3b7cfd32a07edd9834eb5e13527c4e77ddd840a4
[xonotic/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "r_shadow.h"
24 #include "polygon.h"
25 #include "image.h"
26
27 mempool_t *r_main_mempool;
28 rtexturepool_t *r_main_texturepool;
29
30 //
31 // screen size info
32 //
33 r_refdef_t r_refdef;
34 r_view_t r_view;
35 r_viewcache_t r_viewcache;
36
37 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
40 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
47 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
48 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
64 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
65 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
66
67 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
68 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
69 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
70 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
71 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
72 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
73 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
74
75 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
76
77 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
78 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
79 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
80 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
81 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
82 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
83
84 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
85 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
86 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
87
88 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
89 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
90 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
91 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
92 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
93 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
94 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
95
96 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
97 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
98 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
99 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)"};
100
101 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"};
102
103 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"};
104
105 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
106
107 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
108 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
109
110 extern qboolean v_flipped_state;
111
112 typedef struct r_glsl_bloomshader_s
113 {
114         int program;
115         int loc_Texture_Bloom;
116 }
117 r_glsl_bloomshader_t;
118
119 static struct r_bloomstate_s
120 {
121         qboolean enabled;
122         qboolean hdr;
123
124         int bloomwidth, bloomheight;
125
126         int screentexturewidth, screentextureheight;
127         rtexture_t *texture_screen;
128
129         int bloomtexturewidth, bloomtextureheight;
130         rtexture_t *texture_bloom;
131
132         r_glsl_bloomshader_t *shader;
133
134         // arrays for rendering the screen passes
135         float screentexcoord2f[8];
136         float bloomtexcoord2f[8];
137         float offsettexcoord2f[8];
138 }
139 r_bloomstate;
140
141 // shadow volume bsp struct with automatically growing nodes buffer
142 svbsp_t r_svbsp;
143
144 rtexture_t *r_texture_blanknormalmap;
145 rtexture_t *r_texture_white;
146 rtexture_t *r_texture_black;
147 rtexture_t *r_texture_notexture;
148 rtexture_t *r_texture_whitecube;
149 rtexture_t *r_texture_normalizationcube;
150 rtexture_t *r_texture_fogattenuation;
151 //rtexture_t *r_texture_fogintensity;
152
153 // information about each possible shader permutation
154 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX];
155 // currently selected permutation
156 r_glsl_permutation_t *r_glsl_permutation;
157
158 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
159 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
160
161 // vertex coordinates for a quad that covers the screen exactly
162 const static float r_screenvertex3f[12] =
163 {
164         0, 0, 0,
165         1, 0, 0,
166         1, 1, 0,
167         0, 1, 0
168 };
169
170 extern void R_DrawModelShadows(void);
171
172 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
173 {
174         int i;
175         for (i = 0;i < verts;i++)
176         {
177                 out[0] = in[0] * r;
178                 out[1] = in[1] * g;
179                 out[2] = in[2] * b;
180                 out[3] = in[3];
181                 in += 4;
182                 out += 4;
183         }
184 }
185
186 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
187 {
188         int i;
189         for (i = 0;i < verts;i++)
190         {
191                 out[0] = r;
192                 out[1] = g;
193                 out[2] = b;
194                 out[3] = a;
195                 out += 4;
196         }
197 }
198
199 // FIXME: move this to client?
200 void FOG_clear(void)
201 {
202         if (gamemode == GAME_NEHAHRA)
203         {
204                 Cvar_Set("gl_fogenable", "0");
205                 Cvar_Set("gl_fogdensity", "0.2");
206                 Cvar_Set("gl_fogred", "0.3");
207                 Cvar_Set("gl_foggreen", "0.3");
208                 Cvar_Set("gl_fogblue", "0.3");
209         }
210         r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
211 }
212
213 float FogPoint_World(const vec3_t p)
214 {
215         int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
216         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
217 }
218
219 float FogPoint_Model(const vec3_t p)
220 {
221         int fogmasktableindex = (int)(VectorDistance((p), rsurface.modelorg) * r_refdef.fogmasktabledistmultiplier);
222         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
223 }
224
225 static void R_BuildBlankTextures(void)
226 {
227         unsigned char data[4];
228         data[0] = 128; // normal X
229         data[1] = 128; // normal Y
230         data[2] = 255; // normal Z
231         data[3] = 128; // height
232         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
233         data[0] = 255;
234         data[1] = 255;
235         data[2] = 255;
236         data[3] = 255;
237         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
238         data[0] = 0;
239         data[1] = 0;
240         data[2] = 0;
241         data[3] = 255;
242         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
243 }
244
245 static void R_BuildNoTexture(void)
246 {
247         int x, y;
248         unsigned char pix[16][16][4];
249         // this makes a light grey/dark grey checkerboard texture
250         for (y = 0;y < 16;y++)
251         {
252                 for (x = 0;x < 16;x++)
253                 {
254                         if ((y < 8) ^ (x < 8))
255                         {
256                                 pix[y][x][0] = 128;
257                                 pix[y][x][1] = 128;
258                                 pix[y][x][2] = 128;
259                                 pix[y][x][3] = 255;
260                         }
261                         else
262                         {
263                                 pix[y][x][0] = 64;
264                                 pix[y][x][1] = 64;
265                                 pix[y][x][2] = 64;
266                                 pix[y][x][3] = 255;
267                         }
268                 }
269         }
270         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
271 }
272
273 static void R_BuildWhiteCube(void)
274 {
275         unsigned char data[6*1*1*4];
276         data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
277         data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
278         data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
279         data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
280         data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
281         data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
282         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
283 }
284
285 static void R_BuildNormalizationCube(void)
286 {
287         int x, y, side;
288         vec3_t v;
289         vec_t s, t, intensity;
290 #define NORMSIZE 64
291         unsigned char data[6][NORMSIZE][NORMSIZE][4];
292         for (side = 0;side < 6;side++)
293         {
294                 for (y = 0;y < NORMSIZE;y++)
295                 {
296                         for (x = 0;x < NORMSIZE;x++)
297                         {
298                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
299                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
300                                 switch(side)
301                                 {
302                                 default:
303                                 case 0:
304                                         v[0] = 1;
305                                         v[1] = -t;
306                                         v[2] = -s;
307                                         break;
308                                 case 1:
309                                         v[0] = -1;
310                                         v[1] = -t;
311                                         v[2] = s;
312                                         break;
313                                 case 2:
314                                         v[0] = s;
315                                         v[1] = 1;
316                                         v[2] = t;
317                                         break;
318                                 case 3:
319                                         v[0] = s;
320                                         v[1] = -1;
321                                         v[2] = -t;
322                                         break;
323                                 case 4:
324                                         v[0] = s;
325                                         v[1] = -t;
326                                         v[2] = 1;
327                                         break;
328                                 case 5:
329                                         v[0] = -s;
330                                         v[1] = -t;
331                                         v[2] = -1;
332                                         break;
333                                 }
334                                 intensity = 127.0f / sqrt(DotProduct(v, v));
335                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
336                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
337                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
338                                 data[side][y][x][3] = 255;
339                         }
340                 }
341         }
342         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
343 }
344
345 static void R_BuildFogTexture(void)
346 {
347         int x, b;
348 #define FOGWIDTH 64
349         unsigned char data1[FOGWIDTH][4];
350         //unsigned char data2[FOGWIDTH][4];
351         for (x = 0;x < FOGWIDTH;x++)
352         {
353                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
354                 data1[x][0] = b;
355                 data1[x][1] = b;
356                 data1[x][2] = b;
357                 data1[x][3] = 255;
358                 //data2[x][0] = 255 - b;
359                 //data2[x][1] = 255 - b;
360                 //data2[x][2] = 255 - b;
361                 //data2[x][3] = 255;
362         }
363         r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
364         //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
365 }
366
367 static const char *builtinshaderstring =
368 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
369 "// written by Forest 'LordHavoc' Hale\n"
370 "\n"
371 "// common definitions between vertex shader and fragment shader:\n"
372 "\n"
373 "#ifdef __GLSL_CG_DATA_TYPES\n"
374 "#define myhalf half\n"
375 "#define myhvec2 hvec2\n"
376 "#define myhvec3 hvec3\n"
377 "#define myhvec4 hvec4\n"
378 "#else\n"
379 "#define myhalf float\n"
380 "#define myhvec2 vec2\n"
381 "#define myhvec3 vec3\n"
382 "#define myhvec4 vec4\n"
383 "#endif\n"
384 "\n"
385 "varying vec2 TexCoord;\n"
386 "varying vec2 TexCoordLightmap;\n"
387 "\n"
388 "varying vec3 CubeVector;\n"
389 "varying vec3 LightVector;\n"
390 "varying vec3 EyeVector;\n"
391 "#ifdef USEFOG\n"
392 "varying vec3 EyeVectorModelSpace;\n"
393 "#endif\n"
394 "\n"
395 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
396 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
397 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
398 "\n"
399 "\n"
400 "\n"
401 "\n"
402 "// vertex shader specific:\n"
403 "#ifdef VERTEX_SHADER\n"
404 "\n"
405 "uniform vec3 LightPosition;\n"
406 "uniform vec3 EyePosition;\n"
407 "uniform vec3 LightDir;\n"
408 "\n"
409 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
410 "\n"
411 "void main(void)\n"
412 "{\n"
413 "       gl_FrontColor = gl_Color;\n"
414 "       // copy the surface texcoord\n"
415 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
416 "#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
417 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
418 "#endif\n"
419 "\n"
420 "#ifdef MODE_LIGHTSOURCE\n"
421 "       // transform vertex position into light attenuation/cubemap space\n"
422 "       // (-1 to +1 across the light box)\n"
423 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
424 "\n"
425 "       // transform unnormalized light direction into tangent space\n"
426 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
427 "       //  normalize it per pixel)\n"
428 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
429 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
430 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
431 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
432 "#endif\n"
433 "\n"
434 "#ifdef MODE_LIGHTDIRECTION\n"
435 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
436 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
437 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
438 "#endif\n"
439 "\n"
440 "       // transform unnormalized eye direction into tangent space\n"
441 "#ifndef USEFOG\n"
442 "       vec3 EyeVectorModelSpace;\n"
443 "#endif\n"
444 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
445 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
446 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
447 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
448 "\n"
449 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
450 "       VectorS = gl_MultiTexCoord1.xyz;\n"
451 "       VectorT = gl_MultiTexCoord2.xyz;\n"
452 "       VectorR = gl_MultiTexCoord3.xyz;\n"
453 "#endif\n"
454 "\n"
455 "       // transform vertex to camera space, using ftransform to match non-VS\n"
456 "       // rendering\n"
457 "       gl_Position = ftransform();\n"
458 "}\n"
459 "\n"
460 "#endif // VERTEX_SHADER\n"
461 "\n"
462 "\n"
463 "\n"
464 "\n"
465 "// fragment shader specific:\n"
466 "#ifdef FRAGMENT_SHADER\n"
467 "\n"
468 "// 11 textures, we can only use up to 16 on DX9-class hardware\n"
469 "uniform sampler2D Texture_Normal;\n"
470 "uniform sampler2D Texture_Color;\n"
471 "uniform sampler2D Texture_Gloss;\n"
472 "uniform samplerCube Texture_Cube;\n"
473 "uniform sampler2D Texture_Attenuation;\n"
474 "uniform sampler2D Texture_FogMask;\n"
475 "uniform sampler2D Texture_Pants;\n"
476 "uniform sampler2D Texture_Shirt;\n"
477 "uniform sampler2D Texture_Lightmap;\n"
478 "uniform sampler2D Texture_Deluxemap;\n"
479 "uniform sampler2D Texture_Glow;\n"
480 "\n"
481 "uniform myhvec3 LightColor;\n"
482 "uniform myhvec3 AmbientColor;\n"
483 "uniform myhvec3 DiffuseColor;\n"
484 "uniform myhvec3 SpecularColor;\n"
485 "uniform myhvec3 Color_Pants;\n"
486 "uniform myhvec3 Color_Shirt;\n"
487 "uniform myhvec3 FogColor;\n"
488 "\n"
489 "uniform myhalf GlowScale;\n"
490 "uniform myhalf SceneBrightness;\n"
491 "#ifdef USECONTRASTBOOST\n"
492 "uniform myhalf ContrastBoostCoeff;\n"
493 "#endif\n"
494 "\n"
495 "uniform float OffsetMapping_Scale;\n"
496 "uniform float OffsetMapping_Bias;\n"
497 "uniform float FogRangeRecip;\n"
498 "\n"
499 "uniform myhalf AmbientScale;\n"
500 "uniform myhalf DiffuseScale;\n"
501 "uniform myhalf SpecularScale;\n"
502 "uniform myhalf SpecularPower;\n"
503 "\n"
504 "#ifdef USEOFFSETMAPPING\n"
505 "vec2 OffsetMapping(vec2 TexCoord)\n"
506 "{\n"
507 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
508 "       // 14 sample relief mapping: linear search and then binary search\n"
509 "       // this basically steps forward a small amount repeatedly until it finds\n"
510 "       // itself inside solid, then jitters forward and back using decreasing\n"
511 "       // amounts to find the impact\n"
512 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
