3178         }
3179
3180         if (gamemode == GAME_NEHAHRA)
3181         {
3182                 if (gl_fogenable.integer)
3183                 {
3184                         r_refdef.oldgl_fogenable = true;
3185                         r_refdef.fog_density = gl_fogdensity.value;
3186                         r_refdef.fog_red = gl_fogred.value;
3187                         r_refdef.fog_green = gl_foggreen.value;
3188                         r_refdef.fog_blue = gl_fogblue.value;
3189                 }
3190                 else if (r_refdef.oldgl_fogenable)
3191                 {
3192                         r_refdef.oldgl_fogenable = false;
3193                         r_refdef.fog_density = 0;