Refactor the code to make r_view and r_viewcache members of r_refdef,
[divverent/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
30
31 //
32 // screen size info
33 //
34 r_refdef_t r_refdef;
35
36 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
37 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
38 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
39 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
40 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
41 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
42 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
43 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
45 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
46 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
47 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
48 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
49 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
50 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
51 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
52 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
53 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
54 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
55 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
56 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
57 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
58 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
59 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
60 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
61 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
62 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
63 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
64 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
65 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
66
67 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
68 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
69 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
70 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
71 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
72 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
73 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
74 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
75
76 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
77
78 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
79 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
80 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
81 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
82 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
83 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
84
85 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
86 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
87 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
88 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
89 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
90
91 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
92 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
93 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
94 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
95
96 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
97 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
98 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
99 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
100 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
101 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
102 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
103
104 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
105 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
106 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
107 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
108
109 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
110
111 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
112
113 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
114
115 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
116 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
117 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
118 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
119 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
120 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
121
122 extern qboolean v_flipped_state;
123
124 typedef struct r_glsl_bloomshader_s
125 {
126         int program;
127         int loc_Texture_Bloom;
128 }
129 r_glsl_bloomshader_t;
130
131 static struct r_bloomstate_s
132 {
133         qboolean enabled;
134         qboolean hdr;
135
136         int bloomwidth, bloomheight;
137
138         int screentexturewidth, screentextureheight;
139         rtexture_t *texture_screen;
140
141         int bloomtexturewidth, bloomtextureheight;
142         rtexture_t *texture_bloom;
143
144         r_glsl_bloomshader_t *shader;
145
146         // arrays for rendering the screen passes
147         float screentexcoord2f[8];
148         float bloomtexcoord2f[8];
149         float offsettexcoord2f[8];
150 }
151 r_bloomstate;
152
153 typedef struct r_waterstate_waterplane_s
154 {
155         rtexture_t *texture_refraction;
156         rtexture_t *texture_reflection;
157         mplane_t plane;
158         int materialflags; // combined flags of all water surfaces on this plane
159         unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
160         qboolean pvsvalid;
161 }
162 r_waterstate_waterplane_t;
163
164 #define MAX_WATERPLANES 16
165
166 static struct r_waterstate_s
167 {
168         qboolean enabled;
169
170         qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
171
172         int waterwidth, waterheight;
173         int texturewidth, textureheight;
174
175         int maxwaterplanes; // same as MAX_WATERPLANES
176         int numwaterplanes;
177         r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
178
179         float screenscale[2];
180         float screencenter[2];
181 }
182 r_waterstate;
183
184 // shadow volume bsp struct with automatically growing nodes buffer
185 svbsp_t r_svbsp;
186
187 rtexture_t *r_texture_blanknormalmap;
188 rtexture_t *r_texture_white;
189 rtexture_t *r_texture_grey128;
190 rtexture_t *r_texture_black;
191 rtexture_t *r_texture_notexture;
192 rtexture_t *r_texture_whitecube;
193 rtexture_t *r_texture_normalizationcube;
194 rtexture_t *r_texture_fogattenuation;
195 //rtexture_t *r_texture_fogintensity;
196
197 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
198 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
199
200 // vertex coordinates for a quad that covers the screen exactly
201 const static float r_screenvertex3f[12] =
202 {
203         0, 0, 0,
204         1, 0, 0,
205         1, 1, 0,
206         0, 1, 0
207 };
208
209 extern void R_DrawModelShadows(void);
210
211 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
212 {
213         int i;
214         for (i = 0;i < verts;i++)
215         {
216                 out[0] = in[0] * r;
217                 out[1] = in[1] * g;
218                 out[2] = in[2] * b;
219                 out[3] = in[3];
220                 in += 4;
221                 out += 4;
222         }
223 }
224
225 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
226 {
227         int i;
228         for (i = 0;i < verts;i++)
229         {
230                 out[0] = r;
231                 out[1] = g;
232                 out[2] = b;
233                 out[3] = a;
234                 out += 4;
235         }
236 }
237
238 // FIXME: move this to client?
239 void FOG_clear(void)
240 {
241         if (gamemode == GAME_NEHAHRA)
242         {
243                 Cvar_Set("gl_fogenable", "0");
244                 Cvar_Set("gl_fogdensity", "0.2");
245                 Cvar_Set("gl_fogred", "0.3");
246                 Cvar_Set("gl_foggreen", "0.3");
247                 Cvar_Set("gl_fogblue", "0.3");
248         }
249         r_refdef.fog_density = 0;
250         r_refdef.fog_red = 0;
251         r_refdef.fog_green = 0;
252         r_refdef.fog_blue = 0;
253         r_refdef.fog_alpha = 1;
254         r_refdef.fog_start = 0;
255         r_refdef.fog_end = 0;
256 }
257
258 float FogForDistance(vec_t dist)
259 {
260         unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
261         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
262 }
263
264 float FogPoint_World(const vec3_t p)
265 {
266         return FogForDistance(VectorDistance((p), r_refdef.view.origin));
267 }
268
269 float FogPoint_Model(const vec3_t p)
270 {
271         return FogForDistance(VectorDistance((p), rsurface.modelorg));
272 }
273
274 static void R_BuildBlankTextures(void)
275 {
276         unsigned char data[4];
277         data[2] = 128; // normal X
278         data[1] = 128; // normal Y
279         data[0] = 255; // normal Z
280         data[3] = 128; // height
281         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
282         data[0] = 255;
283         data[1] = 255;
284         data[2] = 255;
285         data[3] = 255;
286         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
287         data[0] = 128;
288         data[1] = 128;
289         data[2] = 128;
290         data[3] = 255;
291         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
292         data[0] = 0;
293         data[1] = 0;
294         data[2] = 0;
295         data[3] = 255;
296         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
297 }
298
299 static void R_BuildNoTexture(void)
300 {
301         int x, y;
302         unsigned char pix[16][16][4];
303         // this makes a light grey/dark grey checkerboard texture
304         for (y = 0;y < 16;y++)
305         {
306                 for (x = 0;x < 16;x++)
307                 {
308                         if ((y < 8) ^ (x < 8))
309                         {
310                                 pix[y][x][0] = 128;
311                                 pix[y][x][1] = 128;
312                                 pix[y][x][2] = 128;
313                                 pix[y][x][3] = 255;
314                         }
315                         else
316                         {
317                                 pix[y][x][0] = 64;
318                                 pix[y][x][1] = 64;
319                                 pix[y][x][2] = 64;
320                                 pix[y][x][3] = 255;
321                         }
322                 }
323         }
324         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
325 }
326
327 static void R_BuildWhiteCube(void)
328 {
329         unsigned char data[6*1*1*4];
330         memset(data, 255, sizeof(data));
331         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
332 }
333
334 static void R_BuildNormalizationCube(void)
335 {
336         int x, y, side;
337         vec3_t v;
338         vec_t s, t, intensity;
339 #define NORMSIZE 64
340         unsigned char data[6][NORMSIZE][NORMSIZE][4];
341         for (side = 0;side < 6;side++)
342         {
343                 for (y = 0;y < NORMSIZE;y++)
344                 {
345                         for (x = 0;x < NORMSIZE;x++)
346                         {
347                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
348                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
349                                 switch(side)
350                                 {
351                                 default:
352                                 case 0:
353                                         v[0] = 1;
354                                         v[1] = -t;
355                                         v[2] = -s;
356                                         break;
357                                 case 1:
358                                         v[0] = -1;
359                                         v[1] = -t;
360                                         v[2] = s;
361                                         break;
362                                 case 2:
363                                         v[0] = s;
364                                         v[1] = 1;
365                                         v[2] = t;
366                                         break;
367                                 case 3:
368                                         v[0] = s;
369                                         v[1] = -1;
370                                         v[2] = -t;
371                                         break;
372                                 case 4:
373                                         v[0] = s;
374                                         v[1] = -t;
375                                         v[2] = 1;
376                                         break;
377                                 case 5:
378                                         v[0] = -s;
379                                         v[1] = -t;
380                                         v[2] = -1;
381                                         break;
382                                 }
383                                 intensity = 127.0f / sqrt(DotProduct(v, v));
384                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
385                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
386                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
387                                 data[side][y][x][3] = 255;
388                         }
389                 }
390         }
391         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
392 }
393
394 static void R_BuildFogTexture(void)
395 {
396         int x, b;
397 #define FOGWIDTH 256
398         unsigned char data1[FOGWIDTH][4];
399         //unsigned char data2[FOGWIDTH][4];
400         double d, r, alpha;
401
402         r_refdef.fogmasktable_start = r_refdef.fog_start;
403         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
404         r_refdef.fogmasktable_range = r_refdef.fogrange;
405         r_refdef.fogmasktable_density = r_refdef.fog_density;
406
407         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
408         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
409         {
410                 d = (x * r - r_refdef.fogmasktable_start);
411                 if(developer.integer >= 100)
412                         Con_Printf("%f ", d);
413                 d = max(0, d);
414                 if (r_fog_exp2.integer)
415                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
416                 else
417                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
418                 if(developer.integer >= 100)
419                         Con_Printf(" : %f ", alpha);
420                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
421                 if(developer.integer >= 100)
422                         Con_Printf(" = %f\n", alpha);
423                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
424         }
425
426         for (x = 0;x < FOGWIDTH;x++)
427         {
428                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
429                 data1[x][0] = b;
430                 data1[x][1] = b;
431                 data1[x][2] = b;
432                 data1[x][3] = 255;
433                 //data2[x][0] = 255 - b;
434                 //data2[x][1] = 255 - b;
435                 //data2[x][2] = 255 - b;
436                 //data2[x][3] = 255;
437         }
438         if (r_texture_fogattenuation)
439         {
440                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
441                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
442         }
443         else
444         {
445                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
446                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
447         }
448 }
449
450 static const char *builtinshaderstring =
451 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
452 "// written by Forest 'LordHavoc' Hale\n"
453 "\n"
454 "// common definitions between vertex shader and fragment shader:\n"
455 "\n"
456 "#ifdef __GLSL_CG_DATA_TYPES\n"
457 "# define myhalf half\n"
458 "# define myhvec2 hvec2\n"
459 "# define myhvec3 hvec3\n"
460 "# define myhvec4 hvec4\n"
461 "#else\n"
462 "# define myhalf float\n"
463 "# define myhvec2 vec2\n"
464 "# define myhvec3 vec3\n"
465 "# define myhvec4 vec4\n"
466 "#endif\n"
467 "\n"
468 "varying vec2 TexCoord;\n"
469 "varying vec2 TexCoordLightmap;\n"
470 "\n"
471 "//#ifdef MODE_LIGHTSOURCE\n"
472 "varying vec3 CubeVector;\n"
473 "//#endif\n"
474 "\n"
475 "//#ifdef MODE_LIGHTSOURCE\n"
476 "varying vec3 LightVector;\n"
477 "//#else\n"
478 "//# ifdef MODE_LIGHTDIRECTION\n"
479 "//varying vec3 LightVector;\n"
480 "//# endif\n"
481 "//#endif\n"
482 "\n"
483 "varying vec3 EyeVector;\n"
484 "//#ifdef USEFOG\n"
485 "varying vec3 EyeVectorModelSpace;\n"
486 "//#endif\n"
487 "\n"
488 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
489 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
490 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
491 "\n"
492 "//#ifdef MODE_WATER\n"
493 "varying vec4 ModelViewProjectionPosition;\n"
494 "//#else\n"
495 "//# ifdef MODE_REFRACTION\n"
496 "//varying vec4 ModelViewProjectionPosition;\n"
497 "//# else\n"
498 "//#  ifdef USEREFLECTION\n"
499 "//varying vec4 ModelViewProjectionPosition;\n"
500 "//#  endif\n"
501 "//# endif\n"
502 "//#endif\n"
503 "\n"
504 "\n"
505 "\n"
506 "\n"
507 "\n"
508 "// vertex shader specific:\n"
509 "#ifdef VERTEX_SHADER\n"
510 "\n"
511 "uniform vec3 LightPosition;\n"
512 "uniform vec3 EyePosition;\n"
513 "uniform vec3 LightDir;\n"
514 "\n"
515 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
516 "\n"
517 "void main(void)\n"
518 "{\n"
519 "       gl_FrontColor = gl_Color;\n"
520 "       // copy the surface texcoord\n"
521 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
522 "#ifndef MODE_LIGHTSOURCE\n"
523 "# ifndef MODE_LIGHTDIRECTION\n"
524 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
525 "# endif\n"
526 "#endif\n"
527 "\n"
528 "#ifdef MODE_LIGHTSOURCE\n"
529 "       // transform vertex position into light attenuation/cubemap space\n"
530 "       // (-1 to +1 across the light box)\n"
531 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
532 "\n"
533 "       // transform unnormalized light direction into tangent space\n"
534 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
535 "       //  normalize it per pixel)\n"
536 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
537 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
538 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
539 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
540 "#endif\n"
541 "\n"
542 "#ifdef MODE_LIGHTDIRECTION\n"
543 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
544 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
545 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
546 "#endif\n"
547 "\n"
548 "       // transform unnormalized eye direction into tangent space\n"
549 "#ifndef USEFOG\n"
550 "       vec3 EyeVectorModelSpace;\n"
551 "#endif\n"
552 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
553 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
554 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
555 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
556 "\n"
557 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
558 "       VectorS = gl_MultiTexCoord1.xyz;\n"
559 "       VectorT = gl_MultiTexCoord2.xyz;\n"
560 "       VectorR = gl_MultiTexCoord3.xyz;\n"
561 "#endif\n"
562 "\n"
563 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
564 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
