renamed r_glsl_water* to r_water* because I am adding a fallback path
[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
116 extern qboolean v_flipped_state;
117
118 typedef struct r_glsl_bloomshader_s
119 {
120         int program;
121         int loc_Texture_Bloom;
122 }
123 r_glsl_bloomshader_t;
124
125 static struct r_bloomstate_s
126 {
127         qboolean enabled;
128         qboolean hdr;
129
130         int bloomwidth, bloomheight;
131
132         int screentexturewidth, screentextureheight;
133         rtexture_t *texture_screen;
134
135         int bloomtexturewidth, bloomtextureheight;
136         rtexture_t *texture_bloom;
137
138         r_glsl_bloomshader_t *shader;
139
140         // arrays for rendering the screen passes
141         float screentexcoord2f[8];
142         float bloomtexcoord2f[8];
143         float offsettexcoord2f[8];
144 }
145 r_bloomstate;
146
147 typedef struct r_waterstate_waterplane_s
148 {
149         rtexture_t *texture_refraction;
150         rtexture_t *texture_reflection;
151         mplane_t plane;
152         int materialflags; // combined flags of all water surfaces on this plane
153         unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
154         qboolean pvsvalid;
155 }
156 r_waterstate_waterplane_t;
157
158 #define MAX_WATERPLANES 16
159
160 static struct r_waterstate_s
161 {
162         qboolean enabled;
163
164         qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
165
166         int waterwidth, waterheight;
167         int texturewidth, textureheight;
168
169         int maxwaterplanes; // same as MAX_WATERPLANES
170         int numwaterplanes;
171         r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
172
173         float screenscale[2];
174         float screencenter[2];
175 }
176 r_waterstate;
177
178 // shadow volume bsp struct with automatically growing nodes buffer
179 svbsp_t r_svbsp;
180
181 rtexture_t *r_texture_blanknormalmap;
182 rtexture_t *r_texture_white;
183 rtexture_t *r_texture_grey128;
184 rtexture_t *r_texture_black;
185 rtexture_t *r_texture_notexture;
186 rtexture_t *r_texture_whitecube;
187 rtexture_t *r_texture_normalizationcube;
188 rtexture_t *r_texture_fogattenuation;
189 //rtexture_t *r_texture_fogintensity;
190
191 // information about each possible shader permutation
192 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX];
193 // currently selected permutation
194 r_glsl_permutation_t *r_glsl_permutation;
195
196 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
197 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
198
199 // vertex coordinates for a quad that covers the screen exactly
200 const static float r_screenvertex3f[12] =
201 {
202         0, 0, 0,
203         1, 0, 0,
204         1, 1, 0,
205         0, 1, 0
206 };
207
208 extern void R_DrawModelShadows(void);
209
210 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
211 {
212         int i;
213         for (i = 0;i < verts;i++)
214         {
215                 out[0] = in[0] * r;
216                 out[1] = in[1] * g;
217                 out[2] = in[2] * b;
218                 out[3] = in[3];
219                 in += 4;
220                 out += 4;
221         }
222 }
223
224 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
225 {
226         int i;
227         for (i = 0;i < verts;i++)
228         {
229                 out[0] = r;
230                 out[1] = g;
231                 out[2] = b;
232                 out[3] = a;
233                 out += 4;
234         }
235 }
236
237 // FIXME: move this to client?
238 void FOG_clear(void)
239 {
240         if (gamemode == GAME_NEHAHRA)
241         {
242                 Cvar_Set("gl_fogenable", "0");
243                 Cvar_Set("gl_fogdensity", "0.2");
244                 Cvar_Set("gl_fogred", "0.3");
245                 Cvar_Set("gl_foggreen", "0.3");
246                 Cvar_Set("gl_fogblue", "0.3");
247         }
248         r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
249 }
250
251 float FogPoint_World(const vec3_t p)
252 {
253         int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
254         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
255 }
256
257 float FogPoint_Model(const vec3_t p)
258 {
259         int fogmasktableindex = (int)(VectorDistance((p), rsurface.modelorg) * r_refdef.fogmasktabledistmultiplier);
260         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
261 }
262
263 static void R_BuildBlankTextures(void)
264 {
265         unsigned char data[4];
266         data[0] = 128; // normal X
267         data[1] = 128; // normal Y
268         data[2] = 255; // normal Z
269         data[3] = 128; // height
270         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
271         data[0] = 255;
272         data[1] = 255;
273         data[2] = 255;
274         data[3] = 255;
275         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
276         data[0] = 128;
277         data[1] = 128;
278         data[2] = 128;
279         data[3] = 255;
280         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
281         data[0] = 0;
282         data[1] = 0;
283         data[2] = 0;
284         data[3] = 255;
285         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
286 }
287
288 static void R_BuildNoTexture(void)
289 {
290         int x, y;
291         unsigned char pix[16][16][4];
292         // this makes a light grey/dark grey checkerboard texture
293         for (y = 0;y < 16;y++)
294         {
295                 for (x = 0;x < 16;x++)
296                 {
297                         if ((y < 8) ^ (x < 8))
298                         {
299                                 pix[y][x][0] = 128;
300                                 pix[y][x][1] = 128;
301                                 pix[y][x][2] = 128;
302                                 pix[y][x][3] = 255;
303                         }
304                         else
305                         {
306                                 pix[y][x][0] = 64;
307                                 pix[y][x][1] = 64;
308                                 pix[y][x][2] = 64;
309                                 pix[y][x][3] = 255;
310                         }
311                 }
312         }
313         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
314 }
315
316 static void R_BuildWhiteCube(void)
317 {
318         unsigned char data[6*1*1*4];
319         data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
320         data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
321         data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
322         data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
323         data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
324         data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
325         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
326 }
327
328 static void R_BuildNormalizationCube(void)
329 {
330         int x, y, side;
331         vec3_t v;
332         vec_t s, t, intensity;
333 #define NORMSIZE 64
334         unsigned char data[6][NORMSIZE][NORMSIZE][4];
335         for (side = 0;side < 6;side++)
336         {
337                 for (y = 0;y < NORMSIZE;y++)
338                 {
339                         for (x = 0;x < NORMSIZE;x++)
340                         {
341                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
342                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
343                                 switch(side)
344                                 {
345                                 default:
346                                 case 0:
347                                         v[0] = 1;
348                                         v[1] = -t;
349                                         v[2] = -s;
350                                         break;
351                                 case 1:
352                                         v[0] = -1;
353                                         v[1] = -t;
354                                         v[2] = s;
355                                         break;
356                                 case 2:
357                                         v[0] = s;
358                                         v[1] = 1;
359                                         v[2] = t;
360                                         break;
361                                 case 3:
362                                         v[0] = s;
363                                         v[1] = -1;
364                                         v[2] = -t;
365                                         break;
366                                 case 4:
367                                         v[0] = s;
368                                         v[1] = -t;
369                                         v[2] = 1;
370                                         break;
371                                 case 5:
372                                         v[0] = -s;
373                                         v[1] = -t;
374                                         v[2] = -1;
375                                         break;
376                                 }
377                                 intensity = 127.0f / sqrt(DotProduct(v, v));
378                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
379                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
380                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
381                                 data[side][y][x][3] = 255;
382                         }
383                 }
384         }
385         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
386 }
387
388 static void R_BuildFogTexture(void)
389 {
390         int x, b;
391 #define FOGWIDTH 64
392         unsigned char data1[FOGWIDTH][4];
393         //unsigned char data2[FOGWIDTH][4];
394         for (x = 0;x < FOGWIDTH;x++)
395         {
396                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
397                 data1[x][0] = b;
398                 data1[x][1] = b;
399                 data1[x][2] = b;
400                 data1[x][3] = 255;
401                 //data2[x][0] = 255 - b;
402                 //data2[x][1] = 255 - b;
403                 //data2[x][2] = 255 - b;
404                 //data2[x][3] = 255;
405         }
406         r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
407         //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
408 }
409
410 static const char *builtinshaderstring =
411 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
412 "// written by Forest 'LordHavoc' Hale\n"
413 "\n"
414 "// common definitions between vertex shader and fragment shader:\n"
415 "\n"
416 "#ifdef __GLSL_CG_DATA_TYPES\n"
417 "# define myhalf half\n"
418 "# define myhvec2 hvec2\n"
419 "# define myhvec3 hvec3\n"
420 "# define myhvec4 hvec4\n"
421 "#else\n"
422 "# define myhalf float\n"
423 "# define myhvec2 vec2\n"
424 "# define myhvec3 vec3\n"
425 "# define myhvec4 vec4\n"
426 "#endif\n"
427 "\n"
428 "varying vec2 TexCoord;\n"
429 "varying vec2 TexCoordLightmap;\n"
430 "\n"
431 "//#ifdef MODE_LIGHTSOURCE\n"
432 "varying vec3 CubeVector;\n"
433 "//#endif\n"
434 "\n"
435 "//#ifdef MODE_LIGHTSOURCE\n"
436 "varying vec3 LightVector;\n"
437 "//#else\n"
438 "//# ifdef MODE_LIGHTDIRECTION\n"
439 "//varying vec3 LightVector;\n"
440 "//# endif\n"
441 "//#endif\n"
442 "\n"
443 "varying vec3 EyeVector;\n"
444 "//#ifdef USEFOG\n"
445 "varying vec3 EyeVectorModelSpace;\n"
446 "//#endif\n"
447 "\n"
448 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
449 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
450 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
451 "\n"
452 "//#ifdef USEWATER\n"
453 "varying vec4 ModelViewProjectionPosition;\n"
454 "//#else\n"
455 "//# ifdef USEREFLECTION\n"
456 "//varying vec4 ModelViewProjectionPosition;\n"
457 "//# endif\n"
458 "//#endif\n"
459 "\n"
460 "\n"
461 "\n"
462 "\n"
463 "\n"
464 "// vertex shader specific:\n"
465 "#ifdef VERTEX_SHADER\n"
466 "\n"
467 "uniform vec3 LightPosition;\n"
468 "uniform vec3 EyePosition;\n"
469 "uniform vec3 LightDir;\n"
470 "\n"
471 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
472 "\n"
473 "void main(void)\n"
474 "{\n"
475 "       gl_FrontColor = gl_Color;\n"
476 "       // copy the surface texcoord\n"
477 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
478 "#ifndef MODE_LIGHTSOURCE\n"
479 "# ifndef MODE_LIGHTDIRECTION\n"
480 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
481 "# endif\n"
482 "#endif\n"
483 "\n"
484 "#ifdef MODE_LIGHTSOURCE\n"
485 "       // transform vertex position into light attenuation/cubemap space\n"
486 "       // (-1 to +1 across the light box)\n"
487 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
488 "\n"
489 "       // transform unnormalized light direction into tangent space\n"
490 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
491 "       //  normalize it per pixel)\n"
492 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
493 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
494 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
495 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
496 "#endif\n"
497 "\n"
498 "#ifdef MODE_LIGHTDIRECTION\n"
499 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
500 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
501 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
502 "#endif\n"
503 "\n"
504 "       // transform unnormalized eye direction into tangent space\n"
505 "#ifndef USEFOG\n"
506 "       vec3 EyeVectorModelSpace;\n"
507 "#endif\n"
508 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
509 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
510 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
511 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
512 "\n"
513 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
514 "       VectorS = gl_MultiTexCoord1.xyz;\n"
515 "       VectorT = gl_MultiTexCoord2.xyz;\n"
516 "       VectorR = gl_MultiTexCoord3.xyz;\n"
517 "#endif\n"
518 "\n"
519 "//#if defined(USEWATER) || defined(USEREFLECTION)\n"
520 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
521 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
522 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
523 "//#endif\n"
524 "\n"
525 "// transform vertex to camera space, using ftransform to match non-VS\n"
526 "       // rendering\n"
527 "       gl_Position = ftransform();\n"
528 "\n"
529 "#ifdef USEWATER\n"
530 "       ModelViewProjectionPosition = gl_Position;\n"
531 "#else\n"
532 "# ifdef USEREFLECTION\n"
533 "       ModelViewProjectionPosition = gl_Position;\n"
534 "# endif\n"
535 "#endif\n"
536 "}\n"
537 "\n"
538 "#endif // VERTEX_SHADER\n"
539 "\n"
540 "\n"
541 "\n"
542 "\n"
543 "// fragment shader specific:\n"
544 "#ifdef FRAGMENT_SHADER\n"
545 "\n"
546 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
547 "uniform sampler2D Texture_Normal;\n"
548 "uniform sampler2D Texture_Color;\n"
549 "uniform sampler2D Texture_Gloss;\n"
550 "uniform samplerCube Texture_Cube;\n"
551 "uniform sampler2D Texture_Attenuation;\n"
552 "uniform sampler2D Texture_FogMask;\n"
553 "uniform sampler2D Texture_Pants;\n"
554 "uniform sampler2D Texture_Shirt;\n"
555 "uniform sampler2D Texture_Lightmap;\n"
556 "uniform sampler2D Texture_Deluxemap;\n"
557 "uniform sampler2D Texture_Glow;\n"
558 "uniform sampler2D Texture_Reflection;\n"
559 "uniform sampler2D Texture_Refraction;\n"
560 "\n"
561 "uniform myhvec3 LightColor;\n"
562 "uniform myhvec3 AmbientColor;\n"
563 "uniform myhvec3 DiffuseColor;\n"
564 "uniform myhvec3 SpecularColor;\n"
565 "uniform myhvec3 Color_Pants;\n"
566 "uniform myhvec3 Color_Shirt;\n"
567 "uniform myhvec3 FogColor;\n"
568 "\n"
569 "//#ifdef USEWATER\n"
570 "uniform vec4 DistortScaleRefractReflect;\n"
571 "uniform vec4 ScreenScaleRefractReflect;\n"
572 "uniform vec4 ScreenCenterRefractReflect;\n"
573 "uniform myhvec3 RefractColor;\n"
574 "uniform myhvec3 ReflectColor;\n"
575 "uniform myhalf ReflectFactor;\n"
576 "uniform myhalf ReflectOffset;\n"
577 "//#else\n"
578 "//# ifdef USEREFLECTION\n"
579 "//uniform vec4 DistortScaleRefractReflect;\n"
580 "//uniform vec4 ScreenScaleRefractReflect;\n"
581 "//uniform vec4 ScreenCenterRefractReflect;\n"
582 "//uniform myhvec3 ReflectColor;\n"
583 "//# endif\n"
584 "//#endif\n"
585 "\n"
586 "uniform myhalf GlowScale;\n"
587 "uniform myhalf SceneBrightness;\n"
588 "#ifdef USECONTRASTBOOST\n"
589 "uniform myhalf ContrastBoostCoeff;\n"
590 "#endif\n"
591 "\n"
592 "uniform float OffsetMapping_Scale;\n"
593 "uniform float OffsetMapping_Bias;\n"
594 "uniform float FogRangeRecip;\n"
595 "\n"
596 "uniform myhalf AmbientScale;\n"
597 "uniform myhalf DiffuseScale;\n"
598 "uniform myhalf SpecularScale;\n"
599 "uniform myhalf SpecularPower;\n"
600 "\n"
601 "#ifdef USEOFFSETMAPPING\n"
602 "vec2 OffsetMapping(vec2 TexCoord)\n"
603 "{\n"
604 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
