some minor cleanup
[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 r_view_t r_view;
36 r_viewcache_t r_viewcache;
37
38 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"};
39 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
40 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
41 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)"};
42 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
43 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
44 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"};
45 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"};
46 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
47 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"};
48 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"};
49 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"};
50 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
51 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
52 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
53 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
54 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
55 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
56 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
57 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
58 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
59 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
60 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
61 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
62 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
63 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
64 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
65 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"};
66 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"};
67 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
68
69 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
70 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
71 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
72 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
73 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
74 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
75 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
76 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
77
78 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)"};
79
80 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
81 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
82 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
83 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
84 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)"};
85 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)"};
86
87 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)"};
88 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
89 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"};
90 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
91 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
92
93 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
94 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
95 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
96 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
97
98 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
99 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
100 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
101 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
102 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
103 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
104 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
105
106 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
107 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
108 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
109 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)"};
110
111 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"};
112
113 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"};
114
115 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
116
117 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
118 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
119 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"};
120 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
121 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
122 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
123
124 extern qboolean v_flipped_state;
125
126 typedef struct r_glsl_bloomshader_s
127 {
128         int program;
129         int loc_Texture_Bloom;
130 }
131 r_glsl_bloomshader_t;
132
133 static struct r_bloomstate_s
134 {
135         qboolean enabled;
136         qboolean hdr;
137
138         int bloomwidth, bloomheight;
139
140         int screentexturewidth, screentextureheight;
141         rtexture_t *texture_screen;
142
143         int bloomtexturewidth, bloomtextureheight;
144         rtexture_t *texture_bloom;
145
146         r_glsl_bloomshader_t *shader;
147
148         // arrays for rendering the screen passes
149         float screentexcoord2f[8];
150         float bloomtexcoord2f[8];
151         float offsettexcoord2f[8];
152 }
153 r_bloomstate;
154
155 typedef struct r_waterstate_waterplane_s
156 {
157         rtexture_t *texture_refraction;
158         rtexture_t *texture_reflection;
159         mplane_t plane;
160         int materialflags; // combined flags of all water surfaces on this plane
161         unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
162         qboolean pvsvalid;
163 }
164 r_waterstate_waterplane_t;
165
166 #define MAX_WATERPLANES 16
167
168 static struct r_waterstate_s
169 {
170         qboolean enabled;
171
172         qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
173
174         int waterwidth, waterheight;
175         int texturewidth, textureheight;
176
177         int maxwaterplanes; // same as MAX_WATERPLANES
178         int numwaterplanes;
179         r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
180
181         float screenscale[2];
182         float screencenter[2];
183 }
184 r_waterstate;
185
186 // shadow volume bsp struct with automatically growing nodes buffer
187 svbsp_t r_svbsp;
188
189 rtexture_t *r_texture_blanknormalmap;
190 rtexture_t *r_texture_white;
191 rtexture_t *r_texture_grey128;
192 rtexture_t *r_texture_black;
193 rtexture_t *r_texture_notexture;
194 rtexture_t *r_texture_whitecube;
195 rtexture_t *r_texture_normalizationcube;
196 rtexture_t *r_texture_fogattenuation;
197 //rtexture_t *r_texture_fogintensity;
198
199 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
200 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
201
202 // vertex coordinates for a quad that covers the screen exactly
203 const static float r_screenvertex3f[12] =
204 {
205         0, 0, 0,
206         1, 0, 0,
207         1, 1, 0,
208         0, 1, 0
209 };
210
211 extern void R_DrawModelShadows(void);
212
213 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
214 {
215         int i;
216         for (i = 0;i < verts;i++)
217         {
218                 out[0] = in[0] * r;
219                 out[1] = in[1] * g;
220                 out[2] = in[2] * b;
221                 out[3] = in[3];
222                 in += 4;
223                 out += 4;
224         }
225 }
226
227 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
228 {
229         int i;
230         for (i = 0;i < verts;i++)
231         {
232                 out[0] = r;
233                 out[1] = g;
234                 out[2] = b;
235                 out[3] = a;
236                 out += 4;
237         }
238 }
239
240 // FIXME: move this to client?
241 void FOG_clear(void)
242 {
243         if (gamemode == GAME_NEHAHRA)
244         {
245                 Cvar_Set("gl_fogenable", "0");
246                 Cvar_Set("gl_fogdensity", "0.2");
247                 Cvar_Set("gl_fogred", "0.3");
248                 Cvar_Set("gl_foggreen", "0.3");
249                 Cvar_Set("gl_fogblue", "0.3");
250         }
251         r_refdef.fog_density = 0;
252         r_refdef.fog_red = 0;
253         r_refdef.fog_green = 0;
254         r_refdef.fog_blue = 0;
255         r_refdef.fog_alpha = 1;
256         r_refdef.fog_start = 0;
257         r_refdef.fog_end = 0;
258 }
259
260 float FogForDistance(vec_t dist)
261 {
262         unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
263         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
264 }
265
266 float FogPoint_World(const vec3_t p)
267 {
268         return FogForDistance(VectorDistance((p), r_view.origin));
269 }
270
271 float FogPoint_Model(const vec3_t p)
272 {
273         return FogForDistance(VectorDistance((p), rsurface.modelorg));
274 }
275
276 static void R_BuildBlankTextures(void)
277 {
278         unsigned char data[4];
279         data[2] = 128; // normal X
280         data[1] = 128; // normal Y
281         data[0] = 255; // normal Z
282         data[3] = 128; // height
283         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
284         data[0] = 255;
285         data[1] = 255;
286         data[2] = 255;
287         data[3] = 255;
288         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
289         data[0] = 128;
290         data[1] = 128;
291         data[2] = 128;
292         data[3] = 255;
293         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
294         data[0] = 0;
295         data[1] = 0;
296         data[2] = 0;
297         data[3] = 255;
298         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
299 }
300
301 static void R_BuildNoTexture(void)
302 {
303         int x, y;
304         unsigned char pix[16][16][4];
305         // this makes a light grey/dark grey checkerboard texture
306         for (y = 0;y < 16;y++)
307         {
308                 for (x = 0;x < 16;x++)
309                 {
310                         if ((y < 8) ^ (x < 8))
311                         {
312                                 pix[y][x][0] = 128;
313                                 pix[y][x][1] = 128;
314                                 pix[y][x][2] = 128;
315                                 pix[y][x][3] = 255;
316                         }
317                         else
318                         {
319                                 pix[y][x][0] = 64;
320                                 pix[y][x][1] = 64;
321                                 pix[y][x][2] = 64;
322                                 pix[y][x][3] = 255;
323                         }
324                 }
325         }
326         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
327 }
328
329 static void R_BuildWhiteCube(void)
330 {
331         unsigned char data[6*1*1*4];
332         memset(data, 255, sizeof(data));
333         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
334 }
335
336 static void R_BuildNormalizationCube(void)
337 {
338         int x, y, side;
339         vec3_t v;
340         vec_t s, t, intensity;
341 #define NORMSIZE 64
342         unsigned char data[6][NORMSIZE][NORMSIZE][4];
343         for (side = 0;side < 6;side++)
344         {
345                 for (y = 0;y < NORMSIZE;y++)
346                 {
347                         for (x = 0;x < NORMSIZE;x++)
348                         {
349                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
350                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
351                                 switch(side)
352                                 {
353                                 default:
354                                 case 0:
355                                         v[0] = 1;
356                                         v[1] = -t;
357                                         v[2] = -s;
358                                         break;
359                                 case 1:
360                                         v[0] = -1;
361                                         v[1] = -t;
362                                         v[2] = s;
363                                         break;
364                                 case 2:
365                                         v[0] = s;
366                                         v[1] = 1;
367                                         v[2] = t;
368                                         break;
369                                 case 3:
370                                         v[0] = s;
371                                         v[1] = -1;
372                                         v[2] = -t;
373                                         break;
374                                 case 4:
375                                         v[0] = s;
376                                         v[1] = -t;
377                                         v[2] = 1;
378                                         break;
379                                 case 5:
380                                         v[0] = -s;
381                                         v[1] = -t;
382                                         v[2] = -1;
383                                         break;
384                                 }
385                                 intensity = 127.0f / sqrt(DotProduct(v, v));
386                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
387                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
388                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
389                                 data[side][y][x][3] = 255;
390                         }
391                 }
392         }
393         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
394 }
395
396 static void R_BuildFogTexture(void)
397 {
398         int x, b;
399 #define FOGWIDTH 256
400         unsigned char data1[FOGWIDTH][4];
401         //unsigned char data2[FOGWIDTH][4];
402         double d, r, alpha;
403
404         r_refdef.fogmasktable_start = r_refdef.fog_start;
405         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
406         r_refdef.fogmasktable_range = r_refdef.fogrange;
407         r_refdef.fogmasktable_density = r_refdef.fog_density;
408
409         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
410         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
411         {
412                 d = (x * r - r_refdef.fogmasktable_start);
413                 if(developer.integer >= 100)
414                         Con_Printf("%f ", d);
415                 d = max(0, d);
416                 if (r_fog_exp2.integer)
417                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
418                 else
419                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
420                 if(developer.integer >= 100)
421                         Con_Printf(" : %f ", alpha);
422                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
423                 if(developer.integer >= 100)
424                         Con_Printf(" = %f\n", alpha);
425                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
426         }
427
428         for (x = 0;x < FOGWIDTH;x++)
429         {
430                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
431                 data1[x][0] = b;
432                 data1[x][1] = b;
433                 data1[x][2] = b;
434                 data1[x][3] = 255;
435                 //data2[x][0] = 255 - b;
436                 //data2[x][1] = 255 - b;
437                 //data2[x][2] = 255 - b;
438                 //data2[x][3] = 255;
439         }
440         if (r_texture_fogattenuation)
441         {
442                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
443                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
444         }
445         else
446         {
447                 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);
448                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
449         }
450 }
451
452 static const char *builtinshaderstring =
453 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
454 "// written by Forest 'LordHavoc' Hale\n"
455 "\n"
456 "// common definitions between vertex shader and fragment shader:\n"
457 "\n"
458 "#ifdef __GLSL_CG_DATA_TYPES\n"
459 "# define myhalf half\n"
460 "# define myhvec2 hvec2\n"
461 "# define myhvec3 hvec3\n"
462 "# define myhvec4 hvec4\n"
463 "#else\n"
464 "# define myhalf float\n"
465 "# define myhvec2 vec2\n"
466 "# define myhvec3 vec3\n"
467 "# define myhvec4 vec4\n"
468 "#endif\n"
469 "\n"
470 "varying vec2 TexCoord;\n"
471 "varying vec2 TexCoordLightmap;\n"
472 "\n"
473 "//#ifdef MODE_LIGHTSOURCE\n"
474 "varying vec3 CubeVector;\n"
475 "//#endif\n"
476 "\n"
477 "//#ifdef MODE_LIGHTSOURCE\n"
478 "varying vec3 LightVector;\n"
479 "//#else\n"
480 "//# ifdef MODE_LIGHTDIRECTION\n"
481 "//varying vec3 LightVector;\n"
482 "//# endif\n"
483 "//#endif\n"
484 "\n"
485 "varying vec3 EyeVector;\n"
486 "//#ifdef USEFOG\n"
487 "varying vec3 EyeVectorModelSpace;\n"
488 "//#endif\n"
489 "\n"
490 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
491 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
492 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
493 "\n"
494 "//#ifdef MODE_WATER\n"
495 "varying vec4 ModelViewProjectionPosition;\n"
496 "//#else\n"
497 "//# ifdef MODE_REFRACTION\n"
498 "//varying vec4 ModelViewProjectionPosition;\n"
499 "//# else\n"
500 "//#  ifdef USEREFLECTION\n"
501 "//varying vec4 ModelViewProjectionPosition;\n"
502 "//#  endif\n"
503 "//# endif\n"
504 "//#endif\n"
505 "\n"
506 "\n"
507 "\n"
508 "\n"
509 "\n"
510 "// vertex shader specific:\n"
511 "#ifdef VERTEX_SHADER\n"
512 "\n"
513 "uniform vec3 LightPosition;\n"
514 "uniform vec3 EyePosition;\n"
515 "uniform vec3 LightDir;\n"
516 "\n"
517 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
518 "\n"
519 "void main(void)\n"
520 "{\n"
521 "       gl_FrontColor = gl_Color;\n"
522 "       // copy the surface texcoord\n"
523 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
524 "#ifndef MODE_LIGHTSOURCE\n"
525 "# ifndef MODE_LIGHTDIRECTION\n"
526 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
527 "# endif\n"
528 "#endif\n"
529 "\n"
530 "#ifdef MODE_LIGHTSOURCE\n"
531 "       // transform vertex position into light attenuation/cubemap space\n"
532 "       // (-1 to +1 across the light box)\n"
533 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
534 "\n"
535 "       // transform unnormalized light direction into tangent space\n"
536 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
537 "       //  normalize it per pixel)\n"
538 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
539 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
540 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
541 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
542 "#endif\n"
543 "\n"
544 "#ifdef MODE_LIGHTDIRECTION\n"
545 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
546 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
547 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
548 "#endif\n"
549 "\n"
550 "       // transform unnormalized eye direction into tangent space\n"
551 "#ifndef USEFOG\n"
552 "       vec3 EyeVectorModelSpace;\n"
553 "#endif\n"
554 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
555 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
556 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
557 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
558 "\n"