565 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
566 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
567 "//#endif\n"
568 "\n"
569 "// transform vertex to camera space, using ftransform to match non-VS\n"
570 "       // rendering\n"
571 "       gl_Position = ftransform();\n"
572 "\n"
573 "#ifdef MODE_WATER\n"
574 "       ModelViewProjectionPosition = gl_Position;\n"
575 "#endif\n"
576 "#ifdef MODE_REFRACTION\n"
577 "       ModelViewProjectionPosition = gl_Position;\n"
578 "#endif\n"
579 "#ifdef USEREFLECTION\n"
580 "       ModelViewProjectionPosition = gl_Position;\n"
581 "#endif\n"
582 "}\n"
583 "\n"
584 "#endif // VERTEX_SHADER\n"
585 "\n"
586 "\n"
587 "\n"
588 "\n"
589 "// fragment shader specific:\n"
590 "#ifdef FRAGMENT_SHADER\n"
591 "\n"
592 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
593 "uniform sampler2D Texture_Normal;\n"
594 "uniform sampler2D Texture_Color;\n"
595 "uniform sampler2D Texture_Gloss;\n"
596 "uniform samplerCube Texture_Cube;\n"
597 "uniform sampler2D Texture_Attenuation;\n"
598 "uniform sampler2D Texture_FogMask;\n"
599 "uniform sampler2D Texture_Pants;\n"
600 "uniform sampler2D Texture_Shirt;\n"
601 "uniform sampler2D Texture_Lightmap;\n"
602 "uniform sampler2D Texture_Deluxemap;\n"
603 "uniform sampler2D Texture_Glow;\n"
604 "uniform sampler2D Texture_Reflection;\n"
605 "uniform sampler2D Texture_Refraction;\n"
606 "\n"
607 "uniform myhvec3 LightColor;\n"
608 "uniform myhvec3 AmbientColor;\n"
609 "uniform myhvec3 DiffuseColor;\n"
610 "uniform myhvec3 SpecularColor;\n"
611 "uniform myhvec3 Color_Pants;\n"
612 "uniform myhvec3 Color_Shirt;\n"
613 "uniform myhvec3 FogColor;\n"
614 "\n"
615 "uniform myhvec4 TintColor;\n"
616 "\n"
617 "\n"
618 "//#ifdef MODE_WATER\n"
619 "uniform vec4 DistortScaleRefractReflect;\n"
620 "uniform vec4 ScreenScaleRefractReflect;\n"
621 "uniform vec4 ScreenCenterRefractReflect;\n"
622 "uniform myhvec4 RefractColor;\n"
623 "uniform myhvec4 ReflectColor;\n"
624 "uniform myhalf ReflectFactor;\n"
625 "uniform myhalf ReflectOffset;\n"
626 "//#else\n"
627 "//# ifdef MODE_REFRACTION\n"
628 "//uniform vec4 DistortScaleRefractReflect;\n"
629 "//uniform vec4 ScreenScaleRefractReflect;\n"
630 "//uniform vec4 ScreenCenterRefractReflect;\n"
631 "//uniform myhvec4 RefractColor;\n"
632 "//#  ifdef USEREFLECTION\n"
633 "//uniform myhvec4 ReflectColor;\n"
634 "//#  endif\n"
635 "//# else\n"
636 "//#  ifdef USEREFLECTION\n"
637 "//uniform vec4 DistortScaleRefractReflect;\n"
638 "//uniform vec4 ScreenScaleRefractReflect;\n"
639 "//uniform vec4 ScreenCenterRefractReflect;\n"
640 "//uniform myhvec4 ReflectColor;\n"
641 "//#  endif\n"
642 "//# endif\n"
643 "//#endif\n"
644 "\n"
645 "uniform myhalf GlowScale;\n"
646 "uniform myhalf SceneBrightness;\n"
647 "#ifdef USECONTRASTBOOST\n"
648 "uniform myhalf ContrastBoostCoeff;\n"
649 "#endif\n"
650 "\n"
651 "uniform float OffsetMapping_Scale;\n"
652 "uniform float OffsetMapping_Bias;\n"
653 "uniform float FogRangeRecip;\n"
654 "\n"
655 "uniform myhalf AmbientScale;\n"
656 "uniform myhalf DiffuseScale;\n"
657 "uniform myhalf SpecularScale;\n"
658 "uniform myhalf SpecularPower;\n"
659 "\n"
660 "#ifdef USEOFFSETMAPPING\n"
661 "vec2 OffsetMapping(vec2 TexCoord)\n"
662 "{\n"
663 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
664 "       // 14 sample relief mapping: linear search and then binary search\n"
665 "       // this basically steps forward a small amount repeatedly until it finds\n"
666 "       // itself inside solid, then jitters forward and back using decreasing\n"
667 "       // amounts to find the impact\n"
668 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
669 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
670 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
671 "       vec3 RT = vec3(TexCoord, 1);\n"
672 "       OffsetVector *= 0.1;\n"
673 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
674 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
675 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
676 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
677 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
678 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
679 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
680 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
681 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
682 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
683 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
684 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
685 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
686 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
687 "       return RT.xy;\n"
688 "#else\n"
689 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
690 "       // this basically moves forward the full distance, and then backs up based\n"
691 "       // on height of samples\n"
692 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
693 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
694 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
695 "       TexCoord += OffsetVector;\n"
696 "       OffsetVector *= 0.333;\n"
697 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
698 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
699 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
700 "       return TexCoord;\n"
701 "#endif\n"
702 "}\n"
703 "#endif // USEOFFSETMAPPING\n"
704 "\n"
705 "#ifdef MODE_WATER\n"
706 "\n"
707 "// water pass\n"
708 "void main(void)\n"
709 "{\n"
710 "#ifdef USEOFFSETMAPPING\n"
711 "       // apply offsetmapping\n"
712 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
713 "#define TexCoord TexCoordOffset\n"
714 "#endif\n"
715 "\n"
716 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
717 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
718 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
719 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 5.0) * ReflectFactor + ReflectOffset;\n"
720 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
721 "}\n"
722 "\n"
723 "#else // MODE_WATER\n"
724 "#ifdef MODE_REFRACTION\n"
725 "\n"
726 "// refraction pass\n"
727 "void main(void)\n"
728 "{\n"
729 "#ifdef USEOFFSETMAPPING\n"
730 "       // apply offsetmapping\n"
731 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
732 "#define TexCoord TexCoordOffset\n"
733 "#endif\n"
734 "\n"
735 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
736 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
737 "       vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
738 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
739 "}\n"
740 "\n"
741 "#else // MODE_REFRACTION\n"
742 "void main(void)\n"
743 "{\n"
744 "#ifdef USEOFFSETMAPPING\n"
745 "       // apply offsetmapping\n"
746 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
747 "#define TexCoord TexCoordOffset\n"
748 "#endif\n"
749 "\n"
750 "       // combine the diffuse textures (base, pants, shirt)\n"
751 "       myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
752 "#ifdef USECOLORMAPPING\n"
753 "       color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
754 "#endif\n"
755 "\n"
756 "\n"
757 "\n"
758 "\n"
759 "#ifdef MODE_LIGHTSOURCE\n"
760 "       // light source\n"
761 "\n"
762 "       // calculate surface normal, light normal, and specular normal\n"
763 "       // compute color intensity for the two textures (colormap and glossmap)\n"
764 "       // scale by light color and attenuation as efficiently as possible\n"
765 "       // (do as much scalar math as possible rather than vector math)\n"
766 "# ifdef USESPECULAR\n"
767 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
768 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
769 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
770 "\n"
771 "       // calculate directional shading\n"
772 "       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"
773 "# else\n"
774 "#  ifdef USEDIFFUSE\n"
775 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
776 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
777 "\n"
778 "       // calculate directional shading\n"
779 "       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"
780 "#  else\n"
781 "       // calculate directionless shading\n"
782 "       color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
783 "#  endif\n"
784 "# endif\n"
785 "\n"
786 "# ifdef USECUBEFILTER\n"
787 "       // apply light cubemap filter\n"
788 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
789 "       color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
790 "# endif\n"
791 "#endif // MODE_LIGHTSOURCE\n"
792 "\n"
793 "\n"
794 "\n"
795 "\n"
796 "#ifdef MODE_LIGHTDIRECTION\n"
797 "       // directional model lighting\n"
798 "# ifdef USESPECULAR\n"
799 "       // get the surface normal and light normal\n"
800 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
801 "       myhvec3 diffusenormal = myhvec3(LightVector);\n"
802 "\n"
803 "       // calculate directional shading\n"
804 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
805 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
806 "       color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
807 "# else\n"
808 "#  ifdef USEDIFFUSE\n"
809 "       // get the surface normal and light normal\n"
810 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
811 "       myhvec3 diffusenormal = myhvec3(LightVector);\n"
812 "\n"
813 "       // calculate directional shading\n"
814 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
815 "#  else\n"
816 "       color.rgb *= AmbientColor;\n"
817 "#  endif\n"
818 "# endif\n"
819 "\n"
820 "       color.a *= TintColor.a;\n"
821 "#endif // MODE_LIGHTDIRECTION\n"
822 "\n"
823 "\n"
824 "\n"
825 "\n"
826 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
827 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
828 "\n"
829 "       // get the surface normal and light normal\n"
830 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
831 "\n"
832 "       myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
833 "       myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
834 "       // calculate directional shading\n"
835 "       myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
836 "# ifdef USESPECULAR\n"
837 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
838 "       tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
839 "# endif\n"
840 "\n"
841 "       // apply lightmap color\n"
842 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
843 "\n"
844 "       color *= TintColor;\n"
845 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
846 "\n"
847 "\n"
848 "\n"
849 "\n"
850 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
851 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
852 "\n"
853 "       // get the surface normal and light normal\n"
854 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
855 "\n"
856 "       myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
857 "       // calculate directional shading\n"
858 "       myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
859 "# ifdef USESPECULAR\n"
860 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
861 "       tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
862 "# endif\n"
863 "\n"
864 "       // apply lightmap color\n"
865 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
866 "\n"
867 "       color *= TintColor;\n"
868 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
869 "\n"
870 "\n"
871 "\n"
872 "\n"
873 "#ifdef MODE_LIGHTMAP\n"
874 "       // apply lightmap color\n"
875 "       color.rgb = color.rgb * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
876 "\n"
877 "       color *= TintColor;\n"
878 "#endif // MODE_LIGHTMAP\n"
879 "\n"
880 "\n"
881 "\n"
882 "\n"
883 "#ifdef MODE_VERTEXCOLOR\n"
884 "       // apply lightmap color\n"
885 "       color.rgb = color.rgb * myhvec3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
886 "\n"
887 "       color *= TintColor;\n"
888 "#endif // MODE_VERTEXCOLOR\n"
889 "\n"
890 "\n"
891 "\n"
892 "\n"
893 "#ifdef MODE_FLATCOLOR\n"
894 "       color *= TintColor;\n"
895 "#endif // MODE_FLATCOLOR\n"
896 "\n"
897 "\n"
898 "\n"
899 "\n"
900 "\n"
901 "\n"
902 "\n"
903 "\n"
904 "#ifdef USEGLOW\n"
905 "       color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
906 "#endif\n"
907 "\n"
908 "#ifdef USECONTRASTBOOST\n"
909 "       color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
910 "#endif\n"
911 "\n"
912 "       color.rgb *= SceneBrightness;\n"
913 "\n"
914 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
915 "#ifdef USEFOG\n"
916 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
917 "#endif\n"
918 "\n"
919 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
920 "#ifdef USEREFLECTION\n"
921 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
922 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
923 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
924 "       color.rgb = mix(color.rgb, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
925 "#endif\n"
926 "\n"
927 "       gl_FragColor = vec4(color);\n"
928 "}\n"
929 "#endif // MODE_REFRACTION\n"
930 "#endif // MODE_WATER\n"
931 "\n"
932 "#endif // FRAGMENT_SHADER\n"
933 ;
934
935 #define SHADERPERMUTATION_COLORMAPPING (1<<0) // indicates this is a colormapped skin
936 #define SHADERPERMUTATION_CONTRASTBOOST (1<<1) // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
937 #define SHADERPERMUTATION_FOG (1<<2) // tint the color by fog color or black if using additive blend mode
938 #define SHADERPERMUTATION_CUBEFILTER (1<<3) // (lightsource) use cubemap light filter
939 #define SHADERPERMUTATION_GLOW (1<<4) // (lightmap) blend in an additive glow texture
940 #define SHADERPERMUTATION_DIFFUSE (1<<5) // (lightsource) whether to use directional shading
941 #define SHADERPERMUTATION_SPECULAR (1<<6) // (lightsource or deluxemapping) render specular effects
942 #define SHADERPERMUTATION_REFLECTION (1<<7) // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
943 #define SHADERPERMUTATION_OFFSETMAPPING (1<<8) // adjust texcoords to roughly simulate a displacement mapped surface
944 #define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<9) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
945 #define SHADERPERMUTATION_MODEBASE (1<<10) // multiplier for the SHADERMODE_ values to get a valid index
946
947 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
948 const char *shaderpermutationinfo[][2] =
949 {
950         {"#define USECOLORMAPPING\n", " colormapping"},
951         {"#define USECONTRASTBOOST\n", " contrastboost"},
952         {"#define USEFOG\n", " fog"},
953         {"#define USECUBEFILTER\n", " cubefilter"},
954         {"#define USEGLOW\n", " glow"},
955         {"#define USEDIFFUSE\n", " diffuse"},
956         {"#define USESPECULAR\n", " specular"},
957         {"#define USEREFLECTION\n", " reflection"},
958         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
959         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
960         {NULL, NULL}
961 };
962
963 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
964 typedef enum shadermode_e
965 {
966         SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
967         SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
968         SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
969         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
970         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
971         SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
972         SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
973         SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
974         SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
975         SHADERMODE_COUNT
976 }
977 shadermode_t;
978
979 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
980 const char *shadermodeinfo[][2] =
981 {
982         {"#define MODE_FLATCOLOR\n", " flatcolor"},
983         {"#define MODE_VERTEXCOLOR\n", " vertexcolor"},
984         {"#define MODE_LIGHTMAP\n", " lightmap"},
985         {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
986         {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
987         {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
988         {"#define MODE_LIGHTSOURCE\n", " lightsource"},
989         {"#define MODE_REFRACTION\n", " refraction"},
990         {"#define MODE_WATER\n", " water"},
991         {NULL, NULL}
992 };
993
994 #define SHADERPERMUTATION_INDICES (SHADERPERMUTATION_MODEBASE * SHADERMODE_COUNT)
995
996 typedef struct r_glsl_permutation_s
997 {
998         // indicates if we have tried compiling this permutation already
999         qboolean compiled;
1000         // 0 if compilation failed
1001         int program;
1002         // locations of detected uniforms in program object, or -1 if not found
1003         int loc_Texture_Normal;
1004         int loc_Texture_Color;
1005         int loc_Texture_Gloss;
1006         int loc_Texture_Cube;
1007         int loc_Texture_Attenuation;
1008         int loc_Texture_FogMask;
1009         int loc_Texture_Pants;
1010         int loc_Texture_Shirt;
1011         int loc_Texture_Lightmap;
1012         int loc_Texture_Deluxemap;
1013         int loc_Texture_Glow;
1014         int loc_Texture_Refraction;
1015         int loc_Texture_Reflection;
1016         int loc_FogColor;
1017         int loc_LightPosition;
1018         int loc_EyePosition;
1019         int loc_LightColor;
1020         int loc_Color_Pants;
1021         int loc_Color_Shirt;
1022         int loc_FogRangeRecip;
1023         int loc_AmbientScale;
1024         int loc_DiffuseScale;
1025         int loc_SpecularScale;
1026         int loc_SpecularPower;
1027         int loc_GlowScale;
1028         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1029         int loc_OffsetMapping_Scale;
1030         int loc_TintColor;
1031         int loc_AmbientColor;
1032         int loc_DiffuseColor;
1033         int loc_SpecularColor;
1034         int loc_LightDir;
1035         int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1036         int loc_DistortScaleRefractReflect;
1037         int loc_ScreenScaleRefractReflect;
1038         int loc_ScreenCenterRefractReflect;
1039         int loc_RefractColor;
1040         int loc_ReflectColor;
1041         int loc_ReflectFactor;
1042         int loc_ReflectOffset;
1043 }
1044 r_glsl_permutation_t;
1045
1046 // information about each possible shader permutation
1047 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_INDICES];
1048 // currently selected permutation
1049 r_glsl_permutation_t *r_glsl_permutation;
1050
1051 // these are additional flags used only by R_GLSL_CompilePermutation
1052 #define SHADERTYPE_USES_VERTEXSHADER (1<<0)
1053 #define SHADERTYPE_USES_GEOMETRYSHADER (1<<1)
1054 #define SHADERTYPE_USES_FRAGMENTSHADER (1<<2)
1055
1056 static void R_GLSL_CompilePermutation(const char *filename, int permutation, int shadertype)
1057 {
1058         int i;
1059         qboolean shaderfound;
1060         r_glsl_permutation_t *p = r_glsl_permutations + permutation;
1061         int vertstrings_count;
1062         int geomstrings_count;
1063         int fragstrings_count;
1064         char *shaderstring;
1065         const char *vertstrings_list[32+1];
1066         const char *geomstrings_list[32+1];
1067         const char *fragstrings_list[32+1];
1068         char permutationname[256];
1069         if (p->compiled)
1070                 return;
1071         p->compiled = true;
1072         p->program = 0;
1073         vertstrings_list[0] = "#define VERTEX_SHADER\n";
1074         geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
1075         fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