605 "       // 14 sample relief mapping: linear search and then binary search\n"
606 "       // this basically steps forward a small amount repeatedly until it finds\n"
607 "       // itself inside solid, then jitters forward and back using decreasing\n"
608 "       // amounts to find the impact\n"
609 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
610 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
611 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
612 "       vec3 RT = vec3(TexCoord, 1);\n"
613 "       OffsetVector *= 0.1;\n"
614 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
615 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
616 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
617 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
618 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
619 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
620 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
621 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
622 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
623 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
624 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
625 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
626 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
627 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
628 "       return RT.xy;\n"
629 "#else\n"
630 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
631 "       // this basically moves forward the full distance, and then backs up based\n"
632 "       // on height of samples\n"
633 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
634 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
635 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
636 "       TexCoord += OffsetVector;\n"
637 "       OffsetVector *= 0.333;\n"
638 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
639 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
640 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
641 "       return TexCoord;\n"
642 "#endif\n"
643 "}\n"
644 "#endif\n"
645 "\n"
646 "void main(void)\n"
647 "{\n"
648 "#ifdef USEOFFSETMAPPING\n"
649 "       // apply offsetmapping\n"
650 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
651 "#define TexCoord TexCoordOffset\n"
652 "#endif\n"
653 "\n"
654 "       // combine the diffuse textures (base, pants, shirt)\n"
655 "       myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
656 "#ifdef USECOLORMAPPING\n"
657 "       color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
658 "#endif\n"
659 "\n"
660 "\n"
661 "\n"
662 "\n"
663 "#ifdef MODE_LIGHTSOURCE\n"
664 "       // light source\n"
665 "\n"
666 "       // calculate surface normal, light normal, and specular normal\n"
667 "       // compute color intensity for the two textures (colormap and glossmap)\n"
668 "       // scale by light color and attenuation as efficiently as possible\n"
669 "       // (do as much scalar math as possible rather than vector math)\n"
670 "# ifdef USESPECULAR\n"
671 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
672 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
673 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
674 "\n"
675 "       // calculate directional shading\n"
676 "       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"
677 "# else\n"
678 "#  ifdef USEDIFFUSE\n"
679 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
680 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
681 "\n"
682 "       // calculate directional shading\n"
683 "       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"
684 "#  else\n"
685 "       // calculate directionless shading\n"
686 "       color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
687 "#  endif\n"
688 "# endif\n"
689 "\n"
690 "# ifdef USECUBEFILTER\n"
691 "       // apply light cubemap filter\n"
692 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
693 "       color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
694 "# endif\n"
695 "       color *= myhvec4(gl_Color);\n"
696 "#endif // MODE_LIGHTSOURCE\n"
697 "\n"
698 "\n"
699 "\n"
700 "\n"
701 "#ifdef MODE_LIGHTDIRECTION\n"
702 "       // directional model lighting\n"
703 "\n"
704 "       // get the surface normal and light normal\n"
705 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
706 "       myhvec3 diffusenormal = myhvec3(LightVector);\n"
707 "\n"
708 "       // calculate directional shading\n"
709 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
710 "# ifdef USESPECULAR\n"
711 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
712 "       color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
713 "# endif\n"
714 "       color *= myhvec4(gl_Color);\n"
715 "#endif // MODE_LIGHTDIRECTION\n"
716 "\n"
717 "\n"
718 "\n"
719 "\n"
720 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
721 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
722 "\n"
723 "       // get the surface normal and light normal\n"
724 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
725 "\n"
726 "       myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
727 "       myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
728 "       // calculate directional shading\n"
729 "       myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
730 "# ifdef USESPECULAR\n"
731 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
732 "       tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
733 "# endif\n"
734 "\n"
735 "       // apply lightmap color\n"
736 "       color.rgb = myhvec4(tempcolor,1) * myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) + myhvec4(color.rgb * AmbientScale, 0);\n"
737 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
738 "\n"
739 "\n"
740 "\n"
741 "\n"
742 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
743 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
744 "\n"
745 "       // get the surface normal and light normal\n"
746 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
747 "\n"
748 "       myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
749 "       // calculate directional shading\n"
750 "       myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
751 "# ifdef USESPECULAR\n"
752 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
753 "       tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
754 "# endif\n"
755 "\n"
756 "       // apply lightmap color\n"
757 "       color = myhvec4(tempcolor, 1) * myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) + myhvec4(color.rgb * AmbientScale, 0);\n"
758 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
759 "\n"
760 "\n"
761 "\n"
762 "\n"
763 "#ifdef MODE_LIGHTMAP\n"
764 "       // apply lightmap color\n"
765 "       color *= myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) * myhvec4(myhvec3(DiffuseScale), 1) + myhvec4(myhvec3(AmbientScale), 0);\n"
766 "#endif // MODE_LIGHTMAP\n"
767 "\n"
768 "\n"
769 "\n"
770 "\n"
771 "\n"
772 "\n"
773 "\n"
774 "\n"
775 "#ifdef MODE_LIGHTSOURCE\n"
776 "# ifdef USEWATER\n"
777 "       color.rgb *= color.a;\n"
778 "# endif\n"
779 "#else\n"
780 "# ifdef USEWATER\n"
781 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
782 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
783 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
784 "       myhalf Fresnel = myhalf(pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0)) * ReflectFactor + ReflectOffset;\n"
785 "       color.rgb = mix(mix(myhvec3(texture2D(Texture_Refraction, ScreenTexCoord.xy)) * RefractColor, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor, Fresnel), color.rgb, color.a);\n"
786 "# else\n"
787 "#  ifdef USEREFLECTION\n"
788 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
789 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
790 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
791 "       color.rgb += myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor;\n"
792 "#  endif\n"
793 "# endif\n"
794 "#endif\n"
795 "\n"
796 "#ifdef USEGLOW\n"
797 "       color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
798 "#endif\n"
799 "\n"
800 "#ifdef USEFOG\n"
801 "       // apply fog\n"
802 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
803 "#endif\n"
804 "\n"
805 "#ifdef USECONTRASTBOOST\n"
806 "       color.rgb = color.rgb * SceneBrightness / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
807 "#else\n"
808 "       color.rgb *= SceneBrightness;\n"
809 "#endif\n"
810 "\n"
811 "       gl_FragColor = vec4(color);\n"
812 "}\n"
813 "\n"
814 "#endif // FRAGMENT_SHADER\n"
815 ;
816
817 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
818 const char *permutationinfo[][2] =
819 {
820         {"#define MODE_LIGHTMAP\n", " lightmap"},
821         {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
822         {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
823         {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
824         {"#define MODE_LIGHTSOURCE\n", " lightsource"},
825         {"#define USEWATER\n", " water"},
826         {"#define USEREFLECTION\n", " reflection"},
827         {"#define USEGLOW\n", " glow"},
828         {"#define USEFOG\n", " fog"},
829         {"#define USECOLORMAPPING\n", " colormapping"},
830         {"#define USEDIFFUSE\n", " diffuse"},
831         {"#define USECONTRASTBOOST\n", " contrastboost"},
832         {"#define USESPECULAR\n", " specular"},
833         {"#define USECUBEFILTER\n", " cubefilter"},
834         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
835         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
836         {NULL, NULL}
837 };
838
839 void R_GLSL_CompilePermutation(const char *filename, int permutation)
840 {
841         int i;
842         qboolean shaderfound;
843         r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
844         int vertstrings_count;
845         int geomstrings_count;
846         int fragstrings_count;
847         char *shaderstring;
848         const char *vertstrings_list[32+1];
849         const char *geomstrings_list[32+1];
850         const char *fragstrings_list[32+1];
851         char permutationname[256];
852         if (p->compiled)
853                 return;
854         p->compiled = true;
855         p->program = 0;
856         vertstrings_list[0] = "#define VERTEX_SHADER\n";
857         geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
858         fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
859         vertstrings_count = 1;
860         geomstrings_count = 1;
861         fragstrings_count = 1;
862         permutationname[0] = 0;
863         for (i = 0;permutationinfo[i][0];i++)
864         {
865                 if (permutation & (1<<i))
866                 {
867                         vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
868                         geomstrings_list[geomstrings_count++] = permutationinfo[i][0];
869                         fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
870                         strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
871                 }
872                 else
873                 {
874                         // keep line numbers correct
875                         vertstrings_list[vertstrings_count++] = "\n";
876                         geomstrings_list[geomstrings_count++] = "\n";
877                         fragstrings_list[fragstrings_count++] = "\n";
878                 }
879         }
880         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
881         shaderfound = false;
882         if (shaderstring)
883         {
884                 Con_DPrintf("GLSL shader text for \"%s\" loaded from disk\n", filename);
885                 vertstrings_list[vertstrings_count++] = shaderstring;
886                 geomstrings_list[geomstrings_count++] = shaderstring;
887                 fragstrings_list[fragstrings_count++] = shaderstring;
888                 shaderfound = true;
889         }
890         else if (!strcmp(filename, "glsl/default.glsl"))
891         {
892                 Con_DPrintf("GLSL shader text for \"%s\" loaded from engine\n", filename);
893                 vertstrings_list[vertstrings_count++] = builtinshaderstring;
894                 geomstrings_list[geomstrings_count++] = builtinshaderstring;
895                 fragstrings_list[fragstrings_count++] = builtinshaderstring;
896                 shaderfound = true;
897         }
898         // clear any lists that are not needed by this shader
899         if (!(permutation & SHADERPERMUTATION_USES_VERTEXSHADER))
900                 vertstrings_count = 0;
901         if (!(permutation & SHADERPERMUTATION_USES_GEOMETRYSHADER))
902                 geomstrings_count = 0;
903         if (!(permutation & SHADERPERMUTATION_USES_FRAGMENTSHADER))
904                 fragstrings_count = 0;
905         // compile the shader program
906         if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
907                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
908         if (p->program)
909         {
910                 CHECKGLERROR
911                 qglUseProgramObjectARB(p->program);CHECKGLERROR
912                 // look up all the uniform variable names we care about, so we don't
913                 // have to look them up every time we set them
914                 p->loc_Texture_Normal      = qglGetUniformLocationARB(p->program, "Texture_Normal");
915                 p->loc_Texture_Color       = qglGetUniformLocationARB(p->program, "Texture_Color");
916                 p->loc_Texture_Gloss       = qglGetUniformLocationARB(p->program, "Texture_Gloss");
917                 p->loc_Texture_Cube        = qglGetUniformLocationARB(p->program, "Texture_Cube");
918                 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
919                 p->loc_Texture_FogMask     = qglGetUniformLocationARB(p->program, "Texture_FogMask");
920                 p->loc_Texture_Pants       = qglGetUniformLocationARB(p->program, "Texture_Pants");
921                 p->loc_Texture_Shirt       = qglGetUniformLocationARB(p->program, "Texture_Shirt");
922                 p->loc_Texture_Lightmap    = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
923                 p->loc_Texture_Deluxemap   = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
924                 p->loc_Texture_Glow        = qglGetUniformLocationARB(p->program, "Texture_Glow");
925                 p->loc_Texture_Refraction  = qglGetUniformLocationARB(p->program, "Texture_Refraction");
926                 p->loc_Texture_Reflection  = qglGetUniformLocationARB(p->program, "Texture_Reflection");
927                 p->loc_FogColor            = qglGetUniformLocationARB(p->program, "FogColor");
928                 p->loc_LightPosition       = qglGetUniformLocationARB(p->program, "LightPosition");
929                 p->loc_EyePosition         = qglGetUniformLocationARB(p->program, "EyePosition");
930                 p->loc_LightColor          = qglGetUniformLocationARB(p->program, "LightColor");
931                 p->loc_Color_Pants         = qglGetUniformLocationARB(p->program, "Color_Pants");
932                 p->loc_Color_Shirt         = qglGetUniformLocationARB(p->program, "Color_Shirt");
933                 p->loc_FogRangeRecip       = qglGetUniformLocationARB(p->program, "FogRangeRecip");
934                 p->loc_AmbientScale        = qglGetUniformLocationARB(p->program, "AmbientScale");
935                 p->loc_DiffuseScale        = qglGetUniformLocationARB(p->program, "DiffuseScale");
936                 p->loc_SpecularPower       = qglGetUniformLocationARB(p->program, "SpecularPower");
937                 p->loc_SpecularScale       = qglGetUniformLocationARB(p->program, "SpecularScale");
938                 p->loc_GlowScale           = qglGetUniformLocationARB(p->program, "GlowScale");
939                 p->loc_SceneBrightness     = qglGetUniformLocationARB(p->program, "SceneBrightness");
940                 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
941                 p->loc_AmbientColor        = qglGetUniformLocationARB(p->program, "AmbientColor");
942                 p->loc_DiffuseColor        = qglGetUniformLocationARB(p->program, "DiffuseColor");
943                 p->loc_SpecularColor       = qglGetUniformLocationARB(p->program, "SpecularColor");
944                 p->loc_LightDir            = qglGetUniformLocationARB(p->program, "LightDir");
945                 p->loc_ContrastBoostCoeff  = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
946                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
947                 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
948                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
949                 p->loc_RefractColor        = qglGetUniformLocationARB(p->program, "RefractColor");
950                 p->loc_ReflectColor        = qglGetUniformLocationARB(p->program, "ReflectColor");
951                 p->loc_ReflectFactor       = qglGetUniformLocationARB(p->program, "ReflectFactor");
