]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
light equalizing: minimum ambient level feature (prevents dark players in diffuselit...
[xonotic/darkplaces.git] / gl_rmain.c
index 0294e451caa4c893522c44c3f908f605adf5ef9b..9cc5d0df1d0dd509190319ff63bd0d47185ce34e 100644 (file)
@@ -44,6 +44,12 @@ cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding
 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
 
+// TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
+cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
+cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "1", "light equalizing: ensure at least this ambient/diffuse ratio"};
+cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
+cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
+
 cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"};
 
 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "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"};
@@ -79,7 +85,7 @@ cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlightin
 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
 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"};
-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"};
+cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "4", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
 
@@ -191,8 +197,15 @@ unsigned int r_queries[R_MAX_OCCLUSION_QUERIES];
 unsigned int r_numqueries;
 unsigned int r_maxqueries;
 
-char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
-skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
+typedef struct r_qwskincache_s
+{
+       char name[MAX_QPATH];
+       skinframe_t *skinframe;
+}
+r_qwskincache_t;
+
+static r_qwskincache_t *r_qwskincache;
+static int r_qwskincache_size;
 
 /// vertex coordinates for a quad that covers the screen exactly
 const float r_screenvertex3f[12] =
@@ -252,22 +265,6 @@ void FOG_clear(void)
        r_refdef.fog_end = 0;
 }
 
-float FogForDistance(vec_t dist)
-{
-       unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
-       return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
-}
-
-float FogPoint_World(const vec3_t p)
-{
-       return FogForDistance(VectorDistance((p), r_refdef.view.origin));
-}
-
-float FogPoint_Model(const vec3_t p)
-{
-       return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
-}
-
 static void R_BuildBlankTextures(void)
 {
        unsigned char data[4];
@@ -849,7 +846,7 @@ static const char *builtinshaderstring =
 "//# endif\n"
 "//#endif\n"
 "\n"
-"uniform myhalf GlowScale;\n"
+"uniform myhalf3 GlowColor;\n"
 "uniform myhalf SceneBrightness;\n"
 "\n"
 "uniform float OffsetMapping_Scale;\n"
@@ -1373,7 +1370,7 @@ static const char *builtinshaderstring =
 "#ifdef USEVERTEXTEXTUREBLEND\n"
 "      color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
 "#else\n"
-"      color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
+"      color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowColor;\n"
 "#endif\n"
 "#endif\n"
 "\n"
@@ -1479,10 +1476,10 @@ typedef enum shaderpermutation_e
        SHADERPERMUTATION_SHADOWMAPRECT = 1<<11, ///< (lightsource) use shadowmap rectangle texture as light filter
        SHADERPERMUTATION_SHADOWMAPCUBE = 1<<12, ///< (lightsource) use shadowmap cubemap texture as light filter
        SHADERPERMUTATION_SHADOWMAP2D = 1<<13, ///< (lightsource) use shadowmap rectangle texture as light filter
-       SHADERPERMUTATION_SHADOWMAPPCF = 1<<14, //< (lightsource) use percentage closer filtering on shadowmap test results
-       SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<15, //< (lightsource) use higher quality percentage closer filtering on shadowmap test results
-       SHADERPERMUTATION_SHADOWSAMPLER = 1<<16, //< (lightsource) use hardware shadowmap test
-       SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<17, //< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
+       SHADERPERMUTATION_SHADOWMAPPCF = 1<<14, ///< (lightsource) use percentage closer filtering on shadowmap test results
+       SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<15, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
+       SHADERPERMUTATION_SHADOWSAMPLER = 1<<16, ///< (lightsource) use hardware shadowmap test
+       SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<17, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
        SHADERPERMUTATION_LIMIT = 1<<18, ///< size of permutations array
        SHADERPERMUTATION_COUNT = 18 ///< size of shaderpermutationinfo array
 }
@@ -1596,7 +1593,7 @@ typedef struct r_glsl_permutation_s
        int loc_DiffuseScale;
        int loc_SpecularScale;
        int loc_SpecularPower;
-       int loc_GlowScale;
+       int loc_GlowColor;
        int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
        int loc_OffsetMapping_Scale;
        int loc_TintColor;
@@ -1791,7 +1788,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
                p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
                p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
-               p->loc_GlowScale                  = qglGetUniformLocationARB(p->program, "GlowScale");
+               p->loc_GlowColor                  = qglGetUniformLocationARB(p->program, "GlowColor");
                p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
                p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
                p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
@@ -2211,7 +2208,7 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
                        if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
                }
                if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
-               if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
+               if (r_glsl_permutation->loc_GlowColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_GlowColor, rsurface.glowmod[0] * r_hdr_glowintensity.value, rsurface.glowmod[1] * r_hdr_glowintensity.value, rsurface.glowmod[2] * r_hdr_glowintensity.value);
                // additive passes are only darkened by fog, not tinted
                if (r_glsl_permutation->loc_FogColor >= 0)
                {
@@ -2229,7 +2226,7 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
                if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
        }
        if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
-       if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
+       if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
        if (r_glsl_permutation->loc_Color_Pants >= 0)
        {
                if (rsurface.texture->currentskinframe->pants)
@@ -2430,7 +2427,8 @@ skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int texturefl
        int basepixels_height;
        skinframe_t *skinframe;
 
