cbc74a3cb70a95caf6dd6fd55d84897ac803c921
[divverent/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "r_shadow.h"
24 #include "polygon.h"
25 #include "image.h"
26
27 mempool_t *r_main_mempool;
28 rtexturepool_t *r_main_texturepool;
29
30 //
31 // screen size info
32 //
33 r_refdef_t r_refdef;
34 r_view_t r_view;
35 r_viewcache_t r_viewcache;
36
37 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
40 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
47 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
48 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
64 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
65 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
66
67 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
68 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
69 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
70 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
71 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
72 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
73 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
74
75 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
76
77 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
78 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
79 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
80 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
81 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
82 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
83
84 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
85 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
86 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
87 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
88 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
89
90 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
91 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
92 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
93
94 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
95 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
96 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
97 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
98 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
99 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
100 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
101
102 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
103 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
104 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
105 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
106
107 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
108
109 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
110
111 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
112
113 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
114 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
115 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
116 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
117 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
118 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
119
120 extern qboolean v_flipped_state;
121
122 typedef struct r_glsl_bloomshader_s
123 {
124         int program;
125         int loc_Texture_Bloom;
126 }
127 r_glsl_bloomshader_t;
128
129 static struct r_bloomstate_s
130 {
131         qboolean enabled;
132         qboolean hdr;
133
134         int bloomwidth, bloomheight;
135
136         int screentexturewidth, screentextureheight;
137         rtexture_t *texture_screen;
138
139         int bloomtexturewidth, bloomtextureheight;
140         rtexture_t *texture_bloom;
141
142         r_glsl_bloomshader_t *shader;
143
144         // arrays for rendering the screen passes
145         float screentexcoord2f[8];
146         float bloomtexcoord2f[8];
147         float offsettexcoord2f[8];
148 }
149 r_bloomstate;
150
151 typedef struct r_waterstate_waterplane_s
152 {
153         rtexture_t *texture_refraction;
154         rtexture_t *texture_reflection;
155         mplane_t plane;
156         int materialflags; // combined flags of all water surfaces on this plane
157         unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
158         qboolean pvsvalid;
159 }
160 r_waterstate_waterplane_t;
161
162 #define MAX_WATERPLANES 16
163
164 static struct r_waterstate_s
165 {
166         qboolean enabled;
167
168         qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
169
170         int waterwidth, waterheight;
171         int texturewidth, textureheight;
172
173         int maxwaterplanes; // same as MAX_WATERPLANES
174         int numwaterplanes;
175         r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
176
177         float screenscale[2];
178         float screencenter[2];
179 }
180 r_waterstate;
181
182 // shadow volume bsp struct with automatically growing nodes buffer
183 svbsp_t r_svbsp;
184
185 rtexture_t *r_texture_blanknormalmap;
186 rtexture_t *r_texture_white;
187 rtexture_t *r_texture_grey128;
188 rtexture_t *r_texture_black;
189 rtexture_t *r_texture_notexture;
190 rtexture_t *r_texture_whitecube;
191 rtexture_t *r_texture_normalizationcube;
192 rtexture_t *r_texture_fogattenuation;
193 //rtexture_t *r_texture_fogintensity;
194
195 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
196 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
197
198 // vertex coordinates for a quad that covers the screen exactly
199 const static float r_screenvertex3f[12] =
200 {
201         0, 0, 0,
202         1, 0, 0,
203         1, 1, 0,
204         0, 1, 0
205 };
206
207 extern void R_DrawModelShadows(void);
208
209 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
210 {
211         int i;
212         for (i = 0;i < verts;i++)
213         {
214                 out[0] = in[0] * r;
215                 out[1] = in[1] * g;
216                 out[2] = in[2] * b;
217                 out[3] = in[3];
218                 in += 4;
219                 out += 4;
220         }
221 }
222
223 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
224 {
225         int i;
226         for (i = 0;i < verts;i++)
227         {
228                 out[0] = r;
229                 out[1] = g;
230                 out[2] = b;
231                 out[3] = a;
232                 out += 4;
233         }
234 }
235
236 // FIXME: move this to client?
237 void FOG_clear(void)
238 {
239         if (gamemode == GAME_NEHAHRA)
240         {
241                 Cvar_Set("gl_fogenable", "0");
242                 Cvar_Set("gl_fogdensity", "0.2");
243                 Cvar_Set("gl_fogred", "0.3");
244                 Cvar_Set("gl_foggreen", "0.3");
245                 Cvar_Set("gl_fogblue", "0.3");
246         }
247         r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
248 }
249
250 float FogPoint_World(const vec3_t p)
251 {
252         int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
253         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
254 }
255
256 float FogPoint_Model(const vec3_t p)
257 {
258         int fogmasktableindex = (int)(VectorDistance((p), rsurface.modelorg) * r_refdef.fogmasktabledistmultiplier);
259         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
260 }
261
262 static void R_BuildBlankTextures(void)
263 {
264         unsigned char data[4];
265         data[0] = 128; // normal X
266         data[1] = 128; // normal Y
267         data[2] = 255; // normal Z
268         data[3] = 128; // height
269         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
270         data[0] = 255;
271         data[1] = 255;
272         data[2] = 255;
273         data[3] = 255;
274         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
275         data[0] = 128;
276         data[1] = 128;
277         data[2] = 128;
278         data[3] = 255;
279         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
280         data[0] = 0;
281         data[1] = 0;
282         data[2] = 0;
283         data[3] = 255;
284         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
285 }
286
287 static void R_BuildNoTexture(void)
288 {
289         int x, y;
290         unsigned char pix[16][16][4];
291         // this makes a light grey/dark grey checkerboard texture
292         for (y = 0;y < 16;y++)
293         {
294                 for (x = 0;x < 16;x++)
295                 {
296                         if ((y < 8) ^ (x < 8))
297                         {
298                                 pix[y][x][0] = 128;
299                                 pix[y][x][1] = 128;
300                                 pix[y][x][2] = 128;
301                                 pix[y][x][3] = 255;
302                         }
303                         else
304                         {
305                                 pix[y][x][0] = 64;
306                                 pix[y][x][1] = 64;
307                                 pix[y][x][2] = 64;
308                                 pix[y][x][3] = 255;
309                         }
310                 }
311         }
312         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
313 }
314
315 static void R_BuildWhiteCube(void)
316 {
317         unsigned char data[6*1*1*4];
318         data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
319         data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
320         data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
321         data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
322         data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
323         data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
324         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
325 }
326
327 static void R_BuildNormalizationCube(void)
328 {
329         int x, y, side;
330         vec3_t v;
331         vec_t s, t, intensity;
332 #define NORMSIZE 64
333         unsigned char data[6][NORMSIZE][NORMSIZE][4];
334         for (side = 0;side < 6;side++)
335         {
336                 for (y = 0;y < NORMSIZE;y++)
337                 {
338                         for (x = 0;x < NORMSIZE;x++)
339                         {
340                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
341                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
342                                 switch(side)
343                                 {
344                                 default:
345                                 case 0:
346                                         v[0] = 1;
347                                         v[1] = -t;
348                                         v[2] = -s;
349                                         break;
350                                 case 1:
351                                         v[0] = -1;
352                                         v[1] = -t;
353                                         v[2] = s;
354                                         break;
355                                 case 2:
356                                         v[0] = s;
357                                         v[1] = 1;
358                                         v[2] = t;
359                                         break;
360                                 case 3:
361                                         v[0] = s;
362                                         v[1] = -1;
363                                         v[2] = -t;
364                                         break;
365                                 case 4:
366                                         v[0] = s;
367                                         v[1] = -t;
368                                         v[2] = 1;
369                                         break;
370                                 case 5:
371                                         v[0] = -s;
372                                         v[1] = -t;
373                                         v[2] = -1;
374                                         break;
375                                 }
376                                 intensity = 127.0f / sqrt(DotProduct(v, v));
377                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
378                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
379                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
380                                 data[side][y][x][3] = 255;
381                         }
382                 }
383         }
384         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
385 }
386
387 static void R_BuildFogTexture(void)
388 {
389         int x, b;
390 #define FOGWIDTH 64
391         unsigned char data1[FOGWIDTH][4];
392         //unsigned char data2[FOGWIDTH][4];
393         for (x = 0;x < FOGWIDTH;x++)
394         {
395                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
396                 data1[x][0] = b;
397                 data1[x][1] = b;
398                 data1[x][2] = b;
399                 data1[x][3] = 255;
400                 //data2[x][0] = 255 - b;
401                 //data2[x][1] = 255 - b;
402                 //data2[x][2] = 255 - b;
403                 //data2[x][3] = 255;
404         }
405         r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
406         //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
407 }
408
409 static const char *builtinshaderstring =
410 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
411 "// written by Forest 'LordHavoc' Hale\n"
412 "\n"
413 "// common definitions between vertex shader and fragment shader:\n"
414 "\n"
415 "#ifdef __GLSL_CG_DATA_TYPES\n"
416 "# define myhalf half\n"
417 "# define myhvec2 hvec2\n"
418 "# define myhvec3 hvec3\n"
419 "# define myhvec4 hvec4\n"
420 "#else\n"
421 "# define myhalf float\n"
422 "# define myhvec2 vec2\n"
423 "# define myhvec3 vec3\n"
424 "# define myhvec4 vec4\n"
425 "#endif\n"
426 "\n"
427 "varying vec2 TexCoord;\n"
428 "varying vec2 TexCoordLightmap;\n"
429 "\n"
430 "//#ifdef MODE_LIGHTSOURCE\n"
431 "varying vec3 CubeVector;\n"
432 "//#endif\n"
433 "\n"
434 "//#ifdef MODE_LIGHTSOURCE\n"
435 "varying vec3 LightVector;\n"
436 "//#else\n"
437 "//# ifdef MODE_LIGHTDIRECTION\n"
438 "//varying vec3 LightVector;\n"
439 "//# endif\n"
440 "//#endif\n"
441 "\n"
442 "varying vec3 EyeVector;\n"
443 "//#ifdef USEFOG\n"
444 "varying vec3 EyeVectorModelSpace;\n"
445 "//#endif\n"
446 "\n"
447 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
448 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
449 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
450 "\n"
451 "//#ifdef MODE_WATER\n"
452 "varying vec4 ModelViewProjectionPosition;\n"
453 "//#else\n"
454 "//# ifdef MODE_REFRACTION\n"
455 "//varying vec4 ModelViewProjectionPosition;\n"
456 "//# else\n"
457 "//#  ifdef USEREFLECTION\n"
458 "//varying vec4 ModelViewProjectionPosition;\n"
459 "//#  endif\n"
460 "//# endif\n"
461 "//#endif\n"
462 "\n"
463 "\n"
464 "\n"
465 "\n"
466 "\n"
467 "// vertex shader specific:\n"
468 "#ifdef VERTEX_SHADER\n"
469 "\n"
470 "uniform vec3 LightPosition;\n"
471 "uniform vec3 EyePosition;\n"
472 "uniform vec3 LightDir;\n"
473 "\n"
474 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
475 "\n"
476 "void main(void)\n"
477 "{\n"
478 "       gl_FrontColor = gl_Color;\n"
479 "       // copy the surface texcoord\n"
480 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
481 "#ifndef MODE_LIGHTSOURCE\n"
482 "# ifndef MODE_LIGHTDIRECTION\n"
483 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
484 "# endif\n"
485 "#endif\n"
486 "\n"
487 "#ifdef MODE_LIGHTSOURCE\n"
488 "       // transform vertex position into light attenuation/cubemap space\n"
489 "       // (-1 to +1 across the light box)\n"
490 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
491 "\n"
492 "       // transform unnormalized light direction into tangent space\n"
493 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
494 "       //  normalize it per pixel)\n"
495 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
496 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
497 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
498 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
499 "#endif\n"
500 "\n"
501 "#ifdef MODE_LIGHTDIRECTION\n"
502 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
503 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
504 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
505 "#endif\n"
506 "\n"
507 "       // transform unnormalized eye direction into tangent space\n"
508 "#ifndef USEFOG\n"
509 "       vec3 EyeVectorModelSpace;\n"
510 "#endif\n"
511 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
512 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
513 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
514 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
515 "\n"
516 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
517 "       VectorS = gl_MultiTexCoord1.xyz;\n"
518 "       VectorT = gl_MultiTexCoord2.xyz;\n"
519 "       VectorR = gl_MultiTexCoord3.xyz;\n"
520 "#endif\n"
521 "\n"
522 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
523 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
524 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
525 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
526 "//#endif\n"
527 "\n"
528 "// transform vertex to camera space, using ftransform to match non-VS\n"
529 "       // rendering\n"
530 "       gl_Position = ftransform();\n"
531 "\n"
532 "#ifdef MODE_WATER\n"
533 "       ModelViewProjectionPosition = gl_Position;\n"
534 "#endif\n"
535 "#ifdef MODE_REFRACTION\n"
536 "       ModelViewProjectionPosition = gl_Position;\n"
537 "#endif\n"
538 "#ifdef USEREFLECTION\n"
539 "       ModelViewProjectionPosition = gl_Position;\n"
540 "#endif\n"
541 "}\n"
542 "\n"
543 "#endif // VERTEX_SHADER\n"
544 "\n"
545 "\n"
546 "\n"
547 "\n"
548 "// fragment shader specific:\n"
549 "#ifdef FRAGMENT_SHADER\n"
550 "\n"
551 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
552 "uniform sampler2D Texture_Normal;\n"
553 "uniform sampler2D Texture_Color;\n"
554 "uniform sampler2D Texture_Gloss;\n"
555 "uniform samplerCube Texture_Cube;\n"
556 "uniform sampler2D Texture_Attenuation;\n"
557 "uniform sampler2D Texture_FogMask;\n"
558 "uniform sampler2D Texture_Pants;\n"
559 "uniform sampler2D Texture_Shirt;\n"
560 "uniform sampler2D Texture_Lightmap;\n"
561 "uniform sampler2D Texture_Deluxemap;\n"
562 "uniform sampler2D Texture_Glow;\n"
563 "uniform sampler2D Texture_Reflection;\n"
564 "uniform sampler2D Texture_Refraction;\n"
565 "\n"
566 "uniform myhvec3 LightColor;\n"
567 "uniform myhvec3 AmbientColor;\n"
568 "uniform myhvec3 DiffuseColor;\n"
569 "uniform myhvec3 SpecularColor;\n"
570 "uniform myhvec3 Color_Pants;\n"
571 "uniform myhvec3 Color_Shirt;\n"
572 "uniform myhvec3 FogColor;\n"
573 "\n"
574 "//#ifdef MODE_WATER\n"
575 "uniform vec4 DistortScaleRefractReflect;\n"
576 "uniform vec4 ScreenScaleRefractReflect;\n"
577 "uniform vec4 ScreenCenterRefractReflect;\n"
578 "uniform myhvec4 RefractColor;\n"
579 "uniform myhvec4 ReflectColor;\n"
580 "uniform myhalf ReflectFactor;\n"
581 "uniform myhalf ReflectOffset;\n"
582 "//#else\n"
583 "//# ifdef MODE_REFRACTION\n"
584 "//uniform vec4 DistortScaleRefractReflect;\n"
585 "//uniform vec4 ScreenScaleRefractReflect;\n"
586 "//uniform vec4 ScreenCenterRefractReflect;\n"
587 "//uniform myhvec4 RefractColor;\n"
588 "//#  ifdef USEREFLECTION\n"
589 "//uniform myhvec4 ReflectColor;\n"
590 "//#  endif\n"
591 "//# else\n"
592 "//#  ifdef USEREFLECTION\n"
593 "//uniform vec4 DistortScaleRefractReflect;\n"
594 "//uniform vec4 ScreenScaleRefractReflect;\n"
595 "//uniform vec4 ScreenCenterRefractReflect;\n"
596 "//uniform myhvec4 ReflectColor;\n"
597 "//#  endif\n"
598 "//# endif\n"
599 "//#endif\n"
600 "\n"
601 "uniform myhalf GlowScale;\n"
602 "uniform myhalf SceneBrightness;\n"
603 "#ifdef USECONTRASTBOOST\n"
604 "uniform myhalf ContrastBoostCoeff;\n"
605 "#endif\n"
606 "\n"
607 "uniform float OffsetMapping_Scale;\n"
608 "uniform float OffsetMapping_Bias;\n"
609 "uniform float FogRangeRecip;\n"
610 "\n"
611 "uniform myhalf AmbientScale;\n"
612 "uniform myhalf DiffuseScale;\n"
613 "uniform myhalf SpecularScale;\n"
614 "uniform myhalf SpecularPower;\n"
615 "\n"
616 "#ifdef USEOFFSETMAPPING\n"
617 "vec2 OffsetMapping(vec2 TexCoord)\n"
618 "{\n"
619 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
620 "       // 14 sample relief mapping: linear search and then binary search\n"
621 "       // this basically steps forward a small amount repeatedly until it finds\n"
