implemented framerate-dependent particle quality reduction to try to
[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 "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
30
31 //
32 // screen size info
33 //
34 r_refdef_t r_refdef;
35
36 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"};
37 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
38 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
39 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)"};
40 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
41 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
42 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"};
43 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"};
44 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
45 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"};
46 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"};
47 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"};
48 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
49 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
50 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
51 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
52 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
53 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
54 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
55 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
56 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
57 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
58 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
59 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
60 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
61 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
62 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
63 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"};
64 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"};
65 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
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 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
75
76 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)"};
77
78 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
79 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
80 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
81 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
82 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)"};
83 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)"};
84
85 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
86 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
87 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
88 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
89 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
90
91 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
92 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
93 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
94 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
95
96 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
97 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
98 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
99 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
100 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
101 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
102 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
103
104 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
105 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
106 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
107 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)"};
108
109 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"};
110
111 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"};
112
113 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
114
115 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
116 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
117 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
118 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
119 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
120 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
121
122 extern qboolean v_flipped_state;
123
124 typedef struct r_glsl_bloomshader_s
125 {
126         int program;
127         int loc_Texture_Bloom;
128 }
129 r_glsl_bloomshader_t;
130
131 static struct r_bloomstate_s
132 {
133         qboolean enabled;
134         qboolean hdr;
135
136         int bloomwidth, bloomheight;
137
138         int screentexturewidth, screentextureheight;
139         rtexture_t *texture_screen;
140
141         int bloomtexturewidth, bloomtextureheight;
142         rtexture_t *texture_bloom;
143
144         r_glsl_bloomshader_t *shader;
145
146         // arrays for rendering the screen passes
147         float screentexcoord2f[8];
148         float bloomtexcoord2f[8];
149         float offsettexcoord2f[8];
150 }
151 r_bloomstate;
152
153 typedef struct r_waterstate_waterplane_s
154 {
155         rtexture_t *texture_refraction;
156         rtexture_t *texture_reflection;
157         mplane_t plane;
158         int materialflags; // combined flags of all water surfaces on this plane
159         unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
160         qboolean pvsvalid;
161 }
162 r_waterstate_waterplane_t;
163
164 #define MAX_WATERPLANES 16
165
166 static struct r_waterstate_s
167 {
168         qboolean enabled;
169
170         qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
171
172         int waterwidth, waterheight;
173         int texturewidth, textureheight;
174
175         int maxwaterplanes; // same as MAX_WATERPLANES
176         int numwaterplanes;
177         r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
178
179         float screenscale[2];
180         float screencenter[2];
181 }
182 r_waterstate;
183
184 // shadow volume bsp struct with automatically growing nodes buffer
185 svbsp_t r_svbsp;
186
187 rtexture_t *r_texture_blanknormalmap;
188 rtexture_t *r_texture_white;
189 rtexture_t *r_texture_grey128;
190 rtexture_t *r_texture_black;
191 rtexture_t *r_texture_notexture;
192 rtexture_t *r_texture_whitecube;
193 rtexture_t *r_texture_normalizationcube;
194 rtexture_t *r_texture_fogattenuation;
195 //rtexture_t *r_texture_fogintensity;
196
197 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
198 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
199
200 // vertex coordinates for a quad that covers the screen exactly
201 const static float r_screenvertex3f[12] =
202 {
203         0, 0, 0,
204         1, 0, 0,
205         1, 1, 0,
206         0, 1, 0
207 };
208
209 extern void R_DrawModelShadows(void);
210
211 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
212 {
213         int i;
214         for (i = 0;i < verts;i++)
215         {
216                 out[0] = in[0] * r;
217                 out[1] = in[1] * g;
218                 out[2] = in[2] * b;
219                 out[3] = in[3];
220                 in += 4;
221                 out += 4;
222         }
223 }
224
225 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
226 {
227         int i;
228         for (i = 0;i < verts;i++)
229         {
230                 out[0] = r;
231                 out[1] = g;
232                 out[2] = b;
233                 out[3] = a;
234                 out += 4;
235         }
236 }
237
238 // FIXME: move this to client?
239 void FOG_clear(void)
240 {
241         if (gamemode == GAME_NEHAHRA)
242         {
243                 Cvar_Set("gl_fogenable", "0");
244                 Cvar_Set("gl_fogdensity", "0.2");
245                 Cvar_Set("gl_fogred", "0.3");
246                 Cvar_Set("gl_foggreen", "0.3");
247                 Cvar_Set("gl_fogblue", "0.3");
248         }
249         r_refdef.fog_density = 0;
250         r_refdef.fog_red = 0;
251         r_refdef.fog_green = 0;
252         r_refdef.fog_blue = 0;
253         r_refdef.fog_alpha = 1;
254         r_refdef.fog_start = 0;
255         r_refdef.fog_end = 0;
256 }
257
258 float FogForDistance(vec_t dist)
259 {
260         unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
261         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
262 }
263
264 float FogPoint_World(const vec3_t p)
265 {
266         return FogForDistance(VectorDistance((p), r_refdef.view.origin));
267 }
268
269 float FogPoint_Model(const vec3_t p)
270 {
271         return FogForDistance(VectorDistance((p), rsurface.modelorg));
272 }
273
274 static void R_BuildBlankTextures(void)
275 {
276         unsigned char data[4];
277         data[2] = 128; // normal X
278         data[1] = 128; // normal Y
279         data[0] = 255; // normal Z
280         data[3] = 128; // height
281         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
282         data[0] = 255;
283         data[1] = 255;
284         data[2] = 255;
285         data[3] = 255;
286         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
287         data[0] = 128;
288         data[1] = 128;
289         data[2] = 128;
290         data[3] = 255;
291         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
292         data[0] = 0;
293         data[1] = 0;
294         data[2] = 0;
295         data[3] = 255;
296         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
297 }
298
299 static void R_BuildNoTexture(void)
300 {
301         int x, y;
302         unsigned char pix[16][16][4];
303         // this makes a light grey/dark grey checkerboard texture
304         for (y = 0;y < 16;y++)
305         {
306                 for (x = 0;x < 16;x++)
307                 {
308                         if ((y < 8) ^ (x < 8))
309                         {
310                                 pix[y][x][0] = 128;
311                                 pix[y][x][1] = 128;
312                                 pix[y][x][2] = 128;
313                                 pix[y][x][3] = 255;
314                         }
315                         else
316                         {
317                                 pix[y][x][0] = 64;
318                                 pix[y][x][1] = 64;
319                                 pix[y][x][2] = 64;
320                                 pix[y][x][3] = 255;
321                         }
322                 }
323         }
324         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
325 }
326
327 static void R_BuildWhiteCube(void)
328 {
329         unsigned char data[6*1*1*4];
330         memset(data, 255, sizeof(data));
331         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
332 }
333
334 static void R_BuildNormalizationCube(void)
335 {
336         int x, y, side;
337         vec3_t v;
338         vec_t s, t, intensity;
339 #define NORMSIZE 64
340         unsigned char data[6][NORMSIZE][NORMSIZE][4];
341         for (side = 0;side < 6;side++)
342         {
343                 for (y = 0;y < NORMSIZE;y++)
344                 {
345                         for (x = 0;x < NORMSIZE;x++)
346                         {
347                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
348                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
349                                 switch(side)
350                                 {
351                                 default:
352                                 case 0:
353                                         v[0] = 1;
354                                         v[1] = -t;
355                                         v[2] = -s;
356                                         break;
357                                 case 1:
358                                         v[0] = -1;
359                                         v[1] = -t;
360                                         v[2] = s;
361                                         break;
362                                 case 2:
363                                         v[0] = s;
364                                         v[1] = 1;
365                                         v[2] = t;
366                                         break;
367                                 case 3:
368                                         v[0] = s;
369                                         v[1] = -1;
370                                         v[2] = -t;
371                                         break;
372                                 case 4:
373                                         v[0] = s;
374                                         v[1] = -t;
375                                         v[2] = 1;
376                                         break;
377                                 case 5:
378                                         v[0] = -s;
379                                         v[1] = -t;
380                                         v[2] = -1;
381                                         break;
382                                 }
383                                 intensity = 127.0f / sqrt(DotProduct(v, v));
384                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
385                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
386                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
387                                 data[side][y][x][3] = 255;
388                         }
389                 }
390         }
391         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
392 }
393
394 static void R_BuildFogTexture(void)
395 {
396         int x, b;
397 #define FOGWIDTH 256
398         unsigned char data1[FOGWIDTH][4];
399         //unsigned char data2[FOGWIDTH][4];
400         double d, r, alpha;
401
402         r_refdef.fogmasktable_start = r_refdef.fog_start;
403         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
404         r_refdef.fogmasktable_range = r_refdef.fogrange;
405         r_refdef.fogmasktable_density = r_refdef.fog_density;
406
407         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
408         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
409         {
410                 d = (x * r - r_refdef.fogmasktable_start);
411                 if(developer.integer >= 100)
412                         Con_Printf("%f ", d);
413                 d = max(0, d);
414                 if (r_fog_exp2.integer)
415                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
416                 else
417                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
418                 if(developer.integer >= 100)
419                         Con_Printf(" : %f ", alpha);
420                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
421                 if(developer.integer >= 100)
422                         Con_Printf(" = %f\n", alpha);
423                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
424         }
425
426         for (x = 0;x < FOGWIDTH;x++)
427         {
428                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
429                 data1[x][0] = b;
430                 data1[x][1] = b;
431                 data1[x][2] = b;
432                 data1[x][3] = 255;
433                 //data2[x][0] = 255 - b;
434                 //data2[x][1] = 255 - b;
435                 //data2[x][2] = 255 - b;
436                 //data2[x][3] = 255;
437         }
438         if (r_texture_fogattenuation)
439         {
440                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
441                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
442         }
443         else
444         {
445                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
446                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
447         }
448 }
449
450 static const char *builtinshaderstring =
451 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
452 "// written by Forest 'LordHavoc' Hale\n"
453 "\n"
454 "// common definitions between vertex shader and fragment shader:\n"
455 "\n"
456 "#ifdef __GLSL_CG_DATA_TYPES\n"
457 "# define myhalf half\n"
458 "# define myhalf2 half2\n"
459 "# define myhalf3 half3\n"
460 "# define myhalf4 half4\n"
461 "#else\n"
462 "# define myhalf float\n"
463 "# define myhalf2 vec2\n"
464 "# define myhalf3 vec3\n"
465 "# define myhalf4 vec4\n"
466 "#endif\n"
467 "\n"
468 "varying vec2 TexCoord;\n"
469 "varying vec2 TexCoordLightmap;\n"
470 "\n"
471 "//#ifdef MODE_LIGHTSOURCE\n"
472 "varying vec3 CubeVector;\n"
473 "//#endif\n"
474 "\n"
475 "//#ifdef MODE_LIGHTSOURCE\n"
476 "varying vec3 LightVector;\n"
477 "//#else\n"
478 "//# ifdef MODE_LIGHTDIRECTION\n"
479 "//varying vec3 LightVector;\n"
480 "//# endif\n"
481 "//#endif\n"
482 "\n"
483 "varying vec3 EyeVector;\n"
484 "//#ifdef USEFOG\n"
485 "varying vec3 EyeVectorModelSpace;\n"
486 "//#endif\n"
487 "\n"
488 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
489 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
490 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
491 "\n"
492 "//#ifdef MODE_WATER\n"