513 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
514 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
515 "       vec3 RT = vec3(TexCoord, 1);\n"
516 "       OffsetVector *= 0.1;\n"
517 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
518 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
519 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
520 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
521 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
522 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
523 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
524 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
525 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
526 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
527 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
528 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
529 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
530 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
531 "       return RT.xy;\n"
532 "#else\n"
533 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
534 "       // this basically moves forward the full distance, and then backs up based\n"
535 "       // on height of samples\n"
536 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
537 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
538 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
539 "       TexCoord += OffsetVector;\n"
540 "       OffsetVector *= 0.333;\n"
541 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
542 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
543 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
544 "       return TexCoord;\n"
545 "#endif\n"
546 "}\n"
547 "#endif\n"
548 "\n"
549 "void main(void)\n"
550 "{\n"
551 "#ifdef USEOFFSETMAPPING\n"
552 "       // apply offsetmapping\n"
553 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
554 "#define TexCoord TexCoordOffset\n"
555 "#endif\n"
556 "\n"
557 "       // combine the diffuse textures (base, pants, shirt)\n"
558 "       myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
559 "#ifdef USECOLORMAPPING\n"
560 "       color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
561 "#endif\n"
562 "\n"
563 "\n"
564 "\n"
565 "\n"
566 "#ifdef MODE_LIGHTSOURCE\n"
567 "       // light source\n"
568 "\n"
569 "       // calculate surface normal, light normal, and specular normal\n"
570 "       // compute color intensity for the two textures (colormap and glossmap)\n"
571 "       // scale by light color and attenuation as efficiently as possible\n"
572 "       // (do as much scalar math as possible rather than vector math)\n"
573 "#ifdef USESPECULAR\n"
574 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
575 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
576 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
577 "\n"
578 "       // calculate directional shading\n"
579 "       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"
580 "#else\n"
581 "#ifdef USEDIFFUSE\n"
582 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
583 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
584 "\n"
585 "       // calculate directional shading\n"
586 "       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"
587 "#else\n"
588 "       // calculate directionless shading\n"
589 "       color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
590 "#endif\n"
591 "#endif\n"
592 "\n"
593 "#ifdef USECUBEFILTER\n"
594 "       // apply light cubemap filter\n"
595 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
596 "       color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
597 "#endif\n"
598 "\n"
599 "\n"
600 "\n"
601 "\n"
602 "#elif defined(MODE_LIGHTDIRECTION)\n"
603 "       // directional model lighting\n"
604 "\n"
605 "       // get the surface normal and light normal\n"
606 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
607 "       myhvec3 diffusenormal = myhvec3(LightVector);\n"
608 "\n"
609 "       // calculate directional shading\n"
610 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
611 "#ifdef USESPECULAR\n"
612 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
613 "       color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
614 "#endif\n"
615 "\n"
616 "\n"
617 "\n"
618 "\n"
619 "#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
620 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
621 "\n"
622 "       // get the surface normal and light normal\n"
623 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
624 "\n"
625 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
626 "       myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
627 "       myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
628 "#else\n"
629 "       myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
630 "#endif\n"
631 "       // calculate directional shading\n"
632 "       myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
633 "#ifdef USESPECULAR\n"
634 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
635 "       tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
636 "#endif\n"
637 "\n"
638 "       // apply lightmap color\n"
639 "       color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n"
640 "\n"
641 "\n"
642 "#else // MODE none (lightmap)\n"
643 "       // apply lightmap color\n"
644 "       color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
645 "#endif // MODE\n"
646 "\n"
647 "       color *= myhvec4(gl_Color);\n"
648 "\n"
649 "#ifdef USEGLOW\n"
650 "       color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
651 "#endif\n"
652 "\n"
653 "#ifdef USEFOG\n"
654 "       // apply fog\n"
655 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
656 "#endif\n"
657 "\n"
658 "#ifdef USECONTRASTBOOST\n"
659 "       color.rgb = color.rgb * SceneBrightness / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
660 "#else\n"
661 "       color.rgb *= SceneBrightness;\n"
662 "#endif\n"
663 "\n"
664 "       gl_FragColor = vec4(color);\n"
665 "}\n"
666 "\n"
667 "#endif // FRAGMENT_SHADER\n"
668 ;
669
670 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
671 const char *permutationinfo[][2] =
672 {
673         {"#define MODE_LIGHTSOURCE\n", " lightsource"},
674         {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
675         {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
676         {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
677         {"#define USEGLOW\n", " glow"},
678         {"#define USEFOG\n", " fog"},
679         {"#define USECOLORMAPPING\n", " colormapping"},
680         {"#define USEDIFFUSE\n", " diffuse"},
681         {"#define USECONTRASTBOOST\n", " contrastboost"},
682         {"#define USESPECULAR\n", " specular"},
683         {"#define USECUBEFILTER\n", " cubefilter"},
684         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
685         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
686         {NULL, NULL}
687 };
688
689 void R_GLSL_CompilePermutation(const char *filename, int permutation)
690 {
691         int i;
692         qboolean shaderfound;
693         r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
694         int vertstrings_count;
695         int geomstrings_count;
696         int fragstrings_count;
697         char *shaderstring;
698         const char *vertstrings_list[32+1];
699         const char *geomstrings_list[32+1];
700         const char *fragstrings_list[32+1];
701         char permutationname[256];
702         if (p->compiled)
703                 return;
704         p->compiled = true;
705         p->program = 0;
706         vertstrings_list[0] = "#define VERTEX_SHADER\n";
707         geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
708         fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
709         vertstrings_count = 1;
710         geomstrings_count = 1;
711         fragstrings_count = 1;
712         permutationname[0] = 0;
713         for (i = 0;permutationinfo[i][0];i++)
714         {
715                 if (permutation & (1<<i))
716                 {
717                         vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
718                         geomstrings_list[geomstrings_count++] = permutationinfo[i][0];
719                         fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
720                         strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
721                 }
722                 else
723                 {
724                         // keep line numbers correct
725                         vertstrings_list[vertstrings_count++] = "\n";
726                         geomstrings_list[geomstrings_count++] = "\n";
727                         fragstrings_list[fragstrings_count++] = "\n";
728                 }
729         }
730         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
731         shaderfound = false;
732         if (shaderstring)
733         {
734                 Con_DPrintf("GLSL shader text for \"%s\" loaded from disk\n", filename);
735                 vertstrings_list[vertstrings_count++] = shaderstring;
736                 geomstrings_list[geomstrings_count++] = shaderstring;
737                 fragstrings_list[fragstrings_count++] = shaderstring;
738                 shaderfound = true;
739         }
740         else if (!strcmp(filename, "glsl/default.glsl"))
741         {
742                 Con_DPrintf("GLSL shader text for \"%s\" loaded from engine\n", filename);
743                 vertstrings_list[vertstrings_count++] = builtinshaderstring;
744                 geomstrings_list[geomstrings_count++] = builtinshaderstring;
745                 fragstrings_list[fragstrings_count++] = builtinshaderstring;
746                 shaderfound = true;
747         }
748         // clear any lists that are not needed by this shader
749         if (!(permutation & SHADERPERMUTATION_USES_VERTEXSHADER))
750                 vertstrings_count = 0;
751         if (!(permutation & SHADERPERMUTATION_USES_GEOMETRYSHADER))
752                 geomstrings_count = 0;
753         if (!(permutation & SHADERPERMUTATION_USES_FRAGMENTSHADER))
754                 fragstrings_count = 0;
755         // compile the shader program
756         if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
757                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
758         if (p->program)
759         {
760                 CHECKGLERROR
761                 qglUseProgramObjectARB(p->program);CHECKGLERROR
762                 // look up all the uniform variable names we care about, so we don't
763                 // have to look them up every time we set them
764                 p->loc_Texture_Normal      = qglGetUniformLocationARB(p->program, "Texture_Normal");
765                 p->loc_Texture_Color       = qglGetUniformLocationARB(p->program, "Texture_Color");
766                 p->loc_Texture_Gloss       = qglGetUniformLocationARB(p->program, "Texture_Gloss");
767                 p->loc_Texture_Cube        = qglGetUniformLocationARB(p->program, "Texture_Cube");
768                 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
769                 p->loc_Texture_FogMask     = qglGetUniformLocationARB(p->program, "Texture_FogMask");
770                 p->loc_Texture_Pants       = qglGetUniformLocationARB(p->program, "Texture_Pants");
771                 p->loc_Texture_Shirt       = qglGetUniformLocationARB(p->program, "Texture_Shirt");
772                 p->loc_Texture_Lightmap    = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
773                 p->loc_Texture_Deluxemap   = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
774                 p->loc_Texture_Glow        = qglGetUniformLocationARB(p->program, "Texture_Glow");
775                 p->loc_FogColor            = qglGetUniformLocationARB(p->program, "FogColor");
776                 p->loc_LightPosition       = qglGetUniformLocationARB(p->program, "LightPosition");
777                 p->loc_EyePosition         = qglGetUniformLocationARB(p->program, "EyePosition");
778                 p->loc_LightColor          = qglGetUniformLocationARB(p->program, "LightColor");
779                 p->loc_Color_Pants         = qglGetUniformLocationARB(p->program, "Color_Pants");
780                 p->loc_Color_Shirt         = qglGetUniformLocationARB(p->program, "Color_Shirt");
781                 p->loc_FogRangeRecip       = qglGetUniformLocationARB(p->program, "FogRangeRecip");
782                 p->loc_AmbientScale        = qglGetUniformLocationARB(p->program, "AmbientScale");
783                 p->loc_DiffuseScale        = qglGetUniformLocationARB(p->program, "DiffuseScale");
784                 p->loc_SpecularPower       = qglGetUniformLocationARB(p->program, "SpecularPower");
785                 p->loc_SpecularScale       = qglGetUniformLocationARB(p->program, "SpecularScale");
786                 p->loc_GlowScale           = qglGetUniformLocationARB(p->program, "GlowScale");
787                 p->loc_SceneBrightness     = qglGetUniformLocationARB(p->program, "SceneBrightness");
788                 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
789                 p->loc_AmbientColor        = qglGetUniformLocationARB(p->program, "AmbientColor");
790                 p->loc_DiffuseColor        = qglGetUniformLocationARB(p->program, "DiffuseColor");
791                 p->loc_SpecularColor       = qglGetUniformLocationARB(p->program, "SpecularColor");
792                 p->loc_LightDir            = qglGetUniformLocationARB(p->program, "LightDir");
793                 p->loc_ContrastBoostCoeff  = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
794                 // initialize the samplers to refer to the texture units we use
795                 if (p->loc_Texture_Normal >= 0)    qglUniform1iARB(p->loc_Texture_Normal, 0);
796                 if (p->loc_Texture_Color >= 0)     qglUniform1iARB(p->loc_Texture_Color, 1);
797                 if (p->loc_Texture_Gloss >= 0)     qglUniform1iARB(p->loc_Texture_Gloss, 2);
798                 if (p->loc_Texture_Cube >= 0)      qglUniform1iARB(p->loc_Texture_Cube, 3);
799                 if (p->loc_Texture_FogMask >= 0)   qglUniform1iARB(p->loc_Texture_FogMask, 4);
800                 if (p->loc_Texture_Pants >= 0)     qglUniform1iARB(p->loc_Texture_Pants, 5);
801                 if (p->loc_Texture_Shirt >= 0)     qglUniform1iARB(p->loc_Texture_Shirt, 6);
802                 if (p->loc_Texture_Lightmap >= 0)  qglUniform1iARB(p->loc_Texture_Lightmap, 7);
803                 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
804                 if (p->loc_Texture_Glow >= 0)      qglUniform1iARB(p->loc_Texture_Glow, 9);
805                 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
806                 CHECKGLERROR
807                 qglUseProgramObjectARB(0);CHECKGLERROR
808         }
809         else
810                 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl");
811         if (shaderstring)
812                 Mem_Free(shaderstring);
813 }
814
815 void R_GLSL_Restart_f(void)
816 {
817         int i;
818         for (i = 0;i < SHADERPERMUTATION_MAX;i++)
819                 if (r_glsl_permutations[i].program)
820                         GL_Backend_FreeProgram(r_glsl_permutations[i].program);
821         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
822 }
823
824 extern rtexture_t *r_shadow_attenuationgradienttexture;
825 extern rtexture_t *r_shadow_attenuation2dtexture;
826 extern rtexture_t *r_shadow_attenuation3dtexture;
827 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale)
828 {
829         // select a permutation of the lighting shader appropriate to this
830         // combination of texture, entity, light source, and fogging, only use the
831         // minimum features necessary to avoid wasting rendering time in the
832         // fragment shader on features that are not being used
833         const char *shaderfilename = NULL;
834         unsigned int permutation = 0;
835         r_glsl_permutation = NULL;
836         // TODO: implement geometry-shader based shadow volumes someday
837         if (rsurface.rtlight)
838         {
839                 // light source
840                 shaderfilename = "glsl/default.glsl";
841                 permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
842                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
843                         permutation |= SHADERPERMUTATION_CUBEFILTER;
844                 if (diffusescale > 0)
845                         permutation |= SHADERPERMUTATION_DIFFUSE;
846                 if (specularscale > 0)
847                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
848                 if (r_refdef.fogenabled)
849                         permutation |= SHADERPERMUTATION_FOG;
850                 if (rsurface.texture->colormapping)
851                         permutation |= SHADERPERMUTATION_COLORMAPPING;
852                 if (r_glsl_offsetmapping.integer)
853                 {
854                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