622 "       // itself inside solid, then jitters forward and back using decreasing\n"
623 "       // amounts to find the impact\n"
624 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
625 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
626 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
627 "       vec3 RT = vec3(TexCoord, 1);\n"
628 "       OffsetVector *= 0.1;\n"
629 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
630 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
631 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
632 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
633 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
634 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
635 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
636 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
637 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
638 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
639 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
640 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
641 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
642 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
643 "       return RT.xy;\n"
644 "#else\n"
645 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
646 "       // this basically moves forward the full distance, and then backs up based\n"
647 "       // on height of samples\n"
648 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
649 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
650 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
651 "       TexCoord += OffsetVector;\n"
652 "       OffsetVector *= 0.333;\n"
653 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
654 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
655 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
656 "       return TexCoord;\n"
657 "#endif\n"
658 "}\n"
659 "#endif // USEOFFSETMAPPING\n"
660 "\n"
661 "#ifdef MODE_WATER\n"
662 "\n"
663 "// water pass\n"
664 "void main(void)\n"
665 "{\n"
666 "#ifdef USEOFFSETMAPPING\n"
667 "       // apply offsetmapping\n"
668 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
669 "#define TexCoord TexCoordOffset\n"
670 "#endif\n"
671 "\n"
672 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
673 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
674 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
675 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 5.0) * ReflectFactor + ReflectOffset;\n"
676 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
677 "}\n"
678 "\n"
679 "#else // MODE_WATER\n"
680 "#ifdef MODE_REFRACTION\n"
681 "\n"
682 "// refraction pass\n"
683 "void main(void)\n"
684 "{\n"
685 "#ifdef USEOFFSETMAPPING\n"
686 "       // apply offsetmapping\n"
687 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
688 "#define TexCoord TexCoordOffset\n"
689 "#endif\n"
690 "\n"
691 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
692 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
693 "       vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
694 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
695 "}\n"
696 "\n"
697 "#else // MODE_REFRACTION\n"
698 "void main(void)\n"
699 "{\n"
700 "#ifdef USEOFFSETMAPPING\n"
701 "       // apply offsetmapping\n"
702 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
703 "#define TexCoord TexCoordOffset\n"
704 "#endif\n"
705 "\n"
706 "       // combine the diffuse textures (base, pants, shirt)\n"
707 "       myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
708 "#ifdef USECOLORMAPPING\n"
709 "       color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
710 "#endif\n"
711 "\n"
712 "\n"
713 "\n"
714 "\n"
715 "#ifdef MODE_LIGHTSOURCE\n"
716 "       // light source\n"
717 "\n"
718 "       // calculate surface normal, light normal, and specular normal\n"
719 "       // compute color intensity for the two textures (colormap and glossmap)\n"
720 "       // scale by light color and attenuation as efficiently as possible\n"
721 "       // (do as much scalar math as possible rather than vector math)\n"
722 "# ifdef USESPECULAR\n"
723 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
724 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
725 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
726 "\n"
727 "       // calculate directional shading\n"
728 "       color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n"
729 "# else\n"
730 "#  ifdef USEDIFFUSE\n"
731 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
732 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
733 "\n"
734 "       // calculate directional shading\n"
735 "       color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
736 "#  else\n"
737 "       // calculate directionless shading\n"
738 "       color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
739 "#  endif\n"
740 "# endif\n"
741 "\n"
742 "# ifdef USECUBEFILTER\n"
743 "       // apply light cubemap filter\n"
744 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
745 "       color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
746 "# endif\n"
747 "       color *= myhvec4(gl_Color);\n"
748 "#endif // MODE_LIGHTSOURCE\n"
749 "\n"
750 "\n"
751 "\n"
752 "\n"
753 "#ifdef MODE_LIGHTDIRECTION\n"
754 "       // directional model lighting\n"
755 "\n"
756 "       // get the surface normal and light normal\n"
757 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
758 "       myhvec3 diffusenormal = myhvec3(LightVector);\n"
759 "\n"
760 "       // calculate directional shading\n"
761 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
762 "# ifdef USESPECULAR\n"
763 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
764 "       color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
765 "# endif\n"
766 "       color *= myhvec4(gl_Color);\n"
767 "#endif // MODE_LIGHTDIRECTION\n"
768 "\n"
769 "\n"
770 "\n"
771 "\n"
772 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
773 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
774 "\n"
775 "       // get the surface normal and light normal\n"
776 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
777 "\n"
778 "       myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
779 "       myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
780 "       // calculate directional shading\n"
781 "       myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
782 "# ifdef USESPECULAR\n"
783 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
784 "       tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
785 "# endif\n"
786 "\n"
787 "       // apply lightmap color\n"
788 "       color.rgb = myhvec4(tempcolor,1) * myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) + myhvec4(color.rgb * AmbientScale, 0);\n"
789 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
790 "\n"
791 "\n"
792 "\n"
793 "\n"
794 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
795 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
796 "\n"
797 "       // get the surface normal and light normal\n"
798 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
799 "\n"
800 "       myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
801 "       // calculate directional shading\n"
802 "       myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
803 "# ifdef USESPECULAR\n"
804 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
805 "       tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
806 "# endif\n"
807 "\n"
808 "       // apply lightmap color\n"
809 "       color = myhvec4(tempcolor, 1) * myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) + myhvec4(color.rgb * AmbientScale, 0);\n"
810 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
811 "\n"
812 "\n"
813 "\n"
814 "\n"
815 "#ifdef MODE_LIGHTMAP\n"
816 "       // apply lightmap color\n"
817 "       color *= myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) * myhvec4(myhvec3(DiffuseScale), 1) + myhvec4(myhvec3(AmbientScale), 0);\n"
818 "#endif // MODE_LIGHTMAP\n"
819 "\n"
820 "\n"
821 "\n"
822 "\n"
823 "\n"
824 "\n"
825 "\n"
826 "\n"
827 "#ifdef USEGLOW\n"
828 "       color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
829 "#endif\n"
830 "\n"
831 "#ifdef USECONTRASTBOOST\n"
832 "       color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
833 "#endif\n"
834 "\n"
835 "       color.rgb *= SceneBrightness;\n"
836 "\n"
837 "#ifndef MODE_LIGHTSOURCE\n"
838 "# ifdef USEREFLECTION\n"
839 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
840 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
841 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
842 "       color.rgb = mix(color.rgb, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
843 "# endif\n"
844 "#endif\n"
845 "\n"
846 "#ifdef USEFOG\n"
847 "       // apply fog\n"
848 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
849 "#endif\n"
850 "\n"
851 "       gl_FragColor = vec4(color);\n"
852 "}\n"
853 "#endif // MODE_REFRACTION\n"
854 "#endif // MODE_WATER\n"
855 "\n"
856 "#endif // FRAGMENT_SHADER\n"
857 ;
858
859 #define SHADERPERMUTATION_COLORMAPPING (1<<0) // indicates this is a colormapped skin
860 #define SHADERPERMUTATION_CONTRASTBOOST (1<<1) // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
861 #define SHADERPERMUTATION_FOG (1<<2) // tint the color by fog color or black if using additive blend mode
862 #define SHADERPERMUTATION_CUBEFILTER (1<<3) // (lightsource) use cubemap light filter
863 #define SHADERPERMUTATION_GLOW (1<<4) // (lightmap) blend in an additive glow texture
864 #define SHADERPERMUTATION_DIFFUSE (1<<5) // (lightsource) whether to use directional shading
865 #define SHADERPERMUTATION_SPECULAR (1<<6) // (lightsource or deluxemapping) render specular effects
866 #define SHADERPERMUTATION_REFLECTION (1<<7) // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
867 #define SHADERPERMUTATION_OFFSETMAPPING (1<<8) // adjust texcoords to roughly simulate a displacement mapped surface
868 #define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<9) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
869 #define SHADERPERMUTATION_MODEBASE (1<<10) // multiplier for the SHADERMODE_ values to get a valid index
870
871 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
872 const char *shaderpermutationinfo[][2] =
873 {
874         {"#define USECOLORMAPPING\n", " colormapping"},
875         {"#define USECONTRASTBOOST\n", " contrastboost"},
876         {"#define USEFOG\n", " fog"},
877         {"#define USECUBEFILTER\n", " cubefilter"},
878         {"#define USEGLOW\n", " glow"},
879         {"#define USEDIFFUSE\n", " diffuse"},
880         {"#define USESPECULAR\n", " specular"},
881         {"#define USEREFLECTION\n", " reflection"},
882         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
883         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
884         {NULL, NULL}
885 };
886
887 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
888 typedef enum shadermode_e
889 {
890         SHADERMODE_LIGHTMAP, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
891         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (deluxemap)
892         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (deluxemap)
893         SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
894         SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
895         SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
896         SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
897         SHADERMODE_COUNT
898 }
899 shadermode_t;
900
901 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
902 const char *shadermodeinfo[][2] =
903 {
904         {"#define MODE_LIGHTMAP\n", " lightmap"},
905         {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
906         {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
907         {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
908         {"#define MODE_LIGHTSOURCE\n", " lightsource"},
909         {"#define MODE_REFRACTION\n", " refraction"},
910         {"#define MODE_WATER\n", " water"},
911         {NULL, NULL}
912 };
913
914 #define SHADERPERMUTATION_INDICES (SHADERPERMUTATION_MODEBASE * SHADERMODE_COUNT)
915
916 typedef struct r_glsl_permutation_s
917 {
918         // indicates if we have tried compiling this permutation already
919         qboolean compiled;
920         // 0 if compilation failed
921         int program;
922         // locations of detected uniforms in program object, or -1 if not found
923         int loc_Texture_Normal;
924         int loc_Texture_Color;
925         int loc_Texture_Gloss;
926         int loc_Texture_Cube;
927         int loc_Texture_Attenuation;
928         int loc_Texture_FogMask;
929         int loc_Texture_Pants;
930         int loc_Texture_Shirt;
931         int loc_Texture_Lightmap;
932         int loc_Texture_Deluxemap;
933         int loc_Texture_Glow;
934         int loc_Texture_Refraction;
935         int loc_Texture_Reflection;
936         int loc_FogColor;
937         int loc_LightPosition;
938         int loc_EyePosition;
939         int loc_LightColor;
940         int loc_Color_Pants;
941         int loc_Color_Shirt;
942         int loc_FogRangeRecip;
943         int loc_AmbientScale;
944         int loc_DiffuseScale;
945         int loc_SpecularScale;
946         int loc_SpecularPower;
947         int loc_GlowScale;
948         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
949         int loc_OffsetMapping_Scale;
950         int loc_AmbientColor;
951         int loc_DiffuseColor;
952         int loc_SpecularColor;
953         int loc_LightDir;
954         int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
955         int loc_DistortScaleRefractReflect;
956         int loc_ScreenScaleRefractReflect;
957         int loc_ScreenCenterRefractReflect;
958         int loc_RefractColor;
959         int loc_ReflectColor;
960         int loc_ReflectFactor;
961         int loc_ReflectOffset;
962 }
963 r_glsl_permutation_t;
964
965 // information about each possible shader permutation
966 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_INDICES];
967 // currently selected permutation
968 r_glsl_permutation_t *r_glsl_permutation;
969
970 // these are additional flags used only by R_GLSL_CompilePermutation
971 #define SHADERTYPE_USES_VERTEXSHADER (1<<0)
972 #define SHADERTYPE_USES_GEOMETRYSHADER (1<<1)
973 #define SHADERTYPE_USES_FRAGMENTSHADER (1<<2)
974
975 static void R_GLSL_CompilePermutation(const char *filename, int permutation, int shadertype)
976 {
977         int i;
978         qboolean shaderfound;
979         r_glsl_permutation_t *p = r_glsl_permutations + permutation;
980         int vertstrings_count;
981         int geomstrings_count;
982         int fragstrings_count;
983         char *shaderstring;
984         const char *vertstrings_list[32+1];
985         const char *geomstrings_list[32+1];
986         const char *fragstrings_list[32+1];
987         char permutationname[256];
988         if (p->compiled)
989                 return;
990         p->compiled = true;
991         p->program = 0;
992         vertstrings_list[0] = "#define VERTEX_SHADER\n";
993         geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
994         fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
995         vertstrings_count = 1;
996         geomstrings_count = 1;
997         fragstrings_count = 1;
998         permutationname[0] = 0;
999         i = permutation / SHADERPERMUTATION_MODEBASE;
1000         vertstrings_list[vertstrings_count++] = shadermodeinfo[i][0];
1001         geomstrings_list[geomstrings_count++] = shadermodeinfo[i][0];
1002         fragstrings_list[fragstrings_count++] = shadermodeinfo[i][0];
1003         strlcat(permutationname, shadermodeinfo[i][1], sizeof(permutationname));
1004         for (i = 0;shaderpermutationinfo[i][0];i++)
1005         {
1006                 if (permutation & (1<<i))
1007                 {
1008                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i][0];
1009                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i][0];
1010                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i][0];
1011                         strlcat(permutationname, shaderpermutationinfo[i][1], sizeof(permutationname));
1012                 }
1013                 else
1014                 {
1015                         // keep line numbers correct
1016                         vertstrings_list[vertstrings_count++] = "\n";
1017                         geomstrings_list[geomstrings_count++] = "\n";
1018                         fragstrings_list[fragstrings_count++] = "\n";
1019                 }
1020         }
1021         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1022         shaderfound = false;
1023         if (shaderstring)
1024         {
1025                 Con_DPrint("from disk... ");
1026                 vertstrings_list[vertstrings_count++] = shaderstring;
1027                 geomstrings_list[geomstrings_count++] = shaderstring;
1028                 fragstrings_list[fragstrings_count++] = shaderstring;
1029                 shaderfound = true;
1030         }
1031         else if (!strcmp(filename, "glsl/default.glsl"))
1032         {
1033                 vertstrings_list[vertstrings_count++] = builtinshaderstring;
1034                 geomstrings_list[geomstrings_count++] = builtinshaderstring;
1035                 fragstrings_list[fragstrings_count++] = builtinshaderstring;
1036                 shaderfound = true;
1037         }
1038         // clear any lists that are not needed by this shader
1039         if (!(shadertype & SHADERTYPE_USES_VERTEXSHADER))
1040                 vertstrings_count = 0;
1041         if (!(shadertype & SHADERTYPE_USES_GEOMETRYSHADER))
1042                 geomstrings_count = 0;
1043         if (!(shadertype & SHADERTYPE_USES_FRAGMENTSHADER))
1044                 fragstrings_count = 0;
1045         // compile the shader program
1046         if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
1047                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1048         if (p->program)
1049         {
1050                 CHECKGLERROR
1051                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1052                 // look up all the uniform variable names we care about, so we don't
1053                 // have to look them up every time we set them
1054                 p->loc_Texture_Normal      = qglGetUniformLocationARB(p->program, "Texture_Normal");
1055                 p->loc_Texture_Color       = qglGetUniformLocationARB(p->program, "Texture_Color");
1056                 p->loc_Texture_Gloss       = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1057                 p->loc_Texture_Cube        = qglGetUniformLocationARB(p->program, "Texture_Cube");
1058                 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1059                 p->loc_Texture_FogMask     = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1060                 p->loc_Texture_Pants       = qglGetUniformLocationARB(p->program, "Texture_Pants");
1061                 p->loc_Texture_Shirt       = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1062                 p->loc_Texture_Lightmap    = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1063                 p->loc_Texture_Deluxemap   = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1064                 p->loc_Texture_Glow        = qglGetUniformLocationARB(p->program, "Texture_Glow");
1065                 p->loc_Texture_Refraction  = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1066                 p->loc_Texture_Reflection  = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1067                 p->loc_FogColor            = qglGetUniformLocationARB(p->program, "FogColor");
1068                 p->loc_LightPosition       = qglGetUniformLocationARB(p->program, "LightPosition");
1069                 p->loc_EyePosition         = qglGetUniformLocationARB(p->program, "EyePosition");
1070                 p->loc_LightColor          = qglGetUniformLocationARB(p->program, "LightColor");
1071                 p->loc_Color_Pants         = qglGetUniformLocationARB(p->program, "Color_Pants");
1072                 p->loc_Color_Shirt         = qglGetUniformLocationARB(p->program, "Color_Shirt");
1073                 p->loc_FogRangeRecip       = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1074                 p->loc_AmbientScale        = qglGetUniformLocationARB(p->program, "AmbientScale");