952                 p->loc_ReflectOffset       = qglGetUniformLocationARB(p->program, "ReflectOffset");
953                 // initialize the samplers to refer to the texture units we use
954                 if (p->loc_Texture_Normal >= 0)    qglUniform1iARB(p->loc_Texture_Normal, 0);
955                 if (p->loc_Texture_Color >= 0)     qglUniform1iARB(p->loc_Texture_Color, 1);
956                 if (p->loc_Texture_Gloss >= 0)     qglUniform1iARB(p->loc_Texture_Gloss, 2);
957                 if (p->loc_Texture_Cube >= 0)      qglUniform1iARB(p->loc_Texture_Cube, 3);
958                 if (p->loc_Texture_FogMask >= 0)   qglUniform1iARB(p->loc_Texture_FogMask, 4);
959                 if (p->loc_Texture_Pants >= 0)     qglUniform1iARB(p->loc_Texture_Pants, 5);
960                 if (p->loc_Texture_Shirt >= 0)     qglUniform1iARB(p->loc_Texture_Shirt, 6);
961                 if (p->loc_Texture_Lightmap >= 0)  qglUniform1iARB(p->loc_Texture_Lightmap, 7);
962                 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
963                 if (p->loc_Texture_Glow >= 0)      qglUniform1iARB(p->loc_Texture_Glow, 9);
964                 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
965                 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction, 11);
966                 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection, 12);
967                 CHECKGLERROR
968                 qglUseProgramObjectARB(0);CHECKGLERROR
969         }
970         else
971                 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, filename);
972         if (shaderstring)
973                 Mem_Free(shaderstring);
974 }
975
976 void R_GLSL_Restart_f(void)
977 {
978         int i;
979         for (i = 0;i < SHADERPERMUTATION_MAX;i++)
980                 if (r_glsl_permutations[i].program)
981                         GL_Backend_FreeProgram(r_glsl_permutations[i].program);
982         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
983 }
984
985 void R_GLSL_DumpShader_f(void)
986 {
987         int i;
988
989         qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
990         if(!file)
991         {
992                 Con_Printf("failed to write to glsl/default.glsl\n");
993                 return;
994         }
995
996         FS_Print(file, "// The engine may define the following macros:\n");
997         FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
998         for (i = 0;permutationinfo[i][0];i++)
999                 FS_Printf(file, "// %s", permutationinfo[i][0]);
1000         FS_Print(file, "\n");
1001         FS_Print(file, builtinshaderstring);
1002         FS_Close(file);
1003
1004         Con_Printf("glsl/default.glsl written\n");
1005 }
1006
1007 extern rtexture_t *r_shadow_attenuationgradienttexture;
1008 extern rtexture_t *r_shadow_attenuation2dtexture;
1009 extern rtexture_t *r_shadow_attenuation3dtexture;
1010 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale)
1011 {
1012         // select a permutation of the lighting shader appropriate to this
1013         // combination of texture, entity, light source, and fogging, only use the
1014         // minimum features necessary to avoid wasting rendering time in the
1015         // fragment shader on features that are not being used
1016         const char *shaderfilename = NULL;
1017         unsigned int permutation = 0;
1018         rtexture_t *nmap;
1019         r_glsl_permutation = NULL;
1020         // TODO: implement geometry-shader based shadow volumes someday
1021         if (rsurface.rtlight)
1022         {
1023                 // light source
1024                 shaderfilename = "glsl/default.glsl";
1025                 permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
1026                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1027                         permutation |= SHADERPERMUTATION_CUBEFILTER;
1028                 if (diffusescale > 0)
1029                         permutation |= SHADERPERMUTATION_DIFFUSE;
1030                 if (specularscale > 0)
1031                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1032                 if (r_refdef.fogenabled)
1033                         permutation |= SHADERPERMUTATION_FOG;
1034                 if (rsurface.texture->colormapping)
1035                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1036                 if (r_glsl_offsetmapping.integer)
1037                 {
1038                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1039                         if (r_glsl_offsetmapping_reliefmapping.integer)
1040                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1041                 }
1042                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1043                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1044                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1045                         permutation |= SHADERPERMUTATION_WATER;
1046                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1047                         permutation |= SHADERPERMUTATION_REFLECTION;
1048         }
1049         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1050         {
1051                 // bright unshaded geometry
1052                 shaderfilename = "glsl/default.glsl";
1053                 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
1054                 permutation |= SHADERPERMUTATION_MODE_LIGHTMAP;
1055                 if (rsurface.texture->currentskinframe->glow)
1056                         permutation |= SHADERPERMUTATION_GLOW;
1057                 if (r_refdef.fogenabled)
1058                         permutation |= SHADERPERMUTATION_FOG;
1059                 if (rsurface.texture->colormapping)
1060                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1061                 if (r_glsl_offsetmapping.integer)
1062                 {
1063                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1064                         if (r_glsl_offsetmapping_reliefmapping.integer)
1065                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1066                 }
1067                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1068                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1069                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1070                         permutation |= SHADERPERMUTATION_WATER;
1071                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1072                         permutation |= SHADERPERMUTATION_REFLECTION;
1073         }
1074         else if (modellighting)
1075         {
1076                 // directional model lighting
1077                 shaderfilename = "glsl/default.glsl";
1078                 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
1079                 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
1080                 if (rsurface.texture->currentskinframe->glow)
1081                         permutation |= SHADERPERMUTATION_GLOW;
1082                 if (specularscale > 0)
1083                         permutation |= SHADERPERMUTATION_SPECULAR;
1084                 if (r_refdef.fogenabled)
1085                         permutation |= SHADERPERMUTATION_FOG;
1086                 if (rsurface.texture->colormapping)
1087                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1088                 if (r_glsl_offsetmapping.integer)
1089                 {
1090                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1091                         if (r_glsl_offsetmapping_reliefmapping.integer)
1092                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1093                 }
1094                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1095                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1096                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1097                         permutation |= SHADERPERMUTATION_WATER;
1098                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1099                         permutation |= SHADERPERMUTATION_REFLECTION;
1100         }
1101         else
1102         {
1103                 // lightmapped wall
1104                 shaderfilename = "glsl/default.glsl";
1105                 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
1106                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
1107                 {
1108                         // deluxemapping (light direction texture)
1109                         if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
1110                                 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
1111                         else
1112                                 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1113                         if (specularscale > 0)
1114                                 permutation |= SHADERPERMUTATION_SPECULAR;
1115                 }
1116                 else if (r_glsl_deluxemapping.integer >= 2)
1117                 {
1118                         // fake deluxemapping (uniform light direction in tangentspace)
1119                         permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1120                         if (specularscale > 0)
1121                                 permutation |= SHADERPERMUTATION_SPECULAR;
1122                 }
1123                 else
1124                 {
1125                         // ordinary lightmapping
1126                         permutation |= SHADERPERMUTATION_MODE_LIGHTMAP;
1127                 }
1128                 if (rsurface.texture->currentskinframe->glow)
1129                         permutation |= SHADERPERMUTATION_GLOW;
1130                 if (r_refdef.fogenabled)
1131                         permutation |= SHADERPERMUTATION_FOG;
1132                 if (rsurface.texture->colormapping)
1133                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1134                 if (r_glsl_offsetmapping.integer)
1135                 {
1136                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1137                         if (r_glsl_offsetmapping_reliefmapping.integer)
1138                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1139                 }
1140                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1141                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1142                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1143                         permutation |= SHADERPERMUTATION_WATER;
1144                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1145                         permutation |= SHADERPERMUTATION_REFLECTION;
1146         }
1147         if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
1148         {
1149                 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
1150                         R_GLSL_CompilePermutation(shaderfilename, permutation);
1151                 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
1152                 {
1153                         // remove features until we find a valid permutation
1154                         unsigned int i;
1155                         for (i = (SHADERPERMUTATION_MAX >> 1);;i>>=1)
1156                         {
1157                                 if (!i)
1158                                 {
1159                                         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");
1160                                         Cvar_SetValueQuick(&r_glsl, 0);
1161                                         return 0; // no bit left to clear
1162                                 }
1163                                 // reduce i more quickly whenever it would not remove any bits
1164                                 if (!(permutation & i))
1165                                         continue;
1166                                 permutation &= ~i;
1167                                 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
1168                                         R_GLSL_CompilePermutation(shaderfilename, permutation);
1169                                 if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
1170                                         break;
1171                         }
1172                 }
1173         }
1174         r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
1175         CHECKGLERROR
1176         qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1177         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
1178         if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
1179         {
1180                 if (r_glsl_permutation->loc_Texture_Cube >= 0 && rsurface.rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
1181                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1182                 if (permutation & SHADERPERMUTATION_DIFFUSE)
1183                 {
1184                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
1185                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1186                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1187                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1188                 }
1189                 else
1190                 {
1191                         // ambient only is simpler
1192                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
1193                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1194                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1195                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1196                 }
1197         }
1198         else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
1199         {
1200                 if (r_glsl_permutation->loc_AmbientColor >= 0)
1201                         qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale);
1202                 if (r_glsl_permutation->loc_DiffuseColor >= 0)
1203                         qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.modellight_diffuse[2] * diffusescale);
1204                 if (r_glsl_permutation->loc_SpecularColor >= 0)
1205                         qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.modellight_diffuse[2] * specularscale);
1206                 if (r_glsl_permutation->loc_LightDir >= 0)
1207                         qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1208         }
1209         else
1210         {
1211                 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
1212                 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
1213                 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
1214         }
1215         nmap = rsurface.texture->currentskinframe->nmap;
1216         if (gl_lightmaps.integer)
1217                 nmap = r_texture_blanknormalmap;
1218         if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(nmap));
1219         if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
1220         if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
1221         //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
1222         if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
1223         if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
1224         if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
1225         if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
1226         //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
1227         //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
1228         if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
1229         if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
1230         if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
1231         if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1232         if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1233         {
1234                 // The formula used is actually:
1235                 //   color.rgb *= SceneBrightness;
1236                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1237                 // I simplify that to
1238                 //   color.rgb *= [[SceneBrightness * ContrastBoost]];
1239                 //   color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1;
1240                 // and Black:
1241                 //   color.rgb = [[SceneBrightness * ContrastBoost]] / ([[(ContrastBoost - 1) * SceneBrightness]] + 1 / color.rgb);
1242                 // and do [[calculations]] here in the engine
1243                 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale);
1244                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value);
1245         }
1246         else
1247                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1248         if (r_glsl_permutation->loc_FogColor >= 0)