855                         if (r_glsl_offsetmapping_reliefmapping.integer)
856                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
857                 }
858                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
859                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
860         }
861         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
862         {
863                 // bright unshaded geometry
864                 shaderfilename = "glsl/default.glsl";
865                 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
866                 if (rsurface.texture->currentskinframe->glow)
867                         permutation |= SHADERPERMUTATION_GLOW;
868                 if (r_refdef.fogenabled)
869                         permutation |= SHADERPERMUTATION_FOG;
870                 if (rsurface.texture->colormapping)
871                         permutation |= SHADERPERMUTATION_COLORMAPPING;
872                 if (r_glsl_offsetmapping.integer)
873                 {
874                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
875                         if (r_glsl_offsetmapping_reliefmapping.integer)
876                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
877                 }
878                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
879                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
880         }
881         else if (modellighting)
882         {
883                 // directional model lighting
884                 shaderfilename = "glsl/default.glsl";
885                 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
886                 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
887                 if (rsurface.texture->currentskinframe->glow)
888                         permutation |= SHADERPERMUTATION_GLOW;
889                 if (specularscale > 0)
890                         permutation |= SHADERPERMUTATION_SPECULAR;
891                 if (r_refdef.fogenabled)
892                         permutation |= SHADERPERMUTATION_FOG;
893                 if (rsurface.texture->colormapping)
894                         permutation |= SHADERPERMUTATION_COLORMAPPING;
895                 if (r_glsl_offsetmapping.integer)
896                 {
897                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
898                         if (r_glsl_offsetmapping_reliefmapping.integer)
899                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
900                 }
901                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
902                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
903         }
904         else
905         {
906                 // lightmapped wall
907                 shaderfilename = "glsl/default.glsl";
908                 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
909                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
910                 {
911                         // deluxemapping (light direction texture)
912                         if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
913                                 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
914                         else
915                                 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
916                         if (specularscale > 0)
917                                 permutation |= SHADERPERMUTATION_SPECULAR;
918                 }
919                 else if (r_glsl_deluxemapping.integer >= 2)
920                 {
921                         // fake deluxemapping (uniform light direction in tangentspace)
922                         permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
923                         if (specularscale > 0)
924                                 permutation |= SHADERPERMUTATION_SPECULAR;
925                 }
926                 else
927                 {
928                         // ordinary lightmapping
929                         permutation |= 0;
930                 }
931                 if (rsurface.texture->currentskinframe->glow)
932                         permutation |= SHADERPERMUTATION_GLOW;
933                 if (r_refdef.fogenabled)
934                         permutation |= SHADERPERMUTATION_FOG;
935                 if (rsurface.texture->colormapping)
936                         permutation |= SHADERPERMUTATION_COLORMAPPING;
937                 if (r_glsl_offsetmapping.integer)
938                 {
939                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
940                         if (r_glsl_offsetmapping_reliefmapping.integer)
941                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
942                 }
943                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
944                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
945         }
946         if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
947         {
948                 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
949                         R_GLSL_CompilePermutation(shaderfilename, permutation);
950                 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
951                 {
952                         // remove features until we find a valid permutation
953                         unsigned int i;
954                         for (i = (SHADERPERMUTATION_MAX >> 1);;i>>=1)
955                         {
956                                 if (!i)
957                                         return 0; // no bit left to clear
958                                 // reduce i more quickly whenever it would not remove any bits
959                                 if (!(permutation & i))
960                                         continue;
961                                 permutation &= ~i;
962                                 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
963                                         R_GLSL_CompilePermutation(shaderfilename, permutation);
964                                 if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
965                                         break;
966                         }
967                 }
968         }
969         r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
970         CHECKGLERROR
971         qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
972         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
973         if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
974         {
975                 if (r_glsl_permutation->loc_Texture_Cube >= 0 && rsurface.rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
976                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
977                 if (permutation & SHADERPERMUTATION_DIFFUSE)
978                 {
979                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
980                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
981                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
982                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
983                 }
984                 else
985                 {
986                         // ambient only is simpler
987                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
988                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
989                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
990                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
991                 }
992         }
993         else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
994         {
995                 if (r_glsl_permutation->loc_AmbientColor >= 0)
996                         qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale);
997                 if (r_glsl_permutation->loc_DiffuseColor >= 0)
998                         qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.modellight_diffuse[2] * diffusescale);
999                 if (r_glsl_permutation->loc_SpecularColor >= 0)
1000                         qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.modellight_diffuse[2] * specularscale);
1001                 if (r_glsl_permutation->loc_LightDir >= 0)
1002                         qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1003         }
1004         else
1005         {
1006                 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
1007                 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
1008                 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
1009         }
1010         if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap));
1011         if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
1012         if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
1013         //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
1014         if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
1015         if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
1016         if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
1017         if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
1018         //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
1019         //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
1020         if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
1021         if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1022         if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1023         {
1024                 // The formula used is actually:
1025                 //   color.rgb *= SceneBrightness;
1026                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1027                 // I simplify that to
1028                 //   color.rgb *= [[SceneBrightness * ContrastBoost]];
1029                 //   color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1;
1030                 // and Black:
1031                 //   color.rgb = [[SceneBrightness * ContrastBoost]] / ([[(ContrastBoost - 1) * SceneBrightness]] + 1 / color.rgb);
1032                 // and do [[calculations]] here in the engine
1033                 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale);
1034                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value);
1035         }
1036         else
1037                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1038         if (r_glsl_permutation->loc_FogColor >= 0)
1039         {
1040                 // additive passes are only darkened by fog, not tinted
1041                 if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
1042                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1043                 else
1044                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1045         }
1046         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1047         if (r_glsl_permutation->loc_Color_Pants >= 0)
1048         {
1049                 if (rsurface.texture->currentskinframe->pants)
1050                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1051                 else
1052                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1053         }
1054         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1055         {
1056                 if (rsurface.texture->currentskinframe->shirt)
1057                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1058                 else
1059                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1060         }
1061         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1062         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1063         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1064         CHECKGLERROR
1065         return permutation;
1066 }
1067
1068 void R_SwitchSurfaceShader(int permutation)
1069 {
1070         if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK))
1071         {
1072                 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
1073                 CHECKGLERROR
1074                 qglUseProgramObjectARB(r_glsl_permutation->program);
1075                 CHECKGLERROR
1076         }
1077 }
1078
1079 #define SKINFRAME_HASH 1024
1080
1081 struct
1082 {
1083         int loadsequence; // incremented each level change
1084         memexpandablearray_t array;
1085         skinframe_t *hash[SKINFRAME_HASH];
1086 }
1087 r_skinframe;
1088
1089 void R_SkinFrame_PrepareForPurge(void)
1090 {
1091         r_skinframe.loadsequence++;
1092         // wrap it without hitting zero
1093         if (r_skinframe.loadsequence >= 200)
1094                 r_skinframe.loadsequence = 1;
1095 }
1096
1097 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1098 {
1099         if (!skinframe)
1100                 return;
1101         // mark the skinframe as used for the purging code
1102         skinframe->loadsequence = r_skinframe.loadsequence;
1103 }
1104
1105 void R_SkinFrame_Purge(void)
1106 {
1107         int i;
1108         skinframe_t *s;
1109         for (i = 0;i < SKINFRAME_HASH;i++)
1110         {
1111                 for (s = r_skinframe.hash[i];s;s = s->next)
1112                 {
1113                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1114                         {
1115                                 if (s->base == r_texture_notexture)     s->base   = NULL;
1116                                 if (s->nmap == r_texture_blanknormalmap)s->nmap   = NULL;
1117                                 if (s->merged == s->base)               s->merged = NULL;
1118                                 if (s->stain ) R_FreeTexture(s->stain );s->stain  = NULL;
1119                                 if (s->merged) R_FreeTexture(s->merged);s->merged = NULL;
1120                                 if (s->base  ) R_FreeTexture(s->base  );s->base   = NULL;
1121                                 if (s->pants ) R_FreeTexture(s->pants );s->pants  = NULL;
1122                                 if (s->shirt ) R_FreeTexture(s->shirt );s->shirt  = NULL;
1123                                 if (s->nmap  ) R_FreeTexture(s->nmap  );s->nmap   = NULL;
1124                                 if (s->gloss ) R_FreeTexture(s->gloss );s->gloss  = NULL;
1125                                 if (s->glow  ) R_FreeTexture(s->glow  );s->glow   = NULL;
1126                                 if (s->fog   ) R_FreeTexture(s->fog   );s->fog    = NULL;
1127                                 s->loadsequence = 0;
1128                         }
1129                 }
1130         }
1131 }
1132
1133 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1134 {
1135         skinframe_t *item;
1136         int hashindex;
1137         char basename[MAX_QPATH];
1138
1139         Image_StripImageExtension(name, basename, sizeof(basename));
1140
1141         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1142         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1143                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1144                         break;
1145         if (!item)
1146         {
1147                 if (!add)
1148                         return NULL;
1149                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1150                 memset(item, 0, sizeof(*item));
1151                 strlcpy(item->basename, basename, sizeof(item->basename));
1152                 item->textureflags = textureflags;
1153                 item->comparewidth = comparewidth;
1154                 item->compareheight = compareheight;
1155                 item->comparecrc = comparecrc;
1156                 item->next = r_skinframe.hash[hashindex];
1157                 r_skinframe.hash[hashindex] = item;
1158         }
1159         R_SkinFrame_MarkUsed(item);
1160         return item;
1161 }
1162
1163 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1164 {
1165         // FIXME: it should be possible to disable loading various layers using
1166         // cvars, to prevent wasted loading time and memory usage if the user does
1167         // not want them
1168         qboolean loadnormalmap = true;
1169         qboolean loadgloss = true;
1170         qboolean loadpantsandshirt = true;
1171         qboolean loadglow = true;
1172         int j;
1173         unsigned char *pixels;
1174         unsigned char *bumppixels;
1175         unsigned char *basepixels = NULL;
1176         int basepixels_width;
1177         int basepixels_height;
1178         skinframe_t *skinframe;
1179
1180         if (cls.state == ca_dedicated)
1181                 return NULL;
1182
1183         // return an existing skinframe if already loaded
1184         // if loading of the first image fails, don't make a new skinframe as it
1185         // would cause all future lookups of this to be missing
1186         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1187         if (skinframe && skinframe->base)
