contrast boost: change 1 to myhvec3(1, 1, 1) to make ATI driver happy (doesn't change...
[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_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
85 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
86 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
87
88 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
89 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
90 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
91 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
92 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
93 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
94 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
95
96 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
97 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
98 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
99 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)"};
100
101 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"};
102
103 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"};
104
105 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
106
107 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
108 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
109
110 extern qboolean v_flipped_state;
111
112 typedef struct r_glsl_bloomshader_s
113 {
114         int program;
115         int loc_Texture_Bloom;
116 }
117 r_glsl_bloomshader_t;
118
119 static struct r_bloomstate_s
120 {
121         qboolean enabled;
122         qboolean hdr;
123
124         int bloomwidth, bloomheight;
125
126         int screentexturewidth, screentextureheight;
127         rtexture_t *texture_screen;
128
129         int bloomtexturewidth, bloomtextureheight;
130         rtexture_t *texture_bloom;
131
132         r_glsl_bloomshader_t *shader;
133
134         // arrays for rendering the screen passes
135         float screentexcoord2f[8];
136         float bloomtexcoord2f[8];
137         float offsettexcoord2f[8];
138 }
139 r_bloomstate;
140
141 // shadow volume bsp struct with automatically growing nodes buffer
142 svbsp_t r_svbsp;
143
144 rtexture_t *r_texture_blanknormalmap;
145 rtexture_t *r_texture_white;
146 rtexture_t *r_texture_black;
147 rtexture_t *r_texture_notexture;
148 rtexture_t *r_texture_whitecube;
149 rtexture_t *r_texture_normalizationcube;
150 rtexture_t *r_texture_fogattenuation;
151 //rtexture_t *r_texture_fogintensity;
152
153 // information about each possible shader permutation
154 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX];
155 // currently selected permutation
156 r_glsl_permutation_t *r_glsl_permutation;
157
158 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
159 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
160
161 // vertex coordinates for a quad that covers the screen exactly
162 const static float r_screenvertex3f[12] =
163 {
164         0, 0, 0,
165         1, 0, 0,
166         1, 1, 0,
167         0, 1, 0
168 };
169
170 extern void R_DrawModelShadows(void);
171
172 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
173 {
174         int i;
175         for (i = 0;i < verts;i++)
176         {
177                 out[0] = in[0] * r;
178                 out[1] = in[1] * g;
179                 out[2] = in[2] * b;
180                 out[3] = in[3];
181                 in += 4;
182                 out += 4;
183         }
184 }
185
186 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
187 {
188         int i;
189         for (i = 0;i < verts;i++)
190         {
191                 out[0] = r;
192                 out[1] = g;
193                 out[2] = b;
194                 out[3] = a;
195                 out += 4;
196         }
197 }
198
199 // FIXME: move this to client?
200 void FOG_clear(void)
201 {
202         if (gamemode == GAME_NEHAHRA)
203         {
204                 Cvar_Set("gl_fogenable", "0");
205                 Cvar_Set("gl_fogdensity", "0.2");
206                 Cvar_Set("gl_fogred", "0.3");
207                 Cvar_Set("gl_foggreen", "0.3");
208                 Cvar_Set("gl_fogblue", "0.3");
209         }
210         r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
211 }
212
213 float FogPoint_World(const vec3_t p)
214 {
215         int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
216         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
217 }
218
219 float FogPoint_Model(const vec3_t p)
220 {
221         int fogmasktableindex = (int)(VectorDistance((p), rsurface.modelorg) * r_refdef.fogmasktabledistmultiplier);
222         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
223 }
224
225 static void R_BuildBlankTextures(void)
226 {
227         unsigned char data[4];
228         data[0] = 128; // normal X
229         data[1] = 128; // normal Y
230         data[2] = 255; // normal Z
231         data[3] = 128; // height
232         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
233         data[0] = 255;
234         data[1] = 255;
235         data[2] = 255;
236         data[3] = 255;
237         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
238         data[0] = 0;
239         data[1] = 0;
240         data[2] = 0;
241         data[3] = 255;
242         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
243 }
244
245 static void R_BuildNoTexture(void)
246 {
247         int x, y;
248         unsigned char pix[16][16][4];
249         // this makes a light grey/dark grey checkerboard texture
250         for (y = 0;y < 16;y++)
251         {
252                 for (x = 0;x < 16;x++)
253                 {
254                         if ((y < 8) ^ (x < 8))
255                         {
256                                 pix[y][x][0] = 128;
257                                 pix[y][x][1] = 128;
258                                 pix[y][x][2] = 128;
259                                 pix[y][x][3] = 255;
260                         }
261                         else
262                         {
263                                 pix[y][x][0] = 64;
264                                 pix[y][x][1] = 64;
265                                 pix[y][x][2] = 64;
266                                 pix[y][x][3] = 255;
267                         }
268                 }
269         }
270         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
271 }
272
273 static void R_BuildWhiteCube(void)
274 {
275         unsigned char data[6*1*1*4];
276         data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
277         data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
278         data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
279         data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
280         data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
281         data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
282         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
283 }
284
285 static void R_BuildNormalizationCube(void)
286 {
287         int x, y, side;
288         vec3_t v;
289         vec_t s, t, intensity;
290 #define NORMSIZE 64
291         unsigned char data[6][NORMSIZE][NORMSIZE][4];
292         for (side = 0;side < 6;side++)
293         {
294                 for (y = 0;y < NORMSIZE;y++)
295                 {
296                         for (x = 0;x < NORMSIZE;x++)
297                         {
298                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
299                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
300                                 switch(side)
301                                 {
302                                 default:
303                                 case 0:
304                                         v[0] = 1;
305                                         v[1] = -t;
306                                         v[2] = -s;
307                                         break;
308                                 case 1:
309                                         v[0] = -1;
310                                         v[1] = -t;
311                                         v[2] = s;
312                                         break;
313                                 case 2:
314                                         v[0] = s;
315                                         v[1] = 1;
316                                         v[2] = t;
317                                         break;
318                                 case 3:
319                                         v[0] = s;
320                                         v[1] = -1;
321                                         v[2] = -t;
322                                         break;
323                                 case 4:
324                                         v[0] = s;
325                                         v[1] = -t;
326                                         v[2] = 1;
327                                         break;
328                                 case 5:
329                                         v[0] = -s;
330                                         v[1] = -t;
331                                         v[2] = -1;
332                                         break;
333                                 }
334                                 intensity = 127.0f / sqrt(DotProduct(v, v));
335                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
336                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
337                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
338                                 data[side][y][x][3] = 255;
339                         }
340                 }
341         }
342         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
343 }
344
345 static void R_BuildFogTexture(void)
346 {
347         int x, b;
348 #define FOGWIDTH 64
349         unsigned char data1[FOGWIDTH][4];
350         //unsigned char data2[FOGWIDTH][4];
351         for (x = 0;x < FOGWIDTH;x++)
352         {
353                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
354                 data1[x][0] = b;
355                 data1[x][1] = b;
356                 data1[x][2] = b;
357                 data1[x][3] = 255;
358                 //data2[x][0] = 255 - b;
359                 //data2[x][1] = 255 - b;
360                 //data2[x][2] = 255 - b;
361                 //data2[x][3] = 255;
362         }
363         r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
364         //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
365 }
366
367 static const char *builtinshaderstring =
368 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
369 "// written by Forest 'LordHavoc' Hale\n"
370 "\n"
371 "// common definitions between vertex shader and fragment shader:\n"
372 "\n"
373 "#ifdef __GLSL_CG_DATA_TYPES\n"
374 "#define myhalf half\n"
375 "#define myhvec2 hvec2\n"
376 "#define myhvec3 hvec3\n"
377 "#define myhvec4 hvec4\n"
378 "#else\n"
379 "#define myhalf float\n"
380 "#define myhvec2 vec2\n"
381 "#define myhvec3 vec3\n"
382 "#define myhvec4 vec4\n"
383 "#endif\n"
384 "\n"
385 "varying vec2 TexCoord;\n"
386 "varying vec2 TexCoordLightmap;\n"
387 "\n"
388 "varying vec3 CubeVector;\n"
389 "varying vec3 LightVector;\n"
390 "varying vec3 EyeVector;\n"
391 "#ifdef USEFOG\n"
392 "varying vec3 EyeVectorModelSpace;\n"
393 "#endif\n"
394 "\n"
395 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
396 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
397 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
398 "\n"
399 "\n"
400 "\n"
401 "\n"
402 "// vertex shader specific:\n"
403 "#ifdef VERTEX_SHADER\n"
404 "\n"
405 "uniform vec3 LightPosition;\n"
406 "uniform vec3 EyePosition;\n"
407 "uniform vec3 LightDir;\n"
408 "\n"
409 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
410 "\n"
411 "void main(void)\n"
412 "{\n"
413 "       gl_FrontColor = gl_Color;\n"
414 "       // copy the surface texcoord\n"
415 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
416 "#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
417 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
418 "#endif\n"
419 "\n"
420 "#ifdef MODE_LIGHTSOURCE\n"
421 "       // transform vertex position into light attenuation/cubemap space\n"
422 "       // (-1 to +1 across the light box)\n"
423 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
424 "\n"
425 "       // transform unnormalized light direction into tangent space\n"
426 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
427 "       //  normalize it per pixel)\n"
428 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
429 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
430 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
431 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
432 "#endif\n"
433 "\n"
434 "#ifdef MODE_LIGHTDIRECTION\n"
435 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
436 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
437 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
438 "#endif\n"
439 "\n"
440 "       // transform unnormalized eye direction into tangent space\n"
441 "#ifndef USEFOG\n"
442 "       vec3 EyeVectorModelSpace;\n"
443 "#endif\n"
444 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
445 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
446 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
447 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
448 "\n"
449 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
450 "       VectorS = gl_MultiTexCoord1.xyz;\n"
451 "       VectorT = gl_MultiTexCoord2.xyz;\n"
452 "       VectorR = gl_MultiTexCoord3.xyz;\n"
453 "#endif\n"
454 "\n"
455 "       // transform vertex to camera space, using ftransform to match non-VS\n"
456 "       // rendering\n"
457 "       gl_Position = ftransform();\n"
458 "}\n"
459 "\n"
460 "#endif // VERTEX_SHADER\n"
461 "\n"
462 "\n"
463 "\n"
464 "\n"
465 "// fragment shader specific:\n"
466 "#ifdef FRAGMENT_SHADER\n"
467 "\n"
468 "// 11 textures, we can only use up to 16 on DX9-class hardware\n"
469 "uniform sampler2D Texture_Normal;\n"
470 "uniform sampler2D Texture_Color;\n"
471 "uniform sampler2D Texture_Gloss;\n"
472 "uniform samplerCube Texture_Cube;\n"
473 "uniform sampler2D Texture_Attenuation;\n"
474 "uniform sampler2D Texture_FogMask;\n"
475 "uniform sampler2D Texture_Pants;\n"
476 "uniform sampler2D Texture_Shirt;\n"
477 "uniform sampler2D Texture_Lightmap;\n"
478 "uniform sampler2D Texture_Deluxemap;\n"
479 "uniform sampler2D Texture_Glow;\n"
480 "\n"
481 "uniform myhvec3 LightColor;\n"
482 "uniform myhvec3 AmbientColor;\n"
483 "uniform myhvec3 DiffuseColor;\n"
484 "uniform myhvec3 SpecularColor;\n"
485 "uniform myhvec3 Color_Pants;\n"
486 "uniform myhvec3 Color_Shirt;\n"
487 "uniform myhvec3 FogColor;\n"
488 "\n"
489 "uniform myhalf GlowScale;\n"
490 "uniform myhalf SceneBrightness;\n"
491 "#ifdef USECONTRASTBOOST\n"
492 "uniform myhalf ContrastBoostCoeff;\n"
493 "#endif\n"
494 "\n"
495 "uniform float OffsetMapping_Scale;\n"
496 "uniform float OffsetMapping_Bias;\n"
497 "uniform float FogRangeRecip;\n"
498 "\n"
499 "uniform myhalf AmbientScale;\n"
500 "uniform myhalf DiffuseScale;\n"
501 "uniform myhalf SpecularScale;\n"
502 "uniform myhalf SpecularPower;\n"
503 "\n"
504 "#ifdef USEOFFSETMAPPING\n"
505 "vec2 OffsetMapping(vec2 TexCoord)\n"
506 "{\n"
507 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
508 "       // 14 sample relief mapping: linear search and then binary search\n"
509 "       // this basically steps forward a small amount repeatedly until it finds\n"
510 "       // itself inside solid, then jitters forward and back using decreasing\n"
511 "       // amounts to find the impact\n"
512 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
513 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
514 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
515 "       vec3 RT = vec3(TexCoord, 1);\n"
516 "       OffsetVector *= 0.1;\n"
517 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
518 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
519 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
520 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
521 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
522 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
523 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
524 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
525 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
526 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
527 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
528 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
529 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