-       *has_alpha = false;
+       if (has_alpha)
+               *has_alpha = false;
 
        if (cls.state == ca_dedicated)
                return NULL;
@@ -2474,7 +2472,8 @@ skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int texturefl
                if (j < basepixels_width * basepixels_height * 4)
                {
                        // has transparent pixels
-                       *has_alpha = true;
+                       if (has_alpha)
+                               *has_alpha = true;
                        pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
                        for (j = 0;j < image_width * image_height * 4;j += 4)
                        {
@@ -2532,8 +2531,7 @@ skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int texturefl
 
 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
 {
-       qboolean has_alpha;
-       return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
+       return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, NULL);
 }
 
 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)
@@ -2715,8 +2713,8 @@ void gl_main_start(void)
        r_maxqueries = 0;
        memset(r_queries, 0, sizeof(r_queries));
 
-       memset(r_qwskincache, 0, sizeof(r_qwskincache));
-       memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
+       r_qwskincache = NULL;
+       r_qwskincache_size = 0;
 
        // set up r_skinframe loading system for textures
        memset(&r_skinframe, 0, sizeof(r_skinframe));
@@ -2753,8 +2751,8 @@ void gl_main_shutdown(void)
        r_maxqueries = 0;
        memset(r_queries, 0, sizeof(r_queries));
 
-       memset(r_qwskincache, 0, sizeof(r_qwskincache));
-       memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
+       r_qwskincache = NULL;
+       r_qwskincache_size = 0;
 
        // clear out the r_skinframe state
        Mem_ExpandableArray_FreeArray(&r_skinframe.array);
@@ -2785,6 +2783,10 @@ void gl_main_newmap(void)
        // FIXME: move this code to client
        int l;
        char *entities, entname[MAX_QPATH];
+       if (r_qwskincache)
+               Mem_Free(r_qwskincache);
+       r_qwskincache = NULL;
+       r_qwskincache_size = 0;
        if (cl.worldmodel)
        {
                strlcpy(entname, cl.worldmodel->name, sizeof(entname));
@@ -2830,6 +2832,10 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_motionblur_vcoeff);
        Cvar_RegisterVariable(&r_motionblur_randomize);
        Cvar_RegisterVariable(&r_damageblur);
+       Cvar_RegisterVariable(&r_equalize_entities_fullbright);
+       Cvar_RegisterVariable(&r_equalize_entities_minambient);
+       Cvar_RegisterVariable(&r_equalize_entities_by);
+       Cvar_RegisterVariable(&r_equalize_entities_to);
        Cvar_RegisterVariable(&r_animcache);
        Cvar_RegisterVariable(&r_depthfirst);
        Cvar_RegisterVariable(&r_useinfinitefarclip);
@@ -3228,7 +3234,8 @@ static void R_View_UpdateEntityLighting (void)
 {
        int i;
        entity_render_t *ent;
-       vec3_t tempdiffusenormal;
+       vec3_t tempdiffusenormal, avg;
+       vec_t f, fa, fd, fdd;
 