1188                 return skinframe;
1189
1190         basepixels = loadimagepixels(name, complain, 0, 0);
1191         if (basepixels == NULL)
1192                 return NULL;
1193
1194         // we've got some pixels to store, so really allocate this new texture now
1195         if (!skinframe)
1196                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1197         skinframe->stain = NULL;
1198         skinframe->merged = NULL;
1199         skinframe->base = r_texture_notexture;
1200         skinframe->pants = NULL;
1201         skinframe->shirt = NULL;
1202         skinframe->nmap = r_texture_blanknormalmap;
1203         skinframe->gloss = NULL;
1204         skinframe->glow = NULL;
1205         skinframe->fog = NULL;
1206
1207         basepixels_width = image_width;
1208         basepixels_height = image_height;
1209         skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1210
1211         if (textureflags & TEXF_ALPHA)
1212         {
1213                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1214                         if (basepixels[j] < 255)
1215                                 break;
1216                 if (j < basepixels_width * basepixels_height * 4)
1217                 {
1218                         // has transparent pixels
1219                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1220                         for (j = 0;j < image_width * image_height * 4;j += 4)
1221                         {
1222                                 pixels[j+0] = 255;
1223                                 pixels[j+1] = 255;
1224                                 pixels[j+2] = 255;
1225                                 pixels[j+3] = basepixels[j+3];
1226                         }
1227                         skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1228                         Mem_Free(pixels);
1229                 }
1230         }
1231
1232         // _norm is the name used by tenebrae and has been adopted as standard
1233         if (loadnormalmap)
1234         {
1235                 if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0)) != NULL)
1236                 {
1237                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1238                         Mem_Free(pixels);
1239                         pixels = NULL;
1240                 }
1241                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0)) != NULL)
1242                 {
1243                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1244                         Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1245                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1246                         Mem_Free(pixels);
1247                         Mem_Free(bumppixels);
1248                 }
1249                 else if (r_shadow_bumpscale_basetexture.value > 0)
1250                 {
1251                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1252                         Image_HeightmapToNormalmap(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1253                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1254                         Mem_Free(pixels);
1255                 }
1256         }
1257         // _luma is supported for tenebrae compatibility
1258         // (I think it's a very stupid name, but oh well)
1259         // _glow is the preferred name
1260         if (loadglow          && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1261         if (loadgloss         && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1262         if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1263         if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1264
1265         if (basepixels)
1266                 Mem_Free(basepixels);
1267
1268         return skinframe;
1269 }
1270
1271 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)
1272 {
1273         int i;
1274         if (!force)
1275         {
1276                 for (i = 0;i < width*height;i++)
1277                         if (((unsigned char *)&palette[in[i]])[3] > 0)
1278                                 break;
1279                 if (i == width*height)
1280                         return NULL;
1281         }
1282         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1283 }
1284
1285 skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
1286 {
1287         int i;
1288         unsigned char *temp1, *temp2;
1289         skinframe_t *skinframe;
1290
1291         if (cls.state == ca_dedicated)
1292                 return NULL;
1293
1294         // if already loaded just return it, otherwise make a new skinframe
1295         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*bitsperpixel/8) : 0, true);
1296         if (skinframe && skinframe->base)
1297                 return skinframe;
1298
1299         skinframe->stain = NULL;
1300         skinframe->merged = NULL;
1301         skinframe->base = r_texture_notexture;
1302         skinframe->pants = NULL;
1303         skinframe->shirt = NULL;
1304         skinframe->nmap = r_texture_blanknormalmap;
1305         skinframe->gloss = NULL;
1306         skinframe->glow = NULL;
1307         skinframe->fog = NULL;
1308
1309         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1310         if (!skindata)
1311                 return NULL;
1312
1313         if (bitsperpixel == 32)
1314         {
1315                 if (r_shadow_bumpscale_basetexture.value > 0)
1316                 {
1317                         temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1318                         temp2 = temp1 + width * height * 4;
1319                         Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1320                         skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1321                         Mem_Free(temp1);
1322                 }
1323                 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
1324                 if (textureflags & TEXF_ALPHA)
1325                 {
1326                         for (i = 3;i < width * height * 4;i += 4)
1327                                 if (skindata[i] < 255)
1328                                         break;
1329                         if (i < width * height * 4)
1330                         {
1331                                 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1332                                 memcpy(fogpixels, skindata, width * height * 4);
1333                                 for (i = 0;i < width * height * 4;i += 4)
1334                                         fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1335                                 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
1336                                 Mem_Free(fogpixels);
1337                         }
1338                 }
1339         }
1340         else if (bitsperpixel == 8)
1341         {
1342                 if (r_shadow_bumpscale_basetexture.value > 0)
1343                 {
1344                         temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1345                         temp2 = temp1 + width * height * 4;
1346                         if (bitsperpixel == 32)
1347                                 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1348                         else
1349                         {
1350                                 // use either a custom palette or the quake palette
1351                                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
1352                                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1353                         }
1354                         skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1355                         Mem_Free(temp1);
1356                 }
1357                 // use either a custom palette, or the quake palette
1358                 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags, true); // all
1359                 if (!palette && loadglowtexture)
1360                         skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, textureflags, false); // glow
1361                 if (!palette && loadpantsandshirt)
1362                 {
1363                         skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, textureflags, false); // pants
1364                         skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, textureflags, false); // shirt
1365                 }
1366                 if (skinframe->pants || skinframe->shirt)
1367                         skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags, false); // no special colors
1368                 if (textureflags & TEXF_ALPHA)
1369                 {
1370                         // if not using a custom alphapalette, use the quake one
1371                         if (!alphapalette)
1372                                 alphapalette = palette_alpha;
1373                         for (i = 0;i < width * height;i++)
1374                                 if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
1375                                         break;
1376                         if (i < width * height)
1377                                 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, textureflags, true); // fog mask
1378                 }
1379         }
1380
1381         return skinframe;
1382 }
1383
1384 skinframe_t *R_SkinFrame_LoadMissing(void)
1385 {
1386         skinframe_t *skinframe;
1387
1388         if (cls.state == ca_dedicated)
1389                 return NULL;
1390
1391         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1392         skinframe->stain = NULL;
1393         skinframe->merged = NULL;
1394         skinframe->base = r_texture_notexture;
1395         skinframe->pants = NULL;
1396         skinframe->shirt = NULL;
1397         skinframe->nmap = r_texture_blanknormalmap;
1398         skinframe->gloss = NULL;
1399         skinframe->glow = NULL;
1400         skinframe->fog = NULL;
1401
1402         return skinframe;
1403 }
1404
1405 void gl_main_start(void)
1406 {
1407         int x;
1408         double r, alpha;
1409
1410         r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
1411         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
1412         {
1413                 alpha = 1 - exp(r / ((double)x*(double)x));
1414                 if (x == FOGMASKTABLEWIDTH - 1)
1415                         alpha = 0;
1416                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
1417         }
1418
1419         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1420         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1421
1422         // set up r_skinframe loading system for textures
1423         memset(&r_skinframe, 0, sizeof(r_skinframe));
1424         r_skinframe.loadsequence = 1;
1425         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1426
1427         r_main_texturepool = R_AllocTexturePool();
1428         R_BuildBlankTextures();
1429         R_BuildNoTexture();
1430         if (gl_texturecubemap)
1431         {
1432                 R_BuildWhiteCube();
1433                 R_BuildNormalizationCube();
1434         }
1435         R_BuildFogTexture();
1436         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1437         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1438         memset(&r_svbsp, 0, sizeof (r_svbsp));
1439 }
1440
1441 void gl_main_shutdown(void)
1442 {
1443         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1444         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1445
1446         // clear out the r_skinframe state
1447         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1448         memset(&r_skinframe, 0, sizeof(r_skinframe));
1449
1450         if (r_svbsp.nodes)
1451                 Mem_Free(r_svbsp.nodes);
1452         memset(&r_svbsp, 0, sizeof (r_svbsp));
1453         R_FreeTexturePool(&r_main_texturepool);
1454         r_texture_blanknormalmap = NULL;
1455         r_texture_white = NULL;
1456         r_texture_black = NULL;
1457         r_texture_whitecube = NULL;
1458         r_texture_normalizationcube = NULL;
1459         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1460         R_GLSL_Restart_f();
1461 }
1462
1463 extern void CL_ParseEntityLump(char *entitystring);
1464 void gl_main_newmap(void)
1465 {
1466         // FIXME: move this code to client
1467         int l;
1468         char *entities, entname[MAX_QPATH];
1469         if (cl.worldmodel)
1470         {
1471                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1472                 l = (int)strlen(entname) - 4;
1473                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1474                 {
1475                         memcpy(entname + l, ".ent", 5);
1476                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1477                         {
1478                                 CL_ParseEntityLump(entities);
1479                                 Mem_Free(entities);
1480                                 return;
1481                         }
1482                 }
1483                 if (cl.worldmodel->brush.entities)
1484                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
1485         }
1486 }
1487
1488 void GL_Main_Init(void)
1489 {
1490         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1491
1492         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1493         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
1494         if (gamemode == GAME_NEHAHRA)
1495         {
1496                 Cvar_RegisterVariable (&gl_fogenable);
1497                 Cvar_RegisterVariable (&gl_fogdensity);
1498                 Cvar_RegisterVariable (&gl_fogred);
1499                 Cvar_RegisterVariable (&gl_foggreen);
1500                 Cvar_RegisterVariable (&gl_fogblue);
1501                 Cvar_RegisterVariable (&gl_fogstart);
1502                 Cvar_RegisterVariable (&gl_fogend);
1503         }
1504         Cvar_RegisterVariable(&r_depthfirst);
1505         Cvar_RegisterVariable(&r_nearclip);
1506         Cvar_RegisterVariable(&r_showbboxes);
1507         Cvar_RegisterVariable(&r_showsurfaces);
1508         Cvar_RegisterVariable(&r_showtris);
1509         Cvar_RegisterVariable(&r_shownormals);
1510         Cvar_RegisterVariable(&r_showlighting);
1511         Cvar_RegisterVariable(&r_showshadowvolumes);
1512         Cvar_RegisterVariable(&r_showcollisionbrushes);
1513         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1514         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1515         Cvar_RegisterVariable(&r_showdisabledepthtest);
1516         Cvar_RegisterVariable(&r_drawportals);
1517         Cvar_RegisterVariable(&r_drawentities);
1518         Cvar_RegisterVariable(&r_cullentities_trace);
1519         Cvar_RegisterVariable(&r_cullentities_trace_samples);
1520         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1521         Cvar_RegisterVariable(&r_cullentities_trace_delay);
1522         Cvar_RegisterVariable(&r_drawviewmodel);
1523         Cvar_RegisterVariable(&r_speeds);
1524         Cvar_RegisterVariable(&r_fullbrights);
1525         Cvar_RegisterVariable(&r_wateralpha);
1526         Cvar_RegisterVariable(&r_dynamic);
1527         Cvar_RegisterVariable(&r_fullbright);
1528         Cvar_RegisterVariable(&r_shadows);
1529         Cvar_RegisterVariable(&r_shadows_throwdistance);
1530         Cvar_RegisterVariable(&r_q1bsp_skymasking);
1531         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
1532         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
1533         Cvar_RegisterVariable(&r_textureunits);
1534         Cvar_RegisterVariable(&r_glsl);
1535         Cvar_RegisterVariable(&r_glsl_offsetmapping);
1536         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1537         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1538         Cvar_RegisterVariable(&r_glsl_deluxemapping);
1539         Cvar_RegisterVariable(&r_lerpsprites);
1540         Cvar_RegisterVariable(&r_lerpmodels);
1541         Cvar_RegisterVariable(&r_waterscroll);
1542         Cvar_RegisterVariable(&r_bloom);
1543         Cvar_RegisterVariable(&r_bloom_colorscale);
1544         Cvar_RegisterVariable(&r_bloom_brighten);
1545         Cvar_RegisterVariable(&r_bloom_blur);
1546         Cvar_RegisterVariable(&r_bloom_resolution);
1547         Cvar_RegisterVariable(&r_bloom_colorexponent);
1548         Cvar_RegisterVariable(&r_bloom_colorsubtract);
1549         Cvar_RegisterVariable(&r_hdr);
1550         Cvar_RegisterVariable(&r_hdr_scenebrightness);
1551         Cvar_RegisterVariable(&r_glsl_contrastboost);
1552         Cvar_RegisterVariable(&r_hdr_glowintensity);
1553         Cvar_RegisterVariable(&r_hdr_range);
1554         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1555         Cvar_RegisterVariable(&developer_texturelogging);
1556         Cvar_RegisterVariable(&gl_lightmaps);
1557         Cvar_RegisterVariable(&r_test);