1075                 p->loc_DiffuseScale        = qglGetUniformLocationARB(p->program, "DiffuseScale");
1076                 p->loc_SpecularPower       = qglGetUniformLocationARB(p->program, "SpecularPower");
1077                 p->loc_SpecularScale       = qglGetUniformLocationARB(p->program, "SpecularScale");
1078                 p->loc_GlowScale           = qglGetUniformLocationARB(p->program, "GlowScale");
1079                 p->loc_SceneBrightness     = qglGetUniformLocationARB(p->program, "SceneBrightness");
1080                 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1081                 p->loc_AmbientColor        = qglGetUniformLocationARB(p->program, "AmbientColor");
1082                 p->loc_DiffuseColor        = qglGetUniformLocationARB(p->program, "DiffuseColor");
1083                 p->loc_SpecularColor       = qglGetUniformLocationARB(p->program, "SpecularColor");
1084                 p->loc_LightDir            = qglGetUniformLocationARB(p->program, "LightDir");
1085                 p->loc_ContrastBoostCoeff  = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1086                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1087                 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1088                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1089                 p->loc_RefractColor        = qglGetUniformLocationARB(p->program, "RefractColor");
1090                 p->loc_ReflectColor        = qglGetUniformLocationARB(p->program, "ReflectColor");
1091                 p->loc_ReflectFactor       = qglGetUniformLocationARB(p->program, "ReflectFactor");
1092                 p->loc_ReflectOffset       = qglGetUniformLocationARB(p->program, "ReflectOffset");
1093                 // initialize the samplers to refer to the texture units we use
1094                 if (p->loc_Texture_Normal >= 0)    qglUniform1iARB(p->loc_Texture_Normal, 0);
1095                 if (p->loc_Texture_Color >= 0)     qglUniform1iARB(p->loc_Texture_Color, 1);
1096                 if (p->loc_Texture_Gloss >= 0)     qglUniform1iARB(p->loc_Texture_Gloss, 2);
1097                 if (p->loc_Texture_Cube >= 0)      qglUniform1iARB(p->loc_Texture_Cube, 3);
1098                 if (p->loc_Texture_FogMask >= 0)   qglUniform1iARB(p->loc_Texture_FogMask, 4);
1099                 if (p->loc_Texture_Pants >= 0)     qglUniform1iARB(p->loc_Texture_Pants, 5);
1100                 if (p->loc_Texture_Shirt >= 0)     qglUniform1iARB(p->loc_Texture_Shirt, 6);
1101                 if (p->loc_Texture_Lightmap >= 0)  qglUniform1iARB(p->loc_Texture_Lightmap, 7);
1102                 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
1103                 if (p->loc_Texture_Glow >= 0)      qglUniform1iARB(p->loc_Texture_Glow, 9);
1104                 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
1105                 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction, 11);
1106                 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection, 12);
1107                 CHECKGLERROR
1108                 qglUseProgramObjectARB(0);CHECKGLERROR
1109                 if (developer.integer)
1110                         Con_Printf("GLSL shader %s :%s compiled.\n", filename, permutationname);
1111         }
1112         else
1113         {
1114                 if (developer.integer)
1115                         Con_Printf("GLSL shader %s :%s failed!  source code line offset for above errors is %i.\n", permutationname, filename, -(vertstrings_count - 1));
1116                 else
1117                         Con_Printf("GLSL shader %s :%s failed!  some features may not work properly.\n", permutationname, filename);
1118         }
1119         if (shaderstring)
1120                 Mem_Free(shaderstring);
1121 }
1122
1123 void R_GLSL_Restart_f(void)
1124 {
1125         int i;
1126         for (i = 0;i < SHADERPERMUTATION_INDICES;i++)
1127                 if (r_glsl_permutations[i].program)
1128                         GL_Backend_FreeProgram(r_glsl_permutations[i].program);
1129         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1130 }
1131
1132 void R_GLSL_DumpShader_f(void)
1133 {
1134         int i;
1135
1136         qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1137         if(!file)
1138         {
1139                 Con_Printf("failed to write to glsl/default.glsl\n");
1140                 return;
1141         }
1142
1143         FS_Print(file, "// The engine may define the following macros:\n");
1144         FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1145         for (i = 0;shadermodeinfo[i][0];i++)
1146                 FS_Printf(file, "// %s", shadermodeinfo[i][0]);
1147         for (i = 0;shaderpermutationinfo[i][0];i++)
1148                 FS_Printf(file, "// %s", shaderpermutationinfo[i][0]);
1149         FS_Print(file, "\n");
1150         FS_Print(file, builtinshaderstring);
1151         FS_Close(file);
1152
1153         Con_Printf("glsl/default.glsl written\n");
1154 }
1155
1156 extern rtexture_t *r_shadow_attenuationgradienttexture;
1157 extern rtexture_t *r_shadow_attenuation2dtexture;
1158 extern rtexture_t *r_shadow_attenuation3dtexture;
1159 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1160 {
1161         // select a permutation of the lighting shader appropriate to this
1162         // combination of texture, entity, light source, and fogging, only use the
1163         // minimum features necessary to avoid wasting rendering time in the
1164         // fragment shader on features that are not being used
1165         const char *shaderfilename = NULL;
1166         unsigned int permutation = 0;
1167         unsigned int shadertype = 0;
1168         shadermode_t mode = 0;
1169         r_glsl_permutation = NULL;
1170         shaderfilename = "glsl/default.glsl";
1171         shadertype = SHADERTYPE_USES_VERTEXSHADER | SHADERTYPE_USES_FRAGMENTSHADER;
1172         // TODO: implement geometry-shader based shadow volumes someday
1173         if (r_glsl_offsetmapping.integer)
1174         {
1175                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1176                 if (r_glsl_offsetmapping_reliefmapping.integer)
1177                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1178         }
1179         if (rsurfacepass == RSURFPASS_BACKGROUND)
1180         {
1181                 // distorted background
1182                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1183                         mode = SHADERMODE_WATER;
1184                 else
1185                         mode = SHADERMODE_REFRACTION;
1186         }
1187         else if (rsurfacepass == RSURFPASS_RTLIGHT)
1188         {
1189                 // light source
1190                 mode = SHADERMODE_LIGHTSOURCE;
1191                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1192                         permutation |= SHADERPERMUTATION_CUBEFILTER;
1193                 if (diffusescale > 0)
1194                         permutation |= SHADERPERMUTATION_DIFFUSE;
1195                 if (specularscale > 0)
1196                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1197                 if (r_refdef.fogenabled)
1198                         permutation |= SHADERPERMUTATION_FOG;
1199                 if (rsurface.texture->colormapping)
1200                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1201                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1202                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1203                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1204                         permutation |= SHADERPERMUTATION_REFLECTION;
1205         }
1206         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1207         {
1208                 // bright unshaded geometry
1209                 mode = SHADERMODE_LIGHTMAP;
1210                 if (rsurface.texture->currentskinframe->glow)
1211                         permutation |= SHADERPERMUTATION_GLOW;
1212                 if (r_refdef.fogenabled)
1213                         permutation |= SHADERPERMUTATION_FOG;
1214                 if (rsurface.texture->colormapping)
1215                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1216                 if (r_glsl_offsetmapping.integer)
1217                 {
1218                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1219                         if (r_glsl_offsetmapping_reliefmapping.integer)
1220                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1221                 }
1222                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1223                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1224                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1225                         permutation |= SHADERPERMUTATION_REFLECTION;
1226         }
1227         else if (modellighting)
1228         {
1229                 // directional model lighting
1230                 mode = SHADERMODE_LIGHTDIRECTION;
1231                 if (rsurface.texture->currentskinframe->glow)
1232                         permutation |= SHADERPERMUTATION_GLOW;
1233                 if (specularscale > 0)
1234                         permutation |= SHADERPERMUTATION_SPECULAR;
1235                 if (r_refdef.fogenabled)
1236                         permutation |= SHADERPERMUTATION_FOG;
1237                 if (rsurface.texture->colormapping)
1238                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1239                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1240                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1241                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1242                         permutation |= SHADERPERMUTATION_REFLECTION;
1243         }
1244         else
1245         {
1246                 // lightmapped wall
1247                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
1248                 {
1249                         // deluxemapping (light direction texture)
1250                         if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
1251                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1252                         else
1253                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1254                         if (specularscale > 0)
1255                                 permutation |= SHADERPERMUTATION_SPECULAR;
1256                 }
1257                 else if (r_glsl_deluxemapping.integer >= 2)
1258                 {
1259                         // fake deluxemapping (uniform light direction in tangentspace)
1260                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1261                         if (specularscale > 0)
1262                                 permutation |= SHADERPERMUTATION_SPECULAR;
1263                 }
1264                 else
1265                 {
1266                         // ordinary lightmapping
1267                         mode = SHADERMODE_LIGHTMAP;
1268                 }
1269                 if (rsurface.texture->currentskinframe->glow)
1270                         permutation |= SHADERPERMUTATION_GLOW;
1271                 if (r_refdef.fogenabled)
1272                         permutation |= SHADERPERMUTATION_FOG;
1273                 if (rsurface.texture->colormapping)
1274                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1275                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1276                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1277                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1278                         permutation |= SHADERPERMUTATION_REFLECTION;
1279         }
1280         permutation |= mode * SHADERPERMUTATION_MODEBASE;
1281         if (!r_glsl_permutations[permutation].program)
1282         {
1283                 if (!r_glsl_permutations[permutation].compiled)
1284                         R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype);
1285                 if (!r_glsl_permutations[permutation].program)
1286                 {
1287                         // remove features until we find a valid permutation
1288                         unsigned int i;
1289                         for (i = (SHADERPERMUTATION_MODEBASE >> 1);;i>>=1)
1290                         {
1291                                 if (!i)
1292                                 {
1293                                         Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1294                                         Cvar_SetValueQuick(&r_glsl, 0);
1295                                         return 0; // no bit left to clear
1296                                 }
1297                                 // reduce i more quickly whenever it would not remove any bits
1298                                 if (!(permutation & i))
1299                                         continue;
1300                                 permutation &= ~i;
1301                                 if (!r_glsl_permutations[permutation].compiled)
1302                                         R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype);
1303                                 if (r_glsl_permutations[permutation].program)
1304                                         break;
1305                         }
1306                 }
1307         }
1308         r_glsl_permutation = r_glsl_permutations + permutation;
1309         CHECKGLERROR
1310         qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1311         if (mode == SHADERMODE_LIGHTSOURCE)
1312         {
1313                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1314                 if (permutation & SHADERPERMUTATION_DIFFUSE)
1315                 {
1316                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
1317                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1318                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1319                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1320                 }
1321                 else
1322                 {
1323                         // ambient only is simpler
1324                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
1325                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1326                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1327                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1328                 }
1329         }
1330         else if (mode == SHADERMODE_LIGHTDIRECTION)
1331         {
1332                 if (r_glsl_permutation->loc_AmbientColor >= 0)
1333                         qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale);
1334                 if (r_glsl_permutation->loc_DiffuseColor >= 0)
1335                         qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.modellight_diffuse[2] * diffusescale);
1336                 if (r_glsl_permutation->loc_SpecularColor >= 0)
1337                         qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.modellight_diffuse[2] * specularscale);
1338                 if (r_glsl_permutation->loc_LightDir >= 0)
1339                         qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1340         }
1341         else
1342         {
1343                 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
1344                 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
1345                 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
1346         }
1347         if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1348         if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1349         {
1350                 // The formula used is actually:
1351                 //   color.rgb *= SceneBrightness;
1352                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1353                 // I simplify that to
1354                 //   color.rgb *= [[SceneBrightness * ContrastBoost]];
1355                 //   color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1;
1356                 // and Black:
1357                 //   color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[(ContrastBoost - 1) * SceneBrightness]] * color.rgb + 1);
1358                 // and do [[calculations]] here in the engine
1359                 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale);
1360                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value);
1361         }
1362         else
1363                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1364         if (r_glsl_permutation->loc_FogColor >= 0)
1365         {
1366                 // additive passes are only darkened by fog, not tinted
1367                 if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
1368                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1369                 else
1370                 /*
1371                 {
1372                         vec3_t fogvec;
1373                         //   color.rgb *= SceneBrightness;
1374                         VectorScale(r_refdef.fogcolor, r_view.colorscale, fogvec);
1375                         if(r_glsl_permutation->loc_ContrastBoostCoeff >= 0) // need to support contrast boost
1376                         {
1377                                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1378                                 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
1379                                 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
1380                                 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
1381                         }
1382                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, fogvec[0], fogvec[1], fogvec[2]);
1383                 }
1384                 */
1385                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1386         }
1387         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1388         if (r_glsl_permutation->loc_Color_Pants >= 0)
1389         {
1390                 if (rsurface.texture->currentskinframe->pants)
1391                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1392                 else
1393                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1394         }
1395         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1396         {
1397                 if (rsurface.texture->currentskinframe->shirt)
1398                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1399                 else
1400                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1401         }
1402         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1403         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1404         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1405         if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
1406         if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
1407         if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
1408         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1409         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1410         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1411         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1412         CHECKGLERROR
1413         return permutation;
1414 }
1415
1416 #define SKINFRAME_HASH 1024
1417
1418 struct
1419 {
1420         int loadsequence; // incremented each level change
1421         memexpandablearray_t array;
1422         skinframe_t *hash[SKINFRAME_HASH];
1423 }
1424 r_skinframe;
1425
1426 void R_SkinFrame_PrepareForPurge(void)
1427 {
1428         r_skinframe.loadsequence++;
1429         // wrap it without hitting zero
1430         if (r_skinframe.loadsequence >= 200)
1431                 r_skinframe.loadsequence = 1;
1432 }
1433
1434 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1435 {
1436         if (!skinframe)
1437                 return;
1438         // mark the skinframe as used for the purging code
1439         skinframe->loadsequence = r_skinframe.loadsequence;
1440 }
1441
1442 void R_SkinFrame_Purge(void)
1443 {
1444         int i;
1445         skinframe_t *s;
1446         for (i = 0;i < SKINFRAME_HASH;i++)