559 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
560 "       VectorS = gl_MultiTexCoord1.xyz;\n"
561 "       VectorT = gl_MultiTexCoord2.xyz;\n"
562 "       VectorR = gl_MultiTexCoord3.xyz;\n"
563 "#endif\n"
564 "\n"
565 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
566 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
567 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
568 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
569 "//#endif\n"
570 "\n"
571 "// transform vertex to camera space, using ftransform to match non-VS\n"
572 "       // rendering\n"
573 "       gl_Position = ftransform();\n"
574 "\n"
575 "#ifdef MODE_WATER\n"
576 "       ModelViewProjectionPosition = gl_Position;\n"
577 "#endif\n"
578 "#ifdef MODE_REFRACTION\n"
579 "       ModelViewProjectionPosition = gl_Position;\n"
580 "#endif\n"
581 "#ifdef USEREFLECTION\n"
582 "       ModelViewProjectionPosition = gl_Position;\n"
583 "#endif\n"
584 "}\n"
585 "\n"
586 "#endif // VERTEX_SHADER\n"
587 "\n"
588 "\n"
589 "\n"
590 "\n"
591 "// fragment shader specific:\n"
592 "#ifdef FRAGMENT_SHADER\n"
593 "\n"
594 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
595 "uniform sampler2D Texture_Normal;\n"
596 "uniform sampler2D Texture_Color;\n"
597 "uniform sampler2D Texture_Gloss;\n"
598 "uniform samplerCube Texture_Cube;\n"
599 "uniform sampler2D Texture_Attenuation;\n"
600 "uniform sampler2D Texture_FogMask;\n"
601 "uniform sampler2D Texture_Pants;\n"
602 "uniform sampler2D Texture_Shirt;\n"
603 "uniform sampler2D Texture_Lightmap;\n"
604 "uniform sampler2D Texture_Deluxemap;\n"
605 "uniform sampler2D Texture_Glow;\n"
606 "uniform sampler2D Texture_Reflection;\n"
607 "uniform sampler2D Texture_Refraction;\n"
608 "\n"
609 "uniform myhvec3 LightColor;\n"
610 "uniform myhvec3 AmbientColor;\n"
611 "uniform myhvec3 DiffuseColor;\n"
612 "uniform myhvec3 SpecularColor;\n"
613 "uniform myhvec3 Color_Pants;\n"
614 "uniform myhvec3 Color_Shirt;\n"
615 "uniform myhvec3 FogColor;\n"
616 "\n"
617 "uniform myhvec4 TintColor;\n"
618 "\n"
619 "\n"
620 "//#ifdef MODE_WATER\n"
621 "uniform vec4 DistortScaleRefractReflect;\n"
622 "uniform vec4 ScreenScaleRefractReflect;\n"
623 "uniform vec4 ScreenCenterRefractReflect;\n"
624 "uniform myhvec4 RefractColor;\n"
625 "uniform myhvec4 ReflectColor;\n"
626 "uniform myhalf ReflectFactor;\n"
627 "uniform myhalf ReflectOffset;\n"
628 "//#else\n"
629 "//# ifdef MODE_REFRACTION\n"
630 "//uniform vec4 DistortScaleRefractReflect;\n"
631 "//uniform vec4 ScreenScaleRefractReflect;\n"
632 "//uniform vec4 ScreenCenterRefractReflect;\n"
633 "//uniform myhvec4 RefractColor;\n"
634 "//#  ifdef USEREFLECTION\n"
635 "//uniform myhvec4 ReflectColor;\n"
636 "//#  endif\n"
637 "//# else\n"
638 "//#  ifdef USEREFLECTION\n"
639 "//uniform vec4 DistortScaleRefractReflect;\n"
640 "//uniform vec4 ScreenScaleRefractReflect;\n"
641 "//uniform vec4 ScreenCenterRefractReflect;\n"
642 "//uniform myhvec4 ReflectColor;\n"
643 "//#  endif\n"
644 "//# endif\n"
645 "//#endif\n"
646 "\n"
647 "uniform myhalf GlowScale;\n"
648 "uniform myhalf SceneBrightness;\n"
649 "#ifdef USECONTRASTBOOST\n"
650 "uniform myhalf ContrastBoostCoeff;\n"
651 "#endif\n"
652 "\n"
653 "uniform float OffsetMapping_Scale;\n"
654 "uniform float OffsetMapping_Bias;\n"
655 "uniform float FogRangeRecip;\n"
656 "\n"
657 "uniform myhalf AmbientScale;\n"
658 "uniform myhalf DiffuseScale;\n"
659 "uniform myhalf SpecularScale;\n"
660 "uniform myhalf SpecularPower;\n"
661 "\n"
662 "#ifdef USEOFFSETMAPPING\n"
663 "vec2 OffsetMapping(vec2 TexCoord)\n"
664 "{\n"
665 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
666 "       // 14 sample relief mapping: linear search and then binary search\n"
667 "       // this basically steps forward a small amount repeatedly until it finds\n"
668 "       // itself inside solid, then jitters forward and back using decreasing\n"
669 "       // amounts to find the impact\n"
670 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
671 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
672 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
673 "       vec3 RT = vec3(TexCoord, 1);\n"
674 "       OffsetVector *= 0.1;\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);\n"
683 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
684 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
685 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
686 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
687 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
688 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
689 "       return RT.xy;\n"
690 "#else\n"
691 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
692 "       // this basically moves forward the full distance, and then backs up based\n"
693 "       // on height of samples\n"
694 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
695 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
696 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
697 "       TexCoord += OffsetVector;\n"
698 "       OffsetVector *= 0.333;\n"
699 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
700 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
701 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
702 "       return TexCoord;\n"
703 "#endif\n"
704 "}\n"
705 "#endif // USEOFFSETMAPPING\n"
706 "\n"
707 "#ifdef MODE_WATER\n"
708 "\n"
709 "// water pass\n"
710 "void main(void)\n"
711 "{\n"
712 "#ifdef USEOFFSETMAPPING\n"
713 "       // apply offsetmapping\n"
714 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
715 "#define TexCoord TexCoordOffset\n"
716 "#endif\n"
717 "\n"
718 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
719 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
720 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
721 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 5.0) * ReflectFactor + ReflectOffset;\n"
722 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
723 "}\n"
724 "\n"
725 "#else // MODE_WATER\n"
726 "#ifdef MODE_REFRACTION\n"
727 "\n"
728 "// refraction pass\n"
729 "void main(void)\n"
730 "{\n"
731 "#ifdef USEOFFSETMAPPING\n"
732 "       // apply offsetmapping\n"
733 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
734 "#define TexCoord TexCoordOffset\n"
735 "#endif\n"
736 "\n"
737 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
738 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
739 "       vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
740 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
741 "}\n"
742 "\n"
743 "#else // MODE_REFRACTION\n"
744 "void main(void)\n"
745 "{\n"
746 "#ifdef USEOFFSETMAPPING\n"
747 "       // apply offsetmapping\n"
748 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
749 "#define TexCoord TexCoordOffset\n"
750 "#endif\n"
751 "\n"
752 "       // combine the diffuse textures (base, pants, shirt)\n"
753 "       myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
754 "#ifdef USECOLORMAPPING\n"
755 "       color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
756 "#endif\n"
757 "\n"
758 "\n"
759 "\n"
760 "\n"
761 "#ifdef MODE_LIGHTSOURCE\n"
762 "       // light source\n"
763 "\n"
764 "       // calculate surface normal, light normal, and specular normal\n"
765 "       // compute color intensity for the two textures (colormap and glossmap)\n"
766 "       // scale by light color and attenuation as efficiently as possible\n"
767 "       // (do as much scalar math as possible rather than vector math)\n"
768 "# ifdef USESPECULAR\n"
769 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
770 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
771 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
772 "\n"
773 "       // calculate directional shading\n"
774 "       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"
775 "# else\n"
776 "#  ifdef USEDIFFUSE\n"
777 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
778 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
779 "\n"
780 "       // calculate directional shading\n"
781 "       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"
782 "#  else\n"
783 "       // calculate directionless shading\n"
784 "       color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
785 "#  endif\n"
786 "# endif\n"
787 "\n"
788 "# ifdef USECUBEFILTER\n"
789 "       // apply light cubemap filter\n"
790 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
791 "       color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
792 "# endif\n"
793 "#endif // MODE_LIGHTSOURCE\n"
794 "\n"
795 "\n"
796 "\n"
797 "\n"
798 "#ifdef MODE_LIGHTDIRECTION\n"
799 "       // directional model lighting\n"
800 "# ifdef USESPECULAR\n"
801 "       // get the surface normal and light normal\n"
802 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
803 "       myhvec3 diffusenormal = myhvec3(LightVector);\n"
804 "\n"
805 "       // calculate directional shading\n"
806 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
807 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
808 "       color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
809 "# else\n"
810 "#  ifdef USEDIFFUSE\n"
811 "       // get the surface normal and light normal\n"
812 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
813 "       myhvec3 diffusenormal = myhvec3(LightVector);\n"
814 "\n"
815 "       // calculate directional shading\n"
816 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
817 "#  else\n"
818 "       color.rgb *= AmbientColor;\n"
819 "#  endif\n"
820 "# endif\n"
821 "\n"
822 "       color.a *= TintColor.a;\n"
823 "#endif // MODE_LIGHTDIRECTION\n"
824 "\n"
825 "\n"
826 "\n"
827 "\n"
828 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
829 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
830 "\n"
831 "       // get the surface normal and light normal\n"
832 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
833 "\n"
834 "       myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
835 "       myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
836 "       // calculate directional shading\n"
837 "       myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
838 "# ifdef USESPECULAR\n"
839 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
840 "       tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
841 "# endif\n"
842 "\n"
843 "       // apply lightmap color\n"
844 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
845 "\n"
846 "       color *= TintColor;\n"
847 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
848 "\n"
849 "\n"
850 "\n"
851 "\n"
852 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
853 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
854 "\n"
855 "       // get the surface normal and light normal\n"
856 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
857 "\n"
858 "       myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
859 "       // calculate directional shading\n"
860 "       myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
861 "# ifdef USESPECULAR\n"
862 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
863 "       tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
864 "# endif\n"
865 "\n"
866 "       // apply lightmap color\n"
867 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
868 "\n"
869 "       color *= TintColor;\n"
870 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
871 "\n"
872 "\n"
873 "\n"
874 "\n"
875 "#ifdef MODE_LIGHTMAP\n"
876 "       // apply lightmap color\n"
877 "       color.rgb = color.rgb * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
878 "\n"
879 "       color *= TintColor;\n"
880 "#endif // MODE_LIGHTMAP\n"
881 "\n"
882 "\n"
883 "\n"
884 "\n"
885 "#ifdef MODE_VERTEXCOLOR\n"
886 "       // apply lightmap color\n"
887 "       color.rgb = color.rgb * myhvec3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
888 "\n"
889 "       color *= TintColor;\n"
890 "#endif // MODE_VERTEXCOLOR\n"
891 "\n"
892 "\n"
893 "\n"
894 "\n"
895 "#ifdef MODE_FLATCOLOR\n"
896 "       color *= TintColor;\n"
897 "#endif // MODE_FLATCOLOR\n"
898 "\n"
899 "\n"
900 "\n"
901 "\n"
902 "\n"
903 "\n"
904 "\n"
905 "\n"
906 "#ifdef USEGLOW\n"
907 "       color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
908 "#endif\n"
909 "\n"
910 "#ifdef USECONTRASTBOOST\n"
911 "       color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
912 "#endif\n"
913 "\n"
914 "       color.rgb *= SceneBrightness;\n"
915 "\n"
916 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
917 "#ifdef USEFOG\n"
918 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
919 "#endif\n"
920 "\n"
921 "       // 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"
922 "#ifdef USEREFLECTION\n"
923 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
924 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
925 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
926 "       color.rgb = mix(color.rgb, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
927 "#endif\n"
928 "\n"
929 "       gl_FragColor = vec4(color);\n"
930 "}\n"
931 "#endif // MODE_REFRACTION\n"
932 "#endif // MODE_WATER\n"
933 "\n"
934 "#endif // FRAGMENT_SHADER\n"
935 ;
936
937 #define SHADERPERMUTATION_COLORMAPPING (1<<0) // indicates this is a colormapped skin
938 #define SHADERPERMUTATION_CONTRASTBOOST (1<<1) // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
939 #define SHADERPERMUTATION_FOG (1<<2) // tint the color by fog color or black if using additive blend mode
940 #define SHADERPERMUTATION_CUBEFILTER (1<<3) // (lightsource) use cubemap light filter
941 #define SHADERPERMUTATION_GLOW (1<<4) // (lightmap) blend in an additive glow texture
942 #define SHADERPERMUTATION_DIFFUSE (1<<5) // (lightsource) whether to use directional shading
943 #define SHADERPERMUTATION_SPECULAR (1<<6) // (lightsource or deluxemapping) render specular effects
944 #define SHADERPERMUTATION_REFLECTION (1<<7) // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
945 #define SHADERPERMUTATION_OFFSETMAPPING (1<<8) // adjust texcoords to roughly simulate a displacement mapped surface
946 #define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<9) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
947 #define SHADERPERMUTATION_MODEBASE (1<<10) // multiplier for the SHADERMODE_ values to get a valid index
948
949 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
950 const char *shaderpermutationinfo[][2] =
951 {
952         {"#define USECOLORMAPPING\n", " colormapping"},
953         {"#define USECONTRASTBOOST\n", " contrastboost"},
954         {"#define USEFOG\n", " fog"},
955         {"#define USECUBEFILTER\n", " cubefilter"},
956         {"#define USEGLOW\n", " glow"},
957         {"#define USEDIFFUSE\n", " diffuse"},
958         {"#define USESPECULAR\n", " specular"},
959         {"#define USEREFLECTION\n", " reflection"},
960         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
961         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
962         {NULL, NULL}
963 };
964
965 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
966 typedef enum shadermode_e
967 {
968         SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
969         SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
970         SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
971         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
972         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
973         SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
974         SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
975         SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
976         SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
977         SHADERMODE_COUNT
978 }
979 shadermode_t;
980
981 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
982 const char *shadermodeinfo[][2] =
983 {
984         {"#define MODE_FLATCOLOR\n", " flatcolor"},
985         {"#define MODE_VERTEXCOLOR\n", " vertexcolor"},
986         {"#define MODE_LIGHTMAP\n", " lightmap"},
987         {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
988         {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
989         {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
990         {"#define MODE_LIGHTSOURCE\n", " lightsource"},
991         {"#define MODE_REFRACTION\n", " refraction"},
992         {"#define MODE_WATER\n", " water"},
993         {NULL, NULL}
994 };
995
996 #define SHADERPERMUTATION_INDICES (SHADERPERMUTATION_MODEBASE * SHADERMODE_COUNT)
997
998 typedef struct r_glsl_permutation_s
999 {
1000         // indicates if we have tried compiling this permutation already
1001         qboolean compiled;
1002         // 0 if compilation failed
1003         int program;
1004         // locations of detected uniforms in program object, or -1 if not found
1005         int loc_Texture_Normal;
1006         int loc_Texture_Color;
1007         int loc_Texture_Gloss;
1008         int loc_Texture_Cube;
1009         int loc_Texture_Attenuation;
1010         int loc_Texture_FogMask;
1011         int loc_Texture_Pants;
1012         int loc_Texture_Shirt;
1013         int loc_Texture_Lightmap;
1014         int loc_Texture_Deluxemap;
1015         int loc_Texture_Glow;
1016         int loc_Texture_Refraction;
1017         int loc_Texture_Reflection;
1018         int loc_FogColor;
1019         int loc_LightPosition;
1020         int loc_EyePosition;
1021         int loc_LightColor;
1022         int loc_Color_Pants;
1023         int loc_Color_Shirt;
1024         int loc_FogRangeRecip;
1025         int loc_AmbientScale;
1026         int loc_DiffuseScale;
1027         int loc_SpecularScale;
1028         int loc_SpecularPower;
1029         int loc_GlowScale;
1030         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1031         int loc_OffsetMapping_Scale;
1032         int loc_TintColor;
1033         int loc_AmbientColor;
1034         int loc_DiffuseColor;
1035         int loc_SpecularColor;
1036         int loc_LightDir;
1037         int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1038         int loc_DistortScaleRefractReflect;
1039         int loc_ScreenScaleRefractReflect;
1040         int loc_ScreenCenterRefractReflect;
1041         int loc_RefractColor;
1042         int loc_ReflectColor;
1043         int loc_ReflectFactor;
1044         int loc_ReflectOffset;
1045 }
1046 r_glsl_permutation_t;
1047
1048 // information about each possible shader permutation
1049 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_INDICES];
1050 // currently selected permutation
1051 r_glsl_permutation_t *r_glsl_permutation;
1052
1053 // these are additional flags used only by R_GLSL_CompilePermutation
1054 #define SHADERTYPE_USES_VERTEXSHADER (1<<0)
1055 #define SHADERTYPE_USES_GEOMETRYSHADER (1<<1)
1056 #define SHADERTYPE_USES_FRAGMENTSHADER (1<<2)
1057
1058 static void R_GLSL_CompilePermutation(const char *filename, int permutation, int shadertype)
1059 {
1060         int i;
1061         qboolean shaderfound;
1062         r_glsl_permutation_t *p = r_glsl_permutations + permutation;
1063         int vertstrings_count;
1064         int geomstrings_count;
1065         int fragstrings_count;
1066         char *shaderstring;
1067         const char *vertstrings_list[32+1];
1068         const char *geomstrings_list[32+1];
1069         const char *fragstrings_list[32+1];
1070         char permutationname[256];
1071         if (p->compiled)
1072                 return;