1558         Cvar_RegisterVariable(&r_batchmode);
1559         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1560                 Cvar_SetValue("r_fullbrights", 0);
1561         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1562 }
1563
1564 extern void R_Textures_Init(void);
1565 extern void GL_Draw_Init(void);
1566 extern void GL_Main_Init(void);
1567 extern void R_Shadow_Init(void);
1568 extern void R_Sky_Init(void);
1569 extern void GL_Surf_Init(void);
1570 extern void R_Light_Init(void);
1571 extern void R_Particles_Init(void);
1572 extern void R_Explosion_Init(void);
1573 extern void gl_backend_init(void);
1574 extern void Sbar_Init(void);
1575 extern void R_LightningBeams_Init(void);
1576 extern void Mod_RenderInit(void);
1577
1578 void Render_Init(void)
1579 {
1580         gl_backend_init();
1581         R_Textures_Init();
1582         GL_Main_Init();
1583         GL_Draw_Init();
1584         R_Shadow_Init();
1585         R_Sky_Init();
1586         GL_Surf_Init();
1587         Sbar_Init();
1588         R_Light_Init();
1589         R_Particles_Init();
1590         R_Explosion_Init();
1591         R_LightningBeams_Init();
1592         Mod_RenderInit();
1593 }
1594
1595 /*
1596 ===============
1597 GL_Init
1598 ===============
1599 */
1600 extern char *ENGINE_EXTENSIONS;
1601 void GL_Init (void)
1602 {
1603         VID_CheckExtensions();
1604
1605         // LordHavoc: report supported extensions
1606         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
1607
1608         // clear to black (loading plaque will be seen over this)
1609         CHECKGLERROR
1610         qglClearColor(0,0,0,1);CHECKGLERROR
1611         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
1612 }
1613
1614 int R_CullBox(const vec3_t mins, const vec3_t maxs)
1615 {
1616         int i;
1617         mplane_t *p;
1618         for (i = 0;i < 4;i++)
1619         {
1620                 p = r_view.frustum + i;
1621                 switch(p->signbits)
1622                 {
1623                 default:
1624                 case 0:
1625                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1626                                 return true;
1627                         break;
1628                 case 1:
1629                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1630                                 return true;
1631                         break;
1632                 case 2:
1633                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1634                                 return true;
1635                         break;
1636                 case 3:
1637                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1638                                 return true;
1639                         break;
1640                 case 4:
1641                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1642                                 return true;
1643                         break;
1644                 case 5:
1645                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1646                                 return true;
1647                         break;
1648                 case 6:
1649                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1650                                 return true;
1651                         break;
1652                 case 7:
1653                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1654                                 return true;
1655                         break;
1656                 }
1657         }
1658         return false;
1659 }
1660
1661 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
1662 {
1663         int i;
1664         const mplane_t *p;
1665         for (i = 0;i < numplanes;i++)
1666         {
1667                 p = planes + i;
1668                 switch(p->signbits)
1669                 {
1670                 default:
1671                 case 0:
1672                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1673                                 return true;
1674                         break;
1675                 case 1:
1676                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1677                                 return true;
1678                         break;
1679                 case 2:
1680                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1681                                 return true;
1682                         break;
1683                 case 3:
1684                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1685                                 return true;
1686                         break;
1687                 case 4:
1688                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1689                                 return true;
1690                         break;
1691                 case 5:
1692                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1693                                 return true;
1694                         break;
1695                 case 6:
1696                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1697                                 return true;
1698                         break;
1699                 case 7:
1700                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1701                                 return true;
1702                         break;
1703                 }
1704         }
1705         return false;
1706 }
1707
1708 //==================================================================================
1709
1710 static void R_UpdateEntityLighting(entity_render_t *ent)
1711 {
1712         vec3_t tempdiffusenormal;
1713
1714         // fetch the lighting from the worldmodel data
1715         VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
1716         VectorClear(ent->modellight_diffuse);
1717         VectorClear(tempdiffusenormal);
1718         if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
1719         {
1720                 vec3_t org;
1721                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
1722                 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
1723         }
1724         else // highly rare
1725                 VectorSet(ent->modellight_ambient, 1, 1, 1);
1726
1727         // move the light direction into modelspace coordinates for lighting code
1728         Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
1729         if(VectorLength2(ent->modellight_lightdir) > 0)
1730         {
1731                 VectorNormalize(ent->modellight_lightdir);
1732         }
1733         else
1734         {
1735                 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
1736         }
1737
1738         // scale ambient and directional light contributions according to rendering variables
1739         ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1740         ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1741         ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1742         ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1743         ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1744         ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1745 }
1746
1747 static void R_View_UpdateEntityVisible (void)
1748 {
1749         int i, renderimask;
1750         entity_render_t *ent;
1751
1752         if (!r_drawentities.integer)
1753                 return;
1754
1755         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
1756         if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
1757         {
1758                 // worldmodel can check visibility
1759                 for (i = 0;i < r_refdef.numentities;i++)
1760                 {
1761                         ent = r_refdef.entities[i];
1762                         r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
1763                 }
1764                 if(r_cullentities_trace.integer)
1765                 {
1766                         for (i = 0;i < r_refdef.numentities;i++)
1767                         {
1768                                 ent = r_refdef.entities[i];
1769                                 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
1770                                 {
1771                                         if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
1772                                                 ent->last_trace_visibility = realtime;
1773                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
1774                                                 r_viewcache.entityvisible[i] = 0;
1775                                 }
1776                         }
1777                 }
1778         }
1779         else
1780         {
1781                 // no worldmodel or it can't check visibility
1782                 for (i = 0;i < r_refdef.numentities;i++)
1783                 {
1784                         ent = r_refdef.entities[i];
1785                         r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
1786                 }
1787         }
1788
1789         // update entity lighting (even on hidden entities for r_shadows)
1790         for (i = 0;i < r_refdef.numentities;i++)
1791                 R_UpdateEntityLighting(r_refdef.entities[i]);
1792 }
1793
1794 // only used if skyrendermasked, and normally returns false
1795 int R_DrawBrushModelsSky (void)
1796 {
1797         int i, sky;
1798         entity_render_t *ent;
1799
1800         if (!r_drawentities.integer)
1801                 return false;
1802
1803         sky = false;
1804         for (i = 0;i < r_refdef.numentities;i++)
1805         {
1806                 if (!r_viewcache.entityvisible[i])
1807                         continue;
1808                 ent = r_refdef.entities[i];
1809                 if (!ent->model || !ent->model->DrawSky)
1810                         continue;
1811                 ent->model->DrawSky(ent);
1812                 sky = true;
1813         }
1814         return sky;
1815 }
1816
1817 void R_DrawNoModel(entity_render_t *ent);
1818 void R_DrawModels(void)
1819 {
1820         int i;
1821         entity_render_t *ent;
1822
1823         if (!r_drawentities.integer)
1824                 return;
1825
1826         for (i = 0;i < r_refdef.numentities;i++)
1827         {
1828                 if (!r_viewcache.entityvisible[i])
1829                         continue;
1830                 ent = r_refdef.entities[i];
1831                 r_refdef.stats.entities++;
1832                 if (ent->model && ent->model->Draw != NULL)
1833                         ent->model->Draw(ent);
1834                 else
1835                         R_DrawNoModel(ent);
1836         }
1837 }
1838
1839 void R_DrawModelsDepth(void)
1840 {
1841         int i;
1842         entity_render_t *ent;
1843
1844         if (!r_drawentities.integer)
1845                 return;
1846
1847         for (i = 0;i < r_refdef.numentities;i++)
1848         {
1849                 if (!r_viewcache.entityvisible[i])
1850                         continue;
1851                 ent = r_refdef.entities[i];
1852                 r_refdef.stats.entities++;
1853                 if (ent->model && ent->model->DrawDepth != NULL)
1854                         ent->model->DrawDepth(ent);
1855         }
1856 }
1857
1858 static void R_View_SetFrustum(void)
1859 {
1860         double slopex, slopey;
1861
1862         // break apart the view matrix into vectors for various purposes
1863         Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
1864         VectorNegate(r_view.left, r_view.right);
1865
1866 #if 0
1867         r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
1868         r_view.frustum[0].normal[1] = 0 - 0;
1869         r_view.frustum[0].normal[2] = -1 - 0;
1870         r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
1871         r_view.frustum[1].normal[1] = 0 + 0;
1872         r_view.frustum[1].normal[2] = -1 + 0;
1873         r_view.frustum[2].normal[0] = 0 - 0;
1874         r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
1875         r_view.frustum[2].normal[2] = -1 - 0;
1876         r_view.frustum[3].normal[0] = 0 + 0;
1877         r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
1878         r_view.frustum[3].normal[2] = -1 + 0;
1879 #endif
1880
1881 #if 0
1882         zNear = r_refdef.nearclip;
1883         nudge = 1.0 - 1.0 / (1<<23);
1884         r_view.frustum[4].normal[0] = 0 - 0;
1885         r_view.frustum[4].normal[1] = 0 - 0;
1886         r_view.frustum[4].normal[2] = -1 - -nudge;
1887         r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
1888         r_view.frustum[5].normal[0] = 0 + 0;
1889         r_view.frustum[5].normal[1] = 0 + 0;
1890         r_view.frustum[5].normal[2] = -1 + -nudge;
1891         r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
1892 #endif
1893
1894
1895
1896 #if 0
1897         r_view.frustum[0].normal[0] = m[3] - m[0];
1898         r_view.frustum[0].normal[1] = m[7] - m[4];
1899         r_view.frustum[0].normal[2] = m[11] - m[8];
1900         r_view.frustum[0].dist = m[15] - m[12];
1901
1902         r_view.frustum[1].normal[0] = m[3] + m[0];
1903         r_view.frustum[1].normal[1] = m[7] + m[4];
1904         r_view.frustum[1].normal[2] = m[11] + m[8];
1905         r_view.frustum[1].dist = m[15] + m[12];
1906
1907         r_view.frustum[2].normal[0] = m[3] - m[1];
1908         r_view.frustum[2].normal[1] = m[7] - m[5];
1909         r_view.frustum[2].normal[2] = m[11] - m[9];
1910         r_view.frustum[2].dist = m[15] - m[13];
1911
1912         r_view.frustum[3].normal[0] = m[3] + m[1];
1913         r_view.frustum[3].normal[1] = m[7] + m[5];
1914         r_view.frustum[3].normal[2] = m[11] + m[9];
1915         r_view.frustum[3].dist = m[15] + m[13];
1916
1917         r_view.frustum[4].normal[0] = m[3] - m[2];
1918         r_view.frustum[4].normal[1] = m[7] - m[6];
1919         r_view.frustum[4].normal[2] = m[11] - m[10];
1920         r_view.frustum[4].dist = m[15] - m[14];
1921
1922         r_view.frustum[5].normal[0] = m[3] + m[2];
1923         r_view.frustum[5].normal[1] = m[7] + m[6];
1924         r_view.frustum[5].normal[2] = m[11] + m[10];
1925         r_view.frustum[5].dist = m[15] + m[14];
1926 #endif
1927
1928
1929
1930         if (r_view.useperspective)
1931         {
1932                 slopex = 1.0 / r_view.frustum_x;
1933                 slopey = 1.0 / r_view.frustum_y;
1934                 VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
1935                 VectorMA(r_view.forward,  slopex, r_view.left, r_view.frustum[1].normal);
1936                 VectorMA(r_view.forward, -slopey, r_view.up  , r_view.frustum[2].normal);
1937                 VectorMA(r_view.forward,  slopey, r_view.up  , r_view.frustum[3].normal);
1938                 VectorCopy(r_view.forward, r_view.frustum[4].normal);
1939
1940                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
1941                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
1942                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
1943                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[2]);
1944                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[3]);
1945
1946                 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
1947                 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
1948                 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
1949                 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
1950                 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
1951         }
1952         else
1953         {
1954                 VectorScale(r_view.left, -r_view.ortho_x, r_view.frustum[0].normal);
1955                 VectorScale(r_view.left,  r_view.ortho_x, r_view.frustum[1].normal);
1956                 VectorScale(r_view.up, -r_view.ortho_y, r_view.frustum[2].normal);
1957                 VectorScale(r_view.up,  r_view.ortho_y, r_view.frustum[3].normal);
1958                 VectorCopy(r_view.forward, r_view.frustum[4].normal);
1959                 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal) + r_view.ortho_x;
1960                 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal) + r_view.ortho_x;
1961                 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal) + r_view.ortho_y;
1962                 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal) + r_view.ortho_y;
1963                 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
1964         }
1965
1966         PlaneClassify(&r_view.frustum[0]);
1967         PlaneClassify(&r_view.frustum[1]);
1968         PlaneClassify(&r_view.frustum[2]);
1969         PlaneClassify(&r_view.frustum[3]);
1970         PlaneClassify(&r_view.frustum[4]);
1971
1972         // LordHavoc: note to all quake engine coders, Quake had a special case
1973         // for 90 degrees which assumed a square view (wrong), so I removed it,
1974         // Quake2 has it disabled as well.