530 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
531 "       return RT.xy;\n"
532 "#else\n"
533 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
534 "       // this basically moves forward the full distance, and then backs up based\n"
535 "       // on height of samples\n"
536 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
537 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
538 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
539 "       TexCoord += OffsetVector;\n"
540 "       OffsetVector *= 0.333;\n"
541 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
542 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
543 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
544 "       return TexCoord;\n"
545 "#endif\n"
546 "}\n"
547 "#endif\n"
548 "\n"
549 "void main(void)\n"
550 "{\n"
551 "#ifdef USEOFFSETMAPPING\n"
552 "       // apply offsetmapping\n"
553 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
554 "#define TexCoord TexCoordOffset\n"
555 "#endif\n"
556 "\n"
557 "       // combine the diffuse textures (base, pants, shirt)\n"
558 "       myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
559 "#ifdef USECOLORMAPPING\n"
560 "       color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
561 "#endif\n"
562 "\n"
563 "\n"
564 "\n"
565 "\n"
566 "#ifdef MODE_LIGHTSOURCE\n"
567 "       // light source\n"
568 "\n"
569 "       // calculate surface normal, light normal, and specular normal\n"
570 "       // compute color intensity for the two textures (colormap and glossmap)\n"
571 "       // scale by light color and attenuation as efficiently as possible\n"
572 "       // (do as much scalar math as possible rather than vector math)\n"
573 "#ifdef USESPECULAR\n"
574 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
575 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
576 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
577 "\n"
578 "       // calculate directional shading\n"
579 "       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"
580 "#else\n"
581 "#ifdef USEDIFFUSE\n"
582 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
583 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
584 "\n"
585 "       // calculate directional shading\n"
586 "       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"
587 "#else\n"
588 "       // calculate directionless shading\n"
589 "       color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
590 "#endif\n"
591 "#endif\n"
592 "\n"
593 "#ifdef USECUBEFILTER\n"
594 "       // apply light cubemap filter\n"
595 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
596 "       color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
597 "#endif\n"
598 "\n"
599 "\n"
600 "\n"
601 "\n"
602 "#elif defined(MODE_LIGHTDIRECTION)\n"
603 "       // directional model lighting\n"
604 "\n"
605 "       // get the surface normal and light normal\n"
606 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
607 "       myhvec3 diffusenormal = myhvec3(LightVector);\n"
608 "\n"
609 "       // calculate directional shading\n"
610 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
611 "#ifdef USESPECULAR\n"
612 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
613 "       color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
614 "#endif\n"
615 "\n"
616 "\n"
617 "\n"
618 "\n"
619 "#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
620 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
621 "\n"
622 "       // get the surface normal and light normal\n"
623 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
624 "\n"
625 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
626 "       myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
627 "       myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
628 "#else\n"
629 "       myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
630 "#endif\n"
631 "       // calculate directional shading\n"
632 "       myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
633 "#ifdef USESPECULAR\n"
634 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
635 "       tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
636 "#endif\n"
637 "\n"
638 "       // apply lightmap color\n"
639 "       color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n"
640 "\n"
641 "\n"
642 "#else // MODE none (lightmap)\n"
643 "       // apply lightmap color\n"
644 "       color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
645 "#endif // MODE\n"
646 "\n"
647 "       color *= myhvec4(gl_Color);\n"
648 "\n"
649 "#ifdef USEGLOW\n"
650 "       color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
651 "#endif\n"
652 "\n"
653 "#ifdef USEFOG\n"
654 "       // apply fog\n"
655 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
656 "#endif\n"
657 "\n"
658 "#ifdef USECONTRASTBOOST\n"
659 "       color.rgb = color.rgb * SceneBrightness / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
660 "#else\n"
661 "       color.rgb *= SceneBrightness;\n"
662 "#endif\n"
663 "\n"
664 "       gl_FragColor = vec4(color);\n"
665 "}\n"
666 "\n"
667 "#endif // FRAGMENT_SHADER\n"
668 ;
669
670 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
671 const char *permutationinfo[][2] =
672 {
673         {"#define MODE_LIGHTSOURCE\n", " lightsource"},
674         {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
675         {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
676         {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
677         {"#define USEGLOW\n", " glow"},
678         {"#define USEFOG\n", " fog"},
679         {"#define USECOLORMAPPING\n", " colormapping"},
680         {"#define USEDIFFUSE\n", " diffuse"},
681         {"#define USECONTRASTBOOST\n", " contrastboost"},
682         {"#define USESPECULAR\n", " specular"},
683         {"#define USECUBEFILTER\n", " cubefilter"},
684         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
685         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
686         {NULL, NULL}
687 };
688
689 void R_GLSL_CompilePermutation(const char *filename, int permutation)
690 {
691         int i;
692         qboolean shaderfound;
693         r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
694         int vertstrings_count;
695         int geomstrings_count;
696         int fragstrings_count;
697         char *shaderstring;
698         const char *vertstrings_list[32+1];
699         const char *geomstrings_list[32+1];
700         const char *fragstrings_list[32+1];
701         char permutationname[256];
702         if (p->compiled)
703                 return;
704         p->compiled = true;
705         p->program = 0;
706         vertstrings_list[0] = "#define VERTEX_SHADER\n";
707         geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
708         fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
709         vertstrings_count = 1;
710         geomstrings_count = 1;
711         fragstrings_count = 1;
712         permutationname[0] = 0;
713         for (i = 0;permutationinfo[i][0];i++)
714         {
715                 if (permutation & (1<<i))
716                 {
717                         vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
718                         geomstrings_list[geomstrings_count++] = permutationinfo[i][0];
719                         fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
720                         strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
721                 }
722                 else
723                 {
724                         // keep line numbers correct
725                         vertstrings_list[vertstrings_count++] = "\n";
726                         geomstrings_list[geomstrings_count++] = "\n";
727                         fragstrings_list[fragstrings_count++] = "\n";
728                 }
729         }
730         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
731         shaderfound = false;
732         if (shaderstring)
733         {
734                 Con_DPrintf("GLSL shader text for \"%s\" loaded from disk\n", filename);
735                 vertstrings_list[vertstrings_count++] = shaderstring;
736                 geomstrings_list[geomstrings_count++] = shaderstring;
737                 fragstrings_list[fragstrings_count++] = shaderstring;
738                 shaderfound = true;
739         }
740         else if (!strcmp(filename, "glsl/default.glsl"))
741         {
742                 Con_DPrintf("GLSL shader text for \"%s\" loaded from engine\n", filename);
743                 vertstrings_list[vertstrings_count++] = builtinshaderstring;
744                 geomstrings_list[geomstrings_count++] = builtinshaderstring;
745                 fragstrings_list[fragstrings_count++] = builtinshaderstring;
746                 shaderfound = true;
747         }
748         // clear any lists that are not needed by this shader
749         if (!(permutation & SHADERPERMUTATION_USES_VERTEXSHADER))
750                 vertstrings_count = 0;
751         if (!(permutation & SHADERPERMUTATION_USES_GEOMETRYSHADER))
752                 geomstrings_count = 0;
753         if (!(permutation & SHADERPERMUTATION_USES_FRAGMENTSHADER))
754                 fragstrings_count = 0;
755         // compile the shader program
756         if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
757                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
758         if (p->program)
759         {
760                 CHECKGLERROR
761                 qglUseProgramObjectARB(p->program);CHECKGLERROR
762                 // look up all the uniform variable names we care about, so we don't
763                 // have to look them up every time we set them
764                 p->loc_Texture_Normal      = qglGetUniformLocationARB(p->program, "Texture_Normal");
765                 p->loc_Texture_Color       = qglGetUniformLocationARB(p->program, "Texture_Color");
766                 p->loc_Texture_Gloss       = qglGetUniformLocationARB(p->program, "Texture_Gloss");
767                 p->loc_Texture_Cube        = qglGetUniformLocationARB(p->program, "Texture_Cube");
768                 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
769                 p->loc_Texture_FogMask     = qglGetUniformLocationARB(p->program, "Texture_FogMask");
770                 p->loc_Texture_Pants       = qglGetUniformLocationARB(p->program, "Texture_Pants");
771                 p->loc_Texture_Shirt       = qglGetUniformLocationARB(p->program, "Texture_Shirt");
772                 p->loc_Texture_Lightmap    = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
773                 p->loc_Texture_Deluxemap   = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
774                 p->loc_Texture_Glow        = qglGetUniformLocationARB(p->program, "Texture_Glow");
775                 p->loc_FogColor            = qglGetUniformLocationARB(p->program, "FogColor");
776                 p->loc_LightPosition       = qglGetUniformLocationARB(p->program, "LightPosition");
777                 p->loc_EyePosition         = qglGetUniformLocationARB(p->program, "EyePosition");
778                 p->loc_LightColor          = qglGetUniformLocationARB(p->program, "LightColor");
779                 p->loc_Color_Pants         = qglGetUniformLocationARB(p->program, "Color_Pants");
780                 p->loc_Color_Shirt         = qglGetUniformLocationARB(p->program, "Color_Shirt");
781                 p->loc_FogRangeRecip       = qglGetUniformLocationARB(p->program, "FogRangeRecip");
782                 p->loc_AmbientScale        = qglGetUniformLocationARB(p->program, "AmbientScale");
783                 p->loc_DiffuseScale        = qglGetUniformLocationARB(p->program, "DiffuseScale");
784                 p->loc_SpecularPower       = qglGetUniformLocationARB(p->program, "SpecularPower");
785                 p->loc_SpecularScale       = qglGetUniformLocationARB(p->program, "SpecularScale");
786                 p->loc_GlowScale           = qglGetUniformLocationARB(p->program, "GlowScale");
787                 p->loc_SceneBrightness     = qglGetUniformLocationARB(p->program, "SceneBrightness");
788                 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
789                 p->loc_AmbientColor        = qglGetUniformLocationARB(p->program, "AmbientColor");
790                 p->loc_DiffuseColor        = qglGetUniformLocationARB(p->program, "DiffuseColor");
791                 p->loc_SpecularColor       = qglGetUniformLocationARB(p->program, "SpecularColor");
792                 p->loc_LightDir            = qglGetUniformLocationARB(p->program, "LightDir");
793                 p->loc_ContrastBoostCoeff  = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
794                 // initialize the samplers to refer to the texture units we use
795                 if (p->loc_Texture_Normal >= 0)    qglUniform1iARB(p->loc_Texture_Normal, 0);
796                 if (p->loc_Texture_Color >= 0)     qglUniform1iARB(p->loc_Texture_Color, 1);
797                 if (p->loc_Texture_Gloss >= 0)     qglUniform1iARB(p->loc_Texture_Gloss, 2);
798                 if (p->loc_Texture_Cube >= 0)      qglUniform1iARB(p->loc_Texture_Cube, 3);
799                 if (p->loc_Texture_FogMask >= 0)   qglUniform1iARB(p->loc_Texture_FogMask, 4);
800                 if (p->loc_Texture_Pants >= 0)     qglUniform1iARB(p->loc_Texture_Pants, 5);
801                 if (p->loc_Texture_Shirt >= 0)     qglUniform1iARB(p->loc_Texture_Shirt, 6);
802                 if (p->loc_Texture_Lightmap >= 0)  qglUniform1iARB(p->loc_Texture_Lightmap, 7);
803                 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
804                 if (p->loc_Texture_Glow >= 0)      qglUniform1iARB(p->loc_Texture_Glow, 9);
805                 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
806                 CHECKGLERROR
807                 qglUseProgramObjectARB(0);CHECKGLERROR
808         }
809         else
810                 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl");
811         if (shaderstring)
812                 Mem_Free(shaderstring);
813 }
814
815 void R_GLSL_Restart_f(void)
816 {
817         int i;
818         for (i = 0;i < SHADERPERMUTATION_MAX;i++)
819                 if (r_glsl_permutations[i].program)
820                         GL_Backend_FreeProgram(r_glsl_permutations[i].program);
821         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
822 }
823
824 extern rtexture_t *r_shadow_attenuationgradienttexture;
825 extern rtexture_t *r_shadow_attenuation2dtexture;
826 extern rtexture_t *r_shadow_attenuation3dtexture;
827 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale)
828 {
829         // select a permutation of the lighting shader appropriate to this
830         // combination of texture, entity, light source, and fogging, only use the
831         // minimum features necessary to avoid wasting rendering time in the
832         // fragment shader on features that are not being used
833         const char *shaderfilename = NULL;
834         unsigned int permutation = 0;
835         r_glsl_permutation = NULL;
836         // TODO: implement geometry-shader based shadow volumes someday
837         if (rsurface.rtlight)
838         {
839                 // light source
840                 shaderfilename = "glsl/default.glsl";
841                 permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
842                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
843                         permutation |= SHADERPERMUTATION_CUBEFILTER;
844                 if (diffusescale > 0)
845                         permutation |= SHADERPERMUTATION_DIFFUSE;
846                 if (specularscale > 0)
847                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
848                 if (r_refdef.fogenabled)
849                         permutation |= SHADERPERMUTATION_FOG;
850                 if (rsurface.texture->colormapping)
851                         permutation |= SHADERPERMUTATION_COLORMAPPING;
852                 if (r_glsl_offsetmapping.integer)
853                 {
854                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
855                         if (r_glsl_offsetmapping_reliefmapping.integer)
856                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
857                 }
858                 if(r_glsl_contrastboost.value != 1 && r_glsl_contrastboost.value != 0)
859                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
860         }
861         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
862         {
863                 // bright unshaded geometry
