implemented fog texture building support for the new fog start and alpha
[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
68 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
69 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
70 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
71 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
72 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
73 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
74 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
75
76 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
77
78 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
79 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
80 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
81 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
82 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
83 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
84
85 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
86 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
87 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
88 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
89 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
90
91 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
92 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
93 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
94 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
95
96 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
97 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
98 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
99 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
100 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
101 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
102 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
103
104 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
105 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
106 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
107 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
108
109 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
110
111 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
112
113 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
114
115 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
116 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
117 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
118 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
119 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
120 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
121
122 extern qboolean v_flipped_state;
123
124 typedef struct r_glsl_bloomshader_s
125 {
126         int program;
127         int loc_Texture_Bloom;
128 }
129 r_glsl_bloomshader_t;
130
131 static struct r_bloomstate_s
132 {
133         qboolean enabled;
134         qboolean hdr;
135
136         int bloomwidth, bloomheight;
137
138         int screentexturewidth, screentextureheight;
139         rtexture_t *texture_screen;
140
141         int bloomtexturewidth, bloomtextureheight;
142         rtexture_t *texture_bloom;
143
144         r_glsl_bloomshader_t *shader;
145
146         // arrays for rendering the screen passes
147         float screentexcoord2f[8];
148         float bloomtexcoord2f[8];
149         float offsettexcoord2f[8];
150 }
151 r_bloomstate;
152
153 typedef struct r_waterstate_waterplane_s
154 {
155         rtexture_t *texture_refraction;
156         rtexture_t *texture_reflection;
157         mplane_t plane;
158         int materialflags; // combined flags of all water surfaces on this plane
159         unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
160         qboolean pvsvalid;
161 }
162 r_waterstate_waterplane_t;
163
164 #define MAX_WATERPLANES 16
165
166 static struct r_waterstate_s
167 {
168         qboolean enabled;
169
170         qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
171
172         int waterwidth, waterheight;
173         int texturewidth, textureheight;
174
175         int maxwaterplanes; // same as MAX_WATERPLANES
176         int numwaterplanes;
177         r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
178
179         float screenscale[2];
180         float screencenter[2];
181 }
182 r_waterstate;
183
184 // shadow volume bsp struct with automatically growing nodes buffer
185 svbsp_t r_svbsp;
186
187 rtexture_t *r_texture_blanknormalmap;
188 rtexture_t *r_texture_white;
189 rtexture_t *r_texture_grey128;
190 rtexture_t *r_texture_black;
191 rtexture_t *r_texture_notexture;
192 rtexture_t *r_texture_whitecube;
193 rtexture_t *r_texture_normalizationcube;
194 rtexture_t *r_texture_fogattenuation;
195 //rtexture_t *r_texture_fogintensity;
196
197 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
198 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
199
200 // vertex coordinates for a quad that covers the screen exactly
201 const static float r_screenvertex3f[12] =
202 {
203         0, 0, 0,
204         1, 0, 0,
205         1, 1, 0,
206         0, 1, 0
207 };
208
209 extern void R_DrawModelShadows(void);
210
211 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
212 {
213         int i;
214         for (i = 0;i < verts;i++)
215         {
216                 out[0] = in[0] * r;
217                 out[1] = in[1] * g;
218                 out[2] = in[2] * b;
219                 out[3] = in[3];
220                 in += 4;
221                 out += 4;
222         }
223 }
224
225 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
226 {
227         int i;
228         for (i = 0;i < verts;i++)
229         {
230                 out[0] = r;
231                 out[1] = g;
232                 out[2] = b;
233                 out[3] = a;
234                 out += 4;
235         }
236 }
237
238 // FIXME: move this to client?
239 void FOG_clear(void)
240 {
241         if (gamemode == GAME_NEHAHRA)
242         {
243                 Cvar_Set("gl_fogenable", "0");
244                 Cvar_Set("gl_fogdensity", "0.2");
245                 Cvar_Set("gl_fogred", "0.3");
246                 Cvar_Set("gl_foggreen", "0.3");
247                 Cvar_Set("gl_fogblue", "0.3");
248         }
249         r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
250         r_refdef.fog_start = 0;
251         r_refdef.fog_alpha = 1;
252 }
253
254 float FogForDistance(vec_t dist)
255 {
256         unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
257         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
258 }
259
260 float FogPoint_World(const vec3_t p)
261 {
262         return FogForDistance(VectorDistance((p), r_view.origin));
263 }
264
265 float FogPoint_Model(const vec3_t p)
266 {
267         return FogForDistance(VectorDistance((p), rsurface.modelorg));
268 }
269
270 static void R_BuildBlankTextures(void)
271 {
272         unsigned char data[4];
273         data[2] = 128; // normal X
274         data[1] = 128; // normal Y
275         data[0] = 255; // normal Z
276         data[3] = 128; // height
277         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
278         data[0] = 255;
279         data[1] = 255;
280         data[2] = 255;
281         data[3] = 255;
282         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
283         data[0] = 128;
284         data[1] = 128;
285         data[2] = 128;
286         data[3] = 255;
287         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
288         data[0] = 0;
289         data[1] = 0;
290         data[2] = 0;
291         data[3] = 255;
292         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
293 }
294
295 static void R_BuildNoTexture(void)
296 {
297         int x, y;
298         unsigned char pix[16][16][4];
299         // this makes a light grey/dark grey checkerboard texture
300         for (y = 0;y < 16;y++)
301         {
302                 for (x = 0;x < 16;x++)
303                 {
304                         if ((y < 8) ^ (x < 8))
305                         {
306                                 pix[y][x][0] = 128;
307                                 pix[y][x][1] = 128;
308                                 pix[y][x][2] = 128;
309                                 pix[y][x][3] = 255;
310                         }
311                         else
312                         {
313                                 pix[y][x][0] = 64;
314                                 pix[y][x][1] = 64;
315                                 pix[y][x][2] = 64;
316                                 pix[y][x][3] = 255;
317                         }
318                 }
319         }
320         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
321 }
322
323 static void R_BuildWhiteCube(void)
324 {
325         unsigned char data[6*1*1*4];
326         memset(data, 255, sizeof(data));
327         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
328 }
329
330 static void R_BuildNormalizationCube(void)
331 {
332         int x, y, side;
333         vec3_t v;
334         vec_t s, t, intensity;
335 #define NORMSIZE 64
336         unsigned char data[6][NORMSIZE][NORMSIZE][4];
337         for (side = 0;side < 6;side++)
338         {
339                 for (y = 0;y < NORMSIZE;y++)
340                 {
341                         for (x = 0;x < NORMSIZE;x++)
342                         {
343                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
344                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
345                                 switch(side)
346                                 {
347                                 default:
348                                 case 0:
349                                         v[0] = 1;
350                                         v[1] = -t;
351                                         v[2] = -s;
352                                         break;
353                                 case 1:
354                                         v[0] = -1;
355                                         v[1] = -t;
356                                         v[2] = s;
357                                         break;
358                                 case 2:
359                                         v[0] = s;
360                                         v[1] = 1;
361                                         v[2] = t;
362                                         break;
363                                 case 3:
364                                         v[0] = s;
365                                         v[1] = -1;
366                                         v[2] = -t;
367                                         break;
368                                 case 4:
369                                         v[0] = s;
370                                         v[1] = -t;
371                                         v[2] = 1;
372                                         break;
373                                 case 5:
374                                         v[0] = -s;
375                                         v[1] = -t;
376                                         v[2] = -1;
377                                         break;
378                                 }
379                                 intensity = 127.0f / sqrt(DotProduct(v, v));
380                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
381                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
382                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
383                                 data[side][y][x][3] = 255;
384                         }
385                 }
386         }
387         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
388 }
389
390 static void R_BuildFogTexture(void)
391 {
392         int x, b;
393 #define FOGWIDTH 256
394         unsigned char data1[FOGWIDTH][4];
395         //unsigned char data2[FOGWIDTH][4];
396         double d, s, alpha;
397
398         r_refdef.fogmasktable_start = r_refdef.fog_start;
399         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
400
401         s = r_refdef.fogmasktable_start / r_refdef.fogrange;
402         s = bound(0, s, 0.999);
403         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
404         {
405                 d = ((double)x / FOGMASKTABLEWIDTH);
406                 Con_Printf("%f ", d);
407                 d = (d - s) / (1 - s);
408                 Con_Printf("%f ", d);
409                 d = bound(0, d, 1);
410                 Con_Printf(" = %f ", d);
411                 alpha = exp(-16 * d*d);
412                 Con_Printf(" : %f ", alpha);
413                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
414                 Con_Printf(" = %f\n", alpha);
415                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
416         }
417
418         for (x = 0;x < FOGWIDTH;x++)
419         {
420                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
421                 data1[x][0] = b;
422                 data1[x][1] = b;
423                 data1[x][2] = b;
424                 data1[x][3] = 255;
425                 //data2[x][0] = 255 - b;
426                 //data2[x][1] = 255 - b;
427                 //data2[x][2] = 255 - b;
428                 //data2[x][3] = 255;
429         }
430         if (r_texture_fogattenuation)
431         {
432                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
433                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
434         }
435         else
436         {
437                 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);
438                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
439         }
440 }
441
442 static const char *builtinshaderstring =
443 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
444 "// written by Forest 'LordHavoc' Hale\n"
445 "\n"
446 "// common definitions between vertex shader and fragment shader:\n"
447 "\n"
448 "#ifdef __GLSL_CG_DATA_TYPES\n"
449 "# define myhalf half\n"
450 "# define myhvec2 hvec2\n"
451 "# define myhvec3 hvec3\n"
452 "# define myhvec4 hvec4\n"
453 "#else\n"
454 "# define myhalf float\n"
455 "# define myhvec2 vec2\n"
456 "# define myhvec3 vec3\n"
457 "# define myhvec4 vec4\n"
458 "#endif\n"
459 "\n"
460 "varying vec2 TexCoord;\n"
461 "varying vec2 TexCoordLightmap;\n"
462 "\n"
463 "//#ifdef MODE_LIGHTSOURCE\n"
464 "varying vec3 CubeVector;\n"
465 "//#endif\n"
466 "\n"
467 "//#ifdef MODE_LIGHTSOURCE\n"
468 "varying vec3 LightVector;\n"
469 "//#else\n"
470 "//# ifdef MODE_LIGHTDIRECTION\n"
471 "//varying vec3 LightVector;\n"
472 "//# endif\n"
473 "//#endif\n"
474 "\n"
475 "varying vec3 EyeVector;\n"
476 "//#ifdef USEFOG\n"
477 "varying vec3 EyeVectorModelSpace;\n"
478 "//#endif\n"
479 "\n"
480 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
481 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
482 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
483 "\n"
484 "//#ifdef MODE_WATER\n"
485 "varying vec4 ModelViewProjectionPosition;\n"
486 "//#else\n"
487 "//# ifdef MODE_REFRACTION\n"
488 "//varying vec4 ModelViewProjectionPosition;\n"
489 "//# else\n"
490 "//#  ifdef USEREFLECTION\n"
491 "//varying vec4 ModelViewProjectionPosition;\n"
492 "//#  endif\n"
493 "//# endif\n"
494 "//#endif\n"
495 "\n"
496 "\n"
497 "\n"
498 "\n"
499 "\n"
500 "// vertex shader specific:\n"
501 "#ifdef VERTEX_SHADER\n"
502 "\n"
503 "uniform vec3 LightPosition;\n"
504 "uniform vec3 EyePosition;\n"
505 "uniform vec3 LightDir;\n"
506 "\n"
507 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
508 "\n"
509 "void main(void)\n"
510 "{\n"
511 "       gl_FrontColor = gl_Color;\n"
512 "       // copy the surface texcoord\n"
513 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
514 "#ifndef MODE_LIGHTSOURCE\n"
515 "# ifndef MODE_LIGHTDIRECTION\n"
516 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
517 "# endif\n"
518 "#endif\n"
519 "\n"
520 "#ifdef MODE_LIGHTSOURCE\n"
521 "       // transform vertex position into light attenuation/cubemap space\n"
522 "       // (-1 to +1 across the light box)\n"
523 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
524 "\n"
525 "       // transform unnormalized light direction into tangent space\n"
526 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
527 "       //  normalize it per pixel)\n"
528 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
529 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
530 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
531 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
532 "#endif\n"
533 "\n"
534 "#ifdef MODE_LIGHTDIRECTION\n"
535 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
536 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
537 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
538 "#endif\n"
539 "\n"
540 "       // transform unnormalized eye direction into tangent space\n"
541 "#ifndef USEFOG\n"
542 "       vec3 EyeVectorModelSpace;\n"
543 "#endif\n"
544 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
545 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
546 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
547 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
548 "\n"
549 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
550 "       VectorS = gl_MultiTexCoord1.xyz;\n"
551 "       VectorT = gl_MultiTexCoord2.xyz;\n"
552 "       VectorR = gl_MultiTexCoord3.xyz;\n"
553 "#endif\n"
554 "\n"
555 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
556 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
557 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
558 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
559 "//#endif\n"
560 "\n"
561 "// transform vertex to camera space, using ftransform to match non-VS\n"
562 "       // rendering\n"
563 "       gl_Position = ftransform();\n"
564 "\n"
565 "#ifdef MODE_WATER\n"
566 "       ModelViewProjectionPosition = gl_Position;\n"
567 "#endif\n"
568 "#ifdef MODE_REFRACTION\n"
569 "       ModelViewProjectionPosition = gl_Position;\n"
570 "#endif\n"
571 "#ifdef USEREFLECTION\n"
572 "       ModelViewProjectionPosition = gl_Position;\n"
573 "#endif\n"
574 "}\n"
575 "\n"
576 "#endif // VERTEX_SHADER\n"
577 "\n"
578 "\n"
579 "\n"
580 "\n"
581 "// fragment shader specific:\n"
582 "#ifdef FRAGMENT_SHADER\n"
583 "\n"
584 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
585 "uniform sampler2D Texture_Normal;\n"
586 "uniform sampler2D Texture_Color;\n"
587 "uniform sampler2D Texture_Gloss;\n"
588 "uniform samplerCube Texture_Cube;\n"
589 "uniform sampler2D Texture_Attenuation;\n"
590 "uniform sampler2D Texture_FogMask;\n"
591 "uniform sampler2D Texture_Pants;\n"
592 "uniform sampler2D Texture_Shirt;\n"
593 "uniform sampler2D Texture_Lightmap;\n"
594 "uniform sampler2D Texture_Deluxemap;\n"
595 "uniform sampler2D Texture_Glow;\n"
596 "uniform sampler2D Texture_Reflection;\n"
597 "uniform sampler2D Texture_Refraction;\n"
598 "\n"
599 "uniform myhvec3 LightColor;\n"
600 "uniform myhvec3 AmbientColor;\n"