1073         p->compiled = true;
1074         p->program = 0;
1075         vertstrings_list[0] = "#define VERTEX_SHADER\n";
1076         geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
1077         fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
1078         vertstrings_count = 1;
1079         geomstrings_count = 1;
1080         fragstrings_count = 1;
1081         permutationname[0] = 0;
1082         i = permutation / SHADERPERMUTATION_MODEBASE;
1083         vertstrings_list[vertstrings_count++] = shadermodeinfo[i][0];
1084         geomstrings_list[geomstrings_count++] = shadermodeinfo[i][0];
1085         fragstrings_list[fragstrings_count++] = shadermodeinfo[i][0];
1086         strlcat(permutationname, shadermodeinfo[i][1], sizeof(permutationname));
1087         for (i = 0;shaderpermutationinfo[i][0];i++)
1088         {
1089                 if (permutation & (1<<i))
1090                 {
1091                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i][0];
1092                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i][0];
1093                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i][0];
1094                         strlcat(permutationname, shaderpermutationinfo[i][1], sizeof(permutationname));
1095                 }
1096                 else
1097                 {
1098                         // keep line numbers correct
1099                         vertstrings_list[vertstrings_count++] = "\n";
1100                         geomstrings_list[geomstrings_count++] = "\n";
1101                         fragstrings_list[fragstrings_count++] = "\n";
1102                 }
1103         }
1104         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1105         shaderfound = false;
1106         if (shaderstring)
1107         {
1108                 Con_DPrint("from disk... ");
1109                 vertstrings_list[vertstrings_count++] = shaderstring;
1110                 geomstrings_list[geomstrings_count++] = shaderstring;
1111                 fragstrings_list[fragstrings_count++] = shaderstring;
1112                 shaderfound = true;
1113         }
1114         else if (!strcmp(filename, "glsl/default.glsl"))
1115         {
1116                 vertstrings_list[vertstrings_count++] = builtinshaderstring;
1117                 geomstrings_list[geomstrings_count++] = builtinshaderstring;
1118                 fragstrings_list[fragstrings_count++] = builtinshaderstring;
1119                 shaderfound = true;
1120         }
1121         // clear any lists that are not needed by this shader
1122         if (!(shadertype & SHADERTYPE_USES_VERTEXSHADER))
1123                 vertstrings_count = 0;
1124         if (!(shadertype & SHADERTYPE_USES_GEOMETRYSHADER))
1125                 geomstrings_count = 0;
1126         if (!(shadertype & SHADERTYPE_USES_FRAGMENTSHADER))
1127                 fragstrings_count = 0;
1128         // compile the shader program
1129         if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
1130                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1131         if (p->program)
1132         {
1133                 CHECKGLERROR
1134                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1135                 // look up all the uniform variable names we care about, so we don't
1136                 // have to look them up every time we set them
1137                 p->loc_Texture_Normal      = qglGetUniformLocationARB(p->program, "Texture_Normal");
1138                 p->loc_Texture_Color       = qglGetUniformLocationARB(p->program, "Texture_Color");
1139                 p->loc_Texture_Gloss       = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1140                 p->loc_Texture_Cube        = qglGetUniformLocationARB(p->program, "Texture_Cube");
1141                 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1142                 p->loc_Texture_FogMask     = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1143                 p->loc_Texture_Pants       = qglGetUniformLocationARB(p->program, "Texture_Pants");
1144                 p->loc_Texture_Shirt       = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1145                 p->loc_Texture_Lightmap    = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1146                 p->loc_Texture_Deluxemap   = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1147                 p->loc_Texture_Glow        = qglGetUniformLocationARB(p->program, "Texture_Glow");
1148                 p->loc_Texture_Refraction  = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1149                 p->loc_Texture_Reflection  = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1150                 p->loc_FogColor            = qglGetUniformLocationARB(p->program, "FogColor");
1151                 p->loc_LightPosition       = qglGetUniformLocationARB(p->program, "LightPosition");
1152                 p->loc_EyePosition         = qglGetUniformLocationARB(p->program, "EyePosition");
1153                 p->loc_LightColor          = qglGetUniformLocationARB(p->program, "LightColor");
1154                 p->loc_Color_Pants         = qglGetUniformLocationARB(p->program, "Color_Pants");
1155                 p->loc_Color_Shirt         = qglGetUniformLocationARB(p->program, "Color_Shirt");
1156                 p->loc_FogRangeRecip       = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1157                 p->loc_AmbientScale        = qglGetUniformLocationARB(p->program, "AmbientScale");
1158                 p->loc_DiffuseScale        = qglGetUniformLocationARB(p->program, "DiffuseScale");
1159                 p->loc_SpecularPower       = qglGetUniformLocationARB(p->program, "SpecularPower");
1160                 p->loc_SpecularScale       = qglGetUniformLocationARB(p->program, "SpecularScale");
1161                 p->loc_GlowScale           = qglGetUniformLocationARB(p->program, "GlowScale");
1162                 p->loc_SceneBrightness     = qglGetUniformLocationARB(p->program, "SceneBrightness");
1163                 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1164                 p->loc_TintColor       = qglGetUniformLocationARB(p->program, "TintColor");
1165                 p->loc_AmbientColor        = qglGetUniformLocationARB(p->program, "AmbientColor");
1166                 p->loc_DiffuseColor        = qglGetUniformLocationARB(p->program, "DiffuseColor");
1167                 p->loc_SpecularColor       = qglGetUniformLocationARB(p->program, "SpecularColor");
1168                 p->loc_LightDir            = qglGetUniformLocationARB(p->program, "LightDir");
1169                 p->loc_ContrastBoostCoeff  = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1170                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1171                 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1172                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1173                 p->loc_RefractColor        = qglGetUniformLocationARB(p->program, "RefractColor");
1174                 p->loc_ReflectColor        = qglGetUniformLocationARB(p->program, "ReflectColor");
1175                 p->loc_ReflectFactor       = qglGetUniformLocationARB(p->program, "ReflectFactor");
1176                 p->loc_ReflectOffset       = qglGetUniformLocationARB(p->program, "ReflectOffset");
1177                 // initialize the samplers to refer to the texture units we use
1178                 if (p->loc_Texture_Normal >= 0)    qglUniform1iARB(p->loc_Texture_Normal, 0);
1179                 if (p->loc_Texture_Color >= 0)     qglUniform1iARB(p->loc_Texture_Color, 1);
1180                 if (p->loc_Texture_Gloss >= 0)     qglUniform1iARB(p->loc_Texture_Gloss, 2);
1181                 if (p->loc_Texture_Cube >= 0)      qglUniform1iARB(p->loc_Texture_Cube, 3);
1182                 if (p->loc_Texture_FogMask >= 0)   qglUniform1iARB(p->loc_Texture_FogMask, 4);
1183                 if (p->loc_Texture_Pants >= 0)     qglUniform1iARB(p->loc_Texture_Pants, 5);
1184                 if (p->loc_Texture_Shirt >= 0)     qglUniform1iARB(p->loc_Texture_Shirt, 6);
1185                 if (p->loc_Texture_Lightmap >= 0)  qglUniform1iARB(p->loc_Texture_Lightmap, 7);
1186                 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
1187                 if (p->loc_Texture_Glow >= 0)      qglUniform1iARB(p->loc_Texture_Glow, 9);
1188                 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
1189                 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction, 11);
1190                 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection, 12);
1191                 CHECKGLERROR
1192                 qglUseProgramObjectARB(0);CHECKGLERROR
1193                 if (developer.integer)
1194                         Con_Printf("GLSL shader %s :%s compiled.\n", filename, permutationname);
1195         }
1196         else
1197         {
1198                 if (developer.integer)
1199                         Con_Printf("GLSL shader %s :%s failed!  source code line offset for above errors is %i.\n", permutationname, filename, -(vertstrings_count - 1));
1200                 else
1201                         Con_Printf("GLSL shader %s :%s failed!  some features may not work properly.\n", permutationname, filename);
1202         }
1203         if (shaderstring)
1204                 Mem_Free(shaderstring);
1205 }
1206
1207 void R_GLSL_Restart_f(void)
1208 {
1209         int i;
1210         for (i = 0;i < SHADERPERMUTATION_INDICES;i++)
1211                 if (r_glsl_permutations[i].program)
1212                         GL_Backend_FreeProgram(r_glsl_permutations[i].program);
1213         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1214 }
1215
1216 void R_GLSL_DumpShader_f(void)
1217 {
1218         int i;
1219
1220         qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1221         if(!file)
1222         {
1223                 Con_Printf("failed to write to glsl/default.glsl\n");
1224                 return;
1225         }
1226
1227         FS_Print(file, "// The engine may define the following macros:\n");
1228         FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1229         for (i = 0;shadermodeinfo[i][0];i++)
1230                 FS_Printf(file, "// %s", shadermodeinfo[i][0]);
1231         for (i = 0;shaderpermutationinfo[i][0];i++)
1232                 FS_Printf(file, "// %s", shaderpermutationinfo[i][0]);
1233         FS_Print(file, "\n");
1234         FS_Print(file, builtinshaderstring);
1235         FS_Close(file);
1236
1237         Con_Printf("glsl/default.glsl written\n");
1238 }
1239
1240 extern rtexture_t *r_shadow_attenuationgradienttexture;
1241 extern rtexture_t *r_shadow_attenuation2dtexture;
1242 extern rtexture_t *r_shadow_attenuation3dtexture;
1243 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1244 {
1245         // select a permutation of the lighting shader appropriate to this
1246         // combination of texture, entity, light source, and fogging, only use the
1247         // minimum features necessary to avoid wasting rendering time in the
1248         // fragment shader on features that are not being used
1249         const char *shaderfilename = NULL;
1250         unsigned int permutation = 0;
1251         unsigned int shadertype = 0;
1252         shadermode_t mode = 0;
1253         r_glsl_permutation = NULL;
1254         shaderfilename = "glsl/default.glsl";
1255         shadertype = SHADERTYPE_USES_VERTEXSHADER | SHADERTYPE_USES_FRAGMENTSHADER;
1256         // TODO: implement geometry-shader based shadow volumes someday
1257         if (r_glsl_offsetmapping.integer)
1258         {
1259                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1260                 if (r_glsl_offsetmapping_reliefmapping.integer)
1261                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1262         }
1263         if (rsurfacepass == RSURFPASS_BACKGROUND)
1264         {
1265                 // distorted background
1266                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1267                         mode = SHADERMODE_WATER;
1268                 else
1269                         mode = SHADERMODE_REFRACTION;
1270         }
1271         else if (rsurfacepass == RSURFPASS_RTLIGHT)
1272         {
1273                 // light source
1274                 mode = SHADERMODE_LIGHTSOURCE;
1275                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1276                         permutation |= SHADERPERMUTATION_CUBEFILTER;
1277                 if (diffusescale > 0)
1278                         permutation |= SHADERPERMUTATION_DIFFUSE;
1279                 if (specularscale > 0)
1280                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1281                 if (r_refdef.fogenabled)
1282                         permutation |= SHADERPERMUTATION_FOG;
1283                 if (rsurface.texture->colormapping)
1284                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1285                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1286                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1287         }
1288         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1289         {
1290                 // unshaded geometry (fullbright or ambient model lighting)
1291                 mode = SHADERMODE_FLATCOLOR;
1292                 if (rsurface.texture->currentskinframe->glow)
1293                         permutation |= SHADERPERMUTATION_GLOW;
1294                 if (r_refdef.fogenabled)
1295                         permutation |= SHADERPERMUTATION_FOG;
1296                 if (rsurface.texture->colormapping)
1297                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1298                 if (r_glsl_offsetmapping.integer)
1299                 {
1300                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1301                         if (r_glsl_offsetmapping_reliefmapping.integer)
1302                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1303                 }
1304                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1305                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1306                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1307                         permutation |= SHADERPERMUTATION_REFLECTION;
1308         }
1309         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1310         {
1311                 // directional model lighting
1312                 mode = SHADERMODE_LIGHTDIRECTION;
1313                 if (rsurface.texture->currentskinframe->glow)
1314                         permutation |= SHADERPERMUTATION_GLOW;
1315                 permutation |= SHADERPERMUTATION_DIFFUSE;
1316                 if (specularscale > 0)
1317                         permutation |= SHADERPERMUTATION_SPECULAR;
1318                 if (r_refdef.fogenabled)
1319                         permutation |= SHADERPERMUTATION_FOG;
1320                 if (rsurface.texture->colormapping)
1321                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1322                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1323                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1324                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1325                         permutation |= SHADERPERMUTATION_REFLECTION;
1326         }
1327         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1328         {
1329                 // ambient model lighting
1330                 mode = SHADERMODE_LIGHTDIRECTION;
1331                 if (rsurface.texture->currentskinframe->glow)
1332                         permutation |= SHADERPERMUTATION_GLOW;
1333                 if (r_refdef.fogenabled)
1334                         permutation |= SHADERPERMUTATION_FOG;
1335                 if (rsurface.texture->colormapping)
1336                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1337                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1338                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1339                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1340                         permutation |= SHADERPERMUTATION_REFLECTION;
1341         }
1342         else
1343         {
1344                 // lightmapped wall
1345                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
1346                 {
1347                         // deluxemapping (light direction texture)
1348                         if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
1349                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1350                         else
1351                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1352                         if (specularscale > 0)
1353                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1354                 }
1355                 else if (r_glsl_deluxemapping.integer >= 2)
1356                 {
1357                         // fake deluxemapping (uniform light direction in tangentspace)
1358                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1359                         if (specularscale > 0)
1360                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1361                 }
1362                 else if (rsurface.uselightmaptexture)
1363                 {
1364                         // ordinary lightmapping (q1bsp, q3bsp)
1365                         mode = SHADERMODE_LIGHTMAP;
1366                 }
1367                 else
1368                 {
1369                         // ordinary vertex coloring (q3bsp)
1370                         mode = SHADERMODE_VERTEXCOLOR;
1371                 }
1372                 if (rsurface.texture->currentskinframe->glow)
1373                         permutation |= SHADERPERMUTATION_GLOW;
1374                 if (r_refdef.fogenabled)
1375                         permutation |= SHADERPERMUTATION_FOG;
1376                 if (rsurface.texture->colormapping)
1377                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1378                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1379                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1380                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1381                         permutation |= SHADERPERMUTATION_REFLECTION;
1382         }
1383         permutation |= mode * SHADERPERMUTATION_MODEBASE;
1384         if (!r_glsl_permutations[permutation].program)
1385         {
1386                 if (!r_glsl_permutations[permutation].compiled)
1387                         R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype);
1388                 if (!r_glsl_permutations[permutation].program)
1389                 {
1390                         // remove features until we find a valid permutation
1391                         unsigned int i;
1392                         for (i = (SHADERPERMUTATION_MODEBASE >> 1);;i>>=1)
1393                         {
1394                                 if (!i)
1395                                 {
1396                                         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");
1397                                         Cvar_SetValueQuick(&r_glsl, 0);
1398                                         return 0; // no bit left to clear
