847bc140256cffa225b3cd6baba4107dac191829
[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 "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
30
31 //
32 // screen size info
33 //
34 r_refdef_t r_refdef;
35
36 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
37 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
38 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
39 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
40 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
41 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
42 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
43 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
45 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
46 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
47 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
48 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
49 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
50 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
51 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
52 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
53 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
54 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
55 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
56 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
57 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
58 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
59 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
60 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
61 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
62 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
63 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
64 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
65 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
66
67 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
68 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
69 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
70 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
71 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
72 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
73 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
74 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
75
76 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
77
78 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
79 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
80 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
81 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
82 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
83 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
84
85 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
86 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
87 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
88 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
89 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
90
91 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
92 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
93 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
94 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
95
96 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
97 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
98 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
99 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
100 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
101 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
102 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
103
104 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
105 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
106 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
107 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
108
109 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
110
111 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
112
113 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
114
115 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
116 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
117 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
118 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
119 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
120 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
121
122 extern qboolean v_flipped_state;
123
124 typedef struct r_glsl_bloomshader_s
125 {
126         int program;
127         int loc_Texture_Bloom;
128 }
129 r_glsl_bloomshader_t;
130
131 static struct r_bloomstate_s
132 {
133         qboolean enabled;
134         qboolean hdr;
135
136         int bloomwidth, bloomheight;
137
138         int screentexturewidth, screentextureheight;
139         rtexture_t *texture_screen;
140
141         int bloomtexturewidth, bloomtextureheight;
142         rtexture_t *texture_bloom;
143
144         r_glsl_bloomshader_t *shader;
145
146         // arrays for rendering the screen passes
147         float screentexcoord2f[8];
148         float bloomtexcoord2f[8];
149         float offsettexcoord2f[8];
150 }
151 r_bloomstate;
152
153 typedef struct r_waterstate_waterplane_s
154 {
155         rtexture_t *texture_refraction;
156         rtexture_t *texture_reflection;
157         mplane_t plane;
158         int materialflags; // combined flags of all water surfaces on this plane
159         unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
160         qboolean pvsvalid;
161 }
162 r_waterstate_waterplane_t;
163
164 #define MAX_WATERPLANES 16
165
166 static struct r_waterstate_s
167 {
168         qboolean enabled;
169
170         qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
171
172         int waterwidth, waterheight;
173         int texturewidth, textureheight;
174
175         int maxwaterplanes; // same as MAX_WATERPLANES
176         int numwaterplanes;
177         r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
178
179         float screenscale[2];
180         float screencenter[2];
181 }
182 r_waterstate;
183
184 // shadow volume bsp struct with automatically growing nodes buffer
185 svbsp_t r_svbsp;
186
187 rtexture_t *r_texture_blanknormalmap;
188 rtexture_t *r_texture_white;
189 rtexture_t *r_texture_grey128;
190 rtexture_t *r_texture_black;
191 rtexture_t *r_texture_notexture;
192 rtexture_t *r_texture_whitecube;
193 rtexture_t *r_texture_normalizationcube;
194 rtexture_t *r_texture_fogattenuation;
195 //rtexture_t *r_texture_fogintensity;
196
197 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
198 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
199
200 // vertex coordinates for a quad that covers the screen exactly
201 const static float r_screenvertex3f[12] =
202 {
203         0, 0, 0,
204         1, 0, 0,
205         1, 1, 0,
206         0, 1, 0
207 };
208
209 extern void R_DrawModelShadows(void);
210
211 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
212 {
213         int i;
214         for (i = 0;i < verts;i++)
215         {
216                 out[0] = in[0] * r;
217                 out[1] = in[1] * g;
218                 out[2] = in[2] * b;
219                 out[3] = in[3];
220                 in += 4;
221                 out += 4;
222         }
223 }
224
225 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
226 {
227         int i;
228         for (i = 0;i < verts;i++)
229         {
230                 out[0] = r;
231                 out[1] = g;
232                 out[2] = b;
233                 out[3] = a;
234                 out += 4;
235         }
236 }
237
238 // FIXME: move this to client?