1447         {
1448                 for (s = r_skinframe.hash[i];s;s = s->next)
1449                 {
1450                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1451                         {
1452                                 if (s->base == r_texture_notexture)     s->base   = NULL;
1453                                 if (s->nmap == r_texture_blanknormalmap)s->nmap   = NULL;
1454                                 if (s->merged == s->base)               s->merged = NULL;
1455                                 if (s->stain ) R_FreeTexture(s->stain );s->stain  = NULL;
1456                                 if (s->merged) R_FreeTexture(s->merged);s->merged = NULL;
1457                                 if (s->base  ) R_FreeTexture(s->base  );s->base   = NULL;
1458                                 if (s->pants ) R_FreeTexture(s->pants );s->pants  = NULL;
1459                                 if (s->shirt ) R_FreeTexture(s->shirt );s->shirt  = NULL;
1460                                 if (s->nmap  ) R_FreeTexture(s->nmap  );s->nmap   = NULL;
1461                                 if (s->gloss ) R_FreeTexture(s->gloss );s->gloss  = NULL;
1462                                 if (s->glow  ) R_FreeTexture(s->glow  );s->glow   = NULL;
1463                                 if (s->fog   ) R_FreeTexture(s->fog   );s->fog    = NULL;
1464                                 s->loadsequence = 0;
1465                         }
1466                 }
1467         }
1468 }
1469
1470 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1471 {
1472         skinframe_t *item;
1473         int hashindex;
1474         char basename[MAX_QPATH];
1475
1476         Image_StripImageExtension(name, basename, sizeof(basename));
1477
1478         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1479         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1480                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1481                         break;
1482         if (!item)
1483         {
1484                 if (!add)
1485                         return NULL;
1486                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1487                 memset(item, 0, sizeof(*item));
1488                 strlcpy(item->basename, basename, sizeof(item->basename));
1489                 item->textureflags = textureflags;
1490                 item->comparewidth = comparewidth;
1491                 item->compareheight = compareheight;
1492                 item->comparecrc = comparecrc;
1493                 item->next = r_skinframe.hash[hashindex];
1494                 r_skinframe.hash[hashindex] = item;
1495         }
1496         R_SkinFrame_MarkUsed(item);
1497         return item;
1498 }
1499
1500 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1501 {
1502         // FIXME: it should be possible to disable loading various layers using
1503         // cvars, to prevent wasted loading time and memory usage if the user does
1504         // not want them
1505         qboolean loadnormalmap = true;
1506         qboolean loadgloss = true;
1507         qboolean loadpantsandshirt = true;
1508         qboolean loadglow = true;
1509         int j;
1510         unsigned char *pixels;
1511         unsigned char *bumppixels;
1512         unsigned char *basepixels = NULL;
1513         int basepixels_width;
1514         int basepixels_height;
1515         skinframe_t *skinframe;
1516
1517         if (cls.state == ca_dedicated)
1518                 return NULL;
1519
1520         // return an existing skinframe if already loaded
1521         // if loading of the first image fails, don't make a new skinframe as it
1522         // would cause all future lookups of this to be missing
1523         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1524         if (skinframe && skinframe->base)
1525                 return skinframe;
1526
1527         basepixels = loadimagepixels(name, complain, 0, 0);
1528         if (basepixels == NULL)
1529                 return NULL;
1530
1531         // we've got some pixels to store, so really allocate this new texture now
1532         if (!skinframe)
1533                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1534         skinframe->stain = NULL;
1535         skinframe->merged = NULL;
1536         skinframe->base = r_texture_notexture;
1537         skinframe->pants = NULL;
1538         skinframe->shirt = NULL;
1539         skinframe->nmap = r_texture_blanknormalmap;
1540         skinframe->gloss = NULL;
1541         skinframe->glow = NULL;
1542         skinframe->fog = NULL;
1543
1544         basepixels_width = image_width;
1545         basepixels_height = image_height;
1546         skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1547
1548         if (textureflags & TEXF_ALPHA)
1549         {
1550                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1551                         if (basepixels[j] < 255)
1552                                 break;
1553                 if (j < basepixels_width * basepixels_height * 4)
1554                 {
1555                         // has transparent pixels
1556                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1557                         for (j = 0;j < image_width * image_height * 4;j += 4)
1558                         {
1559                                 pixels[j+0] = 255;
1560                                 pixels[j+1] = 255;
1561                                 pixels[j+2] = 255;
1562                                 pixels[j+3] = basepixels[j+3];
1563                         }
1564                         skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1565                         Mem_Free(pixels);
1566                 }
1567         }
1568
1569         // _norm is the name used by tenebrae and has been adopted as standard
1570         if (loadnormalmap)
1571         {
1572                 if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0)) != NULL)
1573                 {
1574                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1575                         Mem_Free(pixels);
1576                         pixels = NULL;
1577                 }
1578                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0)) != NULL)
1579                 {
1580                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1581                         Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1582                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1583                         Mem_Free(pixels);
1584                         Mem_Free(bumppixels);
1585                 }
1586                 else if (r_shadow_bumpscale_basetexture.value > 0)
1587                 {
1588                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1589                         Image_HeightmapToNormalmap(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1590                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1591                         Mem_Free(pixels);
1592                 }
1593         }
1594         // _luma is supported for tenebrae compatibility
1595         // (I think it's a very stupid name, but oh well)
1596         // _glow is the preferred name
1597         if (loadglow          && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1598         if (loadgloss         && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1599         if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1600         if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1601
1602         if (basepixels)
1603                 Mem_Free(basepixels);
1604
1605         return skinframe;
1606 }
1607
1608 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
1609 {
1610         int i;
1611         if (!force)
1612         {
1613                 for (i = 0;i < width*height;i++)
1614                         if (((unsigned char *)&palette[in[i]])[3] > 0)
1615                                 break;
1616                 if (i == width*height)
1617                         return NULL;
1618         }
1619         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1620 }
1621
1622 skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
1623 {
1624         int i;
1625         unsigned char *temp1, *temp2;
1626         skinframe_t *skinframe;
1627
1628         if (cls.state == ca_dedicated)
1629                 return NULL;
1630
1631         // if already loaded just return it, otherwise make a new skinframe
1632         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*bitsperpixel/8) : 0, true);
1633         if (skinframe && skinframe->base)
1634                 return skinframe;
1635
1636         skinframe->stain = NULL;
1637         skinframe->merged = NULL;
1638         skinframe->base = r_texture_notexture;
1639         skinframe->pants = NULL;
1640         skinframe->shirt = NULL;
1641         skinframe->nmap = r_texture_blanknormalmap;
1642         skinframe->gloss = NULL;
1643         skinframe->glow = NULL;
1644         skinframe->fog = NULL;
1645
1646         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1647         if (!skindata)
1648                 return NULL;
1649
1650         if (bitsperpixel == 32)
1651         {
1652                 if (r_shadow_bumpscale_basetexture.value > 0)
1653                 {
1654                         temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1655                         temp2 = temp1 + width * height * 4;
1656                         Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1657                         skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, skinframe->textureflags | TEXF_ALPHA, NULL);
1658                         Mem_Free(temp1);
1659                 }
1660                 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1661                 if (textureflags & TEXF_ALPHA)
1662                 {
1663                         for (i = 3;i < width * height * 4;i += 4)
1664                                 if (skindata[i] < 255)
1665                                         break;
1666                         if (i < width * height * 4)
1667                         {
1668                                 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1669                                 memcpy(fogpixels, skindata, width * height * 4);
1670                                 for (i = 0;i < width * height * 4;i += 4)
1671                                         fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1672                                 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1673                                 Mem_Free(fogpixels);
1674                         }
1675                 }
1676         }
1677         else if (bitsperpixel == 8)
1678         {
1679                 if (r_shadow_bumpscale_basetexture.value > 0)
1680                 {
1681                         temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1682                         temp2 = temp1 + width * height * 4;
1683                         if (bitsperpixel == 32)
1684                                 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1685                         else
1686                         {
1687                                 // use either a custom palette or the quake palette
1688                                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
1689                                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1690                         }
1691                         skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, skinframe->textureflags | TEXF_ALPHA, NULL);
1692                         Mem_Free(temp1);
1693                 }
1694                 // use either a custom palette, or the quake palette
1695                 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), skinframe->textureflags, true); // all
1696                 if (!palette && loadglowtexture)
1697                         skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, skinframe->textureflags, false); // glow
1698                 if (!palette && loadpantsandshirt)
1699                 {
1700                         skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, skinframe->textureflags, false); // pants
1701                         skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, skinframe->textureflags, false); // shirt
1702                 }
1703                 if (skinframe->pants || skinframe->shirt)
1704                         skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, skinframe->textureflags, false); // no special colors
1705                 if (textureflags & TEXF_ALPHA)
1706                 {
1707                         // if not using a custom alphapalette, use the quake one
1708                         if (!alphapalette)
1709                                 alphapalette = palette_alpha;
1710                         for (i = 0;i < width * height;i++)
1711                                 if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
1712                                         break;
1713                         if (i < width * height)
1714                                 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, skinframe->textureflags, true); // fog mask
1715                 }
1716         }
1717
1718         return skinframe;
1719 }
1720
1721 skinframe_t *R_SkinFrame_LoadMissing(void)
1722 {
1723         skinframe_t *skinframe;
1724
1725         if (cls.state == ca_dedicated)
1726                 return NULL;
1727
1728         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1729         skinframe->stain = NULL;
1730         skinframe->merged = NULL;
1731         skinframe->base = r_texture_notexture;
1732         skinframe->pants = NULL;
1733         skinframe->shirt = NULL;
1734         skinframe->nmap = r_texture_blanknormalmap;
1735         skinframe->gloss = NULL;
1736         skinframe->glow = NULL;
1737         skinframe->fog = NULL;
1738
1739         return skinframe;
1740 }
1741
1742 void gl_main_start(void)
1743 {
1744         int x;
1745         double r, alpha;
1746
1747         r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
1748         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
1749         {
1750                 alpha = 1 - exp(r / ((double)x*(double)x));
1751                 if (x == FOGMASKTABLEWIDTH - 1)
1752                         alpha = 0;
1753                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
1754         }
1755
1756         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1757         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1758
1759         // set up r_skinframe loading system for textures
1760         memset(&r_skinframe, 0, sizeof(r_skinframe));
1761         r_skinframe.loadsequence = 1;
1762         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1763
1764         r_main_texturepool = R_AllocTexturePool();
1765         R_BuildBlankTextures();
1766         R_BuildNoTexture();
1767         if (gl_texturecubemap)
1768         {
1769                 R_BuildWhiteCube();
1770                 R_BuildNormalizationCube();
1771         }
1772         R_BuildFogTexture();
1773         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1774         memset(&r_waterstate, 0, sizeof(r_waterstate));
1775         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1776         memset(&r_svbsp, 0, sizeof (r_svbsp));
1777 }
1778
1779 void gl_main_shutdown(void)
1780 {
1781         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1782         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1783
1784         // clear out the r_skinframe state
1785         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1786         memset(&r_skinframe, 0, sizeof(r_skinframe));
1787
1788         if (r_svbsp.nodes)
1789                 Mem_Free(r_svbsp.nodes);
1790         memset(&r_svbsp, 0, sizeof (r_svbsp));
1791         R_FreeTexturePool(&r_main_texturepool);
1792         r_texture_blanknormalmap = NULL;
1793         r_texture_white = NULL;
1794         r_texture_grey128 = NULL;
1795         r_texture_black = NULL;
1796         r_texture_whitecube = NULL;
1797         r_texture_normalizationcube = NULL;
1798         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1799         memset(&r_waterstate, 0, sizeof(r_waterstate));
1800         R_GLSL_Restart_f();
1801 }
1802
1803 extern void CL_ParseEntityLump(char *entitystring);
1804 void gl_main_newmap(void)
1805 {
1806         // FIXME: move this code to client
1807         int l;
1808         char *entities, entname[MAX_QPATH];
1809         if (cl.worldmodel)
1810         {
1811                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1812                 l = (int)strlen(entname) - 4;
1813                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1814                 {
1815                         memcpy(entname + l, ".ent", 5);
1816                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1817                         {
1818                                 CL_ParseEntityLump(entities);
1819                                 Mem_Free(entities);
1820                                 return;
1821                         }
1822                 }
1823                 if (cl.worldmodel->brush.entities)
1824                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
1825         }
1826 }
1827
1828 void GL_Main_Init(void)
1829 {
1830         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1831
1832         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1833         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
1834         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
1835         if (gamemode == GAME_NEHAHRA)
1836         {
1837                 Cvar_RegisterVariable (&gl_fogenable);
1838                 Cvar_RegisterVariable (&gl_fogdensity);
1839                 Cvar_RegisterVariable (&gl_fogred);
1840                 Cvar_RegisterVariable (&gl_foggreen);
1841                 Cvar_RegisterVariable (&gl_fogblue);
1842                 Cvar_RegisterVariable (&gl_fogstart);
1843                 Cvar_RegisterVariable (&gl_fogend);
1844         }
1845         Cvar_RegisterVariable(&r_depthfirst);
1846         Cvar_RegisterVariable(&r_nearclip);
1847         Cvar_RegisterVariable(&r_showbboxes);
1848         Cvar_RegisterVariable(&r_showsurfaces);
1849         Cvar_RegisterVariable(&r_showtris);
1850         Cvar_RegisterVariable(&r_shownormals);
1851         Cvar_RegisterVariable(&r_showlighting);
1852         Cvar_RegisterVariable(&r_showshadowvolumes);
1853         Cvar_RegisterVariable(&r_showcollisionbrushes);
1854         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1855         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1856         Cvar_RegisterVariable(&r_showdisabledepthtest);
1857         Cvar_RegisterVariable(&r_drawportals);
1858         Cvar_RegisterVariable(&r_drawentities);
1859         Cvar_RegisterVariable(&r_cullentities_trace);
1860         Cvar_RegisterVariable(&r_cullentities_trace_samples);
1861         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1862         Cvar_RegisterVariable(&r_cullentities_trace_delay);
1863         Cvar_RegisterVariable(&r_drawviewmodel);
1864         Cvar_RegisterVariable(&r_speeds);
1865         Cvar_RegisterVariable(&r_fullbrights);
1866         Cvar_RegisterVariable(&r_wateralpha);
1867         Cvar_RegisterVariable(&r_dynamic);
1868         Cvar_RegisterVariable(&r_fullbright);
1869         Cvar_RegisterVariable(&r_shadows);
1870         Cvar_RegisterVariable(&r_shadows_throwdistance);
1871         Cvar_RegisterVariable(&r_q1bsp_skymasking);
1872         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
1873         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
1874         Cvar_RegisterVariable(&r_textureunits);
1875         Cvar_RegisterVariable(&r_glsl);
1876         Cvar_RegisterVariable(&r_glsl_offsetmapping);
1877         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1878         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1879         Cvar_RegisterVariable(&r_glsl_deluxemapping);
1880         Cvar_RegisterVariable(&r_water);
1881         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
1882         Cvar_RegisterVariable(&r_water_clippingplanebias);