1399                                 }
1400                                 // reduce i more quickly whenever it would not remove any bits
1401                                 if (!(permutation & i))
1402                                         continue;
1403                                 permutation &= ~i;
1404                                 if (!r_glsl_permutations[permutation].compiled)
1405                                         R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype);
1406                                 if (r_glsl_permutations[permutation].program)
1407                                         break;
1408                         }
1409                 }
1410         }
1411         r_glsl_permutation = r_glsl_permutations + permutation;
1412         CHECKGLERROR
1413         qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1414         if (mode == SHADERMODE_LIGHTSOURCE)
1415         {
1416                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1417                 if (permutation & SHADERPERMUTATION_DIFFUSE)
1418                 {
1419                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
1420                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1421                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1422                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1423                 }
1424                 else
1425                 {
1426                         // ambient only is simpler
1427                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
1428                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1429                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1430                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1431                 }
1432         }
1433         else if (mode == SHADERMODE_LIGHTDIRECTION)
1434         {
1435                 if (r_glsl_permutation->loc_AmbientColor >= 0)
1436                         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);
1437                 if (r_glsl_permutation->loc_DiffuseColor >= 0)
1438                         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);
1439                 if (r_glsl_permutation->loc_SpecularColor >= 0)
1440                         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);
1441                 if (r_glsl_permutation->loc_LightDir >= 0)
1442                         qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1443         }
1444         else
1445         {
1446                 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 1.0f / 128.0f);
1447                 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1448                 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1449         }
1450         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]);
1451         if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1452         if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1453         {
1454                 // The formula used is actually:
1455                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1456                 //   color.rgb *= SceneBrightness;
1457                 // simplified:
1458                 //   color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1459                 // and do [[calculations]] here in the engine
1460                 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1461                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value);
1462         }
1463         else
1464                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1465         if (r_glsl_permutation->loc_FogColor >= 0)
1466         {
1467                 // additive passes are only darkened by fog, not tinted
1468                 if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
1469                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1470                 else
1471                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1472         }
1473         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1474         if (r_glsl_permutation->loc_Color_Pants >= 0)
1475         {
1476                 if (rsurface.texture->currentskinframe->pants)
1477                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1478                 else
1479                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1480         }
1481         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1482         {
1483                 if (rsurface.texture->currentskinframe->shirt)
1484                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1485                 else
1486                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1487         }
1488         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1489         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1490         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1491         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);
1492         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]);
1493         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]);
1494         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1495         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1496         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1497         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1498         CHECKGLERROR
1499         return permutation;
1500 }
1501
1502 #define SKINFRAME_HASH 1024
1503
1504 struct
1505 {
1506         int loadsequence; // incremented each level change
1507         memexpandablearray_t array;
1508         skinframe_t *hash[SKINFRAME_HASH];
1509 }
1510 r_skinframe;
1511
1512 void R_SkinFrame_PrepareForPurge(void)
1513 {
1514         r_skinframe.loadsequence++;
1515         // wrap it without hitting zero
1516         if (r_skinframe.loadsequence >= 200)
1517                 r_skinframe.loadsequence = 1;
1518 }
1519
1520 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1521 {
1522         if (!skinframe)
1523                 return;
1524         // mark the skinframe as used for the purging code
1525         skinframe->loadsequence = r_skinframe.loadsequence;
1526 }
1527
1528 void R_SkinFrame_Purge(void)
1529 {
1530         int i;
1531         skinframe_t *s;
1532         for (i = 0;i < SKINFRAME_HASH;i++)
1533         {
1534                 for (s = r_skinframe.hash[i];s;s = s->next)
1535                 {
1536                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1537                         {
1538                                 if (s->merged == s->base)
1539                                         s->merged = NULL;
1540                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1541                                 R_PurgeTexture(s->stain );s->stain  = NULL;
1542                                 R_PurgeTexture(s->merged);s->merged = NULL;
1543                                 R_PurgeTexture(s->base  );s->base   = NULL;
1544                                 R_PurgeTexture(s->pants );s->pants  = NULL;
1545                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
1546                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
1547                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
1548                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
1549                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
1550                                 s->loadsequence = 0;
1551                         }
1552                 }
1553         }
1554 }
1555
1556 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1557         skinframe_t *item;
1558         char basename[MAX_QPATH];
1559
1560         Image_StripImageExtension(name, basename, sizeof(basename));
1561
1562         if( last == NULL ) {
1563                 int hashindex;
1564                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1565                 item = r_skinframe.hash[hashindex];
1566         } else {
1567                 item = last->next;
1568         }
1569
1570         // linearly search through the hash bucket
1571         for( ; item ; item = item->next ) {
1572                 if( !strcmp( item->basename, basename ) ) {
1573                         return item;
1574                 }
1575         }
1576         return NULL;
1577 }
1578
1579 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1580 {
1581         skinframe_t *item;
1582         int hashindex;
1583         char basename[MAX_QPATH];
1584
1585         Image_StripImageExtension(name, basename, sizeof(basename));
1586
1587         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1588         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1589                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1590                         break;
1591
1592         if (!item) {
1593                 rtexture_t *dyntexture;
1594                 // check whether its a dynamic texture
1595                 dyntexture = CL_GetDynTexture( basename );
1596                 if (!add && !dyntexture)
1597                         return NULL;
1598                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1599                 memset(item, 0, sizeof(*item));
1600                 strlcpy(item->basename, basename, sizeof(item->basename));
1601                 item->base = dyntexture; // either NULL or dyntexture handle
1602                 item->textureflags = textureflags;
1603                 item->comparewidth = comparewidth;
1604                 item->compareheight = compareheight;
1605                 item->comparecrc = comparecrc;
1606                 item->next = r_skinframe.hash[hashindex];
1607                 r_skinframe.hash[hashindex] = item;
1608         }
1609         else if( item->base == NULL )
1610         {
1611                 rtexture_t *dyntexture;
1612                 // check whether its a dynamic texture
1613                 // 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]
1614                 dyntexture = CL_GetDynTexture( basename );
1615                 item->base = dyntexture; // either NULL or dyntexture handle
1616         }
1617
1618         R_SkinFrame_MarkUsed(item);
1619         return item;
1620 }
1621
1622 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1623 {
1624         // FIXME: it should be possible to disable loading various layers using
1625         // cvars, to prevent wasted loading time and memory usage if the user does
1626         // not want them
1627         qboolean loadnormalmap = true;
1628         qboolean loadgloss = true;
1629         qboolean loadpantsandshirt = true;
1630         qboolean loadglow = true;
1631         int j;
1632         unsigned char *pixels;
1633         unsigned char *bumppixels;
1634         unsigned char *basepixels = NULL;
1635         int basepixels_width;
1636         int basepixels_height;
1637         skinframe_t *skinframe;
1638
1639         if (cls.state == ca_dedicated)
1640                 return NULL;
1641
1642         // return an existing skinframe if already loaded
1643         // if loading of the first image fails, don't make a new skinframe as it
1644         // would cause all future lookups of this to be missing
1645         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1646         if (skinframe && skinframe->base)
1647                 return skinframe;
1648
1649         basepixels = loadimagepixelsbgra(name, complain, true);
1650         if (basepixels == NULL)
1651                 return NULL;
1652
1653         // we've got some pixels to store, so really allocate this new texture now
1654         if (!skinframe)
1655                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1656         skinframe->stain = NULL;
1657         skinframe->merged = NULL;
1658         skinframe->base = r_texture_notexture;
1659         skinframe->pants = NULL;
1660         skinframe->shirt = NULL;
1661         skinframe->nmap = r_texture_blanknormalmap;
1662         skinframe->gloss = NULL;
1663         skinframe->glow = NULL;
1664         skinframe->fog = NULL;
1665
1666         basepixels_width = image_width;
1667         basepixels_height = image_height;
1668         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);
1669
1670         if (textureflags & TEXF_ALPHA)
1671         {
1672                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1673                         if (basepixels[j] < 255)
1674                                 break;
1675                 if (j < basepixels_width * basepixels_height * 4)
1676                 {
1677                         // has transparent pixels
1678                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1679                         for (j = 0;j < image_width * image_height * 4;j += 4)
1680                         {
1681                                 pixels[j+0] = 255;
1682                                 pixels[j+1] = 255;
1683                                 pixels[j+2] = 255;
1684                                 pixels[j+3] = basepixels[j+3];
1685                         }
1686                         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);
1687                         Mem_Free(pixels);
1688                 }
1689         }
1690
1691         // _norm is the name used by tenebrae and has been adopted as standard
1692         if (loadnormalmap)
1693         {
1694                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1695                 {
1696                         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);
1697                         Mem_Free(pixels);
1698                         pixels = NULL;
1699                 }
1700                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1701                 {
1702                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1703                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1704                         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);
1705                         Mem_Free(pixels);
1706                         Mem_Free(bumppixels);
1707                 }
1708                 else if (r_shadow_bumpscale_basetexture.value > 0)
1709                 {
1710                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1711                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1712                         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);
1713                         Mem_Free(pixels);
1714                 }
1715         }
1716         // _luma is supported for tenebrae compatibility
1717         // (I think it's a very stupid name, but oh well)
1718         // _glow is the preferred name
1719         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;}
1720         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;}
1721         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;}
1722         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;}
1723
1724         if (basepixels)
1725                 Mem_Free(basepixels);
1726
1727         return skinframe;
1728 }
1729
1730 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)
1731 {
1732         int i;
1733         if (!force)
1734         {
1735                 for (i = 0;i < width*height;i++)
1736                         if (((unsigned char *)&palette[in[i]])[3] > 0)
1737                                 break;
1738                 if (i == width*height)
1739                         return NULL;
1740         }
1741         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1742 }
1743
1744 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
1745 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
1746 {
1747         int i;
1748         unsigned char *temp1, *temp2;
1749         skinframe_t *skinframe;
1750
1751         if (cls.state == ca_dedicated)
1752                 return NULL;
1753
1754         // if already loaded just return it, otherwise make a new skinframe
1755         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
1756         if (skinframe && skinframe->base)
1757                 return skinframe;
1758
1759         skinframe->stain = NULL;
1760         skinframe->merged = NULL;
1761         skinframe->base = r_texture_notexture;
1762         skinframe->pants = NULL;
1763         skinframe->shirt = NULL;
1764         skinframe->nmap = r_texture_blanknormalmap;
1765         skinframe->gloss = NULL;
1766         skinframe->glow = NULL;
1767         skinframe->fog = NULL;
1768
1769         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1770         if (!skindata)
1771                 return NULL;
1772
1773         if (r_shadow_bumpscale_basetexture.value > 0)
1774         {
1775                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1776                 temp2 = temp1 + width * height * 4;
1777                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1778                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1779                 Mem_Free(temp1);
1780         }
1781         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1782         if (textureflags & TEXF_ALPHA)
1783         {
1784                 for (i = 3;i < width * height * 4;i += 4)
1785                         if (skindata[i] < 255)
1786                                 break;
1787                 if (i < width * height * 4)
1788                 {
1789                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1790                         memcpy(fogpixels, skindata, width * height * 4);
1791                         for (i = 0;i < width * height * 4;i += 4)
1792                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1793                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1794                         Mem_Free(fogpixels);
1795                 }
1796         }
1797
1798         return skinframe;
1799 }
1800
1801 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
1802 {
1803         int i;
1804         unsigned char *temp1, *temp2;
1805         skinframe_t *skinframe;
1806
1807         if (cls.state == ca_dedicated)
1808                 return NULL;
1809
1810         // if already loaded just return it, otherwise make a new skinframe
1811         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
1812         if (skinframe && skinframe->base)
1813                 return skinframe;
1814
1815         skinframe->stain = NULL;
1816         skinframe->merged = NULL;
1817         skinframe->base = r_texture_notexture;
1818         skinframe->pants = NULL;
1819         skinframe->shirt = NULL;
1820         skinframe->nmap = r_texture_blanknormalmap;
1821         skinframe->gloss = NULL;
1822         skinframe->glow = NULL;
1823         skinframe->fog = NULL;
1824
1825         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1826         if (!skindata)
1827                 return NULL;
1828
1829         if (r_shadow_bumpscale_basetexture.value > 0)
1830         {
1831                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1832                 temp2 = temp1 + width * height * 4;
1833                 // use either a custom palette or the quake palette
1834                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