239 void FOG_clear(void)
240 {
241         if (gamemode == GAME_NEHAHRA)
242         {
243                 Cvar_Set("gl_fogenable", "0");
244                 Cvar_Set("gl_fogdensity", "0.2");
245                 Cvar_Set("gl_fogred", "0.3");
246                 Cvar_Set("gl_foggreen", "0.3");
247                 Cvar_Set("gl_fogblue", "0.3");
248         }
249         r_refdef.fog_density = 0;
250         r_refdef.fog_red = 0;
251         r_refdef.fog_green = 0;
252         r_refdef.fog_blue = 0;
253         r_refdef.fog_alpha = 1;
254         r_refdef.fog_start = 0;
255         r_refdef.fog_end = 0;
256 }
257
258 float FogForDistance(vec_t dist)
259 {
260         unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
261         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
262 }
263
264 float FogPoint_World(const vec3_t p)
265 {
266         return FogForDistance(VectorDistance((p), r_refdef.view.origin));
267 }
268
269 float FogPoint_Model(const vec3_t p)
270 {
271         return FogForDistance(VectorDistance((p), rsurface.modelorg));
272 }
273
274 static void R_BuildBlankTextures(void)
275 {
276         unsigned char data[4];
277         data[2] = 128; // normal X
278         data[1] = 128; // normal Y
279         data[0] = 255; // normal Z
280         data[3] = 128; // height
281         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
282         data[0] = 255;
283         data[1] = 255;
284         data[2] = 255;
285         data[3] = 255;
286         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
287         data[0] = 128;
288         data[1] = 128;
289         data[2] = 128;
290         data[3] = 255;
291         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
292         data[0] = 0;
293         data[1] = 0;
294         data[2] = 0;
295         data[3] = 255;
296         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
297 }
298
299 static void R_BuildNoTexture(void)
300 {
301         int x, y;
302         unsigned char pix[16][16][4];
303         // this makes a light grey/dark grey checkerboard texture
304         for (y = 0;y < 16;y++)
305         {
306                 for (x = 0;x < 16;x++)
307                 {
308                         if ((y < 8) ^ (x < 8))
309                         {
310                                 pix[y][x][0] = 128;
311                                 pix[y][x][1] = 128;
312                                 pix[y][x][2] = 128;
313                                 pix[y][x][3] = 255;
314                         }
315                         else
316                         {
317                                 pix[y][x][0] = 64;
318                                 pix[y][x][1] = 64;
319                                 pix[y][x][2] = 64;
320                                 pix[y][x][3] = 255;
321                         }
322                 }
323         }
324         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
325 }
326
327 static void R_BuildWhiteCube(void)
328 {
329         unsigned char data[6*1*1*4];
330         memset(data, 255, sizeof(data));
331         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
332 }
333
334 static void R_BuildNormalizationCube(void)
335 {
336         int x, y, side;
337         vec3_t v;
338         vec_t s, t, intensity;
339 #define NORMSIZE 64
340         unsigned char data[6][NORMSIZE][NORMSIZE][4];
341         for (side = 0;side < 6;side++)
342         {
343                 for (y = 0;y < NORMSIZE;y++)
344                 {
345                         for (x = 0;x < NORMSIZE;x++)
346                         {
347                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
348                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
349                                 switch(side)
350                                 {
351                                 default:
352                                 case 0:
353                                         v[0] = 1;
354                                         v[1] = -t;
355                                         v[2] = -s;
356                                         break;
357                                 case 1:
358                                         v[0] = -1;
359                                         v[1] = -t;
360                                         v[2] = s;
361                                         break;
362                                 case 2:
363                                         v[0] = s;
364                                         v[1] = 1;
365                                         v[2] = t;
366                                         break;
367                                 case 3:
368                                         v[0] = s;
369                                         v[1] = -1;
370                                         v[2] = -t;
371                                         break;
372                                 case 4:
373                                         v[0] = s;