864                 shaderfilename = "glsl/default.glsl";
865                 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
866                 if (rsurface.texture->currentskinframe->glow)
867                         permutation |= SHADERPERMUTATION_GLOW;
868                 if (r_refdef.fogenabled)
869                         permutation |= SHADERPERMUTATION_FOG;
870                 if (rsurface.texture->colormapping)
871                         permutation |= SHADERPERMUTATION_COLORMAPPING;
872                 if (r_glsl_offsetmapping.integer)
873                 {
874                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
875                         if (r_glsl_offsetmapping_reliefmapping.integer)
876                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
877                 }
878                 if(r_glsl_contrastboost.value != 1 && r_glsl_contrastboost.value != 0)
879                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
880         }
881         else if (modellighting)
882         {
883                 // directional model lighting
884                 shaderfilename = "glsl/default.glsl";
885                 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
886                 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
887                 if (rsurface.texture->currentskinframe->glow)
888                         permutation |= SHADERPERMUTATION_GLOW;
889                 if (specularscale > 0)
890                         permutation |= SHADERPERMUTATION_SPECULAR;
891                 if (r_refdef.fogenabled)
892                         permutation |= SHADERPERMUTATION_FOG;
893                 if (rsurface.texture->colormapping)
894                         permutation |= SHADERPERMUTATION_COLORMAPPING;
895                 if (r_glsl_offsetmapping.integer)
896                 {
897                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
898                         if (r_glsl_offsetmapping_reliefmapping.integer)
899                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
900                 }
901                 if(r_glsl_contrastboost.value != 1 && r_glsl_contrastboost.value != 0)
902                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
903         }
904         else
905         {
906                 // lightmapped wall
907                 shaderfilename = "glsl/default.glsl";
908                 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
909                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
910                 {
911                         // deluxemapping (light direction texture)
912                         if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
913                                 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
914                         else
915                                 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
916                         if (specularscale > 0)
917                                 permutation |= SHADERPERMUTATION_SPECULAR;
918                 }
919                 else if (r_glsl_deluxemapping.integer >= 2)
920                 {
921                         // fake deluxemapping (uniform light direction in tangentspace)
922                         permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
923                         if (specularscale > 0)
924                                 permutation |= SHADERPERMUTATION_SPECULAR;
925                 }
926                 else
927                 {
928                         // ordinary lightmapping
929                         permutation |= 0;
930                 }
931                 if (rsurface.texture->currentskinframe->glow)
932                         permutation |= SHADERPERMUTATION_GLOW;
933                 if (r_refdef.fogenabled)
934                         permutation |= SHADERPERMUTATION_FOG;
935                 if (rsurface.texture->colormapping)
936                         permutation |= SHADERPERMUTATION_COLORMAPPING;
937                 if (r_glsl_offsetmapping.integer)
938                 {
939                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
940                         if (r_glsl_offsetmapping_reliefmapping.integer)
941                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
942                 }
943                 if(r_glsl_contrastboost.value != 1 && r_glsl_contrastboost.value != 0)
944                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
945         }
946         if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
947         {
948                 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
949                         R_GLSL_CompilePermutation(shaderfilename, permutation);
950                 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
951                 {
952                         // remove features until we find a valid permutation
953                         unsigned int i;
954                         for (i = (SHADERPERMUTATION_MAX >> 1);;i>>=1)
955                         {
956                                 if (!i)
957                                         return 0; // no bit left to clear
958                                 // reduce i more quickly whenever it would not remove any bits
959                                 if (!(permutation & i))
960                                         continue;
961                                 permutation &= ~i;
962                                 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
963                                         R_GLSL_CompilePermutation(shaderfilename, permutation);
964                                 if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
965                                         break;
966                         }
967                 }
968         }
969         r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
970         CHECKGLERROR
971         qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
972         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
973         if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
974         {
975                 if (r_glsl_permutation->loc_Texture_Cube >= 0 && rsurface.rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
976                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
977                 if (permutation & SHADERPERMUTATION_DIFFUSE)
978                 {
979                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
980                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
981                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
982                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
983                 }
984                 else
985                 {
986                         // ambient only is simpler
987                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
988                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
989                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
990                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
991                 }
992         }
993         else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
994         {
995                 if (r_glsl_permutation->loc_AmbientColor >= 0)
996                         qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale);
997                 if (r_glsl_permutation->loc_DiffuseColor >= 0)
998                         qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.modellight_diffuse[2] * diffusescale);
999                 if (r_glsl_permutation->loc_SpecularColor >= 0)
1000                         qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.modellight_diffuse[2] * specularscale);
1001                 if (r_glsl_permutation->loc_LightDir >= 0)
1002                         qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1003         }
1004         else
1005         {
1006                 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
1007                 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
1008                 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
1009         }
1010         if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap));
1011         if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
1012         if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
1013         //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
1014         if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
1015         if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
1016         if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
1017         if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
1018         //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
1019         //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
1020         if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
1021         if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1022         if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1023         {
1024                 // The formula used is actually:
1025                 //   color.rgb *= SceneBrightness;
1026                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1027                 // I simplify that to
1028                 //   color.rgb *= [[SceneBrightness * ContrastBoost]];
1029                 //   color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1;
1030                 // and Black:
1031                 //   color.rgb = [[SceneBrightness * ContrastBoost]] / ([[(ContrastBoost - 1) * SceneBrightness]] + 1 / color.rgb);
1032                 // and do [[calculations]] here in the engine
1033                 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale);
1034                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value);
1035         }
1036         else
1037                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1038         if (r_glsl_permutation->loc_FogColor >= 0)
1039         {
1040                 // additive passes are only darkened by fog, not tinted
1041                 if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
1042                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1043                 else
1044                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1045         }
1046         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1047         if (r_glsl_permutation->loc_Color_Pants >= 0)
1048         {
1049                 if (rsurface.texture->currentskinframe->pants)
1050                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1051                 else
1052                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1053         }
1054         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1055         {
1056                 if (rsurface.texture->currentskinframe->shirt)
1057                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1058                 else
1059                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1060         }
1061         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1062         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1063         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1064         CHECKGLERROR
1065         return permutation;
1066 }
1067
1068 void R_SwitchSurfaceShader(int permutation)
1069 {
1070         if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK))
1071         {
1072                 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
1073                 CHECKGLERROR
1074                 qglUseProgramObjectARB(r_glsl_permutation->program);
1075                 CHECKGLERROR
1076         }
1077 }
1078
1079 #define SKINFRAME_HASH 1024
1080
1081 struct
1082 {
1083         int loadsequence; // incremented each level change
1084         memexpandablearray_t array;
1085         skinframe_t *hash[SKINFRAME_HASH];
1086 }
1087 r_skinframe;
1088
1089 void R_SkinFrame_PrepareForPurge(void)
1090 {
1091         r_skinframe.loadsequence++;
1092         // wrap it without hitting zero
1093         if (r_skinframe.loadsequence >= 200)
1094                 r_skinframe.loadsequence = 1;
1095 }
1096
1097 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1098 {
1099         if (!skinframe)
1100                 return;
1101         // mark the skinframe as used for the purging code
1102         skinframe->loadsequence = r_skinframe.loadsequence;
1103 }
1104
1105 void R_SkinFrame_Purge(void)
1106 {
1107         int i;
1108         skinframe_t *s;
1109         for (i = 0;i < SKINFRAME_HASH;i++)
1110         {
1111                 for (s = r_skinframe.hash[i];s;s = s->next)
1112                 {
1113                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1114                         {
1115                                 if (s->base == r_texture_notexture)     s->base   = NULL;
1116                                 if (s->nmap == r_texture_blanknormalmap)s->nmap   = NULL;
1117                                 if (s->merged == s->base)               s->merged = NULL;
1118                                 if (s->stain ) R_FreeTexture(s->stain );s->stain  = NULL;
1119                                 if (s->merged) R_FreeTexture(s->merged);s->merged = NULL;
1120                                 if (s->base  ) R_FreeTexture(s->base  );s->base   = NULL;
1121                                 if (s->pants ) R_FreeTexture(s->pants );s->pants  = NULL;
1122                                 if (s->shirt ) R_FreeTexture(s->shirt );s->shirt  = NULL;
1123                                 if (s->nmap  ) R_FreeTexture(s->nmap  );s->nmap   = NULL;
1124                                 if (s->gloss ) R_FreeTexture(s->gloss );s->gloss  = NULL;
1125                                 if (s->glow  ) R_FreeTexture(s->glow  );s->glow   = NULL;
1126                                 if (s->fog   ) R_FreeTexture(s->fog   );s->fog    = NULL;
1127                                 s->loadsequence = 0;
1128                         }
1129                 }
1130         }
1131 }
1132
1133 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1134 {
1135         skinframe_t *item;
1136         int hashindex;
1137         char basename[MAX_QPATH];
1138
1139         Image_StripImageExtension(name, basename, sizeof(basename));
1140
1141         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1142         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1143                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1144                         break;
1145         if (!item)
1146         {
1147                 if (!add)
1148                         return NULL;
1149                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1150                 memset(item, 0, sizeof(*item));
1151                 strlcpy(item->basename, basename, sizeof(item->basename));
1152                 item->textureflags = textureflags;
1153                 item->comparewidth = comparewidth;
1154                 item->compareheight = compareheight;
1155                 item->comparecrc = comparecrc;
1156                 item->next = r_skinframe.hash[hashindex];
1157                 r_skinframe.hash[hashindex] = item;
1158         }
1159         R_SkinFrame_MarkUsed(item);
1160         return item;
1161 }
1162
1163 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1164 {
1165         // FIXME: it should be possible to disable loading various layers using
1166         // cvars, to prevent wasted loading time and memory usage if the user does
1167         // not want them
1168         qboolean loadnormalmap = true;
1169         qboolean loadgloss = true;
1170         qboolean loadpantsandshirt = true;
1171         qboolean loadglow = true;
1172         int j;
1173         unsigned char *pixels;
1174         unsigned char *bumppixels;
1175         unsigned char *basepixels = NULL;
1176         int basepixels_width;
1177         int basepixels_height;
1178         skinframe_t *skinframe;
1179
1180         if (cls.state == ca_dedicated)
1181                 return NULL;
1182
1183         // return an existing skinframe if already loaded
1184         // if loading of the first image fails, don't make a new skinframe as it
1185         // would cause all future lookups of this to be missing
1186         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1187         if (skinframe && skinframe->base)