1076         vertstrings_count = 1;
1077         geomstrings_count = 1;
1078         fragstrings_count = 1;
1079         permutationname[0] = 0;
1080         i = permutation / SHADERPERMUTATION_MODEBASE;
1081         vertstrings_list[vertstrings_count++] = shadermodeinfo[i][0];
1082         geomstrings_list[geomstrings_count++] = shadermodeinfo[i][0];
1083         fragstrings_list[fragstrings_count++] = shadermodeinfo[i][0];
1084         strlcat(permutationname, shadermodeinfo[i][1], sizeof(permutationname));
1085         for (i = 0;shaderpermutationinfo[i][0];i++)
1086         {
1087                 if (permutation & (1<<i))
1088                 {
1089                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i][0];
1090                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i][0];
1091                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i][0];
1092                         strlcat(permutationname, shaderpermutationinfo[i][1], sizeof(permutationname));
1093                 }
1094                 else
1095                 {
1096                         // keep line numbers correct
1097                         vertstrings_list[vertstrings_count++] = "\n";
1098                         geomstrings_list[geomstrings_count++] = "\n";
1099                         fragstrings_list[fragstrings_count++] = "\n";
1100                 }
1101         }
1102         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1103         shaderfound = false;
1104         if (shaderstring)
1105         {
1106                 Con_DPrint("from disk... ");
1107                 vertstrings_list[vertstrings_count++] = shaderstring;
1108                 geomstrings_list[geomstrings_count++] = shaderstring;
1109                 fragstrings_list[fragstrings_count++] = shaderstring;
1110                 shaderfound = true;
1111         }
1112         else if (!strcmp(filename, "glsl/default.glsl"))
1113         {
1114                 vertstrings_list[vertstrings_count++] = builtinshaderstring;
1115                 geomstrings_list[geomstrings_count++] = builtinshaderstring;
1116                 fragstrings_list[fragstrings_count++] = builtinshaderstring;
1117                 shaderfound = true;
1118         }
1119         // clear any lists that are not needed by this shader
1120         if (!(shadertype & SHADERTYPE_USES_VERTEXSHADER))
1121                 vertstrings_count = 0;
1122         if (!(shadertype & SHADERTYPE_USES_GEOMETRYSHADER))
1123                 geomstrings_count = 0;
1124         if (!(shadertype & SHADERTYPE_USES_FRAGMENTSHADER))
1125                 fragstrings_count = 0;
1126         // compile the shader program
1127         if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
1128                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1129         if (p->program)
1130         {
1131                 CHECKGLERROR
1132                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1133                 // look up all the uniform variable names we care about, so we don't
1134                 // have to look them up every time we set them
1135                 p->loc_Texture_Normal      = qglGetUniformLocationARB(p->program, "Texture_Normal");
1136                 p->loc_Texture_Color       = qglGetUniformLocationARB(p->program, "Texture_Color");
1137                 p->loc_Texture_Gloss       = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1138                 p->loc_Texture_Cube        = qglGetUniformLocationARB(p->program, "Texture_Cube");
1139                 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1140                 p->loc_Texture_FogMask     = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1141                 p->loc_Texture_Pants       = qglGetUniformLocationARB(p->program, "Texture_Pants");
1142                 p->loc_Texture_Shirt       = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1143                 p->loc_Texture_Lightmap    = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1144                 p->loc_Texture_Deluxemap   = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1145                 p->loc_Texture_Glow        = qglGetUniformLocationARB(p->program, "Texture_Glow");
1146                 p->loc_Texture_Refraction  = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1147                 p->loc_Texture_Reflection  = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1148                 p->loc_FogColor            = qglGetUniformLocationARB(p->program, "FogColor");
1149                 p->loc_LightPosition       = qglGetUniformLocationARB(p->program, "LightPosition");
1150                 p->loc_EyePosition         = qglGetUniformLocationARB(p->program, "EyePosition");
1151                 p->loc_LightColor          = qglGetUniformLocationARB(p->program, "LightColor");
1152                 p->loc_Color_Pants         = qglGetUniformLocationARB(p->program, "Color_Pants");
1153                 p->loc_Color_Shirt         = qglGetUniformLocationARB(p->program, "Color_Shirt");
1154                 p->loc_FogRangeRecip       = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1155                 p->loc_AmbientScale        = qglGetUniformLocationARB(p->program, "AmbientScale");
1156                 p->loc_DiffuseScale        = qglGetUniformLocationARB(p->program, "DiffuseScale");
1157                 p->loc_SpecularPower       = qglGetUniformLocationARB(p->program, "SpecularPower");
1158                 p->loc_SpecularScale       = qglGetUniformLocationARB(p->program, "SpecularScale");
1159                 p->loc_GlowScale           = qglGetUniformLocationARB(p->program, "GlowScale");
1160                 p->loc_SceneBrightness     = qglGetUniformLocationARB(p->program, "SceneBrightness");
1161                 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1162                 p->loc_TintColor       = qglGetUniformLocationARB(p->program, "TintColor");
1163                 p->loc_AmbientColor        = qglGetUniformLocationARB(p->program, "AmbientColor");
1164                 p->loc_DiffuseColor        = qglGetUniformLocationARB(p->program, "DiffuseColor");
1165                 p->loc_SpecularColor       = qglGetUniformLocationARB(p->program, "SpecularColor");
1166                 p->loc_LightDir            = qglGetUniformLocationARB(p->program, "LightDir");
1167                 p->loc_ContrastBoostCoeff  = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1168                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1169                 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1170                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1171                 p->loc_RefractColor        = qglGetUniformLocationARB(p->program, "RefractColor");
1172                 p->loc_ReflectColor        = qglGetUniformLocationARB(p->program, "ReflectColor");
1173                 p->loc_ReflectFactor       = qglGetUniformLocationARB(p->program, "ReflectFactor");
1174                 p->loc_ReflectOffset       = qglGetUniformLocationARB(p->program, "ReflectOffset");
1175                 // initialize the samplers to refer to the texture units we use
1176                 if (p->loc_Texture_Normal >= 0)    qglUniform1iARB(p->loc_Texture_Normal, 0);
1177                 if (p->loc_Texture_Color >= 0)     qglUniform1iARB(p->loc_Texture_Color, 1);
1178                 if (p->loc_Texture_Gloss >= 0)     qglUniform1iARB(p->loc_Texture_Gloss, 2);
1179                 if (p->loc_Texture_Cube >= 0)      qglUniform1iARB(p->loc_Texture_Cube, 3);
1180                 if (p->loc_Texture_FogMask >= 0)   qglUniform1iARB(p->loc_Texture_FogMask, 4);
1181                 if (p->loc_Texture_Pants >= 0)     qglUniform1iARB(p->loc_Texture_Pants, 5);
1182                 if (p->loc_Texture_Shirt >= 0)     qglUniform1iARB(p->loc_Texture_Shirt, 6);
1183                 if (p->loc_Texture_Lightmap >= 0)  qglUniform1iARB(p->loc_Texture_Lightmap, 7);
1184                 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
1185                 if (p->loc_Texture_Glow >= 0)      qglUniform1iARB(p->loc_Texture_Glow, 9);
1186                 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
1187                 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction, 11);
1188                 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection, 12);
1189                 CHECKGLERROR
1190                 qglUseProgramObjectARB(0);CHECKGLERROR
1191                 if (developer.integer)
1192                         Con_Printf("GLSL shader %s :%s compiled.\n", filename, permutationname);
1193         }
1194         else
1195         {
1196                 if (developer.integer)
1197                         Con_Printf("GLSL shader %s :%s failed!  source code line offset for above errors is %i.\n", permutationname, filename, -(vertstrings_count - 1));
1198                 else
1199                         Con_Printf("GLSL shader %s :%s failed!  some features may not work properly.\n", permutationname, filename);
1200         }
1201         if (shaderstring)
1202                 Mem_Free(shaderstring);
1203 }
1204
1205 void R_GLSL_Restart_f(void)
1206 {
1207         int i;
1208         for (i = 0;i < SHADERPERMUTATION_INDICES;i++)
1209                 if (r_glsl_permutations[i].program)
1210                         GL_Backend_FreeProgram(r_glsl_permutations[i].program);
1211         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1212 }
1213
1214 void R_GLSL_DumpShader_f(void)
1215 {
1216         int i;
1217
1218         qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1219         if(!file)
1220         {
1221                 Con_Printf("failed to write to glsl/default.glsl\n");
1222                 return;
1223         }
1224
1225         FS_Print(file, "// The engine may define the following macros:\n");
1226         FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1227         for (i = 0;shadermodeinfo[i][0];i++)
1228                 FS_Printf(file, "// %s", shadermodeinfo[i][0]);
1229         for (i = 0;shaderpermutationinfo[i][0];i++)
1230                 FS_Printf(file, "// %s", shaderpermutationinfo[i][0]);
1231         FS_Print(file, "\n");
1232         FS_Print(file, builtinshaderstring);
1233         FS_Close(file);
1234
1235         Con_Printf("glsl/default.glsl written\n");
1236 }
1237
1238 extern rtexture_t *r_shadow_attenuationgradienttexture;
1239 extern rtexture_t *r_shadow_attenuation2dtexture;
1240 extern rtexture_t *r_shadow_attenuation3dtexture;
1241 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1242 {
1243         // select a permutation of the lighting shader appropriate to this
1244         // combination of texture, entity, light source, and fogging, only use the
1245         // minimum features necessary to avoid wasting rendering time in the
1246         // fragment shader on features that are not being used
1247         const char *shaderfilename = NULL;
1248         unsigned int permutation = 0;
1249         unsigned int shadertype = 0;
1250         shadermode_t mode = 0;
1251         r_glsl_permutation = NULL;
1252         shaderfilename = "glsl/default.glsl";
1253         shadertype = SHADERTYPE_USES_VERTEXSHADER | SHADERTYPE_USES_FRAGMENTSHADER;
1254         // TODO: implement geometry-shader based shadow volumes someday
1255         if (r_glsl_offsetmapping.integer)
1256         {
1257                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1258                 if (r_glsl_offsetmapping_reliefmapping.integer)
1259                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1260         }
1261         if (rsurfacepass == RSURFPASS_BACKGROUND)
1262         {
1263                 // distorted background
1264                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1265                         mode = SHADERMODE_WATER;
1266                 else
1267                         mode = SHADERMODE_REFRACTION;
1268         }
1269         else if (rsurfacepass == RSURFPASS_RTLIGHT)
1270         {
1271                 // light source
1272                 mode = SHADERMODE_LIGHTSOURCE;
1273                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1274                         permutation |= SHADERPERMUTATION_CUBEFILTER;
1275                 if (diffusescale > 0)
1276                         permutation |= SHADERPERMUTATION_DIFFUSE;
1277                 if (specularscale > 0)
1278                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1279                 if (r_refdef.fogenabled)
1280                         permutation |= SHADERPERMUTATION_FOG;
1281                 if (rsurface.texture->colormapping)
1282                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1283                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1284                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1285         }
1286         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1287         {
1288                 // unshaded geometry (fullbright or ambient model lighting)
1289                 mode = SHADERMODE_FLATCOLOR;
1290                 if (rsurface.texture->currentskinframe->glow)
1291                         permutation |= SHADERPERMUTATION_GLOW;
1292                 if (r_refdef.fogenabled)
1293                         permutation |= SHADERPERMUTATION_FOG;
1294                 if (rsurface.texture->colormapping)
1295                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1296                 if (r_glsl_offsetmapping.integer)
1297                 {
1298                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1299                         if (r_glsl_offsetmapping_reliefmapping.integer)
1300                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1301                 }
1302                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1303                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1304                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1305                         permutation |= SHADERPERMUTATION_REFLECTION;
1306         }
1307         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1308         {
1309                 // directional model lighting
1310                 mode = SHADERMODE_LIGHTDIRECTION;
1311                 if (rsurface.texture->currentskinframe->glow)
1312                         permutation |= SHADERPERMUTATION_GLOW;
1313                 permutation |= SHADERPERMUTATION_DIFFUSE;
1314                 if (specularscale > 0)
1315                         permutation |= SHADERPERMUTATION_SPECULAR;
1316                 if (r_refdef.fogenabled)
1317                         permutation |= SHADERPERMUTATION_FOG;
1318                 if (rsurface.texture->colormapping)
1319                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1320                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1321                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1322                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1323                         permutation |= SHADERPERMUTATION_REFLECTION;
1324         }
1325         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1326         {
1327                 // ambient model lighting
1328                 mode = SHADERMODE_LIGHTDIRECTION;
1329                 if (rsurface.texture->currentskinframe->glow)
1330                         permutation |= SHADERPERMUTATION_GLOW;
1331                 if (r_refdef.fogenabled)
1332                         permutation |= SHADERPERMUTATION_FOG;
1333                 if (rsurface.texture->colormapping)
1334                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1335                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1336                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1337                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1338                         permutation |= SHADERPERMUTATION_REFLECTION;
1339         }
1340         else
1341         {
1342                 // lightmapped wall
1343                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
1344                 {
1345                         // deluxemapping (light direction texture)
1346                         if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
1347                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1348                         else
1349                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1350                         if (specularscale > 0)
1351                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1352                 }
1353                 else if (r_glsl_deluxemapping.integer >= 2)
1354                 {
1355                         // fake deluxemapping (uniform light direction in tangentspace)
1356                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1357                         if (specularscale > 0)
1358                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1359                 }
1360                 else if (rsurface.uselightmaptexture)
1361                 {
1362                         // ordinary lightmapping (q1bsp, q3bsp)
1363                         mode = SHADERMODE_LIGHTMAP;
1364                 }
1365                 else
1366                 {
1367                         // ordinary vertex coloring (q3bsp)
1368                         mode = SHADERMODE_VERTEXCOLOR;
1369                 }
1370                 if (rsurface.texture->currentskinframe->glow)
1371                         permutation |= SHADERPERMUTATION_GLOW;
1372                 if (r_refdef.fogenabled)
1373                         permutation |= SHADERPERMUTATION_FOG;
1374                 if (rsurface.texture->colormapping)
1375                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1376                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1377                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1378                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1379                         permutation |= SHADERPERMUTATION_REFLECTION;
1380         }
1381         permutation |= mode * SHADERPERMUTATION_MODEBASE;
1382         if (!r_glsl_permutations[permutation].program)
1383         {
1384                 if (!r_glsl_permutations[permutation].compiled)
1385                         R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype);
1386                 if (!r_glsl_permutations[permutation].program)
1387                 {
1388                         // remove features until we find a valid permutation
1389                         unsigned int i;
1390                         for (i = (SHADERPERMUTATION_MODEBASE >> 1);;i>>=1)
1391                         {
1392                                 if (!i)
1393                                 {
1394                                         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");
1395                                         Cvar_SetValueQuick(&r_glsl, 0);
1396                                         return 0; // no bit left to clear
1397                                 }
1398                                 // reduce i more quickly whenever it would not remove any bits
1399                                 if (!(permutation & i))
1400                                         continue;
1401                                 permutation &= ~i;
1402                                 if (!r_glsl_permutations[permutation].compiled)
1403                                         R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype);