1883         Cvar_RegisterVariable(&r_water_refractdistort);
1884         Cvar_RegisterVariable(&r_water_reflectdistort);
1885         Cvar_RegisterVariable(&r_lerpsprites);
1886         Cvar_RegisterVariable(&r_lerpmodels);
1887         Cvar_RegisterVariable(&r_waterscroll);
1888         Cvar_RegisterVariable(&r_bloom);
1889         Cvar_RegisterVariable(&r_bloom_colorscale);
1890         Cvar_RegisterVariable(&r_bloom_brighten);
1891         Cvar_RegisterVariable(&r_bloom_blur);
1892         Cvar_RegisterVariable(&r_bloom_resolution);
1893         Cvar_RegisterVariable(&r_bloom_colorexponent);
1894         Cvar_RegisterVariable(&r_bloom_colorsubtract);
1895         Cvar_RegisterVariable(&r_hdr);
1896         Cvar_RegisterVariable(&r_hdr_scenebrightness);
1897         Cvar_RegisterVariable(&r_glsl_contrastboost);
1898         Cvar_RegisterVariable(&r_hdr_glowintensity);
1899         Cvar_RegisterVariable(&r_hdr_range);
1900         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1901         Cvar_RegisterVariable(&developer_texturelogging);
1902         Cvar_RegisterVariable(&gl_lightmaps);
1903         Cvar_RegisterVariable(&r_test);
1904         Cvar_RegisterVariable(&r_batchmode);
1905         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1906                 Cvar_SetValue("r_fullbrights", 0);
1907         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1908
1909         Cvar_RegisterVariable(&r_track_sprites);
1910         Cvar_RegisterVariable(&r_track_sprites_flags);
1911         Cvar_RegisterVariable(&r_track_sprites_scalew);
1912         Cvar_RegisterVariable(&r_track_sprites_scaleh);
1913 }
1914
1915 extern void R_Textures_Init(void);
1916 extern void GL_Draw_Init(void);
1917 extern void GL_Main_Init(void);
1918 extern void R_Shadow_Init(void);
1919 extern void R_Sky_Init(void);
1920 extern void GL_Surf_Init(void);
1921 extern void R_Light_Init(void);
1922 extern void R_Particles_Init(void);
1923 extern void R_Explosion_Init(void);
1924 extern void gl_backend_init(void);
1925 extern void Sbar_Init(void);
1926 extern void R_LightningBeams_Init(void);
1927 extern void Mod_RenderInit(void);
1928
1929 void Render_Init(void)
1930 {
1931         gl_backend_init();
1932         R_Textures_Init();
1933         GL_Main_Init();
1934         GL_Draw_Init();
1935         R_Shadow_Init();
1936         R_Sky_Init();
1937         GL_Surf_Init();
1938         Sbar_Init();
1939         R_Light_Init();
1940         R_Particles_Init();
1941         R_Explosion_Init();
1942         R_LightningBeams_Init();
1943         Mod_RenderInit();
1944 }
1945
1946 /*
1947 ===============
1948 GL_Init
1949 ===============
1950 */
1951 extern char *ENGINE_EXTENSIONS;
1952 void GL_Init (void)
1953 {
1954         VID_CheckExtensions();
1955
1956         // LordHavoc: report supported extensions
1957         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
1958
1959         // clear to black (loading plaque will be seen over this)
1960         CHECKGLERROR
1961         qglClearColor(0,0,0,1);CHECKGLERROR
1962         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
1963 }
1964
1965 int R_CullBox(const vec3_t mins, const vec3_t maxs)
1966 {
1967         int i;
1968         mplane_t *p;
1969         for (i = 0;i < r_view.numfrustumplanes;i++)
1970         {
1971                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
1972                 if (i == 4)
1973                         continue;
1974                 p = r_view.frustum + i;
1975                 switch(p->signbits)
1976                 {
1977                 default:
1978                 case 0:
1979                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1980                                 return true;
1981                         break;
1982                 case 1:
1983                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1984                                 return true;
1985                         break;
1986                 case 2:
1987                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1988                                 return true;
1989                         break;
1990                 case 3:
1991                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1992                                 return true;
1993                         break;
1994                 case 4:
1995                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1996                                 return true;
1997                         break;
1998                 case 5:
1999                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2000                                 return true;
2001                         break;
2002                 case 6:
2003                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2004                                 return true;
2005                         break;
2006                 case 7:
2007                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2008                                 return true;
2009                         break;
2010                 }
2011         }
2012         return false;
2013 }
2014
2015 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2016 {
2017         int i;
2018         const mplane_t *p;
2019         for (i = 0;i < numplanes;i++)
2020         {
2021                 p = planes + i;
2022                 switch(p->signbits)
2023                 {
2024                 default:
2025                 case 0:
2026                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2027                                 return true;
2028                         break;
2029                 case 1:
2030                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2031                                 return true;
2032                         break;
2033                 case 2:
2034                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2035                                 return true;
2036                         break;
2037                 case 3:
2038                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2039                                 return true;
2040                         break;
2041                 case 4:
2042                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2043                                 return true;
2044                         break;
2045                 case 5:
2046                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2047                                 return true;
2048                         break;
2049                 case 6:
2050                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2051                                 return true;
2052                         break;
2053                 case 7:
2054                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2055                                 return true;
2056                         break;
2057                 }
2058         }
2059         return false;
2060 }
2061
2062 //==================================================================================
2063
2064 static void R_UpdateEntityLighting(entity_render_t *ent)
2065 {
2066         vec3_t tempdiffusenormal;
2067
2068         // fetch the lighting from the worldmodel data
2069         VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
2070         VectorClear(ent->modellight_diffuse);
2071         VectorClear(tempdiffusenormal);
2072         if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
2073         {
2074                 vec3_t org;
2075                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2076                 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
2077         }
2078         else // highly rare
2079                 VectorSet(ent->modellight_ambient, 1, 1, 1);
2080
2081         // move the light direction into modelspace coordinates for lighting code
2082         Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
2083         if(VectorLength2(ent->modellight_lightdir) > 0)
2084         {
2085                 VectorNormalize(ent->modellight_lightdir);
2086         }
2087         else
2088         {
2089                 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
2090         }
2091
2092         // scale ambient and directional light contributions according to rendering variables
2093         ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
2094         ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
2095         ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
2096         ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
2097         ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
2098         ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
2099 }
2100
2101 static void R_View_UpdateEntityVisible (void)
2102 {
2103         int i, renderimask;
2104         entity_render_t *ent;
2105
2106         if (!r_drawentities.integer)
2107                 return;
2108
2109         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2110         if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
2111         {
2112                 // worldmodel can check visibility
2113                 for (i = 0;i < r_refdef.numentities;i++)
2114                 {
2115                         ent = r_refdef.entities[i];
2116                         r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
2117
2118                 }
2119                 if(r_cullentities_trace.integer)
2120                 {
2121                         for (i = 0;i < r_refdef.numentities;i++)
2122                         {
2123                                 ent = r_refdef.entities[i];
2124                                 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2125                                 {
2126                                         if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
2127                                                 ent->last_trace_visibility = realtime;
2128                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2129                                                 r_viewcache.entityvisible[i] = 0;
2130                                 }
2131                         }
2132                 }
2133         }
2134         else
2135         {
2136                 // no worldmodel or it can't check visibility
2137                 for (i = 0;i < r_refdef.numentities;i++)
2138                 {
2139                         ent = r_refdef.entities[i];
2140                         r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
2141                 }
2142         }
2143
2144         // update entity lighting (even on hidden entities for r_shadows)
2145         for (i = 0;i < r_refdef.numentities;i++)
2146                 R_UpdateEntityLighting(r_refdef.entities[i]);
2147 }
2148
2149 // only used if skyrendermasked, and normally returns false
2150 int R_DrawBrushModelsSky (void)
2151 {
2152         int i, sky;
2153         entity_render_t *ent;
2154
2155         if (!r_drawentities.integer)
2156                 return false;
2157
2158         sky = false;
2159         for (i = 0;i < r_refdef.numentities;i++)
2160         {
2161                 if (!r_viewcache.entityvisible[i])
2162                         continue;
2163                 ent = r_refdef.entities[i];
2164                 if (!ent->model || !ent->model->DrawSky)
2165                         continue;
2166                 ent->model->DrawSky(ent);
2167                 sky = true;
2168         }
2169         return sky;
2170 }
2171
2172 static void R_DrawNoModel(entity_render_t *ent);
2173 static void R_DrawModels(void)
2174 {
2175         int i;
2176         entity_render_t *ent;
2177
2178         if (!r_drawentities.integer)
2179                 return;
2180
2181         for (i = 0;i < r_refdef.numentities;i++)
2182         {
2183                 if (!r_viewcache.entityvisible[i])
2184                         continue;
2185                 ent = r_refdef.entities[i];
2186                 r_refdef.stats.entities++;
2187                 if (ent->model && ent->model->Draw != NULL)
2188                         ent->model->Draw(ent);
2189                 else
2190                         R_DrawNoModel(ent);
2191         }
2192 }
2193
2194 static void R_DrawModelsDepth(void)
2195 {
2196         int i;
2197         entity_render_t *ent;
2198
2199         if (!r_drawentities.integer)
2200                 return;
2201
2202         for (i = 0;i < r_refdef.numentities;i++)
2203         {
2204                 if (!r_viewcache.entityvisible[i])
2205                         continue;
2206                 ent = r_refdef.entities[i];
2207                 r_refdef.stats.entities++;
2208                 if (ent->model && ent->model->DrawDepth != NULL)
2209                         ent->model->DrawDepth(ent);
2210         }
2211 }
2212
2213 static void R_DrawModelsDebug(void)
2214 {
2215         int i;
2216         entity_render_t *ent;
2217
2218         if (!r_drawentities.integer)
2219                 return;
2220
2221         for (i = 0;i < r_refdef.numentities;i++)
2222         {
2223                 if (!r_viewcache.entityvisible[i])
2224                         continue;
2225                 ent = r_refdef.entities[i];
2226                 r_refdef.stats.entities++;
2227                 if (ent->model && ent->model->DrawDebug != NULL)
2228                         ent->model->DrawDebug(ent);
2229         }
2230 }
2231
2232 static void R_DrawModelsAddWaterPlanes(void)
2233 {
2234         int i;
2235         entity_render_t *ent;
2236
2237         if (!r_drawentities.integer)
2238                 return;
2239
2240         for (i = 0;i < r_refdef.numentities;i++)
2241         {
2242                 if (!r_viewcache.entityvisible[i])
2243                         continue;
2244                 ent = r_refdef.entities[i];
2245                 r_refdef.stats.entities++;
2246                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2247                         ent->model->DrawAddWaterPlanes(ent);
2248         }
2249 }
2250
2251 static void R_View_SetFrustum(void)
2252 {
2253         int i;
2254         double slopex, slopey;
2255
2256         // break apart the view matrix into vectors for various purposes
2257         Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
2258         VectorNegate(r_view.left, r_view.right);
2259
2260 #if 0
2261         r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
2262         r_view.frustum[0].normal[1] = 0 - 0;
2263         r_view.frustum[0].normal[2] = -1 - 0;
2264         r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
2265         r_view.frustum[1].normal[1] = 0 + 0;
2266         r_view.frustum[1].normal[2] = -1 + 0;
2267         r_view.frustum[2].normal[0] = 0 - 0;
2268         r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
2269         r_view.frustum[2].normal[2] = -1 - 0;
2270         r_view.frustum[3].normal[0] = 0 + 0;
2271         r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
2272         r_view.frustum[3].normal[2] = -1 + 0;
2273 #endif
2274
2275 #if 0
2276         zNear = r_refdef.nearclip;
2277         nudge = 1.0 - 1.0 / (1<<23);
2278         r_view.frustum[4].normal[0] = 0 - 0;
2279         r_view.frustum[4].normal[1] = 0 - 0;
2280         r_view.frustum[4].normal[2] = -1 - -nudge;
2281         r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
2282         r_view.frustum[5].normal[0] = 0 + 0;
2283         r_view.frustum[5].normal[1] = 0 + 0;
2284         r_view.frustum[5].normal[2] = -1 + -nudge;
2285         r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
2286 #endif
2287
2288
2289
2290 #if 0
2291         r_view.frustum[0].normal[0] = m[3] - m[0];
2292         r_view.frustum[0].normal[1] = m[7] - m[4];
2293         r_view.frustum[0].normal[2] = m[11] - m[8];
2294         r_view.frustum[0].dist = m[15] - m[12];
2295
2296         r_view.frustum[1].normal[0] = m[3] + m[0];
2297         r_view.frustum[1].normal[1] = m[7] + m[4];
2298         r_view.frustum[1].normal[2] = m[11] + m[8];
2299         r_view.frustum[1].dist = m[15] + m[12];
2300
2301         r_view.frustum[2].normal[0] = m[3] - m[1];
2302         r_view.frustum[2].normal[1] = m[7] - m[5];
2303         r_view.frustum[2].normal[2] = m[11] - m[9];
2304         r_view.frustum[2].dist = m[15] - m[13];
2305
2306         r_view.frustum[3].normal[0] = m[3] + m[1];
2307         r_view.frustum[3].normal[1] = m[7] + m[5];
2308         r_view.frustum[3].normal[2] = m[11] + m[9];
2309         r_view.frustum[3].dist = m[15] + m[13];
2310
2311         r_view.frustum[4].normal[0] = m[3] - m[2];
2312         r_view.frustum[4].normal[1] = m[7] - m[6];
2313         r_view.frustum[4].normal[2] = m[11] - m[10];
2314         r_view.frustum[4].dist = m[15] - m[14];
2315
2316         r_view.frustum[5].normal[0] = m[3] + m[2];
2317         r_view.frustum[5].normal[1] = m[7] + m[6];
2318         r_view.frustum[5].normal[2] = m[11] + m[10];
2319         r_view.frustum[5].dist = m[15] + m[14];
2320 #endif
2321
2322         if (r_view.useperspective)
2323         {
2324                 slopex = 1.0 / r_view.frustum_x;
2325                 slopey = 1.0 / r_view.frustum_y;
2326                 VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
2327                 VectorMA(r_view.forward,  slopex, r_view.left, r_view.frustum[1].normal);
2328                 VectorMA(r_view.forward, -slopey, r_view.up  , r_view.frustum[2].normal);
2329                 VectorMA(r_view.forward,  slopey, r_view.up  , r_view.frustum[3].normal);
2330                 VectorCopy(r_view.forward, r_view.frustum[4].normal);
2331                 
2332                 // Leaving those out was a mistake, those were in the old code, and they
2333                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2334                 // I couldn't reproduce it after adding those normalizations. --blub
2335                 VectorNormalize(r_view.frustum[0].normal);
2336                 VectorNormalize(r_view.frustum[1].normal);
2337                 VectorNormalize(r_view.frustum[2].normal);
2338                 VectorNormalize(r_view.frustum[3].normal);
2339
2340                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2341                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
2342                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
2343                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[2]);
2344                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[3]);
2345
2346                 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
2347                 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
2348                 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
2349                 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
2350                 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
2351         }
2352         else
2353         {
2354                 VectorScale(r_view.left, -r_view.ortho_x, r_view.frustum[0].normal);
2355                 VectorScale(r_view.left,  r_view.ortho_x, r_view.frustum[1].normal);
2356                 VectorScale(r_view.up, -r_view.ortho_y, r_view.frustum[2].normal);
2357                 VectorScale(r_view.up,  r_view.ortho_y, r_view.frustum[3].normal);
2358                 VectorCopy(r_view.forward, r_view.frustum[4].normal);
2359                 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal) + r_view.ortho_x;
2360                 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal) + r_view.ortho_x;
2361                 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal) + r_view.ortho_y;
2362                 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal) + r_view.ortho_y;
2363                 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
2364         }
2365         r_view.numfrustumplanes = 5;
2366
2367         if (r_view.useclipplane)
2368         {
2369                 r_view.numfrustumplanes = 6;
2370                 r_view.frustum[5] = r_view.clipplane;
2371         }
2372
2373         for (i = 0;i < r_view.numfrustumplanes;i++)
2374                 PlaneClassify(r_view.frustum + i);
2375
2376         // LordHavoc: note to all quake engine coders, Quake had a special case
2377         // for 90 degrees which assumed a square view (wrong), so I removed it,
2378         // Quake2 has it disabled as well.