601 "uniform myhvec3 DiffuseColor;\n"
602 "uniform myhvec3 SpecularColor;\n"
603 "uniform myhvec3 Color_Pants;\n"
604 "uniform myhvec3 Color_Shirt;\n"
605 "uniform myhvec3 FogColor;\n"
606 "\n"
607 "//#ifdef MODE_WATER\n"
608 "uniform vec4 DistortScaleRefractReflect;\n"
609 "uniform vec4 ScreenScaleRefractReflect;\n"
610 "uniform vec4 ScreenCenterRefractReflect;\n"
611 "uniform myhvec4 RefractColor;\n"
612 "uniform myhvec4 ReflectColor;\n"
613 "uniform myhalf ReflectFactor;\n"
614 "uniform myhalf ReflectOffset;\n"
615 "//#else\n"
616 "//# ifdef MODE_REFRACTION\n"
617 "//uniform vec4 DistortScaleRefractReflect;\n"
618 "//uniform vec4 ScreenScaleRefractReflect;\n"
619 "//uniform vec4 ScreenCenterRefractReflect;\n"
620 "//uniform myhvec4 RefractColor;\n"
621 "//#  ifdef USEREFLECTION\n"
622 "//uniform myhvec4 ReflectColor;\n"
623 "//#  endif\n"
624 "//# else\n"
625 "//#  ifdef USEREFLECTION\n"
626 "//uniform vec4 DistortScaleRefractReflect;\n"
627 "//uniform vec4 ScreenScaleRefractReflect;\n"
628 "//uniform vec4 ScreenCenterRefractReflect;\n"
629 "//uniform myhvec4 ReflectColor;\n"
630 "//#  endif\n"
631 "//# endif\n"
632 "//#endif\n"
633 "\n"
634 "uniform myhalf GlowScale;\n"
635 "uniform myhalf SceneBrightness;\n"
636 "#ifdef USECONTRASTBOOST\n"
637 "uniform myhalf ContrastBoostCoeff;\n"
638 "#endif\n"
639 "\n"
640 "uniform float OffsetMapping_Scale;\n"
641 "uniform float OffsetMapping_Bias;\n"
642 "uniform float FogRangeRecip;\n"
643 "\n"
644 "uniform myhalf AmbientScale;\n"
645 "uniform myhalf DiffuseScale;\n"
646 "uniform myhalf SpecularScale;\n"
647 "uniform myhalf SpecularPower;\n"
648 "\n"
649 "#ifdef USEOFFSETMAPPING\n"
650 "vec2 OffsetMapping(vec2 TexCoord)\n"
651 "{\n"
652 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
653 "       // 14 sample relief mapping: linear search and then binary search\n"
654 "       // this basically steps forward a small amount repeatedly until it finds\n"
655 "       // itself inside solid, then jitters forward and back using decreasing\n"
656 "       // amounts to find the impact\n"
657 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
658 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
659 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
660 "       vec3 RT = vec3(TexCoord, 1);\n"
661 "       OffsetVector *= 0.1;\n"
662 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
663 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
664 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
665 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
666 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
667 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
668 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
669 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
670 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
671 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
672 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
673 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
674 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
675 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
676 "       return RT.xy;\n"
677 "#else\n"
678 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
679 "       // this basically moves forward the full distance, and then backs up based\n"
680 "       // on height of samples\n"
681 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
682 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
683 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
684 "       TexCoord += OffsetVector;\n"
685 "       OffsetVector *= 0.333;\n"
686 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
687 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
688 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
689 "       return TexCoord;\n"
690 "#endif\n"
691 "}\n"
692 "#endif // USEOFFSETMAPPING\n"
693 "\n"
694 "#ifdef MODE_WATER\n"
695 "\n"
696 "// water pass\n"
697 "void main(void)\n"
698 "{\n"
699 "#ifdef USEOFFSETMAPPING\n"
700 "       // apply offsetmapping\n"
701 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
702 "#define TexCoord TexCoordOffset\n"
703 "#endif\n"
704 "\n"
705 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
706 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
707 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
708 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 5.0) * ReflectFactor + ReflectOffset;\n"
709 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
710 "}\n"
711 "\n"
712 "#else // MODE_WATER\n"
713 "#ifdef MODE_REFRACTION\n"
714 "\n"
715 "// refraction pass\n"
716 "void main(void)\n"
717 "{\n"
718 "#ifdef USEOFFSETMAPPING\n"
719 "       // apply offsetmapping\n"
720 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
721 "#define TexCoord TexCoordOffset\n"
722 "#endif\n"
723 "\n"
724 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
725 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
726 "       vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
727 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
728 "}\n"
729 "\n"
730 "#else // MODE_REFRACTION\n"
731 "void main(void)\n"
732 "{\n"
733 "#ifdef USEOFFSETMAPPING\n"
734 "       // apply offsetmapping\n"
735 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
736 "#define TexCoord TexCoordOffset\n"
737 "#endif\n"
738 "\n"
739 "       // combine the diffuse textures (base, pants, shirt)\n"
740 "       myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
741 "#ifdef USECOLORMAPPING\n"
742 "       color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
743 "#endif\n"
744 "\n"
745 "\n"
746 "\n"
747 "\n"
748 "#ifdef MODE_LIGHTSOURCE\n"
749 "       // light source\n"
750 "\n"
751 "       // calculate surface normal, light normal, and specular normal\n"
752 "       // compute color intensity for the two textures (colormap and glossmap)\n"
753 "       // scale by light color and attenuation as efficiently as possible\n"
754 "       // (do as much scalar math as possible rather than vector math)\n"
755 "# ifdef USESPECULAR\n"
756 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
757 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
758 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
759 "\n"
760 "       // calculate directional shading\n"
761 "       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"
762 "# else\n"
763 "#  ifdef USEDIFFUSE\n"
764 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
765 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
766 "\n"
767 "       // calculate directional shading\n"
768 "       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"
769 "#  else\n"
770 "       // calculate directionless shading\n"
771 "       color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
772 "#  endif\n"
773 "# endif\n"
774 "\n"
775 "# ifdef USECUBEFILTER\n"
776 "       // apply light cubemap filter\n"
777 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
778 "       color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
779 "# endif\n"
780 "       color *= myhvec4(gl_Color);\n"
781 "#endif // MODE_LIGHTSOURCE\n"
782 "\n"
783 "\n"
784 "\n"
785 "\n"
786 "#ifdef MODE_LIGHTDIRECTION\n"
787 "       // directional model lighting\n"
788 "# ifdef USESPECULAR\n"
789 "       // get the surface normal and light normal\n"
790 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
791 "       myhvec3 diffusenormal = myhvec3(LightVector);\n"
792 "\n"
793 "       // calculate directional shading\n"
794 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
795 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
796 "       color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
797 "# else\n"
798 "#  ifdef USEDIFFUSE\n"
799 "       // get the surface normal and light normal\n"
800 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
801 "       myhvec3 diffusenormal = myhvec3(LightVector);\n"
802 "\n"
803 "       // calculate directional shading\n"
804 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
805 "#  else\n"
806 "       color.rgb *= AmbientColor;\n"
807 "#  endif\n"
808 "# endif\n"
809 "\n"
810 "       color *= myhvec4(gl_Color);\n"
811 "#endif // MODE_LIGHTDIRECTION\n"
812 "\n"
813 "\n"
814 "\n"
815 "\n"
816 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
817 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
818 "\n"
819 "       // get the surface normal and light normal\n"
820 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
821 "\n"
822 "       myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
823 "       myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
824 "       // calculate directional shading\n"
825 "       myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
826 "# ifdef USESPECULAR\n"
827 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
828 "       tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
829 "# endif\n"
830 "\n"
831 "       // apply lightmap color\n"
832 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec3(gl_Color);\n"
833 "       color.a *= myhalf(gl_Color.a);\n"
834 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
835 "\n"
836 "\n"
837 "\n"
838 "\n"
839 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
840 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
841 "\n"
842 "       // get the surface normal and light normal\n"
843 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
844 "\n"
845 "       myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
846 "       // calculate directional shading\n"
847 "       myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
848 "# ifdef USESPECULAR\n"
849 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
850 "       tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
851 "# endif\n"
852 "\n"
853 "       // apply lightmap color\n"
854 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec3(gl_Color);\n"
855 "       color.a *= myhalf(gl_Color.a);\n"
856 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
857 "\n"
858 "\n"
859 "\n"
860 "\n"
861 "#ifdef MODE_LIGHTMAP\n"
862 "       // apply lightmap color\n"
863 "       color *= myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) * myhvec4(myhvec3(DiffuseScale), 1) + myhvec4(myhvec3(AmbientScale), 0);\n"
864 "#endif // MODE_LIGHTMAP\n"
865 "\n"
866 "\n"
867 "\n"
868 "\n"
869 "\n"
870 "\n"
871 "\n"
872 "\n"
873 "#ifdef USEGLOW\n"
874 "       color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
875 "#endif\n"
876 "\n"
877 "#ifndef MODE_LIGHTSOURCE\n"
878 "# ifdef USEREFLECTION\n"
879 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
880 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
881 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
882 "       color.rgb = mix(color.rgb, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
883 "# endif\n"
884 "#endif\n"
885 "\n"
886 "#ifdef USECONTRASTBOOST\n"
887 "       color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
888 "#endif\n"
889 "\n"
890 "       color.rgb *= SceneBrightness;\n"
891 "\n"
892 "#ifdef USEFOG\n"
893 "       // apply fog\n"
894 "      color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
895 "#endif\n"
896 "\n"
897 "       gl_FragColor = vec4(color);\n"
898 "}\n"
899 "#endif // MODE_REFRACTION\n"
900 "#endif // MODE_WATER\n"
901 "\n"
902 "#endif // FRAGMENT_SHADER\n"
903 ;
904
905 #define SHADERPERMUTATION_COLORMAPPING (1<<0) // indicates this is a colormapped skin
906 #define SHADERPERMUTATION_CONTRASTBOOST (1<<1) // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
907 #define SHADERPERMUTATION_FOG (1<<2) // tint the color by fog color or black if using additive blend mode
908 #define SHADERPERMUTATION_CUBEFILTER (1<<3) // (lightsource) use cubemap light filter
909 #define SHADERPERMUTATION_GLOW (1<<4) // (lightmap) blend in an additive glow texture
910 #define SHADERPERMUTATION_DIFFUSE (1<<5) // (lightsource) whether to use directional shading
911 #define SHADERPERMUTATION_SPECULAR (1<<6) // (lightsource or deluxemapping) render specular effects
912 #define SHADERPERMUTATION_REFLECTION (1<<7) // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
913 #define SHADERPERMUTATION_OFFSETMAPPING (1<<8) // adjust texcoords to roughly simulate a displacement mapped surface
914 #define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<9) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
915 #define SHADERPERMUTATION_MODEBASE (1<<10) // multiplier for the SHADERMODE_ values to get a valid index
916
917 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
918 const char *shaderpermutationinfo[][2] =
919 {
920         {"#define USECOLORMAPPING\n", " colormapping"},
921         {"#define USECONTRASTBOOST\n", " contrastboost"},
922         {"#define USEFOG\n", " fog"},
923         {"#define USECUBEFILTER\n", " cubefilter"},
924         {"#define USEGLOW\n", " glow"},
925         {"#define USEDIFFUSE\n", " diffuse"},
926         {"#define USESPECULAR\n", " specular"},
927         {"#define USEREFLECTION\n", " reflection"},
928         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
929         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
930         {NULL, NULL}
931 };
932
933 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
934 typedef enum shadermode_e
935 {
936         SHADERMODE_LIGHTMAP, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
937         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (deluxemap)
938         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (deluxemap)
939         SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
940         SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
941         SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
942         SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
943         SHADERMODE_COUNT
944 }
945 shadermode_t;
946
947 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
948 const char *shadermodeinfo[][2] =
949 {
950         {"#define MODE_LIGHTMAP\n", " lightmap"},
951         {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
952         {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
953         {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
954         {"#define MODE_LIGHTSOURCE\n", " lightsource"},
955         {"#define MODE_REFRACTION\n", " refraction"},
956         {"#define MODE_WATER\n", " water"},
957         {NULL, NULL}
958 };
959
960 #define SHADERPERMUTATION_INDICES (SHADERPERMUTATION_MODEBASE * SHADERMODE_COUNT)
961
962 typedef struct r_glsl_permutation_s
963 {
964         // indicates if we have tried compiling this permutation already
965         qboolean compiled;
966         // 0 if compilation failed
967         int program;
968         // locations of detected uniforms in program object, or -1 if not found
969         int loc_Texture_Normal;
970         int loc_Texture_Color;
971         int loc_Texture_Gloss;
972         int loc_Texture_Cube;
973         int loc_Texture_Attenuation;
974         int loc_Texture_FogMask;
975         int loc_Texture_Pants;
976         int loc_Texture_Shirt;
977         int loc_Texture_Lightmap;
978         int loc_Texture_Deluxemap;
979         int loc_Texture_Glow;
980         int loc_Texture_Refraction;
981         int loc_Texture_Reflection;
982         int loc_FogColor;
983         int loc_LightPosition;
984         int loc_EyePosition;
985         int loc_LightColor;
986         int loc_Color_Pants;
987         int loc_Color_Shirt;
988         int loc_FogRangeRecip;
989         int loc_AmbientScale;
990         int loc_DiffuseScale;
991         int loc_SpecularScale;
992         int loc_SpecularPower;
993         int loc_GlowScale;
994         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
995         int loc_OffsetMapping_Scale;
996         int loc_AmbientColor;
997         int loc_DiffuseColor;
998         int loc_SpecularColor;
999         int loc_LightDir;
1000         int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1001         int loc_DistortScaleRefractReflect;
1002         int loc_ScreenScaleRefractReflect;
1003         int loc_ScreenCenterRefractReflect;
1004         int loc_RefractColor;
1005         int loc_ReflectColor;
1006         int loc_ReflectFactor;
1007         int loc_ReflectOffset;
1008 }
1009 r_glsl_permutation_t;
1010
1011 // information about each possible shader permutation
1012 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_INDICES];
1013 // currently selected permutation
1014 r_glsl_permutation_t *r_glsl_permutation;
1015
1016 // these are additional flags used only by R_GLSL_CompilePermutation
1017 #define SHADERTYPE_USES_VERTEXSHADER (1<<0)
1018 #define SHADERTYPE_USES_GEOMETRYSHADER (1<<1)
1019 #define SHADERTYPE_USES_FRAGMENTSHADER (1<<2)
1020
1021 static void R_GLSL_CompilePermutation(const char *filename, int permutation, int shadertype)
1022 {
1023         int i;
1024         qboolean shaderfound;
1025         r_glsl_permutation_t *p = r_glsl_permutations + permutation;
1026         int vertstrings_count;
1027         int geomstrings_count;
1028         int fragstrings_count;
1029         char *shaderstring;
1030         const char *vertstrings_list[32+1];
1031         const char *geomstrings_list[32+1];
1032         const char *fragstrings_list[32+1];
1033         char permutationname[256];
1034         if (p->compiled)
1035                 return;
1036         p->compiled = true;
1037         p->program = 0;
1038         vertstrings_list[0] = "#define VERTEX_SHADER\n";
1039         geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
1040         fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
1041         vertstrings_count = 1;
1042         geomstrings_count = 1;
1043         fragstrings_count = 1;
1044         permutationname[0] = 0;
1045         i = permutation / SHADERPERMUTATION_MODEBASE;
1046         vertstrings_list[vertstrings_count++] = shadermodeinfo[i][0];
1047         geomstrings_list[geomstrings_count++] = shadermodeinfo[i][0];
1048         fragstrings_list[fragstrings_count++] = shadermodeinfo[i][0];
1049         strlcat(permutationname, shadermodeinfo[i][1], sizeof(permutationname));
1050         for (i = 0;shaderpermutationinfo[i][0];i++)
1051         {
1052                 if (permutation & (1<<i))
1053                 {
1054                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i][0];
1055                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i][0];
1056                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i][0];
1057                         strlcat(permutationname, shaderpermutationinfo[i][1], sizeof(permutationname));
1058                 }
1059                 else
1060                 {
1061                         // keep line numbers correct
1062                         vertstrings_list[vertstrings_count++] = "\n";
1063                         geomstrings_list[geomstrings_count++] = "\n";
1064                         fragstrings_list[fragstrings_count++] = "\n";
1065                 }