1249         {
1250                 // additive passes are only darkened by fog, not tinted
1251                 if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
1252                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1253                 else
1254                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1255         }
1256         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1257         if (r_glsl_permutation->loc_Color_Pants >= 0)
1258         {
1259                 if (rsurface.texture->currentskinframe->pants)
1260                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1261                 else
1262                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1263         }
1264         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1265         {
1266                 if (rsurface.texture->currentskinframe->shirt)
1267                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1268                 else
1269                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1270         }
1271         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1272         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1273         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1274         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, r_water_reflectdistort.value);
1275         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]);
1276         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]);
1277         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform3fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor);
1278         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform3fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor);
1279         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->refractmax - rsurface.texture->refractmin);
1280         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, 1 - rsurface.texture->refractmax);
1281         CHECKGLERROR
1282         return permutation;
1283 }
1284
1285 void R_SwitchSurfaceShader(int permutation)
1286 {
1287         if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK))
1288         {
1289                 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
1290                 CHECKGLERROR
1291                 qglUseProgramObjectARB(r_glsl_permutation->program);
1292                 CHECKGLERROR
1293         }
1294 }
1295
1296 #define SKINFRAME_HASH 1024
1297
1298 struct
1299 {
1300         int loadsequence; // incremented each level change
1301         memexpandablearray_t array;
1302         skinframe_t *hash[SKINFRAME_HASH];
1303 }
1304 r_skinframe;
1305
1306 void R_SkinFrame_PrepareForPurge(void)
1307 {
1308         r_skinframe.loadsequence++;
1309         // wrap it without hitting zero
1310         if (r_skinframe.loadsequence >= 200)
1311                 r_skinframe.loadsequence = 1;
1312 }
1313
1314 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1315 {
1316         if (!skinframe)
1317                 return;
1318         // mark the skinframe as used for the purging code
1319         skinframe->loadsequence = r_skinframe.loadsequence;
1320 }
1321
1322 void R_SkinFrame_Purge(void)
1323 {
1324         int i;
1325         skinframe_t *s;
1326         for (i = 0;i < SKINFRAME_HASH;i++)
1327         {
1328                 for (s = r_skinframe.hash[i];s;s = s->next)
1329                 {
1330                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1331                         {
1332                                 if (s->base == r_texture_notexture)     s->base   = NULL;
1333                                 if (s->nmap == r_texture_blanknormalmap)s->nmap   = NULL;
1334                                 if (s->merged == s->base)               s->merged = NULL;
1335                                 if (s->stain ) R_FreeTexture(s->stain );s->stain  = NULL;
1336                                 if (s->merged) R_FreeTexture(s->merged);s->merged = NULL;
1337                                 if (s->base  ) R_FreeTexture(s->base  );s->base   = NULL;
1338                                 if (s->pants ) R_FreeTexture(s->pants );s->pants  = NULL;
1339                                 if (s->shirt ) R_FreeTexture(s->shirt );s->shirt  = NULL;
1340                                 if (s->nmap  ) R_FreeTexture(s->nmap  );s->nmap   = NULL;
1341                                 if (s->gloss ) R_FreeTexture(s->gloss );s->gloss  = NULL;
1342                                 if (s->glow  ) R_FreeTexture(s->glow  );s->glow   = NULL;
1343                                 if (s->fog   ) R_FreeTexture(s->fog   );s->fog    = NULL;
1344                                 s->loadsequence = 0;
1345                         }
1346                 }
1347         }
1348 }
1349
1350 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1351 {
1352         skinframe_t *item;
1353         int hashindex;
1354         char basename[MAX_QPATH];
1355
1356         Image_StripImageExtension(name, basename, sizeof(basename));
1357
1358         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1359         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1360                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1361                         break;
1362         if (!item)
1363         {
1364                 if (!add)
1365                         return NULL;
1366                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1367                 memset(item, 0, sizeof(*item));
1368                 strlcpy(item->basename, basename, sizeof(item->basename));
1369                 item->textureflags = textureflags;
1370                 item->comparewidth = comparewidth;
1371                 item->compareheight = compareheight;
1372                 item->comparecrc = comparecrc;
1373                 item->next = r_skinframe.hash[hashindex];
1374                 r_skinframe.hash[hashindex] = item;
1375         }
1376         R_SkinFrame_MarkUsed(item);
1377         return item;
1378 }
1379
1380 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1381 {
1382         // FIXME: it should be possible to disable loading various layers using
1383         // cvars, to prevent wasted loading time and memory usage if the user does
1384         // not want them
1385         qboolean loadnormalmap = true;
1386         qboolean loadgloss = true;
1387         qboolean loadpantsandshirt = true;
1388         qboolean loadglow = true;
1389         int j;
1390         unsigned char *pixels;
1391         unsigned char *bumppixels;
1392         unsigned char *basepixels = NULL;
1393         int basepixels_width;
1394         int basepixels_height;
1395         skinframe_t *skinframe;
1396
1397         if (cls.state == ca_dedicated)
1398                 return NULL;
1399
1400         // return an existing skinframe if already loaded
1401         // if loading of the first image fails, don't make a new skinframe as it
1402         // would cause all future lookups of this to be missing
1403         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1404         if (skinframe && skinframe->base)
1405                 return skinframe;
1406
1407         basepixels = loadimagepixels(name, complain, 0, 0);
1408         if (basepixels == NULL)
1409                 return NULL;
1410
1411         // we've got some pixels to store, so really allocate this new texture now
1412         if (!skinframe)
1413                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1414         skinframe->stain = NULL;
1415         skinframe->merged = NULL;
1416         skinframe->base = r_texture_notexture;
1417         skinframe->pants = NULL;
1418         skinframe->shirt = NULL;
1419         skinframe->nmap = r_texture_blanknormalmap;
1420         skinframe->gloss = NULL;
1421         skinframe->glow = NULL;
1422         skinframe->fog = NULL;
1423
1424         basepixels_width = image_width;
1425         basepixels_height = image_height;
1426         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);
1427
1428         if (textureflags & TEXF_ALPHA)
1429         {
1430                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1431                         if (basepixels[j] < 255)
1432                                 break;
1433                 if (j < basepixels_width * basepixels_height * 4)
1434                 {
1435                         // has transparent pixels
1436                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1437                         for (j = 0;j < image_width * image_height * 4;j += 4)
1438                         {
1439                                 pixels[j+0] = 255;
1440                                 pixels[j+1] = 255;
1441                                 pixels[j+2] = 255;
1442                                 pixels[j+3] = basepixels[j+3];
1443                         }
1444                         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);
1445                         Mem_Free(pixels);
1446                 }
1447         }
1448
1449         // _norm is the name used by tenebrae and has been adopted as standard
1450         if (loadnormalmap)
1451         {
1452                 if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0)) != NULL)
1453                 {
1454                         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);
1455                         Mem_Free(pixels);
1456                         pixels = NULL;
1457                 }
1458                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0)) != NULL)
1459                 {
1460                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1461                         Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1462                         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);
1463                         Mem_Free(pixels);
1464                         Mem_Free(bumppixels);
1465                 }
1466                 else if (r_shadow_bumpscale_basetexture.value > 0)
1467                 {
1468                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1469                         Image_HeightmapToNormalmap(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1470                         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);
1471                         Mem_Free(pixels);
1472                 }
1473         }
1474         // _luma is supported for tenebrae compatibility
1475         // (I think it's a very stupid name, but oh well)
1476         // _glow is the preferred name
1477         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;}
1478         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;}
1479         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;}
1480         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;}
1481
1482         if (basepixels)
1483                 Mem_Free(basepixels);
1484
1485         return skinframe;
1486 }
1487
1488 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)
1489 {
1490         int i;
1491         if (!force)
1492         {
1493                 for (i = 0;i < width*height;i++)
1494                         if (((unsigned char *)&palette[in[i]])[3] > 0)
1495                                 break;
1496                 if (i == width*height)
1497                         return NULL;
1498         }
1499         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1500 }
1501
1502 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)
1503 {
1504         int i;
1505         unsigned char *temp1, *temp2;
1506         skinframe_t *skinframe;
1507
1508         if (cls.state == ca_dedicated)
1509                 return NULL;
1510
1511         // if already loaded just return it, otherwise make a new skinframe
1512         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*bitsperpixel/8) : 0, true);
1513         if (skinframe && skinframe->base)
1514                 return skinframe;
1515
1516         skinframe->stain = NULL;
1517         skinframe->merged = NULL;
1518         skinframe->base = r_texture_notexture;
1519         skinframe->pants = NULL;
1520         skinframe->shirt = NULL;
1521         skinframe->nmap = r_texture_blanknormalmap;
1522         skinframe->gloss = NULL;
1523         skinframe->glow = NULL;
1524         skinframe->fog = NULL;
1525
1526         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1527         if (!skindata)
1528                 return NULL;
1529
1530         if (bitsperpixel == 32)
1531         {
1532                 if (r_shadow_bumpscale_basetexture.value > 0)
1533                 {
1534                         temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1535                         temp2 = temp1 + width * height * 4;
1536                         Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1537                         skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, skinframe->textureflags | TEXF_ALPHA, NULL);
1538                         Mem_Free(temp1);
1539                 }
1540                 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1541                 if (textureflags & TEXF_ALPHA)
1542                 {
1543                         for (i = 3;i < width * height * 4;i += 4)
1544                                 if (skindata[i] < 255)
1545                                         break;
1546                         if (i < width * height * 4)
1547                         {
1548                                 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1549                                 memcpy(fogpixels, skindata, width * height * 4);
1550                                 for (i = 0;i < width * height * 4;i += 4)
1551                                         fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1552                                 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1553                                 Mem_Free(fogpixels);
1554                         }
1555                 }
1556         }
1557         else if (bitsperpixel == 8)
1558         {
1559                 if (r_shadow_bumpscale_basetexture.value > 0)
1560                 {
1561                         temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1562                         temp2 = temp1 + width * height * 4;
1563                         if (bitsperpixel == 32)
1564                                 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1565                         else
1566                         {
1567                                 // use either a custom palette or the quake palette
1568                                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
1569                                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1570                         }
1571                         skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, skinframe->textureflags | TEXF_ALPHA, NULL);
1572                         Mem_Free(temp1);
1573                 }
1574                 // use either a custom palette, or the quake palette
1575                 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
1576                 if (!palette && loadglowtexture)
1577                         skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, skinframe->textureflags, false); // glow
1578                 if (!palette && loadpantsandshirt)
1579                 {
1580                         skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, skinframe->textureflags, false); // pants
1581                         skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, skinframe->textureflags, false); // shirt
1582                 }
1583                 if (skinframe->pants || skinframe->shirt)
1584                         skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, skinframe->textureflags, false); // no special colors
1585                 if (textureflags & TEXF_ALPHA)
1586                 {
1587                         // if not using a custom alphapalette, use the quake one
1588                         if (!alphapalette)
1589                                 alphapalette = palette_alpha;
1590                         for (i = 0;i < width * height;i++)
1591                                 if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
1592                                         break;
1593                         if (i < width * height)
1594                                 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, skinframe->textureflags, true); // fog mask
1595                 }
1596         }
1597
1598         return skinframe;
1599 }
1600
1601 skinframe_t *R_SkinFrame_LoadMissing(void)
1602 {
1603         skinframe_t *skinframe;
1604
1605         if (cls.state == ca_dedicated)
1606                 return NULL;
1607