374                                         v[1] = -t;
375                                         v[2] = 1;
376                                         break;
377                                 case 5:
378                                         v[0] = -s;
379                                         v[1] = -t;
380                                         v[2] = -1;
381                                         break;
382                                 }
383                                 intensity = 127.0f / sqrt(DotProduct(v, v));
384                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
385                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
386                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
387                                 data[side][y][x][3] = 255;
388                         }
389                 }
390         }
391         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
392 }
393
394 static void R_BuildFogTexture(void)
395 {
396         int x, b;
397 #define FOGWIDTH 256
398         unsigned char data1[FOGWIDTH][4];
399         //unsigned char data2[FOGWIDTH][4];
400         double d, r, alpha;
401
402         r_refdef.fogmasktable_start = r_refdef.fog_start;
403         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
404         r_refdef.fogmasktable_range = r_refdef.fogrange;
405         r_refdef.fogmasktable_density = r_refdef.fog_density;
406
407         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
408         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
409         {
410                 d = (x * r - r_refdef.fogmasktable_start);
411                 if(developer.integer >= 100)
412                         Con_Printf("%f ", d);
413                 d = max(0, d);
414                 if (r_fog_exp2.integer)
415                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
416                 else
417                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
418                 if(developer.integer >= 100)
419                         Con_Printf(" : %f ", alpha);
420                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
421                 if(developer.integer >= 100)
422                         Con_Printf(" = %f\n", alpha);
423                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
424         }
425
426         for (x = 0;x < FOGWIDTH;x++)
427         {
428                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
429                 data1[x][0] = b;
430                 data1[x][1] = b;
431                 data1[x][2] = b;
432                 data1[x][3] = 255;
433                 //data2[x][0] = 255 - b;
434                 //data2[x][1] = 255 - b;
435                 //data2[x][2] = 255 - b;
436                 //data2[x][3] = 255;
437         }
438         if (r_texture_fogattenuation)
439         {
440                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
441                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
442         }
443         else
444         {
445                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
446                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
447         }
448 }
449
450 static const char *builtinshaderstring =
451 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
452 "// written by Forest 'LordHavoc' Hale\n"
453 "\n"
454 "// common definitions between vertex shader and fragment shader:\n"
455 "\n"
456 "#ifdef __GLSL_CG_DATA_TYPES\n"
457 "# define myhalf half\n"
458 "# define myhalf2 half2\n"
459 "# define myhalf3 half3\n"
460 "# define myhalf4 half4\n"
461 "#else\n"
462 "# define myhalf float\n"
463 "# define myhalf2 vec2\n"
464 "# define myhalf3 vec3\n"
465 "# define myhalf4 vec4\n"
466 "#endif\n"
467 "\n"
468 "varying vec2 TexCoord;\n"
469 "varying vec2 TexCoordLightmap;\n"
470 "\n"
471 "//#ifdef MODE_LIGHTSOURCE\n"
472 "varying vec3 CubeVector;\n"
473 "//#endif\n"
474 "\n"
475 "//#ifdef MODE_LIGHTSOURCE\n"
476 "varying vec3 LightVector;\n"
477 "//#else\n"
478 "//# ifdef MODE_LIGHTDIRECTION\n"
479 "//varying vec3 LightVector;\n"
480 "//# endif\n"
481 "//#endif\n"
482 "\n"
483 "varying vec3 EyeVector;\n"
484 "//#ifdef USEFOG\n"
485 "varying vec3 EyeVectorModelSpace;\n"
486 "//#endif\n"
487 "\n"
488 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
489 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
490 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
491 "\n"
492 "//#ifdef MODE_WATER\n"
493 "varying vec4 ModelViewProjectionPosition;\n"
494 "//#else\n"
495 "//# ifdef MODE_REFRACTION\n"
496 "//varying vec4 ModelViewProjectionPosition;\n"
497 "//# else\n"
498 "//#  ifdef USEREFLECTION\n"
499 "//varying vec4 ModelViewProjectionPosition;\n"
500 "//#  endif\n"
501 "//# endif\n"
502 "//#endif\n"
503 "\n"
504 "\n"
505 "\n"
506 "\n"
507 "\n"
508 "// vertex shader specific:\n"
509 "#ifdef VERTEX_SHADER\n"
510 "\n"
511 "uniform vec3 LightPosition;\n"
512 "uniform vec3 EyePosition;\n"