493 "varying vec4 ModelViewProjectionPosition;\n"
494 "//#else\n"
495 "//# ifdef MODE_REFRACTION\n"
496 "//varying vec4 ModelViewProjectionPosition;\n"
497 "//# else\n"
498 "//#  ifdef USEREFLECTION\n"
499 "//varying vec4 ModelViewProjectionPosition;\n"
500 "//#  endif\n"
501 "//# endif\n"
502 "//#endif\n"
503 "\n"
504 "\n"
505 "\n"
506 "\n"
507 "\n"
508 "// vertex shader specific:\n"
509 "#ifdef VERTEX_SHADER\n"
510 "\n"
511 "uniform vec3 LightPosition;\n"
512 "uniform vec3 EyePosition;\n"
513 "uniform vec3 LightDir;\n"
514 "\n"
515 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
516 "\n"
517 "void main(void)\n"
518 "{\n"
519 "       gl_FrontColor = gl_Color;\n"
520 "       // copy the surface texcoord\n"
521 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
522 "#ifndef MODE_LIGHTSOURCE\n"
523 "# ifndef MODE_LIGHTDIRECTION\n"
524 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
525 "# endif\n"
526 "#endif\n"
527 "\n"
528 "#ifdef MODE_LIGHTSOURCE\n"
529 "       // transform vertex position into light attenuation/cubemap space\n"
530 "       // (-1 to +1 across the light box)\n"
531 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
532 "\n"
533 "       // transform unnormalized light direction into tangent space\n"
534 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
535 "       //  normalize it per pixel)\n"
536 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
537 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
538 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
539 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
540 "#endif\n"
541 "\n"
542 "#ifdef MODE_LIGHTDIRECTION\n"
543 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
544 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
545 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
546 "#endif\n"
547 "\n"
548 "       // transform unnormalized eye direction into tangent space\n"
549 "#ifndef USEFOG\n"
550 "       vec3 EyeVectorModelSpace;\n"
551 "#endif\n"
552 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
553 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
554 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
555 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
556 "\n"
557 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
558 "       VectorS = gl_MultiTexCoord1.xyz;\n"
559 "       VectorT = gl_MultiTexCoord2.xyz;\n"
560 "       VectorR = gl_MultiTexCoord3.xyz;\n"
561 "#endif\n"
562 "\n"
563 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
564 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
565 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
566 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
567 "//#endif\n"
568 "\n"
569 "// transform vertex to camera space, using ftransform to match non-VS\n"
570 "       // rendering\n"
571 "       gl_Position = ftransform();\n"
572 "\n"
573 "#ifdef MODE_WATER\n"
574 "       ModelViewProjectionPosition = gl_Position;\n"
575 "#endif\n"
576 "#ifdef MODE_REFRACTION\n"
577 "       ModelViewProjectionPosition = gl_Position;\n"
578 "#endif\n"
579 "#ifdef USEREFLECTION\n"
580 "       ModelViewProjectionPosition = gl_Position;\n"
581 "#endif\n"
582 "}\n"
583 "\n"
584 "#endif // VERTEX_SHADER\n"
585 "\n"
586 "\n"
587 "\n"
588 "\n"
589 "// fragment shader specific:\n"
590 "#ifdef FRAGMENT_SHADER\n"
591 "\n"
592 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
593 "uniform sampler2D Texture_Normal;\n"
594 "uniform sampler2D Texture_Color;\n"
595 "uniform sampler2D Texture_Gloss;\n"
596 "uniform sampler2D Texture_Glow;\n"
597 "uniform sampler2D Texture_SecondaryNormal;\n"
598 "uniform sampler2D Texture_SecondaryColor;\n"
599 "uniform sampler2D Texture_SecondaryGloss;\n"
600 "uniform sampler2D Texture_SecondaryGlow;\n"
601 "uniform sampler2D Texture_Pants;\n"
602 "uniform sampler2D Texture_Shirt;\n"
603 "uniform sampler2D Texture_FogMask;\n"
604 "uniform sampler2D Texture_Lightmap;\n"
605 "uniform sampler2D Texture_Deluxemap;\n"
606 "uniform sampler2D Texture_Refraction;\n"
607 "uniform sampler2D Texture_Reflection;\n"
608 "uniform sampler2D Texture_Attenuation;\n"
609 "uniform samplerCube Texture_Cube;\n"
610 "\n"
611 "uniform myhalf3 LightColor;\n"
612 "uniform myhalf3 AmbientColor;\n"
613 "uniform myhalf3 DiffuseColor;\n"
614 "uniform myhalf3 SpecularColor;\n"
615 "uniform myhalf3 Color_Pants;\n"
616 "uniform myhalf3 Color_Shirt;\n"
617 "uniform myhalf3 FogColor;\n"
618 "\n"
619 "uniform myhalf4 TintColor;\n"
620 "\n"
621 "\n"
622 "//#ifdef MODE_WATER\n"
623 "uniform vec4 DistortScaleRefractReflect;\n"
624 "uniform vec4 ScreenScaleRefractReflect;\n"
625 "uniform vec4 ScreenCenterRefractReflect;\n"
626 "uniform myhalf4 RefractColor;\n"
627 "uniform myhalf4 ReflectColor;\n"
628 "uniform myhalf ReflectFactor;\n"
629 "uniform myhalf ReflectOffset;\n"
630 "//#else\n"
631 "//# ifdef MODE_REFRACTION\n"
632 "//uniform vec4 DistortScaleRefractReflect;\n"
633 "//uniform vec4 ScreenScaleRefractReflect;\n"
634 "//uniform vec4 ScreenCenterRefractReflect;\n"
635 "//uniform myhalf4 RefractColor;\n"
636 "//#  ifdef USEREFLECTION\n"
637 "//uniform myhalf4 ReflectColor;\n"
638 "//#  endif\n"
639 "//# else\n"
640 "//#  ifdef USEREFLECTION\n"
641 "//uniform vec4 DistortScaleRefractReflect;\n"
642 "//uniform vec4 ScreenScaleRefractReflect;\n"
643 "//uniform vec4 ScreenCenterRefractReflect;\n"
644 "//uniform myhalf4 ReflectColor;\n"
645 "//#  endif\n"
646 "//# endif\n"
647 "//#endif\n"
648 "\n"
649 "uniform myhalf GlowScale;\n"
650 "uniform myhalf SceneBrightness;\n"
651 "#ifdef USECONTRASTBOOST\n"
652 "uniform myhalf ContrastBoostCoeff;\n"
653 "#endif\n"
654 "\n"
655 "uniform float OffsetMapping_Scale;\n"
656 "uniform float OffsetMapping_Bias;\n"
657 "uniform float FogRangeRecip;\n"
658 "\n"
659 "uniform myhalf AmbientScale;\n"
660 "uniform myhalf DiffuseScale;\n"
661 "uniform myhalf SpecularScale;\n"
662 "uniform myhalf SpecularPower;\n"
663 "\n"
664 "#ifdef USEOFFSETMAPPING\n"
665 "vec2 OffsetMapping(vec2 TexCoord)\n"
666 "{\n"
667 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
668 "       // 14 sample relief mapping: linear search and then binary search\n"
669 "       // this basically steps forward a small amount repeatedly until it finds\n"
670 "       // itself inside solid, then jitters forward and back using decreasing\n"
671 "       // amounts to find the impact\n"
672 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
673 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
674 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
675 "       vec3 RT = vec3(TexCoord, 1);\n"
676 "       OffsetVector *= 0.1;\n"
677 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
678 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
679 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
680 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
681 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
682 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
683 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
684 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
685 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
686 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
687 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
688 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
689 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
690 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
691 "       return RT.xy;\n"
692 "#else\n"
693 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
694 "       // this basically moves forward the full distance, and then backs up based\n"
695 "       // on height of samples\n"
696 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
697 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
698 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
699 "       TexCoord += OffsetVector;\n"
700 "       OffsetVector *= 0.333;\n"
701 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
702 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
703 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
704 "       return TexCoord;\n"
705 "#endif\n"
706 "}\n"
707 "#endif // USEOFFSETMAPPING\n"
708 "\n"
709 "#ifdef MODE_WATER\n"
710 "\n"
711 "// water pass\n"
712 "void main(void)\n"
713 "{\n"
714 "#ifdef USEOFFSETMAPPING\n"
715 "       // apply offsetmapping\n"
716 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
717 "#define TexCoord TexCoordOffset\n"
718 "#endif\n"
719 "\n"
720 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
721 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
722 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
723 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
724 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
725 "}\n"
726 "\n"
727 "#else // MODE_WATER\n"
728 "#ifdef MODE_REFRACTION\n"
729 "\n"
730 "// refraction pass\n"
731 "void main(void)\n"
732 "{\n"
733 "#ifdef USEOFFSETMAPPING\n"
734 "       // apply offsetmapping\n"
735 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
736 "#define TexCoord TexCoordOffset\n"
737 "#endif\n"
738 "\n"
739 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
740 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
741 "       vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
742 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
743 "}\n"
744 "\n"
745 "#else // MODE_REFRACTION\n"
746 "void main(void)\n"
747 "{\n"
748 "#ifdef USEOFFSETMAPPING\n"
749 "       // apply offsetmapping\n"
750 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
751 "#define TexCoord TexCoordOffset\n"
752 "#endif\n"
753 "\n"
754 "       // combine the diffuse textures (base, pants, shirt)\n"
755 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
756 "#ifdef USECOLORMAPPING\n"
757 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
758 "#endif\n"
759 "#ifdef USEVERTEXTEXTUREBLEND\n"
760 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
761 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
762 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
763 "       color = mix(myhalf4(texture2D(Texture_SecondaryColor, TexCoord)), color, terrainblend);\n"
764 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
765 "#endif\n"
766 "\n"
767 "#ifdef USEDIFFUSE\n"
768 "       // get the surface normal and the gloss color\n"
769 "# ifdef USEVERTEXTEXTUREBLEND\n"
770 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
771 "#  ifdef USESPECULAR\n"
772 "       myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
773 "#  endif\n"
774 "# else\n"
775 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
776 "#  ifdef USESPECULAR\n"
777 "       myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
778 "#  endif\n"
779 "# endif\n"
780 "#endif\n"
781 "\n"
782 "\n"
783 "\n"
784 "#ifdef MODE_LIGHTSOURCE\n"
785 "       // light source\n"
786 "\n"
787 "       // calculate surface normal, light normal, and specular normal\n"
788 "       // compute color intensity for the two textures (colormap and glossmap)\n"
789 "       // scale by light color and attenuation as efficiently as possible\n"
790 "       // (do as much scalar math as possible rather than vector math)\n"
791 "# ifdef USEDIFFUSE\n"
792 "       // get the light normal\n"
793 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
794 "# endif\n"
795 "# ifdef USESPECULAR\n"
796 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
797 "\n"
798 "       // calculate directional shading\n"
799 "       color.rgb = 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)) * glosscolor);\n"
800 "# else\n"
801 "#  ifdef USEDIFFUSE\n"
802 "       // calculate directional shading\n"
803 "       color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
804 "#  else\n"
805 "       // calculate directionless shading\n"
806 "       color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
807 "#  endif\n"
808 "# endif\n"
809 "\n"
810 "# ifdef USECUBEFILTER\n"
811 "       // apply light cubemap filter\n"
812 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
813 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
814 "# endif\n"
815 "#endif // MODE_LIGHTSOURCE\n"
816 "\n"
817 "\n"
818 "\n"
819 "\n"
820 "#ifdef MODE_LIGHTDIRECTION\n"
821 "       // directional model lighting\n"
822 "# ifdef USEDIFFUSE\n"
823 "       // get the light normal\n"
824 "       myhalf3 diffusenormal = myhalf3(LightVector);\n"
825 "# endif\n"
826 "# ifdef USESPECULAR\n"
827 "       // calculate directional shading\n"
828 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
829 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
830 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
831 "# else\n"
832 "#  ifdef USEDIFFUSE\n"
833 "\n"
834 "       // calculate directional shading\n"
835 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
836 "#  else\n"
837 "       color.rgb *= AmbientColor;\n"
838 "#  endif\n"
839 "# endif\n"
840 "#endif // MODE_LIGHTDIRECTION\n"
841 "\n"
842 "\n"
843 "\n"
844 "\n"
845 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
846 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
847 "\n"
848 "       // get the light normal\n"
849 "       myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n"
850 "       myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n"
851 "       // calculate directional shading\n"
852 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
853 "# ifdef USESPECULAR\n"
854 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
855 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
856 "# endif\n"
857 "\n"
858 "       // apply lightmap color\n"
859 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
860 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
861 "\n"
862 "\n"
863 "\n"
864 "\n"
865 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
866 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
867 "\n"
868 "       // get the light normal\n"
869 "       myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n"
870 "       // calculate directional shading\n"
871 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
872 "# ifdef USESPECULAR\n"
873 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
874 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
875 "# endif\n"
876 "\n"
877 "       // apply lightmap color\n"
878 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
879 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
880 "\n"
881 "\n"
882 "\n"
883 "\n"
884 "#ifdef MODE_LIGHTMAP\n"
885 "       // apply lightmap color\n"
886 "       color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
887 "#endif // MODE_LIGHTMAP\n"
888 "\n"
889 "\n"
890 "\n"
891 "\n"
892 "#ifdef MODE_VERTEXCOLOR\n"
893 "       // apply lightmap color\n"
894 "       color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
895 "#endif // MODE_VERTEXCOLOR\n"
896 "\n"
897 "\n"
898 "\n"
899 "\n"
900 "#ifdef MODE_FLATCOLOR\n"
901 "#endif // MODE_FLATCOLOR\n"
902 "\n"
903 "\n"
904 "\n"
905 "\n"
906 "\n"
907 "\n"
908 "\n"
909 "       color *= TintColor;\n"
910 "\n"
911 "#ifdef USEGLOW\n"
912 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
913 "#endif\n"
914 "\n"
915 "#ifdef USECONTRASTBOOST\n"
916 "       color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
917 "#endif\n"
918 "\n"
919 "       color.rgb *= SceneBrightness;\n"
920 "\n"
921 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
922 "#ifdef USEFOG\n"
923 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
924 "#endif\n"
925 "\n"
926 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
927 "#ifdef USEREFLECTION\n"
928 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
929 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
930 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
931 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
932 "#endif\n"
933 "\n"
934 "       gl_FragColor = vec4(color);\n"
935 "}\n"
936 "#endif // MODE_REFRACTION\n"
937 "#endif // MODE_WATER\n"
938 "\n"
939 "#endif // FRAGMENT_SHADER\n"
940 ;
941
942 typedef struct shaderpermutationinfo_s
943 {
944         const char *pretext;
945         const char *name;
946 }
947 shaderpermutationinfo_t;
948
949 typedef struct shadermodeinfo_s
950 {
951         const char *vertexfilename;
952         const char *geometryfilename;
953         const char *fragmentfilename;
954         const char *pretext;
955         const char *name;
956 }
957 shadermodeinfo_t;
958
959 typedef enum shaderpermutation_e
960 {
961         SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
962         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
963         SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
964         SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
965         SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
966         SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
967         SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
968         SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