1608         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1609         skinframe->stain = NULL;
1610         skinframe->merged = NULL;
1611         skinframe->base = r_texture_notexture;
1612         skinframe->pants = NULL;
1613         skinframe->shirt = NULL;
1614         skinframe->nmap = r_texture_blanknormalmap;
1615         skinframe->gloss = NULL;
1616         skinframe->glow = NULL;
1617         skinframe->fog = NULL;
1618
1619         return skinframe;
1620 }
1621
1622 void gl_main_start(void)
1623 {
1624         int x;
1625         double r, alpha;
1626
1627         r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
1628         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
1629         {
1630                 alpha = 1 - exp(r / ((double)x*(double)x));
1631                 if (x == FOGMASKTABLEWIDTH - 1)
1632                         alpha = 0;
1633                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
1634         }
1635
1636         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1637         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1638
1639         // set up r_skinframe loading system for textures
1640         memset(&r_skinframe, 0, sizeof(r_skinframe));
1641         r_skinframe.loadsequence = 1;
1642         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1643
1644         r_main_texturepool = R_AllocTexturePool();
1645         R_BuildBlankTextures();
1646         R_BuildNoTexture();
1647         if (gl_texturecubemap)
1648         {
1649                 R_BuildWhiteCube();
1650                 R_BuildNormalizationCube();
1651         }
1652         R_BuildFogTexture();
1653         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1654         memset(&r_waterstate, 0, sizeof(r_waterstate));
1655         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1656         memset(&r_svbsp, 0, sizeof (r_svbsp));
1657 }
1658
1659 void gl_main_shutdown(void)
1660 {
1661         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1662         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1663
1664         // clear out the r_skinframe state
1665         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1666         memset(&r_skinframe, 0, sizeof(r_skinframe));
1667
1668         if (r_svbsp.nodes)
1669                 Mem_Free(r_svbsp.nodes);
1670         memset(&r_svbsp, 0, sizeof (r_svbsp));
1671         R_FreeTexturePool(&r_main_texturepool);
1672         r_texture_blanknormalmap = NULL;
1673         r_texture_white = NULL;
1674         r_texture_grey128 = NULL;
1675         r_texture_black = NULL;
1676         r_texture_whitecube = NULL;
1677         r_texture_normalizationcube = NULL;
1678         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1679         memset(&r_waterstate, 0, sizeof(r_waterstate));
1680         R_GLSL_Restart_f();
1681 }
1682
1683 extern void CL_ParseEntityLump(char *entitystring);
1684 void gl_main_newmap(void)
1685 {
1686         // FIXME: move this code to client
1687         int l;
1688         char *entities, entname[MAX_QPATH];
1689         if (cl.worldmodel)
1690         {
1691                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1692                 l = (int)strlen(entname) - 4;
1693                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1694                 {
1695                         memcpy(entname + l, ".ent", 5);
1696                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1697                         {
1698                                 CL_ParseEntityLump(entities);
1699                                 Mem_Free(entities);
1700                                 return;
1701                         }
1702                 }
1703                 if (cl.worldmodel->brush.entities)
1704                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
1705         }
1706 }
1707
1708 void GL_Main_Init(void)
1709 {
1710         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1711
1712         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1713         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
1714         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
1715         if (gamemode == GAME_NEHAHRA)
1716         {
1717                 Cvar_RegisterVariable (&gl_fogenable);
1718                 Cvar_RegisterVariable (&gl_fogdensity);
1719                 Cvar_RegisterVariable (&gl_fogred);
1720                 Cvar_RegisterVariable (&gl_foggreen);
1721                 Cvar_RegisterVariable (&gl_fogblue);
1722                 Cvar_RegisterVariable (&gl_fogstart);
1723                 Cvar_RegisterVariable (&gl_fogend);
1724         }
1725         Cvar_RegisterVariable(&r_depthfirst);
1726         Cvar_RegisterVariable(&r_nearclip);
1727         Cvar_RegisterVariable(&r_showbboxes);
1728         Cvar_RegisterVariable(&r_showsurfaces);
1729         Cvar_RegisterVariable(&r_showtris);
1730         Cvar_RegisterVariable(&r_shownormals);
1731         Cvar_RegisterVariable(&r_showlighting);
1732         Cvar_RegisterVariable(&r_showshadowvolumes);
1733         Cvar_RegisterVariable(&r_showcollisionbrushes);
1734         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1735         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1736         Cvar_RegisterVariable(&r_showdisabledepthtest);
1737         Cvar_RegisterVariable(&r_drawportals);
1738         Cvar_RegisterVariable(&r_drawentities);
1739         Cvar_RegisterVariable(&r_cullentities_trace);
1740         Cvar_RegisterVariable(&r_cullentities_trace_samples);
1741         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1742         Cvar_RegisterVariable(&r_cullentities_trace_delay);
1743         Cvar_RegisterVariable(&r_drawviewmodel);
1744         Cvar_RegisterVariable(&r_speeds);
1745         Cvar_RegisterVariable(&r_fullbrights);
1746         Cvar_RegisterVariable(&r_wateralpha);
1747         Cvar_RegisterVariable(&r_dynamic);
1748         Cvar_RegisterVariable(&r_fullbright);
1749         Cvar_RegisterVariable(&r_shadows);
1750         Cvar_RegisterVariable(&r_shadows_throwdistance);
1751         Cvar_RegisterVariable(&r_q1bsp_skymasking);
1752         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
1753         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
1754         Cvar_RegisterVariable(&r_textureunits);
1755         Cvar_RegisterVariable(&r_glsl);
1756         Cvar_RegisterVariable(&r_glsl_offsetmapping);
1757         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1758         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1759         Cvar_RegisterVariable(&r_glsl_deluxemapping);
1760         Cvar_RegisterVariable(&r_water);
1761         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
1762         Cvar_RegisterVariable(&r_water_clippingplanebias);
1763         Cvar_RegisterVariable(&r_water_refractdistort);
1764         Cvar_RegisterVariable(&r_water_reflectdistort);
1765         Cvar_RegisterVariable(&r_lerpsprites);
1766         Cvar_RegisterVariable(&r_lerpmodels);
1767         Cvar_RegisterVariable(&r_waterscroll);
1768         Cvar_RegisterVariable(&r_bloom);
1769         Cvar_RegisterVariable(&r_bloom_colorscale);
1770         Cvar_RegisterVariable(&r_bloom_brighten);
1771         Cvar_RegisterVariable(&r_bloom_blur);
1772         Cvar_RegisterVariable(&r_bloom_resolution);
1773         Cvar_RegisterVariable(&r_bloom_colorexponent);
1774         Cvar_RegisterVariable(&r_bloom_colorsubtract);
1775         Cvar_RegisterVariable(&r_hdr);
1776         Cvar_RegisterVariable(&r_hdr_scenebrightness);
1777         Cvar_RegisterVariable(&r_glsl_contrastboost);
1778         Cvar_RegisterVariable(&r_hdr_glowintensity);
1779         Cvar_RegisterVariable(&r_hdr_range);
1780         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1781         Cvar_RegisterVariable(&developer_texturelogging);
1782         Cvar_RegisterVariable(&gl_lightmaps);
1783         Cvar_RegisterVariable(&r_test);
1784         Cvar_RegisterVariable(&r_batchmode);
1785         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1786                 Cvar_SetValue("r_fullbrights", 0);
1787         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1788 }
1789
1790 extern void R_Textures_Init(void);
1791 extern void GL_Draw_Init(void);
1792 extern void GL_Main_Init(void);
1793 extern void R_Shadow_Init(void);
1794 extern void R_Sky_Init(void);
1795 extern void GL_Surf_Init(void);
1796 extern void R_Light_Init(void);
1797 extern void R_Particles_Init(void);
1798 extern void R_Explosion_Init(void);
1799 extern void gl_backend_init(void);
1800 extern void Sbar_Init(void);
1801 extern void R_LightningBeams_Init(void);
1802 extern void Mod_RenderInit(void);
1803
1804 void Render_Init(void)
1805 {
1806         gl_backend_init();
1807         R_Textures_Init();
1808         GL_Main_Init();
1809         GL_Draw_Init();
1810         R_Shadow_Init();
1811         R_Sky_Init();
1812         GL_Surf_Init();
1813         Sbar_Init();
1814         R_Light_Init();
1815         R_Particles_Init();
1816         R_Explosion_Init();
1817         R_LightningBeams_Init();
1818         Mod_RenderInit();
1819 }
1820
1821 /*
1822 ===============
1823 GL_Init
1824 ===============
1825 */
1826 extern char *ENGINE_EXTENSIONS;
1827 void GL_Init (void)
1828 {
1829         VID_CheckExtensions();
1830
1831         // LordHavoc: report supported extensions
1832         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
1833
1834         // clear to black (loading plaque will be seen over this)
1835         CHECKGLERROR
1836         qglClearColor(0,0,0,1);CHECKGLERROR
1837         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
1838 }
1839
1840 int R_CullBox(const vec3_t mins, const vec3_t maxs)
1841 {
1842         int i;
1843         mplane_t *p;
1844         for (i = 0;i < r_view.numfrustumplanes;i++)
1845         {
1846                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
1847                 if (i == 4)
1848                         continue;
1849                 p = r_view.frustum + i;
1850                 switch(p->signbits)
1851                 {
1852                 default:
1853                 case 0:
1854                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1855                                 return true;
1856                         break;
1857                 case 1:
1858                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1859                                 return true;
1860                         break;
1861                 case 2:
1862                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1863                                 return true;
1864                         break;
1865                 case 3:
1866                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1867                                 return true;
1868                         break;
1869                 case 4:
1870                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1871                                 return true;
1872                         break;
1873                 case 5:
1874                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1875                                 return true;
1876                         break;
1877                 case 6:
1878                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1879                                 return true;
1880                         break;
1881                 case 7:
1882                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1883                                 return true;
1884                         break;
1885                 }
1886         }
1887         return false;
1888 }
1889
1890 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
1891 {
1892         int i;
1893         const mplane_t *p;
1894         for (i = 0;i < numplanes;i++)
1895         {
1896                 p = planes + i;
1897                 switch(p->signbits)
1898                 {
1899                 default:
1900                 case 0:
1901                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1902                                 return true;
1903                         break;
1904                 case 1:
1905                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1906                                 return true;
1907                         break;
1908                 case 2:
1909                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1910                                 return true;
1911                         break;
1912                 case 3:
1913                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1914                                 return true;
1915                         break;
1916                 case 4:
1917                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1918                                 return true;
1919                         break;
1920                 case 5:
1921                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1922                                 return true;
1923                         break;
1924                 case 6:
1925                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1926                                 return true;
1927                         break;
1928                 case 7:
1929                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1930                                 return true;
1931                         break;
1932                 }
1933         }
1934         return false;
1935 }
1936
1937 //==================================================================================
1938
1939 static void R_UpdateEntityLighting(entity_render_t *ent)
1940 {
1941         vec3_t tempdiffusenormal;
1942
1943         // fetch the lighting from the worldmodel data
1944         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));
1945         VectorClear(ent->modellight_diffuse);
1946         VectorClear(tempdiffusenormal);
1947         if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
1948         {
1949                 vec3_t org;
1950                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
1951                 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
1952         }
1953         else // highly rare
1954                 VectorSet(ent->modellight_ambient, 1, 1, 1);
1955
1956         // move the light direction into modelspace coordinates for lighting code
1957         Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
1958         if(VectorLength2(ent->modellight_lightdir) > 0)
1959         {
1960                 VectorNormalize(ent->modellight_lightdir);
1961         }
1962         else
1963         {
1964                 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
1965         }
1966
1967         // scale ambient and directional light contributions according to rendering variables
1968         ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1969         ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1970         ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1971         ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1972         ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1973         ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1974 }
1975
1976 static void R_View_UpdateEntityVisible (void)
1977 {
1978         int i, renderimask;
1979         entity_render_t *ent;
1980
1981         if (!r_drawentities.integer)
1982                 return;
1983
1984         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
1985         if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
1986         {
1987                 // worldmodel can check visibility
1988                 for (i = 0;i < r_refdef.numentities;i++)
1989                 {
1990                         ent = r_refdef.entities[i];
1991                         r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
1992                 }
1993                 if(r_cullentities_trace.integer)
1994                 {
1995                         for (i = 0;i < r_refdef.numentities;i++)
1996                         {
1997                                 ent = r_refdef.entities[i];
1998                                 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
1999                                 {
2000                                         if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
2001                                                 ent->last_trace_visibility = realtime;
2002                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2003                                                 r_viewcache.entityvisible[i] = 0;
2004                                 }
2005                         }
2006                 }
2007         }
2008         else
2009         {
2010                 // no worldmodel or it can't check visibility