1835                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1836                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1837                 Mem_Free(temp1);
1838         }
1839         // use either a custom palette, or the quake palette
1840         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
1841         if (loadglowtexture)
1842                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
1843         if (loadpantsandshirt)
1844         {
1845                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
1846                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
1847         }
1848         if (skinframe->pants || skinframe->shirt)
1849                 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
1850         if (textureflags & TEXF_ALPHA)
1851         {
1852                 for (i = 0;i < width * height;i++)
1853                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
1854                                 break;
1855                 if (i < width * height)
1856                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
1857         }
1858
1859         return skinframe;
1860 }
1861
1862 skinframe_t *R_SkinFrame_LoadMissing(void)
1863 {
1864         skinframe_t *skinframe;
1865
1866         if (cls.state == ca_dedicated)
1867                 return NULL;
1868
1869         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1870         skinframe->stain = NULL;
1871         skinframe->merged = NULL;
1872         skinframe->base = r_texture_notexture;
1873         skinframe->pants = NULL;
1874         skinframe->shirt = NULL;
1875         skinframe->nmap = r_texture_blanknormalmap;
1876         skinframe->gloss = NULL;
1877         skinframe->glow = NULL;
1878         skinframe->fog = NULL;
1879
1880         return skinframe;
1881 }
1882
1883 void gl_main_start(void)
1884 {
1885         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1886         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1887
1888         // set up r_skinframe loading system for textures
1889         memset(&r_skinframe, 0, sizeof(r_skinframe));
1890         r_skinframe.loadsequence = 1;
1891         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1892
1893         r_main_texturepool = R_AllocTexturePool();
1894         R_BuildBlankTextures();
1895         R_BuildNoTexture();
1896         if (gl_texturecubemap)
1897         {
1898                 R_BuildWhiteCube();
1899                 R_BuildNormalizationCube();
1900         }
1901         r_texture_fogattenuation = NULL;
1902         //r_texture_fogintensity = NULL;
1903         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1904         memset(&r_waterstate, 0, sizeof(r_waterstate));
1905         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1906         memset(&r_svbsp, 0, sizeof (r_svbsp));
1907
1908         r_refdef.fogmasktable_density = 0;
1909 }
1910
1911 void gl_main_shutdown(void)
1912 {
1913         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1914         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1915
1916         // clear out the r_skinframe state
1917         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1918         memset(&r_skinframe, 0, sizeof(r_skinframe));
1919
1920         if (r_svbsp.nodes)
1921                 Mem_Free(r_svbsp.nodes);
1922         memset(&r_svbsp, 0, sizeof (r_svbsp));
1923         R_FreeTexturePool(&r_main_texturepool);
1924         r_texture_blanknormalmap = NULL;
1925         r_texture_white = NULL;
1926         r_texture_grey128 = NULL;
1927         r_texture_black = NULL;
1928         r_texture_whitecube = NULL;
1929         r_texture_normalizationcube = NULL;
1930         r_texture_fogattenuation = NULL;
1931         //r_texture_fogintensity = NULL;
1932         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1933         memset(&r_waterstate, 0, sizeof(r_waterstate));
1934         R_GLSL_Restart_f();
1935 }
1936
1937 extern void CL_ParseEntityLump(char *entitystring);
1938 void gl_main_newmap(void)
1939 {
1940         // FIXME: move this code to client
1941         int l;
1942         char *entities, entname[MAX_QPATH];
1943         if (cl.worldmodel)
1944         {
1945                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1946                 l = (int)strlen(entname) - 4;
1947                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1948                 {
1949                         memcpy(entname + l, ".ent", 5);
1950                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1951                         {
1952                                 CL_ParseEntityLump(entities);
1953                                 Mem_Free(entities);
1954                                 return;
1955                         }
1956                 }
1957                 if (cl.worldmodel->brush.entities)
1958                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
1959         }
1960 }
1961
1962 void GL_Main_Init(void)
1963 {
1964         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1965
1966         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1967         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
1968         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
1969         if (gamemode == GAME_NEHAHRA)
1970         {
1971                 Cvar_RegisterVariable (&gl_fogenable);
1972                 Cvar_RegisterVariable (&gl_fogdensity);
1973                 Cvar_RegisterVariable (&gl_fogred);
1974                 Cvar_RegisterVariable (&gl_foggreen);
1975                 Cvar_RegisterVariable (&gl_fogblue);
1976                 Cvar_RegisterVariable (&gl_fogstart);
1977                 Cvar_RegisterVariable (&gl_fogend);
1978                 Cvar_RegisterVariable (&gl_skyclip);
1979         }
1980         Cvar_RegisterVariable(&r_depthfirst);
1981         Cvar_RegisterVariable(&r_nearclip);
1982         Cvar_RegisterVariable(&r_showbboxes);
1983         Cvar_RegisterVariable(&r_showsurfaces);
1984         Cvar_RegisterVariable(&r_showtris);
1985         Cvar_RegisterVariable(&r_shownormals);
1986         Cvar_RegisterVariable(&r_showlighting);
1987         Cvar_RegisterVariable(&r_showshadowvolumes);
1988         Cvar_RegisterVariable(&r_showcollisionbrushes);
1989         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1990         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1991         Cvar_RegisterVariable(&r_showdisabledepthtest);
1992         Cvar_RegisterVariable(&r_drawportals);
1993         Cvar_RegisterVariable(&r_drawentities);
1994         Cvar_RegisterVariable(&r_cullentities_trace);
1995         Cvar_RegisterVariable(&r_cullentities_trace_samples);
1996         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1997         Cvar_RegisterVariable(&r_cullentities_trace_delay);
1998         Cvar_RegisterVariable(&r_drawviewmodel);
1999         Cvar_RegisterVariable(&r_speeds);
2000         Cvar_RegisterVariable(&r_fullbrights);
2001         Cvar_RegisterVariable(&r_wateralpha);
2002         Cvar_RegisterVariable(&r_dynamic);
2003         Cvar_RegisterVariable(&r_fullbright);
2004         Cvar_RegisterVariable(&r_shadows);
2005         Cvar_RegisterVariable(&r_shadows_throwdistance);
2006         Cvar_RegisterVariable(&r_q1bsp_skymasking);
2007         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2008         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2009         Cvar_RegisterVariable(&r_fog_exp2);
2010         Cvar_RegisterVariable(&r_textureunits);
2011         Cvar_RegisterVariable(&r_glsl);
2012         Cvar_RegisterVariable(&r_glsl_offsetmapping);
2013         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2014         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2015         Cvar_RegisterVariable(&r_glsl_deluxemapping);
2016         Cvar_RegisterVariable(&r_water);
2017         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2018         Cvar_RegisterVariable(&r_water_clippingplanebias);
2019         Cvar_RegisterVariable(&r_water_refractdistort);
2020         Cvar_RegisterVariable(&r_water_reflectdistort);
2021         Cvar_RegisterVariable(&r_lerpsprites);
2022         Cvar_RegisterVariable(&r_lerpmodels);
2023         Cvar_RegisterVariable(&r_lerplightstyles);
2024         Cvar_RegisterVariable(&r_waterscroll);
2025         Cvar_RegisterVariable(&r_bloom);
2026         Cvar_RegisterVariable(&r_bloom_colorscale);
2027         Cvar_RegisterVariable(&r_bloom_brighten);
2028         Cvar_RegisterVariable(&r_bloom_blur);
2029         Cvar_RegisterVariable(&r_bloom_resolution);
2030         Cvar_RegisterVariable(&r_bloom_colorexponent);
2031         Cvar_RegisterVariable(&r_bloom_colorsubtract);
2032         Cvar_RegisterVariable(&r_hdr);
2033         Cvar_RegisterVariable(&r_hdr_scenebrightness);
2034         Cvar_RegisterVariable(&r_glsl_contrastboost);
2035         Cvar_RegisterVariable(&r_hdr_glowintensity);
2036         Cvar_RegisterVariable(&r_hdr_range);
2037         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2038         Cvar_RegisterVariable(&developer_texturelogging);
2039         Cvar_RegisterVariable(&gl_lightmaps);
2040         Cvar_RegisterVariable(&r_test);
2041         Cvar_RegisterVariable(&r_batchmode);
2042         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2043                 Cvar_SetValue("r_fullbrights", 0);
2044         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2045
2046         Cvar_RegisterVariable(&r_track_sprites);
2047         Cvar_RegisterVariable(&r_track_sprites_flags);
2048         Cvar_RegisterVariable(&r_track_sprites_scalew);
2049         Cvar_RegisterVariable(&r_track_sprites_scaleh);
2050 }
2051
2052 extern void R_Textures_Init(void);
2053 extern void GL_Draw_Init(void);
2054 extern void GL_Main_Init(void);
2055 extern void R_Shadow_Init(void);
2056 extern void R_Sky_Init(void);
2057 extern void GL_Surf_Init(void);
2058 extern void R_Particles_Init(void);
2059 extern void R_Explosion_Init(void);
2060 extern void gl_backend_init(void);
2061 extern void Sbar_Init(void);
2062 extern void R_LightningBeams_Init(void);
2063 extern void Mod_RenderInit(void);
2064
2065 void Render_Init(void)
2066 {
2067         gl_backend_init();
2068         R_Textures_Init();
2069         GL_Main_Init();
2070         GL_Draw_Init();
2071         R_Shadow_Init();
2072         R_Sky_Init();
2073         GL_Surf_Init();
2074         Sbar_Init();
2075         R_Particles_Init();
2076         R_Explosion_Init();
2077         R_LightningBeams_Init();
2078         Mod_RenderInit();
2079 }
2080
2081 /*
2082 ===============
2083 GL_Init
2084 ===============
2085 */
2086 extern char *ENGINE_EXTENSIONS;
2087 void GL_Init (void)
2088 {
2089         VID_CheckExtensions();
2090
2091         // LordHavoc: report supported extensions
2092         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2093
2094         // clear to black (loading plaque will be seen over this)
2095         CHECKGLERROR
2096         qglClearColor(0,0,0,1);CHECKGLERROR
2097         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2098 }
2099
2100 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2101 {
2102         int i;
2103         mplane_t *p;
2104         for (i = 0;i < r_view.numfrustumplanes;i++)
2105         {
2106                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2107                 if (i == 4)
2108                         continue;
2109                 p = r_view.frustum + i;
2110                 switch(p->signbits)
2111                 {
2112                 default:
2113                 case 0:
2114                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2115                                 return true;
2116                         break;
2117                 case 1:
2118                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2119                                 return true;
2120                         break;
2121                 case 2:
2122                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2123                                 return true;
2124                         break;
2125                 case 3:
2126                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2127                                 return true;
2128                         break;
2129                 case 4:
2130                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2131                                 return true;
2132                         break;
2133                 case 5:
2134                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2135                                 return true;
2136                         break;
2137                 case 6:
2138                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2139                                 return true;
2140                         break;
2141                 case 7:
2142                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2143                                 return true;
2144                         break;
2145                 }
2146         }
2147         return false;
2148 }
2149
2150 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2151 {
2152         int i;
2153         const mplane_t *p;
2154         for (i = 0;i < numplanes;i++)
2155         {
2156                 p = planes + i;
2157                 switch(p->signbits)
2158                 {
2159                 default:
2160                 case 0:
2161                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2162                                 return true;
2163                         break;
2164                 case 1:
2165                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2166                                 return true;
2167                         break;
2168                 case 2:
2169                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2170                                 return true;
2171                         break;
2172                 case 3:
2173                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2174                                 return true;
2175                         break;
2176                 case 4:
2177                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2178                                 return true;
2179                         break;
2180                 case 5:
2181                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2182                                 return true;
2183                         break;
2184                 case 6:
2185                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2186                                 return true;
2187                         break;
2188                 case 7:
2189                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2190                                 return true;
2191                         break;
2192                 }
2193         }
2194         return false;
2195 }
2196
2197 //==================================================================================
2198
2199 static void R_View_UpdateEntityVisible (void)
2200 {
2201         int i, renderimask;
2202         entity_render_t *ent;
2203
2204         if (!r_drawentities.integer)
2205                 return;
2206
2207         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2208         if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
2209         {
2210                 // worldmodel can check visibility
2211                 for (i = 0;i < r_refdef.numentities;i++)
2212                 {
2213                         ent = r_refdef.entities[i];
2214                         r_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_viewcache.world_leafvisible, ent->mins, ent->maxs));
2215
2216                 }
2217                 if(r_cullentities_trace.integer)
2218                 {
2219                         for (i = 0;i < r_refdef.numentities;i++)
2220                         {
2221                                 ent = r_refdef.entities[i];
2222                                 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2223                                 {
2224                                         if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
2225                                                 ent->last_trace_visibility = realtime;
2226                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2227                                                 r_viewcache.entityvisible[i] = 0;
2228                                 }
2229                         }
2230                 }
2231         }
2232         else
2233         {
2234                 // no worldmodel or it can't check visibility
2235                 for (i = 0;i < r_refdef.numentities;i++)
2236                 {
2237                         ent = r_refdef.entities[i];
2238                         r_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));
2239                 }
2240         }
2241 }
2242
2243 // only used if skyrendermasked, and normally returns false
2244 int R_DrawBrushModelsSky (void)
2245 {
2246         int i, sky;
2247         entity_render_t *ent;
2248
2249         if (!r_drawentities.integer)
2250                 return false;
2251
2252         sky = false;
2253         for (i = 0;i < r_refdef.numentities;i++)
2254         {
2255                 if (!r_viewcache.entityvisible[i])
2256                         continue;
2257                 ent = r_refdef.entities[i];
2258                 if (!ent->model || !ent->model->DrawSky)
2259                         continue;
2260                 ent->model->DrawSky(ent);
2261                 sky = true;
2262         }
2263         return sky;
2264 }
2265
2266 static void R_DrawNoModel(entity_render_t *ent);
2267 static void R_DrawModels(void)
2268 {
2269         int i;
2270         entity_render_t *ent;
2271
2272         if (!r_drawentities.integer)
2273                 return;
2274
2275         for (i = 0;i < r_refdef.numentities;i++)
2276         {
2277                 if (!r_viewcache.entityvisible[i])
2278                         continue;
2279                 ent = r_refdef.entities[i];
2280                 r_refdef.stats.entities++;
2281                 if (ent->model && ent->model->Draw != NULL)
2282                         ent->model->Draw(ent);
2283                 else
2284                         R_DrawNoModel(ent);
2285         }
2286 }
2287
2288 static void R_DrawModelsDepth(void)
2289 {
2290         int i;
2291         entity_render_t *ent;
2292
2293         if (!r_drawentities.integer)
2294                 return;
2295
2296         for (i = 0;i < r_refdef.numentities;i++)
2297         {
2298                 if (!r_viewcache.entityvisible[i])
2299                         continue;
2300                 ent = r_refdef.entities[i];
2301                 if (ent->model && ent->model->DrawDepth != NULL)
2302                         ent->model->DrawDepth(ent);
2303         }
2304 }
2305
2306 static void R_DrawModelsDebug(void)
2307 {
2308         int i;
2309         entity_render_t *ent;
2310
2311         if (!r_drawentities.integer)
2312                 return;
2313
2314         for (i = 0;i < r_refdef.numentities;i++)
2315         {
2316                 if (!r_viewcache.entityvisible[i])