        for (i = 0;i < r_refdef.scene.numentities;i++)
        {
@@ -3257,6 +3264,47 @@ static void R_View_UpdateEntityLighting (void)
                        vec3_t org;
                        Matrix4x4_OriginFromMatrix(&ent->matrix, org);
                        r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
+                       if(ent->flags & RENDER_EQUALIZE)
+                       {
+                               // first fix up ambient lighting...
+                               if(r_equalize_entities_minambient.value > 0)
+                               {
+                                       fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
+                                       if(fd > 0)
+                                       {
+                                               fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
+                                               if(fa < r_equalize_entities_minambient.value * fd)
+                                               {
+                                                       // solve:
+                                                       //   fa'/fd' = minambient
+                                                       //   fa'+0.25*fd' = fa+0.25*fd
+                                                       //   ...
+                                                       //   fa' = fd' * minambient
+                                                       //   fd'*(0.25+minambient) = fa+0.25*fd
+                                                       //   ...
+                                                       //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
+                                                       //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
+                                                       //   ...
+                                                       fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
+                                                       f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
+                                                       VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
+                                                       VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
+                                               }
+                                       }
+                               }
+
+                               if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
+                               {
+                                       VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
+                                       f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
+                                       if(f > 0)
+                                       {
+                                               f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
+                                               VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
+                                               VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
+                                       }
+                               }
+                       }
                }
                else // highly rare
                        VectorSet(ent->modellight_ambient, 1, 1, 1);
@@ -3269,6 +3317,45 @@ static void R_View_UpdateEntityLighting (void)
        }
 }
 
+#define MAX_LINEOFSIGHTTRACES 64
+
+static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
+{
+       int i;
+       vec3_t boxmins, boxmaxs;
+       vec3_t start;
+       vec3_t end;
+       dp_model_t *model = r_refdef.scene.worldmodel;
+       
+       if (!model || !model->brush.TraceLineOfSight)
+               return true;
+
+       // expand the box a little
+       boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
+       boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
+       boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
+       boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
+       boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
+       boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
+
+       // try center
+       VectorCopy(eye, start);
+       VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
+       if (model->brush.TraceLineOfSight(model, start, end))
+               return true;
+
+       // try various random positions
+       for (i = 0;i < numsamples;i++)
+       {
+               VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
+               if (model->brush.TraceLineOfSight(model, start, end))
+                       return true;
+       }
+
+       return false;
+}
+
+
 static void R_View_UpdateEntityVisible (void)
 {
        int i, renderimask;
@@ -3295,9 +3382,9 @@ static void R_View_UpdateEntityVisible (void)
                        for (i = 0;i < r_refdef.scene.numentities;i++)
                        {
                                ent = r_refdef.scene.entities[i];
-                               if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
+                               if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & (RENDER_VIEWMODEL + RENDER_NOCULL)) && !(ent->model && (ent->model->name[0] == '*')))
                                {
-                                       if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
+                                       if(R_CanSeeBox(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
                                                ent->last_trace_visibility = realtime;
                                        if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
                                                r_refdef.viewcache.entityvisible[i] = 0;
@@ -3709,7 +3796,7 @@ static void R_Water_StartFrame(void)
                r_waterstate.textureheight = textureheight;
        }
 
-       if (r_waterstate.waterwidth)
+       if (r_waterstate.texturewidth)
        {
                r_waterstate.enabled = true;
 
@@ -4073,6 +4160,9 @@ void R_Bloom_MakeTexture(void)
        brighten = r_bloom_brighten.value;
        if (r_hdr.integer)
                brighten *= r_hdr_range.value;
+       brighten = sqrt(brighten);
+       if(range >= 1)
+               brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
        R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
        R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
 
@@ -4080,6 +4170,7 @@ void R_Bloom_MakeTexture(void)
        {
                // blend on at multiple vertical offsets to achieve a vertical blur
                // TODO: do offset blends using GLSL
+               // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
                GL_BlendFunc(GL_ONE, GL_ZERO);
                for (x = -range;x <= range;x++)
                {
@@ -4100,8 +4191,10 @@ void R_Bloom_MakeTexture(void)
                        // black at the edges
                        // (probably not realistic but looks good enough)
                        //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
-                       //r = (dir ? 1.0f : brighten)/(range*2+1);
-                       r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
+                       //r = brighten/(range*2+1);
+                       r = brighten / (range * 2 + 1);
+                       if(range >= 1)
+                               r *= (1 - x*x/(float)(range*range));
                        GL_Color(r, r, r, 1);
                        R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
                        r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
@@ -4600,7 +4693,7 @@ void R_RenderView(void)
                return;
        }
 