2011                 for (i = 0;i < r_refdef.numentities;i++)
2012                 {
2013                         ent = r_refdef.entities[i];
2014                         r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
2015                 }
2016         }
2017
2018         // update entity lighting (even on hidden entities for r_shadows)
2019         for (i = 0;i < r_refdef.numentities;i++)
2020                 R_UpdateEntityLighting(r_refdef.entities[i]);
2021 }
2022
2023 // only used if skyrendermasked, and normally returns false
2024 int R_DrawBrushModelsSky (void)
2025 {
2026         int i, sky;
2027         entity_render_t *ent;
2028
2029         if (!r_drawentities.integer)
2030                 return false;
2031
2032         sky = false;
2033         for (i = 0;i < r_refdef.numentities;i++)
2034         {
2035                 if (!r_viewcache.entityvisible[i])
2036                         continue;
2037                 ent = r_refdef.entities[i];
2038                 if (!ent->model || !ent->model->DrawSky)
2039                         continue;
2040                 ent->model->DrawSky(ent);
2041                 sky = true;
2042         }
2043         return sky;
2044 }
2045
2046 static void R_DrawNoModel(entity_render_t *ent);
2047 static void R_DrawModels(void)
2048 {
2049         int i;
2050         entity_render_t *ent;
2051
2052         if (!r_drawentities.integer)
2053                 return;
2054
2055         for (i = 0;i < r_refdef.numentities;i++)
2056         {
2057                 if (!r_viewcache.entityvisible[i])
2058                         continue;
2059                 ent = r_refdef.entities[i];
2060                 r_refdef.stats.entities++;
2061                 if (ent->model && ent->model->Draw != NULL)
2062                         ent->model->Draw(ent);
2063                 else
2064                         R_DrawNoModel(ent);
2065         }
2066 }
2067
2068 static void R_DrawModelsDepth(void)
2069 {
2070         int i;
2071         entity_render_t *ent;
2072
2073         if (!r_drawentities.integer)
2074                 return;
2075
2076         for (i = 0;i < r_refdef.numentities;i++)
2077         {
2078                 if (!r_viewcache.entityvisible[i])
2079                         continue;
2080                 ent = r_refdef.entities[i];
2081                 r_refdef.stats.entities++;
2082                 if (ent->model && ent->model->DrawDepth != NULL)
2083                         ent->model->DrawDepth(ent);
2084         }
2085 }
2086
2087 static void R_DrawModelsDebug(void)
2088 {
2089         int i;
2090         entity_render_t *ent;
2091
2092         if (!r_drawentities.integer)
2093                 return;
2094
2095         for (i = 0;i < r_refdef.numentities;i++)
2096         {
2097                 if (!r_viewcache.entityvisible[i])
2098                         continue;
2099                 ent = r_refdef.entities[i];
2100                 r_refdef.stats.entities++;
2101                 if (ent->model && ent->model->DrawDebug != NULL)
2102                         ent->model->DrawDebug(ent);
2103         }
2104 }
2105
2106 static void R_DrawModelsAddWaterPlanes(void)
2107 {
2108         int i;
2109         entity_render_t *ent;
2110
2111         if (!r_drawentities.integer)
2112                 return;
2113
2114         for (i = 0;i < r_refdef.numentities;i++)
2115         {
2116                 if (!r_viewcache.entityvisible[i])
2117                         continue;
2118                 ent = r_refdef.entities[i];
2119                 r_refdef.stats.entities++;
2120                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2121                         ent->model->DrawAddWaterPlanes(ent);
2122         }
2123 }
2124
2125 static void R_View_SetFrustum(void)
2126 {
2127         int i;
2128         double slopex, slopey;
2129
2130         // break apart the view matrix into vectors for various purposes
2131         Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
2132         VectorNegate(r_view.left, r_view.right);
2133
2134 #if 0
2135         r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
2136         r_view.frustum[0].normal[1] = 0 - 0;
2137         r_view.frustum[0].normal[2] = -1 - 0;
2138         r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
2139         r_view.frustum[1].normal[1] = 0 + 0;
2140         r_view.frustum[1].normal[2] = -1 + 0;
2141         r_view.frustum[2].normal[0] = 0 - 0;
2142         r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
2143         r_view.frustum[2].normal[2] = -1 - 0;
2144         r_view.frustum[3].normal[0] = 0 + 0;
2145         r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
2146         r_view.frustum[3].normal[2] = -1 + 0;
2147 #endif
2148
2149 #if 0
2150         zNear = r_refdef.nearclip;
2151         nudge = 1.0 - 1.0 / (1<<23);
2152         r_view.frustum[4].normal[0] = 0 - 0;
2153         r_view.frustum[4].normal[1] = 0 - 0;
2154         r_view.frustum[4].normal[2] = -1 - -nudge;
2155         r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
2156         r_view.frustum[5].normal[0] = 0 + 0;
2157         r_view.frustum[5].normal[1] = 0 + 0;
2158         r_view.frustum[5].normal[2] = -1 + -nudge;
2159         r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
2160 #endif
2161
2162
2163
2164 #if 0
2165         r_view.frustum[0].normal[0] = m[3] - m[0];
2166         r_view.frustum[0].normal[1] = m[7] - m[4];
2167         r_view.frustum[0].normal[2] = m[11] - m[8];
2168         r_view.frustum[0].dist = m[15] - m[12];
2169
2170         r_view.frustum[1].normal[0] = m[3] + m[0];
2171         r_view.frustum[1].normal[1] = m[7] + m[4];
2172         r_view.frustum[1].normal[2] = m[11] + m[8];
2173         r_view.frustum[1].dist = m[15] + m[12];
2174
2175         r_view.frustum[2].normal[0] = m[3] - m[1];
2176         r_view.frustum[2].normal[1] = m[7] - m[5];
2177         r_view.frustum[2].normal[2] = m[11] - m[9];
2178         r_view.frustum[2].dist = m[15] - m[13];
2179
2180         r_view.frustum[3].normal[0] = m[3] + m[1];
2181         r_view.frustum[3].normal[1] = m[7] + m[5];
2182         r_view.frustum[3].normal[2] = m[11] + m[9];
2183         r_view.frustum[3].dist = m[15] + m[13];
2184
2185         r_view.frustum[4].normal[0] = m[3] - m[2];
2186         r_view.frustum[4].normal[1] = m[7] - m[6];
2187         r_view.frustum[4].normal[2] = m[11] - m[10];
2188         r_view.frustum[4].dist = m[15] - m[14];
2189
2190         r_view.frustum[5].normal[0] = m[3] + m[2];
2191         r_view.frustum[5].normal[1] = m[7] + m[6];
2192         r_view.frustum[5].normal[2] = m[11] + m[10];
2193         r_view.frustum[5].dist = m[15] + m[14];
2194 #endif
2195
2196
2197
2198         if (r_view.useperspective)
2199         {
2200                 slopex = 1.0 / r_view.frustum_x;
2201                 slopey = 1.0 / r_view.frustum_y;
2202                 VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
2203                 VectorMA(r_view.forward,  slopex, r_view.left, r_view.frustum[1].normal);
2204                 VectorMA(r_view.forward, -slopey, r_view.up  , r_view.frustum[2].normal);
2205                 VectorMA(r_view.forward,  slopey, r_view.up  , r_view.frustum[3].normal);
2206                 VectorCopy(r_view.forward, r_view.frustum[4].normal);
2207
2208                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2209                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
2210                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
2211                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[2]);
2212                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[3]);
2213
2214                 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
2215                 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
2216                 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
2217                 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
2218                 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
2219         }
2220         else
2221         {
2222                 VectorScale(r_view.left, -r_view.ortho_x, r_view.frustum[0].normal);
2223                 VectorScale(r_view.left,  r_view.ortho_x, r_view.frustum[1].normal);
2224                 VectorScale(r_view.up, -r_view.ortho_y, r_view.frustum[2].normal);
2225                 VectorScale(r_view.up,  r_view.ortho_y, r_view.frustum[3].normal);
2226                 VectorCopy(r_view.forward, r_view.frustum[4].normal);
2227                 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal) + r_view.ortho_x;
2228                 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal) + r_view.ortho_x;
2229                 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal) + r_view.ortho_y;
2230                 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal) + r_view.ortho_y;
2231                 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
2232         }
2233         r_view.numfrustumplanes = 5;
2234
2235         if (r_view.useclipplane)
2236         {
2237                 r_view.numfrustumplanes = 6;
2238                 r_view.frustum[5] = r_view.clipplane;
2239         }
2240
2241         for (i = 0;i < r_view.numfrustumplanes;i++)
2242                 PlaneClassify(r_view.frustum + i);
2243
2244         // LordHavoc: note to all quake engine coders, Quake had a special case
2245         // for 90 degrees which assumed a square view (wrong), so I removed it,
2246         // Quake2 has it disabled as well.
2247
2248         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2249         //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
2250         //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
2251         //PlaneClassify(&frustum[0]);
2252
2253         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2254         //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
2255         //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
2256         //PlaneClassify(&frustum[1]);
2257
2258         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2259         //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
2260         //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
2261         //PlaneClassify(&frustum[2]);
2262
2263         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2264         //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
2265         //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
2266         //PlaneClassify(&frustum[3]);
2267
2268         // nearclip plane
2269         //VectorCopy(r_view.forward, r_view.frustum[4].normal);
2270         //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
2271         //PlaneClassify(&frustum[4]);
2272 }
2273
2274 void R_View_Update(void)
2275 {
2276         R_View_SetFrustum();
2277         R_View_WorldVisibility(r_view.useclipplane);
2278         R_View_UpdateEntityVisible();
2279 }
2280
2281 void R_SetupView(void)
2282 {
2283         if (!r_view.useperspective)
2284                 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);
2285         else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2286                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
2287         else
2288                 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2289
2290         GL_SetupView_Orientation_FromEntity(&r_view.matrix);
2291
2292         if (r_view.useclipplane)
2293         {
2294                 // LordHavoc: couldn't figure out how to make this approach the
2295                 vec_t dist = r_view.clipplane.dist - r_water_clippingplanebias.value;
2296                 vec_t viewdist = DotProduct(r_view.origin, r_view.clipplane.normal);
2297                 if (viewdist < r_view.clipplane.dist + r_water_clippingplanebias.value)
2298                         dist = r_view.clipplane.dist;
2299                 GL_SetupView_ApplyCustomNearClipPlane(r_view.clipplane.normal[0], r_view.clipplane.normal[1], r_view.clipplane.normal[2], dist);
2300         }
2301 }
2302
2303 void R_ResetViewRendering2D(void)
2304 {
2305         if (gl_support_fragment_shader)
2306         {
2307                 qglUseProgramObjectARB(0);CHECKGLERROR
2308         }
2309
2310         DrawQ_Finish();
2311
2312         // GL is weird because it's bottom to top, r_view.y is top to bottom
2313         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2314         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2315         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2316         GL_Color(1, 1, 1, 1);
2317         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2318         GL_BlendFunc(GL_ONE, GL_ZERO);
2319         GL_AlphaTest(false);
2320         GL_ScissorTest(false);
2321         GL_DepthMask(false);
2322         GL_DepthRange(0, 1);
2323         GL_DepthTest(false);
2324         R_Mesh_Matrix(&identitymatrix);
2325         R_Mesh_ResetTextureState();
2326         GL_PolygonOffset(0, 0);
2327         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2328         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2329         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2330         qglStencilMask(~0);CHECKGLERROR
2331         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2332         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2333         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2334 }
2335
2336 void R_ResetViewRendering3D(void)
2337 {
2338         if (gl_support_fragment_shader)
2339         {
2340                 qglUseProgramObjectARB(0);CHECKGLERROR
2341         }
2342
2343         DrawQ_Finish();
2344
2345         // GL is weird because it's bottom to top, r_view.y is top to bottom
2346         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2347         R_SetupView();
2348         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2349         GL_Color(1, 1, 1, 1);
2350         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2351         GL_BlendFunc(GL_ONE, GL_ZERO);
2352         GL_AlphaTest(false);
2353         GL_ScissorTest(true);
2354         GL_DepthMask(true);
2355         GL_DepthRange(0, 1);
2356         GL_DepthTest(true);
2357         R_Mesh_Matrix(&identitymatrix);
2358         R_Mesh_ResetTextureState();
2359         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2360         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2361         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2362         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2363         qglStencilMask(~0);CHECKGLERROR
2364         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2365         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2366         GL_CullFace(r_view.cullface_back);
2367 }
2368
2369 /*
2370         R_Bloom_SetupShader(
2371 "// bloom shader\n"
2372 "// written by Forest 'LordHavoc' Hale\n"
2373 "\n"
2374 "// common definitions between vertex shader and fragment shader:\n"
2375 "\n"
2376 "#ifdef __GLSL_CG_DATA_TYPES\n"
2377 "#define myhalf half\n"
2378 "#define myhvec2 hvec2\n"
2379 "#define myhvec3 hvec3\n"
2380 "#define myhvec4 hvec4\n"
2381 "#else\n"
2382 "#define myhalf float\n"
2383 "#define myhvec2 vec2\n"
2384 "#define myhvec3 vec3\n"
2385 "#define myhvec4 vec4\n"
2386 "#endif\n"
2387 "\n"
2388 "varying vec2 ScreenTexCoord;\n"
2389 "varying vec2 BloomTexCoord;\n"
2390 "\n"
2391 "\n"
2392 "\n"
2393 "\n"
2394 "// vertex shader specific:\n"
2395 "#ifdef VERTEX_SHADER\n"
2396 "\n"
2397 "void main(void)\n"
2398 "{\n"
2399 "       ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2400 "       BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2401 "       // transform vertex to camera space, using ftransform to match non-VS\n"
2402 "       // rendering\n"
2403 "       gl_Position = ftransform();\n"
2404 "}\n"
2405 "\n"
2406 "#endif // VERTEX_SHADER\n"
2407 "\n"
2408 "\n"
2409 "\n"
2410 "\n"
2411 "// fragment shader specific:\n"
2412 "#ifdef FRAGMENT_SHADER\n"
2413 "\n"
2414 "void main(void)\n"
2415 "{\n"
2416 "       int x, y;
2417 "       myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2418 "       for (x = -BLUR_X;x <= BLUR_X;x++)
2419 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2420 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2421 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2422 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2423
2424 "       gl_FragColor = vec4(color);\n"
2425 "}\n"
2426 "\n"
2427 "#endif // FRAGMENT_SHADER\n"
2428 */
2429
2430 void R_RenderScene(qboolean addwaterplanes);
2431
2432 static void R_Water_StartFrame(void)
2433 {
2434         int i;
2435         int waterwidth, waterheight, texturewidth, textureheight;
2436         r_waterstate_waterplane_t *p;
2437
2438         // set waterwidth and waterheight to the water resolution that will be
2439         // used (often less than the screen resolution for faster rendering)