1188                 return skinframe;
1189
1190         basepixels = loadimagepixels(name, complain, 0, 0);
1191         if (basepixels == NULL)
1192                 return NULL;
1193
1194         // we've got some pixels to store, so really allocate this new texture now
1195         if (!skinframe)
1196                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1197         skinframe->stain = NULL;
1198         skinframe->merged = NULL;
1199         skinframe->base = r_texture_notexture;
1200         skinframe->pants = NULL;
1201         skinframe->shirt = NULL;
1202         skinframe->nmap = r_texture_blanknormalmap;
1203         skinframe->gloss = NULL;
1204         skinframe->glow = NULL;
1205         skinframe->fog = NULL;
1206
1207         basepixels_width = image_width;
1208         basepixels_height = image_height;
1209         skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1210
1211         if (textureflags & TEXF_ALPHA)
1212         {
1213                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1214                         if (basepixels[j] < 255)
1215                                 break;
1216                 if (j < basepixels_width * basepixels_height * 4)
1217                 {
1218                         // has transparent pixels
1219                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1220                         for (j = 0;j < image_width * image_height * 4;j += 4)
1221                         {
1222                                 pixels[j+0] = 255;
1223                                 pixels[j+1] = 255;
1224                                 pixels[j+2] = 255;
1225                                 pixels[j+3] = basepixels[j+3];
1226                         }
1227                         skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1228                         Mem_Free(pixels);
1229                 }
1230         }
1231
1232         // _norm is the name used by tenebrae and has been adopted as standard
1233         if (loadnormalmap)
1234         {
1235                 if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0)) != NULL)
1236                 {
1237                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1238                         Mem_Free(pixels);
1239                         pixels = NULL;
1240                 }
1241                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0)) != NULL)
1242                 {
1243                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1244                         Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1245                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1246                         Mem_Free(pixels);
1247                         Mem_Free(bumppixels);
1248                 }
1249                 else if (r_shadow_bumpscale_basetexture.value > 0)
1250                 {
1251                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1252                         Image_HeightmapToNormalmap(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1253                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1254                         Mem_Free(pixels);
1255                 }
1256         }
1257         // _luma is supported for tenebrae compatibility
1258         // (I think it's a very stupid name, but oh well)
1259         // _glow is the preferred name
1260         if (loadglow          && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1261         if (loadgloss         && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1262         if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1263         if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1264
1265         if (basepixels)
1266                 Mem_Free(basepixels);
1267
1268         return skinframe;
1269 }
1270
1271 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)
1272 {
1273         int i;
1274         if (!force)
1275         {
1276                 for (i = 0;i < width*height;i++)
1277                         if (((unsigned char *)&palette[in[i]])[3] > 0)
1278                                 break;
1279                 if (i == width*height)
1280                         return NULL;
1281         }
1282         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1283 }
1284
1285 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)
1286 {
1287         int i;
1288         unsigned char *temp1, *temp2;
1289         skinframe_t *skinframe;
1290
1291         if (cls.state == ca_dedicated)
1292                 return NULL;
1293
1294         // if already loaded just return it, otherwise make a new skinframe
1295         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*bitsperpixel/8) : 0, true);
1296         if (skinframe && skinframe->base)
1297                 return skinframe;
1298
1299         skinframe->stain = NULL;
1300         skinframe->merged = NULL;
1301         skinframe->base = r_texture_notexture;
1302         skinframe->pants = NULL;
1303         skinframe->shirt = NULL;
1304         skinframe->nmap = r_texture_blanknormalmap;
1305         skinframe->gloss = NULL;
1306         skinframe->glow = NULL;
1307         skinframe->fog = NULL;
1308
1309         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1310         if (!skindata)
1311                 return NULL;
1312
1313         if (bitsperpixel == 32)
1314         {
1315                 if (r_shadow_bumpscale_basetexture.value > 0)
1316                 {
1317                         temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1318                         temp2 = temp1 + width * height * 4;
1319                         Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1320                         skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1321                         Mem_Free(temp1);
1322                 }
1323                 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
1324                 if (textureflags & TEXF_ALPHA)
1325                 {
1326                         for (i = 3;i < width * height * 4;i += 4)
1327                                 if (skindata[i] < 255)
1328                                         break;
1329                         if (i < width * height * 4)
1330                         {
1331                                 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1332                                 memcpy(fogpixels, skindata, width * height * 4);
1333                                 for (i = 0;i < width * height * 4;i += 4)
1334                                         fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1335                                 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
1336                                 Mem_Free(fogpixels);
1337                         }
1338                 }
1339         }
1340         else if (bitsperpixel == 8)
1341         {
1342                 if (r_shadow_bumpscale_basetexture.value > 0)
1343                 {
1344                         temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1345                         temp2 = temp1 + width * height * 4;
1346                         if (bitsperpixel == 32)
1347                                 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1348                         else
1349                         {
1350                                 // use either a custom palette or the quake palette
1351                                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
1352                                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1353                         }
1354                         skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1355                         Mem_Free(temp1);
1356                 }
1357                 // use either a custom palette, or the quake palette
1358                 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags, true); // all
1359                 if (!palette && loadglowtexture)
1360                         skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, textureflags, false); // glow
1361                 if (!palette && loadpantsandshirt)
1362                 {
1363                         skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, textureflags, false); // pants
1364                         skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, textureflags, false); // shirt
1365                 }
1366                 if (skinframe->pants || skinframe->shirt)
1367                         skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags, false); // no special colors
1368                 if (textureflags & TEXF_ALPHA)
1369                 {
1370                         // if not using a custom alphapalette, use the quake one
1371                         if (!alphapalette)
1372                                 alphapalette = palette_alpha;
1373                         for (i = 0;i < width * height;i++)
1374                                 if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
1375                                         break;
1376                         if (i < width * height)
1377                                 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, textureflags, true); // fog mask
1378                 }
1379         }
1380
1381         return skinframe;
1382 }
1383
1384 skinframe_t *R_SkinFrame_LoadMissing(void)
1385 {
1386         skinframe_t *skinframe;
1387
1388         if (cls.state == ca_dedicated)
1389                 return NULL;
1390
1391         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1392         skinframe->stain = NULL;
1393         skinframe->merged = NULL;
1394         skinframe->base = r_texture_notexture;
1395         skinframe->pants = NULL;
1396         skinframe->shirt = NULL;
1397         skinframe->nmap = r_texture_blanknormalmap;
1398         skinframe->gloss = NULL;
1399         skinframe->glow = NULL;
1400         skinframe->fog = NULL;
1401
1402         return skinframe;
1403 }
1404
1405 void gl_main_start(void)
1406 {
1407         int x;
1408         double r, alpha;
1409
1410         r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
1411         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
1412         {
1413                 alpha = 1 - exp(r / ((double)x*(double)x));
1414                 if (x == FOGMASKTABLEWIDTH - 1)
1415                         alpha = 0;
1416                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
1417         }
1418
1419         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1420         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1421
1422         // set up r_skinframe loading system for textures
1423         memset(&r_skinframe, 0, sizeof(r_skinframe));
1424         r_skinframe.loadsequence = 1;
1425         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1426
1427         r_main_texturepool = R_AllocTexturePool();
1428         R_BuildBlankTextures();
1429         R_BuildNoTexture();
1430         if (gl_texturecubemap)
1431         {
1432                 R_BuildWhiteCube();
1433                 R_BuildNormalizationCube();
1434         }
1435         R_BuildFogTexture();
1436         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1437         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1438         memset(&r_svbsp, 0, sizeof (r_svbsp));
1439 }
1440
1441 void gl_main_shutdown(void)
1442 {
1443         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1444         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1445
1446         // clear out the r_skinframe state
1447         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1448         memset(&r_skinframe, 0, sizeof(r_skinframe));
1449
1450         if (r_svbsp.nodes)
1451                 Mem_Free(r_svbsp.nodes);
1452         memset(&r_svbsp, 0, sizeof (r_svbsp));
1453         R_FreeTexturePool(&r_main_texturepool);
1454         r_texture_blanknormalmap = NULL;
1455         r_texture_white = NULL;
1456         r_texture_black = NULL;
1457         r_texture_whitecube = NULL;
1458         r_texture_normalizationcube = NULL;
1459         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1460         R_GLSL_Restart_f();
1461 }
1462
1463 extern void CL_ParseEntityLump(char *entitystring);
1464 void gl_main_newmap(void)
1465 {
1466         // FIXME: move this code to client
1467         int l;
1468         char *entities, entname[MAX_QPATH];
1469         if (cl.worldmodel)
1470         {
1471                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1472                 l = (int)strlen(entname) - 4;
1473                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1474                 {
1475                         memcpy(entname + l, ".ent", 5);
1476                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1477                         {
1478                                 CL_ParseEntityLump(entities);
1479                                 Mem_Free(entities);
1480                                 return;
1481                         }
1482                 }
1483                 if (cl.worldmodel->brush.entities)
1484                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
1485         }
1486 }
1487
1488 void GL_Main_Init(void)
1489 {
1490         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1491
1492         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1493         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
1494         if (gamemode == GAME_NEHAHRA)
1495         {
1496                 Cvar_RegisterVariable (&gl_fogenable);
1497                 Cvar_RegisterVariable (&gl_fogdensity);
1498                 Cvar_RegisterVariable (&gl_fogred);
1499                 Cvar_RegisterVariable (&gl_foggreen);
1500                 Cvar_RegisterVariable (&gl_fogblue);
1501                 Cvar_RegisterVariable (&gl_fogstart);
1502                 Cvar_RegisterVariable (&gl_fogend);
1503         }
1504         Cvar_RegisterVariable(&r_depthfirst);
1505         Cvar_RegisterVariable(&r_nearclip);
1506         Cvar_RegisterVariable(&r_showbboxes);
1507         Cvar_RegisterVariable(&r_showsurfaces);
1508         Cvar_RegisterVariable(&r_showtris);
1509         Cvar_RegisterVariable(&r_shownormals);
1510         Cvar_RegisterVariable(&r_showlighting);
1511         Cvar_RegisterVariable(&r_showshadowvolumes);
1512         Cvar_RegisterVariable(&r_showcollisionbrushes);
1513         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1514         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1515         Cvar_RegisterVariable(&r_showdisabledepthtest);
1516         Cvar_RegisterVariable(&r_drawportals);
1517         Cvar_RegisterVariable(&r_drawentities);
1518         Cvar_RegisterVariable(&r_cullentities_trace);
1519         Cvar_RegisterVariable(&r_cullentities_trace_samples);
1520         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1521         Cvar_RegisterVariable(&r_cullentities_trace_delay);
1522         Cvar_RegisterVariable(&r_drawviewmodel);
1523         Cvar_RegisterVariable(&r_speeds);
1524         Cvar_RegisterVariable(&r_fullbrights);
1525         Cvar_RegisterVariable(&r_wateralpha);
1526         Cvar_RegisterVariable(&r_dynamic);
1527         Cvar_RegisterVariable(&r_fullbright);
1528         Cvar_RegisterVariable(&r_shadows);
1529         Cvar_RegisterVariable(&r_shadows_throwdistance);
1530         Cvar_RegisterVariable(&r_q1bsp_skymasking);
1531         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
1532         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
1533         Cvar_RegisterVariable(&r_textureunits);
1534         Cvar_RegisterVariable(&r_glsl);
1535         Cvar_RegisterVariable(&r_glsl_offsetmapping);
1536         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1537         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1538         Cvar_RegisterVariable(&r_glsl_deluxemapping);
1539         Cvar_RegisterVariable(&r_lerpsprites);
1540         Cvar_RegisterVariable(&r_lerpmodels);
1541         Cvar_RegisterVariable(&r_waterscroll);
1542         Cvar_RegisterVariable(&r_bloom);
1543         Cvar_RegisterVariable(&r_bloom_colorscale);
1544         Cvar_RegisterVariable(&r_bloom_brighten);
1545         Cvar_RegisterVariable(&r_bloom_blur);
1546         Cvar_RegisterVariable(&r_bloom_resolution);
1547         Cvar_RegisterVariable(&r_bloom_colorexponent);
1548         Cvar_RegisterVariable(&r_bloom_colorsubtract);
1549         Cvar_RegisterVariable(&r_hdr);