1404                                 if (r_glsl_permutations[permutation].program)
1405                                         break;
1406                         }
1407                 }
1408         }
1409         r_glsl_permutation = r_glsl_permutations + permutation;
1410         CHECKGLERROR
1411         qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1412         if (mode == SHADERMODE_LIGHTSOURCE)
1413         {
1414                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1415                 if (permutation & SHADERPERMUTATION_DIFFUSE)
1416                 {
1417                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
1418                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1419                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1420                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1421                 }
1422                 else
1423                 {
1424                         // ambient only is simpler
1425                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
1426                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1427                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1428                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1429                 }
1430         }
1431         else if (mode == SHADERMODE_LIGHTDIRECTION)
1432         {
1433                 if (r_glsl_permutation->loc_AmbientColor >= 0)
1434                         qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale  * rsurface.texture->lightmapcolor[0] * 0.5f, rsurface.modellight_ambient[1] * ambientscale  * rsurface.texture->lightmapcolor[1] * 0.5f, rsurface.modellight_ambient[2] * ambientscale  * rsurface.texture->lightmapcolor[2] * 0.5f);
1435                 if (r_glsl_permutation->loc_DiffuseColor >= 0)
1436                         qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale  * rsurface.texture->lightmapcolor[0] * 0.5f, rsurface.modellight_diffuse[1] * diffusescale  * rsurface.texture->lightmapcolor[1] * 0.5f, rsurface.modellight_diffuse[2] * diffusescale  * rsurface.texture->lightmapcolor[2] * 0.5f);
1437                 if (r_glsl_permutation->loc_SpecularColor >= 0)
1438                         qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * rsurface.texture->lightmapcolor[0] * 0.5f, rsurface.modellight_diffuse[1] * specularscale * rsurface.texture->lightmapcolor[1] * 0.5f, rsurface.modellight_diffuse[2] * specularscale * rsurface.texture->lightmapcolor[2] * 0.5f);
1439                 if (r_glsl_permutation->loc_LightDir >= 0)
1440                         qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1441         }
1442         else
1443         {
1444                 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 1.0f / 128.0f);
1445                 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1446                 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1447         }
1448         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
1449         if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1450         if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1451         {
1452                 // The formula used is actually:
1453                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1454                 //   color.rgb *= SceneBrightness;
1455                 // simplified:
1456                 //   color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1457                 // and do [[calculations]] here in the engine
1458                 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1459                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1460         }
1461         else
1462                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1463         if (r_glsl_permutation->loc_FogColor >= 0)
1464         {
1465                 // additive passes are only darkened by fog, not tinted
1466                 if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
1467                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1468                 else
1469                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1470         }
1471         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1472         if (r_glsl_permutation->loc_Color_Pants >= 0)
1473         {
1474                 if (rsurface.texture->currentskinframe->pants)
1475                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1476                 else
1477                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1478         }
1479         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1480         {
1481                 if (rsurface.texture->currentskinframe->shirt)
1482                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1483                 else
1484                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1485         }
1486         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1487         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1488         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1489         if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
1490         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]);
1491         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]);
1492         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1493         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1494         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1495         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1496         CHECKGLERROR
1497         return permutation;
1498 }
1499
1500 #define SKINFRAME_HASH 1024
1501
1502 struct
1503 {
1504         int loadsequence; // incremented each level change
1505         memexpandablearray_t array;
1506         skinframe_t *hash[SKINFRAME_HASH];
1507 }
1508 r_skinframe;
1509
1510 void R_SkinFrame_PrepareForPurge(void)
1511 {
1512         r_skinframe.loadsequence++;
1513         // wrap it without hitting zero
1514         if (r_skinframe.loadsequence >= 200)
1515                 r_skinframe.loadsequence = 1;
1516 }
1517
1518 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1519 {
1520         if (!skinframe)
1521                 return;
1522         // mark the skinframe as used for the purging code
1523         skinframe->loadsequence = r_skinframe.loadsequence;
1524 }
1525
1526 void R_SkinFrame_Purge(void)
1527 {
1528         int i;
1529         skinframe_t *s;
1530         for (i = 0;i < SKINFRAME_HASH;i++)
1531         {
1532                 for (s = r_skinframe.hash[i];s;s = s->next)
1533                 {
1534                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1535                         {
1536                                 if (s->merged == s->base)
1537                                         s->merged = NULL;
1538                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1539                                 R_PurgeTexture(s->stain );s->stain  = NULL;
1540                                 R_PurgeTexture(s->merged);s->merged = NULL;
1541                                 R_PurgeTexture(s->base  );s->base   = NULL;
1542                                 R_PurgeTexture(s->pants );s->pants  = NULL;
1543                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
1544                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
1545                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
1546                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
1547                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
1548                                 s->loadsequence = 0;
1549                         }
1550                 }
1551         }
1552 }
1553
1554 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1555         skinframe_t *item;
1556         char basename[MAX_QPATH];
1557
1558         Image_StripImageExtension(name, basename, sizeof(basename));
1559
1560         if( last == NULL ) {
1561                 int hashindex;
1562                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1563                 item = r_skinframe.hash[hashindex];
1564         } else {
1565                 item = last->next;
1566         }
1567
1568         // linearly search through the hash bucket
1569         for( ; item ; item = item->next ) {
1570                 if( !strcmp( item->basename, basename ) ) {
1571                         return item;
1572                 }
1573         }
1574         return NULL;
1575 }
1576
1577 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1578 {
1579         skinframe_t *item;
1580         int hashindex;
1581         char basename[MAX_QPATH];
1582
1583         Image_StripImageExtension(name, basename, sizeof(basename));
1584
1585         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1586         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1587                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1588                         break;
1589
1590         if (!item) {
1591                 rtexture_t *dyntexture;
1592                 // check whether its a dynamic texture
1593                 dyntexture = CL_GetDynTexture( basename );
1594                 if (!add && !dyntexture)
1595                         return NULL;
1596                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1597                 memset(item, 0, sizeof(*item));
1598                 strlcpy(item->basename, basename, sizeof(item->basename));
1599                 item->base = dyntexture; // either NULL or dyntexture handle
1600                 item->textureflags = textureflags;
1601                 item->comparewidth = comparewidth;
1602                 item->compareheight = compareheight;
1603                 item->comparecrc = comparecrc;
1604                 item->next = r_skinframe.hash[hashindex];
1605                 r_skinframe.hash[hashindex] = item;
1606         }
1607         else if( item->base == NULL )
1608         {
1609                 rtexture_t *dyntexture;
1610                 // check whether its a dynamic texture
1611                 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
1612                 dyntexture = CL_GetDynTexture( basename );
1613                 item->base = dyntexture; // either NULL or dyntexture handle
1614         }
1615
1616         R_SkinFrame_MarkUsed(item);
1617         return item;
1618 }
1619
1620 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1621 {
1622         // FIXME: it should be possible to disable loading various layers using
1623         // cvars, to prevent wasted loading time and memory usage if the user does
1624         // not want them
1625         qboolean loadnormalmap = true;
1626         qboolean loadgloss = true;
1627         qboolean loadpantsandshirt = true;
1628         qboolean loadglow = true;
1629         int j;
1630         unsigned char *pixels;
1631         unsigned char *bumppixels;
1632         unsigned char *basepixels = NULL;
1633         int basepixels_width;
1634         int basepixels_height;
1635         skinframe_t *skinframe;
1636
1637         if (cls.state == ca_dedicated)
1638                 return NULL;
1639
1640         // return an existing skinframe if already loaded
1641         // if loading of the first image fails, don't make a new skinframe as it
1642         // would cause all future lookups of this to be missing
1643         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1644         if (skinframe && skinframe->base)
1645                 return skinframe;
1646
1647         basepixels = loadimagepixelsbgra(name, complain, true);
1648         if (basepixels == NULL)
1649                 return NULL;
1650
1651         // we've got some pixels to store, so really allocate this new texture now
1652         if (!skinframe)
1653                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1654         skinframe->stain = NULL;
1655         skinframe->merged = NULL;
1656         skinframe->base = r_texture_notexture;
1657         skinframe->pants = NULL;
1658         skinframe->shirt = NULL;
1659         skinframe->nmap = r_texture_blanknormalmap;
1660         skinframe->gloss = NULL;
1661         skinframe->glow = NULL;
1662         skinframe->fog = NULL;
1663
1664         basepixels_width = image_width;
1665         basepixels_height = image_height;
1666         skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1667
1668         if (textureflags & TEXF_ALPHA)
1669         {
1670                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1671                         if (basepixels[j] < 255)
1672                                 break;
1673                 if (j < basepixels_width * basepixels_height * 4)
1674                 {
1675                         // has transparent pixels
1676                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1677                         for (j = 0;j < image_width * image_height * 4;j += 4)
1678                         {
1679                                 pixels[j+0] = 255;
1680                                 pixels[j+1] = 255;
1681                                 pixels[j+2] = 255;
1682                                 pixels[j+3] = basepixels[j+3];
1683                         }
1684                         skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1685                         Mem_Free(pixels);
1686                 }
1687         }
1688
1689         // _norm is the name used by tenebrae and has been adopted as standard
1690         if (loadnormalmap)
1691         {
1692                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1693                 {
1694                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1695                         Mem_Free(pixels);
1696                         pixels = NULL;
1697                 }
1698                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1699                 {
1700                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1701                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1702                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1703                         Mem_Free(pixels);
1704                         Mem_Free(bumppixels);
1705                 }
1706                 else if (r_shadow_bumpscale_basetexture.value > 0)
1707                 {
1708                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1709                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1710                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1711                         Mem_Free(pixels);
1712                 }
1713         }
1714         // _luma is supported for tenebrae compatibility
1715         // (I think it's a very stupid name, but oh well)
1716         // _glow is the preferred name
1717         if (loadglow          && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1718         if (loadgloss         && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1719         if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1720         if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1721
1722         if (basepixels)
1723                 Mem_Free(basepixels);
1724
1725         return skinframe;
1726 }
1727
1728 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)
1729 {
1730         int i;
1731         if (!force)
1732         {
1733                 for (i = 0;i < width*height;i++)
1734                         if (((unsigned char *)&palette[in[i]])[3] > 0)
1735                                 break;
1736                 if (i == width*height)
1737                         return NULL;
1738         }
1739         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1740 }
1741
1742 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
1743 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
1744 {
1745         int i;
1746         unsigned char *temp1, *temp2;
1747         skinframe_t *skinframe;
1748
1749         if (cls.state == ca_dedicated)
1750                 return NULL;
1751
1752         // if already loaded just return it, otherwise make a new skinframe
1753         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
1754         if (skinframe && skinframe->base)
1755                 return skinframe;
1756
1757         skinframe->stain = NULL;
1758         skinframe->merged = NULL;
1759         skinframe->base = r_texture_notexture;
1760         skinframe->pants = NULL;
1761         skinframe->shirt = NULL;
1762         skinframe->nmap = r_texture_blanknormalmap;
1763         skinframe->gloss = NULL;
1764         skinframe->glow = NULL;
1765         skinframe->fog = NULL;
1766
1767         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1768         if (!skindata)
1769                 return NULL;
1770
1771         if (r_shadow_bumpscale_basetexture.value > 0)
1772         {
1773                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1774                 temp2 = temp1 + width * height * 4;
1775                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1776                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1777                 Mem_Free(temp1);
1778         }
1779         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1780         if (textureflags & TEXF_ALPHA)
1781         {
1782                 for (i = 3;i < width * height * 4;i += 4)
1783                         if (skindata[i] < 255)
1784                                 break;
1785                 if (i < width * height * 4)
1786                 {
1787                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1788                         memcpy(fogpixels, skindata, width * height * 4);
1789                         for (i = 0;i < width * height * 4;i += 4)
1790                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1791                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1792                         Mem_Free(fogpixels);
1793                 }
1794         }
1795
1796         return skinframe;
1797 }
1798
1799 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
1800 {
1801         int i;
1802         unsigned char *temp1, *temp2;
1803         skinframe_t *skinframe;
1804
1805         if (cls.state == ca_dedicated)
1806                 return NULL;
1807
1808         // if already loaded just return it, otherwise make a new skinframe
1809         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
1810         if (skinframe && skinframe->base)
1811                 return skinframe;
1812
1813         skinframe->stain = NULL;
1814         skinframe->merged = NULL;
1815         skinframe->base = r_texture_notexture;
1816         skinframe->pants = NULL;
1817         skinframe->shirt = NULL;
1818         skinframe->nmap = r_texture_blanknormalmap;
1819         skinframe->gloss = NULL;
1820         skinframe->glow = NULL;
1821         skinframe->fog = NULL;
1822
1823         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1824         if (!skindata)
1825                 return NULL;
1826
1827         if (r_shadow_bumpscale_basetexture.value > 0)
1828         {
1829                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1830                 temp2 = temp1 + width * height * 4;
1831                 // use either a custom palette or the quake palette
1832                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
1833                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1834                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1835                 Mem_Free(temp1);