969         SHADERPERMUTATION_REFLECTION = 1<<8, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
970         SHADERPERMUTATION_OFFSETMAPPING = 1<<9, // adjust texcoords to roughly simulate a displacement mapped surface
971         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
972         SHADERPERMUTATION_LIMIT = 1<<11, // size of permutations array
973         SHADERPERMUTATION_COUNT = 11 // size of shaderpermutationinfo array
974 }
975 shaderpermutation_t;
976
977 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
978 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
979 {
980         {"#define USEDIFFUSE\n", " diffuse"},
981         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
982         {"#define USECOLORMAPPING\n", " colormapping"},
983         {"#define USECONTRASTBOOST\n", " contrastboost"},
984         {"#define USEFOG\n", " fog"},
985         {"#define USECUBEFILTER\n", " cubefilter"},
986         {"#define USEGLOW\n", " glow"},
987         {"#define USESPECULAR\n", " specular"},
988         {"#define USEREFLECTION\n", " reflection"},
989         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
990         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
991 };
992
993 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
994 typedef enum shadermode_e
995 {
996         SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
997         SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
998         SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
999         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1000         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1001         SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1002         SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1003         SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1004         SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1005         SHADERMODE_COUNT
1006 }
1007 shadermode_t;
1008
1009 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1010 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1011 {
1012         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1013         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1014         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1015         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1016         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1017         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1018         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1019         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1020         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1021 };
1022
1023 typedef struct r_glsl_permutation_s
1024 {
1025         // indicates if we have tried compiling this permutation already
1026         qboolean compiled;
1027         // 0 if compilation failed
1028         int program;
1029         // locations of detected uniforms in program object, or -1 if not found
1030         int loc_Texture_Normal;
1031         int loc_Texture_Color;
1032         int loc_Texture_Gloss;
1033         int loc_Texture_Glow;
1034         int loc_Texture_SecondaryNormal;
1035         int loc_Texture_SecondaryColor;
1036         int loc_Texture_SecondaryGloss;
1037         int loc_Texture_SecondaryGlow;
1038         int loc_Texture_Pants;
1039         int loc_Texture_Shirt;
1040         int loc_Texture_FogMask;
1041         int loc_Texture_Lightmap;
1042         int loc_Texture_Deluxemap;
1043         int loc_Texture_Attenuation;
1044         int loc_Texture_Cube;
1045         int loc_Texture_Refraction;
1046         int loc_Texture_Reflection;
1047         int loc_FogColor;
1048         int loc_LightPosition;
1049         int loc_EyePosition;
1050         int loc_Color_Pants;
1051         int loc_Color_Shirt;
1052         int loc_FogRangeRecip;
1053         int loc_AmbientScale;
1054         int loc_DiffuseScale;
1055         int loc_SpecularScale;
1056         int loc_SpecularPower;
1057         int loc_GlowScale;
1058         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1059         int loc_OffsetMapping_Scale;
1060         int loc_TintColor;
1061         int loc_AmbientColor;
1062         int loc_DiffuseColor;
1063         int loc_SpecularColor;
1064         int loc_LightDir;
1065         int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1066         int loc_DistortScaleRefractReflect;
1067         int loc_ScreenScaleRefractReflect;
1068         int loc_ScreenCenterRefractReflect;
1069         int loc_RefractColor;
1070         int loc_ReflectColor;
1071         int loc_ReflectFactor;
1072         int loc_ReflectOffset;
1073 }
1074 r_glsl_permutation_t;
1075
1076 // information about each possible shader permutation
1077 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1078 // currently selected permutation
1079 r_glsl_permutation_t *r_glsl_permutation;
1080
1081 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1082 {
1083         char *shaderstring;
1084         if (!filename || !filename[0])
1085                 return NULL;
1086         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1087         if (shaderstring)
1088         {
1089                 if (printfromdisknotice)
1090                         Con_DPrint("from disk... ");
1091                 return shaderstring;
1092         }
1093         else if (!strcmp(filename, "glsl/default.glsl"))
1094         {
1095                 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1096                 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1097         }
1098         return shaderstring;
1099 }
1100
1101 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1102 {
1103         int i;
1104         shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1105         r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1106         int vertstrings_count = 0;
1107         int geomstrings_count = 0;
1108         int fragstrings_count = 0;
1109         char *vertexstring, *geometrystring, *fragmentstring;
1110         const char *vertstrings_list[32+3];
1111         const char *geomstrings_list[32+3];
1112         const char *fragstrings_list[32+3];
1113         char permutationname[256];
1114
1115         if (p->compiled)
1116                 return;
1117         p->compiled = true;
1118         p->program = 0;
1119
1120         permutationname[0] = 0;
1121         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1122         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1123         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1124
1125         strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1126
1127         // the first pretext is which type of shader to compile as
1128         // (later these will all be bound together as a program object)
1129         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1130         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1131         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1132
1133         // the second pretext is the mode (for example a light source)
1134         vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1135         geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1136         fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1137         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1138
1139         // now add all the permutation pretexts
1140         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1141         {
1142                 if (permutation & (1<<i))
1143                 {
1144                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1145                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1146                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1147                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1148                 }
1149                 else
1150                 {
1151                         // keep line numbers correct
1152                         vertstrings_list[vertstrings_count++] = "\n";
1153                         geomstrings_list[geomstrings_count++] = "\n";
1154                         fragstrings_list[fragstrings_count++] = "\n";
1155                 }
1156         }
1157
1158         // now append the shader text itself
1159         vertstrings_list[vertstrings_count++] = vertexstring;
1160         geomstrings_list[geomstrings_count++] = geometrystring;
1161         fragstrings_list[fragstrings_count++] = fragmentstring;
1162
1163         // if any sources were NULL, clear the respective list
1164         if (!vertexstring)
1165                 vertstrings_count = 0;
1166         if (!geometrystring)
1167                 geomstrings_count = 0;
1168         if (!fragmentstring)
1169                 fragstrings_count = 0;
1170
1171         // compile the shader program
1172         if (vertstrings_count + geomstrings_count + fragstrings_count)
1173                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1174         if (p->program)
1175         {
1176                 CHECKGLERROR
1177                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1178                 // look up all the uniform variable names we care about, so we don't
1179                 // have to look them up every time we set them
1180                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
1181                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
1182                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1183                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
1184                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1185                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1186                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1187                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1188                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1189                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
1190                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1191                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1192                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1193                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1194                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1195                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1196                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
1197                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
1198                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
1199                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
1200                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
1201                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
1202                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1203                 p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
1204                 p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
1205                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
1206                 p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
1207                 p->loc_GlowScale                  = qglGetUniformLocationARB(p->program, "GlowScale");
1208                 p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
1209                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1210                 p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
1211                 p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
1212                 p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
1213                 p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
1214                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
1215                 p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1216                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1217                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1218                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1219                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
1220                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
1221                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
1222                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
1223                 // initialize the samplers to refer to the texture units we use
1224                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
1225                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
1226                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
1227                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
1228                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1229                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1230                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1231                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
1232                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
1233                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
1234                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
1235                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
1236                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
1237                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
1238                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
1239                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
1240                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
1241                 CHECKGLERROR
1242                 qglUseProgramObjectARB(0);CHECKGLERROR
1243                 if (developer.integer)
1244                         Con_Printf("GLSL shader %s compiled.\n", permutationname);
1245         }
1246         else
1247                 Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1248
1249         // free the strings
1250         if (vertexstring)
1251                 Mem_Free(vertexstring);
1252         if (geometrystring)
1253                 Mem_Free(geometrystring);
1254         if (fragmentstring)
1255                 Mem_Free(fragmentstring);
1256 }
1257
1258 void R_GLSL_Restart_f(void)
1259 {
1260         shadermode_t mode;
1261         shaderpermutation_t permutation;
1262         for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1263                 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1264                         if (r_glsl_permutations[mode][permutation].program)
1265                                 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1266         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1267 }
1268
1269 void R_GLSL_DumpShader_f(void)
1270 {
1271         int i;
1272
1273         qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1274         if(!file)
1275         {
1276                 Con_Printf("failed to write to glsl/default.glsl\n");
1277                 return;
1278         }
1279
1280         FS_Print(file, "// The engine may define the following macros:\n");
1281         FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1282         for (i = 0;i < SHADERMODE_COUNT;i++)
1283                 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1284         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1285                 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1286         FS_Print(file, "\n");
1287         FS_Print(file, builtinshaderstring);
1288         FS_Close(file);
1289
1290         Con_Printf("glsl/default.glsl written\n");
1291 }
1292
1293 extern rtexture_t *r_shadow_attenuationgradienttexture;
1294 extern rtexture_t *r_shadow_attenuation2dtexture;
1295 extern rtexture_t *r_shadow_attenuation3dtexture;
1296 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1297 {
1298         // select a permutation of the lighting shader appropriate to this
1299         // combination of texture, entity, light source, and fogging, only use the
1300         // minimum features necessary to avoid wasting rendering time in the
1301         // fragment shader on features that are not being used
1302         unsigned int permutation = 0;
1303         shadermode_t mode = 0;
1304         r_glsl_permutation = NULL;
1305         // TODO: implement geometry-shader based shadow volumes someday
1306         if (r_glsl_offsetmapping.integer)
1307         {
1308                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1309                 if (r_glsl_offsetmapping_reliefmapping.integer)
1310                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1311         }