1550         Cvar_RegisterVariable(&r_hdr_scenebrightness);
1551         Cvar_RegisterVariable(&r_glsl_contrastboost);
1552         Cvar_RegisterVariable(&r_hdr_glowintensity);
1553         Cvar_RegisterVariable(&r_hdr_range);
1554         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1555         Cvar_RegisterVariable(&developer_texturelogging);
1556         Cvar_RegisterVariable(&gl_lightmaps);
1557         Cvar_RegisterVariable(&r_test);
1558         Cvar_RegisterVariable(&r_batchmode);
1559         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1560                 Cvar_SetValue("r_fullbrights", 0);
1561         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1562 }
1563
1564 extern void R_Textures_Init(void);
1565 extern void GL_Draw_Init(void);
1566 extern void GL_Main_Init(void);
1567 extern void R_Shadow_Init(void);
1568 extern void R_Sky_Init(void);
1569 extern void GL_Surf_Init(void);
1570 extern void R_Light_Init(void);
1571 extern void R_Particles_Init(void);
1572 extern void R_Explosion_Init(void);
1573 extern void gl_backend_init(void);
1574 extern void Sbar_Init(void);
1575 extern void R_LightningBeams_Init(void);
1576 extern void Mod_RenderInit(void);
1577
1578 void Render_Init(void)
1579 {
1580         gl_backend_init();
1581         R_Textures_Init();
1582         GL_Main_Init();
1583         GL_Draw_Init();
1584         R_Shadow_Init();
1585         R_Sky_Init();
1586         GL_Surf_Init();
1587         Sbar_Init();
1588         R_Light_Init();
1589         R_Particles_Init();
1590         R_Explosion_Init();
1591         R_LightningBeams_Init();
1592         Mod_RenderInit();
1593 }
1594
1595 /*
1596 ===============
1597 GL_Init
1598 ===============
1599 */
1600 extern char *ENGINE_EXTENSIONS;
1601 void GL_Init (void)
1602 {
1603         VID_CheckExtensions();
1604
1605         // LordHavoc: report supported extensions
1606         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
1607
1608         // clear to black (loading plaque will be seen over this)
1609         CHECKGLERROR
1610         qglClearColor(0,0,0,1);CHECKGLERROR
1611         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
1612 }
1613
1614 int R_CullBox(const vec3_t mins, const vec3_t maxs)
1615 {
1616         int i;
1617         mplane_t *p;
1618         for (i = 0;i < 4;i++)
1619         {
1620                 p = r_view.frustum + i;
1621                 switch(p->signbits)
1622                 {
1623                 default:
1624                 case 0:
1625                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1626                                 return true;
1627                         break;
1628                 case 1:
1629                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1630                                 return true;
1631                         break;
1632                 case 2:
1633                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1634                                 return true;
1635                         break;
1636                 case 3:
1637                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1638                                 return true;
1639                         break;
1640                 case 4:
1641                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1642                                 return true;
1643                         break;
1644                 case 5:
1645                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1646                                 return true;
1647                         break;
1648                 case 6:
1649                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1650                                 return true;
1651                         break;
1652                 case 7:
1653                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1654                                 return true;
1655                         break;
1656                 }
1657         }
1658         return false;
1659 }
1660
1661 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
1662 {
1663         int i;
1664         const mplane_t *p;
1665         for (i = 0;i < numplanes;i++)
1666         {
1667                 p = planes + i;
1668                 switch(p->signbits)
1669                 {
1670                 default:
1671                 case 0:
1672                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1673                                 return true;
1674                         break;
1675                 case 1:
1676                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1677                                 return true;
1678                         break;
1679                 case 2:
1680                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1681                                 return true;
1682                         break;
1683                 case 3:
1684                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1685                                 return true;
1686                         break;
1687                 case 4:
1688                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1689                                 return true;
1690                         break;
1691                 case 5:
1692                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1693                                 return true;
1694                         break;
1695                 case 6:
1696                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1697                                 return true;
1698                         break;
1699                 case 7:
1700                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1701                                 return true;
1702                         break;
1703                 }
1704         }
1705         return false;
1706 }
1707
1708 //==================================================================================
1709
1710 static void R_UpdateEntityLighting(entity_render_t *ent)
1711 {
1712         vec3_t tempdiffusenormal;
1713
1714         // fetch the lighting from the worldmodel data
1715         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));
1716         VectorClear(ent->modellight_diffuse);
1717         VectorClear(tempdiffusenormal);
1718         if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
1719         {
1720                 vec3_t org;
1721                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
1722                 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
1723         }
1724         else // highly rare
1725                 VectorSet(ent->modellight_ambient, 1, 1, 1);
1726
1727         // move the light direction into modelspace coordinates for lighting code
1728         Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
1729         if(VectorLength2(ent->modellight_lightdir) > 0)
1730         {
1731                 VectorNormalize(ent->modellight_lightdir);
1732         }
1733         else
1734         {
1735                 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
1736         }
1737
1738         // scale ambient and directional light contributions according to rendering variables
1739         ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1740         ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1741         ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1742         ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1743         ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1744         ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1745 }
1746
1747 static void R_View_UpdateEntityVisible (void)
1748 {
1749         int i, renderimask;
1750         entity_render_t *ent;
1751
1752         if (!r_drawentities.integer)
1753                 return;
1754
1755         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
1756         if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
1757         {
1758                 // worldmodel can check visibility
1759                 for (i = 0;i < r_refdef.numentities;i++)
1760                 {
1761                         ent = r_refdef.entities[i];
1762                         r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !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));
1763                 }
1764                 if(r_cullentities_trace.integer)
1765                 {
1766                         for (i = 0;i < r_refdef.numentities;i++)
1767                         {
1768                                 ent = r_refdef.entities[i];
1769                                 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
1770                                 {
1771                                         if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
1772                                                 ent->last_trace_visibility = realtime;
1773                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
1774                                                 r_viewcache.entityvisible[i] = 0;
1775                                 }
1776                         }
1777                 }
1778         }
1779         else
1780         {
1781                 // no worldmodel or it can't check visibility
1782                 for (i = 0;i < r_refdef.numentities;i++)
1783                 {
1784                         ent = r_refdef.entities[i];
1785                         r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
1786                 }
1787         }
1788
1789         // update entity lighting (even on hidden entities for r_shadows)
1790         for (i = 0;i < r_refdef.numentities;i++)
1791                 R_UpdateEntityLighting(r_refdef.entities[i]);
1792 }
1793
1794 // only used if skyrendermasked, and normally returns false
1795 int R_DrawBrushModelsSky (void)
1796 {
1797         int i, sky;
1798         entity_render_t *ent;
1799
1800         if (!r_drawentities.integer)
1801                 return false;
1802
1803         sky = false;
1804         for (i = 0;i < r_refdef.numentities;i++)
1805         {
1806                 if (!r_viewcache.entityvisible[i])
1807                         continue;
1808                 ent = r_refdef.entities[i];
1809                 if (!ent->model || !ent->model->DrawSky)
1810                         continue;
1811                 ent->model->DrawSky(ent);
1812                 sky = true;
1813         }
1814         return sky;
1815 }
1816
1817 void R_DrawNoModel(entity_render_t *ent);
1818 void R_DrawModels(void)
1819 {
1820         int i;
1821         entity_render_t *ent;
1822
1823         if (!r_drawentities.integer)
1824                 return;
1825
1826         for (i = 0;i < r_refdef.numentities;i++)
1827         {
1828                 if (!r_viewcache.entityvisible[i])
1829                         continue;
1830                 ent = r_refdef.entities[i];
1831                 r_refdef.stats.entities++;
1832                 if (ent->model && ent->model->Draw != NULL)
1833                         ent->model->Draw(ent);
1834                 else
1835                         R_DrawNoModel(ent);
1836         }
1837 }
1838
1839 void R_DrawModelsDepth(void)
1840 {
1841         int i;
1842         entity_render_t *ent;
1843
1844         if (!r_drawentities.integer)
1845                 return;
1846
1847         for (i = 0;i < r_refdef.numentities;i++)
1848         {
1849                 if (!r_viewcache.entityvisible[i])
1850                         continue;
1851                 ent = r_refdef.entities[i];
1852                 r_refdef.stats.entities++;
1853                 if (ent->model && ent->model->DrawDepth != NULL)
1854                         ent->model->DrawDepth(ent);
1855         }
1856 }
1857
1858 static void R_View_SetFrustum(void)
1859 {
1860         double slopex, slopey;
1861
1862         // break apart the view matrix into vectors for various purposes
1863         Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
1864         VectorNegate(r_view.left, r_view.right);
1865
1866 #if 0
1867         r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
1868         r_view.frustum[0].normal[1] = 0 - 0;
1869         r_view.frustum[0].normal[2] = -1 - 0;
1870         r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
1871         r_view.frustum[1].normal[1] = 0 + 0;
1872         r_view.frustum[1].normal[2] = -1 + 0;
1873         r_view.frustum[2].normal[0] = 0 - 0;
1874         r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
1875         r_view.frustum[2].normal[2] = -1 - 0;
1876         r_view.frustum[3].normal[0] = 0 + 0;
1877         r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
1878         r_view.frustum[3].normal[2] = -1 + 0;
1879 #endif
1880
1881 #if 0
1882         zNear = r_refdef.nearclip;
1883         nudge = 1.0 - 1.0 / (1<<23);
1884         r_view.frustum[4].normal[0] = 0 - 0;
1885         r_view.frustum[4].normal[1] = 0 - 0;
1886         r_view.frustum[4].normal[2] = -1 - -nudge;
1887         r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
1888         r_view.frustum[5].normal[0] = 0 + 0;
1889         r_view.frustum[5].normal[1] = 0 + 0;
1890         r_view.frustum[5].normal[2] = -1 + -nudge;
1891         r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
1892 #endif
1893
1894
1895
1896 #if 0
1897         r_view.frustum[0].normal[0] = m[3] - m[0];
1898         r_view.frustum[0].normal[1] = m[7] - m[4];
1899         r_view.frustum[0].normal[2] = m[11] - m[8];
1900         r_view.frustum[0].dist = m[15] - m[12];
1901
1902         r_view.frustum[1].normal[0] = m[3] + m[0];
1903         r_view.frustum[1].normal[1] = m[7] + m[4];
1904         r_view.frustum[1].normal[2] = m[11] + m[8];
1905         r_view.frustum[1].dist = m[15] + m[12];
1906
1907         r_view.frustum[2].normal[0] = m[3] - m[1];
1908         r_view.frustum[2].normal[1] = m[7] - m[5];
1909         r_view.frustum[2].normal[2] = m[11] - m[9];
1910         r_view.frustum[2].dist = m[15] - m[13];
1911
1912         r_view.frustum[3].normal[0] = m[3] + m[1];
1913         r_view.frustum[3].normal[1] = m[7] + m[5];
1914         r_view.frustum[3].normal[2] = m[11] + m[9];
1915         r_view.frustum[3].dist = m[15] + m[13];
1916
1917         r_view.frustum[4].normal[0] = m[3] - m[2];
1918         r_view.frustum[4].normal[1] = m[7] - m[6];
1919         r_view.frustum[4].normal[2] = m[11] - m[10];
1920         r_view.frustum[4].dist = m[15] - m[14];
1921
1922         r_view.frustum[5].normal[0] = m[3] + m[2];
1923         r_view.frustum[5].normal[1] = m[7] + m[6];
1924         r_view.frustum[5].normal[2] = m[11] + m[10];
1925         r_view.frustum[5].dist = m[15] + m[14];
1926 #endif
1927
1928
1929
1930         slopex = 1.0 / r_view.frustum_x;
1931         slopey = 1.0 / r_view.frustum_y;
1932         VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
1933         VectorMA(r_view.forward,  slopex, r_view.left, r_view.frustum[1].normal);
1934         VectorMA(r_view.forward, -slopey, r_view.up  , r_view.frustum[2].normal);
1935         VectorMA(r_view.forward,  slopey, r_view.up  , r_view.frustum[3].normal);
1936         VectorCopy(r_view.forward, r_view.frustum[4].normal);
1937         VectorNormalize(r_view.frustum[0].normal);
1938         VectorNormalize(r_view.frustum[1].normal);
1939         VectorNormalize(r_view.frustum[2].normal);
1940         VectorNormalize(r_view.frustum[3].normal);
1941         r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
1942         r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
1943         r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
1944         r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
1945         r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
1946         PlaneClassify(&r_view.frustum[0]);
1947         PlaneClassify(&r_view.frustum[1]);
1948         PlaneClassify(&r_view.frustum[2]);
1949         PlaneClassify(&r_view.frustum[3]);
1950         PlaneClassify(&r_view.frustum[4]);
1951
1952         // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
1953         VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
1954         VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
1955         VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[2]);
1956         VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[3]);
1957
1958         // LordHavoc: note to all quake engine coders, Quake had a special case
1959         // for 90 degrees which assumed a square view (wrong), so I removed it,
1960         // Quake2 has it disabled as well.