1836         }
1837         // use either a custom palette, or the quake palette
1838         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
1839         if (loadglowtexture)
1840                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
1841         if (loadpantsandshirt)
1842         {
1843                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
1844                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
1845         }
1846         if (skinframe->pants || skinframe->shirt)
1847                 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
1848         if (textureflags & TEXF_ALPHA)
1849         {
1850                 for (i = 0;i < width * height;i++)
1851                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
1852                                 break;
1853                 if (i < width * height)
1854                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
1855         }
1856
1857         return skinframe;
1858 }
1859
1860 skinframe_t *R_SkinFrame_LoadMissing(void)
1861 {
1862         skinframe_t *skinframe;
1863
1864         if (cls.state == ca_dedicated)
1865                 return NULL;
1866
1867         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1868         skinframe->stain = NULL;
1869         skinframe->merged = NULL;
1870         skinframe->base = r_texture_notexture;
1871         skinframe->pants = NULL;
1872         skinframe->shirt = NULL;
1873         skinframe->nmap = r_texture_blanknormalmap;
1874         skinframe->gloss = NULL;
1875         skinframe->glow = NULL;
1876         skinframe->fog = NULL;
1877
1878         return skinframe;
1879 }
1880
1881 void gl_main_start(void)
1882 {
1883         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1884         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1885
1886         // set up r_skinframe loading system for textures
1887         memset(&r_skinframe, 0, sizeof(r_skinframe));
1888         r_skinframe.loadsequence = 1;
1889         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1890
1891         r_main_texturepool = R_AllocTexturePool();
1892         R_BuildBlankTextures();
1893         R_BuildNoTexture();
1894         if (gl_texturecubemap)
1895         {
1896                 R_BuildWhiteCube();
1897                 R_BuildNormalizationCube();
1898         }
1899         r_texture_fogattenuation = NULL;
1900         //r_texture_fogintensity = NULL;
1901         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1902         memset(&r_waterstate, 0, sizeof(r_waterstate));
1903         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1904         memset(&r_svbsp, 0, sizeof (r_svbsp));
1905
1906         r_refdef.fogmasktable_density = 0;
1907 }
1908
1909 void gl_main_shutdown(void)
1910 {
1911         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1912         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1913
1914         // clear out the r_skinframe state
1915         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1916         memset(&r_skinframe, 0, sizeof(r_skinframe));
1917
1918         if (r_svbsp.nodes)
1919                 Mem_Free(r_svbsp.nodes);
1920         memset(&r_svbsp, 0, sizeof (r_svbsp));
1921         R_FreeTexturePool(&r_main_texturepool);
1922         r_texture_blanknormalmap = NULL;
1923         r_texture_white = NULL;
1924         r_texture_grey128 = NULL;
1925         r_texture_black = NULL;
1926         r_texture_whitecube = NULL;
1927         r_texture_normalizationcube = NULL;
1928         r_texture_fogattenuation = NULL;
1929         //r_texture_fogintensity = NULL;
1930         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1931         memset(&r_waterstate, 0, sizeof(r_waterstate));
1932         R_GLSL_Restart_f();
1933 }
1934
1935 extern void CL_ParseEntityLump(char *entitystring);
1936 void gl_main_newmap(void)
1937 {
1938         // FIXME: move this code to client
1939         int l;
1940         char *entities, entname[MAX_QPATH];
1941         if (cl.worldmodel)
1942         {
1943                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1944                 l = (int)strlen(entname) - 4;
1945                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1946                 {
1947                         memcpy(entname + l, ".ent", 5);
1948                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1949                         {
1950                                 CL_ParseEntityLump(entities);
1951                                 Mem_Free(entities);
1952                                 return;
1953                         }
1954                 }
1955                 if (cl.worldmodel->brush.entities)
1956                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
1957         }
1958 }
1959
1960 void GL_Main_Init(void)
1961 {
1962         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1963
1964         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1965         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
1966         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
1967         if (gamemode == GAME_NEHAHRA)
1968         {
1969                 Cvar_RegisterVariable (&gl_fogenable);
1970                 Cvar_RegisterVariable (&gl_fogdensity);
1971                 Cvar_RegisterVariable (&gl_fogred);
1972                 Cvar_RegisterVariable (&gl_foggreen);
1973                 Cvar_RegisterVariable (&gl_fogblue);
1974                 Cvar_RegisterVariable (&gl_fogstart);
1975                 Cvar_RegisterVariable (&gl_fogend);
1976                 Cvar_RegisterVariable (&gl_skyclip);
1977         }
1978         Cvar_RegisterVariable(&r_depthfirst);
1979         Cvar_RegisterVariable(&r_nearclip);
1980         Cvar_RegisterVariable(&r_showbboxes);
1981         Cvar_RegisterVariable(&r_showsurfaces);
1982         Cvar_RegisterVariable(&r_showtris);
1983         Cvar_RegisterVariable(&r_shownormals);
1984         Cvar_RegisterVariable(&r_showlighting);
1985         Cvar_RegisterVariable(&r_showshadowvolumes);
1986         Cvar_RegisterVariable(&r_showcollisionbrushes);
1987         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1988         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1989         Cvar_RegisterVariable(&r_showdisabledepthtest);
1990         Cvar_RegisterVariable(&r_drawportals);
1991         Cvar_RegisterVariable(&r_drawentities);
1992         Cvar_RegisterVariable(&r_cullentities_trace);
1993         Cvar_RegisterVariable(&r_cullentities_trace_samples);
1994         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1995         Cvar_RegisterVariable(&r_cullentities_trace_delay);
1996         Cvar_RegisterVariable(&r_drawviewmodel);
1997         Cvar_RegisterVariable(&r_speeds);
1998         Cvar_RegisterVariable(&r_fullbrights);
1999         Cvar_RegisterVariable(&r_wateralpha);
2000         Cvar_RegisterVariable(&r_dynamic);
2001         Cvar_RegisterVariable(&r_fullbright);
2002         Cvar_RegisterVariable(&r_shadows);
2003         Cvar_RegisterVariable(&r_shadows_throwdistance);
2004         Cvar_RegisterVariable(&r_q1bsp_skymasking);
2005         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2006         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2007         Cvar_RegisterVariable(&r_fog_exp2);
2008         Cvar_RegisterVariable(&r_textureunits);
2009         Cvar_RegisterVariable(&r_glsl);
2010         Cvar_RegisterVariable(&r_glsl_offsetmapping);
2011         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2012         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2013         Cvar_RegisterVariable(&r_glsl_deluxemapping);
2014         Cvar_RegisterVariable(&r_water);
2015         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2016         Cvar_RegisterVariable(&r_water_clippingplanebias);
2017         Cvar_RegisterVariable(&r_water_refractdistort);
2018         Cvar_RegisterVariable(&r_water_reflectdistort);
2019         Cvar_RegisterVariable(&r_lerpsprites);
2020         Cvar_RegisterVariable(&r_lerpmodels);
2021         Cvar_RegisterVariable(&r_lerplightstyles);
2022         Cvar_RegisterVariable(&r_waterscroll);
2023         Cvar_RegisterVariable(&r_bloom);
2024         Cvar_RegisterVariable(&r_bloom_colorscale);
2025         Cvar_RegisterVariable(&r_bloom_brighten);
2026         Cvar_RegisterVariable(&r_bloom_blur);
2027         Cvar_RegisterVariable(&r_bloom_resolution);
2028         Cvar_RegisterVariable(&r_bloom_colorexponent);
2029         Cvar_RegisterVariable(&r_bloom_colorsubtract);
2030         Cvar_RegisterVariable(&r_hdr);
2031         Cvar_RegisterVariable(&r_hdr_scenebrightness);
2032         Cvar_RegisterVariable(&r_glsl_contrastboost);
2033         Cvar_RegisterVariable(&r_hdr_glowintensity);
2034         Cvar_RegisterVariable(&r_hdr_range);
2035         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2036         Cvar_RegisterVariable(&developer_texturelogging);
2037         Cvar_RegisterVariable(&gl_lightmaps);
2038         Cvar_RegisterVariable(&r_test);
2039         Cvar_RegisterVariable(&r_batchmode);
2040         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2041                 Cvar_SetValue("r_fullbrights", 0);
2042         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2043
2044         Cvar_RegisterVariable(&r_track_sprites);
2045         Cvar_RegisterVariable(&r_track_sprites_flags);
2046         Cvar_RegisterVariable(&r_track_sprites_scalew);
2047         Cvar_RegisterVariable(&r_track_sprites_scaleh);
2048 }
2049
2050 extern void R_Textures_Init(void);
2051 extern void GL_Draw_Init(void);
2052 extern void GL_Main_Init(void);
2053 extern void R_Shadow_Init(void);
2054 extern void R_Sky_Init(void);
2055 extern void GL_Surf_Init(void);
2056 extern void R_Particles_Init(void);
2057 extern void R_Explosion_Init(void);
2058 extern void gl_backend_init(void);
2059 extern void Sbar_Init(void);
2060 extern void R_LightningBeams_Init(void);
2061 extern void Mod_RenderInit(void);
2062
2063 void Render_Init(void)
2064 {
2065         gl_backend_init();
2066         R_Textures_Init();
2067         GL_Main_Init();
2068         GL_Draw_Init();
2069         R_Shadow_Init();
2070         R_Sky_Init();
2071         GL_Surf_Init();
2072         Sbar_Init();
2073         R_Particles_Init();
2074         R_Explosion_Init();
2075         R_LightningBeams_Init();
2076         Mod_RenderInit();
2077 }
2078
2079 /*
2080 ===============
2081 GL_Init
2082 ===============
2083 */
2084 extern char *ENGINE_EXTENSIONS;
2085 void GL_Init (void)
2086 {
2087         VID_CheckExtensions();
2088
2089         // LordHavoc: report supported extensions
2090         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2091
2092         // clear to black (loading plaque will be seen over this)
2093         CHECKGLERROR
2094         qglClearColor(0,0,0,1);CHECKGLERROR
2095         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2096 }
2097
2098 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2099 {
2100         int i;
2101         mplane_t *p;
2102         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2103         {
2104                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2105                 if (i == 4)
2106                         continue;
2107                 p = r_refdef.view.frustum + i;
2108                 switch(p->signbits)
2109                 {
2110                 default:
2111                 case 0:
2112                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2113                                 return true;
2114                         break;
2115                 case 1:
2116                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2117                                 return true;
2118                         break;
2119                 case 2:
2120                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2121                                 return true;
2122                         break;
2123                 case 3:
2124                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2125                                 return true;
2126                         break;
2127                 case 4:
2128                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2129                                 return true;
2130                         break;
2131                 case 5:
2132                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2133                                 return true;
2134                         break;
2135                 case 6:
2136                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2137                                 return true;
2138                         break;
2139                 case 7:
2140                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2141                                 return true;
2142                         break;
2143                 }
2144         }
2145         return false;
2146 }
2147
2148 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2149 {
2150         int i;
2151         const mplane_t *p;
2152         for (i = 0;i < numplanes;i++)
2153         {
2154                 p = planes + i;
2155                 switch(p->signbits)
2156                 {
2157                 default:
2158                 case 0:
2159                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2160                                 return true;
2161                         break;
2162                 case 1:
2163                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2164                                 return true;
2165                         break;
2166                 case 2:
2167                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2168                                 return true;
2169                         break;
2170                 case 3:
2171                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2172                                 return true;
2173                         break;
2174                 case 4:
2175                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2176                                 return true;
2177                         break;
2178                 case 5:
2179                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2180                                 return true;
2181                         break;
2182                 case 6:
2183                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2184                                 return true;
2185                         break;
2186                 case 7:
2187                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2188                                 return true;
2189                         break;
2190                 }
2191         }
2192         return false;
2193 }
2194
2195 //==================================================================================
2196
2197 static void R_View_UpdateEntityVisible (void)
2198 {
2199         int i, renderimask;
2200         entity_render_t *ent;
2201
2202         if (!r_drawentities.integer)
2203                 return;
2204
2205         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2206         if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
2207         {
2208                 // worldmodel can check visibility
2209                 for (i = 0;i < r_refdef.numentities;i++)
2210                 {
2211                         ent = r_refdef.entities[i];
2212                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs));
2213
2214                 }
2215                 if(r_cullentities_trace.integer && r_refdef.worldmodel->brush.TraceLineOfSight)
2216                 {
2217                         for (i = 0;i < r_refdef.numentities;i++)
2218                         {
2219                                 ent = r_refdef.entities[i];
2220                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2221                                 {
2222                                         if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
2223                                                 ent->last_trace_visibility = realtime;
2224                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2225                                                 r_refdef.viewcache.entityvisible[i] = 0;
2226                                 }
2227                         }
2228                 }
2229         }
2230         else
2231         {
2232                 // no worldmodel or it can't check visibility
2233                 for (i = 0;i < r_refdef.numentities;i++)
2234                 {
2235                         ent = r_refdef.entities[i];
2236                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
2237                 }
2238         }
2239 }
2240
2241 // only used if skyrendermasked, and normally returns false
2242 int R_DrawBrushModelsSky (void)
2243 {
2244         int i, sky;
2245         entity_render_t *ent;
2246
2247         if (!r_drawentities.integer)
2248                 return false;
2249
2250         sky = false;
2251         for (i = 0;i < r_refdef.numentities;i++)
2252         {
2253                 if (!r_refdef.viewcache.entityvisible[i])
2254                         continue;
2255                 ent = r_refdef.entities[i];
2256                 if (!ent->model || !ent->model->DrawSky)
2257                         continue;
2258                 ent->model->DrawSky(ent);
2259                 sky = true;
2260         }
2261         return sky;
2262 }
2263
2264 static void R_DrawNoModel(entity_render_t *ent);
2265 static void R_DrawModels(void)
2266 {
2267         int i;
2268         entity_render_t *ent;
2269
2270         if (!r_drawentities.integer)
2271                 return;
2272
2273         for (i = 0;i < r_refdef.numentities;i++)
2274         {
2275                 if (!r_refdef.viewcache.entityvisible[i])
2276                         continue;
2277                 ent = r_refdef.entities[i];
2278                 r_refdef.stats.entities++;
2279                 if (ent->model && ent->model->Draw != NULL)
2280                         ent->model->Draw(ent);
2281                 else
2282                         R_DrawNoModel(ent);
2283         }
2284 }
2285
2286 static void R_DrawModelsDepth(void)
2287 {
2288         int i;
2289         entity_render_t *ent;
2290
2291         if (!r_drawentities.integer)
2292                 return;
2293
2294         for (i = 0;i < r_refdef.numentities;i++)
2295         {
2296                 if (!r_refdef.viewcache.entityvisible[i])
2297                         continue;
2298                 ent = r_refdef.entities[i];
2299                 if (ent->model && ent->model->DrawDepth != NULL)
2300                         ent->model->DrawDepth(ent);
2301         }
2302 }
2303
2304 static void R_DrawModelsDebug(void)
2305 {
2306         int i;
2307         entity_render_t *ent;
2308
2309         if (!r_drawentities.integer)
2310                 return;
2311
2312         for (i = 0;i < r_refdef.numentities;i++)
2313         {
2314                 if (!r_refdef.viewcache.entityvisible[i])
2315                         continue;
2316                 ent = r_refdef.entities[i];
2317                 if (ent->model && ent->model->DrawDebug != NULL)
2318                         ent->model->DrawDebug(ent);
2319         }
2320 }
2321
2322 static void R_DrawModelsAddWaterPlanes(void)
2323 {
2324         int i;
2325         entity_render_t *ent;
2326
2327         if (!r_drawentities.integer)
2328                 return;
2329