1312         if (rsurfacepass == RSURFPASS_BACKGROUND)
1313         {
1314                 // distorted background
1315                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1316                         mode = SHADERMODE_WATER;
1317                 else
1318                         mode = SHADERMODE_REFRACTION;
1319         }
1320         else if (rsurfacepass == RSURFPASS_RTLIGHT)
1321         {
1322                 // light source
1323                 mode = SHADERMODE_LIGHTSOURCE;
1324                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1325                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1326                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1327                         permutation |= SHADERPERMUTATION_CUBEFILTER;
1328                 if (diffusescale > 0)
1329                         permutation |= SHADERPERMUTATION_DIFFUSE;
1330                 if (specularscale > 0)
1331                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1332                 if (r_refdef.fogenabled)
1333                         permutation |= SHADERPERMUTATION_FOG;
1334                 if (rsurface.texture->colormapping)
1335                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1336                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1337                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1338         }
1339         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1340         {
1341                 // unshaded geometry (fullbright or ambient model lighting)
1342                 mode = SHADERMODE_FLATCOLOR;
1343                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1344                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1345                 if (rsurface.texture->currentskinframe->glow)
1346                         permutation |= SHADERPERMUTATION_GLOW;
1347                 if (r_refdef.fogenabled)
1348                         permutation |= SHADERPERMUTATION_FOG;
1349                 if (rsurface.texture->colormapping)
1350                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1351                 if (r_glsl_offsetmapping.integer)
1352                 {
1353                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1354                         if (r_glsl_offsetmapping_reliefmapping.integer)
1355                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1356                 }
1357                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1358                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1359                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1360                         permutation |= SHADERPERMUTATION_REFLECTION;
1361         }
1362         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1363         {
1364                 // directional model lighting
1365                 mode = SHADERMODE_LIGHTDIRECTION;
1366                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1367                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1368                 if (rsurface.texture->currentskinframe->glow)
1369                         permutation |= SHADERPERMUTATION_GLOW;
1370                 permutation |= SHADERPERMUTATION_DIFFUSE;
1371                 if (specularscale > 0)
1372                         permutation |= SHADERPERMUTATION_SPECULAR;
1373                 if (r_refdef.fogenabled)
1374                         permutation |= SHADERPERMUTATION_FOG;
1375                 if (rsurface.texture->colormapping)
1376                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1377                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1378                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1379                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1380                         permutation |= SHADERPERMUTATION_REFLECTION;
1381         }
1382         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1383         {
1384                 // ambient model lighting
1385                 mode = SHADERMODE_LIGHTDIRECTION;
1386                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1387                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1388                 if (rsurface.texture->currentskinframe->glow)
1389                         permutation |= SHADERPERMUTATION_GLOW;
1390                 if (r_refdef.fogenabled)
1391                         permutation |= SHADERPERMUTATION_FOG;
1392                 if (rsurface.texture->colormapping)
1393                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1394                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1395                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1396                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1397                         permutation |= SHADERPERMUTATION_REFLECTION;
1398         }
1399         else
1400         {
1401                 // lightmapped wall
1402                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1403                 {
1404                         // deluxemapping (light direction texture)
1405                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1406                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1407                         else
1408                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1409                         permutation |= SHADERPERMUTATION_DIFFUSE;
1410                         if (specularscale > 0)
1411                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1412                 }
1413                 else if (r_glsl_deluxemapping.integer >= 2)
1414                 {
1415                         // fake deluxemapping (uniform light direction in tangentspace)
1416                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1417                         permutation |= SHADERPERMUTATION_DIFFUSE;
1418                         if (specularscale > 0)
1419                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1420                 }
1421                 else if (rsurface.uselightmaptexture)
1422                 {
1423                         // ordinary lightmapping (q1bsp, q3bsp)
1424                         mode = SHADERMODE_LIGHTMAP;
1425                 }
1426                 else
1427                 {
1428                         // ordinary vertex coloring (q3bsp)
1429                         mode = SHADERMODE_VERTEXCOLOR;
1430                 }
1431                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1432                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1433                 if (rsurface.texture->currentskinframe->glow)
1434                         permutation |= SHADERPERMUTATION_GLOW;
1435                 if (r_refdef.fogenabled)
1436                         permutation |= SHADERPERMUTATION_FOG;
1437                 if (rsurface.texture->colormapping)
1438                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1439                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1440                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1441                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1442                         permutation |= SHADERPERMUTATION_REFLECTION;
1443         }
1444         r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1445         if (!r_glsl_permutation->program)
1446         {
1447                 if (!r_glsl_permutation->compiled)
1448                         R_GLSL_CompilePermutation(mode, permutation);
1449                 if (!r_glsl_permutation->program)
1450                 {
1451                         // remove features until we find a valid permutation
1452                         int i;
1453                         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1454                         {
1455                                 // reduce i more quickly whenever it would not remove any bits
1456                                 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1457                                 if (!(permutation & j))
1458                                         continue;
1459                                 permutation -= j;
1460                                 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1461                                 if (!r_glsl_permutation->compiled)
1462                                         R_GLSL_CompilePermutation(mode, permutation);
1463                                 if (r_glsl_permutation->program)
1464                                         break;
1465                         }
1466                         if (i >= SHADERPERMUTATION_COUNT)
1467                         {
1468                                 Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1469                                 Cvar_SetValueQuick(&r_glsl, 0);
1470                                 return 0; // no bit left to clear
1471                         }
1472                 }
1473         }
1474         CHECKGLERROR
1475         qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1476         if (mode == SHADERMODE_LIGHTSOURCE)
1477         {
1478                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1479                 if (permutation & SHADERPERMUTATION_DIFFUSE)
1480                 {
1481                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1482                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1483                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1484                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1485                 }
1486                 else
1487                 {
1488                         // ambient only is simpler
1489                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
1490                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1491                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1492                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1493                 }
1494                 // additive passes are only darkened by fog, not tinted
1495                 if (r_glsl_permutation->loc_FogColor >= 0)
1496                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1497         }
1498         else
1499         {
1500                 if (mode == SHADERMODE_LIGHTDIRECTION)
1501                 {
1502                         if (r_glsl_permutation->loc_AmbientColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale  * 0.5f, rsurface.modellight_ambient[1] * ambientscale  * 0.5f, rsurface.modellight_ambient[2] * ambientscale  * 0.5f);
1503                         if (r_glsl_permutation->loc_DiffuseColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale  * 0.5f, rsurface.modellight_diffuse[1] * diffusescale  * 0.5f, rsurface.modellight_diffuse[2] * diffusescale  * 0.5f);
1504                         if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
1505                         if (r_glsl_permutation->loc_LightDir      >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1506                 }
1507                 else
1508                 {
1509                         if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 1.0f / 128.0f);
1510                         if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1511                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1512                 }
1513                 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
1514                 if (r_glsl_permutation->loc_GlowScale     >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1515                 // additive passes are only darkened by fog, not tinted
1516                 if (r_glsl_permutation->loc_FogColor >= 0)
1517                 {
1518                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1519                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1520                         else
1521                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1522                 }
1523                 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
1524                 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
1525                 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
1526                 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1527                 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1528                 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1529                 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1530         }
1531         if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1532         {
1533                 // The formula used is actually:
1534                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1535                 //   color.rgb *= SceneBrightness;
1536                 // simplified:
1537                 //   color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1538                 // and do [[calculations]] here in the engine
1539                 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1540                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1541         }
1542         else
1543                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1544         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1545         if (r_glsl_permutation->loc_Color_Pants >= 0)
1546         {
1547                 if (rsurface.texture->currentskinframe->pants)
1548                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1549                 else
1550                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1551         }
1552         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1553         {
1554                 if (rsurface.texture->currentskinframe->shirt)
1555                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1556                 else
1557                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1558         }
1559         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1560         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1561         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1562         CHECKGLERROR
1563         return permutation;
1564 }
1565
1566 #define SKINFRAME_HASH 1024
1567
1568 struct
1569 {
1570         int loadsequence; // incremented each level change
1571         memexpandablearray_t array;
1572         skinframe_t *hash[SKINFRAME_HASH];
1573 }
1574 r_skinframe;
1575
1576 void R_SkinFrame_PrepareForPurge(void)
1577 {
1578         r_skinframe.loadsequence++;
1579         // wrap it without hitting zero
1580         if (r_skinframe.loadsequence >= 200)
1581                 r_skinframe.loadsequence = 1;
1582 }
1583
1584 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1585 {
1586         if (!skinframe)
1587                 return;
1588         // mark the skinframe as used for the purging code
1589         skinframe->loadsequence = r_skinframe.loadsequence;
1590 }
1591
1592 void R_SkinFrame_Purge(void)
1593 {
1594         int i;
1595         skinframe_t *s;
1596         for (i = 0;i < SKINFRAME_HASH;i++)
1597         {
1598                 for (s = r_skinframe.hash[i];s;s = s->next)
1599                 {
1600                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1601                         {
1602                                 if (s->merged == s->base)
1603                                         s->merged = NULL;
1604                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1605                                 R_PurgeTexture(s->stain );s->stain  = NULL;
1606                                 R_PurgeTexture(s->merged);s->merged = NULL;
1607                                 R_PurgeTexture(s->base  );s->base   = NULL;
1608                                 R_PurgeTexture(s->pants );s->pants  = NULL;
1609                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
1610                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
1611                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
1612                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
1613                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
1614                                 s->loadsequence = 0;
1615                         }
1616                 }
1617         }
1618 }
1619
1620 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1621         skinframe_t *item;
1622         char basename[MAX_QPATH];
1623
1624         Image_StripImageExtension(name, basename, sizeof(basename));
1625
1626         if( last == NULL ) {
1627                 int hashindex;
1628                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1629                 item = r_skinframe.hash[hashindex];