1975
1976         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
1977         //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
1978         //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
1979         //PlaneClassify(&frustum[0]);
1980
1981         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
1982         //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
1983         //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
1984         //PlaneClassify(&frustum[1]);
1985
1986         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
1987         //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
1988         //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
1989         //PlaneClassify(&frustum[2]);
1990
1991         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
1992         //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
1993         //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
1994         //PlaneClassify(&frustum[3]);
1995
1996         // nearclip plane
1997         //VectorCopy(r_view.forward, r_view.frustum[4].normal);
1998         //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
1999         //PlaneClassify(&frustum[4]);
2000 }
2001
2002 void R_View_Update(void)
2003 {
2004         R_View_SetFrustum();
2005         R_View_WorldVisibility();
2006         R_View_UpdateEntityVisible();
2007 }
2008
2009 void R_SetupView(const matrix4x4_t *matrix)
2010 {
2011         if (!r_view.useperspective)
2012                 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);
2013         else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2014                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
2015         else
2016                 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2017
2018         GL_SetupView_Orientation_FromEntity(matrix);
2019 }
2020
2021 void R_ResetViewRendering2D(void)
2022 {
2023         if (gl_support_fragment_shader)
2024         {
2025                 qglUseProgramObjectARB(0);CHECKGLERROR
2026         }
2027
2028         DrawQ_Finish();
2029
2030         // GL is weird because it's bottom to top, r_view.y is top to bottom
2031         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2032         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2033         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2034         GL_Color(1, 1, 1, 1);
2035         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2036         GL_BlendFunc(GL_ONE, GL_ZERO);
2037         GL_AlphaTest(false);
2038         GL_ScissorTest(false);
2039         GL_DepthMask(false);
2040         GL_DepthRange(0, 1);
2041         GL_DepthTest(false);
2042         R_Mesh_Matrix(&identitymatrix);
2043         R_Mesh_ResetTextureState();
2044         GL_PolygonOffset(0, 0);
2045         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2046         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2047         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2048         qglStencilMask(~0);CHECKGLERROR
2049         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2050         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2051         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2052 }
2053
2054 void R_ResetViewRendering3D(void)
2055 {
2056         if (gl_support_fragment_shader)
2057         {
2058                 qglUseProgramObjectARB(0);CHECKGLERROR
2059         }
2060
2061         DrawQ_Finish();
2062
2063         // GL is weird because it's bottom to top, r_view.y is top to bottom
2064         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2065         R_SetupView(&r_view.matrix);
2066         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2067         GL_Color(1, 1, 1, 1);
2068         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2069         GL_BlendFunc(GL_ONE, GL_ZERO);
2070         GL_AlphaTest(false);
2071         GL_ScissorTest(true);
2072         GL_DepthMask(true);
2073         GL_DepthRange(0, 1);
2074         GL_DepthTest(true);
2075         R_Mesh_Matrix(&identitymatrix);
2076         R_Mesh_ResetTextureState();
2077         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2078         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2079         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2080         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2081         qglStencilMask(~0);CHECKGLERROR
2082         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2083         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2084         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2085 }
2086
2087 /*
2088         R_Bloom_SetupShader(
2089 "// bloom shader\n"
2090 "// written by Forest 'LordHavoc' Hale\n"
2091 "\n"
2092 "// common definitions between vertex shader and fragment shader:\n"
2093 "\n"
2094 "#ifdef __GLSL_CG_DATA_TYPES\n"
2095 "#define myhalf half\n"
2096 "#define myhvec2 hvec2\n"
2097 "#define myhvec3 hvec3\n"
2098 "#define myhvec4 hvec4\n"
2099 "#else\n"
2100 "#define myhalf float\n"
2101 "#define myhvec2 vec2\n"
2102 "#define myhvec3 vec3\n"
2103 "#define myhvec4 vec4\n"
2104 "#endif\n"
2105 "\n"
2106 "varying vec2 ScreenTexCoord;\n"
2107 "varying vec2 BloomTexCoord;\n"
2108 "\n"
2109 "\n"
2110 "\n"
2111 "\n"
2112 "// vertex shader specific:\n"
2113 "#ifdef VERTEX_SHADER\n"
2114 "\n"
2115 "void main(void)\n"
2116 "{\n"
2117 "       ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2118 "       BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2119 "       // transform vertex to camera space, using ftransform to match non-VS\n"
2120 "       // rendering\n"
2121 "       gl_Position = ftransform();\n"
2122 "}\n"
2123 "\n"
2124 "#endif // VERTEX_SHADER\n"
2125 "\n"
2126 "\n"
2127 "\n"
2128 "\n"
2129 "// fragment shader specific:\n"
2130 "#ifdef FRAGMENT_SHADER\n"
2131 "\n"
2132 "void main(void)\n"
2133 "{\n"
2134 "       int x, y;
2135 "       myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2136 "       for (x = -BLUR_X;x <= BLUR_X;x++)
2137 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2138 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2139 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2140 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2141
2142 "       gl_FragColor = vec4(color);\n"
2143 "}\n"
2144 "\n"
2145 "#endif // FRAGMENT_SHADER\n"
2146 */
2147
2148 void R_RenderScene(void);
2149
2150 void R_Bloom_StartFrame(void)
2151 {
2152         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2153
2154         // set bloomwidth and bloomheight to the bloom resolution that will be
2155         // used (often less than the screen resolution for faster rendering)
2156         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
2157         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
2158         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
2159
2160         // calculate desired texture sizes
2161         if (gl_support_arb_texture_non_power_of_two)
2162         {
2163                 screentexturewidth = r_view.width;
2164                 screentextureheight = r_view.height;
2165                 bloomtexturewidth = r_bloomstate.bloomwidth;
2166                 bloomtextureheight = r_bloomstate.bloomheight;
2167         }
2168         else
2169         {
2170                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
2171                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
2172                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
2173                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
2174         }
2175
2176         if (r_hdr.integer)
2177         {
2178                 screentexturewidth = screentextureheight = 0;
2179         }
2180         else if (r_bloom.integer)
2181         {
2182         }
2183         else
2184         {
2185                 screentexturewidth = screentextureheight = 0;
2186                 bloomtexturewidth = bloomtextureheight = 0;
2187         }
2188
2189         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)
2190         {
2191                 // can't use bloom if the parameters are too weird
2192                 // can't use bloom if the card does not support the texture size
2193                 if (r_bloomstate.texture_screen)
2194                         R_FreeTexture(r_bloomstate.texture_screen);
2195                 if (r_bloomstate.texture_bloom)
2196                         R_FreeTexture(r_bloomstate.texture_bloom);
2197                 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2198                 return;
2199         }
2200
2201         r_bloomstate.enabled = true;
2202         r_bloomstate.hdr = r_hdr.integer != 0;
2203
2204         // allocate textures as needed
2205         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2206         {
2207                 if (r_bloomstate.texture_screen)
2208                         R_FreeTexture(r_bloomstate.texture_screen);
2209                 r_bloomstate.texture_screen = NULL;
2210                 r_bloomstate.screentexturewidth = screentexturewidth;
2211                 r_bloomstate.screentextureheight = screentextureheight;
2212                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2213                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2214         }
2215         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2216         {
2217                 if (r_bloomstate.texture_bloom)
2218                         R_FreeTexture(r_bloomstate.texture_bloom);
2219                 r_bloomstate.texture_bloom = NULL;
2220                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2221                 r_bloomstate.bloomtextureheight = bloomtextureheight;
2222                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2223                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2224         }
2225
2226         // set up a texcoord array for the full resolution screen image
2227         // (we have to keep this around to copy back during final render)
2228         r_bloomstate.screentexcoord2f[0] = 0;
2229         r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2230         r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2231         r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2232         r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2233         r_bloomstate.screentexcoord2f[5] = 0;
2234         r_bloomstate.screentexcoord2f[6] = 0;
2235         r_bloomstate.screentexcoord2f[7] = 0;
2236
2237         // set up a texcoord array for the reduced resolution bloom image
2238         // (which will be additive blended over the screen image)
2239         r_bloomstate.bloomtexcoord2f[0] = 0;
2240         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2241         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2242         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2243         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2244         r_bloomstate.bloomtexcoord2f[5] = 0;
2245         r_bloomstate.bloomtexcoord2f[6] = 0;
2246         r_bloomstate.bloomtexcoord2f[7] = 0;
2247 }
2248
2249 void R_Bloom_CopyScreenTexture(float colorscale)
2250 {
2251         r_refdef.stats.bloom++;
2252
2253         R_ResetViewRendering2D();
2254         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2255         R_Mesh_ColorPointer(NULL, 0, 0);
2256         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2257         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2258
2259         // copy view into the screen texture
2260         GL_ActiveTexture(0);
2261         CHECKGLERROR
2262         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
2263         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2264
2265         // now scale it down to the bloom texture size
2266         CHECKGLERROR
2267         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2268         GL_BlendFunc(GL_ONE, GL_ZERO);
2269         GL_Color(colorscale, colorscale, colorscale, 1);
2270         // TODO: optimize with multitexture or GLSL
2271         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2272         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2273
2274         // we now have a bloom image in the framebuffer
2275         // copy it into the bloom image texture for later processing
2276         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2277         GL_ActiveTexture(0);
2278         CHECKGLERROR
2279         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
2280         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2281 }
2282
2283 void R_Bloom_CopyHDRTexture(void)
2284 {
2285         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2286         GL_ActiveTexture(0);
2287         CHECKGLERROR
2288         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
2289         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2290 }
2291
2292 void R_Bloom_MakeTexture(void)
2293 {
2294         int x, range, dir;
2295         float xoffset, yoffset, r, brighten;
2296
2297         r_refdef.stats.bloom++;
2298
2299         R_ResetViewRendering2D();
2300         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2301         R_Mesh_ColorPointer(NULL, 0, 0);
2302
2303         // we have a bloom image in the framebuffer
2304         CHECKGLERROR
2305         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2306
2307         for (x = 1;x < r_bloom_colorexponent.value;)
2308         {
2309                 x *= 2;
2310                 r = bound(0, r_bloom_colorexponent.value / x, 1);
2311                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2312                 GL_Color(r, r, r, 1);
2313                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2314                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2315                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2316                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2317
2318                 // copy the vertically blurred bloom view to a texture
2319                 GL_ActiveTexture(0);
2320                 CHECKGLERROR
2321                 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
2322                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2323         }
2324
2325         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
2326         brighten = r_bloom_brighten.value;
2327         if (r_hdr.integer)
2328                 brighten *= r_hdr_range.value;
2329         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2330         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
2331
2332         for (dir = 0;dir < 2;dir++)
2333         {
2334                 // blend on at multiple vertical offsets to achieve a vertical blur
2335                 // TODO: do offset blends using GLSL
2336                 GL_BlendFunc(GL_ONE, GL_ZERO);
2337                 for (x = -range;x <= range;x++)
2338                 {
2339                         if (!dir){xoffset = 0;yoffset = x;}
2340                         else {xoffset = x;yoffset = 0;}
2341                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
2342                         yoffset /= (float)r_bloomstate.bloomtextureheight;
2343                         // compute a texcoord array with the specified x and y offset
2344                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
2345                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2346                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2347                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2348                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2349                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
2350                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
2351                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
2352                         // this r value looks like a 'dot' particle, fading sharply to
2353                         // black at the edges
2354                         // (probably not realistic but looks good enough)
2355                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
2356                         //r = (dir ? 1.0f : brighten)/(range*2+1);
2357                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
2358                         GL_Color(r, r, r, 1);
2359                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2360                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2361                         GL_BlendFunc(GL_ONE, GL_ONE);
2362                 }
2363
2364                 // copy the vertically blurred bloom view to a texture
2365                 GL_ActiveTexture(0);
2366                 CHECKGLERROR
2367                 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
2368                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2369         }
2370
2371         // apply subtract last
2372         // (just like it would be in a GLSL shader)
2373         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
2374         {
2375                 GL_BlendFunc(GL_ONE, GL_ZERO);
2376                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2377                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2378                 GL_Color(1, 1, 1, 1);
2379                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2380                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2381
2382                 GL_BlendFunc(GL_ONE, GL_ONE);
2383                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2384                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
2385                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2386                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
2387                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2388                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2389                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2390
2391                 // copy the darkened bloom view to a texture
2392                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2393                 GL_ActiveTexture(0);
2394                 CHECKGLERROR
2395                 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
2396                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2397         }
2398 }
2399
2400 void R_HDR_RenderBloomTexture(void)
2401 {
2402         int oldwidth, oldheight;
2403
2404         oldwidth = r_view.width;
2405         oldheight = r_view.height;
2406         r_view.width = r_bloomstate.bloomwidth;
2407         r_view.height = r_bloomstate.bloomheight;
2408
2409         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
2410         // TODO: add exposure compensation features
2411         // TODO: add fp16 framebuffer support
2412
2413         r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
2414         if (r_hdr.integer)
2415                 r_view.colorscale /= r_hdr_range.value;
2416         R_RenderScene();
2417
2418         R_ResetViewRendering2D();
2419
2420         R_Bloom_CopyHDRTexture();
2421         R_Bloom_MakeTexture();
2422
2423         R_ResetViewRendering3D();
2424
2425         R_ClearScreen();
2426         if (r_timereport_active)
2427                 R_TimeReport("clear");
2428
2429
2430         // restore the view settings
2431         r_view.width = oldwidth;
2432         r_view.height = oldheight;
2433 }
2434
2435 static void R_BlendView(void)
2436 {
2437         if (r_bloomstate.enabled && r_bloomstate.hdr)
2438         {
2439                 // render high dynamic range bloom effect
2440                 // the bloom texture was made earlier this render, so we just need to
2441                 // blend it onto the screen...