2330         for (i = 0;i < r_refdef.numentities;i++)
2331         {
2332                 if (!r_refdef.viewcache.entityvisible[i])
2333                         continue;
2334                 ent = r_refdef.entities[i];
2335                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2336                         ent->model->DrawAddWaterPlanes(ent);
2337         }
2338 }
2339
2340 static void R_View_SetFrustum(void)
2341 {
2342         int i;
2343         double slopex, slopey;
2344
2345         // break apart the view matrix into vectors for various purposes
2346         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
2347         VectorNegate(r_refdef.view.left, r_refdef.view.right);
2348
2349 #if 0
2350         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2351         r_refdef.view.frustum[0].normal[1] = 0 - 0;
2352         r_refdef.view.frustum[0].normal[2] = -1 - 0;
2353         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2354         r_refdef.view.frustum[1].normal[1] = 0 + 0;
2355         r_refdef.view.frustum[1].normal[2] = -1 + 0;
2356         r_refdef.view.frustum[2].normal[0] = 0 - 0;
2357         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2358         r_refdef.view.frustum[2].normal[2] = -1 - 0;
2359         r_refdef.view.frustum[3].normal[0] = 0 + 0;
2360         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2361         r_refdef.view.frustum[3].normal[2] = -1 + 0;
2362 #endif
2363
2364 #if 0
2365         zNear = r_refdef.nearclip;
2366         nudge = 1.0 - 1.0 / (1<<23);
2367         r_refdef.view.frustum[4].normal[0] = 0 - 0;
2368         r_refdef.view.frustum[4].normal[1] = 0 - 0;
2369         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2370         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2371         r_refdef.view.frustum[5].normal[0] = 0 + 0;
2372         r_refdef.view.frustum[5].normal[1] = 0 + 0;
2373         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2374         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2375 #endif
2376
2377
2378
2379 #if 0
2380         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2381         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2382         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2383         r_refdef.view.frustum[0].dist = m[15] - m[12];
2384
2385         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2386         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2387         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2388         r_refdef.view.frustum[1].dist = m[15] + m[12];
2389
2390         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2391         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2392         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2393         r_refdef.view.frustum[2].dist = m[15] - m[13];
2394
2395         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2396         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2397         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2398         r_refdef.view.frustum[3].dist = m[15] + m[13];
2399
2400         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2401         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2402         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2403         r_refdef.view.frustum[4].dist = m[15] - m[14];
2404
2405         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2406         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2407         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2408         r_refdef.view.frustum[5].dist = m[15] + m[14];
2409 #endif
2410
2411         if (r_refdef.view.useperspective)
2412         {
2413                 slopex = 1.0 / r_refdef.view.frustum_x;
2414                 slopey = 1.0 / r_refdef.view.frustum_y;
2415                 VectorMA(r_refdef.view.forward, -slopex, r_refdef.view.left, r_refdef.view.frustum[0].normal);
2416                 VectorMA(r_refdef.view.forward,  slopex, r_refdef.view.left, r_refdef.view.frustum[1].normal);
2417                 VectorMA(r_refdef.view.forward, -slopey, r_refdef.view.up  , r_refdef.view.frustum[2].normal);
2418                 VectorMA(r_refdef.view.forward,  slopey, r_refdef.view.up  , r_refdef.view.frustum[3].normal);
2419                 VectorCopy(r_refdef.view.forward, r_refdef.view.frustum[4].normal);
2420
2421                 // Leaving those out was a mistake, those were in the old code, and they
2422                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2423                 // I couldn't reproduce it after adding those normalizations. --blub
2424                 VectorNormalize(r_refdef.view.frustum[0].normal);
2425                 VectorNormalize(r_refdef.view.frustum[1].normal);
2426                 VectorNormalize(r_refdef.view.frustum[2].normal);
2427                 VectorNormalize(r_refdef.view.frustum[3].normal);
2428
2429                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2430                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, r_refdef.view.forward, -1024 * slopex, r_refdef.view.left, -1024 * slopey, r_refdef.view.up, r_refdef.view.frustumcorner[0]);
2431                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, r_refdef.view.forward,  1024 * slopex, r_refdef.view.left, -1024 * slopey, r_refdef.view.up, r_refdef.view.frustumcorner[1]);
2432                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, r_refdef.view.forward, -1024 * slopex, r_refdef.view.left,  1024 * slopey, r_refdef.view.up, r_refdef.view.frustumcorner[2]);
2433                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, r_refdef.view.forward,  1024 * slopex, r_refdef.view.left,  1024 * slopey, r_refdef.view.up, r_refdef.view.frustumcorner[3]);
2434
2435                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2436                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2437                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2438                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2439                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2440         }
2441         else
2442         {
2443                 VectorScale(r_refdef.view.left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2444                 VectorScale(r_refdef.view.left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2445                 VectorScale(r_refdef.view.up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2446                 VectorScale(r_refdef.view.up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2447                 VectorCopy(r_refdef.view.forward, r_refdef.view.frustum[4].normal);
2448                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2449                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2450                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2451                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2452                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2453         }
2454         r_refdef.view.numfrustumplanes = 5;
2455
2456         if (r_refdef.view.useclipplane)
2457         {
2458                 r_refdef.view.numfrustumplanes = 6;
2459                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2460         }
2461
2462         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2463                 PlaneClassify(r_refdef.view.frustum + i);
2464
2465         // LordHavoc: note to all quake engine coders, Quake had a special case
2466         // for 90 degrees which assumed a square view (wrong), so I removed it,
2467         // Quake2 has it disabled as well.
2468
2469         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2470         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, r_refdef.view.up, r_refdef.view.forward, -(90 - r_refdef.fov_x / 2));
2471         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2472         //PlaneClassify(&frustum[0]);
2473
2474         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2475         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, r_refdef.view.up, r_refdef.view.forward, (90 - r_refdef.fov_x / 2));
2476         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2477         //PlaneClassify(&frustum[1]);
2478
2479         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2480         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, r_refdef.view.left, r_refdef.view.forward, -(90 - r_refdef.fov_y / 2));
2481         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2482         //PlaneClassify(&frustum[2]);
2483
2484         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2485         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, r_refdef.view.left, r_refdef.view.forward, (90 - r_refdef.fov_y / 2));
2486         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2487         //PlaneClassify(&frustum[3]);
2488
2489         // nearclip plane
2490         //VectorCopy(r_refdef.view.forward, r_refdef.view.frustum[4].normal);
2491         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2492         //PlaneClassify(&frustum[4]);
2493 }
2494
2495 void R_View_Update(void)
2496 {
2497         R_View_SetFrustum();
2498         R_View_WorldVisibility(r_refdef.view.useclipplane);
2499         R_View_UpdateEntityVisible();
2500 }
2501
2502 void R_SetupView(void)
2503 {
2504         if (!r_refdef.view.useperspective)
2505                 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2506         else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2507                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2508         else
2509                 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2510
2511         GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2512
2513         if (r_refdef.view.useclipplane)
2514         {
2515                 // LordHavoc: couldn't figure out how to make this approach the
2516                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2517                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2518                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2519                         dist = r_refdef.view.clipplane.dist;
2520                 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2521         }
2522 }
2523
2524 void R_ResetViewRendering2D(void)
2525 {
2526         if (gl_support_fragment_shader)
2527         {
2528                 qglUseProgramObjectARB(0);CHECKGLERROR
2529         }
2530
2531         DrawQ_Finish();
2532
2533         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2534         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2535         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2536         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2537         GL_Color(1, 1, 1, 1);
2538         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2539         GL_BlendFunc(GL_ONE, GL_ZERO);
2540         GL_AlphaTest(false);
2541         GL_ScissorTest(false);
2542         GL_DepthMask(false);
2543         GL_DepthRange(0, 1);
2544         GL_DepthTest(false);
2545         R_Mesh_Matrix(&identitymatrix);
2546         R_Mesh_ResetTextureState();
2547         GL_PolygonOffset(0, 0);
2548         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2549         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2550         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2551         qglStencilMask(~0);CHECKGLERROR
2552         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2553         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2554         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2555 }
2556
2557 void R_ResetViewRendering3D(void)
2558 {
2559         if (gl_support_fragment_shader)
2560         {
2561                 qglUseProgramObjectARB(0);CHECKGLERROR
2562         }
2563
2564         DrawQ_Finish();
2565
2566         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2567         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2568         R_SetupView();
2569         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2570         GL_Color(1, 1, 1, 1);
2571         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2572         GL_BlendFunc(GL_ONE, GL_ZERO);
2573         GL_AlphaTest(false);
2574         GL_ScissorTest(true);
2575         GL_DepthMask(true);
2576         GL_DepthRange(0, 1);
2577         GL_DepthTest(true);
2578         R_Mesh_Matrix(&identitymatrix);
2579         R_Mesh_ResetTextureState();
2580         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2581         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2582         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2583         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2584         qglStencilMask(~0);CHECKGLERROR
2585         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2586         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2587         GL_CullFace(r_refdef.view.cullface_back);
2588 }
2589
2590 /*
2591         R_Bloom_SetupShader(
2592 "// bloom shader\n"
2593 "// written by Forest 'LordHavoc' Hale\n"
2594 "\n"
2595 "// common definitions between vertex shader and fragment shader:\n"
2596 "\n"
2597 "#ifdef __GLSL_CG_DATA_TYPES\n"
2598 "#define myhalf half\n"
2599 "#define myhvec2 hvec2\n"
2600 "#define myhvec3 hvec3\n"
2601 "#define myhvec4 hvec4\n"
2602 "#else\n"
2603 "#define myhalf float\n"
2604 "#define myhvec2 vec2\n"
2605 "#define myhvec3 vec3\n"
2606 "#define myhvec4 vec4\n"
2607 "#endif\n"
2608 "\n"
2609 "varying vec2 ScreenTexCoord;\n"
2610 "varying vec2 BloomTexCoord;\n"
2611 "\n"
2612 "\n"
2613 "\n"
2614 "\n"
2615 "// vertex shader specific:\n"
2616 "#ifdef VERTEX_SHADER\n"
2617 "\n"
2618 "void main(void)\n"
2619 "{\n"
2620 "       ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2621 "       BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2622 "       // transform vertex to camera space, using ftransform to match non-VS\n"
2623 "       // rendering\n"
2624 "       gl_Position = ftransform();\n"
2625 "}\n"
2626 "\n"
2627 "#endif // VERTEX_SHADER\n"
2628 "\n"
2629 "\n"
2630 "\n"
2631 "\n"
2632 "// fragment shader specific:\n"
2633 "#ifdef FRAGMENT_SHADER\n"
2634 "\n"
2635 "void main(void)\n"
2636 "{\n"
2637 "       int x, y;
2638 "       myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2639 "       for (x = -BLUR_X;x <= BLUR_X;x++)
2640 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2641 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2642 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2643 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2644
2645 "       gl_FragColor = vec4(color);\n"
2646 "}\n"
2647 "\n"
2648 "#endif // FRAGMENT_SHADER\n"
2649 */
2650
2651 void R_RenderScene(qboolean addwaterplanes);
2652
2653 static void R_Water_StartFrame(void)
2654 {
2655         int i;
2656         int waterwidth, waterheight, texturewidth, textureheight;
2657         r_waterstate_waterplane_t *p;
2658
2659         // set waterwidth and waterheight to the water resolution that will be
2660         // used (often less than the screen resolution for faster rendering)
2661         waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2662         waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2663
2664         // calculate desired texture sizes
2665         // can't use water if the card does not support the texture size
2666         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2667                 texturewidth = textureheight = waterwidth = waterheight = 0;
2668         else if (gl_support_arb_texture_non_power_of_two)
2669         {
2670                 texturewidth = waterwidth;
2671                 textureheight = waterheight;
2672         }
2673         else
2674         {
2675                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
2676                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
2677         }
2678
2679         // allocate textures as needed
2680         if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2681         {
2682                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2683                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2684                 {
2685                         if (p->texture_refraction)
2686                                 R_FreeTexture(p->texture_refraction);
2687                         p->texture_refraction = NULL;
2688                         if (p->texture_reflection)
2689                                 R_FreeTexture(p->texture_reflection);
2690                         p->texture_reflection = NULL;
2691                 }
2692                 memset(&r_waterstate, 0, sizeof(r_waterstate));
2693                 r_waterstate.waterwidth = waterwidth;
2694                 r_waterstate.waterheight = waterheight;
2695                 r_waterstate.texturewidth = texturewidth;
2696                 r_waterstate.textureheight = textureheight;
2697         }
2698
2699         if (r_waterstate.waterwidth)
2700         {
2701                 r_waterstate.enabled = true;
2702
2703                 // set up variables that will be used in shader setup
2704                 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2705                 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2706                 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2707                 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2708         }
2709
2710         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2711         r_waterstate.numwaterplanes = 0;
2712 }
2713
2714 static void R_Water_AddWaterPlane(msurface_t *surface)
2715 {
2716         int triangleindex, planeindex;
2717         const int *e;
2718         vec3_t vert[3];
2719         vec3_t normal;
2720         vec3_t center;
2721         r_waterstate_waterplane_t *p;
2722         // just use the first triangle with a valid normal for any decisions
2723         VectorClear(normal);
2724         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2725         {
2726                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2727                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2728                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2729                 TriangleNormal(vert[0], vert[1], vert[2], normal);
2730                 if (VectorLength2(normal) >= 0.001)
2731                         break;
2732         }
2733
2734         // find a matching plane if there is one
2735         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2736                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2737                         break;
2738         if (planeindex >= r_waterstate.maxwaterplanes)
2739                 return; // nothing we can do, out of planes
2740
2741         // if this triangle does not fit any known plane rendered this frame, add one
2742         if (planeindex >= r_waterstate.numwaterplanes)
2743         {
2744                 // store the new plane
2745                 r_waterstate.numwaterplanes++;
2746                 VectorCopy(normal, p->plane.normal);
2747                 VectorNormalize(p->plane.normal);
2748                 p->plane.dist = DotProduct(vert[0], p->plane.normal);
2749                 PlaneClassify(&p->plane);
2750                 // flip the plane if it does not face the viewer
2751                 if (PlaneDiff(r_refdef.view.origin, &p->plane) < 0)
2752                 {
2753                         VectorNegate(p->plane.normal, p->plane.normal);