1630         } else {
1631                 item = last->next;
1632         }
1633
1634         // linearly search through the hash bucket
1635         for( ; item ; item = item->next ) {
1636                 if( !strcmp( item->basename, basename ) ) {
1637                         return item;
1638                 }
1639         }
1640         return NULL;
1641 }
1642
1643 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1644 {
1645         skinframe_t *item;
1646         int hashindex;
1647         char basename[MAX_QPATH];
1648
1649         Image_StripImageExtension(name, basename, sizeof(basename));
1650
1651         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1652         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1653                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1654                         break;
1655
1656         if (!item) {
1657                 rtexture_t *dyntexture;
1658                 // check whether its a dynamic texture
1659                 dyntexture = CL_GetDynTexture( basename );
1660                 if (!add && !dyntexture)
1661                         return NULL;
1662                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1663                 memset(item, 0, sizeof(*item));
1664                 strlcpy(item->basename, basename, sizeof(item->basename));
1665                 item->base = dyntexture; // either NULL or dyntexture handle
1666                 item->textureflags = textureflags;
1667                 item->comparewidth = comparewidth;
1668                 item->compareheight = compareheight;
1669                 item->comparecrc = comparecrc;
1670                 item->next = r_skinframe.hash[hashindex];
1671                 r_skinframe.hash[hashindex] = item;
1672         }
1673         else if( item->base == NULL )
1674         {
1675                 rtexture_t *dyntexture;
1676                 // check whether its a dynamic texture
1677                 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
1678                 dyntexture = CL_GetDynTexture( basename );
1679                 item->base = dyntexture; // either NULL or dyntexture handle
1680         }
1681
1682         R_SkinFrame_MarkUsed(item);
1683         return item;
1684 }
1685
1686 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1687 {
1688         // FIXME: it should be possible to disable loading various layers using
1689         // cvars, to prevent wasted loading time and memory usage if the user does
1690         // not want them
1691         qboolean loadnormalmap = true;
1692         qboolean loadgloss = true;
1693         qboolean loadpantsandshirt = true;
1694         qboolean loadglow = true;
1695         int j;
1696         unsigned char *pixels;
1697         unsigned char *bumppixels;
1698         unsigned char *basepixels = NULL;
1699         int basepixels_width;
1700         int basepixels_height;
1701         skinframe_t *skinframe;
1702
1703         if (cls.state == ca_dedicated)
1704                 return NULL;
1705
1706         // return an existing skinframe if already loaded
1707         // if loading of the first image fails, don't make a new skinframe as it
1708         // would cause all future lookups of this to be missing
1709         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1710         if (skinframe && skinframe->base)
1711                 return skinframe;
1712
1713         basepixels = loadimagepixelsbgra(name, complain, true);
1714         if (basepixels == NULL)
1715                 return NULL;
1716
1717         // we've got some pixels to store, so really allocate this new texture now
1718         if (!skinframe)
1719                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1720         skinframe->stain = NULL;
1721         skinframe->merged = NULL;
1722         skinframe->base = r_texture_notexture;
1723         skinframe->pants = NULL;
1724         skinframe->shirt = NULL;
1725         skinframe->nmap = r_texture_blanknormalmap;
1726         skinframe->gloss = NULL;
1727         skinframe->glow = NULL;
1728         skinframe->fog = NULL;
1729
1730         basepixels_width = image_width;
1731         basepixels_height = image_height;
1732         skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1733
1734         if (textureflags & TEXF_ALPHA)
1735         {
1736                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1737                         if (basepixels[j] < 255)
1738                                 break;
1739                 if (j < basepixels_width * basepixels_height * 4)
1740                 {
1741                         // has transparent pixels
1742                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1743                         for (j = 0;j < image_width * image_height * 4;j += 4)
1744                         {
1745                                 pixels[j+0] = 255;
1746                                 pixels[j+1] = 255;
1747                                 pixels[j+2] = 255;
1748                                 pixels[j+3] = basepixels[j+3];
1749                         }
1750                         skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1751                         Mem_Free(pixels);
1752                 }
1753         }
1754
1755         // _norm is the name used by tenebrae and has been adopted as standard
1756         if (loadnormalmap)
1757         {
1758                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1759                 {
1760                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1761                         Mem_Free(pixels);
1762                         pixels = NULL;
1763                 }
1764                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1765                 {
1766                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1767                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1768                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1769                         Mem_Free(pixels);
1770                         Mem_Free(bumppixels);
1771                 }
1772                 else if (r_shadow_bumpscale_basetexture.value > 0)
1773                 {
1774                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1775                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1776                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1777                         Mem_Free(pixels);
1778                 }
1779         }
1780         // _luma is supported for tenebrae compatibility
1781         // (I think it's a very stupid name, but oh well)
1782         // _glow is the preferred name
1783         if (loadglow          && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1784         if (loadgloss         && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1785         if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1786         if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1787
1788         if (basepixels)
1789                 Mem_Free(basepixels);
1790
1791         return skinframe;
1792 }
1793
1794 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)
1795 {
1796         int i;
1797         if (!force)
1798         {
1799                 for (i = 0;i < width*height;i++)
1800                         if (((unsigned char *)&palette[in[i]])[3] > 0)
1801                                 break;
1802                 if (i == width*height)
1803                         return NULL;
1804         }
1805         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1806 }
1807
1808 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
1809 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
1810 {
1811         int i;
1812         unsigned char *temp1, *temp2;
1813         skinframe_t *skinframe;
1814
1815         if (cls.state == ca_dedicated)
1816                 return NULL;
1817
1818         // if already loaded just return it, otherwise make a new skinframe
1819         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
1820         if (skinframe && skinframe->base)
1821                 return skinframe;
1822
1823         skinframe->stain = NULL;
1824         skinframe->merged = NULL;
1825         skinframe->base = r_texture_notexture;
1826         skinframe->pants = NULL;
1827         skinframe->shirt = NULL;
1828         skinframe->nmap = r_texture_blanknormalmap;
1829         skinframe->gloss = NULL;
1830         skinframe->glow = NULL;
1831         skinframe->fog = NULL;
1832
1833         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1834         if (!skindata)
1835                 return NULL;
1836
1837         if (r_shadow_bumpscale_basetexture.value > 0)
1838         {
1839                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1840                 temp2 = temp1 + width * height * 4;
1841                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1842                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1843                 Mem_Free(temp1);
1844         }
1845         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1846         if (textureflags & TEXF_ALPHA)
1847         {
1848                 for (i = 3;i < width * height * 4;i += 4)
1849                         if (skindata[i] < 255)
1850                                 break;
1851                 if (i < width * height * 4)
1852                 {
1853                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1854                         memcpy(fogpixels, skindata, width * height * 4);
1855                         for (i = 0;i < width * height * 4;i += 4)
1856                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1857                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1858                         Mem_Free(fogpixels);
1859                 }
1860         }
1861
1862         return skinframe;
1863 }
1864
1865 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
1866 {
1867         int i;
1868         unsigned char *temp1, *temp2;
1869         skinframe_t *skinframe;
1870
1871         if (cls.state == ca_dedicated)
1872                 return NULL;
1873
1874         // if already loaded just return it, otherwise make a new skinframe
1875         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
1876         if (skinframe && skinframe->base)
1877                 return skinframe;
1878
1879         skinframe->stain = NULL;
1880         skinframe->merged = NULL;
1881         skinframe->base = r_texture_notexture;
1882         skinframe->pants = NULL;
1883         skinframe->shirt = NULL;
1884         skinframe->nmap = r_texture_blanknormalmap;
1885         skinframe->gloss = NULL;
1886         skinframe->glow = NULL;
1887         skinframe->fog = NULL;
1888
1889         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1890         if (!skindata)
1891                 return NULL;
1892
1893         if (r_shadow_bumpscale_basetexture.value > 0)
1894         {
1895                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1896                 temp2 = temp1 + width * height * 4;
1897                 // use either a custom palette or the quake palette
1898                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
1899                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1900                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1901                 Mem_Free(temp1);
1902         }
1903         // use either a custom palette, or the quake palette
1904         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
1905         if (loadglowtexture)
1906                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
1907         if (loadpantsandshirt)
1908         {
1909                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
1910                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
1911         }
1912         if (skinframe->pants || skinframe->shirt)
1913                 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
1914         if (textureflags & TEXF_ALPHA)
1915         {
1916                 for (i = 0;i < width * height;i++)
1917                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
1918                                 break;
1919                 if (i < width * height)
1920                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
1921         }
1922
1923         return skinframe;
1924 }
1925
1926 skinframe_t *R_SkinFrame_LoadMissing(void)
1927 {
1928         skinframe_t *skinframe;
1929
1930         if (cls.state == ca_dedicated)
1931                 return NULL;
1932
1933         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1934         skinframe->stain = NULL;
1935         skinframe->merged = NULL;
1936         skinframe->base = r_texture_notexture;
1937         skinframe->pants = NULL;
1938         skinframe->shirt = NULL;
1939         skinframe->nmap = r_texture_blanknormalmap;
1940         skinframe->gloss = NULL;
1941         skinframe->glow = NULL;
1942         skinframe->fog = NULL;
1943
1944         return skinframe;
1945 }
1946
1947 void gl_main_start(void)
1948 {
1949         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1950         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1951
1952         // set up r_skinframe loading system for textures
1953         memset(&r_skinframe, 0, sizeof(r_skinframe));
1954         r_skinframe.loadsequence = 1;
1955         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1956
1957         r_main_texturepool = R_AllocTexturePool();
1958         R_BuildBlankTextures();
1959         R_BuildNoTexture();
1960         if (gl_texturecubemap)
1961         {
1962                 R_BuildWhiteCube();
1963                 R_BuildNormalizationCube();
1964         }
1965         r_texture_fogattenuation = NULL;
1966         //r_texture_fogintensity = NULL;
1967         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1968         memset(&r_waterstate, 0, sizeof(r_waterstate));
1969         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1970         memset(&r_svbsp, 0, sizeof (r_svbsp));
1971
1972         r_refdef.fogmasktable_density = 0;
1973 }
1974
1975 void gl_main_shutdown(void)
1976 {
1977         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1978         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1979
1980         // clear out the r_skinframe state
1981         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1982         memset(&r_skinframe, 0, sizeof(r_skinframe));
1983
1984         if (r_svbsp.nodes)
1985                 Mem_Free(r_svbsp.nodes);
1986         memset(&r_svbsp, 0, sizeof (r_svbsp));
1987         R_FreeTexturePool(&r_main_texturepool);
1988         r_texture_blanknormalmap = NULL;
1989         r_texture_white = NULL;
1990         r_texture_grey128 = NULL;
1991         r_texture_black = NULL;
1992         r_texture_whitecube = NULL;
1993         r_texture_normalizationcube = NULL;
1994         r_texture_fogattenuation = NULL;
1995         //r_texture_fogintensity = NULL;
1996         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1997         memset(&r_waterstate, 0, sizeof(r_waterstate));
1998         R_GLSL_Restart_f();
1999 }
2000
2001 extern void CL_ParseEntityLump(char *entitystring);
2002 void gl_main_newmap(void)
2003 {
2004         // FIXME: move this code to client
2005         int l;
2006         char *entities, entname[MAX_QPATH];
2007         if (cl.worldmodel)
2008         {
2009                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2010                 l = (int)strlen(entname) - 4;
2011                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2012                 {
2013                         memcpy(entname + l, ".ent", 5);
2014                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2015                         {
2016                                 CL_ParseEntityLump(entities);
2017                                 Mem_Free(entities);
2018                                 return;
2019                         }
2020                 }
2021                 if (cl.worldmodel->brush.entities)
2022                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
2023         }
2024 }
2025
2026 void GL_Main_Init(void)
2027 {
2028         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2029
2030         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2031         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2032         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2033         if (gamemode == GAME_NEHAHRA)
2034         {
2035                 Cvar_RegisterVariable (&gl_fogenable);
2036                 Cvar_RegisterVariable (&gl_fogdensity);
2037                 Cvar_RegisterVariable (&gl_fogred);
2038                 Cvar_RegisterVariable (&gl_foggreen);