1961
1962         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
1963         //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
1964         //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
1965         //PlaneClassify(&frustum[0]);
1966
1967         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
1968         //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
1969         //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
1970         //PlaneClassify(&frustum[1]);
1971
1972         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
1973         //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
1974         //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
1975         //PlaneClassify(&frustum[2]);
1976
1977         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
1978         //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
1979         //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
1980         //PlaneClassify(&frustum[3]);
1981
1982         // nearclip plane
1983         //VectorCopy(r_view.forward, r_view.frustum[4].normal);
1984         //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
1985         //PlaneClassify(&frustum[4]);
1986 }
1987
1988 void R_View_Update(void)
1989 {
1990         R_View_SetFrustum();
1991         R_View_WorldVisibility();
1992         R_View_UpdateEntityVisible();
1993 }
1994
1995 void R_SetupView(const matrix4x4_t *matrix)
1996 {
1997         if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
1998                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
1999         else
2000                 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2001
2002         GL_SetupView_Orientation_FromEntity(matrix);
2003 }
2004
2005 void R_ResetViewRendering2D(void)
2006 {
2007         if (gl_support_fragment_shader)
2008         {
2009                 qglUseProgramObjectARB(0);CHECKGLERROR
2010         }
2011
2012         DrawQ_Finish();
2013
2014         // GL is weird because it's bottom to top, r_view.y is top to bottom
2015         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2016         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2017         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2018         GL_Color(1, 1, 1, 1);
2019         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2020         GL_BlendFunc(GL_ONE, GL_ZERO);
2021         GL_AlphaTest(false);
2022         GL_ScissorTest(false);
2023         GL_DepthMask(false);
2024         GL_DepthRange(0, 1);
2025         GL_DepthTest(false);
2026         R_Mesh_Matrix(&identitymatrix);
2027         R_Mesh_ResetTextureState();
2028         GL_PolygonOffset(0, 0);
2029         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2030         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2031         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2032         qglStencilMask(~0);CHECKGLERROR
2033         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2034         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2035         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2036 }
2037
2038 void R_ResetViewRendering3D(void)
2039 {
2040         if (gl_support_fragment_shader)
2041         {
2042                 qglUseProgramObjectARB(0);CHECKGLERROR
2043         }
2044
2045         DrawQ_Finish();
2046
2047         // GL is weird because it's bottom to top, r_view.y is top to bottom
2048         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2049         R_SetupView(&r_view.matrix);
2050         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2051         GL_Color(1, 1, 1, 1);
2052         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2053         GL_BlendFunc(GL_ONE, GL_ZERO);
2054         GL_AlphaTest(false);
2055         GL_ScissorTest(true);
2056         GL_DepthMask(true);
2057         GL_DepthRange(0, 1);
2058         GL_DepthTest(true);
2059         R_Mesh_Matrix(&identitymatrix);
2060         R_Mesh_ResetTextureState();
2061         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2062         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2063         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2064         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2065         qglStencilMask(~0);CHECKGLERROR
2066         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2067         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2068         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2069 }
2070
2071 /*
2072         R_Bloom_SetupShader(
2073 "// bloom shader\n"
2074 "// written by Forest 'LordHavoc' Hale\n"
2075 "\n"
2076 "// common definitions between vertex shader and fragment shader:\n"
2077 "\n"
2078 "#ifdef __GLSL_CG_DATA_TYPES\n"
2079 "#define myhalf half\n"
2080 "#define myhvec2 hvec2\n"
2081 "#define myhvec3 hvec3\n"
2082 "#define myhvec4 hvec4\n"
2083 "#else\n"
2084 "#define myhalf float\n"
2085 "#define myhvec2 vec2\n"
2086 "#define myhvec3 vec3\n"
2087 "#define myhvec4 vec4\n"
2088 "#endif\n"
2089 "\n"
2090 "varying vec2 ScreenTexCoord;\n"
2091 "varying vec2 BloomTexCoord;\n"
2092 "\n"
2093 "\n"
2094 "\n"
2095 "\n"
2096 "// vertex shader specific:\n"
2097 "#ifdef VERTEX_SHADER\n"
2098 "\n"
2099 "void main(void)\n"
2100 "{\n"
2101 "       ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2102 "       BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2103 "       // transform vertex to camera space, using ftransform to match non-VS\n"
2104 "       // rendering\n"
2105 "       gl_Position = ftransform();\n"
2106 "}\n"
2107 "\n"
2108 "#endif // VERTEX_SHADER\n"
2109 "\n"
2110 "\n"
2111 "\n"
2112 "\n"
2113 "// fragment shader specific:\n"
2114 "#ifdef FRAGMENT_SHADER\n"
2115 "\n"
2116 "void main(void)\n"
2117 "{\n"
2118 "       int x, y;
2119 "       myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2120 "       for (x = -BLUR_X;x <= BLUR_X;x++)
2121 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2122 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2123 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2124 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2125
2126 "       gl_FragColor = vec4(color);\n"
2127 "}\n"
2128 "\n"
2129 "#endif // FRAGMENT_SHADER\n"
2130 */
2131
2132 void R_RenderScene(void);
2133
2134 void R_Bloom_StartFrame(void)
2135 {
2136         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2137
2138         // set bloomwidth and bloomheight to the bloom resolution that will be
2139         // used (often less than the screen resolution for faster rendering)
2140         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
2141         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
2142         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
2143
2144         // calculate desired texture sizes
2145         if (gl_support_arb_texture_non_power_of_two)
2146         {
2147                 screentexturewidth = r_view.width;
2148                 screentextureheight = r_view.height;
2149                 bloomtexturewidth = r_bloomstate.bloomwidth;
2150                 bloomtextureheight = r_bloomstate.bloomheight;
2151         }
2152         else
2153         {
2154                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
2155                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
2156                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
2157                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
2158         }
2159
2160         if (r_hdr.integer)
2161         {
2162                 screentexturewidth = screentextureheight = 0;
2163         }
2164         else if (r_bloom.integer)
2165         {
2166         }
2167         else
2168         {
2169                 screentexturewidth = screentextureheight = 0;
2170                 bloomtexturewidth = bloomtextureheight = 0;
2171         }
2172
2173         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)
2174         {
2175                 // can't use bloom if the parameters are too weird
2176                 // can't use bloom if the card does not support the texture size
2177                 if (r_bloomstate.texture_screen)
2178                         R_FreeTexture(r_bloomstate.texture_screen);
2179                 if (r_bloomstate.texture_bloom)
2180                         R_FreeTexture(r_bloomstate.texture_bloom);
2181                 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2182                 return;
2183         }
2184
2185         r_bloomstate.enabled = true;
2186         r_bloomstate.hdr = r_hdr.integer != 0;
2187
2188         // allocate textures as needed
2189         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2190         {
2191                 if (r_bloomstate.texture_screen)
2192                         R_FreeTexture(r_bloomstate.texture_screen);
2193                 r_bloomstate.texture_screen = NULL;
2194                 r_bloomstate.screentexturewidth = screentexturewidth;
2195                 r_bloomstate.screentextureheight = screentextureheight;
2196                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2197                         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);
2198         }
2199         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2200         {
2201                 if (r_bloomstate.texture_bloom)
2202                         R_FreeTexture(r_bloomstate.texture_bloom);
2203                 r_bloomstate.texture_bloom = NULL;
2204                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2205                 r_bloomstate.bloomtextureheight = bloomtextureheight;
2206                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2207                         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);
2208         }
2209
2210         // set up a texcoord array for the full resolution screen image
2211         // (we have to keep this around to copy back during final render)
2212         r_bloomstate.screentexcoord2f[0] = 0;
2213         r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2214         r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2215         r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2216         r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2217         r_bloomstate.screentexcoord2f[5] = 0;
2218         r_bloomstate.screentexcoord2f[6] = 0;
2219         r_bloomstate.screentexcoord2f[7] = 0;
2220
2221         // set up a texcoord array for the reduced resolution bloom image
2222         // (which will be additive blended over the screen image)
2223         r_bloomstate.bloomtexcoord2f[0] = 0;
2224         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2225         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2226         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2227         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2228         r_bloomstate.bloomtexcoord2f[5] = 0;
2229         r_bloomstate.bloomtexcoord2f[6] = 0;
2230         r_bloomstate.bloomtexcoord2f[7] = 0;
2231 }
2232
2233 void R_Bloom_CopyScreenTexture(float colorscale)
2234 {
2235         r_refdef.stats.bloom++;
2236
2237         R_ResetViewRendering2D();
2238         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2239         R_Mesh_ColorPointer(NULL, 0, 0);
2240         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2241         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2242
2243         // copy view into the screen texture
2244         GL_ActiveTexture(0);
2245         CHECKGLERROR
2246         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
2247         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2248
2249         // now scale it down to the bloom texture size
2250         CHECKGLERROR
2251         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2252         GL_BlendFunc(GL_ONE, GL_ZERO);
2253         GL_Color(colorscale, colorscale, colorscale, 1);
2254         // TODO: optimize with multitexture or GLSL
2255         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2256         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2257
2258         // we now have a bloom image in the framebuffer
2259         // copy it into the bloom image texture for later processing
2260         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2261         GL_ActiveTexture(0);
2262         CHECKGLERROR
2263         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
2264         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2265 }
2266
2267 void R_Bloom_CopyHDRTexture(void)
2268 {
2269         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2270         GL_ActiveTexture(0);
2271         CHECKGLERROR
2272         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
2273         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2274 }
2275
2276 void R_Bloom_MakeTexture(void)
2277 {
2278         int x, range, dir;
2279         float xoffset, yoffset, r, brighten;
2280
2281         r_refdef.stats.bloom++;
2282
2283         R_ResetViewRendering2D();
2284         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2285         R_Mesh_ColorPointer(NULL, 0, 0);
2286
2287         // we have a bloom image in the framebuffer
2288         CHECKGLERROR
2289         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2290
2291         for (x = 1;x < r_bloom_colorexponent.value;)
2292         {
2293                 x *= 2;
2294                 r = bound(0, r_bloom_colorexponent.value / x, 1);
2295                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2296                 GL_Color(r, r, r, 1);
2297                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2298                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2299                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2300                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2301
2302                 // copy the vertically blurred bloom view to a texture
2303                 GL_ActiveTexture(0);
2304                 CHECKGLERROR
2305                 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
2306                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2307         }
2308
2309         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
2310         brighten = r_bloom_brighten.value;
2311         if (r_hdr.integer)
2312                 brighten *= r_hdr_range.value;
2313         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2314         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
2315
2316         for (dir = 0;dir < 2;dir++)
2317         {
2318                 // blend on at multiple vertical offsets to achieve a vertical blur
2319                 // TODO: do offset blends using GLSL
2320                 GL_BlendFunc(GL_ONE, GL_ZERO);
2321                 for (x = -range;x <= range;x++)
2322                 {
2323                         if (!dir){xoffset = 0;yoffset = x;}
2324                         else {xoffset = x;yoffset = 0;}
2325                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
2326                         yoffset /= (float)r_bloomstate.bloomtextureheight;
2327                         // compute a texcoord array with the specified x and y offset
2328                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
2329                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2330                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2331                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2332                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2333                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
2334                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
2335                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
2336                         // this r value looks like a 'dot' particle, fading sharply to
2337                         // black at the edges
2338                         // (probably not realistic but looks good enough)
2339                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
2340                         //r = (dir ? 1.0f : brighten)/(range*2+1);
2341                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
2342                         GL_Color(r, r, r, 1);
2343                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2344                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2345                         GL_BlendFunc(GL_ONE, GL_ONE);
2346                 }
2347
2348                 // copy the vertically blurred bloom view to a texture
2349                 GL_ActiveTexture(0);
2350                 CHECKGLERROR
2351                 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
2352                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2353         }
2354
2355         // apply subtract last
2356         // (just like it would be in a GLSL shader)
2357         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
2358         {
2359                 GL_BlendFunc(GL_ONE, GL_ZERO);
2360                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2361                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2362                 GL_Color(1, 1, 1, 1);
2363                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2364                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2365
2366                 GL_BlendFunc(GL_ONE, GL_ONE);
2367                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2368                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
2369                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2370                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
2371                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2372                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2373                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2374
2375                 // copy the darkened bloom view to a texture
2376                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2377                 GL_ActiveTexture(0);
2378                 CHECKGLERROR
2379                 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
2380                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2381         }
2382 }
2383
2384 void R_HDR_RenderBloomTexture(void)
2385 {
2386         int oldwidth, oldheight;
2387
2388         oldwidth = r_view.width;
2389         oldheight = r_view.height;
2390         r_view.width = r_bloomstate.bloomwidth;
2391         r_view.height = r_bloomstate.bloomheight;
2392
2393         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
2394         // TODO: add exposure compensation features
2395         // TODO: add fp16 framebuffer support
2396
2397         r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
2398         if (r_hdr.integer)
2399                 r_view.colorscale /= r_hdr_range.value;
2400         R_RenderScene();
2401
2402         R_ResetViewRendering2D();
2403
2404         R_Bloom_CopyHDRTexture();
2405         R_Bloom_MakeTexture();
2406
2407         R_ResetViewRendering3D();
2408
2409         R_ClearScreen();
2410         if (r_timereport_active)
2411                 R_TimeReport("clear");
2412
2413
2414         // restore the view settings
2415         r_view.width = oldwidth;
2416         r_view.height = oldheight;
2417 }
2418
2419 static void R_BlendView(void)
2420 {
2421         if (r_bloomstate.enabled && r_bloomstate.hdr)
2422         {
2423                 // render high dynamic range bloom effect
2424                 // the bloom texture was made earlier this render, so we just need to
2425                 // blend it onto the screen...