2379
2380         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2381         //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
2382         //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
2383         //PlaneClassify(&frustum[0]);
2384
2385         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2386         //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
2387         //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
2388         //PlaneClassify(&frustum[1]);
2389
2390         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2391         //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
2392         //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
2393         //PlaneClassify(&frustum[2]);
2394
2395         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2396         //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
2397         //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
2398         //PlaneClassify(&frustum[3]);
2399
2400         // nearclip plane
2401         //VectorCopy(r_view.forward, r_view.frustum[4].normal);
2402         //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
2403         //PlaneClassify(&frustum[4]);
2404 }
2405
2406 void R_View_Update(void)
2407 {
2408         R_View_SetFrustum();
2409         R_View_WorldVisibility(r_view.useclipplane);
2410         R_View_UpdateEntityVisible();
2411 }
2412
2413 void R_SetupView(void)
2414 {
2415         if (!r_view.useperspective)
2416                 GL_SetupView_Mode_Ortho(-r_view.ortho_x, -r_view.ortho_y, r_view.ortho_x, r_view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2417         else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2418                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
2419         else
2420                 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2421
2422         GL_SetupView_Orientation_FromEntity(&r_view.matrix);
2423
2424         if (r_view.useclipplane)
2425         {
2426                 // LordHavoc: couldn't figure out how to make this approach the
2427                 vec_t dist = r_view.clipplane.dist - r_water_clippingplanebias.value;
2428                 vec_t viewdist = DotProduct(r_view.origin, r_view.clipplane.normal);
2429                 if (viewdist < r_view.clipplane.dist + r_water_clippingplanebias.value)
2430                         dist = r_view.clipplane.dist;
2431                 GL_SetupView_ApplyCustomNearClipPlane(r_view.clipplane.normal[0], r_view.clipplane.normal[1], r_view.clipplane.normal[2], dist);
2432         }
2433 }
2434
2435 void R_ResetViewRendering2D(void)
2436 {
2437         if (gl_support_fragment_shader)
2438         {
2439                 qglUseProgramObjectARB(0);CHECKGLERROR
2440         }
2441
2442         DrawQ_Finish();
2443
2444         // GL is weird because it's bottom to top, r_view.y is top to bottom
2445         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2446         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2447         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2448         GL_Color(1, 1, 1, 1);
2449         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2450         GL_BlendFunc(GL_ONE, GL_ZERO);
2451         GL_AlphaTest(false);
2452         GL_ScissorTest(false);
2453         GL_DepthMask(false);
2454         GL_DepthRange(0, 1);
2455         GL_DepthTest(false);
2456         R_Mesh_Matrix(&identitymatrix);
2457         R_Mesh_ResetTextureState();
2458         GL_PolygonOffset(0, 0);
2459         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2460         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2461         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2462         qglStencilMask(~0);CHECKGLERROR
2463         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2464         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2465         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2466 }
2467
2468 void R_ResetViewRendering3D(void)
2469 {
2470         if (gl_support_fragment_shader)
2471         {
2472                 qglUseProgramObjectARB(0);CHECKGLERROR
2473         }
2474
2475         DrawQ_Finish();
2476
2477         // GL is weird because it's bottom to top, r_view.y is top to bottom
2478         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2479         R_SetupView();
2480         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2481         GL_Color(1, 1, 1, 1);
2482         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2483         GL_BlendFunc(GL_ONE, GL_ZERO);
2484         GL_AlphaTest(false);
2485         GL_ScissorTest(true);
2486         GL_DepthMask(true);
2487         GL_DepthRange(0, 1);
2488         GL_DepthTest(true);
2489         R_Mesh_Matrix(&identitymatrix);
2490         R_Mesh_ResetTextureState();
2491         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2492         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2493         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2494         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2495         qglStencilMask(~0);CHECKGLERROR
2496         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2497         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2498         GL_CullFace(r_view.cullface_back);
2499 }
2500
2501 /*
2502         R_Bloom_SetupShader(
2503 "// bloom shader\n"
2504 "// written by Forest 'LordHavoc' Hale\n"
2505 "\n"
2506 "// common definitions between vertex shader and fragment shader:\n"
2507 "\n"
2508 "#ifdef __GLSL_CG_DATA_TYPES\n"
2509 "#define myhalf half\n"
2510 "#define myhvec2 hvec2\n"
2511 "#define myhvec3 hvec3\n"
2512 "#define myhvec4 hvec4\n"
2513 "#else\n"
2514 "#define myhalf float\n"
2515 "#define myhvec2 vec2\n"
2516 "#define myhvec3 vec3\n"
2517 "#define myhvec4 vec4\n"
2518 "#endif\n"
2519 "\n"
2520 "varying vec2 ScreenTexCoord;\n"
2521 "varying vec2 BloomTexCoord;\n"
2522 "\n"
2523 "\n"
2524 "\n"
2525 "\n"
2526 "// vertex shader specific:\n"
2527 "#ifdef VERTEX_SHADER\n"
2528 "\n"
2529 "void main(void)\n"
2530 "{\n"
2531 "       ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2532 "       BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2533 "       // transform vertex to camera space, using ftransform to match non-VS\n"
2534 "       // rendering\n"
2535 "       gl_Position = ftransform();\n"
2536 "}\n"
2537 "\n"
2538 "#endif // VERTEX_SHADER\n"
2539 "\n"
2540 "\n"
2541 "\n"
2542 "\n"
2543 "// fragment shader specific:\n"
2544 "#ifdef FRAGMENT_SHADER\n"
2545 "\n"
2546 "void main(void)\n"
2547 "{\n"
2548 "       int x, y;
2549 "       myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2550 "       for (x = -BLUR_X;x <= BLUR_X;x++)
2551 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2552 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2553 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2554 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2555
2556 "       gl_FragColor = vec4(color);\n"
2557 "}\n"
2558 "\n"
2559 "#endif // FRAGMENT_SHADER\n"
2560 */
2561
2562 void R_RenderScene(qboolean addwaterplanes);
2563
2564 static void R_Water_StartFrame(void)
2565 {
2566         int i;
2567         int waterwidth, waterheight, texturewidth, textureheight;
2568         r_waterstate_waterplane_t *p;
2569
2570         // set waterwidth and waterheight to the water resolution that will be
2571         // used (often less than the screen resolution for faster rendering)
2572         waterwidth = (int)bound(1, r_view.width * r_water_resolutionmultiplier.value, r_view.width);
2573         waterheight = (int)bound(1, r_view.height * r_water_resolutionmultiplier.value, r_view.height);
2574
2575         // calculate desired texture sizes
2576         // can't use water if the card does not support the texture size
2577         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2578                 texturewidth = textureheight = waterwidth = waterheight = 0;
2579         else if (gl_support_arb_texture_non_power_of_two)
2580         {
2581                 texturewidth = waterwidth;
2582                 textureheight = waterheight;
2583         }
2584         else
2585         {
2586                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
2587                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
2588         }
2589
2590         // allocate textures as needed
2591         if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2592         {
2593                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2594                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2595                 {
2596                         if (p->texture_refraction)
2597                                 R_FreeTexture(p->texture_refraction);
2598                         p->texture_refraction = NULL;
2599                         if (p->texture_reflection)
2600                                 R_FreeTexture(p->texture_reflection);
2601                         p->texture_reflection = NULL;
2602                 }
2603                 memset(&r_waterstate, 0, sizeof(r_waterstate));
2604                 r_waterstate.waterwidth = waterwidth;
2605                 r_waterstate.waterheight = waterheight;
2606                 r_waterstate.texturewidth = texturewidth;
2607                 r_waterstate.textureheight = textureheight;
2608         }
2609
2610         if (r_waterstate.waterwidth)
2611         {
2612                 r_waterstate.enabled = true;
2613
2614                 // set up variables that will be used in shader setup
2615                 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2616                 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2617                 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2618                 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2619         }
2620
2621         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2622         r_waterstate.numwaterplanes = 0;
2623 }
2624
2625 static void R_Water_AddWaterPlane(msurface_t *surface)
2626 {
2627         int triangleindex, planeindex;
2628         const int *e;
2629         vec_t f;
2630         vec3_t vert[3];
2631         vec3_t normal;
2632         vec3_t center;
2633         r_waterstate_waterplane_t *p;
2634         // just use the first triangle with a valid normal for any decisions
2635         VectorClear(normal);
2636         VectorClear(center);
2637         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2638         {
2639                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2640                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2641                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2642                 TriangleNormal(vert[0], vert[1], vert[2], normal);
2643                 if (VectorLength2(normal) >= 0.001)
2644                         break;
2645         }
2646         // now find the center of this surface
2647         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles*3;triangleindex++, e++)
2648         {
2649                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2650                 VectorAdd(center, vert[0], center);
2651         }
2652         f = 1.0 / surface->num_triangles*3;
2653         VectorScale(center, f, center);
2654
2655         // find a matching plane if there is one
2656         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2657                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2658                         break;
2659         if (planeindex >= r_waterstate.maxwaterplanes)
2660                 return; // nothing we can do, out of planes
2661
2662         // if this triangle does not fit any known plane rendered this frame, add one
2663         if (planeindex >= r_waterstate.numwaterplanes)
2664         {
2665                 // store the new plane
2666                 r_waterstate.numwaterplanes++;
2667                 VectorCopy(normal, p->plane.normal);
2668                 VectorNormalize(p->plane.normal);
2669                 p->plane.dist = DotProduct(vert[0], p->plane.normal);
2670                 PlaneClassify(&p->plane);
2671                 // flip the plane if it does not face the viewer
2672                 if (PlaneDiff(r_view.origin, &p->plane) < 0)
2673                 {
2674                         VectorNegate(p->plane.normal, p->plane.normal);
2675                         p->plane.dist *= -1;
2676                         PlaneClassify(&p->plane);
2677                 }
2678                 // clear materialflags and pvs
2679                 p->materialflags = 0;
2680                 p->pvsvalid = false;
2681         }
2682         // merge this surface's materialflags into the waterplane
2683         p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2684         // merge this surface's PVS into the waterplane
2685         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.worldmodel && r_refdef.worldmodel->brush.FatPVS)
2686         {
2687                 r_refdef.worldmodel->brush.FatPVS(r_refdef.worldmodel, r_view.origin, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2688                 p->pvsvalid = true;
2689         }
2690 }
2691
2692 static void R_Water_ProcessPlanes(void)
2693 {
2694         r_view_t originalview;
2695         int planeindex;
2696         r_waterstate_waterplane_t *p;
2697
2698         originalview = r_view;
2699
2700         // make sure enough textures are allocated
2701         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2702         {
2703                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2704                 {
2705                         if (!p->texture_refraction)
2706                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2707                         if (!p->texture_refraction)
2708                                 goto error;
2709                 }
2710
2711                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2712                 {
2713                         if (!p->texture_reflection)
2714                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2715                         if (!p->texture_reflection)
2716                                 goto error;
2717                 }
2718         }
2719
2720         // render views
2721         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2722         {
2723                 r_view.showdebug = false;
2724                 r_view.width = r_waterstate.waterwidth;
2725                 r_view.height = r_waterstate.waterheight;
2726                 r_view.useclipplane = true;
2727                 r_waterstate.renderingscene = true;
2728
2729                 // render the normal view scene and copy into texture
2730                 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
2731                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2732                 {
2733                         r_view.clipplane = p->plane;
2734                         VectorNegate(r_view.clipplane.normal, r_view.clipplane.normal);
2735                         r_view.clipplane.dist = -r_view.clipplane.dist;
2736                         PlaneClassify(&r_view.clipplane);
2737
2738                         R_RenderScene(false);
2739
2740                         // copy view into the screen texture
2741                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
2742                         GL_ActiveTexture(0);
2743                         CHECKGLERROR
2744                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2745                 }
2746
2747                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2748                 {
2749                         // render reflected scene and copy into texture