-       if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
+       if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
                return; //Host_Error ("R_RenderView: NULL worldmodel");
 
        r_refdef.view.colorscale = r_hdr_scenebrightness.value;
@@ -4882,6 +4975,9 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa
        R_Mesh_Matrix(&identitymatrix);
        R_Mesh_ResetTextureState();
 
+       // set up global fogging in worldspace (RSurf_FogVertex depends on this)
+       VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
+
        vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
        vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
        vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
@@ -4895,7 +4991,7 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa
        {
                for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
                {
-                       f1 = FogPoint_World(v);
+                       f1 = RSurf_FogVertex(v);
                        f2 = 1 - f1;
                        c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
                        c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
@@ -5014,6 +5110,10 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight
        int i;
        float f1, f2, *c;
        float color4f[6*4];
+
+       // set up global fogging in worldspace (RSurf_FogVertex depends on this)
+       VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
+
        // this is only called once per entity so numsurfaces is always 1, and
        // surfacelist is always {0}, so this code does not handle batches
        R_Mesh_Matrix(&ent->matrix);
@@ -5045,7 +5145,7 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight
                memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
                R_Mesh_ColorPointer(color4f, 0, 0);
                Matrix4x4_OriginFromMatrix(&ent->matrix, org);
-               f1 = FogPoint_World(org);
+               f1 = RSurf_FogVertex(org);
                f2 = 1 - f1;
                for (i = 0, c = color4f;i < 6;i++, c += 4)
                {
@@ -5116,8 +5216,11 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_
        float fog = 1.0f;
        float vertex3f[12];
 
+       // set up global fogging in worldspace (RSurf_FogVertex depends on this)
+       VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
+
        if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
-               fog = FogPoint_World(origin);
+               fog = RSurf_FogVertex(origin);
 
        R_Mesh_Matrix(&identitymatrix);
        GL_BlendFunc(blendfunc1, blendfunc2);
@@ -5238,7 +5341,7 @@ void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *plane
        // figure out how large a bounding box we need to properly compute this brush
        maxdist = 0;
        for (w = 0;w < numplanes;w++)
-               maxdist = max(maxdist, planes[w].dist);
+               maxdist = max(maxdist, fabs(planes[w].dist));
        // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
        maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
        for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
@@ -5368,6 +5471,33 @@ void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *t
        Matrix4x4_Concat(texmatrix, &matrix, &temp);
 }
 
+void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
+{
+       int textureflags = TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
+       char name[MAX_QPATH];
+       skinframe_t *skinframe;
+       unsigned char pixels[296*194];
+       strlcpy(cache->name, skinname, sizeof(cache->name));
+       dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
+       if (developer_loading.integer)
+               Con_Printf("loading %s\n", name);
+       skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
+       if (!skinframe || !skinframe->base)
+       {
+               unsigned char *f;
+               fs_offset_t filesize;
+               skinframe = NULL;
+               f = FS_LoadFile(name, tempmempool, true, &filesize);
+               if (f)
+               {
+                       if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
+                               skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
+                       Mem_Free(f);
+               }
+       }
+       cache->skinframe = skinframe;
+}
+
 texture_t *R_GetCurrentTexture(texture_t *t)
 {
        int i;
@@ -5410,14 +5540,16 @@ texture_t *R_GetCurrentTexture(texture_t *t)
        // update currentskinframe to be a qw skin or animation frame
        if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[i].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl"))
        {
-               if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
+               if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
                {
-                       strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
-                       if (developer_loading.integer)
-                               Con_Printf("loading skins/%s\n", r_qwskincache[i]);
-                       r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
+                       r_qwskincache_size = cl.maxclients;
+                       if (r_qwskincache)
+                               Mem_Free(r_qwskincache);
+                       r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
                }
-               t->currentskinframe = r_qwskincache_skinframe[i];
+               if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
+                       R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
+               t->currentskinframe = r_qwskincache[i].skinframe;
                if (t->currentskinframe == NULL)
                        t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
        }
@@ -5505,8 +5637,11 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                        t->glosstexture = r_texture_white;
                        t->backgroundglosstexture = r_texture_white;
                        t->specularscale = r_shadow_gloss2intensity.value;
+                       t->specularpower = r_shadow_gloss2exponent.value;
                }
        }
+       t->specularscale *= t->specularscalemod;
+       t->specularpower *= t->specularpowermod;
 