1066         }
1067         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1068         shaderfound = false;
1069         if (shaderstring)
1070         {
1071                 Con_DPrint("from disk... ");
1072                 vertstrings_list[vertstrings_count++] = shaderstring;
1073                 geomstrings_list[geomstrings_count++] = shaderstring;
1074                 fragstrings_list[fragstrings_count++] = shaderstring;
1075                 shaderfound = true;
1076         }
1077         else if (!strcmp(filename, "glsl/default.glsl"))
1078         {
1079                 vertstrings_list[vertstrings_count++] = builtinshaderstring;
1080                 geomstrings_list[geomstrings_count++] = builtinshaderstring;
1081                 fragstrings_list[fragstrings_count++] = builtinshaderstring;
1082                 shaderfound = true;
1083         }
1084         // clear any lists that are not needed by this shader
1085         if (!(shadertype & SHADERTYPE_USES_VERTEXSHADER))
1086                 vertstrings_count = 0;
1087         if (!(shadertype & SHADERTYPE_USES_GEOMETRYSHADER))
1088                 geomstrings_count = 0;
1089         if (!(shadertype & SHADERTYPE_USES_FRAGMENTSHADER))
1090                 fragstrings_count = 0;
1091         // compile the shader program
1092         if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
1093                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1094         if (p->program)
1095         {
1096                 CHECKGLERROR
1097                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1098                 // look up all the uniform variable names we care about, so we don't
1099                 // have to look them up every time we set them
1100                 p->loc_Texture_Normal      = qglGetUniformLocationARB(p->program, "Texture_Normal");
1101                 p->loc_Texture_Color       = qglGetUniformLocationARB(p->program, "Texture_Color");
1102                 p->loc_Texture_Gloss       = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1103                 p->loc_Texture_Cube        = qglGetUniformLocationARB(p->program, "Texture_Cube");
1104                 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1105                 p->loc_Texture_FogMask     = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1106                 p->loc_Texture_Pants       = qglGetUniformLocationARB(p->program, "Texture_Pants");
1107                 p->loc_Texture_Shirt       = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1108                 p->loc_Texture_Lightmap    = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1109                 p->loc_Texture_Deluxemap   = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1110                 p->loc_Texture_Glow        = qglGetUniformLocationARB(p->program, "Texture_Glow");
1111                 p->loc_Texture_Refraction  = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1112                 p->loc_Texture_Reflection  = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1113                 p->loc_FogColor            = qglGetUniformLocationARB(p->program, "FogColor");
1114                 p->loc_LightPosition       = qglGetUniformLocationARB(p->program, "LightPosition");
1115                 p->loc_EyePosition         = qglGetUniformLocationARB(p->program, "EyePosition");
1116                 p->loc_LightColor          = qglGetUniformLocationARB(p->program, "LightColor");
1117                 p->loc_Color_Pants         = qglGetUniformLocationARB(p->program, "Color_Pants");
1118                 p->loc_Color_Shirt         = qglGetUniformLocationARB(p->program, "Color_Shirt");
1119                 p->loc_FogRangeRecip       = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1120                 p->loc_AmbientScale        = qglGetUniformLocationARB(p->program, "AmbientScale");
1121                 p->loc_DiffuseScale        = qglGetUniformLocationARB(p->program, "DiffuseScale");
1122                 p->loc_SpecularPower       = qglGetUniformLocationARB(p->program, "SpecularPower");
1123                 p->loc_SpecularScale       = qglGetUniformLocationARB(p->program, "SpecularScale");
1124                 p->loc_GlowScale           = qglGetUniformLocationARB(p->program, "GlowScale");
1125                 p->loc_SceneBrightness     = qglGetUniformLocationARB(p->program, "SceneBrightness");
1126                 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1127                 p->loc_AmbientColor        = qglGetUniformLocationARB(p->program, "AmbientColor");
1128                 p->loc_DiffuseColor        = qglGetUniformLocationARB(p->program, "DiffuseColor");
1129                 p->loc_SpecularColor       = qglGetUniformLocationARB(p->program, "SpecularColor");
1130                 p->loc_LightDir            = qglGetUniformLocationARB(p->program, "LightDir");
1131                 p->loc_ContrastBoostCoeff  = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1132                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1133                 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1134                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1135                 p->loc_RefractColor        = qglGetUniformLocationARB(p->program, "RefractColor");
1136                 p->loc_ReflectColor        = qglGetUniformLocationARB(p->program, "ReflectColor");
1137                 p->loc_ReflectFactor       = qglGetUniformLocationARB(p->program, "ReflectFactor");
1138                 p->loc_ReflectOffset       = qglGetUniformLocationARB(p->program, "ReflectOffset");
1139                 // initialize the samplers to refer to the texture units we use
1140                 if (p->loc_Texture_Normal >= 0)    qglUniform1iARB(p->loc_Texture_Normal, 0);
1141                 if (p->loc_Texture_Color >= 0)     qglUniform1iARB(p->loc_Texture_Color, 1);
1142                 if (p->loc_Texture_Gloss >= 0)     qglUniform1iARB(p->loc_Texture_Gloss, 2);
1143                 if (p->loc_Texture_Cube >= 0)      qglUniform1iARB(p->loc_Texture_Cube, 3);
1144                 if (p->loc_Texture_FogMask >= 0)   qglUniform1iARB(p->loc_Texture_FogMask, 4);
1145                 if (p->loc_Texture_Pants >= 0)     qglUniform1iARB(p->loc_Texture_Pants, 5);
1146                 if (p->loc_Texture_Shirt >= 0)     qglUniform1iARB(p->loc_Texture_Shirt, 6);
1147                 if (p->loc_Texture_Lightmap >= 0)  qglUniform1iARB(p->loc_Texture_Lightmap, 7);
1148                 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
1149                 if (p->loc_Texture_Glow >= 0)      qglUniform1iARB(p->loc_Texture_Glow, 9);
1150                 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
1151                 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction, 11);
1152                 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection, 12);
1153                 CHECKGLERROR
1154                 qglUseProgramObjectARB(0);CHECKGLERROR
1155                 if (developer.integer)
1156                         Con_Printf("GLSL shader %s :%s compiled.\n", filename, permutationname);
1157         }
1158         else
1159         {
1160                 if (developer.integer)
1161                         Con_Printf("GLSL shader %s :%s failed!  source code line offset for above errors is %i.\n", permutationname, filename, -(vertstrings_count - 1));
1162                 else
1163                         Con_Printf("GLSL shader %s :%s failed!  some features may not work properly.\n", permutationname, filename);
1164         }
1165         if (shaderstring)
1166                 Mem_Free(shaderstring);
1167 }
1168
1169 void R_GLSL_Restart_f(void)
1170 {
1171         int i;
1172         for (i = 0;i < SHADERPERMUTATION_INDICES;i++)
1173                 if (r_glsl_permutations[i].program)
1174                         GL_Backend_FreeProgram(r_glsl_permutations[i].program);
1175         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1176 }
1177
1178 void R_GLSL_DumpShader_f(void)
1179 {
1180         int i;
1181
1182         qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1183         if(!file)
1184         {
1185                 Con_Printf("failed to write to glsl/default.glsl\n");
1186                 return;
1187         }
1188
1189         FS_Print(file, "// The engine may define the following macros:\n");
1190         FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1191         for (i = 0;shadermodeinfo[i][0];i++)
1192                 FS_Printf(file, "// %s", shadermodeinfo[i][0]);
1193         for (i = 0;shaderpermutationinfo[i][0];i++)
1194                 FS_Printf(file, "// %s", shaderpermutationinfo[i][0]);
1195         FS_Print(file, "\n");
1196         FS_Print(file, builtinshaderstring);
1197         FS_Close(file);
1198
1199         Con_Printf("glsl/default.glsl written\n");
1200 }
1201
1202 extern rtexture_t *r_shadow_attenuationgradienttexture;
1203 extern rtexture_t *r_shadow_attenuation2dtexture;
1204 extern rtexture_t *r_shadow_attenuation3dtexture;
1205 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1206 {
1207         // select a permutation of the lighting shader appropriate to this
1208         // combination of texture, entity, light source, and fogging, only use the
1209         // minimum features necessary to avoid wasting rendering time in the
1210         // fragment shader on features that are not being used
1211         const char *shaderfilename = NULL;
1212         unsigned int permutation = 0;
1213         unsigned int shadertype = 0;
1214         shadermode_t mode = 0;
1215         r_glsl_permutation = NULL;
1216         shaderfilename = "glsl/default.glsl";
1217         shadertype = SHADERTYPE_USES_VERTEXSHADER | SHADERTYPE_USES_FRAGMENTSHADER;
1218         // TODO: implement geometry-shader based shadow volumes someday
1219         if (r_glsl_offsetmapping.integer)
1220         {
1221                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1222                 if (r_glsl_offsetmapping_reliefmapping.integer)
1223                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1224         }
1225         if (rsurfacepass == RSURFPASS_BACKGROUND)
1226         {
1227                 // distorted background
1228                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1229                         mode = SHADERMODE_WATER;
1230                 else
1231                         mode = SHADERMODE_REFRACTION;
1232         }
1233         else if (rsurfacepass == RSURFPASS_RTLIGHT)
1234         {
1235                 // light source
1236                 mode = SHADERMODE_LIGHTSOURCE;
1237                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1238                         permutation |= SHADERPERMUTATION_CUBEFILTER;
1239                 if (diffusescale > 0)
1240                         permutation |= SHADERPERMUTATION_DIFFUSE;
1241                 if (specularscale > 0)
1242                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1243                 if (r_refdef.fogenabled)
1244                         permutation |= SHADERPERMUTATION_FOG;
1245                 if (rsurface.texture->colormapping)
1246                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1247                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1248                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1249                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1250                         permutation |= SHADERPERMUTATION_REFLECTION;
1251         }
1252         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1253         {
1254                 // unshaded geometry (fullbright or ambient model lighting)
1255                 mode = SHADERMODE_LIGHTMAP;
1256                 if (rsurface.texture->currentskinframe->glow)
1257                         permutation |= SHADERPERMUTATION_GLOW;
1258                 if (r_refdef.fogenabled)
1259                         permutation |= SHADERPERMUTATION_FOG;
1260                 if (rsurface.texture->colormapping)
1261                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1262                 if (r_glsl_offsetmapping.integer)
1263                 {
1264                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1265                         if (r_glsl_offsetmapping_reliefmapping.integer)
1266                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1267                 }
1268                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1269                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1270                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1271                         permutation |= SHADERPERMUTATION_REFLECTION;
1272         }
1273         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1274         {
1275                 // directional model lighting
1276                 mode = SHADERMODE_LIGHTDIRECTION;
1277                 if (rsurface.texture->currentskinframe->glow)
1278                         permutation |= SHADERPERMUTATION_GLOW;
1279                 permutation |= SHADERPERMUTATION_DIFFUSE;
1280                 if (specularscale > 0)
1281                         permutation |= SHADERPERMUTATION_SPECULAR;
1282                 if (r_refdef.fogenabled)
1283                         permutation |= SHADERPERMUTATION_FOG;
1284                 if (rsurface.texture->colormapping)
1285                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1286                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1287                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1288                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1289                         permutation |= SHADERPERMUTATION_REFLECTION;
1290         }
1291         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1292         {
1293                 // ambient model lighting
1294                 mode = SHADERMODE_LIGHTDIRECTION;
1295                 if (rsurface.texture->currentskinframe->glow)
1296                         permutation |= SHADERPERMUTATION_GLOW;
1297                 if (r_refdef.fogenabled)
1298                         permutation |= SHADERPERMUTATION_FOG;
1299                 if (rsurface.texture->colormapping)
1300                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1301                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1302                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1303                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1304                         permutation |= SHADERPERMUTATION_REFLECTION;
1305         }
1306         else
1307         {
1308                 // lightmapped wall
1309                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
1310                 {
1311                         // deluxemapping (light direction texture)
1312                         if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
1313                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1314                         else
1315                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1316                         if (specularscale > 0)
1317                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1318                 }
1319                 else if (r_glsl_deluxemapping.integer >= 2)
1320                 {
1321                         // fake deluxemapping (uniform light direction in tangentspace)
1322                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1323                         if (specularscale > 0)
1324                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1325                 }
1326                 else
1327                 {
1328                         // ordinary lightmapping
1329                         mode = SHADERMODE_LIGHTMAP;
1330                 }
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         permutation |= mode * SHADERPERMUTATION_MODEBASE;
1343         if (!r_glsl_permutations[permutation].program)
1344         {
1345                 if (!r_glsl_permutations[permutation].compiled)
1346                         R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype);
1347                 if (!r_glsl_permutations[permutation].program)
1348                 {
1349                         // remove features until we find a valid permutation
1350                         unsigned int i;
1351                         for (i = (SHADERPERMUTATION_MODEBASE >> 1);;i>>=1)
1352                         {
1353                                 if (!i)
1354                                 {
1355                                         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");
1356                                         Cvar_SetValueQuick(&r_glsl, 0);
1357                                         return 0; // no bit left to clear
1358                                 }
1359                                 // reduce i more quickly whenever it would not remove any bits
1360                                 if (!(permutation & i))
1361                                         continue;
1362                                 permutation &= ~i;
1363                                 if (!r_glsl_permutations[permutation].compiled)
1364                                         R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype);
1365                                 if (r_glsl_permutations[permutation].program)
1366                                         break;
1367                         }
1368                 }
1369         }
1370         r_glsl_permutation = r_glsl_permutations + permutation;
1371         CHECKGLERROR
1372         qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1373         if (mode == SHADERMODE_LIGHTSOURCE)
1374         {
1375                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1376                 if (permutation & SHADERPERMUTATION_DIFFUSE)
1377                 {
1378                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
1379                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1380                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1381                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1382                 }
1383                 else
1384                 {
1385                         // ambient only is simpler
1386                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
1387                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1388                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1389                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1390                 }
1391         }
1392         else if (mode == SHADERMODE_LIGHTDIRECTION)
1393         {
1394                 if (r_glsl_permutation->loc_AmbientColor >= 0)