2039                 Cvar_RegisterVariable (&gl_fogblue);
2040                 Cvar_RegisterVariable (&gl_fogstart);
2041                 Cvar_RegisterVariable (&gl_fogend);
2042                 Cvar_RegisterVariable (&gl_skyclip);
2043         }
2044         Cvar_RegisterVariable(&r_depthfirst);
2045         Cvar_RegisterVariable(&r_nearclip);
2046         Cvar_RegisterVariable(&r_showbboxes);
2047         Cvar_RegisterVariable(&r_showsurfaces);
2048         Cvar_RegisterVariable(&r_showtris);
2049         Cvar_RegisterVariable(&r_shownormals);
2050         Cvar_RegisterVariable(&r_showlighting);
2051         Cvar_RegisterVariable(&r_showshadowvolumes);
2052         Cvar_RegisterVariable(&r_showcollisionbrushes);
2053         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2054         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2055         Cvar_RegisterVariable(&r_showdisabledepthtest);
2056         Cvar_RegisterVariable(&r_drawportals);
2057         Cvar_RegisterVariable(&r_drawentities);
2058         Cvar_RegisterVariable(&r_cullentities_trace);
2059         Cvar_RegisterVariable(&r_cullentities_trace_samples);
2060         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2061         Cvar_RegisterVariable(&r_cullentities_trace_delay);
2062         Cvar_RegisterVariable(&r_drawviewmodel);
2063         Cvar_RegisterVariable(&r_speeds);
2064         Cvar_RegisterVariable(&r_fullbrights);
2065         Cvar_RegisterVariable(&r_wateralpha);
2066         Cvar_RegisterVariable(&r_dynamic);
2067         Cvar_RegisterVariable(&r_fullbright);
2068         Cvar_RegisterVariable(&r_shadows);
2069         Cvar_RegisterVariable(&r_shadows_throwdistance);
2070         Cvar_RegisterVariable(&r_q1bsp_skymasking);
2071         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2072         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2073         Cvar_RegisterVariable(&r_fog_exp2);
2074         Cvar_RegisterVariable(&r_textureunits);
2075         Cvar_RegisterVariable(&r_glsl);
2076         Cvar_RegisterVariable(&r_glsl_offsetmapping);
2077         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2078         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2079         Cvar_RegisterVariable(&r_glsl_deluxemapping);
2080         Cvar_RegisterVariable(&r_water);
2081         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2082         Cvar_RegisterVariable(&r_water_clippingplanebias);
2083         Cvar_RegisterVariable(&r_water_refractdistort);
2084         Cvar_RegisterVariable(&r_water_reflectdistort);
2085         Cvar_RegisterVariable(&r_lerpsprites);
2086         Cvar_RegisterVariable(&r_lerpmodels);
2087         Cvar_RegisterVariable(&r_lerplightstyles);
2088         Cvar_RegisterVariable(&r_waterscroll);
2089         Cvar_RegisterVariable(&r_bloom);
2090         Cvar_RegisterVariable(&r_bloom_colorscale);
2091         Cvar_RegisterVariable(&r_bloom_brighten);
2092         Cvar_RegisterVariable(&r_bloom_blur);
2093         Cvar_RegisterVariable(&r_bloom_resolution);
2094         Cvar_RegisterVariable(&r_bloom_colorexponent);
2095         Cvar_RegisterVariable(&r_bloom_colorsubtract);
2096         Cvar_RegisterVariable(&r_hdr);
2097         Cvar_RegisterVariable(&r_hdr_scenebrightness);
2098         Cvar_RegisterVariable(&r_glsl_contrastboost);
2099         Cvar_RegisterVariable(&r_hdr_glowintensity);
2100         Cvar_RegisterVariable(&r_hdr_range);
2101         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2102         Cvar_RegisterVariable(&developer_texturelogging);
2103         Cvar_RegisterVariable(&gl_lightmaps);
2104         Cvar_RegisterVariable(&r_test);
2105         Cvar_RegisterVariable(&r_batchmode);
2106         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2107                 Cvar_SetValue("r_fullbrights", 0);
2108         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2109
2110         Cvar_RegisterVariable(&r_track_sprites);
2111         Cvar_RegisterVariable(&r_track_sprites_flags);
2112         Cvar_RegisterVariable(&r_track_sprites_scalew);
2113         Cvar_RegisterVariable(&r_track_sprites_scaleh);
2114 }
2115
2116 extern void R_Textures_Init(void);
2117 extern void GL_Draw_Init(void);
2118 extern void GL_Main_Init(void);
2119 extern void R_Shadow_Init(void);
2120 extern void R_Sky_Init(void);
2121 extern void GL_Surf_Init(void);
2122 extern void R_Particles_Init(void);
2123 extern void R_Explosion_Init(void);
2124 extern void gl_backend_init(void);
2125 extern void Sbar_Init(void);
2126 extern void R_LightningBeams_Init(void);
2127 extern void Mod_RenderInit(void);
2128
2129 void Render_Init(void)
2130 {
2131         gl_backend_init();
2132         R_Textures_Init();
2133         GL_Main_Init();
2134         GL_Draw_Init();
2135         R_Shadow_Init();
2136         R_Sky_Init();
2137         GL_Surf_Init();
2138         Sbar_Init();
2139         R_Particles_Init();
2140         R_Explosion_Init();
2141         R_LightningBeams_Init();
2142         Mod_RenderInit();
2143 }
2144
2145 /*
2146 ===============
2147 GL_Init
2148 ===============
2149 */
2150 extern char *ENGINE_EXTENSIONS;
2151 void GL_Init (void)
2152 {
2153         VID_CheckExtensions();
2154
2155         // LordHavoc: report supported extensions
2156         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2157
2158         // clear to black (loading plaque will be seen over this)
2159         CHECKGLERROR
2160         qglClearColor(0,0,0,1);CHECKGLERROR
2161         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2162 }
2163
2164 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2165 {
2166         int i;
2167         mplane_t *p;
2168         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2169         {
2170                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2171                 if (i == 4)
2172                         continue;
2173                 p = r_refdef.view.frustum + i;
2174                 switch(p->signbits)
2175                 {
2176                 default:
2177                 case 0:
2178                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2179                                 return true;
2180                         break;
2181                 case 1:
2182                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2183                                 return true;
2184                         break;
2185                 case 2:
2186                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2187                                 return true;
2188                         break;
2189                 case 3:
2190                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2191                                 return true;
2192                         break;
2193                 case 4:
2194                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2195                                 return true;
2196                         break;
2197                 case 5:
2198                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2199                                 return true;
2200                         break;
2201                 case 6:
2202                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2203                                 return true;
2204                         break;
2205                 case 7:
2206                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2207                                 return true;
2208                         break;
2209                 }
2210         }
2211         return false;
2212 }
2213
2214 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2215 {
2216         int i;
2217         const mplane_t *p;
2218         for (i = 0;i < numplanes;i++)
2219         {
2220                 p = planes + i;
2221                 switch(p->signbits)
2222                 {
2223                 default:
2224                 case 0:
2225                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2226                                 return true;
2227                         break;
2228                 case 1:
2229                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2230                                 return true;
2231                         break;
2232                 case 2:
2233                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2234                                 return true;
2235                         break;
2236                 case 3:
2237                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2238                                 return true;
2239                         break;
2240                 case 4:
2241                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2242                                 return true;
2243                         break;
2244                 case 5:
2245                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2246                                 return true;
2247                         break;
2248                 case 6:
2249                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2250                                 return true;
2251                         break;
2252                 case 7:
2253                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2254                                 return true;
2255                         break;
2256                 }
2257         }
2258         return false;
2259 }
2260
2261 //==================================================================================
2262
2263 static void R_View_UpdateEntityVisible (void)
2264 {
2265         int i, renderimask;
2266         entity_render_t *ent;
2267
2268         if (!r_drawentities.integer)
2269                 return;
2270
2271         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2272         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2273         {
2274                 // worldmodel can check visibility
2275                 for (i = 0;i < r_refdef.scene.numentities;i++)
2276                 {
2277                         ent = r_refdef.scene.entities[i];
2278                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs));
2279
2280                 }
2281                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2282                 {
2283                         for (i = 0;i < r_refdef.scene.numentities;i++)
2284                         {
2285                                 ent = r_refdef.scene.entities[i];
2286                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2287                                 {
2288                                         if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
2289                                                 ent->last_trace_visibility = realtime;
2290                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2291                                                 r_refdef.viewcache.entityvisible[i] = 0;
2292                                 }
2293                         }
2294                 }
2295         }
2296         else
2297         {
2298                 // no worldmodel or it can't check visibility
2299                 for (i = 0;i < r_refdef.scene.numentities;i++)
2300                 {
2301                         ent = r_refdef.scene.entities[i];
2302                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
2303                 }
2304         }
2305 }
2306
2307 // only used if skyrendermasked, and normally returns false
2308 int R_DrawBrushModelsSky (void)
2309 {
2310         int i, sky;
2311         entity_render_t *ent;
2312
2313         if (!r_drawentities.integer)
2314                 return false;
2315
2316         sky = false;
2317         for (i = 0;i < r_refdef.scene.numentities;i++)
2318         {
2319                 if (!r_refdef.viewcache.entityvisible[i])
2320                         continue;
2321                 ent = r_refdef.scene.entities[i];
2322                 if (!ent->model || !ent->model->DrawSky)
2323                         continue;
2324                 ent->model->DrawSky(ent);
2325                 sky = true;
2326         }
2327         return sky;
2328 }
2329
2330 static void R_DrawNoModel(entity_render_t *ent);
2331 static void R_DrawModels(void)
2332 {
2333         int i;
2334         entity_render_t *ent;
2335
2336         if (!r_drawentities.integer)
2337                 return;
2338
2339         for (i = 0;i < r_refdef.scene.numentities;i++)
2340         {
2341                 if (!r_refdef.viewcache.entityvisible[i])
2342                         continue;
2343                 ent = r_refdef.scene.entities[i];
2344                 r_refdef.stats.entities++;
2345                 if (ent->model && ent->model->Draw != NULL)
2346                         ent->model->Draw(ent);
2347                 else
2348                         R_DrawNoModel(ent);
2349         }
2350 }
2351
2352 static void R_DrawModelsDepth(void)
2353 {
2354         int i;
2355         entity_render_t *ent;
2356
2357         if (!r_drawentities.integer)
2358                 return;
2359
2360         for (i = 0;i < r_refdef.scene.numentities;i++)
2361         {
2362                 if (!r_refdef.viewcache.entityvisible[i])
2363                         continue;
2364                 ent = r_refdef.scene.entities[i];
2365                 if (ent->model && ent->model->DrawDepth != NULL)
2366                         ent->model->DrawDepth(ent);
2367         }
2368 }
2369
2370 static void R_DrawModelsDebug(void)
2371 {
2372         int i;
2373         entity_render_t *ent;
2374
2375         if (!r_drawentities.integer)
2376                 return;
2377
2378         for (i = 0;i < r_refdef.scene.numentities;i++)
2379         {
2380                 if (!r_refdef.viewcache.entityvisible[i])
2381                         continue;
2382                 ent = r_refdef.scene.entities[i];
2383                 if (ent->model && ent->model->DrawDebug != NULL)
2384                         ent->model->DrawDebug(ent);
2385         }
2386 }
2387
2388 static void R_DrawModelsAddWaterPlanes(void)
2389 {
2390         int i;
2391         entity_render_t *ent;
2392
2393         if (!r_drawentities.integer)
2394                 return;
2395
2396         for (i = 0;i < r_refdef.scene.numentities;i++)
2397         {
2398                 if (!r_refdef.viewcache.entityvisible[i])
2399                         continue;
2400                 ent = r_refdef.scene.entities[i];
2401                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2402                         ent->model->DrawAddWaterPlanes(ent);
2403         }
2404 }
2405
2406 static void R_View_SetFrustum(void)
2407 {
2408         int i;
2409         double slopex, slopey;
2410         vec3_t forward, left, up, origin;
2411
2412         // we can't trust r_refdef.view.forward and friends in reflected scenes
2413         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2414
2415 #if 0
2416         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2417         r_refdef.view.frustum[0].normal[1] = 0 - 0;
2418         r_refdef.view.frustum[0].normal[2] = -1 - 0;
2419         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2420         r_refdef.view.frustum[1].normal[1] = 0 + 0;
2421         r_refdef.view.frustum[1].normal[2] = -1 + 0;
2422         r_refdef.view.frustum[2].normal[0] = 0 - 0;
2423         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2424         r_refdef.view.frustum[2].normal[2] = -1 - 0;
2425         r_refdef.view.frustum[3].normal[0] = 0 + 0;
2426         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2427         r_refdef.view.frustum[3].normal[2] = -1 + 0;
2428 #endif
2429
2430 #if 0
2431         zNear = r_refdef.nearclip;
2432         nudge = 1.0 - 1.0 / (1<<23);
2433         r_refdef.view.frustum[4].normal[0] = 0 - 0;
2434         r_refdef.view.frustum[4].normal[1] = 0 - 0;
2435         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2436         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2437         r_refdef.view.frustum[5].normal[0] = 0 + 0;
2438         r_refdef.view.frustum[5].normal[1] = 0 + 0;
2439         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2440         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2441 #endif
2442
2443
2444
2445 #if 0
2446         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2447         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2448         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2449         r_refdef.view.frustum[0].dist = m[15] - m[12];
2450
2451         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2452         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2453         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2454         r_refdef.view.frustum[1].dist = m[15] + m[12];
2455