2426                 R_ResetViewRendering2D();
2427                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2428                 R_Mesh_ColorPointer(NULL, 0, 0);
2429                 GL_Color(1, 1, 1, 1);
2430                 GL_BlendFunc(GL_ONE, GL_ONE);
2431                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2432                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2433                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2434                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2435         }
2436         else if (r_bloomstate.enabled)
2437         {
2438                 // render simple bloom effect
2439                 // copy the screen and shrink it and darken it for the bloom process
2440                 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
2441                 // make the bloom texture
2442                 R_Bloom_MakeTexture();
2443                 // put the original screen image back in place and blend the bloom
2444                 // texture on it
2445                 R_ResetViewRendering2D();
2446                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2447                 R_Mesh_ColorPointer(NULL, 0, 0);
2448                 GL_Color(1, 1, 1, 1);
2449                 GL_BlendFunc(GL_ONE, GL_ZERO);
2450                 // do both in one pass if possible
2451                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2452                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2453                 if (r_textureunits.integer >= 2 && gl_combine.integer)
2454                 {
2455                         R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
2456                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
2457                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
2458                 }
2459                 else
2460                 {
2461                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2462                         r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2463                         // now blend on the bloom texture
2464                         GL_BlendFunc(GL_ONE, GL_ONE);
2465                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2466                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2467                 }
2468                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2469                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2470         }
2471         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
2472         {
2473                 // apply a color tint to the whole view
2474                 R_ResetViewRendering2D();
2475                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2476                 R_Mesh_ColorPointer(NULL, 0, 0);
2477                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2478                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
2479                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2480         }
2481 }
2482
2483 void R_RenderScene(void);
2484
2485 matrix4x4_t r_waterscrollmatrix;
2486
2487 void R_UpdateVariables(void)
2488 {
2489         R_Textures_Frame();
2490
2491         r_refdef.farclip = 4096;
2492         if (r_refdef.worldmodel)
2493                 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
2494         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
2495
2496         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
2497                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
2498         r_refdef.polygonfactor = 0;
2499         r_refdef.polygonoffset = 0;
2500         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
2501         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
2502
2503         r_refdef.rtworld = r_shadow_realtime_world.integer;
2504         r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
2505         r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
2506         r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
2507         r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
2508         if (r_showsurfaces.integer)
2509         {
2510                 r_refdef.rtworld = false;
2511                 r_refdef.rtworldshadows = false;
2512                 r_refdef.rtdlight = false;
2513                 r_refdef.rtdlightshadows = false;
2514                 r_refdef.lightmapintensity = 0;
2515         }
2516
2517         if (gamemode == GAME_NEHAHRA)
2518         {
2519                 if (gl_fogenable.integer)
2520                 {
2521                         r_refdef.oldgl_fogenable = true;
2522                         r_refdef.fog_density = gl_fogdensity.value;
2523                         r_refdef.fog_red = gl_fogred.value;
2524                         r_refdef.fog_green = gl_foggreen.value;
2525                         r_refdef.fog_blue = gl_fogblue.value;
2526                 }
2527                 else if (r_refdef.oldgl_fogenable)
2528                 {
2529                         r_refdef.oldgl_fogenable = false;
2530                         r_refdef.fog_density = 0;
2531                         r_refdef.fog_red = 0;
2532                         r_refdef.fog_green = 0;
2533                         r_refdef.fog_blue = 0;
2534                 }
2535         }
2536         if (r_refdef.fog_density)
2537         {
2538                 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red  , 1.0f);
2539                 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
2540                 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
2541         }
2542         if (r_refdef.fog_density)
2543         {
2544                 r_refdef.fogenabled = true;
2545                 // this is the point where the fog reaches 0.9986 alpha, which we
2546                 // consider a good enough cutoff point for the texture
2547                 // (0.9986 * 256 == 255.6)
2548                 r_refdef.fogrange = 400 / r_refdef.fog_density;
2549                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
2550                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
2551                 // fog color was already set
2552         }
2553         else
2554                 r_refdef.fogenabled = false;
2555 }
2556
2557 /*
2558 ================
2559 R_RenderView
2560 ================
2561 */
2562 void R_RenderView(void)
2563 {
2564         if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
2565                 return; //Host_Error ("R_RenderView: NULL worldmodel");
2566
2567         R_Shadow_UpdateWorldLightSelection();
2568
2569         CHECKGLERROR
2570         if (r_timereport_active)
2571                 R_TimeReport("setup");
2572
2573         R_View_Update();
2574         if (r_timereport_active)
2575                 R_TimeReport("visibility");
2576
2577         R_ResetViewRendering3D();
2578
2579         R_ClearScreen();
2580         if (r_timereport_active)
2581                 R_TimeReport("clear");
2582
2583         R_Bloom_StartFrame();
2584
2585         // this produces a bloom texture to be used in R_BlendView() later
2586         if (r_hdr.integer)
2587                 R_HDR_RenderBloomTexture();
2588
2589         r_view.colorscale = r_hdr_scenebrightness.value;
2590         R_RenderScene();
2591
2592         R_BlendView();
2593         if (r_timereport_active)
2594                 R_TimeReport("blendview");
2595
2596         GL_Scissor(0, 0, vid.width, vid.height);
2597         GL_ScissorTest(false);
2598         CHECKGLERROR
2599 }
2600
2601 extern void R_DrawLightningBeams (void);
2602 extern void VM_CL_AddPolygonsToMeshQueue (void);
2603 extern void R_DrawPortals (void);
2604 extern cvar_t cl_locs_show;
2605 static void R_DrawLocs(void);
2606 static void R_DrawEntityBBoxes(void);
2607 void R_RenderScene(void)
2608 {
2609         // don't let sound skip if going slow
2610         if (r_refdef.extraupdate)
2611                 S_ExtraUpdate ();
2612
2613         R_ResetViewRendering3D();
2614
2615         R_MeshQueue_BeginScene();
2616
2617         R_SkyStartFrame();
2618
2619         Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
2620
2621         if (cl.csqc_vidvars.drawworld)
2622         {
2623                 // don't let sound skip if going slow
2624                 if (r_refdef.extraupdate)
2625                         S_ExtraUpdate ();
2626
2627                 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
2628                 {
2629                         r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
2630                         if (r_timereport_active)
2631                                 R_TimeReport("worldsky");
2632                 }
2633
2634                 if (R_DrawBrushModelsSky() && r_timereport_active)
2635                         R_TimeReport("bmodelsky");
2636         }
2637
2638         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
2639         {
2640                 r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
2641                 if (r_timereport_active)
2642                         R_TimeReport("worlddepth");
2643         }
2644         if (r_depthfirst.integer >= 2)
2645         {
2646                 R_DrawModelsDepth();
2647                 if (r_timereport_active)
2648                         R_TimeReport("modeldepth");
2649         }
2650
2651         if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
2652         {
2653                 r_refdef.worldmodel->Draw(r_refdef.worldentity);
2654                 if (r_timereport_active)
2655                         R_TimeReport("world");
2656         }
2657
2658         // don't let sound skip if going slow
2659         if (r_refdef.extraupdate)
2660                 S_ExtraUpdate ();
2661
2662         R_DrawModels();
2663         if (r_timereport_active)
2664                 R_TimeReport("models");
2665
2666         // don't let sound skip if going slow
2667         if (r_refdef.extraupdate)
2668                 S_ExtraUpdate ();
2669
2670         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
2671         {
2672                 R_DrawModelShadows();
2673
2674                 R_ResetViewRendering3D();
2675
2676                 // don't let sound skip if going slow
2677                 if (r_refdef.extraupdate)
2678                         S_ExtraUpdate ();
2679         }
2680
2681         R_ShadowVolumeLighting(false);
2682         if (r_timereport_active)
2683                 R_TimeReport("rtlights");
2684
2685         // don't let sound skip if going slow
2686         if (r_refdef.extraupdate)
2687                 S_ExtraUpdate ();
2688
2689         if (cl.csqc_vidvars.drawworld)
2690         {
2691                 R_DrawLightningBeams();
2692                 if (r_timereport_active)
2693                         R_TimeReport("lightning");
2694
2695                 R_DrawParticles();
2696                 if (r_timereport_active)
2697                         R_TimeReport("particles");
2698
2699                 R_DrawExplosions();
2700                 if (r_timereport_active)
2701                         R_TimeReport("explosions");
2702         }
2703
2704         if (gl_support_fragment_shader)
2705         {
2706                 qglUseProgramObjectARB(0);CHECKGLERROR
2707         }
2708         VM_CL_AddPolygonsToMeshQueue();
2709
2710         if (cl_locs_show.integer)
2711         {
2712                 R_DrawLocs();
2713                 if (r_timereport_active)
2714                         R_TimeReport("showlocs");
2715         }
2716
2717         if (r_drawportals.integer)
2718         {
2719                 R_DrawPortals();
2720                 if (r_timereport_active)
2721                         R_TimeReport("portals");
2722         }
2723
2724         if (r_showbboxes.value > 0)
2725         {
2726                 R_DrawEntityBBoxes();
2727                 if (r_timereport_active)
2728                         R_TimeReport("bboxes");
2729         }
2730
2731         if (gl_support_fragment_shader)
2732         {
2733                 qglUseProgramObjectARB(0);CHECKGLERROR
2734         }
2735         R_MeshQueue_RenderTransparent();
2736         if (r_timereport_active)
2737                 R_TimeReport("drawtrans");
2738
2739         if (gl_support_fragment_shader)
2740         {
2741                 qglUseProgramObjectARB(0);CHECKGLERROR
2742         }
2743
2744         if (cl.csqc_vidvars.drawworld)
2745         {
2746                 R_DrawCoronas();
2747                 if (r_timereport_active)
2748                         R_TimeReport("coronas");
2749         }
2750
2751         // don't let sound skip if going slow
2752         if (r_refdef.extraupdate)
2753                 S_ExtraUpdate ();
2754
2755         R_ResetViewRendering2D();
2756 }
2757
2758 static const int bboxelements[36] =
2759 {
2760         5, 1, 3, 5, 3, 7,
2761         6, 2, 0, 6, 0, 4,
2762         7, 3, 2, 7, 2, 6,
2763         4, 0, 1, 4, 1, 5,
2764         4, 5, 7, 4, 7, 6,
2765         1, 0, 2, 1, 2, 3,
2766 };
2767
2768 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
2769 {
2770         int i;
2771         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
2772         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2773         GL_DepthMask(false);
2774         GL_DepthRange(0, 1);
2775         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2776         R_Mesh_Matrix(&identitymatrix);
2777         R_Mesh_ResetTextureState();
2778
2779         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
2780         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
2781         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
2782         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
2783         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
2784         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
2785         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
2786         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
2787         R_FillColors(color4f, 8, cr, cg, cb, ca);
2788         if (r_refdef.fogenabled)
2789         {
2790                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
2791                 {
2792                         f1 = FogPoint_World(v);
2793                         f2 = 1 - f1;
2794                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
2795                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
2796                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
2797                 }
2798         }
2799         R_Mesh_VertexPointer(vertex3f, 0, 0);
2800         R_Mesh_ColorPointer(color4f, 0, 0);
2801         R_Mesh_ResetTextureState();
2802         R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
2803 }
2804
2805 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2806 {
2807         int i;
2808         float color[4];
2809         prvm_edict_t *edict;
2810         // this function draws bounding boxes of server entities
2811         if (!sv.active)
2812                 return;
2813         SV_VM_Begin();
2814         for (i = 0;i < numsurfaces;i++)
2815         {
2816                 edict = PRVM_EDICT_NUM(surfacelist[i]);
2817                 switch ((int)edict->fields.server->solid)
2818                 {
2819                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
2820                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
2821                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
2822                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
2823                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
2824                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
2825                 }
2826                 color[3] *= r_showbboxes.value;