2750                         Matrix4x4_Reflect(&r_view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
2751                         r_view.clipplane = p->plane;
2752                         // reverse the cullface settings for this render
2753                         r_view.cullface_front = GL_FRONT;
2754                         r_view.cullface_back = GL_BACK;
2755                         if (r_refdef.worldmodel && r_refdef.worldmodel->brush.num_pvsclusterbytes)
2756                         {
2757                                 r_view.usecustompvs = true;
2758                                 if (p->pvsvalid)
2759                                         memcpy(r_viewcache.world_pvsbits, p->pvsbits, r_refdef.worldmodel->brush.num_pvsclusterbytes);
2760                                 else
2761                                         memset(r_viewcache.world_pvsbits, 0xFF, r_refdef.worldmodel->brush.num_pvsclusterbytes);
2762                         }
2763
2764                         R_ResetViewRendering3D();
2765                         R_ClearScreen();
2766                         if (r_timereport_active)
2767                                 R_TimeReport("viewclear");
2768
2769                         R_RenderScene(false);
2770
2771                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
2772                         GL_ActiveTexture(0);
2773                         CHECKGLERROR
2774                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2775
2776                         R_ResetViewRendering3D();
2777                         R_ClearScreen();
2778                         if (r_timereport_active)
2779                                 R_TimeReport("viewclear");
2780                 }
2781
2782                 r_view = originalview;
2783                 r_view.clear = true;
2784                 r_waterstate.renderingscene = false;
2785         }
2786         return;
2787 error:
2788         r_view = originalview;
2789         r_waterstate.renderingscene = false;
2790         Cvar_SetValueQuick(&r_water, 0);
2791         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
2792         return;
2793 }
2794
2795 void R_Bloom_StartFrame(void)
2796 {
2797         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2798
2799         // set bloomwidth and bloomheight to the bloom resolution that will be
2800         // used (often less than the screen resolution for faster rendering)
2801         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
2802         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
2803         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
2804
2805         // calculate desired texture sizes
2806         if (gl_support_arb_texture_non_power_of_two)
2807         {
2808                 screentexturewidth = r_view.width;
2809                 screentextureheight = r_view.height;
2810                 bloomtexturewidth = r_bloomstate.bloomwidth;
2811                 bloomtextureheight = r_bloomstate.bloomheight;
2812         }
2813         else
2814         {
2815                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
2816                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
2817                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
2818                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
2819         }
2820
2821         if (r_hdr.integer)
2822         {
2823                 screentexturewidth = screentextureheight = 0;
2824         }
2825         else if (r_bloom.integer)
2826         {
2827         }
2828         else
2829         {
2830                 screentexturewidth = screentextureheight = 0;
2831                 bloomtexturewidth = bloomtextureheight = 0;
2832         }
2833
2834         if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
2835         {
2836                 // can't use bloom if the parameters are too weird
2837                 // can't use bloom if the card does not support the texture size
2838                 if (r_bloomstate.texture_screen)
2839                         R_FreeTexture(r_bloomstate.texture_screen);
2840                 if (r_bloomstate.texture_bloom)
2841                         R_FreeTexture(r_bloomstate.texture_bloom);
2842                 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2843                 return;
2844         }
2845
2846         r_bloomstate.enabled = true;
2847         r_bloomstate.hdr = r_hdr.integer != 0;
2848
2849         // allocate textures as needed
2850         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2851         {
2852                 if (r_bloomstate.texture_screen)
2853                         R_FreeTexture(r_bloomstate.texture_screen);
2854                 r_bloomstate.texture_screen = NULL;
2855                 r_bloomstate.screentexturewidth = screentexturewidth;
2856                 r_bloomstate.screentextureheight = screentextureheight;
2857                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2858                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2859         }
2860         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2861         {
2862                 if (r_bloomstate.texture_bloom)
2863                         R_FreeTexture(r_bloomstate.texture_bloom);
2864                 r_bloomstate.texture_bloom = NULL;
2865                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2866                 r_bloomstate.bloomtextureheight = bloomtextureheight;
2867                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2868                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2869         }
2870
2871         // set up a texcoord array for the full resolution screen image
2872         // (we have to keep this around to copy back during final render)
2873         r_bloomstate.screentexcoord2f[0] = 0;
2874         r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2875         r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2876         r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2877         r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2878         r_bloomstate.screentexcoord2f[5] = 0;
2879         r_bloomstate.screentexcoord2f[6] = 0;
2880         r_bloomstate.screentexcoord2f[7] = 0;
2881
2882         // set up a texcoord array for the reduced resolution bloom image
2883         // (which will be additive blended over the screen image)
2884         r_bloomstate.bloomtexcoord2f[0] = 0;
2885         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2886         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2887         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2888         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2889         r_bloomstate.bloomtexcoord2f[5] = 0;
2890         r_bloomstate.bloomtexcoord2f[6] = 0;
2891         r_bloomstate.bloomtexcoord2f[7] = 0;
2892 }
2893
2894 void R_Bloom_CopyScreenTexture(float colorscale)
2895 {
2896         r_refdef.stats.bloom++;
2897
2898         R_ResetViewRendering2D();
2899         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2900         R_Mesh_ColorPointer(NULL, 0, 0);
2901         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2902         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2903
2904         // copy view into the screen texture
2905         GL_ActiveTexture(0);
2906         CHECKGLERROR
2907         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2908         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2909
2910         // now scale it down to the bloom texture size
2911         CHECKGLERROR
2912         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2913         GL_BlendFunc(GL_ONE, GL_ZERO);
2914         GL_Color(colorscale, colorscale, colorscale, 1);
2915         // TODO: optimize with multitexture or GLSL
2916         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2917         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2918
2919         // we now have a bloom image in the framebuffer
2920         // copy it into the bloom image texture for later processing
2921         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2922         GL_ActiveTexture(0);
2923         CHECKGLERROR
2924         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2925         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2926 }
2927
2928 void R_Bloom_CopyHDRTexture(void)
2929 {
2930         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2931         GL_ActiveTexture(0);
2932         CHECKGLERROR
2933         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2934         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2935 }
2936
2937 void R_Bloom_MakeTexture(void)
2938 {
2939         int x, range, dir;
2940         float xoffset, yoffset, r, brighten;
2941
2942         r_refdef.stats.bloom++;
2943
2944         R_ResetViewRendering2D();
2945         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2946         R_Mesh_ColorPointer(NULL, 0, 0);
2947
2948         // we have a bloom image in the framebuffer
2949         CHECKGLERROR
2950         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2951
2952         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
2953         {
2954                 x *= 2;
2955                 r = bound(0, r_bloom_colorexponent.value / x, 1);
2956                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2957                 GL_Color(r, r, r, 1);
2958                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2959                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2960                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2961                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2962
2963                 // copy the vertically blurred bloom view to a texture
2964                 GL_ActiveTexture(0);
2965                 CHECKGLERROR
2966                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2967                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2968         }
2969
2970         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
2971         brighten = r_bloom_brighten.value;
2972         if (r_hdr.integer)
2973                 brighten *= r_hdr_range.value;
2974         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2975         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
2976
2977         for (dir = 0;dir < 2;dir++)
2978         {
2979                 // blend on at multiple vertical offsets to achieve a vertical blur
2980                 // TODO: do offset blends using GLSL
2981                 GL_BlendFunc(GL_ONE, GL_ZERO);
2982                 for (x = -range;x <= range;x++)
2983                 {
2984                         if (!dir){xoffset = 0;yoffset = x;}
2985                         else {xoffset = x;yoffset = 0;}
2986                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
2987                         yoffset /= (float)r_bloomstate.bloomtextureheight;
2988                         // compute a texcoord array with the specified x and y offset
2989                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
2990                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2991                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2992                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2993                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2994                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
2995                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
2996                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
2997                         // this r value looks like a 'dot' particle, fading sharply to
2998                         // black at the edges
2999                         // (probably not realistic but looks good enough)
3000                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3001                         //r = (dir ? 1.0f : brighten)/(range*2+1);
3002                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3003                         GL_Color(r, r, r, 1);
3004                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3005                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3006                         GL_BlendFunc(GL_ONE, GL_ONE);
3007                 }
3008
3009                 // copy the vertically blurred bloom view to a texture
3010                 GL_ActiveTexture(0);
3011                 CHECKGLERROR
3012                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3013                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3014         }
3015
3016         // apply subtract last
3017         // (just like it would be in a GLSL shader)
3018         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3019         {
3020                 GL_BlendFunc(GL_ONE, GL_ZERO);
3021                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3022                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3023                 GL_Color(1, 1, 1, 1);
3024                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3025                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3026
3027                 GL_BlendFunc(GL_ONE, GL_ONE);
3028                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3029                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3030                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3031                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3032                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3033                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3034                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3035
3036                 // copy the darkened bloom view to a texture
3037                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3038                 GL_ActiveTexture(0);
3039                 CHECKGLERROR
3040                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3041                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3042         }
3043 }
3044
3045 void R_HDR_RenderBloomTexture(void)
3046 {
3047         int oldwidth, oldheight;
3048
3049         oldwidth = r_view.width;
3050         oldheight = r_view.height;
3051         r_view.width = r_bloomstate.bloomwidth;
3052         r_view.height = r_bloomstate.bloomheight;
3053
3054         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
3055         // TODO: add exposure compensation features
3056         // TODO: add fp16 framebuffer support
3057
3058         r_view.showdebug = false;
3059         r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
3060         if (r_hdr.integer)
3061                 r_view.colorscale /= r_hdr_range.value;
3062         r_waterstate.numwaterplanes = 0;
3063         R_RenderScene(r_waterstate.enabled);
3064         r_view.showdebug = true;
3065
3066         R_ResetViewRendering2D();
3067
3068         R_Bloom_CopyHDRTexture();
3069         R_Bloom_MakeTexture();
3070
3071         R_ResetViewRendering3D();
3072
3073         R_ClearScreen();
3074         if (r_timereport_active)
3075                 R_TimeReport("viewclear");
3076
3077         // restore the view settings
3078         r_view.width = oldwidth;
3079         r_view.height = oldheight;
3080 }
3081
3082 static void R_BlendView(void)
3083 {
3084         if (r_bloomstate.enabled && r_bloomstate.hdr)
3085         {
3086                 // render high dynamic range bloom effect
3087                 // the bloom texture was made earlier this render, so we just need to
3088                 // blend it onto the screen...