513 "uniform vec3 LightDir;\n"
514 "\n"
515 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
516 "\n"
517 "void main(void)\n"
518 "{\n"
519 "       gl_FrontColor = gl_Color;\n"
520 "       // copy the surface texcoord\n"
521 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
522 "#ifndef MODE_LIGHTSOURCE\n"
523 "# ifndef MODE_LIGHTDIRECTION\n"
524 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
525 "# endif\n"
526 "#endif\n"
527 "\n"
528 "#ifdef MODE_LIGHTSOURCE\n"
529 "       // transform vertex position into light attenuation/cubemap space\n"
530 "       // (-1 to +1 across the light box)\n"
531 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
532 "\n"
533 "       // transform unnormalized light direction into tangent space\n"
534 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
535 "       //  normalize it per pixel)\n"
536 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
537 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
538 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
539 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
540 "#endif\n"
541 "\n"
542 "#ifdef MODE_LIGHTDIRECTION\n"
543 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
544 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
545 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
546 "#endif\n"
547 "\n"
548 "       // transform unnormalized eye direction into tangent space\n"
549 "#ifndef USEFOG\n"
550 "       vec3 EyeVectorModelSpace;\n"
551 "#endif\n"
552 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
553 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
554 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
555 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
556 "\n"
557 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
558 "       VectorS = gl_MultiTexCoord1.xyz;\n"
559 "       VectorT = gl_MultiTexCoord2.xyz;\n"
560 "       VectorR = gl_MultiTexCoord3.xyz;\n"
561 "#endif\n"
562 "\n"
563 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
564 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
565 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
566 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
567 "//#endif\n"
568 "\n"
569 "// transform vertex to camera space, using ftransform to match non-VS\n"
570 "       // rendering\n"
571 "       gl_Position = ftransform();\n"
572 "\n"
573 "#ifdef MODE_WATER\n"
574 "       ModelViewProjectionPosition = gl_Position;\n"
575 "#endif\n"
576 "#ifdef MODE_REFRACTION\n"
577 "       ModelViewProjectionPosition = gl_Position;\n"
578 "#endif\n"
579 "#ifdef USEREFLECTION\n"
580 "       ModelViewProjectionPosition = gl_Position;\n"
581 "#endif\n"
582 "}\n"
583 "\n"
584 "#endif // VERTEX_SHADER\n"
585 "\n"
586 "\n"
587 "\n"
588 "\n"
589 "// fragment shader specific:\n"
590 "#ifdef FRAGMENT_SHADER\n"
591 "\n"
592 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
593 "uniform sampler2D Texture_Normal;\n"
594 "uniform sampler2D Texture_Color;\n"
595 "uniform sampler2D Texture_Gloss;\n"
596 "uniform samplerCube Texture_Cube;\n"
597 "uniform sampler2D Texture_Attenuation;\n"
598 "uniform sampler2D Texture_FogMask;\n"
599 "uniform sampler2D Texture_Pants;\n"
600 "uniform sampler2D Texture_Shirt;\n"
601 "uniform sampler2D Texture_Lightmap;\n"
602 "uniform sampler2D Texture_Deluxemap;\n"
603 "uniform sampler2D Texture_Glow;\n"
604 "uniform sampler2D Texture_Reflection;\n"
605 "uniform sampler2D Texture_Refraction;\n"
606 "\n"
607 "uniform myhalf3 LightColor;\n"
608 "uniform myhalf3 AmbientColor;\n"
609 "uniform myhalf3 DiffuseColor;\n"
610 "uniform myhalf3 SpecularColor;\n"
611 "uniform myhalf3 Color_Pants;\n"
612 "uniform myhalf3 Color_Shirt;\n"
613 "uniform myhalf3 FogColor;\n"
614 "\n"
615 "uniform myhalf4 TintColor;\n"
616 "\n"
617 "\n"
618 "//#ifdef MODE_WATER\n"
619 "uniform vec4 DistortScaleRefractReflect;\n"
620 "uniform vec4 ScreenScaleRefractReflect;\n"
621 "uniform vec4 ScreenCenterRefractReflect;\n"
622 "uniform myhalf4 RefractColor;\n"
623 "uniform myhalf4 ReflectColor;\n"
624 "uniform myhalf ReflectFactor;\n"
625 "uniform myhalf ReflectOffset;\n"
626 "//#else\n"
627 "//# ifdef MODE_REFRACTION\n"
628 "//uniform vec4 DistortScaleRefractReflect;\n"
629 "//uniform vec4 ScreenScaleRefractReflect;\n"
630 "//uniform vec4 ScreenCenterRefractReflect;\n"
631 "//uniform myhalf4 RefractColor;\n"
632 "//#  ifdef USEREFLECTION\n"
633 "//uniform myhalf4 ReflectColor;\n"
634 "//#  endif\n"
635 "//# else\n"
636 "//#  ifdef USEREFLECTION\n"
637 "//uniform vec4 DistortScaleRefractReflect;\n"
638 "//uniform vec4 ScreenScaleRefractReflect;\n"
639 "//uniform vec4 ScreenCenterRefractReflect;\n"
640 "//uniform myhalf4 ReflectColor;\n"
641 "//#  endif\n"
642 "//# endif\n"
643 "//#endif\n"
644 "\n"
645 "uniform myhalf GlowScale;\n"
646 "uniform myhalf SceneBrightness;\n"
647 "#ifdef USECONTRASTBOOST\n"
648 "uniform myhalf ContrastBoostCoeff;\n"
649 "#endif\n"
650 "\n"
651 "uniform float OffsetMapping_Scale;\n"
652 "uniform float OffsetMapping_Bias;\n"