2442                 R_ResetViewRendering2D();
2443                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2444                 R_Mesh_ColorPointer(NULL, 0, 0);
2445                 GL_Color(1, 1, 1, 1);
2446                 GL_BlendFunc(GL_ONE, GL_ONE);
2447                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2448                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2449                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2450                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2451         }
2452         else if (r_bloomstate.enabled)
2453         {
2454                 // render simple bloom effect
2455                 // copy the screen and shrink it and darken it for the bloom process
2456                 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
2457                 // make the bloom texture
2458                 R_Bloom_MakeTexture();
2459                 // put the original screen image back in place and blend the bloom
2460                 // texture on it
2461                 R_ResetViewRendering2D();
2462                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2463                 R_Mesh_ColorPointer(NULL, 0, 0);
2464                 GL_Color(1, 1, 1, 1);
2465                 GL_BlendFunc(GL_ONE, GL_ZERO);
2466                 // do both in one pass if possible
2467                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2468                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2469                 if (r_textureunits.integer >= 2 && gl_combine.integer)
2470                 {
2471                         R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
2472                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
2473                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
2474                 }
2475                 else
2476                 {
2477                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2478                         r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2479                         // now blend on the bloom texture
2480                         GL_BlendFunc(GL_ONE, GL_ONE);
2481                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2482                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2483                 }
2484                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2485                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2486         }
2487         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
2488         {
2489                 // apply a color tint to the whole view
2490                 R_ResetViewRendering2D();
2491                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2492                 R_Mesh_ColorPointer(NULL, 0, 0);
2493                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2494                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
2495                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2496         }
2497 }
2498
2499 void R_RenderScene(void);
2500
2501 matrix4x4_t r_waterscrollmatrix;
2502
2503 void R_UpdateVariables(void)
2504 {
2505         R_Textures_Frame();
2506
2507         r_refdef.farclip = 4096;
2508         if (r_refdef.worldmodel)
2509                 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
2510         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
2511
2512         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
2513                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
2514         r_refdef.polygonfactor = 0;
2515         r_refdef.polygonoffset = 0;
2516         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
2517         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
2518
2519         r_refdef.rtworld = r_shadow_realtime_world.integer;
2520         r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
2521         r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
2522         r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
2523         r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
2524         if (r_showsurfaces.integer)
2525         {
2526                 r_refdef.rtworld = false;
2527                 r_refdef.rtworldshadows = false;
2528                 r_refdef.rtdlight = false;
2529                 r_refdef.rtdlightshadows = false;
2530                 r_refdef.lightmapintensity = 0;
2531         }
2532
2533         if (gamemode == GAME_NEHAHRA)
2534         {
2535                 if (gl_fogenable.integer)
2536                 {
2537                         r_refdef.oldgl_fogenable = true;
2538                         r_refdef.fog_density = gl_fogdensity.value;
2539                         r_refdef.fog_red = gl_fogred.value;
2540                         r_refdef.fog_green = gl_foggreen.value;
2541                         r_refdef.fog_blue = gl_fogblue.value;
2542                 }
2543                 else if (r_refdef.oldgl_fogenable)
2544                 {
2545                         r_refdef.oldgl_fogenable = false;
2546                         r_refdef.fog_density = 0;
2547                         r_refdef.fog_red = 0;
2548                         r_refdef.fog_green = 0;
2549                         r_refdef.fog_blue = 0;
2550                 }
2551         }
2552         if (r_refdef.fog_density)
2553         {
2554                 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red  , 1.0f);
2555                 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
2556                 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
2557         }
2558         if (r_refdef.fog_density)
2559         {
2560                 r_refdef.fogenabled = true;
2561                 // this is the point where the fog reaches 0.9986 alpha, which we
2562                 // consider a good enough cutoff point for the texture
2563                 // (0.9986 * 256 == 255.6)
2564                 r_refdef.fogrange = 400 / r_refdef.fog_density;
2565                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
2566                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
2567                 // fog color was already set
2568         }
2569         else
2570                 r_refdef.fogenabled = false;
2571 }
2572
2573 /*
2574 ================
2575 R_RenderView
2576 ================
2577 */
2578 void R_RenderView(void)
2579 {
2580         if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
2581                 return; //Host_Error ("R_RenderView: NULL worldmodel");
2582
2583         R_Shadow_UpdateWorldLightSelection();
2584
2585         CHECKGLERROR
2586         if (r_timereport_active)
2587                 R_TimeReport("setup");
2588
2589         R_View_Update();
2590         if (r_timereport_active)
2591                 R_TimeReport("visibility");
2592
2593         R_ResetViewRendering3D();
2594
2595         R_ClearScreen();
2596         if (r_timereport_active)
2597                 R_TimeReport("clear");
2598
2599         R_Bloom_StartFrame();
2600
2601         // this produces a bloom texture to be used in R_BlendView() later
2602         if (r_hdr.integer)
2603                 R_HDR_RenderBloomTexture();
2604
2605         r_view.colorscale = r_hdr_scenebrightness.value;
2606         R_RenderScene();
2607
2608         R_BlendView();
2609         if (r_timereport_active)
2610                 R_TimeReport("blendview");
2611
2612         GL_Scissor(0, 0, vid.width, vid.height);
2613         GL_ScissorTest(false);
2614         CHECKGLERROR
2615 }
2616
2617 extern void R_DrawLightningBeams (void);
2618 extern void VM_CL_AddPolygonsToMeshQueue (void);
2619 extern void R_DrawPortals (void);
2620 extern cvar_t cl_locs_show;
2621 static void R_DrawLocs(void);
2622 static void R_DrawEntityBBoxes(void);
2623 void R_RenderScene(void)
2624 {
2625         // don't let sound skip if going slow
2626         if (r_refdef.extraupdate)
2627                 S_ExtraUpdate ();
2628
2629         R_ResetViewRendering3D();
2630
2631         R_MeshQueue_BeginScene();
2632
2633         R_SkyStartFrame();
2634
2635         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);
2636
2637         if (cl.csqc_vidvars.drawworld)
2638         {
2639                 // don't let sound skip if going slow
2640                 if (r_refdef.extraupdate)
2641                         S_ExtraUpdate ();
2642
2643                 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
2644                 {
2645                         r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
2646                         if (r_timereport_active)
2647                                 R_TimeReport("worldsky");
2648                 }
2649
2650                 if (R_DrawBrushModelsSky() && r_timereport_active)
2651                         R_TimeReport("bmodelsky");
2652         }
2653
2654         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
2655         {
2656                 r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
2657                 if (r_timereport_active)
2658                         R_TimeReport("worlddepth");
2659         }
2660         if (r_depthfirst.integer >= 2)
2661         {
2662                 R_DrawModelsDepth();
2663                 if (r_timereport_active)
2664                         R_TimeReport("modeldepth");
2665         }
2666
2667         if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
2668         {
2669                 r_refdef.worldmodel->Draw(r_refdef.worldentity);
2670                 if (r_timereport_active)
2671                         R_TimeReport("world");
2672         }
2673
2674         // don't let sound skip if going slow
2675         if (r_refdef.extraupdate)
2676                 S_ExtraUpdate ();
2677
2678         R_DrawModels();
2679         if (r_timereport_active)
2680                 R_TimeReport("models");
2681
2682         // don't let sound skip if going slow
2683         if (r_refdef.extraupdate)
2684                 S_ExtraUpdate ();
2685
2686         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
2687         {
2688                 R_DrawModelShadows();
2689
2690                 R_ResetViewRendering3D();
2691
2692                 // don't let sound skip if going slow
2693                 if (r_refdef.extraupdate)
2694                         S_ExtraUpdate ();
2695         }
2696
2697         R_ShadowVolumeLighting(false);
2698         if (r_timereport_active)
2699                 R_TimeReport("rtlights");
2700
2701         // don't let sound skip if going slow
2702         if (r_refdef.extraupdate)
2703                 S_ExtraUpdate ();
2704
2705         if (cl.csqc_vidvars.drawworld)
2706         {
2707                 R_DrawLightningBeams();
2708                 if (r_timereport_active)
2709                         R_TimeReport("lightning");
2710
2711                 R_DrawParticles();
2712                 if (r_timereport_active)
2713                         R_TimeReport("particles");
2714
2715                 R_DrawExplosions();
2716                 if (r_timereport_active)
2717                         R_TimeReport("explosions");
2718         }
2719
2720         if (gl_support_fragment_shader)
2721         {
2722                 qglUseProgramObjectARB(0);CHECKGLERROR
2723         }
2724         VM_CL_AddPolygonsToMeshQueue();
2725
2726         if (cl_locs_show.integer)
2727         {
2728                 R_DrawLocs();
2729                 if (r_timereport_active)
2730                         R_TimeReport("showlocs");
2731         }
2732
2733         if (r_drawportals.integer)
2734         {
2735                 R_DrawPortals();
2736                 if (r_timereport_active)
2737                         R_TimeReport("portals");
2738         }
2739
2740         if (r_showbboxes.value > 0)
2741         {
2742                 R_DrawEntityBBoxes();
2743                 if (r_timereport_active)
2744                         R_TimeReport("bboxes");
2745         }
2746
2747         if (gl_support_fragment_shader)
2748         {
2749                 qglUseProgramObjectARB(0);CHECKGLERROR
2750         }
2751         R_MeshQueue_RenderTransparent();
2752         if (r_timereport_active)
2753                 R_TimeReport("drawtrans");
2754
2755         if (gl_support_fragment_shader)
2756         {
2757                 qglUseProgramObjectARB(0);CHECKGLERROR
2758         }
2759
2760         if (cl.csqc_vidvars.drawworld)
2761         {
2762                 R_DrawCoronas();
2763                 if (r_timereport_active)
2764                         R_TimeReport("coronas");
2765         }
2766
2767         // don't let sound skip if going slow
2768         if (r_refdef.extraupdate)
2769                 S_ExtraUpdate ();
2770
2771         R_ResetViewRendering2D();
2772 }
2773
2774 static const int bboxelements[36] =
2775 {
2776         5, 1, 3, 5, 3, 7,
2777         6, 2, 0, 6, 0, 4,
2778         7, 3, 2, 7, 2, 6,
2779         4, 0, 1, 4, 1, 5,
2780         4, 5, 7, 4, 7, 6,
2781         1, 0, 2, 1, 2, 3,
2782 };
2783
2784 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
2785 {
2786         int i;
2787         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
2788         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2789         GL_DepthMask(false);
2790         GL_DepthRange(0, 1);
2791         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2792         R_Mesh_Matrix(&identitymatrix);
2793         R_Mesh_ResetTextureState();
2794
2795         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
2796         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
2797         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
2798         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
2799         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
2800         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
2801         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
2802         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
2803         R_FillColors(color4f, 8, cr, cg, cb, ca);
2804         if (r_refdef.fogenabled)
2805         {
2806                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
2807                 {
2808                         f1 = FogPoint_World(v);
2809                         f2 = 1 - f1;
2810                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
2811                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
2812                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
2813                 }
2814         }
2815         R_Mesh_VertexPointer(vertex3f, 0, 0);
2816         R_Mesh_ColorPointer(color4f, 0, 0);
2817         R_Mesh_ResetTextureState();
2818         R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
2819 }
2820
2821 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2822 {
2823         int i;
2824         float color[4];
2825         prvm_edict_t *edict;
2826         // this function draws bounding boxes of server entities
2827         if (!sv.active)
2828                 return;
2829         SV_VM_Begin();
2830         for (i = 0;i < numsurfaces;i++)
2831         {
2832                 edict = PRVM_EDICT_NUM(surfacelist[i]);
2833                 switch ((int)edict->fields.server->solid)
2834                 {
2835                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
2836                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
2837                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
2838                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
2839                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
2840                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
2841                 }
2842                 color[3] *= r_showbboxes.value;
2843                 color[3] = bound(0, color[3], 1);
2844                 GL_DepthTest(!r_showdisabledepthtest.integer);