1395                         qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale * r_refdef.lightmapintensity, rsurface.modellight_ambient[1] * ambientscale * r_refdef.lightmapintensity, rsurface.modellight_ambient[2] * ambientscale * r_refdef.lightmapintensity);
1396                 if (r_glsl_permutation->loc_DiffuseColor >= 0)
1397                         qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale * r_refdef.lightmapintensity, rsurface.modellight_diffuse[1] * diffusescale * r_refdef.lightmapintensity, rsurface.modellight_diffuse[2] * diffusescale * r_refdef.lightmapintensity);
1398                 if (r_glsl_permutation->loc_SpecularColor >= 0)
1399                         qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * r_refdef.lightmapintensity, rsurface.modellight_diffuse[1] * specularscale * r_refdef.lightmapintensity, rsurface.modellight_diffuse[2] * specularscale * r_refdef.lightmapintensity);
1400                 if (r_glsl_permutation->loc_LightDir >= 0)
1401                         qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1402         }
1403         else
1404         {
1405                 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
1406                 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
1407                 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
1408         }
1409         if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1410         if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1411         {
1412                 // The formula used is actually:
1413                 //   color.rgb *= SceneBrightness;
1414                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1415                 // I simplify that to
1416                 //   color.rgb *= [[SceneBrightness * ContrastBoost]];
1417                 //   color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1;
1418                 // and Black:
1419                 //   color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[(ContrastBoost - 1) * SceneBrightness]] * color.rgb + 1);
1420                 // and do [[calculations]] here in the engine
1421                 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale);
1422                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value);
1423         }
1424         else
1425                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1426         if (r_glsl_permutation->loc_FogColor >= 0)
1427         {
1428                 // additive passes are only darkened by fog, not tinted
1429                 if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
1430                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1431                 else
1432                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1433         }
1434         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1435         if (r_glsl_permutation->loc_Color_Pants >= 0)
1436         {
1437                 if (rsurface.texture->currentskinframe->pants)
1438                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1439                 else
1440                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1441         }
1442         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1443         {
1444                 if (rsurface.texture->currentskinframe->shirt)
1445                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1446                 else
1447                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1448         }
1449         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1450         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1451         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1452         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);
1453         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]);
1454         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]);
1455         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1456         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1457         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1458         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1459         CHECKGLERROR
1460         return permutation;
1461 }
1462
1463 #define SKINFRAME_HASH 1024
1464
1465 struct
1466 {
1467         int loadsequence; // incremented each level change
1468         memexpandablearray_t array;
1469         skinframe_t *hash[SKINFRAME_HASH];
1470 }
1471 r_skinframe;
1472
1473 void R_SkinFrame_PrepareForPurge(void)
1474 {
1475         r_skinframe.loadsequence++;
1476         // wrap it without hitting zero
1477         if (r_skinframe.loadsequence >= 200)
1478                 r_skinframe.loadsequence = 1;
1479 }
1480
1481 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1482 {
1483         if (!skinframe)
1484                 return;
1485         // mark the skinframe as used for the purging code
1486         skinframe->loadsequence = r_skinframe.loadsequence;
1487 }
1488
1489 void R_SkinFrame_Purge(void)
1490 {
1491         int i;
1492         skinframe_t *s;
1493         for (i = 0;i < SKINFRAME_HASH;i++)
1494         {
1495                 for (s = r_skinframe.hash[i];s;s = s->next)
1496                 {
1497                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1498                         {
1499                                 if (s->merged == s->base)
1500                                         s->merged = NULL;
1501                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1502                                 R_PurgeTexture(s->stain );s->stain  = NULL;
1503                                 R_PurgeTexture(s->merged);s->merged = NULL;
1504                                 R_PurgeTexture(s->base  );s->base   = NULL;
1505                                 R_PurgeTexture(s->pants );s->pants  = NULL;
1506                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
1507                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
1508                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
1509                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
1510                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
1511                                 s->loadsequence = 0;
1512                         }
1513                 }
1514         }
1515 }
1516
1517 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1518         skinframe_t *item;
1519         char basename[MAX_QPATH];
1520
1521         Image_StripImageExtension(name, basename, sizeof(basename));
1522
1523         if( last == NULL ) {
1524                 int hashindex;
1525                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1526                 item = r_skinframe.hash[hashindex];
1527         } else {
1528                 item = last->next;
1529         }
1530
1531         // linearly search through the hash bucket
1532         for( ; item ; item = item->next ) {
1533                 if( !strcmp( item->basename, basename ) ) {
1534                         return item;
1535                 }
1536         }
1537         return NULL;
1538 }
1539
1540 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1541 {
1542         skinframe_t *item;
1543         int hashindex;
1544         char basename[MAX_QPATH];
1545         
1546         Image_StripImageExtension(name, basename, sizeof(basename));
1547
1548         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1549         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1550                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1551                         break;
1552
1553         if (!item) {
1554                 rtexture_t *dyntexture;
1555                 // check whether its a dynamic texture
1556                 dyntexture = CL_GetDynTexture( basename );
1557                 if (!add && !dyntexture)
1558                         return NULL;
1559                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1560                 memset(item, 0, sizeof(*item));
1561                 strlcpy(item->basename, basename, sizeof(item->basename));
1562                 item->base = dyntexture; // either NULL or dyntexture handle
1563                 item->textureflags = textureflags;
1564                 item->comparewidth = comparewidth;
1565                 item->compareheight = compareheight;
1566                 item->comparecrc = comparecrc;
1567                 item->next = r_skinframe.hash[hashindex];       
1568                 r_skinframe.hash[hashindex] = item;
1569         }
1570         else if( item->base == NULL )
1571         {
1572                 rtexture_t *dyntexture;
1573                 // check whether its a dynamic texture
1574                 // 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]
1575                 dyntexture = CL_GetDynTexture( basename );
1576                 item->base = dyntexture; // either NULL or dyntexture handle
1577         }
1578
1579         R_SkinFrame_MarkUsed(item);
1580         return item;
1581 }
1582
1583 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1584 {
1585         // FIXME: it should be possible to disable loading various layers using
1586         // cvars, to prevent wasted loading time and memory usage if the user does
1587         // not want them
1588         qboolean loadnormalmap = true;
1589         qboolean loadgloss = true;
1590         qboolean loadpantsandshirt = true;
1591         qboolean loadglow = true;
1592         int j;
1593         unsigned char *pixels;
1594         unsigned char *bumppixels;
1595         unsigned char *basepixels = NULL;
1596         int basepixels_width;
1597         int basepixels_height;
1598         skinframe_t *skinframe;
1599
1600         if (cls.state == ca_dedicated)
1601                 return NULL;
1602
1603         // return an existing skinframe if already loaded
1604         // if loading of the first image fails, don't make a new skinframe as it
1605         // would cause all future lookups of this to be missing
1606         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1607         if (skinframe && skinframe->base)
1608                 return skinframe;
1609
1610         basepixels = loadimagepixelsbgra(name, complain, true);
1611         if (basepixels == NULL)
1612                 return NULL;
1613
1614         // we've got some pixels to store, so really allocate this new texture now
1615         if (!skinframe)
1616                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1617         skinframe->stain = NULL;
1618         skinframe->merged = NULL;
1619         skinframe->base = r_texture_notexture;
1620         skinframe->pants = NULL;
1621         skinframe->shirt = NULL;
1622         skinframe->nmap = r_texture_blanknormalmap;
1623         skinframe->gloss = NULL;
1624         skinframe->glow = NULL;
1625         skinframe->fog = NULL;
1626
1627         basepixels_width = image_width;
1628         basepixels_height = image_height;
1629         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);
1630
1631         if (textureflags & TEXF_ALPHA)
1632         {
1633                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1634                         if (basepixels[j] < 255)
1635                                 break;
1636                 if (j < basepixels_width * basepixels_height * 4)
1637                 {
1638                         // has transparent pixels
1639                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1640                         for (j = 0;j < image_width * image_height * 4;j += 4)
1641                         {
1642                                 pixels[j+0] = 255;
1643                                 pixels[j+1] = 255;
1644                                 pixels[j+2] = 255;
1645                                 pixels[j+3] = basepixels[j+3];
1646                         }
1647                         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);
1648                         Mem_Free(pixels);
1649                 }
1650         }
1651
1652         // _norm is the name used by tenebrae and has been adopted as standard
1653         if (loadnormalmap)
1654         {
1655                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1656                 {
1657                         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);
1658                         Mem_Free(pixels);
1659                         pixels = NULL;
1660                 }
1661                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1662                 {
1663                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1664                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1665                         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);
1666                         Mem_Free(pixels);
1667                         Mem_Free(bumppixels);
1668                 }
1669                 else if (r_shadow_bumpscale_basetexture.value > 0)
1670                 {
1671                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1672                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1673                         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);
1674                         Mem_Free(pixels);
1675                 }
1676         }
1677         // _luma is supported for tenebrae compatibility
1678         // (I think it's a very stupid name, but oh well)
1679         // _glow is the preferred name
1680         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;}
1681         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;}
1682         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;}
1683         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;}
1684
1685         if (basepixels)
1686                 Mem_Free(basepixels);
1687
1688         return skinframe;
1689 }
1690
1691 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)
1692 {
1693         int i;
1694         if (!force)
1695         {
1696                 for (i = 0;i < width*height;i++)
1697                         if (((unsigned char *)&palette[in[i]])[3] > 0)
1698                                 break;
1699                 if (i == width*height)
1700                         return NULL;
1701         }
1702         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1703 }
1704
1705 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
1706 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
1707 {
1708         int i;
1709         unsigned char *temp1, *temp2;
1710         skinframe_t *skinframe;
1711
1712         if (cls.state == ca_dedicated)
1713                 return NULL;
1714
1715         // if already loaded just return it, otherwise make a new skinframe
1716         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
1717         if (skinframe && skinframe->base)
1718                 return skinframe;
1719
1720         skinframe->stain = NULL;
1721         skinframe->merged = NULL;
1722         skinframe->base = r_texture_notexture;
1723         skinframe->pants = NULL;
1724         skinframe->shirt = NULL;
1725         skinframe->nmap = r_texture_blanknormalmap;
1726         skinframe->gloss = NULL;
1727         skinframe->glow = NULL;
1728         skinframe->fog = NULL;
1729
1730         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1731         if (!skindata)
1732                 return NULL;
1733
1734         if (r_shadow_bumpscale_basetexture.value > 0)
1735         {
1736                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1737                 temp2 = temp1 + width * height * 4;
1738                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1739                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1740                 Mem_Free(temp1);
1741         }
1742         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1743         if (textureflags & TEXF_ALPHA)
1744         {
1745                 for (i = 3;i < width * height * 4;i += 4)
1746                         if (skindata[i] < 255)
1747                                 break;
1748                 if (i < width * height * 4)
1749                 {
1750                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1751                         memcpy(fogpixels, skindata, width * height * 4);
1752                         for (i = 0;i < width * height * 4;i += 4)
1753                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1754                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1755                         Mem_Free(fogpixels);
1756                 }
1757         }
1758
1759         return skinframe;
1760 }
1761
1762 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
1763 {
1764         int i;
1765         unsigned char *temp1, *temp2;
1766         skinframe_t *skinframe;
1767
1768         if (cls.state == ca_dedicated)
1769                 return NULL;
1770
1771         // if already loaded just return it, otherwise make a new skinframe
1772         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
1773         if (skinframe && skinframe->base)
1774                 return skinframe;
1775
1776         skinframe->stain = NULL;
1777         skinframe->merged = NULL;
1778         skinframe->base = r_texture_notexture;
1779         skinframe->pants = NULL;
1780         skinframe->shirt = NULL;
1781         skinframe->nmap = r_texture_blanknormalmap;
1782         skinframe->gloss = NULL;
1783         skinframe->glow = NULL;
1784         skinframe->fog = NULL;
1785
1786         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1787         if (!skindata)
1788                 return NULL;
1789
1790         if (r_shadow_bumpscale_basetexture.value > 0)
1791         {
1792                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1793                 temp2 = temp1 + width * height * 4;
1794                 // use either a custom palette or the quake palette
1795                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
1796                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1797                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1798                 Mem_Free(temp1);
1799         }
1800         // use either a custom palette, or the quake palette
1801         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
1802         if (loadglowtexture)
1803                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
1804         if (loadpantsandshirt)
1805         {
1806                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
1807                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
1808         }
1809         if (skinframe->pants || skinframe->shirt)
1810                 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
1811         if (textureflags & TEXF_ALPHA)
1812         {