653 "uniform float FogRangeRecip;\n"
654 "\n"
655 "uniform myhalf AmbientScale;\n"
656 "uniform myhalf DiffuseScale;\n"
657 "uniform myhalf SpecularScale;\n"
658 "uniform myhalf SpecularPower;\n"
659 "\n"
660 "#ifdef USEOFFSETMAPPING\n"
661 "vec2 OffsetMapping(vec2 TexCoord)\n"
662 "{\n"
663 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
664 "       // 14 sample relief mapping: linear search and then binary search\n"
665 "       // this basically steps forward a small amount repeatedly until it finds\n"
666 "       // itself inside solid, then jitters forward and back using decreasing\n"
667 "       // amounts to find the impact\n"
668 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
669 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
670 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
671 "       vec3 RT = vec3(TexCoord, 1);\n"
672 "       OffsetVector *= 0.1;\n"
673 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
674 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
675 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
676 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
677 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
678 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
679 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
680 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
681 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
682 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
683 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
684 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
685 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
686 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
687 "       return RT.xy;\n"
688 "#else\n"
689 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
690 "       // this basically moves forward the full distance, and then backs up based\n"
691 "       // on height of samples\n"
692 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
693 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
694 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
695 "       TexCoord += OffsetVector;\n"
696 "       OffsetVector *= 0.333;\n"
697 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
698 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
699 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
700 "       return TexCoord;\n"
701 "#endif\n"
702 "}\n"
703 "#endif // USEOFFSETMAPPING\n"
704 "\n"
705 "#ifdef MODE_WATER\n"
706 "\n"
707 "// water pass\n"
708 "void main(void)\n"
709 "{\n"
710 "#ifdef USEOFFSETMAPPING\n"
711 "       // apply offsetmapping\n"
712 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
713 "#define TexCoord TexCoordOffset\n"
714 "#endif\n"
715 "\n"
716 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
717 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
718 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
719 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 5.0) * ReflectFactor + ReflectOffset;\n"
720 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
721 "}\n"
722 "\n"
723 "#else // MODE_WATER\n"
724 "#ifdef MODE_REFRACTION\n"
725 "\n"
726 "// refraction pass\n"
727 "void main(void)\n"
728 "{\n"
729 "#ifdef USEOFFSETMAPPING\n"
730 "       // apply offsetmapping\n"
731 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
732 "#define TexCoord TexCoordOffset\n"
733 "#endif\n"
734 "\n"
735 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
736 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
737 "       vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
738 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
739 "}\n"
740 "\n"
741 "#else // MODE_REFRACTION\n"
742 "void main(void)\n"
743 "{\n"
744 "#ifdef USEOFFSETMAPPING\n"
745 "       // apply offsetmapping\n"
746 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
747 "#define TexCoord TexCoordOffset\n"
748 "#endif\n"
749 "\n"
750 "       // combine the diffuse textures (base, pants, shirt)\n"
751 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
752 "#ifdef USECOLORMAPPING\n"
753 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
754 "#endif\n"
755 "\n"
756 "\n"
757 "\n"
758 "\n"
759 "#ifdef MODE_LIGHTSOURCE\n"
760 "       // light source\n"
761 "\n"
762 "       // calculate surface normal, light normal, and specular normal\n"
763 "       // compute color intensity for the two textures (colormap and glossmap)\n"
764 "       // scale by light color and attenuation as efficiently as possible\n"
765 "       // (do as much scalar math as possible rather than vector math)\n"
766 "# ifdef USESPECULAR\n"
767 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
768 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
769 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
770 "\n"
771 "       // calculate directional shading\n"
772 "       color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * myhalf3(texture2D(Texture_Gloss, TexCoord)));\n"