2845                 GL_CullFace(GL_BACK);
2846                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
2847         }
2848         SV_VM_End();
2849 }
2850
2851 static void R_DrawEntityBBoxes(void)
2852 {
2853         int i;
2854         prvm_edict_t *edict;
2855         vec3_t center;
2856         // this function draws bounding boxes of server entities
2857         if (!sv.active)
2858                 return;
2859         SV_VM_Begin();
2860         for (i = 0;i < prog->num_edicts;i++)
2861         {
2862                 edict = PRVM_EDICT_NUM(i);
2863                 if (edict->priv.server->free)
2864                         continue;
2865                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
2866                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
2867         }
2868         SV_VM_End();
2869 }
2870
2871 int nomodelelements[24] =
2872 {
2873         5, 2, 0,
2874         5, 1, 2,
2875         5, 0, 3,
2876         5, 3, 1,
2877         0, 2, 4,
2878         2, 1, 4,
2879         3, 0, 4,
2880         1, 3, 4
2881 };
2882
2883 float nomodelvertex3f[6*3] =
2884 {
2885         -16,   0,   0,
2886          16,   0,   0,
2887           0, -16,   0,
2888           0,  16,   0,
2889           0,   0, -16,
2890           0,   0,  16
2891 };
2892
2893 float nomodelcolor4f[6*4] =
2894 {
2895         0.0f, 0.0f, 0.5f, 1.0f,
2896         0.0f, 0.0f, 0.5f, 1.0f,
2897         0.0f, 0.5f, 0.0f, 1.0f,
2898         0.0f, 0.5f, 0.0f, 1.0f,
2899         0.5f, 0.0f, 0.0f, 1.0f,
2900         0.5f, 0.0f, 0.0f, 1.0f
2901 };
2902
2903 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2904 {
2905         int i;
2906         float f1, f2, *c;
2907         float color4f[6*4];
2908         // this is only called once per entity so numsurfaces is always 1, and
2909         // surfacelist is always {0}, so this code does not handle batches
2910         R_Mesh_Matrix(&ent->matrix);
2911
2912         if (ent->flags & EF_ADDITIVE)
2913         {
2914                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2915                 GL_DepthMask(false);
2916         }
2917         else if (ent->alpha < 1)
2918         {
2919                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2920                 GL_DepthMask(false);
2921         }
2922         else
2923         {
2924                 GL_BlendFunc(GL_ONE, GL_ZERO);
2925                 GL_DepthMask(true);
2926         }
2927         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
2928         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2929         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
2930         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
2931         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
2932         if (r_refdef.fogenabled)
2933         {
2934                 vec3_t org;
2935                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2936                 R_Mesh_ColorPointer(color4f, 0, 0);
2937                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2938                 f1 = FogPoint_World(org);
2939                 f2 = 1 - f1;
2940                 for (i = 0, c = color4f;i < 6;i++, c += 4)
2941                 {
2942                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
2943                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
2944                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
2945                         c[3] *= ent->alpha;
2946                 }
2947         }
2948         else if (ent->alpha != 1)
2949         {
2950                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2951                 R_Mesh_ColorPointer(color4f, 0, 0);
2952                 for (i = 0, c = color4f;i < 6;i++, c += 4)
2953                         c[3] *= ent->alpha;
2954         }
2955         else
2956                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
2957         R_Mesh_ResetTextureState();
2958         R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
2959 }
2960
2961 void R_DrawNoModel(entity_render_t *ent)
2962 {
2963         vec3_t org;
2964         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2965         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
2966                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
2967         //else
2968         //      R_DrawNoModelCallback(ent, 0);
2969 }
2970
2971 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
2972 {
2973         vec3_t right1, right2, diff, normal;
2974
2975         VectorSubtract (org2, org1, normal);
2976
2977         // calculate 'right' vector for start
2978         VectorSubtract (r_view.origin, org1, diff);
2979         CrossProduct (normal, diff, right1);
2980         VectorNormalize (right1);
2981
2982         // calculate 'right' vector for end
2983         VectorSubtract (r_view.origin, org2, diff);
2984         CrossProduct (normal, diff, right2);
2985         VectorNormalize (right2);
2986
2987         vert[ 0] = org1[0] + width * right1[0];
2988         vert[ 1] = org1[1] + width * right1[1];
2989         vert[ 2] = org1[2] + width * right1[2];
2990         vert[ 3] = org1[0] - width * right1[0];
2991         vert[ 4] = org1[1] - width * right1[1];
2992         vert[ 5] = org1[2] - width * right1[2];
2993         vert[ 6] = org2[0] - width * right2[0];
2994         vert[ 7] = org2[1] - width * right2[1];
2995         vert[ 8] = org2[2] - width * right2[2];
2996         vert[ 9] = org2[0] + width * right2[0];
2997         vert[10] = org2[1] + width * right2[1];
2998         vert[11] = org2[2] + width * right2[2];
2999 }
3000
3001 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
3002
3003 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
3004 {
3005         float fog = 1.0f;
3006         float vertex3f[12];
3007
3008         if (r_refdef.fogenabled)
3009                 fog = FogPoint_World(origin);
3010
3011         R_Mesh_Matrix(&identitymatrix);
3012         GL_BlendFunc(blendfunc1, blendfunc2);
3013
3014         if(v_flipped_state)
3015         {
3016                 scalex1 = -scalex1;
3017                 scalex2 = -scalex2;
3018                 GL_CullFace(GL_BACK);
3019         }
3020         else
3021                 GL_CullFace(GL_FRONT);
3022
3023         GL_DepthMask(false);
3024         GL_DepthRange(0, depthshort ? 0.0625 : 1);
3025         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3026         GL_DepthTest(!depthdisable);
3027
3028         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
3029         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
3030         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
3031         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
3032         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
3033         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
3034         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
3035         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
3036         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
3037         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
3038         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
3039         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
3040
3041         R_Mesh_VertexPointer(vertex3f, 0, 0);
3042         R_Mesh_ColorPointer(NULL, 0, 0);
3043         R_Mesh_ResetTextureState();
3044         R_Mesh_TexBind(0, R_GetTexture(texture));
3045         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
3046         // FIXME: fixed function path can't properly handle r_view.colorscale > 1
3047         GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
3048         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3049
3050         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
3051         {
3052                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
3053                 GL_BlendFunc(blendfunc1, GL_ONE);
3054                 fog = 1 - fog;
3055                 GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
3056                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3057         }
3058 }
3059
3060 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
3061 {
3062         int i;
3063         float *vertex3f;
3064         float v[3];
3065         VectorSet(v, x, y, z);
3066         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
3067                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
3068                         break;
3069         if (i == mesh->numvertices)
3070         {
3071                 if (mesh->numvertices < mesh->maxvertices)
3072                 {
3073                         VectorCopy(v, vertex3f);
3074                         mesh->numvertices++;
3075                 }
3076                 return mesh->numvertices;
3077         }
3078         else
3079                 return i;
3080 }
3081
3082 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
3083 {
3084         int i;
3085         int *e, element[3];
3086         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3087         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3088         e = mesh->element3i + mesh->numtriangles * 3;
3089         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
3090         {
3091                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
3092                 if (mesh->numtriangles < mesh->maxtriangles)
3093                 {
3094                         *e++ = element[0];
3095                         *e++ = element[1];
3096                         *e++ = element[2];
3097                         mesh->numtriangles++;
3098                 }
3099                 element[1] = element[2];
3100         }
3101 }
3102
3103 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
3104 {
3105         int i;
3106         int *e, element[3];
3107         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3108         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3109         e = mesh->element3i + mesh->numtriangles * 3;
3110         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
3111         {
3112                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
3113                 if (mesh->numtriangles < mesh->maxtriangles)
3114                 {
3115                         *e++ = element[0];
3116                         *e++ = element[1];
3117                         *e++ = element[2];
3118                         mesh->numtriangles++;
3119                 }
3120                 element[1] = element[2];
3121         }
3122 }
3123
3124 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
3125 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
3126 {
3127         int planenum, planenum2;
3128         int w;
3129         int tempnumpoints;
3130         mplane_t *plane, *plane2;
3131         double maxdist;
3132         double temppoints[2][256*3];
3133         // figure out how large a bounding box we need to properly compute this brush
3134         maxdist = 0;
3135         for (w = 0;w < numplanes;w++)
3136                 maxdist = max(maxdist, planes[w].dist);
3137         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
3138         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
3139         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
3140         {
3141                 w = 0;
3142                 tempnumpoints = 4;
3143                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
3144                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
3145                 {
3146                         if (planenum2 == planenum)
3147                                 continue;
3148                         PolygonD_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, R_MESH_PLANE_DIST_EPSILON, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
3149                         w = !w;
3150                 }
3151                 if (tempnumpoints < 3)
3152                         continue;
3153                 // generate elements forming a triangle fan for this polygon
3154                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
3155         }
3156 }
3157
3158 static void R_DrawCollisionBrush(const colbrushf_t *brush)
3159 {
3160         int i;
3161         R_Mesh_VertexPointer(brush->points->v, 0, 0);
3162         i = (int)(((size_t)brush) / sizeof(colbrushf_t));
3163         GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
3164         GL_LockArrays(0, brush->numpoints);
3165         R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements, 0, 0);
3166         GL_LockArrays(0, 0);
3167 }
3168
3169 static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
3170 {
3171         int i;
3172         if (!surface->num_collisiontriangles)
3173                 return;
3174         R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
3175         i = (int)(((size_t)surface) / sizeof(msurface_t));
3176         GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
3177         GL_LockArrays(0, surface->num_collisionvertices);
3178         R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
3179         GL_LockArrays(0, 0);
3180 }
3181
3182 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
3183 {
3184         texturelayer_t *layer;
3185         layer = t->currentlayers + t->currentnumlayers++;
3186         layer->type = type;
3187         layer->depthmask = depthmask;
3188         layer->blendfunc1 = blendfunc1;
3189         layer->blendfunc2 = blendfunc2;
3190         layer->texture = texture;
3191         layer->texmatrix = *matrix;
3192         layer->color[0] = r * r_view.colorscale;
3193         layer->color[1] = g * r_view.colorscale;
3194         layer->color[2] = b * r_view.colorscale;
3195         layer->color[3] = a;
3196 }
3197
3198 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
3199 {
3200         double index, f;
3201         index = parms[2] + r_refdef.time * parms[3];
3202         index -= floor(index);
3203         switch (func)
3204         {
3205         default:
3206         case Q3WAVEFUNC_NONE:
3207         case Q3WAVEFUNC_NOISE:
3208         case Q3WAVEFUNC_COUNT:
3209                 f = 0;
3210                 break;
3211         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
3212         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
3213         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
3214         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
3215         case Q3WAVEFUNC_TRIANGLE:
3216                 index *= 4;
3217                 f = index - floor(index);
3218                 if (index < 1)
3219                         f = f;
3220                 else if (index < 2)
3221                         f = 1 - f;
3222                 else if (index < 3)
3223                         f = -f;
3224                 else
3225                         f = -(1 - f);
3226                 break;
3227         }
3228         return (float)(parms[0] + parms[1] * f);
3229 }
3230
3231 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
3232 {
3233         int i;
3234         model_t *model = ent->model;
3235         float f;
3236         float tcmat[12];
3237         q3shaderinfo_layer_tcmod_t *tcmod;
3238
3239         // switch to an alternate material if this is a q1bsp animated material
3240         {
3241                 texture_t *texture = t;
3242                 int s = ent->skinnum;
3243                 if ((unsigned int)s >= (unsigned int)model->numskins)
3244                         s = 0;
3245                 if (model->skinscenes)
3246                 {
3247                         if (model->skinscenes[s].framecount > 1)
3248                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
3249                         else
3250                                 s = model->skinscenes[s].firstframe;
3251                 }
3252                 if (s > 0)
3253                         t = t + s * model->num_surfaces;