2827                 color[3] = bound(0, color[3], 1);
2828                 GL_DepthTest(!r_showdisabledepthtest.integer);
2829                 GL_CullFace(GL_BACK);
2830                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
2831         }
2832         SV_VM_End();
2833 }
2834
2835 static void R_DrawEntityBBoxes(void)
2836 {
2837         int i;
2838         prvm_edict_t *edict;
2839         vec3_t center;
2840         // this function draws bounding boxes of server entities
2841         if (!sv.active)
2842                 return;
2843         SV_VM_Begin();
2844         for (i = 0;i < prog->num_edicts;i++)
2845         {
2846                 edict = PRVM_EDICT_NUM(i);
2847                 if (edict->priv.server->free)
2848                         continue;
2849                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
2850                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
2851         }
2852         SV_VM_End();
2853 }
2854
2855 int nomodelelements[24] =
2856 {
2857         5, 2, 0,
2858         5, 1, 2,
2859         5, 0, 3,
2860         5, 3, 1,
2861         0, 2, 4,
2862         2, 1, 4,
2863         3, 0, 4,
2864         1, 3, 4
2865 };
2866
2867 float nomodelvertex3f[6*3] =
2868 {
2869         -16,   0,   0,
2870          16,   0,   0,
2871           0, -16,   0,
2872           0,  16,   0,
2873           0,   0, -16,
2874           0,   0,  16
2875 };
2876
2877 float nomodelcolor4f[6*4] =
2878 {
2879         0.0f, 0.0f, 0.5f, 1.0f,
2880         0.0f, 0.0f, 0.5f, 1.0f,
2881         0.0f, 0.5f, 0.0f, 1.0f,
2882         0.0f, 0.5f, 0.0f, 1.0f,
2883         0.5f, 0.0f, 0.0f, 1.0f,
2884         0.5f, 0.0f, 0.0f, 1.0f
2885 };
2886
2887 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2888 {
2889         int i;
2890         float f1, f2, *c;
2891         float color4f[6*4];
2892         // this is only called once per entity so numsurfaces is always 1, and
2893         // surfacelist is always {0}, so this code does not handle batches
2894         R_Mesh_Matrix(&ent->matrix);
2895
2896         if (ent->flags & EF_ADDITIVE)
2897         {
2898                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2899                 GL_DepthMask(false);
2900         }
2901         else if (ent->alpha < 1)
2902         {
2903                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2904                 GL_DepthMask(false);
2905         }
2906         else
2907         {
2908                 GL_BlendFunc(GL_ONE, GL_ZERO);
2909                 GL_DepthMask(true);
2910         }
2911         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
2912         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2913         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
2914         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
2915         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
2916         if (r_refdef.fogenabled)
2917         {
2918                 vec3_t org;
2919                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2920                 R_Mesh_ColorPointer(color4f, 0, 0);
2921                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2922                 f1 = FogPoint_World(org);
2923                 f2 = 1 - f1;
2924                 for (i = 0, c = color4f;i < 6;i++, c += 4)
2925                 {
2926                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
2927                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
2928                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
2929                         c[3] *= ent->alpha;
2930                 }
2931         }
2932         else if (ent->alpha != 1)
2933         {
2934                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2935                 R_Mesh_ColorPointer(color4f, 0, 0);
2936                 for (i = 0, c = color4f;i < 6;i++, c += 4)
2937                         c[3] *= ent->alpha;
2938         }
2939         else
2940                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
2941         R_Mesh_ResetTextureState();
2942         R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
2943 }
2944
2945 void R_DrawNoModel(entity_render_t *ent)
2946 {
2947         vec3_t org;
2948         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2949         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
2950                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
2951         //else
2952         //      R_DrawNoModelCallback(ent, 0);
2953 }
2954
2955 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
2956 {
2957         vec3_t right1, right2, diff, normal;
2958
2959         VectorSubtract (org2, org1, normal);
2960
2961         // calculate 'right' vector for start
2962         VectorSubtract (r_view.origin, org1, diff);
2963         CrossProduct (normal, diff, right1);
2964         VectorNormalize (right1);
2965
2966         // calculate 'right' vector for end
2967         VectorSubtract (r_view.origin, org2, diff);
2968         CrossProduct (normal, diff, right2);
2969         VectorNormalize (right2);
2970
2971         vert[ 0] = org1[0] + width * right1[0];
2972         vert[ 1] = org1[1] + width * right1[1];
2973         vert[ 2] = org1[2] + width * right1[2];
2974         vert[ 3] = org1[0] - width * right1[0];
2975         vert[ 4] = org1[1] - width * right1[1];
2976         vert[ 5] = org1[2] - width * right1[2];
2977         vert[ 6] = org2[0] - width * right2[0];
2978         vert[ 7] = org2[1] - width * right2[1];
2979         vert[ 8] = org2[2] - width * right2[2];
2980         vert[ 9] = org2[0] + width * right2[0];
2981         vert[10] = org2[1] + width * right2[1];
2982         vert[11] = org2[2] + width * right2[2];
2983 }
2984
2985 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
2986
2987 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
2988 {
2989         float fog = 1.0f;
2990         float vertex3f[12];
2991
2992         if (r_refdef.fogenabled)
2993                 fog = FogPoint_World(origin);
2994
2995         R_Mesh_Matrix(&identitymatrix);
2996         GL_BlendFunc(blendfunc1, blendfunc2);
2997
2998         if(v_flipped_state)
2999         {
3000                 scalex1 = -scalex1;
3001                 scalex2 = -scalex2;
3002                 GL_CullFace(GL_BACK);
3003         }
3004         else
3005                 GL_CullFace(GL_FRONT);
3006
3007         GL_DepthMask(false);
3008         GL_DepthRange(0, depthshort ? 0.0625 : 1);
3009         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3010         GL_DepthTest(!depthdisable);
3011
3012         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
3013         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
3014         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
3015         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
3016         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
3017         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
3018         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
3019         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
3020         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
3021         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
3022         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
3023         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
3024
3025         R_Mesh_VertexPointer(vertex3f, 0, 0);
3026         R_Mesh_ColorPointer(NULL, 0, 0);
3027         R_Mesh_ResetTextureState();
3028         R_Mesh_TexBind(0, R_GetTexture(texture));
3029         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
3030         // FIXME: fixed function path can't properly handle r_view.colorscale > 1
3031         GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
3032         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3033
3034         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
3035         {
3036                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
3037                 GL_BlendFunc(blendfunc1, GL_ONE);
3038                 fog = 1 - fog;
3039                 GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
3040                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3041         }
3042 }
3043
3044 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
3045 {
3046         int i;
3047         float *vertex3f;
3048         float v[3];
3049         VectorSet(v, x, y, z);
3050         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
3051                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
3052                         break;
3053         if (i == mesh->numvertices)
3054         {
3055                 if (mesh->numvertices < mesh->maxvertices)
3056                 {
3057                         VectorCopy(v, vertex3f);
3058                         mesh->numvertices++;
3059                 }
3060                 return mesh->numvertices;
3061         }
3062         else
3063                 return i;
3064 }
3065
3066 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
3067 {
3068         int i;
3069         int *e, element[3];
3070         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3071         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3072         e = mesh->element3i + mesh->numtriangles * 3;
3073         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
3074         {
3075                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
3076                 if (mesh->numtriangles < mesh->maxtriangles)
3077                 {
3078                         *e++ = element[0];
3079                         *e++ = element[1];
3080                         *e++ = element[2];
3081                         mesh->numtriangles++;
3082                 }
3083                 element[1] = element[2];
3084         }
3085 }
3086
3087 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
3088 {
3089         int i;
3090         int *e, element[3];
3091         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3092         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3093         e = mesh->element3i + mesh->numtriangles * 3;
3094         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
3095         {
3096                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
3097                 if (mesh->numtriangles < mesh->maxtriangles)
3098                 {
3099                         *e++ = element[0];
3100                         *e++ = element[1];
3101                         *e++ = element[2];
3102                         mesh->numtriangles++;
3103                 }
3104                 element[1] = element[2];
3105         }
3106 }
3107
3108 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
3109 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
3110 {
3111         int planenum, planenum2;
3112         int w;
3113         int tempnumpoints;
3114         mplane_t *plane, *plane2;
3115         double maxdist;
3116         double temppoints[2][256*3];
3117         // figure out how large a bounding box we need to properly compute this brush
3118         maxdist = 0;
3119         for (w = 0;w < numplanes;w++)
3120                 maxdist = max(maxdist, planes[w].dist);
3121         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
3122         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
3123         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
3124         {
3125                 w = 0;
3126                 tempnumpoints = 4;
3127                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
3128                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
3129                 {
3130                         if (planenum2 == planenum)
3131                                 continue;
3132                         PolygonD_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, R_MESH_PLANE_DIST_EPSILON, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
3133                         w = !w;
3134                 }
3135                 if (tempnumpoints < 3)
3136                         continue;
3137                 // generate elements forming a triangle fan for this polygon
3138                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
3139         }
3140 }
3141
3142 static void R_DrawCollisionBrush(const colbrushf_t *brush)
3143 {
3144         int i;
3145         R_Mesh_VertexPointer(brush->points->v, 0, 0);
3146         i = (int)(((size_t)brush) / sizeof(colbrushf_t));
3147         GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
3148         GL_LockArrays(0, brush->numpoints);
3149         R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements, 0, 0);
3150         GL_LockArrays(0, 0);
3151 }
3152
3153 static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
3154 {
3155         int i;
3156         if (!surface->num_collisiontriangles)
3157                 return;
3158         R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
3159         i = (int)(((size_t)surface) / sizeof(msurface_t));
3160         GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
3161         GL_LockArrays(0, surface->num_collisionvertices);
3162         R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
3163         GL_LockArrays(0, 0);
3164 }
3165
3166 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
3167 {
3168         texturelayer_t *layer;
3169         layer = t->currentlayers + t->currentnumlayers++;
3170         layer->type = type;
3171         layer->depthmask = depthmask;
3172         layer->blendfunc1 = blendfunc1;
3173         layer->blendfunc2 = blendfunc2;
3174         layer->texture = texture;
3175         layer->texmatrix = *matrix;
3176         layer->color[0] = r * r_view.colorscale;
3177         layer->color[1] = g * r_view.colorscale;
3178         layer->color[2] = b * r_view.colorscale;
3179         layer->color[3] = a;
3180 }
3181
3182 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
3183 {
3184         double index, f;
3185         index = parms[2] + r_refdef.time * parms[3];
3186         index -= floor(index);
3187         switch (func)
3188         {
3189         default:
3190         case Q3WAVEFUNC_NONE:
3191         case Q3WAVEFUNC_NOISE:
3192         case Q3WAVEFUNC_COUNT:
3193                 f = 0;
3194                 break;
3195         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
3196         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
3197         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
3198         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
3199         case Q3WAVEFUNC_TRIANGLE:
3200                 index *= 4;
3201                 f = index - floor(index);
3202                 if (index < 1)
3203                         f = f;
3204                 else if (index < 2)
3205                         f = 1 - f;
3206                 else if (index < 3)
3207                         f = -f;
3208                 else
3209                         f = -(1 - f);
3210                 break;
3211         }
3212         return (float)(parms[0] + parms[1] * f);
3213 }
3214
3215 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
3216 {
3217         int i;
3218         model_t *model = ent->model;
3219         float f;
3220         float tcmat[12];
3221         q3shaderinfo_layer_tcmod_t *tcmod;
3222
3223         // switch to an alternate material if this is a q1bsp animated material
3224         {
3225                 texture_t *texture = t;
3226                 int s = ent->skinnum;
3227                 if ((unsigned int)s >= (unsigned int)model->numskins)
3228                         s = 0;
3229                 if (model->skinscenes)
3230                 {
3231                         if (model->skinscenes[s].framecount > 1)
3232                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;