773 "# else\n"
774 "#  ifdef USEDIFFUSE\n"
775 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
776 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
777 "\n"
778 "       // calculate directional shading\n"
779 "       color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
780 "#  else\n"
781 "       // calculate directionless shading\n"
782 "       color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
783 "#  endif\n"
784 "# endif\n"
785 "\n"
786 "# ifdef USECUBEFILTER\n"
787 "       // apply light cubemap filter\n"
788 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
789 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
790 "# endif\n"
791 "#endif // MODE_LIGHTSOURCE\n"
792 "\n"
793 "\n"
794 "\n"
795 "\n"
796 "#ifdef MODE_LIGHTDIRECTION\n"
797 "       // directional model lighting\n"
798 "# ifdef USESPECULAR\n"
799 "       // get the surface normal and light normal\n"
800 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
801 "       myhalf3 diffusenormal = myhalf3(LightVector);\n"
802 "\n"
803 "       // calculate directional shading\n"
804 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
805 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
806 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
807 "# else\n"
808 "#  ifdef USEDIFFUSE\n"
809 "       // get the surface normal and light normal\n"
810 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
811 "       myhalf3 diffusenormal = myhalf3(LightVector);\n"
812 "\n"
813 "       // calculate directional shading\n"
814 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
815 "#  else\n"
816 "       color.rgb *= AmbientColor;\n"
817 "#  endif\n"
818 "# endif\n"
819 "\n"
820 "       color.a *= TintColor.a;\n"
821 "#endif // MODE_LIGHTDIRECTION\n"
822 "\n"
823 "\n"
824 "\n"
825 "\n"
826 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
827 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
828 "\n"
829 "       // get the surface normal and light normal\n"
830 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
831 "\n"
832 "       myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n"
833 "       myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n"
834 "       // calculate directional shading\n"
835 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
836 "# ifdef USESPECULAR\n"
837 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
838 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
839 "# endif\n"
840 "\n"
841 "       // apply lightmap color\n"
842 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
843 "\n"
844 "       color *= TintColor;\n"
845 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
846 "\n"
847 "\n"
848 "\n"
849 "\n"
850 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
851 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
852 "\n"
853 "       // get the surface normal and light normal\n"
854 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
855 "\n"
856 "       myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n"
857 "       // calculate directional shading\n"
858 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
859 "# ifdef USESPECULAR\n"
860 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
861 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
862 "# endif\n"
863 "\n"
864 "       // apply lightmap color\n"
865 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
866 "\n"
867 "       color *= TintColor;\n"
868 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
869 "\n"
870 "\n"
871 "\n"
872 "\n"
873 "#ifdef MODE_LIGHTMAP\n"
874 "       // apply lightmap color\n"
875 "       color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
876 "\n"
877 "       color *= TintColor;\n"
878 "#endif // MODE_LIGHTMAP\n"
879 "\n"
880 "\n"
881 "\n"
882 "\n"
883 "#ifdef MODE_VERTEXCOLOR\n"
884 "       // apply lightmap color\n"
885 "       color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
886 "\n"
887 "       color *= TintColor;\n"
888 "#endif // MODE_VERTEXCOLOR\n"
889 "\n"
890 "\n"
891 "\n"
892 "\n"
893 "#ifdef MODE_FLATCOLOR\n"
894 "       color *= TintColor;\n"
895 "#endif // MODE_FLATCOLOR\n"
896 "\n"
897 "\n"
898 "\n"
899 "\n"
900 "\n"
901 "\n"
902 "\n"
903 "\n"
904 "#ifdef USEGLOW\n"
905 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
906 "#endif\n"
907 "\n"
908 "#ifdef USECONTRASTBOOST\n"
909 "       color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
910 "#endif\n"
911 "\n"
912 "       color.rgb *= SceneBrightness;\n"
913 "\n"
914 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
915 "#ifdef USEFOG\n"
916 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
917 "#endif\n"
918 "\n"
919 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
920 "#ifdef USEREFLECTION\n"
921 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
922 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
923 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
924 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
925 "#endif\n"
926 "\n"