2754                         p->plane.dist *= -1;
2755                         PlaneClassify(&p->plane);
2756                 }
2757                 // clear materialflags and pvs
2758                 p->materialflags = 0;
2759                 p->pvsvalid = false;
2760         }
2761         // merge this surface's materialflags into the waterplane
2762         p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2763         // merge this surface's PVS into the waterplane
2764         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2765         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.worldmodel && r_refdef.worldmodel->brush.FatPVS
2766          && r_refdef.worldmodel->brush.PointInLeaf && r_refdef.worldmodel->brush.PointInLeaf(r_refdef.worldmodel, center)->clusterindex >= 0)
2767         {
2768                 r_refdef.worldmodel->brush.FatPVS(r_refdef.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2769                 p->pvsvalid = true;
2770         }
2771 }
2772
2773 static void R_Water_ProcessPlanes(void)
2774 {
2775         r_refdef_view_t originalview;
2776         int planeindex;
2777         r_waterstate_waterplane_t *p;
2778
2779         originalview = r_refdef.view;
2780
2781         // make sure enough textures are allocated
2782         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2783         {
2784                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2785                 {
2786                         if (!p->texture_refraction)
2787                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2788                         if (!p->texture_refraction)
2789                                 goto error;
2790                 }
2791
2792                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2793                 {
2794                         if (!p->texture_reflection)
2795                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2796                         if (!p->texture_reflection)
2797                                 goto error;
2798                 }
2799         }
2800
2801         // render views
2802         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2803         {
2804                 r_refdef.view.showdebug = false;
2805                 r_refdef.view.width = r_waterstate.waterwidth;
2806                 r_refdef.view.height = r_waterstate.waterheight;
2807                 r_refdef.view.useclipplane = true;
2808                 r_waterstate.renderingscene = true;
2809
2810                 // render the normal view scene and copy into texture
2811                 // (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)
2812                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2813                 {
2814                         r_refdef.view.clipplane = p->plane;
2815                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
2816                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
2817                         PlaneClassify(&r_refdef.view.clipplane);
2818
2819                         R_RenderScene(false);
2820
2821                         // copy view into the screen texture
2822                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
2823                         GL_ActiveTexture(0);
2824                         CHECKGLERROR
2825                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2826                 }
2827
2828                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2829                 {
2830                         // render reflected scene and copy into texture
2831                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
2832                         r_refdef.view.clipplane = p->plane;
2833                         // reverse the cullface settings for this render
2834                         r_refdef.view.cullface_front = GL_FRONT;
2835                         r_refdef.view.cullface_back = GL_BACK;
2836                         if (r_refdef.worldmodel && r_refdef.worldmodel->brush.num_pvsclusterbytes)
2837                         {
2838                                 r_refdef.view.usecustompvs = true;
2839                                 if (p->pvsvalid)
2840                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.worldmodel->brush.num_pvsclusterbytes);
2841                                 else
2842                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.worldmodel->brush.num_pvsclusterbytes);
2843                         }
2844
2845                         R_ResetViewRendering3D();
2846                         R_ClearScreen(r_refdef.fogenabled);
2847                         if (r_timereport_active)
2848                                 R_TimeReport("viewclear");
2849
2850                         R_RenderScene(false);
2851
2852                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
2853                         GL_ActiveTexture(0);
2854                         CHECKGLERROR
2855                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2856
2857                         R_ResetViewRendering3D();
2858                         R_ClearScreen(r_refdef.fogenabled);
2859                         if (r_timereport_active)
2860                                 R_TimeReport("viewclear");
2861                 }
2862
2863                 r_refdef.view = originalview;
2864                 r_refdef.view.clear = true;
2865                 r_waterstate.renderingscene = false;
2866         }
2867         return;
2868 error:
2869         r_refdef.view = originalview;
2870         r_waterstate.renderingscene = false;
2871         Cvar_SetValueQuick(&r_water, 0);
2872         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
2873         return;
2874 }
2875
2876 void R_Bloom_StartFrame(void)
2877 {
2878         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2879
2880         // set bloomwidth and bloomheight to the bloom resolution that will be
2881         // used (often less than the screen resolution for faster rendering)
2882         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
2883         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
2884         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
2885
2886         // calculate desired texture sizes
2887         if (gl_support_arb_texture_non_power_of_two)
2888         {
2889                 screentexturewidth = r_refdef.view.width;
2890                 screentextureheight = r_refdef.view.height;
2891                 bloomtexturewidth = r_bloomstate.bloomwidth;
2892                 bloomtextureheight = r_bloomstate.bloomheight;
2893         }
2894         else
2895         {
2896                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
2897                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
2898                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
2899                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
2900         }
2901
2902         if (r_hdr.integer)
2903         {
2904                 screentexturewidth = screentextureheight = 0;
2905         }
2906         else if (r_bloom.integer)
2907         {
2908         }
2909         else
2910         {
2911                 screentexturewidth = screentextureheight = 0;
2912                 bloomtexturewidth = bloomtextureheight = 0;
2913         }
2914
2915         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)
2916         {
2917                 // can't use bloom if the parameters are too weird
2918                 // can't use bloom if the card does not support the texture size
2919                 if (r_bloomstate.texture_screen)
2920                         R_FreeTexture(r_bloomstate.texture_screen);
2921                 if (r_bloomstate.texture_bloom)
2922                         R_FreeTexture(r_bloomstate.texture_bloom);
2923                 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2924                 return;
2925         }
2926
2927         r_bloomstate.enabled = true;
2928         r_bloomstate.hdr = r_hdr.integer != 0;
2929
2930         // allocate textures as needed
2931         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2932         {
2933                 if (r_bloomstate.texture_screen)
2934                         R_FreeTexture(r_bloomstate.texture_screen);
2935                 r_bloomstate.texture_screen = NULL;
2936                 r_bloomstate.screentexturewidth = screentexturewidth;
2937                 r_bloomstate.screentextureheight = screentextureheight;
2938                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2939                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2940         }
2941         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2942         {
2943                 if (r_bloomstate.texture_bloom)
2944                         R_FreeTexture(r_bloomstate.texture_bloom);
2945                 r_bloomstate.texture_bloom = NULL;
2946                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2947                 r_bloomstate.bloomtextureheight = bloomtextureheight;
2948                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2949                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2950         }
2951
2952         // set up a texcoord array for the full resolution screen image
2953         // (we have to keep this around to copy back during final render)
2954         r_bloomstate.screentexcoord2f[0] = 0;
2955         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
2956         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
2957         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
2958         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
2959         r_bloomstate.screentexcoord2f[5] = 0;
2960         r_bloomstate.screentexcoord2f[6] = 0;
2961         r_bloomstate.screentexcoord2f[7] = 0;
2962
2963         // set up a texcoord array for the reduced resolution bloom image
2964         // (which will be additive blended over the screen image)
2965         r_bloomstate.bloomtexcoord2f[0] = 0;
2966         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2967         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2968         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2969         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2970         r_bloomstate.bloomtexcoord2f[5] = 0;
2971         r_bloomstate.bloomtexcoord2f[6] = 0;
2972         r_bloomstate.bloomtexcoord2f[7] = 0;
2973 }
2974
2975 void R_Bloom_CopyScreenTexture(float colorscale)
2976 {
2977         r_refdef.stats.bloom++;
2978
2979         R_ResetViewRendering2D();
2980         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2981         R_Mesh_ColorPointer(NULL, 0, 0);
2982         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2983         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2984
2985         // copy view into the screen texture
2986         GL_ActiveTexture(0);
2987         CHECKGLERROR
2988         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2989         r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
2990
2991         // now scale it down to the bloom texture size
2992         CHECKGLERROR
2993         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2994         GL_BlendFunc(GL_ONE, GL_ZERO);
2995         GL_Color(colorscale, colorscale, colorscale, 1);
2996         // TODO: optimize with multitexture or GLSL
2997         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2998         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2999
3000         // we now have a bloom image in the framebuffer
3001         // copy it into the bloom image texture for later processing
3002         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3003         GL_ActiveTexture(0);
3004         CHECKGLERROR
3005         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3006         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3007 }
3008
3009 void R_Bloom_CopyHDRTexture(void)
3010 {
3011         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3012         GL_ActiveTexture(0);
3013         CHECKGLERROR
3014         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3015         r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3016 }
3017
3018 void R_Bloom_MakeTexture(void)
3019 {
3020         int x, range, dir;
3021         float xoffset, yoffset, r, brighten;
3022
3023         r_refdef.stats.bloom++;
3024
3025         R_ResetViewRendering2D();
3026         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3027         R_Mesh_ColorPointer(NULL, 0, 0);
3028
3029         // we have a bloom image in the framebuffer
3030         CHECKGLERROR
3031         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3032
3033         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3034         {
3035                 x *= 2;
3036                 r = bound(0, r_bloom_colorexponent.value / x, 1);
3037                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3038                 GL_Color(r, r, r, 1);
3039                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3040                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3041                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3042                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3043
3044                 // copy the vertically blurred bloom view to a texture
3045                 GL_ActiveTexture(0);
3046                 CHECKGLERROR
3047                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3048                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3049         }
3050
3051         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3052         brighten = r_bloom_brighten.value;
3053         if (r_hdr.integer)
3054                 brighten *= r_hdr_range.value;
3055         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3056         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3057
3058         for (dir = 0;dir < 2;dir++)
3059         {
3060                 // blend on at multiple vertical offsets to achieve a vertical blur
3061                 // TODO: do offset blends using GLSL
3062                 GL_BlendFunc(GL_ONE, GL_ZERO);
3063                 for (x = -range;x <= range;x++)
3064                 {
3065                         if (!dir){xoffset = 0;yoffset = x;}
3066                         else {xoffset = x;yoffset = 0;}
3067                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
3068                         yoffset /= (float)r_bloomstate.bloomtextureheight;
3069                         // compute a texcoord array with the specified x and y offset
3070                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3071                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3072                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3073                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3074                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3075                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3076                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3077                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3078                         // this r value looks like a 'dot' particle, fading sharply to
3079                         // black at the edges
3080                         // (probably not realistic but looks good enough)
3081                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3082                         //r = (dir ? 1.0f : brighten)/(range*2+1);
3083                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3084                         GL_Color(r, r, r, 1);
3085                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3086                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3087                         GL_BlendFunc(GL_ONE, GL_ONE);
3088                 }
3089
3090                 // copy the vertically blurred bloom view to a texture
3091                 GL_ActiveTexture(0);
3092                 CHECKGLERROR
3093                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3094                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3095         }
3096
3097         // apply subtract last
3098         // (just like it would be in a GLSL shader)
3099         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3100         {
3101                 GL_BlendFunc(GL_ONE, GL_ZERO);
3102                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3103                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3104                 GL_Color(1, 1, 1, 1);
3105                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3106                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3107
3108                 GL_BlendFunc(GL_ONE, GL_ONE);
3109                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3110                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3111                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3112                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3113                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3114                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3115                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3116
3117                 // copy the darkened bloom view to a texture
3118                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3119                 GL_ActiveTexture(0);
3120                 CHECKGLERROR
3121                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3122                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3123         }
3124 }
3125
3126 void R_HDR_RenderBloomTexture(void)
3127 {
3128         int oldwidth, oldheight;
3129         float oldcolorscale;
3130
3131         oldcolorscale = r_refdef.view.colorscale;
3132         oldwidth = r_refdef.view.width;
3133         oldheight = r_refdef.view.height;
3134         r_refdef.view.width = r_bloomstate.bloomwidth;
3135         r_refdef.view.height = r_bloomstate.bloomheight;
3136
3137         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
3138         // TODO: add exposure compensation features
3139         // TODO: add fp16 framebuffer support
3140
3141         r_refdef.view.showdebug = false;
3142         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3143
3144         R_ClearScreen(r_refdef.fogenabled);
3145         if (r_timereport_active)
3146                 R_TimeReport("HDRclear");
3147
3148         r_waterstate.numwaterplanes = 0;
3149         R_RenderScene(r_waterstate.enabled);
3150         r_refdef.view.showdebug = true;
3151
3152         R_ResetViewRendering2D();
3153
3154         R_Bloom_CopyHDRTexture();
3155         R_Bloom_MakeTexture();
3156
3157         // restore the view settings
3158         r_refdef.view.width = oldwidth;
3159         r_refdef.view.height = oldheight;
3160         r_refdef.view.colorscale = oldcolorscale;
3161
3162         R_ResetViewRendering3D();
3163
3164         R_ClearScreen(r_refdef.fogenabled);
3165         if (r_timereport_active)
3166                 R_TimeReport("viewclear");
3167 }
3168
3169 static void R_BlendView(void)
3170 {
3171         if (r_bloomstate.enabled && r_bloomstate.hdr)
3172         {
3173                 // render high dynamic range bloom effect
3174                 // the bloom texture was made earlier this render, so we just need to
3175                 // blend it onto the screen...