2317                         continue;
2318                 ent = r_refdef.entities[i];
2319                 if (ent->model && ent->model->DrawDebug != NULL)
2320                         ent->model->DrawDebug(ent);
2321         }
2322 }
2323
2324 static void R_DrawModelsAddWaterPlanes(void)
2325 {
2326         int i;
2327         entity_render_t *ent;
2328
2329         if (!r_drawentities.integer)
2330                 return;
2331
2332         for (i = 0;i < r_refdef.numentities;i++)
2333         {
2334                 if (!r_viewcache.entityvisible[i])
2335                         continue;
2336                 ent = r_refdef.entities[i];
2337                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2338                         ent->model->DrawAddWaterPlanes(ent);
2339         }
2340 }
2341
2342 static void R_View_SetFrustum(void)
2343 {
2344         int i;
2345         double slopex, slopey;
2346
2347         // break apart the view matrix into vectors for various purposes
2348         Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
2349         VectorNegate(r_view.left, r_view.right);
2350
2351 #if 0
2352         r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
2353         r_view.frustum[0].normal[1] = 0 - 0;
2354         r_view.frustum[0].normal[2] = -1 - 0;
2355         r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
2356         r_view.frustum[1].normal[1] = 0 + 0;
2357         r_view.frustum[1].normal[2] = -1 + 0;
2358         r_view.frustum[2].normal[0] = 0 - 0;
2359         r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
2360         r_view.frustum[2].normal[2] = -1 - 0;
2361         r_view.frustum[3].normal[0] = 0 + 0;
2362         r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
2363         r_view.frustum[3].normal[2] = -1 + 0;
2364 #endif
2365
2366 #if 0
2367         zNear = r_refdef.nearclip;
2368         nudge = 1.0 - 1.0 / (1<<23);
2369         r_view.frustum[4].normal[0] = 0 - 0;
2370         r_view.frustum[4].normal[1] = 0 - 0;
2371         r_view.frustum[4].normal[2] = -1 - -nudge;
2372         r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
2373         r_view.frustum[5].normal[0] = 0 + 0;
2374         r_view.frustum[5].normal[1] = 0 + 0;
2375         r_view.frustum[5].normal[2] = -1 + -nudge;
2376         r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
2377 #endif
2378
2379
2380
2381 #if 0
2382         r_view.frustum[0].normal[0] = m[3] - m[0];
2383         r_view.frustum[0].normal[1] = m[7] - m[4];
2384         r_view.frustum[0].normal[2] = m[11] - m[8];
2385         r_view.frustum[0].dist = m[15] - m[12];
2386
2387         r_view.frustum[1].normal[0] = m[3] + m[0];
2388         r_view.frustum[1].normal[1] = m[7] + m[4];
2389         r_view.frustum[1].normal[2] = m[11] + m[8];
2390         r_view.frustum[1].dist = m[15] + m[12];
2391
2392         r_view.frustum[2].normal[0] = m[3] - m[1];
2393         r_view.frustum[2].normal[1] = m[7] - m[5];
2394         r_view.frustum[2].normal[2] = m[11] - m[9];
2395         r_view.frustum[2].dist = m[15] - m[13];
2396
2397         r_view.frustum[3].normal[0] = m[3] + m[1];
2398         r_view.frustum[3].normal[1] = m[7] + m[5];
2399         r_view.frustum[3].normal[2] = m[11] + m[9];
2400         r_view.frustum[3].dist = m[15] + m[13];
2401
2402         r_view.frustum[4].normal[0] = m[3] - m[2];
2403         r_view.frustum[4].normal[1] = m[7] - m[6];
2404         r_view.frustum[4].normal[2] = m[11] - m[10];
2405         r_view.frustum[4].dist = m[15] - m[14];
2406
2407         r_view.frustum[5].normal[0] = m[3] + m[2];
2408         r_view.frustum[5].normal[1] = m[7] + m[6];
2409         r_view.frustum[5].normal[2] = m[11] + m[10];
2410         r_view.frustum[5].dist = m[15] + m[14];
2411 #endif
2412
2413         if (r_view.useperspective)
2414         {
2415                 slopex = 1.0 / r_view.frustum_x;
2416                 slopey = 1.0 / r_view.frustum_y;
2417                 VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
2418                 VectorMA(r_view.forward,  slopex, r_view.left, r_view.frustum[1].normal);
2419                 VectorMA(r_view.forward, -slopey, r_view.up  , r_view.frustum[2].normal);
2420                 VectorMA(r_view.forward,  slopey, r_view.up  , r_view.frustum[3].normal);
2421                 VectorCopy(r_view.forward, r_view.frustum[4].normal);
2422
2423                 // Leaving those out was a mistake, those were in the old code, and they
2424                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2425                 // I couldn't reproduce it after adding those normalizations. --blub
2426                 VectorNormalize(r_view.frustum[0].normal);
2427                 VectorNormalize(r_view.frustum[1].normal);
2428                 VectorNormalize(r_view.frustum[2].normal);
2429                 VectorNormalize(r_view.frustum[3].normal);
2430
2431                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2432                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
2433                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
2434                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[2]);
2435                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[3]);
2436
2437                 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
2438                 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
2439                 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
2440                 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
2441                 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
2442         }
2443         else
2444         {
2445                 VectorScale(r_view.left, -r_view.ortho_x, r_view.frustum[0].normal);
2446                 VectorScale(r_view.left,  r_view.ortho_x, r_view.frustum[1].normal);
2447                 VectorScale(r_view.up, -r_view.ortho_y, r_view.frustum[2].normal);
2448                 VectorScale(r_view.up,  r_view.ortho_y, r_view.frustum[3].normal);
2449                 VectorCopy(r_view.forward, r_view.frustum[4].normal);
2450                 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal) + r_view.ortho_x;
2451                 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal) + r_view.ortho_x;
2452                 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal) + r_view.ortho_y;
2453                 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal) + r_view.ortho_y;
2454                 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
2455         }
2456         r_view.numfrustumplanes = 5;
2457
2458         if (r_view.useclipplane)
2459         {
2460                 r_view.numfrustumplanes = 6;
2461                 r_view.frustum[5] = r_view.clipplane;
2462         }
2463
2464         for (i = 0;i < r_view.numfrustumplanes;i++)
2465                 PlaneClassify(r_view.frustum + i);
2466
2467         // LordHavoc: note to all quake engine coders, Quake had a special case
2468         // for 90 degrees which assumed a square view (wrong), so I removed it,
2469         // Quake2 has it disabled as well.
2470
2471         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2472         //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
2473         //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
2474         //PlaneClassify(&frustum[0]);
2475
2476         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2477         //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
2478         //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
2479         //PlaneClassify(&frustum[1]);
2480
2481         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2482         //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
2483         //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
2484         //PlaneClassify(&frustum[2]);
2485
2486         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2487         //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
2488         //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
2489         //PlaneClassify(&frustum[3]);
2490
2491         // nearclip plane
2492         //VectorCopy(r_view.forward, r_view.frustum[4].normal);
2493         //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
2494         //PlaneClassify(&frustum[4]);
2495 }
2496
2497 void R_View_Update(void)
2498 {
2499         R_View_SetFrustum();
2500         R_View_WorldVisibility(r_view.useclipplane);
2501         R_View_UpdateEntityVisible();
2502 }
2503
2504 void R_SetupView(void)
2505 {
2506         if (!r_view.useperspective)
2507                 GL_SetupView_Mode_Ortho(-r_view.ortho_x, -r_view.ortho_y, r_view.ortho_x, r_view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2508         else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2509                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
2510         else
2511                 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2512
2513         GL_SetupView_Orientation_FromEntity(&r_view.matrix);
2514
2515         if (r_view.useclipplane)
2516         {
2517                 // LordHavoc: couldn't figure out how to make this approach the
2518                 vec_t dist = r_view.clipplane.dist - r_water_clippingplanebias.value;
2519                 vec_t viewdist = DotProduct(r_view.origin, r_view.clipplane.normal);
2520                 if (viewdist < r_view.clipplane.dist + r_water_clippingplanebias.value)
2521                         dist = r_view.clipplane.dist;
2522                 GL_SetupView_ApplyCustomNearClipPlane(r_view.clipplane.normal[0], r_view.clipplane.normal[1], r_view.clipplane.normal[2], dist);
2523         }
2524 }
2525
2526 void R_ResetViewRendering2D(void)
2527 {
2528         if (gl_support_fragment_shader)
2529         {
2530                 qglUseProgramObjectARB(0);CHECKGLERROR
2531         }
2532
2533         DrawQ_Finish();
2534
2535         // GL is weird because it's bottom to top, r_view.y is top to bottom
2536         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2537         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2538         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2539         GL_Color(1, 1, 1, 1);
2540         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2541         GL_BlendFunc(GL_ONE, GL_ZERO);
2542         GL_AlphaTest(false);
2543         GL_ScissorTest(false);
2544         GL_DepthMask(false);
2545         GL_DepthRange(0, 1);
2546         GL_DepthTest(false);
2547         R_Mesh_Matrix(&identitymatrix);
2548         R_Mesh_ResetTextureState();
2549         GL_PolygonOffset(0, 0);
2550         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2551         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2552         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2553         qglStencilMask(~0);CHECKGLERROR
2554         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2555         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2556         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2557 }
2558
2559 void R_ResetViewRendering3D(void)
2560 {
2561         if (gl_support_fragment_shader)
2562         {
2563                 qglUseProgramObjectARB(0);CHECKGLERROR
2564         }
2565
2566         DrawQ_Finish();
2567
2568         // GL is weird because it's bottom to top, r_view.y is top to bottom
2569         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2570         R_SetupView();
2571         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2572         GL_Color(1, 1, 1, 1);
2573         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2574         GL_BlendFunc(GL_ONE, GL_ZERO);
2575         GL_AlphaTest(false);
2576         GL_ScissorTest(true);
2577         GL_DepthMask(true);
2578         GL_DepthRange(0, 1);
2579         GL_DepthTest(true);
2580         R_Mesh_Matrix(&identitymatrix);
2581         R_Mesh_ResetTextureState();
2582         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2583         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2584         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2585         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2586         qglStencilMask(~0);CHECKGLERROR
2587         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2588         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2589         GL_CullFace(r_view.cullface_back);
2590 }
2591
2592 /*
2593         R_Bloom_SetupShader(
2594 "// bloom shader\n"
2595 "// written by Forest 'LordHavoc' Hale\n"
2596 "\n"
2597 "// common definitions between vertex shader and fragment shader:\n"
2598 "\n"
2599 "#ifdef __GLSL_CG_DATA_TYPES\n"
2600 "#define myhalf half\n"
2601 "#define myhvec2 hvec2\n"
2602 "#define myhvec3 hvec3\n"
2603 "#define myhvec4 hvec4\n"
2604 "#else\n"
2605 "#define myhalf float\n"
2606 "#define myhvec2 vec2\n"
2607 "#define myhvec3 vec3\n"
2608 "#define myhvec4 vec4\n"
2609 "#endif\n"
2610 "\n"
2611 "varying vec2 ScreenTexCoord;\n"
2612 "varying vec2 BloomTexCoord;\n"
2613 "\n"
2614 "\n"
2615 "\n"
2616 "\n"
2617 "// vertex shader specific:\n"
2618 "#ifdef VERTEX_SHADER\n"
2619 "\n"
2620 "void main(void)\n"
2621 "{\n"
2622 "       ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2623 "       BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2624 "       // transform vertex to camera space, using ftransform to match non-VS\n"
2625 "       // rendering\n"
2626 "       gl_Position = ftransform();\n"
2627 "}\n"
2628 "\n"
2629 "#endif // VERTEX_SHADER\n"
2630 "\n"
2631 "\n"
2632 "\n"
2633 "\n"
2634 "// fragment shader specific:\n"
2635 "#ifdef FRAGMENT_SHADER\n"
2636 "\n"
2637 "void main(void)\n"
2638 "{\n"
2639 "       int x, y;
2640 "       myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2641 "       for (x = -BLUR_X;x <= BLUR_X;x++)
2642 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2643 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2644 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2645 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2646
2647 "       gl_FragColor = vec4(color);\n"
2648 "}\n"
2649 "\n"
2650 "#endif // FRAGMENT_SHADER\n"
2651 */
2652
2653 void R_RenderScene(qboolean addwaterplanes);
2654
2655 static void R_Water_StartFrame(void)
2656 {
2657         int i;
2658         int waterwidth, waterheight, texturewidth, textureheight;
2659         r_waterstate_waterplane_t *p;
2660
2661         // set waterwidth and waterheight to the water resolution that will be
2662         // used (often less than the screen resolution for faster rendering)
2663         waterwidth = (int)bound(1, r_view.width * r_water_resolutionmultiplier.value, r_view.width);
2664         waterheight = (int)bound(1, r_view.height * r_water_resolutionmultiplier.value, r_view.height);
2665
2666         // calculate desired texture sizes
2667         // can't use water if the card does not support the texture size
2668         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2669                 texturewidth = textureheight = waterwidth = waterheight = 0;
2670         else if (gl_support_arb_texture_non_power_of_two)
2671         {
2672                 texturewidth = waterwidth;
2673                 textureheight = waterheight;
2674         }
2675         else
2676         {
2677                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
2678                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
2679         }
2680
2681         // allocate textures as needed
2682         if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2683         {
2684                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2685                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2686                 {
2687                         if (p->texture_refraction)
2688                                 R_FreeTexture(p->texture_refraction);
2689                         p->texture_refraction = NULL;
2690                         if (p->texture_reflection)
2691                                 R_FreeTexture(p->texture_reflection);
2692                         p->texture_reflection = NULL;
2693                 }
2694                 memset(&r_waterstate, 0, sizeof(r_waterstate));
2695                 r_waterstate.waterwidth = waterwidth;
2696                 r_waterstate.waterheight = waterheight;
2697                 r_waterstate.texturewidth = texturewidth;
2698                 r_waterstate.textureheight = textureheight;
2699         }
2700
2701         if (r_waterstate.waterwidth)
2702         {
2703                 r_waterstate.enabled = true;
2704
2705                 // set up variables that will be used in shader setup
2706                 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2707                 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2708                 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2709                 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2710         }
2711
2712         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2713         r_waterstate.numwaterplanes = 0;
2714 }
2715
2716 static void R_Water_AddWaterPlane(msurface_t *surface)
2717 {
2718         int triangleindex, planeindex;
2719         const int *e;
2720         vec3_t vert[3];
2721         vec3_t normal;
2722         vec3_t center;
2723         r_waterstate_waterplane_t *p;
2724         // just use the first triangle with a valid normal for any decisions
2725         VectorClear(normal);
2726         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2727         {
2728                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2729                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2730                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2731                 TriangleNormal(vert[0], vert[1], vert[2], normal);
2732                 if (VectorLength2(normal) >= 0.001)
2733                         break;
2734         }
2735
2736         // find a matching plane if there is one
2737         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2738                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2739                         break;
2740         if (planeindex >= r_waterstate.maxwaterplanes)
2741                 return; // nothing we can do, out of planes
2742
2743         // if this triangle does not fit any known plane rendered this frame, add one
2744         if (planeindex >= r_waterstate.numwaterplanes)
2745         {
2746                 // store the new plane
2747                 r_waterstate.numwaterplanes++;
2748                 VectorCopy(normal, p->plane.normal);
2749                 VectorNormalize(p->plane.normal);
2750                 p->plane.dist = DotProduct(vert[0], p->plane.normal);
2751                 PlaneClassify(&p->plane);
2752                 // flip the plane if it does not face the viewer
2753                 if (PlaneDiff(r_view.origin, &p->plane) < 0)
2754                 {
2755                         VectorNegate(p->plane.normal, p->plane.normal);
2756                         p->plane.dist *= -1;
2757                         PlaneClassify(&p->plane);
2758                 }
2759                 // clear materialflags and pvs
2760                 p->materialflags = 0;
2761                 p->pvsvalid = false;
2762         }