1813                 for (i = 0;i < width * height;i++)
1814                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
1815                                 break;
1816                 if (i < width * height)
1817                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
1818         }
1819
1820         return skinframe;
1821 }
1822
1823 skinframe_t *R_SkinFrame_LoadMissing(void)
1824 {
1825         skinframe_t *skinframe;
1826
1827         if (cls.state == ca_dedicated)
1828                 return NULL;
1829
1830         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1831         skinframe->stain = NULL;
1832         skinframe->merged = NULL;
1833         skinframe->base = r_texture_notexture;
1834         skinframe->pants = NULL;
1835         skinframe->shirt = NULL;
1836         skinframe->nmap = r_texture_blanknormalmap;
1837         skinframe->gloss = NULL;
1838         skinframe->glow = NULL;
1839         skinframe->fog = NULL;
1840
1841         return skinframe;
1842 }
1843
1844 void gl_main_start(void)
1845 {
1846         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1847         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1848
1849         // set up r_skinframe loading system for textures
1850         memset(&r_skinframe, 0, sizeof(r_skinframe));
1851         r_skinframe.loadsequence = 1;
1852         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1853
1854         r_main_texturepool = R_AllocTexturePool();
1855         R_BuildBlankTextures();
1856         R_BuildNoTexture();
1857         if (gl_texturecubemap)
1858         {
1859                 R_BuildWhiteCube();
1860                 R_BuildNormalizationCube();
1861         }
1862         r_texture_fogattenuation = NULL;
1863         //r_texture_fogintensity = NULL;
1864         R_BuildFogTexture();
1865         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1866         memset(&r_waterstate, 0, sizeof(r_waterstate));
1867         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1868         memset(&r_svbsp, 0, sizeof (r_svbsp));
1869 }
1870
1871 void gl_main_shutdown(void)
1872 {
1873         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1874         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1875
1876         // clear out the r_skinframe state
1877         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1878         memset(&r_skinframe, 0, sizeof(r_skinframe));
1879
1880         if (r_svbsp.nodes)
1881                 Mem_Free(r_svbsp.nodes);
1882         memset(&r_svbsp, 0, sizeof (r_svbsp));
1883         R_FreeTexturePool(&r_main_texturepool);
1884         r_texture_blanknormalmap = NULL;
1885         r_texture_white = NULL;
1886         r_texture_grey128 = NULL;
1887         r_texture_black = NULL;
1888         r_texture_whitecube = NULL;
1889         r_texture_normalizationcube = NULL;
1890         r_texture_fogattenuation = NULL;
1891         //r_texture_fogintensity = NULL;
1892         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1893         memset(&r_waterstate, 0, sizeof(r_waterstate));
1894         R_GLSL_Restart_f();
1895 }
1896
1897 extern void CL_ParseEntityLump(char *entitystring);
1898 void gl_main_newmap(void)
1899 {
1900         // FIXME: move this code to client
1901         int l;
1902         char *entities, entname[MAX_QPATH];
1903         if (cl.worldmodel)
1904         {
1905                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1906                 l = (int)strlen(entname) - 4;
1907                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1908                 {
1909                         memcpy(entname + l, ".ent", 5);
1910                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1911                         {
1912                                 CL_ParseEntityLump(entities);
1913                                 Mem_Free(entities);
1914                                 return;
1915                         }
1916                 }
1917                 if (cl.worldmodel->brush.entities)
1918                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
1919         }
1920 }
1921
1922 void GL_Main_Init(void)
1923 {
1924         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1925
1926         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1927         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
1928         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
1929         if (gamemode == GAME_NEHAHRA)
1930         {
1931                 Cvar_RegisterVariable (&gl_fogenable);
1932                 Cvar_RegisterVariable (&gl_fogdensity);
1933                 Cvar_RegisterVariable (&gl_fogred);
1934                 Cvar_RegisterVariable (&gl_foggreen);
1935                 Cvar_RegisterVariable (&gl_fogblue);
1936                 Cvar_RegisterVariable (&gl_fogstart);
1937                 Cvar_RegisterVariable (&gl_fogend);
1938         }
1939         Cvar_RegisterVariable(&r_depthfirst);
1940         Cvar_RegisterVariable(&r_nearclip);
1941         Cvar_RegisterVariable(&r_showbboxes);
1942         Cvar_RegisterVariable(&r_showsurfaces);
1943         Cvar_RegisterVariable(&r_showtris);
1944         Cvar_RegisterVariable(&r_shownormals);
1945         Cvar_RegisterVariable(&r_showlighting);
1946         Cvar_RegisterVariable(&r_showshadowvolumes);
1947         Cvar_RegisterVariable(&r_showcollisionbrushes);
1948         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1949         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1950         Cvar_RegisterVariable(&r_showdisabledepthtest);
1951         Cvar_RegisterVariable(&r_drawportals);
1952         Cvar_RegisterVariable(&r_drawentities);
1953         Cvar_RegisterVariable(&r_cullentities_trace);
1954         Cvar_RegisterVariable(&r_cullentities_trace_samples);
1955         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1956         Cvar_RegisterVariable(&r_cullentities_trace_delay);
1957         Cvar_RegisterVariable(&r_drawviewmodel);
1958         Cvar_RegisterVariable(&r_speeds);
1959         Cvar_RegisterVariable(&r_fullbrights);
1960         Cvar_RegisterVariable(&r_wateralpha);
1961         Cvar_RegisterVariable(&r_dynamic);
1962         Cvar_RegisterVariable(&r_fullbright);
1963         Cvar_RegisterVariable(&r_shadows);
1964         Cvar_RegisterVariable(&r_shadows_throwdistance);
1965         Cvar_RegisterVariable(&r_q1bsp_skymasking);
1966         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
1967         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
1968         Cvar_RegisterVariable(&r_textureunits);
1969         Cvar_RegisterVariable(&r_glsl);
1970         Cvar_RegisterVariable(&r_glsl_offsetmapping);
1971         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1972         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1973         Cvar_RegisterVariable(&r_glsl_deluxemapping);
1974         Cvar_RegisterVariable(&r_water);
1975         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
1976         Cvar_RegisterVariable(&r_water_clippingplanebias);
1977         Cvar_RegisterVariable(&r_water_refractdistort);
1978         Cvar_RegisterVariable(&r_water_reflectdistort);
1979         Cvar_RegisterVariable(&r_lerpsprites);
1980         Cvar_RegisterVariable(&r_lerpmodels);
1981         Cvar_RegisterVariable(&r_lerplightstyles);
1982         Cvar_RegisterVariable(&r_waterscroll);
1983         Cvar_RegisterVariable(&r_bloom);
1984         Cvar_RegisterVariable(&r_bloom_colorscale);
1985         Cvar_RegisterVariable(&r_bloom_brighten);
1986         Cvar_RegisterVariable(&r_bloom_blur);
1987         Cvar_RegisterVariable(&r_bloom_resolution);
1988         Cvar_RegisterVariable(&r_bloom_colorexponent);
1989         Cvar_RegisterVariable(&r_bloom_colorsubtract);
1990         Cvar_RegisterVariable(&r_hdr);
1991         Cvar_RegisterVariable(&r_hdr_scenebrightness);
1992         Cvar_RegisterVariable(&r_glsl_contrastboost);
1993         Cvar_RegisterVariable(&r_hdr_glowintensity);
1994         Cvar_RegisterVariable(&r_hdr_range);
1995         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1996         Cvar_RegisterVariable(&developer_texturelogging);
1997         Cvar_RegisterVariable(&gl_lightmaps);
1998         Cvar_RegisterVariable(&r_test);
1999         Cvar_RegisterVariable(&r_batchmode);
2000         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2001                 Cvar_SetValue("r_fullbrights", 0);
2002         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2003
2004         Cvar_RegisterVariable(&r_track_sprites);
2005         Cvar_RegisterVariable(&r_track_sprites_flags);
2006         Cvar_RegisterVariable(&r_track_sprites_scalew);
2007         Cvar_RegisterVariable(&r_track_sprites_scaleh);
2008 }
2009
2010 extern void R_Textures_Init(void);
2011 extern void GL_Draw_Init(void);
2012 extern void GL_Main_Init(void);
2013 extern void R_Shadow_Init(void);
2014 extern void R_Sky_Init(void);
2015 extern void GL_Surf_Init(void);
2016 extern void R_Particles_Init(void);
2017 extern void R_Explosion_Init(void);
2018 extern void gl_backend_init(void);
2019 extern void Sbar_Init(void);
2020 extern void R_LightningBeams_Init(void);
2021 extern void Mod_RenderInit(void);
2022
2023 void Render_Init(void)
2024 {
2025         gl_backend_init();
2026         R_Textures_Init();
2027         GL_Main_Init();
2028         GL_Draw_Init();
2029         R_Shadow_Init();
2030         R_Sky_Init();
2031         GL_Surf_Init();
2032         Sbar_Init();
2033         R_Particles_Init();
2034         R_Explosion_Init();
2035         R_LightningBeams_Init();
2036         Mod_RenderInit();
2037 }
2038
2039 /*
2040 ===============
2041 GL_Init
2042 ===============
2043 */
2044 extern char *ENGINE_EXTENSIONS;
2045 void GL_Init (void)
2046 {
2047         VID_CheckExtensions();
2048
2049         // LordHavoc: report supported extensions
2050         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2051
2052         // clear to black (loading plaque will be seen over this)
2053         CHECKGLERROR
2054         qglClearColor(0,0,0,1);CHECKGLERROR
2055         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2056 }
2057
2058 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2059 {
2060         int i;
2061         mplane_t *p;
2062         for (i = 0;i < r_view.numfrustumplanes;i++)
2063         {
2064                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2065                 if (i == 4)
2066                         continue;
2067                 p = r_view.frustum + i;
2068                 switch(p->signbits)
2069                 {
2070                 default:
2071                 case 0:
2072                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2073                                 return true;
2074                         break;
2075                 case 1:
2076                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2077                                 return true;
2078                         break;
2079                 case 2:
2080                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2081                                 return true;
2082                         break;
2083                 case 3:
2084                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2085                                 return true;
2086                         break;
2087                 case 4:
2088                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2089                                 return true;
2090                         break;
2091                 case 5:
2092                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2093                                 return true;
2094                         break;
2095                 case 6:
2096                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2097                                 return true;
2098                         break;
2099                 case 7:
2100                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2101                                 return true;
2102                         break;
2103                 }
2104         }
2105         return false;
2106 }
2107
2108 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2109 {
2110         int i;
2111         const mplane_t *p;
2112         for (i = 0;i < numplanes;i++)
2113         {
2114                 p = planes + i;
2115                 switch(p->signbits)
2116                 {
2117                 default:
2118                 case 0:
2119                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2120                                 return true;
2121                         break;
2122                 case 1:
2123                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2124                                 return true;
2125                         break;
2126                 case 2:
2127                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2128                                 return true;
2129                         break;
2130                 case 3:
2131                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2132                                 return true;
2133                         break;
2134                 case 4:
2135                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2136                                 return true;
2137                         break;
2138                 case 5:
2139                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2140                                 return true;
2141                         break;
2142                 case 6:
2143                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2144                                 return true;
2145                         break;
2146                 case 7:
2147                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2148                                 return true;
2149                         break;
2150                 }
2151         }
2152         return false;
2153 }
2154
2155 //==================================================================================
2156
2157 static void R_View_UpdateEntityVisible (void)
2158 {
2159         int i, renderimask;
2160         entity_render_t *ent;
2161
2162         if (!r_drawentities.integer)
2163                 return;
2164
2165         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2166         if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
2167         {
2168                 // worldmodel can check visibility
2169                 for (i = 0;i < r_refdef.numentities;i++)
2170                 {
2171                         ent = r_refdef.entities[i];
2172                         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));
2173
2174                 }
2175                 if(r_cullentities_trace.integer)
2176                 {
2177                         for (i = 0;i < r_refdef.numentities;i++)
2178                         {
2179                                 ent = r_refdef.entities[i];
2180                                 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2181                                 {
2182                                         if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
2183                                                 ent->last_trace_visibility = realtime;
2184                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2185                                                 r_viewcache.entityvisible[i] = 0;
2186                                 }
2187                         }
2188                 }
2189         }
2190         else
2191         {
2192                 // no worldmodel or it can't check visibility
2193                 for (i = 0;i < r_refdef.numentities;i++)
2194                 {
2195                         ent = r_refdef.entities[i];
2196                         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));
2197                 }
2198         }
2199 }
2200
2201 // only used if skyrendermasked, and normally returns false
2202 int R_DrawBrushModelsSky (void)
2203 {
2204         int i, sky;
2205         entity_render_t *ent;
2206
2207         if (!r_drawentities.integer)
2208                 return false;
2209
2210         sky = false;
2211         for (i = 0;i < r_refdef.numentities;i++)
2212         {
2213                 if (!r_viewcache.entityvisible[i])
2214                         continue;
2215                 ent = r_refdef.entities[i];
2216                 if (!ent->model || !ent->model->DrawSky)
2217                         continue;
2218                 ent->model->DrawSky(ent);
2219                 sky = true;
2220         }
2221         return sky;
2222 }
2223
2224 static void R_DrawNoModel(entity_render_t *ent);
2225 static void R_DrawModels(void)
2226 {
2227         int i;
2228         entity_render_t *ent;
2229
2230         if (!r_drawentities.integer)
2231                 return;
2232
2233         for (i = 0;i < r_refdef.numentities;i++)
2234         {
2235                 if (!r_viewcache.entityvisible[i])
2236                         continue;
2237                 ent = r_refdef.entities[i];
2238                 r_refdef.stats.entities++;
2239                 if (ent->model && ent->model->Draw != NULL)
2240                         ent->model->Draw(ent);
2241                 else
2242                         R_DrawNoModel(ent);
2243         }
2244 }
2245
2246 static void R_DrawModelsDepth(void)
2247 {
2248         int i;
2249         entity_render_t *ent;
2250
2251         if (!r_drawentities.integer)
2252                 return;
2253
2254         for (i = 0;i < r_refdef.numentities;i++)
2255         {
2256                 if (!r_viewcache.entityvisible[i])
2257                         continue;
2258                 ent = r_refdef.entities[i];
2259                 if (ent->model && ent->model->DrawDepth != NULL)
2260                         ent->model->DrawDepth(ent);
2261         }
2262 }
2263
2264 static void R_DrawModelsDebug(void)
2265 {
2266         int i;
2267         entity_render_t *ent;
2268
2269         if (!r_drawentities.integer)
2270                 return;
2271
2272         for (i = 0;i < r_refdef.numentities;i++)
2273         {
2274                 if (!r_viewcache.entityvisible[i])
2275                         continue;
2276                 ent = r_refdef.entities[i];
2277                 if (ent->model && ent->model->DrawDebug != NULL)
2278                         ent->model->DrawDebug(ent);
2279         }
2280 }
2281
2282 static void R_DrawModelsAddWaterPlanes(void)
2283 {
2284         int i;
2285         entity_render_t *ent;
2286
2287         if (!r_drawentities.integer)
2288                 return;
2289
2290         for (i = 0;i < r_refdef.numentities;i++)
2291         {
2292                 if (!r_viewcache.entityvisible[i])
2293                         continue;