3176                 R_ResetViewRendering2D();
3177                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3178                 R_Mesh_ColorPointer(NULL, 0, 0);
3179                 GL_Color(1, 1, 1, 1);
3180                 GL_BlendFunc(GL_ONE, GL_ONE);
3181                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3182                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3183                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3184                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3185         }
3186         else if (r_bloomstate.enabled)
3187         {
3188                 // render simple bloom effect
3189                 // copy the screen and shrink it and darken it for the bloom process
3190                 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
3191                 // make the bloom texture
3192                 R_Bloom_MakeTexture();
3193                 // put the original screen image back in place and blend the bloom
3194                 // texture on it
3195                 R_ResetViewRendering2D();
3196                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3197                 R_Mesh_ColorPointer(NULL, 0, 0);
3198                 GL_Color(1, 1, 1, 1);
3199                 GL_BlendFunc(GL_ONE, GL_ZERO);
3200                 // do both in one pass if possible
3201                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3202                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3203                 if (r_textureunits.integer >= 2 && gl_combine.integer)
3204                 {
3205                         R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
3206                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3207                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3208                 }
3209                 else
3210                 {
3211                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3212                         r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3213                         // now blend on the bloom texture
3214                         GL_BlendFunc(GL_ONE, GL_ONE);
3215                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3216                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3217                 }
3218                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3219                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3220         }
3221         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3222         {
3223                 // apply a color tint to the whole view
3224                 R_ResetViewRendering2D();
3225                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3226                 R_Mesh_ColorPointer(NULL, 0, 0);
3227                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3228                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3229                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3230         }
3231 }
3232
3233 void R_RenderScene(qboolean addwaterplanes);
3234
3235 matrix4x4_t r_waterscrollmatrix;
3236
3237 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3238 {
3239         if (r_refdef.fog_density)
3240         {
3241                 r_refdef.fogcolor[0] = r_refdef.fog_red;
3242                 r_refdef.fogcolor[1] = r_refdef.fog_green;
3243                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3244
3245                 {
3246                         vec3_t fogvec;
3247                         VectorCopy(r_refdef.fogcolor, fogvec);
3248                         if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3249                         {
3250                                 //   color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3251                                 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3252                                 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3253                                 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3254                         }
3255                         //   color.rgb *= ContrastBoost * SceneBrightness;
3256                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3257                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3258                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3259                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3260                 }
3261         }
3262 }
3263
3264 void R_UpdateVariables(void)
3265 {
3266         R_Textures_Frame();
3267
3268         r_refdef.farclip = 4096;
3269         if (r_refdef.worldmodel)
3270                 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
3271         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3272
3273         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3274                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3275         r_refdef.polygonfactor = 0;
3276         r_refdef.polygonoffset = 0;
3277         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3278         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3279
3280         r_refdef.rtworld = r_shadow_realtime_world.integer;
3281         r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3282         r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3283         r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3284         r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3285         if (r_showsurfaces.integer)
3286         {
3287                 r_refdef.rtworld = false;
3288                 r_refdef.rtworldshadows = false;
3289                 r_refdef.rtdlight = false;
3290                 r_refdef.rtdlightshadows = false;
3291                 r_refdef.lightmapintensity = 0;
3292         }
3293
3294         if (gamemode == GAME_NEHAHRA)
3295         {
3296                 if (gl_fogenable.integer)
3297                 {
3298                         r_refdef.oldgl_fogenable = true;
3299                         r_refdef.fog_density = gl_fogdensity.value;
3300                         r_refdef.fog_red = gl_fogred.value;
3301                         r_refdef.fog_green = gl_foggreen.value;
3302                         r_refdef.fog_blue = gl_fogblue.value;
3303                         r_refdef.fog_alpha = 1;
3304                         r_refdef.fog_start = 0;
3305                         r_refdef.fog_end = gl_skyclip.value;
3306                 }
3307                 else if (r_refdef.oldgl_fogenable)
3308                 {
3309                         r_refdef.oldgl_fogenable = false;
3310                         r_refdef.fog_density = 0;
3311                         r_refdef.fog_red = 0;
3312                         r_refdef.fog_green = 0;
3313                         r_refdef.fog_blue = 0;
3314                         r_refdef.fog_alpha = 0;
3315                         r_refdef.fog_start = 0;
3316                         r_refdef.fog_end = 0;
3317                 }
3318         }
3319
3320         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3321         r_refdef.fog_start = max(0, r_refdef.fog_start);
3322         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3323
3324         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3325
3326         if (r_refdef.fog_density)
3327         {
3328                 r_refdef.fogenabled = true;
3329                 // this is the point where the fog reaches 0.9986 alpha, which we
3330                 // consider a good enough cutoff point for the texture
3331                 // (0.9986 * 256 == 255.6)
3332                 if (r_fog_exp2.integer)
3333                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3334                 else
3335                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3336                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3337                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3338                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3339                 // fog color was already set
3340                 // update the fog texture
3341                 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
3342                         R_BuildFogTexture();
3343         }
3344         else
3345                 r_refdef.fogenabled = false;
3346 }
3347
3348 /*
3349 ================
3350 R_RenderView
3351 ================
3352 */
3353 void R_RenderView(void)
3354 {
3355         if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
3356                 return; //Host_Error ("R_RenderView: NULL worldmodel");
3357
3358         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3359
3360         R_Shadow_UpdateWorldLightSelection();
3361
3362         R_Bloom_StartFrame();
3363         R_Water_StartFrame();
3364
3365         CHECKGLERROR
3366         if (r_timereport_active)
3367                 R_TimeReport("viewsetup");
3368
3369         R_ResetViewRendering3D();
3370
3371         if (r_refdef.view.clear || r_refdef.fogenabled)
3372         {
3373                 R_ClearScreen(r_refdef.fogenabled);
3374                 if (r_timereport_active)
3375                         R_TimeReport("viewclear");
3376         }
3377         r_refdef.view.clear = true;
3378
3379         r_refdef.view.showdebug = true;
3380
3381         // this produces a bloom texture to be used in R_BlendView() later
3382         if (r_hdr.integer)
3383                 R_HDR_RenderBloomTexture();
3384
3385         r_waterstate.numwaterplanes = 0;
3386         R_RenderScene(r_waterstate.enabled);
3387
3388         R_BlendView();
3389         if (r_timereport_active)
3390                 R_TimeReport("blendview");
3391
3392         GL_Scissor(0, 0, vid.width, vid.height);
3393         GL_ScissorTest(false);
3394         CHECKGLERROR
3395 }
3396
3397 extern void R_DrawLightningBeams (void);
3398 extern void VM_CL_AddPolygonsToMeshQueue (void);
3399 extern void R_DrawPortals (void);
3400 extern cvar_t cl_locs_show;
3401 static void R_DrawLocs(void);
3402 static void R_DrawEntityBBoxes(void);
3403 void R_RenderScene(qboolean addwaterplanes)
3404 {
3405         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3406         R_UpdateFogColor();
3407
3408         if (addwaterplanes)
3409         {
3410                 R_ResetViewRendering3D();
3411
3412                 R_View_Update();
3413                 if (r_timereport_active)
3414                         R_TimeReport("watervis");
3415
3416                 if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawAddWaterPlanes)
3417                 {
3418                         r_refdef.worldmodel->DrawAddWaterPlanes(r_refdef.worldentity);
3419                         if (r_timereport_active)
3420                                 R_TimeReport("waterworld");
3421                 }
3422
3423                 // don't let sound skip if going slow
3424                 if (r_refdef.extraupdate)
3425                         S_ExtraUpdate ();
3426
3427                 R_DrawModelsAddWaterPlanes();
3428                 if (r_timereport_active)
3429                         R_TimeReport("watermodels");
3430
3431                 R_Water_ProcessPlanes();
3432                 if (r_timereport_active)
3433                         R_TimeReport("waterscenes");
3434         }
3435
3436         R_ResetViewRendering3D();
3437
3438         // don't let sound skip if going slow
3439         if (r_refdef.extraupdate)
3440                 S_ExtraUpdate ();
3441
3442         R_MeshQueue_BeginScene();
3443
3444         R_SkyStartFrame();
3445
3446         R_View_Update();
3447         if (r_timereport_active)
3448                 R_TimeReport("visibility");
3449
3450         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);
3451
3452         if (cl.csqc_vidvars.drawworld)
3453         {
3454                 // don't let sound skip if going slow
3455                 if (r_refdef.extraupdate)
3456                         S_ExtraUpdate ();
3457
3458                 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
3459                 {
3460                         r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
3461                         if (r_timereport_active)
3462                                 R_TimeReport("worldsky");
3463                 }
3464
3465                 if (R_DrawBrushModelsSky() && r_timereport_active)
3466                         R_TimeReport("bmodelsky");
3467         }
3468
3469         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
3470         {
3471                 r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
3472                 if (r_timereport_active)
3473                         R_TimeReport("worlddepth");
3474         }
3475         if (r_depthfirst.integer >= 2)
3476         {
3477                 R_DrawModelsDepth();
3478                 if (r_timereport_active)
3479                         R_TimeReport("modeldepth");
3480         }
3481
3482         if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
3483         {
3484                 r_refdef.worldmodel->Draw(r_refdef.worldentity);
3485                 if (r_timereport_active)
3486                         R_TimeReport("world");
3487         }
3488
3489         // don't let sound skip if going slow
3490         if (r_refdef.extraupdate)
3491                 S_ExtraUpdate ();
3492
3493         R_DrawModels();
3494         if (r_timereport_active)
3495                 R_TimeReport("models");
3496
3497         // don't let sound skip if going slow
3498         if (r_refdef.extraupdate)
3499                 S_ExtraUpdate ();
3500
3501         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3502         {
3503                 R_DrawModelShadows();
3504
3505                 R_ResetViewRendering3D();
3506
3507                 // don't let sound skip if going slow
3508                 if (r_refdef.extraupdate)
3509                         S_ExtraUpdate ();
3510         }
3511
3512         R_ShadowVolumeLighting(false);
3513         if (r_timereport_active)
3514                 R_TimeReport("rtlights");
3515
3516         // don't let sound skip if going slow
3517         if (r_refdef.extraupdate)
3518                 S_ExtraUpdate ();
3519
3520         if (cl.csqc_vidvars.drawworld)
3521         {
3522                 R_DrawLightningBeams();
3523                 if (r_timereport_active)
3524                         R_TimeReport("lightning");
3525
3526                 R_DrawDecals();
3527                 if (r_timereport_active)
3528                         R_TimeReport("decals");
3529
3530                 R_DrawParticles();
3531                 if (r_timereport_active)
3532                         R_TimeReport("particles");
3533
3534                 R_DrawExplosions();
3535                 if (r_timereport_active)
3536                         R_TimeReport("explosions");
3537         }
3538
3539         if (gl_support_fragment_shader)
3540         {
3541                 qglUseProgramObjectARB(0);CHECKGLERROR
3542         }
3543         VM_CL_AddPolygonsToMeshQueue();
3544
3545         if (r_refdef.view.showdebug)
3546         {
3547                 if (cl_locs_show.integer)
3548                 {
3549                         R_DrawLocs();
3550                         if (r_timereport_active)
3551                                 R_TimeReport("showlocs");
3552                 }
3553
3554                 if (r_drawportals.integer)
3555                 {
3556                         R_DrawPortals();
3557                         if (r_timereport_active)
3558                                 R_TimeReport("portals");
3559                 }
3560
3561                 if (r_showbboxes.value > 0)
3562                 {
3563                         R_DrawEntityBBoxes();
3564                         if (r_timereport_active)
3565                                 R_TimeReport("bboxes");
3566                 }
3567         }
3568
3569         if (gl_support_fragment_shader)
3570         {
3571                 qglUseProgramObjectARB(0);CHECKGLERROR
3572         }
3573         R_MeshQueue_RenderTransparent();
3574         if (r_timereport_active)
3575                 R_TimeReport("drawtrans");
3576
3577         if (gl_support_fragment_shader)
3578         {
3579                 qglUseProgramObjectARB(0);CHECKGLERROR
3580         }
3581
3582         if (r_refdef.view.showdebug && r_refdef.worldmodel && r_refdef.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0))
3583         {
3584                 r_refdef.worldmodel->DrawDebug(r_refdef.worldentity);
3585                 if (r_timereport_active)
3586                         R_TimeReport("worlddebug");
3587                 R_DrawModelsDebug();
3588                 if (r_timereport_active)
3589                         R_TimeReport("modeldebug");
3590         }
3591
3592         if (gl_support_fragment_shader)
3593         {
3594                 qglUseProgramObjectARB(0);CHECKGLERROR
3595         }
3596
3597         if (cl.csqc_vidvars.drawworld)
3598         {
3599                 R_DrawCoronas();
3600                 if (r_timereport_active)
3601                         R_TimeReport("coronas");
3602         }
3603
3604         // don't let sound skip if going slow
3605         if (r_refdef.extraupdate)
3606                 S_ExtraUpdate ();
3607
3608         R_ResetViewRendering2D();
3609 }
3610
3611 static const int bboxelements[36] =
3612 {
3613         5, 1, 3, 5, 3, 7,
3614         6, 2, 0, 6, 0, 4,
3615         7, 3, 2, 7, 2, 6,
3616         4, 0, 1, 4, 1, 5,
3617         4, 5, 7, 4, 7, 6,
3618         1, 0, 2, 1, 2, 3,
3619 };
3620
3621 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3622 {
3623         int i;
3624         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3625         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3626         GL_DepthMask(false);
3627         GL_DepthRange(0, 1);
3628         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3629         R_Mesh_Matrix(&identitymatrix);
3630         R_Mesh_ResetTextureState();
3631
3632         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3633         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3634         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3635         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3636         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3637         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3638         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3639         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3640         R_FillColors(color4f, 8, cr, cg, cb, ca);
3641         if (r_refdef.fogenabled)
3642         {
3643                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3644                 {
3645                         f1 = FogPoint_World(v);
3646                         f2 = 1 - f1;
3647                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3648                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3649                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3650                 }
3651         }
3652         R_Mesh_VertexPointer(vertex3f, 0, 0);
3653         R_Mesh_ColorPointer(color4f, 0, 0);
3654         R_Mesh_ResetTextureState();
3655         R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3656 }
3657
3658 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3659 {
3660         int i;
3661         float color[4];
3662         prvm_edict_t *edict;
3663         // this function draws bounding boxes of server entities
3664         if (!sv.active)
3665                 return;
3666         SV_VM_Begin();
3667         for (i = 0;i < numsurfaces;i++)
3668         {
3669                 edict = PRVM_EDICT_NUM(surfacelist[i]);
3670                 switch ((int)edict->fields.server->solid)
3671                 {
3672                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
3673                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
3674                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
3675                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
3676                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
3677                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
3678                 }
3679                 color[3] *= r_showbboxes.value;
3680                 color[3] = bound(0, color[3], 1);
3681                 GL_DepthTest(!r_showdisabledepthtest.integer);
3682                 GL_CullFace(r_refdef.view.cullface_front);
3683                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
3684         }
3685         SV_VM_End();
3686 }
3687
3688 static void R_DrawEntityBBoxes(void)
3689 {
3690         int i;
3691         prvm_edict_t *edict;
3692         vec3_t center;
3693         // this function draws bounding boxes of server entities
3694         if (!sv.active)
3695                 return;
3696         SV_VM_Begin();
3697         for (i = 0;i < prog->num_edicts;i++)
3698         {
3699                 edict = PRVM_EDICT_NUM(i);
3700                 if (edict->priv.server->free)
3701                         continue;
3702                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
3703                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
3704         }
3705         SV_VM_End();
3706 }
3707
3708 int nomodelelements[24] =
3709 {
3710         5, 2, 0,
3711         5, 1, 2,
3712         5, 0, 3,
3713         5, 3, 1,
3714         0, 2, 4,
3715         2, 1, 4,
3716         3, 0, 4,
3717         1, 3, 4