2763         // merge this surface's materialflags into the waterplane
2764         p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2765         // merge this surface's PVS into the waterplane
2766         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2767         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.worldmodel && r_refdef.worldmodel->brush.FatPVS
2768          && r_refdef.worldmodel->brush.PointInLeaf && r_refdef.worldmodel->brush.PointInLeaf(r_refdef.worldmodel, center)->clusterindex >= 0)
2769         {
2770                 r_refdef.worldmodel->brush.FatPVS(r_refdef.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2771                 p->pvsvalid = true;
2772         }
2773 }
2774
2775 static void R_Water_ProcessPlanes(void)
2776 {
2777         r_view_t originalview;
2778         int planeindex;
2779         r_waterstate_waterplane_t *p;
2780
2781         originalview = r_view;
2782
2783         // make sure enough textures are allocated
2784         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2785         {
2786                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2787                 {
2788                         if (!p->texture_refraction)
2789                                 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);
2790                         if (!p->texture_refraction)
2791                                 goto error;
2792                 }
2793
2794                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2795                 {
2796                         if (!p->texture_reflection)
2797                                 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);
2798                         if (!p->texture_reflection)
2799                                 goto error;
2800                 }
2801         }
2802
2803         // render views
2804         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2805         {
2806                 r_view.showdebug = false;
2807                 r_view.width = r_waterstate.waterwidth;
2808                 r_view.height = r_waterstate.waterheight;
2809                 r_view.useclipplane = true;
2810                 r_waterstate.renderingscene = true;
2811
2812                 // render the normal view scene and copy into texture
2813                 // (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)
2814                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2815                 {
2816                         r_view.clipplane = p->plane;
2817                         VectorNegate(r_view.clipplane.normal, r_view.clipplane.normal);
2818                         r_view.clipplane.dist = -r_view.clipplane.dist;
2819                         PlaneClassify(&r_view.clipplane);
2820
2821                         R_RenderScene(false);
2822
2823                         // copy view into the screen texture
2824                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
2825                         GL_ActiveTexture(0);
2826                         CHECKGLERROR
2827                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2828                 }
2829
2830                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2831                 {
2832                         // render reflected scene and copy into texture
2833                         Matrix4x4_Reflect(&r_view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
2834                         r_view.clipplane = p->plane;
2835                         // reverse the cullface settings for this render
2836                         r_view.cullface_front = GL_FRONT;
2837                         r_view.cullface_back = GL_BACK;
2838                         if (r_refdef.worldmodel && r_refdef.worldmodel->brush.num_pvsclusterbytes)
2839                         {
2840                                 r_view.usecustompvs = true;
2841                                 if (p->pvsvalid)
2842                                         memcpy(r_viewcache.world_pvsbits, p->pvsbits, r_refdef.worldmodel->brush.num_pvsclusterbytes);
2843                                 else
2844                                         memset(r_viewcache.world_pvsbits, 0xFF, r_refdef.worldmodel->brush.num_pvsclusterbytes);
2845                         }
2846
2847                         R_ResetViewRendering3D();
2848                         R_ClearScreen(r_refdef.fogenabled);
2849                         if (r_timereport_active)
2850                                 R_TimeReport("viewclear");
2851
2852                         R_RenderScene(false);
2853
2854                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
2855                         GL_ActiveTexture(0);
2856                         CHECKGLERROR
2857                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2858
2859                         R_ResetViewRendering3D();
2860                         R_ClearScreen(r_refdef.fogenabled);
2861                         if (r_timereport_active)
2862                                 R_TimeReport("viewclear");
2863                 }
2864
2865                 r_view = originalview;
2866                 r_view.clear = true;
2867                 r_waterstate.renderingscene = false;
2868         }
2869         return;
2870 error:
2871         r_view = originalview;
2872         r_waterstate.renderingscene = false;
2873         Cvar_SetValueQuick(&r_water, 0);
2874         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
2875         return;
2876 }
2877
2878 void R_Bloom_StartFrame(void)
2879 {
2880         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2881
2882         // set bloomwidth and bloomheight to the bloom resolution that will be
2883         // used (often less than the screen resolution for faster rendering)
2884         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
2885         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
2886         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
2887
2888         // calculate desired texture sizes
2889         if (gl_support_arb_texture_non_power_of_two)
2890         {
2891                 screentexturewidth = r_view.width;
2892                 screentextureheight = r_view.height;
2893                 bloomtexturewidth = r_bloomstate.bloomwidth;
2894                 bloomtextureheight = r_bloomstate.bloomheight;
2895         }
2896         else
2897         {
2898                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
2899                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
2900                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
2901                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
2902         }
2903
2904         if (r_hdr.integer)
2905         {
2906                 screentexturewidth = screentextureheight = 0;
2907         }
2908         else if (r_bloom.integer)
2909         {
2910         }
2911         else
2912         {
2913                 screentexturewidth = screentextureheight = 0;
2914                 bloomtexturewidth = bloomtextureheight = 0;
2915         }
2916
2917         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)
2918         {
2919                 // can't use bloom if the parameters are too weird
2920                 // can't use bloom if the card does not support the texture size
2921                 if (r_bloomstate.texture_screen)
2922                         R_FreeTexture(r_bloomstate.texture_screen);
2923                 if (r_bloomstate.texture_bloom)
2924                         R_FreeTexture(r_bloomstate.texture_bloom);
2925                 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2926                 return;
2927         }
2928
2929         r_bloomstate.enabled = true;
2930         r_bloomstate.hdr = r_hdr.integer != 0;
2931
2932         // allocate textures as needed
2933         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2934         {
2935                 if (r_bloomstate.texture_screen)
2936                         R_FreeTexture(r_bloomstate.texture_screen);
2937                 r_bloomstate.texture_screen = NULL;
2938                 r_bloomstate.screentexturewidth = screentexturewidth;
2939                 r_bloomstate.screentextureheight = screentextureheight;
2940                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2941                         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);
2942         }
2943         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2944         {
2945                 if (r_bloomstate.texture_bloom)
2946                         R_FreeTexture(r_bloomstate.texture_bloom);
2947                 r_bloomstate.texture_bloom = NULL;
2948                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2949                 r_bloomstate.bloomtextureheight = bloomtextureheight;
2950                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2951                         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);
2952         }
2953
2954         // set up a texcoord array for the full resolution screen image
2955         // (we have to keep this around to copy back during final render)
2956         r_bloomstate.screentexcoord2f[0] = 0;
2957         r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2958         r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2959         r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2960         r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2961         r_bloomstate.screentexcoord2f[5] = 0;
2962         r_bloomstate.screentexcoord2f[6] = 0;
2963         r_bloomstate.screentexcoord2f[7] = 0;
2964
2965         // set up a texcoord array for the reduced resolution bloom image
2966         // (which will be additive blended over the screen image)
2967         r_bloomstate.bloomtexcoord2f[0] = 0;
2968         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2969         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2970         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2971         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2972         r_bloomstate.bloomtexcoord2f[5] = 0;
2973         r_bloomstate.bloomtexcoord2f[6] = 0;
2974         r_bloomstate.bloomtexcoord2f[7] = 0;
2975 }
2976
2977 void R_Bloom_CopyScreenTexture(float colorscale)
2978 {
2979         r_refdef.stats.bloom++;
2980
2981         R_ResetViewRendering2D();
2982         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2983         R_Mesh_ColorPointer(NULL, 0, 0);
2984         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2985         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2986
2987         // copy view into the screen texture
2988         GL_ActiveTexture(0);
2989         CHECKGLERROR
2990         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2991         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2992
2993         // now scale it down to the bloom texture size
2994         CHECKGLERROR
2995         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2996         GL_BlendFunc(GL_ONE, GL_ZERO);
2997         GL_Color(colorscale, colorscale, colorscale, 1);
2998         // TODO: optimize with multitexture or GLSL
2999         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3000         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3001
3002         // we now have a bloom image in the framebuffer
3003         // copy it into the bloom image texture for later processing
3004         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3005         GL_ActiveTexture(0);
3006         CHECKGLERROR
3007         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3008         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3009 }
3010
3011 void R_Bloom_CopyHDRTexture(void)
3012 {
3013         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3014         GL_ActiveTexture(0);
3015         CHECKGLERROR
3016         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
3017         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
3018 }
3019
3020 void R_Bloom_MakeTexture(void)
3021 {
3022         int x, range, dir;
3023         float xoffset, yoffset, r, brighten;
3024
3025         r_refdef.stats.bloom++;
3026
3027         R_ResetViewRendering2D();
3028         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3029         R_Mesh_ColorPointer(NULL, 0, 0);
3030
3031         // we have a bloom image in the framebuffer
3032         CHECKGLERROR
3033         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3034
3035         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3036         {
3037                 x *= 2;
3038                 r = bound(0, r_bloom_colorexponent.value / x, 1);
3039                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3040                 GL_Color(r, r, r, 1);
3041                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3042                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3043                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3044                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3045
3046                 // copy the vertically blurred bloom view to a texture
3047                 GL_ActiveTexture(0);
3048                 CHECKGLERROR
3049                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3050                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3051         }
3052
3053         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3054         brighten = r_bloom_brighten.value;
3055         if (r_hdr.integer)
3056                 brighten *= r_hdr_range.value;
3057         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3058         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3059
3060         for (dir = 0;dir < 2;dir++)
3061         {
3062                 // blend on at multiple vertical offsets to achieve a vertical blur
3063                 // TODO: do offset blends using GLSL
3064                 GL_BlendFunc(GL_ONE, GL_ZERO);
3065                 for (x = -range;x <= range;x++)
3066                 {
3067                         if (!dir){xoffset = 0;yoffset = x;}
3068                         else {xoffset = x;yoffset = 0;}
3069                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
3070                         yoffset /= (float)r_bloomstate.bloomtextureheight;
3071                         // compute a texcoord array with the specified x and y offset
3072                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3073                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3074                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3075                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3076                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3077                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3078                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3079                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3080                         // this r value looks like a 'dot' particle, fading sharply to
3081                         // black at the edges
3082                         // (probably not realistic but looks good enough)
3083                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3084                         //r = (dir ? 1.0f : brighten)/(range*2+1);
3085                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3086                         GL_Color(r, r, r, 1);
3087                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3088                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3089                         GL_BlendFunc(GL_ONE, GL_ONE);
3090                 }
3091
3092                 // copy the vertically blurred bloom view to a texture
3093                 GL_ActiveTexture(0);
3094                 CHECKGLERROR
3095                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3096                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3097         }
3098
3099         // apply subtract last
3100         // (just like it would be in a GLSL shader)
3101         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3102         {
3103                 GL_BlendFunc(GL_ONE, GL_ZERO);
3104                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3105                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3106                 GL_Color(1, 1, 1, 1);
3107                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3108                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3109
3110                 GL_BlendFunc(GL_ONE, GL_ONE);
3111                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3112                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3113                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3114                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3115                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3116                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3117                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3118
3119                 // copy the darkened bloom view to a texture
3120                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3121                 GL_ActiveTexture(0);
3122                 CHECKGLERROR
3123                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3124                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3125         }
3126 }
3127
3128 void R_HDR_RenderBloomTexture(void)
3129 {
3130         int oldwidth, oldheight;
3131         float oldcolorscale;
3132
3133         oldcolorscale = r_view.colorscale;
3134         oldwidth = r_view.width;
3135         oldheight = r_view.height;
3136         r_view.width = r_bloomstate.bloomwidth;
3137         r_view.height = r_bloomstate.bloomheight;
3138
3139         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
3140         // TODO: add exposure compensation features
3141         // TODO: add fp16 framebuffer support
3142
3143         r_view.showdebug = false;
3144         r_view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3145
3146         R_ClearScreen(r_refdef.fogenabled);
3147         if (r_timereport_active)
3148                 R_TimeReport("HDRclear");
3149
3150         r_waterstate.numwaterplanes = 0;
3151         R_RenderScene(r_waterstate.enabled);
3152         r_view.showdebug = true;
3153
3154         R_ResetViewRendering2D();
3155
3156         R_Bloom_CopyHDRTexture();
3157         R_Bloom_MakeTexture();
3158
3159         // restore the view settings
3160         r_view.width = oldwidth;
3161         r_view.height = oldheight;
3162         r_view.colorscale = oldcolorscale;
3163
3164         R_ResetViewRendering3D();
3165
3166         R_ClearScreen(r_refdef.fogenabled);
3167         if (r_timereport_active)
3168                 R_TimeReport("viewclear");
3169 }
3170
3171 static void R_BlendView(void)
3172 {
3173         if (r_bloomstate.enabled && r_bloomstate.hdr)
3174         {
3175                 // render high dynamic range bloom effect
3176                 // the bloom texture was made earlier this render, so we just need to
3177                 // blend it onto the screen...