2294                 ent = r_refdef.entities[i];
2295                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2296                         ent->model->DrawAddWaterPlanes(ent);
2297         }
2298 }
2299
2300 static void R_View_SetFrustum(void)
2301 {
2302         int i;
2303         double slopex, slopey;
2304
2305         // break apart the view matrix into vectors for various purposes
2306         Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
2307         VectorNegate(r_view.left, r_view.right);
2308
2309 #if 0
2310         r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
2311         r_view.frustum[0].normal[1] = 0 - 0;
2312         r_view.frustum[0].normal[2] = -1 - 0;
2313         r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
2314         r_view.frustum[1].normal[1] = 0 + 0;
2315         r_view.frustum[1].normal[2] = -1 + 0;
2316         r_view.frustum[2].normal[0] = 0 - 0;
2317         r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
2318         r_view.frustum[2].normal[2] = -1 - 0;
2319         r_view.frustum[3].normal[0] = 0 + 0;
2320         r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
2321         r_view.frustum[3].normal[2] = -1 + 0;
2322 #endif
2323
2324 #if 0
2325         zNear = r_refdef.nearclip;
2326         nudge = 1.0 - 1.0 / (1<<23);
2327         r_view.frustum[4].normal[0] = 0 - 0;
2328         r_view.frustum[4].normal[1] = 0 - 0;
2329         r_view.frustum[4].normal[2] = -1 - -nudge;
2330         r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
2331         r_view.frustum[5].normal[0] = 0 + 0;
2332         r_view.frustum[5].normal[1] = 0 + 0;
2333         r_view.frustum[5].normal[2] = -1 + -nudge;
2334         r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
2335 #endif
2336
2337
2338
2339 #if 0
2340         r_view.frustum[0].normal[0] = m[3] - m[0];
2341         r_view.frustum[0].normal[1] = m[7] - m[4];
2342         r_view.frustum[0].normal[2] = m[11] - m[8];
2343         r_view.frustum[0].dist = m[15] - m[12];
2344
2345         r_view.frustum[1].normal[0] = m[3] + m[0];
2346         r_view.frustum[1].normal[1] = m[7] + m[4];
2347         r_view.frustum[1].normal[2] = m[11] + m[8];
2348         r_view.frustum[1].dist = m[15] + m[12];
2349
2350         r_view.frustum[2].normal[0] = m[3] - m[1];
2351         r_view.frustum[2].normal[1] = m[7] - m[5];
2352         r_view.frustum[2].normal[2] = m[11] - m[9];
2353         r_view.frustum[2].dist = m[15] - m[13];
2354
2355         r_view.frustum[3].normal[0] = m[3] + m[1];
2356         r_view.frustum[3].normal[1] = m[7] + m[5];
2357         r_view.frustum[3].normal[2] = m[11] + m[9];
2358         r_view.frustum[3].dist = m[15] + m[13];
2359
2360         r_view.frustum[4].normal[0] = m[3] - m[2];
2361         r_view.frustum[4].normal[1] = m[7] - m[6];
2362         r_view.frustum[4].normal[2] = m[11] - m[10];
2363         r_view.frustum[4].dist = m[15] - m[14];
2364
2365         r_view.frustum[5].normal[0] = m[3] + m[2];
2366         r_view.frustum[5].normal[1] = m[7] + m[6];
2367         r_view.frustum[5].normal[2] = m[11] + m[10];
2368         r_view.frustum[5].dist = m[15] + m[14];
2369 #endif
2370
2371         if (r_view.useperspective)
2372         {
2373                 slopex = 1.0 / r_view.frustum_x;
2374                 slopey = 1.0 / r_view.frustum_y;
2375                 VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
2376                 VectorMA(r_view.forward,  slopex, r_view.left, r_view.frustum[1].normal);
2377                 VectorMA(r_view.forward, -slopey, r_view.up  , r_view.frustum[2].normal);
2378                 VectorMA(r_view.forward,  slopey, r_view.up  , r_view.frustum[3].normal);
2379                 VectorCopy(r_view.forward, r_view.frustum[4].normal);
2380                 
2381                 // Leaving those out was a mistake, those were in the old code, and they
2382                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2383                 // I couldn't reproduce it after adding those normalizations. --blub
2384                 VectorNormalize(r_view.frustum[0].normal);
2385                 VectorNormalize(r_view.frustum[1].normal);
2386                 VectorNormalize(r_view.frustum[2].normal);
2387                 VectorNormalize(r_view.frustum[3].normal);
2388
2389                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2390                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
2391                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
2392                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[2]);
2393                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[3]);
2394
2395                 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
2396                 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
2397                 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
2398                 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
2399                 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
2400         }
2401         else
2402         {
2403                 VectorScale(r_view.left, -r_view.ortho_x, r_view.frustum[0].normal);
2404                 VectorScale(r_view.left,  r_view.ortho_x, r_view.frustum[1].normal);
2405                 VectorScale(r_view.up, -r_view.ortho_y, r_view.frustum[2].normal);
2406                 VectorScale(r_view.up,  r_view.ortho_y, r_view.frustum[3].normal);
2407                 VectorCopy(r_view.forward, r_view.frustum[4].normal);
2408                 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal) + r_view.ortho_x;
2409                 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal) + r_view.ortho_x;
2410                 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal) + r_view.ortho_y;
2411                 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal) + r_view.ortho_y;
2412                 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
2413         }
2414         r_view.numfrustumplanes = 5;
2415
2416         if (r_view.useclipplane)
2417         {
2418                 r_view.numfrustumplanes = 6;
2419                 r_view.frustum[5] = r_view.clipplane;
2420         }
2421
2422         for (i = 0;i < r_view.numfrustumplanes;i++)
2423                 PlaneClassify(r_view.frustum + i);
2424
2425         // LordHavoc: note to all quake engine coders, Quake had a special case
2426         // for 90 degrees which assumed a square view (wrong), so I removed it,
2427         // Quake2 has it disabled as well.
2428
2429         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2430         //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
2431         //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
2432         //PlaneClassify(&frustum[0]);
2433
2434         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2435         //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
2436         //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
2437         //PlaneClassify(&frustum[1]);
2438
2439         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2440         //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
2441         //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
2442         //PlaneClassify(&frustum[2]);
2443
2444         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2445         //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
2446         //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
2447         //PlaneClassify(&frustum[3]);
2448
2449         // nearclip plane
2450         //VectorCopy(r_view.forward, r_view.frustum[4].normal);
2451         //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
2452         //PlaneClassify(&frustum[4]);
2453 }
2454
2455 void R_View_Update(void)
2456 {
2457         R_View_SetFrustum();
2458         R_View_WorldVisibility(r_view.useclipplane);
2459         R_View_UpdateEntityVisible();
2460 }
2461
2462 void R_SetupView(void)
2463 {
2464         if (!r_view.useperspective)
2465                 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);
2466         else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2467                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
2468         else
2469                 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2470
2471         GL_SetupView_Orientation_FromEntity(&r_view.matrix);
2472
2473         if (r_view.useclipplane)
2474         {
2475                 // LordHavoc: couldn't figure out how to make this approach the
2476                 vec_t dist = r_view.clipplane.dist - r_water_clippingplanebias.value;
2477                 vec_t viewdist = DotProduct(r_view.origin, r_view.clipplane.normal);
2478                 if (viewdist < r_view.clipplane.dist + r_water_clippingplanebias.value)
2479                         dist = r_view.clipplane.dist;
2480                 GL_SetupView_ApplyCustomNearClipPlane(r_view.clipplane.normal[0], r_view.clipplane.normal[1], r_view.clipplane.normal[2], dist);
2481         }
2482 }
2483
2484 void R_ResetViewRendering2D(void)
2485 {
2486         if (gl_support_fragment_shader)
2487         {
2488                 qglUseProgramObjectARB(0);CHECKGLERROR
2489         }
2490
2491         DrawQ_Finish();
2492
2493         // GL is weird because it's bottom to top, r_view.y is top to bottom
2494         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2495         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2496         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2497         GL_Color(1, 1, 1, 1);
2498         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2499         GL_BlendFunc(GL_ONE, GL_ZERO);
2500         GL_AlphaTest(false);
2501         GL_ScissorTest(false);
2502         GL_DepthMask(false);
2503         GL_DepthRange(0, 1);
2504         GL_DepthTest(false);
2505         R_Mesh_Matrix(&identitymatrix);
2506         R_Mesh_ResetTextureState();
2507         GL_PolygonOffset(0, 0);
2508         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2509         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2510         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2511         qglStencilMask(~0);CHECKGLERROR
2512         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2513         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2514         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2515 }
2516
2517 void R_ResetViewRendering3D(void)
2518 {
2519         if (gl_support_fragment_shader)
2520         {
2521                 qglUseProgramObjectARB(0);CHECKGLERROR
2522         }
2523
2524         DrawQ_Finish();
2525
2526         // GL is weird because it's bottom to top, r_view.y is top to bottom
2527         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2528         R_SetupView();
2529         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2530         GL_Color(1, 1, 1, 1);
2531         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2532         GL_BlendFunc(GL_ONE, GL_ZERO);
2533         GL_AlphaTest(false);
2534         GL_ScissorTest(true);
2535         GL_DepthMask(true);
2536         GL_DepthRange(0, 1);
2537         GL_DepthTest(true);
2538         R_Mesh_Matrix(&identitymatrix);
2539         R_Mesh_ResetTextureState();
2540         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2541         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2542         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2543         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2544         qglStencilMask(~0);CHECKGLERROR
2545         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2546         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2547         GL_CullFace(r_view.cullface_back);
2548 }
2549
2550 /*
2551         R_Bloom_SetupShader(
2552 "// bloom shader\n"
2553 "// written by Forest 'LordHavoc' Hale\n"
2554 "\n"
2555 "// common definitions between vertex shader and fragment shader:\n"
2556 "\n"
2557 "#ifdef __GLSL_CG_DATA_TYPES\n"
2558 "#define myhalf half\n"
2559 "#define myhvec2 hvec2\n"
2560 "#define myhvec3 hvec3\n"
2561 "#define myhvec4 hvec4\n"
2562 "#else\n"
2563 "#define myhalf float\n"
2564 "#define myhvec2 vec2\n"
2565 "#define myhvec3 vec3\n"
2566 "#define myhvec4 vec4\n"
2567 "#endif\n"
2568 "\n"
2569 "varying vec2 ScreenTexCoord;\n"
2570 "varying vec2 BloomTexCoord;\n"
2571 "\n"
2572 "\n"
2573 "\n"
2574 "\n"
2575 "// vertex shader specific:\n"
2576 "#ifdef VERTEX_SHADER\n"
2577 "\n"
2578 "void main(void)\n"
2579 "{\n"
2580 "       ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2581 "       BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2582 "       // transform vertex to camera space, using ftransform to match non-VS\n"
2583 "       // rendering\n"
2584 "       gl_Position = ftransform();\n"
2585 "}\n"
2586 "\n"
2587 "#endif // VERTEX_SHADER\n"
2588 "\n"
2589 "\n"
2590 "\n"
2591 "\n"
2592 "// fragment shader specific:\n"
2593 "#ifdef FRAGMENT_SHADER\n"
2594 "\n"
2595 "void main(void)\n"
2596 "{\n"
2597 "       int x, y;
2598 "       myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2599 "       for (x = -BLUR_X;x <= BLUR_X;x++)
2600 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2601 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2602 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2603 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2604
2605 "       gl_FragColor = vec4(color);\n"
2606 "}\n"
2607 "\n"
2608 "#endif // FRAGMENT_SHADER\n"
2609 */
2610
2611 void R_RenderScene(qboolean addwaterplanes);
2612
2613 static void R_Water_StartFrame(void)
2614 {
2615         int i;
2616         int waterwidth, waterheight, texturewidth, textureheight;
2617         r_waterstate_waterplane_t *p;
2618
2619         // set waterwidth and waterheight to the water resolution that will be
2620         // used (often less than the screen resolution for faster rendering)
2621         waterwidth = (int)bound(1, r_view.width * r_water_resolutionmultiplier.value, r_view.width);
2622         waterheight = (int)bound(1, r_view.height * r_water_resolutionmultiplier.value, r_view.height);
2623
2624         // calculate desired texture sizes
2625         // can't use water if the card does not support the texture size
2626         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2627                 texturewidth = textureheight = waterwidth = waterheight = 0;
2628         else if (gl_support_arb_texture_non_power_of_two)
2629         {
2630                 texturewidth = waterwidth;
2631                 textureheight = waterheight;
2632         }
2633         else
2634         {
2635                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
2636                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
2637         }
2638
2639         // allocate textures as needed
2640         if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2641         {
2642                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2643                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2644                 {
2645                         if (p->texture_refraction)
2646                                 R_FreeTexture(p->texture_refraction);
2647                         p->texture_refraction = NULL;
2648                         if (p->texture_reflection)
2649                                 R_FreeTexture(p->texture_reflection);
2650                         p->texture_reflection = NULL;
2651                 }
2652                 memset(&r_waterstate, 0, sizeof(r_waterstate));
2653                 r_waterstate.waterwidth = waterwidth;
2654                 r_waterstate.waterheight = waterheight;
2655                 r_waterstate.texturewidth = texturewidth;
2656                 r_waterstate.textureheight = textureheight;
2657         }
2658
2659         if (r_waterstate.waterwidth)
2660         {
2661                 r_waterstate.enabled = true;
2662
2663                 // set up variables that will be used in shader setup
2664                 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2665                 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2666                 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2667                 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2668         }
2669
2670         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2671         r_waterstate.numwaterplanes = 0;
2672 }
2673
2674 static void R_Water_AddWaterPlane(msurface_t *surface)
2675 {
2676         int triangleindex, planeindex;
2677         const int *e;
2678         vec3_t vert[3];
2679         vec3_t normal;
2680         vec3_t center;
2681         r_waterstate_waterplane_t *p;
2682         // just use the first triangle with a valid normal for any decisions
2683         VectorClear(normal);
2684         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2685         {
2686                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2687                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2688                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2689                 TriangleNormal(vert[0], vert[1], vert[2], normal);
2690                 if (VectorLength2(normal) >= 0.001)
2691                         break;
2692         }
2693
2694         // find a matching plane if there is one
2695         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2696                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2697                         break;
2698         if (planeindex >= r_waterstate.maxwaterplanes)
2699                 return; // nothing we can do, out of planes
2700
2701         // if this triangle does not fit any known plane rendered this frame, add one
2702         if (planeindex >= r_waterstate.numwaterplanes)
2703         {
2704                 // store the new plane
2705                 r_waterstate.numwaterplanes++;
2706                 VectorCopy(normal, p->plane.normal);
2707                 VectorNormalize(p->plane.normal);
2708                 p->plane.dist = DotProduct(vert[0], p->plane.normal);
2709                 PlaneClassify(&p->plane);
2710                 // flip the plane if it does not face the viewer
2711                 if (PlaneDiff(r_view.origin, &p->plane) < 0)
2712                 {
2713                         VectorNegate(p->plane.normal, p->plane.normal);
2714                         p->plane.dist *= -1;
2715                         PlaneClassify(&p->plane);
2716                 }
2717                 // clear materialflags and pvs
2718                 p->materialflags = 0;
2719                 p->pvsvalid = false;
2720         }
2721         // merge this surface's materialflags into the waterplane
2722         p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2723         // merge this surface's PVS into the waterplane