        // lightmaps mode looks bad with dlights using actual texturing, so turn
        // off the colormap and glossmap, but leave the normalmap on as it still
@@ -5649,12 +5784,13 @@ void RSurf_ActiveWorldEntity(void)
        rsurface.matrix = identitymatrix;
        rsurface.inversematrix = identitymatrix;
        R_Mesh_Matrix(&identitymatrix);
-       VectorCopy(r_refdef.view.origin, rsurface.modelorg);
+       VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
        VectorSet(rsurface.modellight_ambient, 0, 0, 0);
        VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
        VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
        VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
        VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
+       VectorSet(rsurface.glowmod, 1, 1, 1);
        memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
        rsurface.frameblend[0].lerp = 1;
        rsurface.basepolygonfactor = r_refdef.polygonfactor;
@@ -5715,7 +5851,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        rsurface.matrix = ent->matrix;
        rsurface.inversematrix = ent->inversematrix;
        R_Mesh_Matrix(&rsurface.matrix);
-       Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
+       Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
        rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
        rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
        rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
@@ -5726,6 +5862,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
        VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
        VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
+       VectorCopy(ent->glowmod, rsurface.glowmod);
        memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
        rsurface.basepolygonfactor = r_refdef.polygonfactor;
        rsurface.basepolygonoffset = r_refdef.polygonoffset;
@@ -5825,6 +5962,14 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
 }
 
+float RSurf_FogVertex(const float *v)
+{
+       float len = VectorDistance(rsurface.localvieworigin, v);
+       unsigned int fogmasktableindex;
+       fogmasktableindex = (unsigned int)(len * r_refdef.fogmasktabledistmultiplier);
+       return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
+}
+
 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
@@ -6024,7 +6169,7 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                                        VectorSubtract(end, start, up);
                                        VectorNormalize(up);
                                        // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
-                                       VectorSubtract(rsurface.modelorg, center, forward);
+                                       VectorSubtract(rsurface.localvieworigin, center, forward);
                                        //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
                                        VectorNegate(forward, forward);
                                        VectorReflect(forward, 0, up, forward);
@@ -6210,7 +6355,7 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
 
                                float viewer[3], d, reflected[3], worldreflected[3];
 
-                               VectorSubtract(rsurface.modelorg, vertex, viewer);
+                               VectorSubtract(rsurface.localvieworigin, vertex, viewer);
                                // VectorNormalize(viewer);
 
                                d = DotProduct(normal, viewer);
@@ -6560,7 +6705,7 @@ static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **t
                        const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                        for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
                        {
-                               f = FogPoint_Model(v);
+                               f = RSurf_FogVertex(v);
                                c2[0] = c[0] * f;
                                c2[1] = c[1] * f;
                                c2[2] = c[2] * f;
@@ -6575,7 +6720,7 @@ static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **t
                        const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                        for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
                        {
-                               f = FogPoint_Model(v);
+                               f = RSurf_FogVertex(v);
                                c2[0] = f;
                                c2[1] = f;
                                c2[2] = f;
@@ -6602,7 +6747,7 @@ static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsu
                const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
                {
-                       f = FogPoint_Model(v);
+                       f = RSurf_FogVertex(v);
                        c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
                        c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
                        c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
@@ -7085,7 +7230,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
                                const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                                for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
                                {
-                                       f = 1 - FogPoint_Model(v);
+                                       f = 1 - RSurf_FogVertex(v);
                                        c[0] = layercolor[0];
                                        c[1] = layercolor[1];
                                        c[2] = layercolor[2];
@@ -7214,7 +7359,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                                const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                                for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
                                {
-                                       f = 1 - FogPoint_Model(v);
+                                       f = 1 - RSurf_FogVertex(v);
                                        c[0] = layer->color[0];
                                        c[1] = layer->color[1];
                                        c[2] = layer->color[2];
@@ -7573,6 +7718,12 @@ static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, msurface_t
                        tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
                        tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
                        Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
+                       if (queueentity->transparent_offset) // transparent offset
+                       {
+                               center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
+                               center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
+                               center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
+                       }
                        R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
                }
        }