927 "       gl_FragColor = vec4(color);\n"
928 "}\n"
929 "#endif // MODE_REFRACTION\n"
930 "#endif // MODE_WATER\n"
931 "\n"
932 "#endif // FRAGMENT_SHADER\n"
933 ;
934
935 typedef struct shaderpermutationinfo_s
936 {
937         const char *pretext;
938         const char *name;
939 }
940 shaderpermutationinfo_t;
941
942 typedef struct shadermodeinfo_s
943 {
944         const char *vertexfilename;
945         const char *geometryfilename;
946         const char *fragmentfilename;
947         const char *pretext;
948         const char *name;
949 }
950 shadermodeinfo_t;
951
952 typedef enum shaderpermutation_e
953 {
954         SHADERPERMUTATION_COLORMAPPING = 1<<0, // indicates this is a colormapped skin
955         SHADERPERMUTATION_CONTRASTBOOST = 1<<1, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
956         SHADERPERMUTATION_FOG = 1<<2, // tint the color by fog color or black if using additive blend mode
957         SHADERPERMUTATION_CUBEFILTER = 1<<3, // (lightsource) use cubemap light filter
958         SHADERPERMUTATION_GLOW = 1<<4, // (lightmap) blend in an additive glow texture
959         SHADERPERMUTATION_DIFFUSE = 1<<5, // (lightsource) whether to use directional shading
960         SHADERPERMUTATION_SPECULAR = 1<<6, // (lightsource or deluxemapping) render specular effects
961         SHADERPERMUTATION_REFLECTION = 1<<7, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
962         SHADERPERMUTATION_OFFSETMAPPING = 1<<8, // adjust texcoords to roughly simulate a displacement mapped surface
963         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<9, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
964         SHADERPERMUTATION_LIMIT = 1<<10, // size of permutations array
965         SHADERPERMUTATION_COUNT = 10 // size of shaderpermutationinfo array
966 }
967 shaderpermutation_t;
968
969 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
970 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
971 {
972         {"#define USECOLORMAPPING\n", " colormapping"},
973         {"#define USECONTRASTBOOST\n", " contrastboost"},
974         {"#define USEFOG\n", " fog"},
975         {"#define USECUBEFILTER\n", " cubefilter"},
976         {"#define USEGLOW\n", " glow"},
977         {"#define USEDIFFUSE\n", " diffuse"},
978         {"#define USESPECULAR\n", " specular"},
979         {"#define USEREFLECTION\n", " reflection"},
980         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
981         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
982 };
983
984 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
985 typedef enum shadermode_e
986 {
987         SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
988         SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
989         SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
990         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
991         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
992         SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
993         SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
994         SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
995         SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
996         SHADERMODE_COUNT
997 }
998 shadermode_t;
999
1000 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1001 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1002 {
1003         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1004         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1005         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1006         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1007         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1008         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1009         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1010         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1011         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1012 };
1013
1014 typedef struct r_glsl_permutation_s
1015 {
1016         // indicates if we have tried compiling this permutation already
1017         qboolean compiled;
1018         // 0 if compilation failed
1019         int program;
1020         // locations of detected uniforms in program object, or -1 if not found
1021         int loc_Texture_Normal;
1022         int loc_Texture_Color;
1023         int loc_Texture_Gloss;
1024         int loc_Texture_Cube;
1025         int loc_Texture_Attenuation;
1026         int loc_Texture_FogMask;
1027         int loc_Texture_Pants;
1028         int loc_Texture_Shirt;
1029         int loc_Texture_Lightmap;
1030         int loc_Texture_Deluxemap;
1031         int loc_Texture_Glow;
1032         int loc_Texture_Refraction;
1033         int loc_Texture_Reflection;
1034         int loc_FogColor;
1035         int loc_LightPosition;
1036         int loc_EyePosition;
1037         int loc_LightColor;
1038         int loc_Color_Pants;
1039         int loc_Color_Shirt;