2724         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2725         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.worldmodel && r_refdef.worldmodel->brush.FatPVS
2726          && r_refdef.worldmodel->brush.PointInLeaf && r_refdef.worldmodel->brush.PointInLeaf(r_refdef.worldmodel, center)->clusterindex >= 0)
2727         {
2728                 r_refdef.worldmodel->brush.FatPVS(r_refdef.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2729                 p->pvsvalid = true;
2730         }
2731 }
2732
2733 static void R_Water_ProcessPlanes(void)
2734 {
2735         r_view_t originalview;
2736         int planeindex;
2737         r_waterstate_waterplane_t *p;
2738
2739         originalview = r_view;
2740
2741         // make sure enough textures are allocated
2742         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2743         {
2744                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2745                 {
2746                         if (!p->texture_refraction)
2747                                 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);
2748                         if (!p->texture_refraction)
2749                                 goto error;
2750                 }
2751
2752                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2753                 {
2754                         if (!p->texture_reflection)
2755                                 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);
2756                         if (!p->texture_reflection)
2757                                 goto error;
2758                 }
2759         }
2760
2761         // render views
2762         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2763         {
2764                 r_view.showdebug = false;
2765                 r_view.width = r_waterstate.waterwidth;
2766                 r_view.height = r_waterstate.waterheight;
2767                 r_view.useclipplane = true;
2768                 r_waterstate.renderingscene = true;
2769
2770                 // render the normal view scene and copy into texture
2771                 // (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)
2772                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2773                 {
2774                         r_view.clipplane = p->plane;
2775                         VectorNegate(r_view.clipplane.normal, r_view.clipplane.normal);
2776                         r_view.clipplane.dist = -r_view.clipplane.dist;
2777                         PlaneClassify(&r_view.clipplane);
2778
2779                         R_RenderScene(false);
2780
2781                         // copy view into the screen texture
2782                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
2783                         GL_ActiveTexture(0);
2784                         CHECKGLERROR
2785                         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
2786                 }
2787
2788                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2789                 {
2790                         // render reflected scene and copy into texture
2791                         Matrix4x4_Reflect(&r_view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
2792                         r_view.clipplane = p->plane;
2793                         // reverse the cullface settings for this render
2794                         r_view.cullface_front = GL_FRONT;
2795                         r_view.cullface_back = GL_BACK;
2796                         if (r_refdef.worldmodel && r_refdef.worldmodel->brush.num_pvsclusterbytes)
2797                         {
2798                                 r_view.usecustompvs = true;
2799                                 if (p->pvsvalid)
2800                                         memcpy(r_viewcache.world_pvsbits, p->pvsbits, r_refdef.worldmodel->brush.num_pvsclusterbytes);
2801                                 else
2802                                         memset(r_viewcache.world_pvsbits, 0xFF, r_refdef.worldmodel->brush.num_pvsclusterbytes);
2803                         }
2804
2805                         R_ResetViewRendering3D();
2806                         R_ClearScreen();
2807                         if (r_timereport_active)
2808                                 R_TimeReport("viewclear");
2809
2810                         R_RenderScene(false);
2811
2812                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
2813                         GL_ActiveTexture(0);
2814                         CHECKGLERROR
2815                         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
2816
2817                         R_ResetViewRendering3D();
2818                         R_ClearScreen();
2819                         if (r_timereport_active)
2820                                 R_TimeReport("viewclear");
2821                 }
2822
2823                 r_view = originalview;
2824                 r_view.clear = true;
2825                 r_waterstate.renderingscene = false;
2826         }
2827         return;
2828 error:
2829         r_view = originalview;
2830         r_waterstate.renderingscene = false;
2831         Cvar_SetValueQuick(&r_water, 0);
2832         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
2833         return;
2834 }
2835
2836 void R_Bloom_StartFrame(void)
2837 {
2838         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2839
2840         // set bloomwidth and bloomheight to the bloom resolution that will be
2841         // used (often less than the screen resolution for faster rendering)
2842         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
2843         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
2844         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
2845
2846         // calculate desired texture sizes
2847         if (gl_support_arb_texture_non_power_of_two)
2848         {
2849                 screentexturewidth = r_view.width;
2850                 screentextureheight = r_view.height;
2851                 bloomtexturewidth = r_bloomstate.bloomwidth;
2852                 bloomtextureheight = r_bloomstate.bloomheight;
2853         }
2854         else
2855         {
2856                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
2857                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
2858                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
2859                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
2860         }
2861
2862         if (r_hdr.integer)
2863         {
2864                 screentexturewidth = screentextureheight = 0;
2865         }
2866         else if (r_bloom.integer)
2867         {
2868         }
2869         else
2870         {
2871                 screentexturewidth = screentextureheight = 0;
2872                 bloomtexturewidth = bloomtextureheight = 0;
2873         }
2874
2875         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)
2876         {
2877                 // can't use bloom if the parameters are too weird
2878                 // can't use bloom if the card does not support the texture size
2879                 if (r_bloomstate.texture_screen)
2880                         R_FreeTexture(r_bloomstate.texture_screen);
2881                 if (r_bloomstate.texture_bloom)
2882                         R_FreeTexture(r_bloomstate.texture_bloom);
2883                 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2884                 return;
2885         }
2886
2887         r_bloomstate.enabled = true;
2888         r_bloomstate.hdr = r_hdr.integer != 0;
2889
2890         // allocate textures as needed
2891         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2892         {
2893                 if (r_bloomstate.texture_screen)
2894                         R_FreeTexture(r_bloomstate.texture_screen);
2895                 r_bloomstate.texture_screen = NULL;
2896                 r_bloomstate.screentexturewidth = screentexturewidth;
2897                 r_bloomstate.screentextureheight = screentextureheight;
2898                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2899                         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);
2900         }
2901         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2902         {
2903                 if (r_bloomstate.texture_bloom)
2904                         R_FreeTexture(r_bloomstate.texture_bloom);
2905                 r_bloomstate.texture_bloom = NULL;
2906                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2907                 r_bloomstate.bloomtextureheight = bloomtextureheight;
2908                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2909                         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);
2910         }
2911
2912         // set up a texcoord array for the full resolution screen image
2913         // (we have to keep this around to copy back during final render)
2914         r_bloomstate.screentexcoord2f[0] = 0;
2915         r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2916         r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2917         r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2918         r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2919         r_bloomstate.screentexcoord2f[5] = 0;
2920         r_bloomstate.screentexcoord2f[6] = 0;
2921         r_bloomstate.screentexcoord2f[7] = 0;
2922
2923         // set up a texcoord array for the reduced resolution bloom image
2924         // (which will be additive blended over the screen image)
2925         r_bloomstate.bloomtexcoord2f[0] = 0;
2926         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2927         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2928         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2929         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2930         r_bloomstate.bloomtexcoord2f[5] = 0;
2931         r_bloomstate.bloomtexcoord2f[6] = 0;
2932         r_bloomstate.bloomtexcoord2f[7] = 0;
2933 }
2934
2935 void R_Bloom_CopyScreenTexture(float colorscale)
2936 {
2937         r_refdef.stats.bloom++;
2938
2939         R_ResetViewRendering2D();
2940         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2941         R_Mesh_ColorPointer(NULL, 0, 0);
2942         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2943         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2944
2945         // copy view into the screen texture
2946         GL_ActiveTexture(0);
2947         CHECKGLERROR
2948         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
2949         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2950
2951         // now scale it down to the bloom texture size
2952         CHECKGLERROR
2953         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2954         GL_BlendFunc(GL_ONE, GL_ZERO);
2955         GL_Color(colorscale, colorscale, colorscale, 1);
2956         // TODO: optimize with multitexture or GLSL
2957         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2958         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2959
2960         // we now have a bloom image in the framebuffer
2961         // copy it into the bloom image texture for later processing
2962         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2963         GL_ActiveTexture(0);
2964         CHECKGLERROR
2965         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
2966         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2967 }
2968
2969 void R_Bloom_CopyHDRTexture(void)
2970 {
2971         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2972         GL_ActiveTexture(0);
2973         CHECKGLERROR
2974         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
2975         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2976 }
2977
2978 void R_Bloom_MakeTexture(void)
2979 {
2980         int x, range, dir;
2981         float xoffset, yoffset, r, brighten;
2982
2983         r_refdef.stats.bloom++;
2984
2985         R_ResetViewRendering2D();
2986         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2987         R_Mesh_ColorPointer(NULL, 0, 0);
2988
2989         // we have a bloom image in the framebuffer
2990         CHECKGLERROR
2991         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2992
2993         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
2994         {
2995                 x *= 2;
2996                 r = bound(0, r_bloom_colorexponent.value / x, 1);
2997                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2998                 GL_Color(r, r, r, 1);
2999                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3000                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3001                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3002                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3003
3004                 // copy the vertically blurred bloom view to a texture
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         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3012         brighten = r_bloom_brighten.value;
3013         if (r_hdr.integer)
3014                 brighten *= r_hdr_range.value;
3015         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3016         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3017
3018         for (dir = 0;dir < 2;dir++)
3019         {
3020                 // blend on at multiple vertical offsets to achieve a vertical blur
3021                 // TODO: do offset blends using GLSL
3022                 GL_BlendFunc(GL_ONE, GL_ZERO);
3023                 for (x = -range;x <= range;x++)
3024                 {
3025                         if (!dir){xoffset = 0;yoffset = x;}
3026                         else {xoffset = x;yoffset = 0;}
3027                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
3028                         yoffset /= (float)r_bloomstate.bloomtextureheight;
3029                         // compute a texcoord array with the specified x and y offset
3030                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3031                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3032                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3033                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3034                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3035                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3036                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3037                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3038                         // this r value looks like a 'dot' particle, fading sharply to
3039                         // black at the edges
3040                         // (probably not realistic but looks good enough)
3041                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3042                         //r = (dir ? 1.0f : brighten)/(range*2+1);
3043                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3044                         GL_Color(r, r, r, 1);
3045                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3046                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3047                         GL_BlendFunc(GL_ONE, GL_ONE);
3048                 }
3049
3050                 // copy the vertically blurred bloom view to a texture
3051                 GL_ActiveTexture(0);
3052                 CHECKGLERROR
3053                 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
3054                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3055         }
3056
3057         // apply subtract last
3058         // (just like it would be in a GLSL shader)
3059         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3060         {
3061                 GL_BlendFunc(GL_ONE, GL_ZERO);
3062                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3063                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3064                 GL_Color(1, 1, 1, 1);
3065                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3066                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3067
3068                 GL_BlendFunc(GL_ONE, GL_ONE);
3069                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3070                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3071                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3072                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3073                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3074                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3075                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3076
3077                 // copy the darkened bloom view to a texture
3078                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3079                 GL_ActiveTexture(0);
3080                 CHECKGLERROR
3081                 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
3082                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3083         }
3084 }
3085
3086 static void R_UpdateFogColor(void); // needs to be called before HDR subrender too, as that changes colorscale!
3087
3088 void R_HDR_RenderBloomTexture(void)
3089 {
3090         int oldwidth, oldheight;
3091
3092         oldwidth = r_view.width;
3093         oldheight = r_view.height;
3094         r_view.width = r_bloomstate.bloomwidth;
3095         r_view.height = r_bloomstate.bloomheight;
3096
3097         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
3098         // TODO: add exposure compensation features
3099         // TODO: add fp16 framebuffer support
3100
3101         r_view.showdebug = false;
3102         r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
3103         if (r_hdr.integer)
3104                 r_view.colorscale /= r_hdr_range.value;
3105
3106         R_UpdateFogColor();
3107
3108         r_waterstate.numwaterplanes = 0;
3109         R_RenderScene(r_waterstate.enabled);
3110         r_view.showdebug = true;
3111
3112         R_ResetViewRendering2D();
3113
3114         R_Bloom_CopyHDRTexture();
3115         R_Bloom_MakeTexture();
3116
3117         R_ResetViewRendering3D();
3118
3119         R_ClearScreen();
3120         if (r_timereport_active)
3121                 R_TimeReport("viewclear");
3122
3123         // restore the view settings
3124         r_view.width = oldwidth;
3125         r_view.height = oldheight;
3126 }
3127
3128 static void R_BlendView(void)
3129 {
3130         if (r_bloomstate.enabled && r_bloomstate.hdr)
3131         {
3132                 // render high dynamic range bloom effect
3133                 // the bloom texture was made earlier this render, so we just need to
3134                 // blend it onto the screen...