2456         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2457         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2458         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2459         r_refdef.view.frustum[2].dist = m[15] - m[13];
2460
2461         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2462         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2463         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2464         r_refdef.view.frustum[3].dist = m[15] + m[13];
2465
2466         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2467         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2468         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2469         r_refdef.view.frustum[4].dist = m[15] - m[14];
2470
2471         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2472         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2473         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2474         r_refdef.view.frustum[5].dist = m[15] + m[14];
2475 #endif
2476
2477         if (r_refdef.view.useperspective)
2478         {
2479                 slopex = 1.0 / r_refdef.view.frustum_x;
2480                 slopey = 1.0 / r_refdef.view.frustum_y;
2481                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2482                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
2483                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
2484                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
2485                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2486
2487                 // Leaving those out was a mistake, those were in the old code, and they
2488                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2489                 // I couldn't reproduce it after adding those normalizations. --blub
2490                 VectorNormalize(r_refdef.view.frustum[0].normal);
2491                 VectorNormalize(r_refdef.view.frustum[1].normal);
2492                 VectorNormalize(r_refdef.view.frustum[2].normal);
2493                 VectorNormalize(r_refdef.view.frustum[3].normal);
2494
2495                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2496                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2497                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2498                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left,  1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2499                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * slopex, left,  1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2500
2501                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2502                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2503                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2504                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2505                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2506         }
2507         else
2508         {
2509                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2510                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2511                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2512                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2513                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2514                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2515                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2516                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2517                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2518                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2519         }
2520         r_refdef.view.numfrustumplanes = 5;
2521
2522         if (r_refdef.view.useclipplane)
2523         {
2524                 r_refdef.view.numfrustumplanes = 6;
2525                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2526         }
2527
2528         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2529                 PlaneClassify(r_refdef.view.frustum + i);
2530
2531         // LordHavoc: note to all quake engine coders, Quake had a special case
2532         // for 90 degrees which assumed a square view (wrong), so I removed it,
2533         // Quake2 has it disabled as well.
2534
2535         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2536         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2537         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2538         //PlaneClassify(&frustum[0]);
2539
2540         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2541         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2542         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2543         //PlaneClassify(&frustum[1]);
2544
2545         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2546         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2547         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2548         //PlaneClassify(&frustum[2]);
2549
2550         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2551         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2552         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2553         //PlaneClassify(&frustum[3]);
2554
2555         // nearclip plane
2556         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2557         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2558         //PlaneClassify(&frustum[4]);
2559 }
2560
2561 void R_View_Update(void)
2562 {
2563         R_View_SetFrustum();
2564         R_View_WorldVisibility(r_refdef.view.useclipplane);
2565         R_View_UpdateEntityVisible();
2566 }
2567
2568 void R_SetupView(qboolean allowwaterclippingplane)
2569 {
2570         if (!r_refdef.view.useperspective)
2571                 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2572         else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2573                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2574         else
2575                 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2576
2577         GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2578
2579         if (r_refdef.view.useclipplane && allowwaterclippingplane)
2580         {
2581                 // LordHavoc: couldn't figure out how to make this approach the
2582                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2583                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2584                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2585                         dist = r_refdef.view.clipplane.dist;
2586                 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2587         }
2588 }
2589
2590 void R_ResetViewRendering2D(void)
2591 {
2592         if (gl_support_fragment_shader)
2593         {
2594                 qglUseProgramObjectARB(0);CHECKGLERROR
2595         }
2596
2597         DrawQ_Finish();
2598
2599         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2600         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2601         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2602         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2603         GL_Color(1, 1, 1, 1);
2604         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2605         GL_BlendFunc(GL_ONE, GL_ZERO);
2606         GL_AlphaTest(false);
2607         GL_ScissorTest(false);
2608         GL_DepthMask(false);
2609         GL_DepthRange(0, 1);
2610         GL_DepthTest(false);
2611         R_Mesh_Matrix(&identitymatrix);
2612         R_Mesh_ResetTextureState();
2613         GL_PolygonOffset(0, 0);
2614         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2615         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2616         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2617         qglStencilMask(~0);CHECKGLERROR
2618         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2619         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2620         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2621 }
2622
2623 void R_ResetViewRendering3D(void)
2624 {
2625         if (gl_support_fragment_shader)
2626         {
2627                 qglUseProgramObjectARB(0);CHECKGLERROR
2628         }
2629
2630         DrawQ_Finish();
2631
2632         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2633         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2634         R_SetupView(true);
2635         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2636         GL_Color(1, 1, 1, 1);
2637         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2638         GL_BlendFunc(GL_ONE, GL_ZERO);
2639         GL_AlphaTest(false);
2640         GL_ScissorTest(true);
2641         GL_DepthMask(true);
2642         GL_DepthRange(0, 1);
2643         GL_DepthTest(true);
2644         R_Mesh_Matrix(&identitymatrix);
2645         R_Mesh_ResetTextureState();
2646         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2647         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2648         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2649         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2650         qglStencilMask(~0);CHECKGLERROR
2651         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2652         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2653         GL_CullFace(r_refdef.view.cullface_back);
2654 }
2655
2656 /*
2657         R_Bloom_SetupShader(
2658 "// bloom shader\n"
2659 "// written by Forest 'LordHavoc' Hale\n"
2660 "\n"
2661 "// common definitions between vertex shader and fragment shader:\n"
2662 "\n"
2663 "#ifdef __GLSL_CG_DATA_TYPES\n"
2664 "#define myhalf half\n"
2665 "#define myhalf2 half2\n"
2666 "#define myhalf3 half3\n"
2667 "#define myhalf4 half4\n"
2668 "#else\n"
2669 "#define myhalf float\n"
2670 "#define myhalf2 vec2\n"
2671 "#define myhalf3 vec3\n"
2672 "#define myhalf4 vec4\n"
2673 "#endif\n"
2674 "\n"
2675 "varying vec2 ScreenTexCoord;\n"
2676 "varying vec2 BloomTexCoord;\n"
2677 "\n"
2678 "\n"
2679 "\n"
2680 "\n"
2681 "// vertex shader specific:\n"
2682 "#ifdef VERTEX_SHADER\n"
2683 "\n"
2684 "void main(void)\n"
2685 "{\n"
2686 "       ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2687 "       BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2688 "       // transform vertex to camera space, using ftransform to match non-VS\n"
2689 "       // rendering\n"
2690 "       gl_Position = ftransform();\n"
2691 "}\n"
2692 "\n"
2693 "#endif // VERTEX_SHADER\n"
2694 "\n"
2695 "\n"
2696 "\n"
2697 "\n"
2698 "// fragment shader specific:\n"
2699 "#ifdef FRAGMENT_SHADER\n"
2700 "\n"
2701 "void main(void)\n"
2702 "{\n"
2703 "       int x, y;
2704 "       myhalf3 color = myhalf3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2705 "       for (x = -BLUR_X;x <= BLUR_X;x++)
2706 "       color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2707 "       color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2708 "       color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2709 "       color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2710
2711 "       gl_FragColor = vec4(color);\n"
2712 "}\n"
2713 "\n"
2714 "#endif // FRAGMENT_SHADER\n"
2715 */
2716
2717 void R_RenderScene(qboolean addwaterplanes);
2718
2719 static void R_Water_StartFrame(void)
2720 {
2721         int i;
2722         int waterwidth, waterheight, texturewidth, textureheight;
2723         r_waterstate_waterplane_t *p;
2724
2725         // set waterwidth and waterheight to the water resolution that will be
2726         // used (often less than the screen resolution for faster rendering)
2727         waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2728         waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2729
2730         // calculate desired texture sizes
2731         // can't use water if the card does not support the texture size
2732         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2733                 texturewidth = textureheight = waterwidth = waterheight = 0;
2734         else if (gl_support_arb_texture_non_power_of_two)
2735         {
2736                 texturewidth = waterwidth;
2737                 textureheight = waterheight;
2738         }
2739         else
2740         {
2741                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
2742                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
2743         }
2744
2745         // allocate textures as needed
2746         if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2747         {
2748                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2749                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2750                 {
2751                         if (p->texture_refraction)
2752                                 R_FreeTexture(p->texture_refraction);
2753                         p->texture_refraction = NULL;
2754                         if (p->texture_reflection)
2755                                 R_FreeTexture(p->texture_reflection);
2756                         p->texture_reflection = NULL;
2757                 }
2758                 memset(&r_waterstate, 0, sizeof(r_waterstate));
2759                 r_waterstate.waterwidth = waterwidth;
2760                 r_waterstate.waterheight = waterheight;
2761                 r_waterstate.texturewidth = texturewidth;
2762                 r_waterstate.textureheight = textureheight;
2763         }
2764
2765         if (r_waterstate.waterwidth)
2766         {
2767                 r_waterstate.enabled = true;
2768
2769                 // set up variables that will be used in shader setup
2770                 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2771                 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2772                 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2773                 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2774         }
2775
2776         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2777         r_waterstate.numwaterplanes = 0;
2778 }
2779
2780 static void R_Water_AddWaterPlane(msurface_t *surface)
2781 {
2782         int triangleindex, planeindex;
2783         const int *e;
2784         vec3_t vert[3];
2785         vec3_t normal;
2786         vec3_t center;
2787         r_waterstate_waterplane_t *p;
2788         // just use the first triangle with a valid normal for any decisions
2789         VectorClear(normal);
2790         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2791         {
2792                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2793                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2794                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2795                 TriangleNormal(vert[0], vert[1], vert[2], normal);
2796                 if (VectorLength2(normal) >= 0.001)
2797                         break;
2798         }
2799
2800         // find a matching plane if there is one
2801         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2802                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2803                         break;
2804         if (planeindex >= r_waterstate.maxwaterplanes)
2805                 return; // nothing we can do, out of planes
2806
2807         // if this triangle does not fit any known plane rendered this frame, add one
2808         if (planeindex >= r_waterstate.numwaterplanes)
2809         {
2810                 // store the new plane
2811                 r_waterstate.numwaterplanes++;
2812                 VectorCopy(normal, p->plane.normal);
2813                 VectorNormalize(p->plane.normal);
2814                 p->plane.dist = DotProduct(vert[0], p->plane.normal);
2815                 PlaneClassify(&p->plane);
2816                 // flip the plane if it does not face the viewer
2817                 if (PlaneDiff(r_refdef.view.origin, &p->plane) < 0)
2818                 {
2819                         VectorNegate(p->plane.normal, p->plane.normal);
2820                         p->plane.dist *= -1;
2821                         PlaneClassify(&p->plane);
2822                 }
2823                 // clear materialflags and pvs
2824                 p->materialflags = 0;
2825                 p->pvsvalid = false;
2826         }
2827         // merge this surface's materialflags into the waterplane
2828         p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2829         // merge this surface's PVS into the waterplane
2830         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2831         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
2832          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
2833         {
2834                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2835                 p->pvsvalid = true;