2440         waterwidth = (int)bound(1, r_view.width * r_water_resolutionmultiplier.value, r_view.width);
2441         waterheight = (int)bound(1, r_view.height * r_water_resolutionmultiplier.value, r_view.height);
2442
2443         // calculate desired texture sizes
2444         // can't use water if the card does not support the texture size
2445         if (!r_water.integer || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2446                 texturewidth = textureheight = waterwidth = waterheight = 0;
2447         else if (gl_support_arb_texture_non_power_of_two)
2448         {
2449                 texturewidth = waterwidth;
2450                 textureheight = waterheight;
2451         }
2452         else
2453         {
2454                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
2455                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
2456         }
2457
2458         // allocate textures as needed
2459         if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2460         {
2461                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2462                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2463                 {
2464                         if (p->texture_refraction)
2465                                 R_FreeTexture(p->texture_refraction);
2466                         p->texture_refraction = NULL;
2467                         if (p->texture_reflection)
2468                                 R_FreeTexture(p->texture_reflection);
2469                         p->texture_reflection = NULL;
2470                 }
2471                 memset(&r_waterstate, 0, sizeof(r_waterstate));
2472                 r_waterstate.waterwidth = waterwidth;
2473                 r_waterstate.waterheight = waterheight;
2474                 r_waterstate.texturewidth = texturewidth;
2475                 r_waterstate.textureheight = textureheight;
2476         }
2477
2478         if (r_waterstate.waterwidth)
2479         {
2480                 r_waterstate.enabled = true;
2481
2482                 // set up variables that will be used in shader setup
2483                 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2484                 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2485                 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2486                 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2487         }
2488
2489         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2490         r_waterstate.numwaterplanes = 0;
2491 }
2492
2493 static void R_Water_AddWaterPlane(msurface_t *surface)
2494 {
2495         int triangleindex, planeindex;
2496         const int *e;
2497         vec_t f;
2498         vec3_t vert[3];
2499         vec3_t normal;
2500         vec3_t center;
2501         r_waterstate_waterplane_t *p;
2502         // just use the first triangle with a valid normal for any decisions
2503         VectorClear(normal);
2504         VectorClear(center);
2505         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2506         {
2507                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2508                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2509                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2510                 TriangleNormal(vert[0], vert[1], vert[2], normal);
2511                 if (VectorLength2(normal) >= 0.001)
2512                         break;
2513         }
2514         // now find the center of this surface
2515         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles*3;triangleindex++, e++)
2516         {
2517                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2518                 VectorAdd(center, vert[0], center);
2519         }
2520         f = 1.0 / surface->num_triangles*3;
2521         VectorScale(center, f, center);
2522
2523         // find a matching plane if there is one
2524         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2525                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2526                         break;
2527         if (planeindex >= r_waterstate.maxwaterplanes)
2528                 return; // nothing we can do, out of planes
2529
2530         // if this triangle does not fit any known plane rendered this frame, add one
2531         if (planeindex >= r_waterstate.numwaterplanes)
2532         {
2533                 // store the new plane
2534                 r_waterstate.numwaterplanes++;
2535                 VectorCopy(normal, p->plane.normal);
2536                 VectorNormalize(p->plane.normal);
2537                 p->plane.dist = DotProduct(vert[0], p->plane.normal);
2538                 PlaneClassify(&p->plane);
2539                 // flip the plane if it does not face the viewer
2540                 if (PlaneDiff(r_view.origin, &p->plane) < 0)
2541                 {
2542                         VectorNegate(p->plane.normal, p->plane.normal);
2543                         p->plane.dist *= -1;
2544                         PlaneClassify(&p->plane);
2545                 }
2546                 // clear materialflags and pvs
2547                 p->materialflags = 0;
2548                 p->pvsvalid = false;
2549         }
2550         // merge this surface's materialflags into the waterplane
2551         p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2552         // merge this surface's PVS into the waterplane
2553         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION) && r_refdef.worldmodel && r_refdef.worldmodel->brush.FatPVS)
2554         {
2555                 r_refdef.worldmodel->brush.FatPVS(r_refdef.worldmodel, r_view.origin, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2556                 p->pvsvalid = true;
2557         }
2558 }
2559
2560 static void R_Water_ProcessPlanes(void)
2561 {
2562         r_view_t originalview;
2563         int planeindex;
2564         r_waterstate_waterplane_t *p;
2565
2566         originalview = r_view;
2567
2568         // make sure enough textures are allocated
2569         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2570         {
2571                 if (p->materialflags & MATERIALFLAG_WATERSHADER)
2572                 {
2573                         if (!p->texture_refraction)
2574                                 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);
2575                         if (!p->texture_refraction)
2576                                 goto error;
2577                 }
2578
2579                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2580                 {
2581                         if (!p->texture_reflection)
2582                                 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);
2583                         if (!p->texture_reflection)
2584                                 goto error;
2585                 }
2586         }
2587
2588         // render views
2589         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2590         {
2591                 r_view.showdebug = false;
2592                 r_view.width = r_waterstate.waterwidth;
2593                 r_view.height = r_waterstate.waterheight;
2594                 r_view.useclipplane = true;
2595                 r_waterstate.renderingscene = true;
2596
2597                 // render the normal view scene and copy into texture
2598                 // (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)
2599                 if (p->materialflags & MATERIALFLAG_WATERSHADER)
2600                 {
2601                         r_view.clipplane = p->plane;
2602                         VectorNegate(r_view.clipplane.normal, r_view.clipplane.normal);
2603                         r_view.clipplane.dist = -r_view.clipplane.dist;
2604                         PlaneClassify(&r_view.clipplane);
2605
2606                         R_RenderScene(false);
2607
2608                         // copy view into the screen texture
2609                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
2610                         GL_ActiveTexture(0);
2611                         CHECKGLERROR
2612                         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
2613                 }
2614
2615                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2616                 {
2617                         // render reflected scene and copy into texture
2618                         Matrix4x4_Reflect(&r_view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
2619                         r_view.clipplane = p->plane;
2620                         // reverse the cullface settings for this render
2621                         r_view.cullface_front = GL_FRONT;
2622                         r_view.cullface_back = GL_BACK;
2623                         if (r_refdef.worldmodel && r_refdef.worldmodel->brush.num_pvsclusterbytes)
2624                         {
2625                                 r_view.usecustompvs = true;
2626                                 if (p->pvsvalid)
2627                                         memcpy(r_viewcache.world_pvsbits, p->pvsbits, r_refdef.worldmodel->brush.num_pvsclusterbytes);
2628                                 else
2629                                         memset(r_viewcache.world_pvsbits, 0xFF, r_refdef.worldmodel->brush.num_pvsclusterbytes);
2630                         }
2631
2632                         R_ResetViewRendering3D();
2633                         R_ClearScreen();
2634
2635                         R_RenderScene(false);
2636
2637                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
2638                         GL_ActiveTexture(0);
2639                         CHECKGLERROR
2640                         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
2641
2642                         R_ResetViewRendering3D();
2643                         R_ClearScreen();
2644                 }
2645
2646                 r_view = originalview;
2647                 r_waterstate.renderingscene = false;
2648         }
2649         return;
2650 error:
2651         r_view = originalview;
2652         r_waterstate.renderingscene = false;
2653         Cvar_SetValueQuick(&r_water, 0);
2654         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
2655         return;
2656 }
2657
2658 void R_Bloom_StartFrame(void)
2659 {
2660         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2661
2662         // set bloomwidth and bloomheight to the bloom resolution that will be
2663         // used (often less than the screen resolution for faster rendering)
2664         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
2665         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
2666         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
2667
2668         // calculate desired texture sizes
2669         if (gl_support_arb_texture_non_power_of_two)
2670         {
2671                 screentexturewidth = r_view.width;
2672                 screentextureheight = r_view.height;
2673                 bloomtexturewidth = r_bloomstate.bloomwidth;
2674                 bloomtextureheight = r_bloomstate.bloomheight;
2675         }
2676         else
2677         {
2678                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
2679                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
2680                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
2681                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
2682         }
2683
2684         if (r_hdr.integer)
2685         {
2686                 screentexturewidth = screentextureheight = 0;
2687         }
2688         else if (r_bloom.integer)
2689         {
2690         }
2691         else
2692         {
2693                 screentexturewidth = screentextureheight = 0;
2694                 bloomtexturewidth = bloomtextureheight = 0;
2695         }
2696
2697         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)
2698         {
2699                 // can't use bloom if the parameters are too weird
2700                 // can't use bloom if the card does not support the texture size
2701                 if (r_bloomstate.texture_screen)
2702                         R_FreeTexture(r_bloomstate.texture_screen);
2703                 if (r_bloomstate.texture_bloom)
2704                         R_FreeTexture(r_bloomstate.texture_bloom);
2705                 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2706                 return;
2707         }
2708
2709         r_bloomstate.enabled = true;
2710         r_bloomstate.hdr = r_hdr.integer != 0;
2711
2712         // allocate textures as needed
2713         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2714         {
2715                 if (r_bloomstate.texture_screen)
2716                         R_FreeTexture(r_bloomstate.texture_screen);
2717                 r_bloomstate.texture_screen = NULL;
2718                 r_bloomstate.screentexturewidth = screentexturewidth;
2719                 r_bloomstate.screentextureheight = screentextureheight;
2720                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2721                         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);
2722         }
2723         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2724         {
2725                 if (r_bloomstate.texture_bloom)
2726                         R_FreeTexture(r_bloomstate.texture_bloom);
2727                 r_bloomstate.texture_bloom = NULL;
2728                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2729                 r_bloomstate.bloomtextureheight = bloomtextureheight;
2730                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2731                         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);
2732         }
2733
2734         // set up a texcoord array for the full resolution screen image
2735         // (we have to keep this around to copy back during final render)
2736         r_bloomstate.screentexcoord2f[0] = 0;
2737         r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2738         r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2739         r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2740         r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2741         r_bloomstate.screentexcoord2f[5] = 0;
2742         r_bloomstate.screentexcoord2f[6] = 0;
2743         r_bloomstate.screentexcoord2f[7] = 0;
2744
2745         // set up a texcoord array for the reduced resolution bloom image
2746         // (which will be additive blended over the screen image)
2747         r_bloomstate.bloomtexcoord2f[0] = 0;
2748         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2749         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2750         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2751         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2752         r_bloomstate.bloomtexcoord2f[5] = 0;
2753         r_bloomstate.bloomtexcoord2f[6] = 0;
2754         r_bloomstate.bloomtexcoord2f[7] = 0;
2755 }
2756
2757 void R_Bloom_CopyScreenTexture(float colorscale)
2758 {
2759         r_refdef.stats.bloom++;
2760
2761         R_ResetViewRendering2D();
2762         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2763         R_Mesh_ColorPointer(NULL, 0, 0);
2764         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2765         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2766
2767         // copy view into the screen texture
2768         GL_ActiveTexture(0);
2769         CHECKGLERROR
2770         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
2771         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2772
2773         // now scale it down to the bloom texture size
2774         CHECKGLERROR
2775         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2776         GL_BlendFunc(GL_ONE, GL_ZERO);
2777         GL_Color(colorscale, colorscale, colorscale, 1);
2778         // TODO: optimize with multitexture or GLSL
2779         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2780         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2781
2782         // we now have a bloom image in the framebuffer
2783         // copy it into the bloom image texture for later processing
2784         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2785         GL_ActiveTexture(0);
2786         CHECKGLERROR
2787         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
2788         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2789 }
2790
2791 void R_Bloom_CopyHDRTexture(void)
2792 {
2793         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2794         GL_ActiveTexture(0);
2795         CHECKGLERROR
2796         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
2797         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2798 }
2799
2800 void R_Bloom_MakeTexture(void)
2801 {
2802         int x, range, dir;