3089                 R_ResetViewRendering2D();
3090                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3091                 R_Mesh_ColorPointer(NULL, 0, 0);
3092                 GL_Color(1, 1, 1, 1);
3093                 GL_BlendFunc(GL_ONE, GL_ONE);
3094                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3095                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3096                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3097                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3098         }
3099         else if (r_bloomstate.enabled)
3100         {
3101                 // render simple bloom effect
3102                 // copy the screen and shrink it and darken it for the bloom process
3103                 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
3104                 // make the bloom texture
3105                 R_Bloom_MakeTexture();
3106                 // put the original screen image back in place and blend the bloom
3107                 // texture on it
3108                 R_ResetViewRendering2D();
3109                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3110                 R_Mesh_ColorPointer(NULL, 0, 0);
3111                 GL_Color(1, 1, 1, 1);
3112                 GL_BlendFunc(GL_ONE, GL_ZERO);
3113                 // do both in one pass if possible
3114                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3115                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3116                 if (r_textureunits.integer >= 2 && gl_combine.integer)
3117                 {
3118                         R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
3119                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3120                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3121                 }
3122                 else
3123                 {
3124                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3125                         r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3126                         // now blend on the bloom texture
3127                         GL_BlendFunc(GL_ONE, GL_ONE);
3128                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3129                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3130                 }
3131                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3132                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3133         }
3134         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3135         {
3136                 // apply a color tint to the whole view
3137                 R_ResetViewRendering2D();
3138                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3139                 R_Mesh_ColorPointer(NULL, 0, 0);
3140                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3141                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3142                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3143         }
3144 }
3145
3146 void R_RenderScene(qboolean addwaterplanes);
3147
3148 matrix4x4_t r_waterscrollmatrix;
3149
3150 void R_UpdateVariables(void)
3151 {
3152         R_Textures_Frame();
3153
3154         r_refdef.farclip = 4096;
3155         if (r_refdef.worldmodel)
3156                 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
3157         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3158
3159         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3160                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3161         r_refdef.polygonfactor = 0;
3162         r_refdef.polygonoffset = 0;
3163         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3164         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3165
3166         r_refdef.rtworld = r_shadow_realtime_world.integer;
3167         r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3168         r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3169         r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3170         r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3171         if (r_showsurfaces.integer)
3172         {
3173                 r_refdef.rtworld = false;
3174                 r_refdef.rtworldshadows = false;
3175                 r_refdef.rtdlight = false;
3176                 r_refdef.rtdlightshadows = false;
3177                 r_refdef.lightmapintensity = 0;
3178         }
3179
3180         if (gamemode == GAME_NEHAHRA)
3181         {
3182                 if (gl_fogenable.integer)
3183                 {
3184                         r_refdef.oldgl_fogenable = true;
3185                         r_refdef.fog_density = gl_fogdensity.value;
3186                         r_refdef.fog_red = gl_fogred.value;
3187                         r_refdef.fog_green = gl_foggreen.value;
3188                         r_refdef.fog_blue = gl_fogblue.value;
3189                 }
3190                 else if (r_refdef.oldgl_fogenable)
3191                 {
3192                         r_refdef.oldgl_fogenable = false;
3193                         r_refdef.fog_density = 0;
3194                         r_refdef.fog_red = 0;
3195                         r_refdef.fog_green = 0;
3196                         r_refdef.fog_blue = 0;
3197                 }
3198         }
3199         if (r_refdef.fog_density)
3200         {
3201                 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red  , 1.0f);
3202                 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
3203                 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
3204         }
3205         if (r_refdef.fog_density)
3206         {
3207                 r_refdef.fogenabled = true;
3208                 // this is the point where the fog reaches 0.9986 alpha, which we
3209                 // consider a good enough cutoff point for the texture
3210                 // (0.9986 * 256 == 255.6)
3211                 r_refdef.fogrange = 400 / r_refdef.fog_density;
3212                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3213                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3214                 // fog color was already set
3215         }
3216         else
3217                 r_refdef.fogenabled = false;
3218 }
3219
3220 /*
3221 ================
3222 R_RenderView
3223 ================
3224 */
3225 void R_RenderView(void)
3226 {
3227         if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
3228                 return; //Host_Error ("R_RenderView: NULL worldmodel");
3229
3230         R_Shadow_UpdateWorldLightSelection();
3231
3232         R_Bloom_StartFrame();
3233         R_Water_StartFrame();
3234
3235         CHECKGLERROR
3236         if (r_timereport_active)
3237                 R_TimeReport("viewsetup");
3238
3239         R_ResetViewRendering3D();
3240
3241         if (r_view.clear)
3242         {
3243                 R_ClearScreen();
3244                 if (r_timereport_active)
3245                         R_TimeReport("viewclear");
3246         }
3247         r_view.clear = true;
3248
3249         r_view.showdebug = true;
3250
3251         // this produces a bloom texture to be used in R_BlendView() later
3252         if (r_hdr.integer)
3253                 R_HDR_RenderBloomTexture();
3254
3255         r_view.colorscale = r_hdr_scenebrightness.value;
3256         r_waterstate.numwaterplanes = 0;
3257         R_RenderScene(r_waterstate.enabled);
3258
3259         R_BlendView();
3260         if (r_timereport_active)
3261                 R_TimeReport("blendview");
3262
3263         GL_Scissor(0, 0, vid.width, vid.height);
3264         GL_ScissorTest(false);
3265         CHECKGLERROR
3266 }
3267
3268 extern void R_DrawLightningBeams (void);
3269 extern void VM_CL_AddPolygonsToMeshQueue (void);
3270 extern void R_DrawPortals (void);
3271 extern cvar_t cl_locs_show;
3272 static void R_DrawLocs(void);
3273 static void R_DrawEntityBBoxes(void);
3274 void R_RenderScene(qboolean addwaterplanes)
3275 {
3276         if (addwaterplanes)
3277         {
3278                 R_ResetViewRendering3D();
3279
3280                 R_View_Update();
3281                 if (r_timereport_active)
3282                         R_TimeReport("watervis");
3283
3284                 if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawAddWaterPlanes)
3285                 {
3286                         r_refdef.worldmodel->DrawAddWaterPlanes(r_refdef.worldentity);
3287                         if (r_timereport_active)
3288                                 R_TimeReport("waterworld");
3289                 }
3290
3291                 // don't let sound skip if going slow
3292                 if (r_refdef.extraupdate)
3293                         S_ExtraUpdate ();
3294
3295                 R_DrawModelsAddWaterPlanes();
3296                 if (r_timereport_active)
3297                         R_TimeReport("watermodels");
3298
3299                 R_Water_ProcessPlanes();
3300                 if (r_timereport_active)
3301                         R_TimeReport("waterscenes");
3302         }
3303
3304         R_ResetViewRendering3D();
3305
3306         // don't let sound skip if going slow
3307         if (r_refdef.extraupdate)
3308                 S_ExtraUpdate ();
3309
3310         R_MeshQueue_BeginScene();
3311
3312         R_SkyStartFrame();
3313
3314         R_View_Update();
3315         if (r_timereport_active)
3316                 R_TimeReport("visibility");
3317
3318         Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
3319
3320         if (cl.csqc_vidvars.drawworld)
3321         {
3322                 // don't let sound skip if going slow
3323                 if (r_refdef.extraupdate)
3324                         S_ExtraUpdate ();
3325
3326                 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
3327                 {
3328                         r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
3329                         if (r_timereport_active)
3330                                 R_TimeReport("worldsky");
3331                 }
3332
3333                 if (R_DrawBrushModelsSky() && r_timereport_active)
3334                         R_TimeReport("bmodelsky");
3335         }
3336
3337         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
3338         {
3339                 r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
3340                 if (r_timereport_active)
3341                         R_TimeReport("worlddepth");
3342         }
3343         if (r_depthfirst.integer >= 2)
3344         {
3345                 R_DrawModelsDepth();
3346                 if (r_timereport_active)
3347                         R_TimeReport("modeldepth");
3348         }
3349
3350         if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
3351         {
3352                 r_refdef.worldmodel->Draw(r_refdef.worldentity);
3353                 if (r_timereport_active)
3354                         R_TimeReport("world");
3355         }
3356
3357         // don't let sound skip if going slow
3358         if (r_refdef.extraupdate)
3359                 S_ExtraUpdate ();
3360
3361         R_DrawModels();
3362         if (r_timereport_active)
3363                 R_TimeReport("models");
3364
3365         // don't let sound skip if going slow
3366         if (r_refdef.extraupdate)
3367                 S_ExtraUpdate ();
3368
3369         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3370         {
3371                 R_DrawModelShadows();
3372
3373                 R_ResetViewRendering3D();
3374
3375                 // don't let sound skip if going slow
3376                 if (r_refdef.extraupdate)
3377                         S_ExtraUpdate ();
3378         }
3379
3380         R_ShadowVolumeLighting(false);
3381         if (r_timereport_active)
3382                 R_TimeReport("rtlights");
3383
3384         // don't let sound skip if going slow
3385         if (r_refdef.extraupdate)
3386                 S_ExtraUpdate ();
3387
3388         if (cl.csqc_vidvars.drawworld)
3389         {
3390                 R_DrawLightningBeams();
3391                 if (r_timereport_active)
3392                         R_TimeReport("lightning");
3393
3394                 R_DrawParticles();
3395                 if (r_timereport_active)
3396                         R_TimeReport("particles");
3397
3398                 R_DrawExplosions();
3399                 if (r_timereport_active)
3400                         R_TimeReport("explosions");
3401         }
3402
3403         if (gl_support_fragment_shader)
3404         {
3405                 qglUseProgramObjectARB(0);CHECKGLERROR
3406         }
3407         VM_CL_AddPolygonsToMeshQueue();
3408
3409         if (r_view.showdebug)
3410         {
3411                 if (cl_locs_show.integer)
3412                 {
3413                         R_DrawLocs();
3414                         if (r_timereport_active)
3415                                 R_TimeReport("showlocs");
3416                 }
3417
3418                 if (r_drawportals.integer)
3419                 {
3420                         R_DrawPortals();
3421                         if (r_timereport_active)
3422                                 R_TimeReport("portals");
3423                 }
3424
3425                 if (r_showbboxes.value > 0)
3426                 {
3427                         R_DrawEntityBBoxes();
3428                         if (r_timereport_active)
3429                                 R_TimeReport("bboxes");
3430                 }
3431         }
3432
3433         if (gl_support_fragment_shader)
3434         {
3435                 qglUseProgramObjectARB(0);CHECKGLERROR
3436         }
3437         R_MeshQueue_RenderTransparent();
3438         if (r_timereport_active)
3439                 R_TimeReport("drawtrans");
3440
3441         if (gl_support_fragment_shader)
3442         {
3443                 qglUseProgramObjectARB(0);CHECKGLERROR
3444         }
3445
3446         if (r_view.showdebug && r_refdef.worldmodel && r_refdef.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0))
3447         {
3448                 r_refdef.worldmodel->DrawDebug(r_refdef.worldentity);
3449                 if (r_timereport_active)
3450                         R_TimeReport("worlddebug");
3451                 R_DrawModelsDebug();
3452                 if (r_timereport_active)
3453                         R_TimeReport("modeldebug");
3454         }
3455
3456         if (gl_support_fragment_shader)
3457         {
3458                 qglUseProgramObjectARB(0);CHECKGLERROR
3459         }
3460
3461         if (cl.csqc_vidvars.drawworld)
3462         {
3463                 R_DrawCoronas();
3464                 if (r_timereport_active)
3465                         R_TimeReport("coronas");
3466         }
3467
3468         // don't let sound skip if going slow
3469         if (r_refdef.extraupdate)
3470                 S_ExtraUpdate ();
3471
3472         R_ResetViewRendering2D();
3473 }
3474
3475 static const int bboxelements[36] =
3476 {
3477         5, 1, 3, 5, 3, 7,
3478         6, 2, 0, 6, 0, 4,
3479         7, 3, 2, 7, 2, 6,
3480         4, 0, 1, 4, 1, 5,
3481         4, 5, 7, 4, 7, 6,
3482         1, 0, 2, 1, 2, 3,
3483 };
3484
3485 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3486 {
3487         int i;
3488         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3489         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3490         GL_DepthMask(false);
3491         GL_DepthRange(0, 1);
3492         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3493         R_Mesh_Matrix(&identitymatrix);
3494         R_Mesh_ResetTextureState();
3495
3496         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3497         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3498         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3499         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3500         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3501         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3502         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3503         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3504         R_FillColors(color4f, 8, cr, cg, cb, ca);
3505         if (r_refdef.fogenabled)
3506         {
3507                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3508                 {
3509                         f1 = FogPoint_World(v);
3510                         f2 = 1 - f1;
3511                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3512                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3513                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3514                 }
3515         }
3516         R_Mesh_VertexPointer(vertex3f, 0, 0);
3517         R_Mesh_ColorPointer(color4f, 0, 0);
3518         R_Mesh_ResetTextureState();
3519         R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3520 }
3521
3522 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3523 {
3524         int i;
3525         float color[4];
3526         prvm_edict_t *edict;
3527         // this function draws bounding boxes of server entities
3528         if (!sv.active)
3529                 return;
3530         SV_VM_Begin();
3531         for (i = 0;i < numsurfaces;i++)
3532         {
3533                 edict = PRVM_EDICT_NUM(surfacelist[i]);
3534                 switch ((int)edict->fields.server->solid)
3535                 {
3536                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
3537                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
3538                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
3539                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
3540                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
3541                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
3542                 }
3543                 color[3] *= r_showbboxes.value;
3544                 color[3] = bound(0, color[3], 1);
3545                 GL_DepthTest(!r_showdisabledepthtest.integer);
3546                 GL_CullFace(r_view.cullface_front);
3547                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
3548         }
3549         SV_VM_End();
3550 }
3551
3552 static void R_DrawEntityBBoxes(void)
3553 {
3554         int i;
3555         prvm_edict_t *edict;
3556         vec3_t center;
3557         // this function draws bounding boxes of server entities
3558         if (!sv.active)
3559                 return;
3560         SV_VM_Begin();
3561         for (i = 0;i < prog->num_edicts;i++)
3562         {
3563                 edict = PRVM_EDICT_NUM(i);
3564                 if (edict->priv.server->free)
3565                         continue;
3566                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
3567                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
3568         }
3569         SV_VM_End();
3570 }
3571
3572 int nomodelelements[24] =
3573 {
3574         5, 2, 0,
3575         5, 1, 2,
3576         5, 0, 3,
3577         5, 3, 1,
3578         0, 2, 4,
3579         2, 1, 4,
3580         3, 0, 4,
3581         1, 3, 4
3582 };
3583
3584 float nomodelvertex3f[6*3] =
3585 {
3586         -16,   0,   0,
3587          16,   0,   0,
3588           0, -16,   0,
3589           0,  16,   0,
3590           0,   0, -16,
3591           0,   0,  16
3592 };
3593
3594 float nomodelcolor4f[6*4] =
3595 {
3596         0.0f, 0.0f, 0.5f, 1.0f,
3597         0.0f, 0.0f, 0.5f, 1.0f,
3598         0.0f, 0.5f, 0.0f, 1.0f,
3599         0.0f, 0.5f, 0.0f, 1.0f,
3600         0.5f, 0.0f, 0.0f, 1.0f,
3601         0.5f, 0.0f, 0.0f, 1.0f
3602 };
3603
3604 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3605 {
3606         int i;
3607         float f1, f2, *c;
3608         float color4f[6*4];
3609         // this is only called once per entity so numsurfaces is always 1, and
3610         // surfacelist is always {0}, so this code does not handle batches
3611         R_Mesh_Matrix(&ent->matrix);
3612
3613         if (ent->flags & EF_ADDITIVE)
3614         {
3615                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
3616                 GL_DepthMask(false);
3617         }
3618         else if (ent->alpha < 1)
3619         {
3620                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3621                 GL_DepthMask(false);
3622         }
3623         else
3624         {
3625                 GL_BlendFunc(GL_ONE, GL_ZERO);
3626                 GL_DepthMask(true);
3627         }
3628         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
3629         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3630         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
3631         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_view.cullface_back);
3632         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
3633         if (r_refdef.fogenabled)
3634         {
3635                 vec3_t org;
3636                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3637                 R_Mesh_ColorPointer(color4f, 0, 0);
3638                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3639                 f1 = FogPoint_World(org);
3640                 f2 = 1 - f1;
3641                 for (i = 0, c = color4f;i < 6;i++, c += 4)
3642                 {
3643                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
3644                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
3645                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
3646                         c[3] *= ent->alpha;
3647                 }
3648         }
3649         else if (ent->alpha != 1)
3650         {
3651                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3652                 R_Mesh_ColorPointer(color4f, 0, 0);
3653                 for (i = 0, c = color4f;i < 6;i++, c += 4)
3654                         c[3] *= ent->alpha;
3655         }
3656         else
3657                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
3658         R_Mesh_ResetTextureState();
3659         R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
3660 }
3661
3662 void R_DrawNoModel(entity_render_t *ent)
3663 {
3664         vec3_t org;
3665         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3666         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
3667                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
3668         //else
3669         //      R_DrawNoModelCallback(ent, 0);
3670 }
3671
3672 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
3673 {
3674         vec3_t right1, right2, diff, normal;
3675
3676         VectorSubtract (org2, org1, normal);
3677
3678         // calculate 'right' vector for start
3679         VectorSubtract (r_view.origin, org1, diff);
3680         CrossProduct (normal, diff, right1);
3681         VectorNormalize (right1);
3682
3683         // calculate 'right' vector for end
3684         VectorSubtract (r_view.origin, org2, diff);
3685         CrossProduct (normal, diff, right2);
3686         VectorNormalize (right2);
3687
3688         vert[ 0] = org1[0] + width * right1[0];
3689         vert[ 1] = org1[1] + width * right1[1];
3690         vert[ 2] = org1[2] + width * right1[2];
3691         vert[ 3] = org1[0] - width * right1[0];
3692         vert[ 4] = org1[1] - width * right1[1];
3693         vert[ 5] = org1[2] - width * right1[2];
3694         vert[ 6] = org2[0] - width * right2[0];
3695         vert[ 7] = org2[1] - width * right2[1];
3696         vert[ 8] = org2[2] - width * right2[2];
3697         vert[ 9] = org2[0] + width * right2[0];
3698         vert[10] = org2[1] + width * right2[1];
3699         vert[11] = org2[2] + width * right2[2];
3700 }
3701
3702 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
3703
3704 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
3705 {
3706         float fog = 1.0f;
3707         float vertex3f[12];
3708
3709         if (r_refdef.fogenabled)
3710                 fog = FogPoint_World(origin);
3711
3712         R_Mesh_Matrix(&identitymatrix);
3713         GL_BlendFunc(blendfunc1, blendfunc2);
3714
3715         if(v_flipped_state)
3716         {
3717                 scalex1 = -scalex1;
3718                 scalex2 = -scalex2;
3719                 GL_CullFace(r_view.cullface_front);
3720         }
3721         else
3722                 GL_CullFace(r_view.cullface_back);
3723
3724         GL_DepthMask(false);
3725         GL_DepthRange(0, depthshort ? 0.0625 : 1);
3726         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3727         GL_DepthTest(!depthdisable);
3728
3729         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
3730         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
3731         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
3732         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
3733         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
3734         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
3735         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
3736         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
3737         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
3738        &n