3135                 R_ResetViewRendering2D();
3136                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3137                 R_Mesh_ColorPointer(NULL, 0, 0);
3138                 GL_Color(1, 1, 1, 1);
3139                 GL_BlendFunc(GL_ONE, GL_ONE);
3140                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3141                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3142                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3143                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3144         }
3145         else if (r_bloomstate.enabled)
3146         {
3147                 // render simple bloom effect
3148                 // copy the screen and shrink it and darken it for the bloom process
3149                 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
3150                 // make the bloom texture
3151                 R_Bloom_MakeTexture();
3152                 // put the original screen image back in place and blend the bloom
3153                 // texture on it
3154                 R_ResetViewRendering2D();
3155                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3156                 R_Mesh_ColorPointer(NULL, 0, 0);
3157                 GL_Color(1, 1, 1, 1);
3158                 GL_BlendFunc(GL_ONE, GL_ZERO);
3159                 // do both in one pass if possible
3160                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3161                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3162                 if (r_textureunits.integer >= 2 && gl_combine.integer)
3163                 {
3164                         R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
3165                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3166                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3167                 }
3168                 else
3169                 {
3170                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3171                         r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3172                         // now blend on the bloom texture
3173                         GL_BlendFunc(GL_ONE, GL_ONE);
3174                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3175                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3176                 }
3177                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3178                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3179         }
3180         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3181         {
3182                 // apply a color tint to the whole view
3183                 R_ResetViewRendering2D();
3184                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3185                 R_Mesh_ColorPointer(NULL, 0, 0);
3186                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3187                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3188                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3189         }
3190 }
3191
3192 void R_RenderScene(qboolean addwaterplanes);
3193
3194 matrix4x4_t r_waterscrollmatrix;
3195
3196 static void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3197 {
3198         if (r_refdef.fog_density)
3199         {
3200                 r_refdef.fogcolor[0] = r_refdef.fog_red;
3201                 r_refdef.fogcolor[1] = r_refdef.fog_green;
3202                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3203
3204                 {
3205                         vec3_t fogvec;
3206                         //   color.rgb *= SceneBrightness;
3207                         VectorScale(r_refdef.fogcolor, r_view.colorscale, fogvec);
3208                         if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3209                         {
3210                                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
3211                                 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3212                                 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3213                                 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3214                         }
3215                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3216                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3217                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3218                 }
3219         }
3220 }
3221
3222 void R_UpdateVariables(void)
3223 {
3224         R_Textures_Frame();
3225
3226         r_refdef.farclip = 4096;
3227         if (r_refdef.worldmodel)
3228                 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
3229         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3230
3231         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3232                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3233         r_refdef.polygonfactor = 0;
3234         r_refdef.polygonoffset = 0;
3235         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3236         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3237
3238         r_refdef.rtworld = r_shadow_realtime_world.integer;
3239         r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3240         r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3241         r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3242         r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3243         if (r_showsurfaces.integer)
3244         {
3245                 r_refdef.rtworld = false;
3246                 r_refdef.rtworldshadows = false;
3247                 r_refdef.rtdlight = false;
3248                 r_refdef.rtdlightshadows = false;
3249                 r_refdef.lightmapintensity = 0;
3250         }
3251
3252         if (gamemode == GAME_NEHAHRA)
3253         {
3254                 if (gl_fogenable.integer)
3255                 {
3256                         r_refdef.oldgl_fogenable = true;
3257                         r_refdef.fog_density = gl_fogdensity.value;
3258                         r_refdef.fog_red = gl_fogred.value;
3259                         r_refdef.fog_green = gl_foggreen.value;
3260                         r_refdef.fog_blue = gl_fogblue.value;
3261                 }
3262                 else if (r_refdef.oldgl_fogenable)
3263                 {
3264                         r_refdef.oldgl_fogenable = false;
3265                         r_refdef.fog_density = 0;
3266                         r_refdef.fog_red = 0;
3267                         r_refdef.fog_green = 0;
3268                         r_refdef.fog_blue = 0;
3269                 }
3270         }
3271
3272         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3273         r_refdef.fog_start = max(0, r_refdef.fog_start);
3274
3275         R_UpdateFogColor();
3276
3277         if (r_refdef.fog_density)
3278         {
3279                 r_refdef.fogenabled = true;
3280                 // this is the point where the fog reaches 0.9986 alpha, which we
3281                 // consider a good enough cutoff point for the texture
3282                 // (0.9986 * 256 == 255.6)
3283                 r_refdef.fogrange = 16 / (r_refdef.fog_density * r_refdef.fog_density);
3284                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3285                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3286                 // fog color was already set
3287                 // update the fog texture
3288                 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha)
3289                         R_BuildFogTexture();
3290         }
3291         else
3292                 r_refdef.fogenabled = false;
3293 }
3294
3295 /*
3296 ================
3297 R_RenderView
3298 ================
3299 */
3300 void R_RenderView(void)
3301 {
3302         if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
3303                 return; //Host_Error ("R_RenderView: NULL worldmodel");
3304
3305         R_Shadow_UpdateWorldLightSelection();
3306
3307         R_Bloom_StartFrame();
3308         R_Water_StartFrame();
3309
3310         CHECKGLERROR
3311         if (r_timereport_active)
3312                 R_TimeReport("viewsetup");
3313
3314         R_ResetViewRendering3D();
3315
3316         if (r_view.clear)
3317         {
3318                 R_ClearScreen();
3319                 if (r_timereport_active)
3320                         R_TimeReport("viewclear");
3321         }
3322         r_view.clear = true;
3323
3324         r_view.showdebug = true;
3325
3326         // this produces a bloom texture to be used in R_BlendView() later
3327         if (r_hdr.integer)
3328                 R_HDR_RenderBloomTexture();
3329
3330         r_view.colorscale = r_hdr_scenebrightness.value;
3331         r_waterstate.numwaterplanes = 0;
3332         R_RenderScene(r_waterstate.enabled);
3333
3334         R_BlendView();
3335         if (r_timereport_active)
3336                 R_TimeReport("blendview");
3337
3338         GL_Scissor(0, 0, vid.width, vid.height);
3339         GL_ScissorTest(false);
3340         CHECKGLERROR
3341 }
3342
3343 extern void R_DrawLightningBeams (void);
3344 extern void VM_CL_AddPolygonsToMeshQueue (void);
3345 extern void R_DrawPortals (void);
3346 extern cvar_t cl_locs_show;
3347 static void R_DrawLocs(void);
3348 static void R_DrawEntityBBoxes(void);
3349 void R_RenderScene(qboolean addwaterplanes)
3350 {
3351         if (addwaterplanes)
3352         {
3353                 R_ResetViewRendering3D();
3354
3355                 R_View_Update();
3356                 if (r_timereport_active)
3357                         R_TimeReport("watervis");
3358
3359                 if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawAddWaterPlanes)
3360                 {
3361                         r_refdef.worldmodel->DrawAddWaterPlanes(r_refdef.worldentity);
3362                         if (r_timereport_active)
3363                                 R_TimeReport("waterworld");
3364                 }
3365
3366                 // don't let sound skip if going slow
3367                 if (r_refdef.extraupdate)
3368                         S_ExtraUpdate ();
3369
3370                 R_DrawModelsAddWaterPlanes();
3371                 if (r_timereport_active)
3372                         R_TimeReport("watermodels");
3373
3374                 R_Water_ProcessPlanes();
3375                 if (r_timereport_active)
3376                         R_TimeReport("waterscenes");
3377         }
3378
3379         R_ResetViewRendering3D();
3380
3381         // don't let sound skip if going slow
3382         if (r_refdef.extraupdate)
3383                 S_ExtraUpdate ();
3384
3385         R_MeshQueue_BeginScene();
3386
3387         R_SkyStartFrame();
3388
3389         R_View_Update();
3390         if (r_timereport_active)
3391                 R_TimeReport("visibility");
3392
3393         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);
3394
3395         if (cl.csqc_vidvars.drawworld)
3396         {
3397                 // don't let sound skip if going slow
3398                 if (r_refdef.extraupdate)
3399                         S_ExtraUpdate ();
3400
3401                 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
3402                 {
3403                         r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
3404                         if (r_timereport_active)
3405                                 R_TimeReport("worldsky");
3406                 }
3407
3408                 if (R_DrawBrushModelsSky() && r_timereport_active)
3409                         R_TimeReport("bmodelsky");
3410         }
3411
3412         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
3413         {
3414                 r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
3415                 if (r_timereport_active)
3416                         R_TimeReport("worlddepth");
3417         }
3418         if (r_depthfirst.integer >= 2)
3419         {
3420                 R_DrawModelsDepth();
3421                 if (r_timereport_active)
3422                         R_TimeReport("modeldepth");
3423         }
3424
3425         if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
3426         {
3427                 r_refdef.worldmodel->Draw(r_refdef.worldentity);
3428                 if (r_timereport_active)
3429                         R_TimeReport("world");
3430         }
3431
3432         // don't let sound skip if going slow
3433         if (r_refdef.extraupdate)
3434                 S_ExtraUpdate ();
3435
3436         R_DrawModels();
3437         if (r_timereport_active)
3438                 R_TimeReport("models");
3439
3440         // don't let sound skip if going slow
3441         if (r_refdef.extraupdate)
3442                 S_ExtraUpdate ();
3443
3444         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3445         {
3446                 R_DrawModelShadows();
3447
3448                 R_ResetViewRendering3D();
3449
3450                 // don't let sound skip if going slow
3451                 if (r_refdef.extraupdate)
3452                         S_ExtraUpdate ();
3453         }
3454
3455         R_ShadowVolumeLighting(false);
3456         if (r_timereport_active)
3457                 R_TimeReport("rtlights");
3458
3459         // don't let sound skip if going slow
3460         if (r_refdef.extraupdate)
3461                 S_ExtraUpdate ();
3462
3463         if (cl.csqc_vidvars.drawworld)
3464         {
3465                 R_DrawLightningBeams();
3466                 if (r_timereport_active)
3467                         R_TimeReport("lightning");
3468
3469                 R_DrawDecals();
3470                 if (r_timereport_active)
3471                         R_TimeReport("decals");
3472
3473                 R_DrawParticles();
3474                 if (r_timereport_active)
3475                         R_TimeReport("particles");
3476
3477                 R_DrawExplosions();
3478                 if (r_timereport_active)
3479                         R_TimeReport("explosions");
3480         }
3481
3482         if (gl_support_fragment_shader)
3483         {
3484                 qglUseProgramObjectARB(0);CHECKGLERROR
3485         }
3486         VM_CL_AddPolygonsToMeshQueue();
3487
3488         if (r_view.showdebug)
3489         {
3490                 if (cl_locs_show.integer)
3491                 {
3492                         R_DrawLocs();
3493                         if (r_timereport_active)
3494                                 R_TimeReport("showlocs");
3495                 }
3496
3497                 if (r_drawportals.integer)
3498                 {
3499                         R_DrawPortals();
3500                         if (r_timereport_active)
3501                                 R_TimeReport("portals");
3502                 }
3503
3504                 if (r_showbboxes.value > 0)
3505                 {
3506                         R_DrawEntityBBoxes();
3507                         if (r_timereport_active)
3508                                 R_TimeReport("bboxes");
3509                 }
3510         }
3511
3512         if (gl_support_fragment_shader)
3513         {
3514                 qglUseProgramObjectARB(0);CHECKGLERROR
3515         }
3516         R_MeshQueue_RenderTransparent();
3517         if (r_timereport_active)
3518                 R_TimeReport("drawtrans");
3519
3520         if (gl_support_fragment_shader)
3521         {
3522                 qglUseProgramObjectARB(0);CHECKGLERROR
3523         }
3524
3525         if (r_view.showdebug && r_refdef.worldmodel && r_refdef.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0))
3526         {
3527                 r_refdef.worldmodel->DrawDebug(r_refdef.worldentity);
3528                 if (r_timereport_active)
3529                         R_TimeReport("worlddebug");
3530                 R_DrawModelsDebug();
3531                 if (r_timereport_active)
3532                         R_TimeReport("modeldebug");
3533         }
3534
3535         if (gl_support_fragment_shader)
3536         {
3537                 qglUseProgramObjectARB(0);CHECKGLERROR
3538         }
3539
3540         if (cl.csqc_vidvars.drawworld)
3541         {
3542                 R_DrawCoronas();
3543                 if (r_timereport_active)
3544                         R_TimeReport("coronas");
3545         }
3546
3547         // don't let sound skip if going slow
3548         if (r_refdef.extraupdate)
3549                 S_ExtraUpdate ();
3550
3551         R_ResetViewRendering2D();
3552 }
3553
3554 static const int bboxelements[36] =
3555 {
3556         5, 1, 3, 5, 3, 7,
3557         6, 2, 0, 6, 0, 4,
3558         7, 3, 2, 7, 2, 6,
3559         4, 0, 1, 4, 1, 5,
3560         4, 5, 7, 4, 7, 6,
3561         1, 0, 2, 1, 2, 3,
3562 };
3563
3564 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3565 {
3566         int i;
3567         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3568         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3569         GL_DepthMask(false);
3570         GL_DepthRange(0, 1);
3571         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3572         R_Mesh_Matrix(&identitymatrix);
3573         R_Mesh_ResetTextureState();
3574
3575         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3576         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3577         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3578         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3579         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3580         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3581         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3582         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3583         R_FillColors(color4f, 8, cr, cg, cb, ca);
3584         if (r_refdef.fogenabled)
3585         {
3586                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3587                 {
3588                         f1 = FogPoint_World(v);
3589                         f2 = 1 - f1;
3590                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3591                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3592                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3593                 }
3594         }
3595         R_Mesh_VertexPointer(vertex3f, 0, 0);
3596         R_Mesh_ColorPointer(color4f, 0, 0);
3597         R_Mesh_ResetTextureState();
3598         R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3599 }
3600
3601 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3602 {
3603         int i;
3604         float color[4];
3605         prvm_edict_t *edict;
3606         // this function draws bounding boxes of server entities
3607         if (!sv.active)
3608                 return;
3609         SV_VM_Begin();
3610         for (i = 0;i < numsurfaces;i++)
3611         {
3612                 edict = PRVM_EDICT_NUM(surfacelist[i]);
3613                 switch ((int)edict->fields.server->solid)
3614                 {
3615                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
3616                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
3617                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
3618                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
3619                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
3620                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
3621                 }
3622                 color[3] *= r_showbboxes.value;
3623                 color[3] = bound(0, color[3], 1);
3624                 GL_DepthTest(!r_showdisabledepthtest.integer);
3625                 GL_CullFace(r_view.cullface_front);
3626                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
3627         }
3628         SV_VM_End();
3629 }
3630
3631 static void R_DrawEntityBBoxes(void)
3632 {
3633         int i;
3634         prvm_edict_t *edict;
3635         vec3_t center;
3636         // this function draws bounding boxes of server entities
3637         if (!sv.active)
3638                 return;
3639         SV_VM_Begin();
3640         for (i = 0;i < prog->num_edicts;i++)
3641         {
3642                 edict = PRVM_EDICT_NUM(i);
3643                 if (edict->priv.server->free)
3644                         continue;
3645                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
3646                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
3647         }
3648         SV_VM_End();
3649 }
3650
3651 int nomodelelements[24] =
3652 {
3653         5, 2, 0,
3654         5, 1, 2,
3655         5, 0, 3,
3656         5, 3, 1,
3657         0, 2, 4,
3658         2, 1, 4,
3659         3, 0, 4,
3660         1, 3, 4
3661 };
3662
3663 float nomodelvertex3f[6*3] =
3664 {
3665         -16,   0,   0,
3666          16,   0,   0,
3667           0, -16,   0,
3668           0,  16,   0,
3669           0,   0, -16,
3670           0,   0,  16
3671 };
3672
3673 float nomodelcolor4f[6*4] =
3674 {
3675         0.0f, 0.0f, 0.5f, 1.0f,
3676         0.0f, 0.0f, 0.5f, 1.0f,
3677         0.0f, 0.5f, 0.0f, 1.0f,
3678         0.0f, 0.5f, 0.0f, 1.0f,
3679         0.5f, 0.0f, 0.0f, 1.0f,
3680         0.5f, 0.0f, 0.0f, 1.0f
3681 };
3682
3683 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3684 {
3685         int i;
3686         float f1, f2, *c;
3687         float color4f[6*4];
3688         // this is only called once per entity so numsurfaces is always 1, and
3689         // surfacelist is always {0}, so this code does not handle batches
3690         R_Mesh_Matrix(&ent->matrix);
3691
3692         if (ent->flags & EF_ADDITIVE)
3693         {
3694                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
3695                 GL_DepthMask(false);
3696         }
3697         else if (ent->alpha < 1)
3698         {
3699                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3700                 GL_DepthMask(false);
3701         }
3702         else
3703         {
3704                 GL_BlendFunc(GL_ONE, GL_ZERO);
3705                 GL_DepthMask(true);
3706         }
3707         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
3708         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3709         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
3710         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_view.cullface_back);
3711         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
3712         if (r_refdef.fogenabled)
3713         {
3714                 vec3_t org;
3715                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3716                 R_Mesh_ColorPointer(color4f, 0, 0);
3717                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3718                 f1 = FogPoint_World(org);
3719                 f2 = 1 - f1;
3720                 for (i = 0, c = color4f;i < 6;i++, c += 4)
3721                 {
3722                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
3723                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
3724                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
3725                         c[3] *= ent->alpha;
3726                 }
3727         }
3728         else if (ent->alpha != 1)
3729         {
3730                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3731                 R_Mesh_ColorPointer(color4f, 0, 0);
3732        &n