2803         float xoffset, yoffset, r, brighten;
2804
2805         r_refdef.stats.bloom++;
2806
2807         R_ResetViewRendering2D();
2808         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2809         R_Mesh_ColorPointer(NULL, 0, 0);
2810
2811         // we have a bloom image in the framebuffer
2812         CHECKGLERROR
2813         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2814
2815         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
2816         {
2817                 x *= 2;
2818                 r = bound(0, r_bloom_colorexponent.value / x, 1);
2819                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2820                 GL_Color(r, r, r, 1);
2821                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2822                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2823                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2824                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2825
2826                 // copy the vertically blurred bloom view to a texture
2827                 GL_ActiveTexture(0);
2828                 CHECKGLERROR
2829                 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
2830                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2831         }
2832
2833         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
2834         brighten = r_bloom_brighten.value;
2835         if (r_hdr.integer)
2836                 brighten *= r_hdr_range.value;
2837         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2838         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
2839
2840         for (dir = 0;dir < 2;dir++)
2841         {
2842                 // blend on at multiple vertical offsets to achieve a vertical blur
2843                 // TODO: do offset blends using GLSL
2844                 GL_BlendFunc(GL_ONE, GL_ZERO);
2845                 for (x = -range;x <= range;x++)
2846                 {
2847                         if (!dir){xoffset = 0;yoffset = x;}
2848                         else {xoffset = x;yoffset = 0;}
2849                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
2850                         yoffset /= (float)r_bloomstate.bloomtextureheight;
2851                         // compute a texcoord array with the specified x and y offset
2852                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
2853                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2854                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2855                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2856                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2857                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
2858                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
2859                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
2860                         // this r value looks like a 'dot' particle, fading sharply to
2861                         // black at the edges
2862                         // (probably not realistic but looks good enough)
2863                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
2864                         //r = (dir ? 1.0f : brighten)/(range*2+1);
2865                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
2866                         GL_Color(r, r, r, 1);
2867                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2868                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2869                         GL_BlendFunc(GL_ONE, GL_ONE);
2870                 }
2871
2872                 // copy the vertically blurred bloom view to a texture
2873                 GL_ActiveTexture(0);
2874                 CHECKGLERROR
2875                 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
2876                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2877         }
2878
2879         // apply subtract last
2880         // (just like it would be in a GLSL shader)
2881         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
2882         {
2883                 GL_BlendFunc(GL_ONE, GL_ZERO);
2884                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2885                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2886                 GL_Color(1, 1, 1, 1);
2887                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2888                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2889
2890                 GL_BlendFunc(GL_ONE, GL_ONE);
2891                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2892                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
2893                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2894                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
2895                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2896                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2897                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2898
2899                 // copy the darkened bloom view to a texture
2900                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2901                 GL_ActiveTexture(0);
2902                 CHECKGLERROR
2903                 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
2904                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2905         }
2906 }
2907
2908 void R_HDR_RenderBloomTexture(void)
2909 {
2910         int oldwidth, oldheight;
2911
2912         oldwidth = r_view.width;
2913         oldheight = r_view.height;
2914         r_view.width = r_bloomstate.bloomwidth;
2915         r_view.height = r_bloomstate.bloomheight;
2916
2917         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
2918         // TODO: add exposure compensation features
2919         // TODO: add fp16 framebuffer support
2920
2921         r_view.showdebug = false;
2922         r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
2923         if (r_hdr.integer)
2924                 r_view.colorscale /= r_hdr_range.value;
2925         r_waterstate.numwaterplanes = 0;
2926         R_RenderScene(r_waterstate.enabled);
2927         r_view.showdebug = true;
2928
2929         R_ResetViewRendering2D();
2930
2931         R_Bloom_CopyHDRTexture();
2932         R_Bloom_MakeTexture();
2933
2934         R_ResetViewRendering3D();
2935
2936         R_ClearScreen();
2937         if (r_timereport_active)
2938                 R_TimeReport("clear");
2939
2940
2941         // restore the view settings
2942         r_view.width = oldwidth;
2943         r_view.height = oldheight;
2944 }
2945
2946 static void R_BlendView(void)
2947 {
2948         if (r_bloomstate.enabled && r_bloomstate.hdr)
2949         {
2950                 // render high dynamic range bloom effect
2951                 // the bloom texture was made earlier this render, so we just need to
2952                 // blend it onto the screen...
2953                 R_ResetViewRendering2D();
2954                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2955                 R_Mesh_ColorPointer(NULL, 0, 0);
2956                 GL_Color(1, 1, 1, 1);
2957                 GL_BlendFunc(GL_ONE, GL_ONE);
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_view.width * r_view.height;
2962         }
2963         else if (r_bloomstate.enabled)
2964         {
2965                 // render simple bloom effect
2966                 // copy the screen and shrink it and darken it for the bloom process
2967                 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
2968                 // make the bloom texture
2969                 R_Bloom_MakeTexture();
2970                 // put the original screen image back in place and blend the bloom
2971                 // texture on it
2972                 R_ResetViewRendering2D();
2973                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2974                 R_Mesh_ColorPointer(NULL, 0, 0);
2975                 GL_Color(1, 1, 1, 1);
2976                 GL_BlendFunc(GL_ONE, GL_ZERO);
2977                 // do both in one pass if possible
2978                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2979                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2980                 if (r_textureunits.integer >= 2 && gl_combine.integer)
2981                 {
2982                         R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
2983                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
2984                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
2985                 }
2986                 else
2987                 {
2988                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2989                         r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2990                         // now blend on the bloom texture
2991                         GL_BlendFunc(GL_ONE, GL_ONE);
2992                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2993                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2994                 }
2995                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2996                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2997         }
2998         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
2999         {
3000                 // apply a color tint to the whole view
3001                 R_ResetViewRendering2D();
3002                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3003                 R_Mesh_ColorPointer(NULL, 0, 0);
3004                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3005                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3006                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3007         }
3008 }
3009
3010 void R_RenderScene(qboolean addwaterplanes);
3011
3012 matrix4x4_t r_waterscrollmatrix;
3013
3014 void R_UpdateVariables(void)
3015 {
3016         R_Textures_Frame();
3017
3018         r_refdef.farclip = 4096;
3019         if (r_refdef.worldmodel)
3020                 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
3021         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3022
3023         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3024                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3025         r_refdef.polygonfactor = 0;
3026         r_refdef.polygonoffset = 0;
3027         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3028         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3029
3030         r_refdef.rtworld = r_shadow_realtime_world.integer;
3031         r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3032         r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3033         r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3034         r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3035         if (r_showsurfaces.integer)
3036         {
3037                 r_refdef.rtworld = false;
3038                 r_refdef.rtworldshadows = false;
3039                 r_refdef.rtdlight = false;
3040                 r_refdef.rtdlightshadows = false;
3041                 r_refdef.lightmapintensity = 0;
3042         }
3043
3044         if (gamemode == GAME_NEHAHRA)
3045         {
3046                 if (gl_fogenable.integer)
3047                 {
3048                         r_refdef.oldgl_fogenable = true;
3049                         r_refdef.fog_density = gl_fogdensity.value;
3050                         r_refdef.fog_red = gl_fogred.value;
3051                         r_refdef.fog_green = gl_foggreen.value;
3052                         r_refdef.fog_blue = gl_fogblue.value;
3053                 }
3054                 else if (r_refdef.oldgl_fogenable)
3055                 {
3056                         r_refdef.oldgl_fogenable = false;
3057                         r_refdef.fog_density = 0;
3058                         r_refdef.fog_red = 0;
3059                         r_refdef.fog_green = 0;
3060                         r_refdef.fog_blue = 0;
3061                 }
3062         }
3063         if (r_refdef.fog_density)
3064         {
3065                 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red  , 1.0f);
3066                 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
3067                 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
3068         }
3069         if (r_refdef.fog_density)
3070         {
3071                 r_refdef.fogenabled = true;
3072                 // this is the point where the fog reaches 0.9986 alpha, which we
3073                 // consider a good enough cutoff point for the texture
3074                 // (0.9986 * 256 == 255.6)
3075                 r_refdef.fogrange = 400 / r_refdef.fog_density;
3076                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3077                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3078                 // fog color was already set
3079         }
3080         else
3081                 r_refdef.fogenabled = false;
3082 }
3083
3084 /*
3085 ================
3086 R_RenderView
3087 ================
3088 */
3089 void R_RenderView(void)
3090 {
3091         if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
3092                 return; //Host_Error ("R_RenderView: NULL worldmodel");
3093
3094         R_Shadow_UpdateWorldLightSelection();
3095
3096         R_Bloom_StartFrame();
3097         R_Water_StartFrame();
3098
3099         CHECKGLERROR
3100         if (r_timereport_active)
3101                 R_TimeReport("setup");
3102
3103         R_ResetViewRendering3D();
3104
3105         R_ClearScreen();
3106         if (r_timereport_active)
3107                 R_TimeReport("clear");
3108
3109         r_view.showdebug = true;
3110
3111         // this produces a bloom texture to be used in R_BlendView() later
3112         if (r_hdr.integer)
3113                 R_HDR_RenderBloomTexture();
3114
3115         r_view.colorscale = r_hdr_scenebrightness.value;
3116         r_waterstate.numwaterplanes = 0;
3117         R_RenderScene(r_waterstate.enabled);
3118
3119         R_BlendView();
3120         if (r_timereport_active)
3121                 R_TimeReport("blendview");
3122
3123         GL_Scissor(0, 0, vid.width, vid.height);
3124         GL_ScissorTest(false);
3125         CHECKGLERROR
3126 }
3127
3128 extern void R_DrawLightningBeams (void);
3129 extern void VM_CL_AddPolygonsToMeshQueue (void);
3130 extern void R_DrawPortals (void);
3131 extern cvar_t cl_locs_show;
3132 static void R_DrawLocs(void);
3133 static void R_DrawEntityBBoxes(void);
3134 void R_RenderScene(qboolean addwaterplanes)
3135 {
3136         if (addwaterplanes)
3137         {
3138                 R_ResetViewRendering3D();
3139
3140                 R_View_Update();
3141                 if (r_timereport_active)
3142                         R_TimeReport("watervisibility");
3143
3144                 if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawAddWaterPlanes)
3145                 {
3146                         r_refdef.worldmodel->DrawAddWaterPlanes(r_refdef.worldentity);
3147                         if (r_timereport_active)
3148                                 R_TimeReport("waterworld");
3149                 }
3150
3151                 // don't let sound skip if going slow
3152                 if (r_refdef.extraupdate)
3153                         S_ExtraUpdate ();
3154
3155                 R_DrawModelsAddWaterPlanes();
3156                 if (r_timereport_active)
3157                         R_TimeReport("watermodels");
3158
3159                 R_Water_ProcessPlanes();
3160                 if (r_timereport_active)
3161                         R_TimeReport("waterscenes");
3162         }
3163
3164         R_ResetViewRendering3D();
3165
3166         // don't let sound skip if going slow
3167         if (r_refdef.extraupdate)
3168                 S_ExtraUpdate ();
3169
3170         R_MeshQueue_BeginScene();
3171
3172         R_SkyStartFrame();
3173
3174         R_View_Update();
3175         if (r_timereport_active)
3176                 R_TimeReport("visibility");
3177
3178         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);
3179
3180         if (cl.csqc_vidvars.drawworld)
3181         {
3182                 // don't let sound skip if going slow
3183                 if (r_refdef.extraupdate)
3184                         S_ExtraUpdate ();
3185
3186                 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
3187                 {
3188                         r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
3189                         if (r_timereport_active)
3190                                 R_TimeReport("worldsky");
3191                 }
3192
3193                 if (R_DrawBrushModelsSky() && r_timereport_active)
3194                         R_TimeReport("bmodelsky");