3178                 R_ResetViewRendering2D();
3179                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3180                 R_Mesh_ColorPointer(NULL, 0, 0);
3181                 GL_Color(1, 1, 1, 1);
3182                 GL_BlendFunc(GL_ONE, GL_ONE);
3183                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3184                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3185                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3186                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3187         }
3188         else if (r_bloomstate.enabled)
3189         {
3190                 // render simple bloom effect
3191                 // copy the screen and shrink it and darken it for the bloom process
3192                 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
3193                 // make the bloom texture
3194                 R_Bloom_MakeTexture();
3195                 // put the original screen image back in place and blend the bloom
3196                 // texture on it
3197                 R_ResetViewRendering2D();
3198                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3199                 R_Mesh_ColorPointer(NULL, 0, 0);
3200                 GL_Color(1, 1, 1, 1);
3201                 GL_BlendFunc(GL_ONE, GL_ZERO);
3202                 // do both in one pass if possible
3203                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3204                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3205                 if (r_textureunits.integer >= 2 && gl_combine.integer)
3206                 {
3207                         R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
3208                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3209                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3210                 }
3211                 else
3212                 {
3213                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3214                         r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3215                         // now blend on the bloom texture
3216                         GL_BlendFunc(GL_ONE, GL_ONE);
3217                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3218                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3219                 }
3220                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3221                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3222         }
3223         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3224         {
3225                 // apply a color tint to the whole view
3226                 R_ResetViewRendering2D();
3227                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3228                 R_Mesh_ColorPointer(NULL, 0, 0);
3229                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3230                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3231                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3232         }
3233 }
3234
3235 void R_RenderScene(qboolean addwaterplanes);
3236
3237 matrix4x4_t r_waterscrollmatrix;
3238
3239 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3240 {
3241         if (r_refdef.fog_density)
3242         {
3243                 r_refdef.fogcolor[0] = r_refdef.fog_red;
3244                 r_refdef.fogcolor[1] = r_refdef.fog_green;
3245                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3246
3247                 {
3248                         vec3_t fogvec;
3249                         VectorCopy(r_refdef.fogcolor, fogvec);
3250                         if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3251                         {
3252                                 //   color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3253                                 fogvec[0] /= ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3254                                 fogvec[1] /= ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3255                                 fogvec[2] /= ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3256                         }
3257                         //   color.rgb *= ContrastBoost * SceneBrightness;
3258                         VectorScale(fogvec, r_glsl_contrastboost.value * r_view.colorscale, fogvec);
3259                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3260                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3261                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3262                 }
3263         }
3264 }
3265
3266 void R_UpdateVariables(void)
3267 {
3268         R_Textures_Frame();
3269
3270         r_refdef.farclip = 4096;
3271         if (r_refdef.worldmodel)
3272                 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
3273         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3274
3275         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3276                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3277         r_refdef.polygonfactor = 0;
3278         r_refdef.polygonoffset = 0;
3279         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3280         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3281
3282         r_refdef.rtworld = r_shadow_realtime_world.integer;
3283         r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3284         r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3285         r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3286         r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3287         if (r_showsurfaces.integer)
3288         {
3289                 r_refdef.rtworld = false;
3290                 r_refdef.rtworldshadows = false;
3291                 r_refdef.rtdlight = false;
3292                 r_refdef.rtdlightshadows = false;
3293                 r_refdef.lightmapintensity = 0;
3294         }
3295
3296         if (gamemode == GAME_NEHAHRA)
3297         {
3298                 if (gl_fogenable.integer)
3299                 {
3300                         r_refdef.oldgl_fogenable = true;
3301                         r_refdef.fog_density = gl_fogdensity.value;
3302                         r_refdef.fog_red = gl_fogred.value;
3303                         r_refdef.fog_green = gl_foggreen.value;
3304                         r_refdef.fog_blue = gl_fogblue.value;
3305                         r_refdef.fog_alpha = 1;
3306                         r_refdef.fog_start = 0;
3307                         r_refdef.fog_end = gl_skyclip.value;
3308                 }
3309                 else if (r_refdef.oldgl_fogenable)
3310                 {
3311                         r_refdef.oldgl_fogenable = false;
3312                         r_refdef.fog_density = 0;
3313                         r_refdef.fog_red = 0;
3314                         r_refdef.fog_green = 0;
3315                         r_refdef.fog_blue = 0;
3316                         r_refdef.fog_alpha = 0;
3317                         r_refdef.fog_start = 0;
3318                         r_refdef.fog_end = 0;
3319                 }
3320         }
3321
3322         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3323         r_refdef.fog_start = max(0, r_refdef.fog_start);
3324         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3325
3326         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3327
3328         if (r_refdef.fog_density)
3329         {
3330                 r_refdef.fogenabled = true;
3331                 // this is the point where the fog reaches 0.9986 alpha, which we
3332                 // consider a good enough cutoff point for the texture
3333                 // (0.9986 * 256 == 255.6)
3334                 if (r_fog_exp2.integer)
3335                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3336                 else
3337                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3338                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3339                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3340                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3341                 // fog color was already set
3342                 // update the fog texture
3343                 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)
3344                         R_BuildFogTexture();
3345         }
3346         else
3347                 r_refdef.fogenabled = false;
3348 }
3349
3350 /*
3351 ================
3352 R_RenderView
3353 ================
3354 */
3355 void R_RenderView(void)
3356 {
3357         if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
3358                 return; //Host_Error ("R_RenderView: NULL worldmodel");
3359
3360         r_view.colorscale = r_hdr_scenebrightness.value;
3361
3362         R_Shadow_UpdateWorldLightSelection();
3363
3364         R_Bloom_StartFrame();
3365         R_Water_StartFrame();
3366
3367         CHECKGLERROR
3368         if (r_timereport_active)
3369                 R_TimeReport("viewsetup");
3370
3371         R_ResetViewRendering3D();
3372
3373         if (r_view.clear || r_refdef.fogenabled)
3374         {
3375                 R_ClearScreen(r_refdef.fogenabled);
3376                 if (r_timereport_active)
3377                         R_TimeReport("viewclear");
3378         }
3379         r_view.clear = true;
3380
3381         r_view.showdebug = true;
3382
3383         // this produces a bloom texture to be used in R_BlendView() later
3384         if (r_hdr.integer)
3385                 R_HDR_RenderBloomTexture();
3386
3387         r_waterstate.numwaterplanes = 0;
3388         R_RenderScene(r_waterstate.enabled);
3389
3390         R_BlendView();
3391         if (r_timereport_active)
3392                 R_TimeReport("blendview");
3393
3394         GL_Scissor(0, 0, vid.width, vid.height);
3395         GL_ScissorTest(false);
3396         CHECKGLERROR
3397 }
3398
3399 extern void R_DrawLightningBeams (void);
3400 extern void VM_CL_AddPolygonsToMeshQueue (void);
3401 extern void R_DrawPortals (void);
3402 extern cvar_t cl_locs_show;
3403 static void R_DrawLocs(void);
3404 static void R_DrawEntityBBoxes(void);
3405 void R_RenderScene(qboolean addwaterplanes)
3406 {
3407         R_UpdateFogColor();
3408
3409         if (addwaterplanes)
3410         {
3411                 R_ResetViewRendering3D();
3412
3413                 R_View_Update();
3414                 if (r_timereport_active)
3415                         R_TimeReport("watervis");
3416
3417                 if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawAddWaterPlanes)
3418                 {
3419                         r_refdef.worldmodel->DrawAddWaterPlanes(r_refdef.worldentity);
3420                         if (r_timereport_active)
3421                                 R_TimeReport("waterworld");
3422                 }
3423
3424                 // don't let sound skip if going slow
3425                 if (r_refdef.extraupdate)
3426                         S_ExtraUpdate ();
3427
3428                 R_DrawModelsAddWaterPlanes();
3429                 if (r_timereport_active)
3430                         R_TimeReport("watermodels");
3431
3432                 R_Water_ProcessPlanes();
3433                 if (r_timereport_active)
3434                         R_TimeReport("waterscenes");
3435         }
3436
3437         R_ResetViewRendering3D();
3438
3439         // don't let sound skip if going slow
3440         if (r_refdef.extraupdate)
3441                 S_ExtraUpdate ();
3442
3443         R_MeshQueue_BeginScene();
3444
3445         R_SkyStartFrame();
3446
3447         R_View_Update();
3448         if (r_timereport_active)
3449                 R_TimeReport("visibility");
3450
3451         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);
3452
3453         if (cl.csqc_vidvars.drawworld)
3454         {
3455                 // don't let sound skip if going slow
3456                 if (r_refdef.extraupdate)
3457                         S_ExtraUpdate ();
3458
3459                 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
3460                 {
3461                         r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
3462                         if (r_timereport_active)
3463                                 R_TimeReport("worldsky");
3464                 }
3465
3466                 if (R_DrawBrushModelsSky() && r_timereport_active)
3467                         R_TimeReport("bmodelsky");
3468         }
3469
3470         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
3471         {
3472                 r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
3473                 if (r_timereport_active)
3474                         R_TimeReport("worlddepth");
3475         }
3476         if (r_depthfirst.integer >= 2)
3477         {
3478                 R_DrawModelsDepth();
3479                 if (r_timereport_active)
3480                         R_TimeReport("modeldepth");
3481         }
3482
3483         if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
3484         {
3485                 r_refdef.worldmodel->Draw(r_refdef.worldentity);
3486                 if (r_timereport_active)
3487                         R_TimeReport("world");
3488         }
3489
3490         // don't let sound skip if going slow
3491         if (r_refdef.extraupdate)
3492                 S_ExtraUpdate ();
3493
3494         R_DrawModels();
3495         if (r_timereport_active)
3496                 R_TimeReport("models");
3497
3498         // don't let sound skip if going slow
3499         if (r_refdef.extraupdate)
3500                 S_ExtraUpdate ();
3501
3502         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3503         {
3504                 R_DrawModelShadows();
3505
3506                 R_ResetViewRendering3D();
3507
3508                 // don't let sound skip if going slow
3509                 if (r_refdef.extraupdate)
3510                         S_ExtraUpdate ();
3511         }
3512
3513         R_ShadowVolumeLighting(false);
3514         if (r_timereport_active)
3515                 R_TimeReport("rtlights");
3516
3517         // don't let sound skip if going slow
3518         if (r_refdef.extraupdate)
3519                 S_ExtraUpdate ();
3520
3521         if (cl.csqc_vidvars.drawworld)
3522         {
3523                 R_DrawLightningBeams();
3524                 if (r_timereport_active)
3525                         R_TimeReport("lightning");
3526
3527                 R_DrawDecals();
3528                 if (r_timereport_active)
3529                         R_TimeReport("decals");
3530
3531                 R_DrawParticles();
3532                 if (r_timereport_active)
3533                         R_TimeReport("particles");
3534
3535                 R_DrawExplosions();
3536                 if (r_timereport_active)
3537                         R_TimeReport("explosions");
3538         }
3539
3540         if (gl_support_fragment_shader)
3541         {
3542                 qglUseProgramObjectARB(0);CHECKGLERROR
3543         }
3544         VM_CL_AddPolygonsToMeshQueue();
3545
3546         if (r_view.showdebug)
3547         {
3548                 if (cl_locs_show.integer)
3549                 {
3550                         R_DrawLocs();
3551                         if (r_timereport_active)
3552                                 R_TimeReport("showlocs");
3553                 }
3554
3555                 if (r_drawportals.integer)
3556                 {
3557                         R_DrawPortals();
3558                         if (r_timereport_active)
3559                                 R_TimeReport("portals");
3560                 }
3561
3562                 if (r_showbboxes.value > 0)
3563                 {
3564                         R_DrawEntityBBoxes();
3565                         if (r_timereport_active)
3566                                 R_TimeReport("bboxes");
3567                 }
3568         }
3569
3570         if (gl_support_fragment_shader)
3571         {
3572                 qglUseProgramObjectARB(0);CHECKGLERROR
3573         }
3574         R_MeshQueue_RenderTransparent();
3575         if (r_timereport_active)
3576                 R_TimeReport("drawtrans");
3577
3578         if (gl_support_fragment_shader)
3579         {
3580                 qglUseProgramObjectARB(0);CHECKGLERROR
3581         }
3582
3583         if (r_view.showdebug && r_refdef.worldmodel && r_refdef.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0))
3584         {
3585                 r_refdef.worldmodel->DrawDebug(r_refdef.worldentity);
3586                 if (r_timereport_active)
3587                         R_TimeReport("worlddebug");
3588                 R_DrawModelsDebug();
3589                 if (r_timereport_active)
3590                         R_TimeReport("modeldebug");
3591         }
3592
3593         if (gl_support_fragment_shader)
3594         {
3595                 qglUseProgramObjectARB(0);CHECKGLERROR
3596         }
3597
3598         if (cl.csqc_vidvars.drawworld)
3599         {
3600                 R_DrawCoronas();
3601                 if (r_timereport_active)
3602                         R_TimeReport("coronas");
3603         }
3604
3605         // don't let sound skip if going slow
3606         if (r_refdef.extraupdate)
3607                 S_ExtraUpdate ();
3608
3609         R_ResetViewRendering2D();
3610 }
3611
3612 static const int bboxelements[36] =
3613 {
3614         5, 1, 3, 5, 3, 7,
3615         6, 2, 0, 6, 0, 4,
3616         7, 3, 2, 7, 2, 6,
3617         4, 0, 1, 4, 1, 5,
3618         4, 5, 7, 4, 7, 6,
3619         1, 0, 2, 1, 2, 3,
3620 };
3621
3622 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3623 {
3624         int i;
3625         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3626         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3627         GL_DepthMask(false);
3628         GL_DepthRange(0, 1);
3629         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3630         R_Mesh_Matrix(&identitymatrix);
3631         R_Mesh_ResetTextureState();
3632
3633         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3634         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3635         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3636         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3637         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3638         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3639         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3640         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3641         R_FillColors(color4f, 8, cr, cg, cb, ca);
3642         if (r_refdef.fogenabled)
3643         {
3644                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3645                 {
3646                         f1 = FogPoint_World(v);
3647                         f2 = 1 - f1;
3648                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3649                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3650                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3651                 }
3652         }
3653         R_Mesh_VertexPointer(vertex3f, 0, 0);
3654         R_Mesh_ColorPointer(color4f, 0, 0);
3655         R_Mesh_ResetTextureState();
3656         R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3657 }
3658
3659 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3660 {
3661         int i;
3662         float color[4];
3663         prvm_edict_t *edict;
3664         // this function draws bounding boxes of server entities
3665         if (!sv.active)
3666                 return;
3667         SV_VM_Begin();
3668         for (i = 0;i < numsurfaces;i++)
3669         {
3670                 edict = PRVM_EDICT_NUM(surfacelist[i]);
3671                 switch ((int)edict->fields.server->solid)
3672                 {
3673                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
3674                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
3675                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
3676                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
3677                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
3678                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
3679                 }
3680                 color[3] *= r_showbboxes.value;
3681                 color[3] = bound(0, color[3], 1);
3682                 GL_DepthTest(!r_showdisabledepthtest.integer);
3683                 GL_CullFace(r_view.cullface_front);
3684                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
3685         }
3686         SV_VM_End();
3687 }
3688
3689 static void R_DrawEntityBBoxes(void)
3690 {
3691         int i;
3692         prvm_edict_t *edict;
3693         vec3_t center;
3694         // this function draws bounding boxes of server entities
3695         if (!sv.active)
3696                 return;
3697         SV_VM_Begin();
3698         for (i = 0;i < prog->num_edicts;i++)
3699         {
3700                 edict = PRVM_EDICT_NUM(i);
3701                 if (edict->priv.server->free)
3702                         continue;
3703                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
3704                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
3705         }
3706         SV_VM_End();
3707 }
3708
3709 int nomodelelements[24] =
3710 {
3711         5, 2, 0,
3712         5, 1, 2,
3713         5, 0, 3,
3714         5, 3, 1,
3715         0, 2, 4,
3716         2, 1, 4,
3717         3, 0, 4,
3718         1, 3, 4
3719 };
3720
3721 float nomodelvertex3f[6*3] =
3722 {
3723         -16,   0,   0,
3724          16,   0,   0,
3725           0, -16,   0,
3726           0,  16,   0,
3727           0,   0, -16,
3728           0,   0,  16
3729 };