2836         }
2837 }
2838
2839 static void R_Water_ProcessPlanes(void)
2840 {
2841         r_refdef_view_t originalview;
2842         int planeindex;
2843         r_waterstate_waterplane_t *p;
2844
2845         originalview = r_refdef.view;
2846
2847         // make sure enough textures are allocated
2848         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2849         {
2850                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2851                 {
2852                         if (!p->texture_refraction)
2853                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2854                         if (!p->texture_refraction)
2855                                 goto error;
2856                 }
2857
2858                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2859                 {
2860                         if (!p->texture_reflection)
2861                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2862                         if (!p->texture_reflection)
2863                                 goto error;
2864                 }
2865         }
2866
2867         // render views
2868         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2869         {
2870                 r_refdef.view.showdebug = false;
2871                 r_refdef.view.width = r_waterstate.waterwidth;
2872                 r_refdef.view.height = r_waterstate.waterheight;
2873                 r_refdef.view.useclipplane = true;
2874                 r_waterstate.renderingscene = true;
2875
2876                 // render the normal view scene and copy into texture
2877                 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
2878                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2879                 {
2880                         r_refdef.view.clipplane = p->plane;
2881                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
2882                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
2883                         PlaneClassify(&r_refdef.view.clipplane);
2884
2885                         R_RenderScene(false);
2886
2887                         // copy view into the screen texture
2888                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
2889                         GL_ActiveTexture(0);
2890                         CHECKGLERROR
2891                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2892                 }
2893
2894                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2895                 {
2896                         // render reflected scene and copy into texture
2897                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
2898                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
2899                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
2900                         r_refdef.view.clipplane = p->plane;
2901                         // reverse the cullface settings for this render
2902                         r_refdef.view.cullface_front = GL_FRONT;
2903                         r_refdef.view.cullface_back = GL_BACK;
2904                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
2905                         {
2906                                 r_refdef.view.usecustompvs = true;
2907                                 if (p->pvsvalid)
2908                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
2909                                 else
2910                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
2911                         }
2912
2913                         R_ResetViewRendering3D();
2914                         R_ClearScreen(r_refdef.fogenabled);
2915                         if (r_timereport_active)
2916                                 R_TimeReport("viewclear");
2917
2918                         R_RenderScene(false);
2919
2920                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
2921                         GL_ActiveTexture(0);
2922                         CHECKGLERROR
2923                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2924
2925                         R_ResetViewRendering3D();
2926                         R_ClearScreen(r_refdef.fogenabled);
2927                         if (r_timereport_active)
2928                                 R_TimeReport("viewclear");
2929                 }
2930
2931                 r_refdef.view = originalview;
2932                 r_refdef.view.clear = true;
2933                 r_waterstate.renderingscene = false;
2934         }
2935         return;
2936 error:
2937         r_refdef.view = originalview;
2938         r_waterstate.renderingscene = false;
2939         Cvar_SetValueQuick(&r_water, 0);
2940         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
2941         return;
2942 }
2943
2944 void R_Bloom_StartFrame(void)
2945 {
2946         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2947
2948         // set bloomwidth and bloomheight to the bloom resolution that will be
2949         // used (often less than the screen resolution for faster rendering)
2950         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
2951         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
2952         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
2953
2954         // calculate desired texture sizes
2955         if (gl_support_arb_texture_non_power_of_two)
2956         {
2957                 screentexturewidth = r_refdef.view.width;
2958                 screentextureheight = r_refdef.view.height;
2959                 bloomtexturewidth = r_bloomstate.bloomwidth;
2960                 bloomtextureheight = r_bloomstate.bloomheight;
2961         }
2962         else
2963         {
2964                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
2965                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
2966                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
2967                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
2968         }
2969
2970         if (r_hdr.integer)
2971         {
2972                 screentexturewidth = screentextureheight = 0;
2973         }
2974         else if (r_bloom.integer)
2975         {
2976         }
2977         else
2978         {
2979                 screentexturewidth = screentextureheight = 0;
2980                 bloomtexturewidth = bloomtextureheight = 0;
2981         }
2982
2983         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)
2984         {
2985                 // can't use bloom if the parameters are too weird
2986                 // can't use bloom if the card does not support the texture size
2987                 if (r_bloomstate.texture_screen)
2988                         R_FreeTexture(r_bloomstate.texture_screen);
2989                 if (r_bloomstate.texture_bloom)
2990                         R_FreeTexture(r_bloomstate.texture_bloom);
2991                 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2992                 return;
2993         }
2994
2995         r_bloomstate.enabled = true;
2996         r_bloomstate.hdr = r_hdr.integer != 0;
2997
2998         // allocate textures as needed
2999         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3000         {
3001                 if (r_bloomstate.texture_screen)
3002                         R_FreeTexture(r_bloomstate.texture_screen);
3003                 r_bloomstate.texture_screen = NULL;
3004                 r_bloomstate.screentexturewidth = screentexturewidth;
3005                 r_bloomstate.screentextureheight = screentextureheight;
3006                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3007                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3008         }
3009         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3010         {
3011                 if (r_bloomstate.texture_bloom)
3012                         R_FreeTexture(r_bloomstate.texture_bloom);
3013                 r_bloomstate.texture_bloom = NULL;
3014                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3015                 r_bloomstate.bloomtextureheight = bloomtextureheight;
3016                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3017                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3018         }
3019
3020         // set up a texcoord array for the full resolution screen image
3021         // (we have to keep this around to copy back during final render)
3022         r_bloomstate.screentexcoord2f[0] = 0;
3023         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3024         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3025         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3026         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3027         r_bloomstate.screentexcoord2f[5] = 0;
3028         r_bloomstate.screentexcoord2f[6] = 0;
3029         r_bloomstate.screentexcoord2f[7] = 0;
3030
3031         // set up a texcoord array for the reduced resolution bloom image
3032         // (which will be additive blended over the screen image)
3033         r_bloomstate.bloomtexcoord2f[0] = 0;
3034         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3035         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3036         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3037         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3038         r_bloomstate.bloomtexcoord2f[5] = 0;
3039         r_bloomstate.bloomtexcoord2f[6] = 0;
3040         r_bloomstate.bloomtexcoord2f[7] = 0;
3041 }
3042
3043 void R_Bloom_CopyScreenTexture(float colorscale)
3044 {
3045         r_refdef.stats.bloom++;
3046
3047         R_ResetViewRendering2D();
3048         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3049         R_Mesh_ColorPointer(NULL, 0, 0);
3050         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3051         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3052
3053         // copy view into the screen texture
3054         GL_ActiveTexture(0);
3055         CHECKGLERROR
3056         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3057         r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3058
3059         // now scale it down to the bloom texture size
3060         CHECKGLERROR
3061         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3062         GL_BlendFunc(GL_ONE, GL_ZERO);
3063         GL_Color(colorscale, colorscale, colorscale, 1);
3064         // TODO: optimize with multitexture or GLSL
3065         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3066         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3067
3068         // we now have a bloom image in the framebuffer
3069         // copy it into the bloom image texture for later processing
3070         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3071         GL_ActiveTexture(0);
3072         CHECKGLERROR
3073         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3074         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3075 }
3076
3077 void R_Bloom_CopyHDRTexture(void)
3078 {
3079         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3080         GL_ActiveTexture(0);
3081         CHECKGLERROR
3082         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3083         r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3084 }
3085
3086 void R_Bloom_MakeTexture(void)
3087 {
3088         int x, range, dir;
3089         float xoffset, yoffset, r, brighten;
3090
3091         r_refdef.stats.bloom++;
3092
3093         R_ResetViewRendering2D();
3094         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3095         R_Mesh_ColorPointer(NULL, 0, 0);
3096
3097         // we have a bloom image in the framebuffer
3098         CHECKGLERROR
3099         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3100
3101         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3102         {
3103                 x *= 2;
3104                 r = bound(0, r_bloom_colorexponent.value / x, 1);
3105                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3106                 GL_Color(r, r, r, 1);
3107                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3108                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3109                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3110                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3111
3112                 // copy the vertically blurred bloom view to a texture
3113                 GL_ActiveTexture(0);
3114                 CHECKGLERROR
3115                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3116                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3117         }
3118
3119         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3120         brighten = r_bloom_brighten.value;
3121         if (r_hdr.integer)
3122                 brighten *= r_hdr_range.value;
3123         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3124         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3125
3126         for (dir = 0;dir < 2;dir++)
3127         {
3128                 // blend on at multiple vertical offsets to achieve a vertical blur
3129                 // TODO: do offset blends using GLSL
3130                 GL_BlendFunc(GL_ONE, GL_ZERO);
3131                 for (x = -range;x <= range;x++)
3132                 {
3133                         if (!dir){xoffset = 0;yoffset = x;}
3134                         else {xoffset = x;yoffset = 0;}
3135                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
3136                         yoffset /= (float)r_bloomstate.bloomtextureheight;
3137                         // compute a texcoord array with the specified x and y offset
3138                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3139                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3140                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3141                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3142                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3143                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3144                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3145                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3146                         // this r value looks like a 'dot' particle, fading sharply to
3147                         // black at the edges
3148                         // (probably not realistic but looks good enough)
3149                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3150                         //r = (dir ? 1.0f : brighten)/(range*2+1);
3151                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3152                         GL_Color(r, r, r, 1);
3153                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3154                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3155                         GL_BlendFunc(GL_ONE, GL_ONE);
3156                 }
3157
3158                 // copy the vertically blurred bloom view to a texture
3159                 GL_ActiveTexture(0);
3160                 CHECKGLERROR
3161                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3162                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3163         }
3164
3165         // apply subtract last
3166         // (just like it would be in a GLSL shader)
3167         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3168         {
3169                 GL_BlendFunc(GL_ONE, GL_ZERO);
3170                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3171                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3172                 GL_Color(1, 1, 1, 1);
3173                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3174                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3175
3176                 GL_BlendFunc(GL_ONE, GL_ONE);
3177                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3178                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3179                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3180                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3181                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3182                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3183                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3184
3185                 // copy the darkened bloom view to a texture
3186                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3187                 GL_ActiveTexture(0);
3188                 CHECKGLERROR
3189                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3190                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3191         }