1040         int loc_FogRangeRecip;
1041         int loc_AmbientScale;
1042         int loc_DiffuseScale;
1043         int loc_SpecularScale;
1044         int loc_SpecularPower;
1045         int loc_GlowScale;
1046         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1047         int loc_OffsetMapping_Scale;
1048         int loc_TintColor;
1049         int loc_AmbientColor;
1050         int loc_DiffuseColor;
1051         int loc_SpecularColor;
1052         int loc_LightDir;
1053         int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1054         int loc_DistortScaleRefractReflect;
1055         int loc_ScreenScaleRefractReflect;
1056         int loc_ScreenCenterRefractReflect;
1057         int loc_RefractColor;
1058         int loc_ReflectColor;
1059         int loc_ReflectFactor;
1060         int loc_ReflectOffset;
1061 }
1062 r_glsl_permutation_t;
1063
1064 // information about each possible shader permutation
1065 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1066 // currently selected permutation
1067 r_glsl_permutation_t *r_glsl_permutation;
1068
1069 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1070 {
1071         char *shaderstring;
1072         if (!filename || !filename[0])
1073                 return NULL;
1074         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1075         if (shaderstring)
1076         {
1077                 if (printfromdisknotice)
1078                         Con_DPrint("from disk... ");
1079                 return shaderstring;
1080         }
1081         else if (!strcmp(filename, "glsl/default.glsl"))
1082         {
1083                 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1084                 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1085         }
1086         return shaderstring;
1087 }
1088
1089 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1090 {
1091         int i;
1092         shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1093         r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1094         int vertstrings_count = 0;
1095         int geomstrings_count = 0;
1096         int fragstrings_count = 0;
1097         char *vertexstring, *geometrystring, *fragmentstring;
1098         const char *vertstrings_list[32+3];
1099         const char *geomstrings_list[32+3];
1100         const char *fragstrings_list[32+3];
1101         char permutationname[256];
1102
1103         if (p->compiled)
1104                 return;
1105         p->compiled = true;
1106         p->program = 0;
1107
1108         permutationname[0] = 0;
1109         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1110         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1111         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1112
1113         strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1114
1115         // the first pretext is which type of shader to compile as
1116         // (later these will all be bound together as a program object)
1117         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1118         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1119         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1120
1121         // the second pretext is the mode (for example a light source)
1122         vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1123         geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1124         fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1125         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1126
1127         // now add all the permutation pretexts
1128         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1129         {
1130                 if (permutation & (1<<i))
1131                 {
1132                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1133                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1134                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1135                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1136                 }
1137                 else
1138                 {
1139                         // keep line numbers correct
1140                         vertstrings_list[vertstrings_count++] = "\n";
1141                         geomstrings_list[geomstrings_count++] = "\n";
1142                         fragstrings_list[fragstrings_count++] = "\n";
1143                 }
1144         }
1145
1146         // now append the shader text itself
1147         vertstrings_list[vertstrings_count++] = vertexstring;
1148         geomstrings_list[geomstrings_count++] = geometrystring;
1149         fragstrings_list[fragstrings_count++] = fragmentstring;
1150
1151         // if any sources were NULL, clear the respective list
1152         if (!vertexstring)
1153                 vertstrings_count = 0;
1154         if (!geometrystring)
1155                 geomstrings_count = 0;
1156         if (!fragmentstring)
1157                 fragstrings_count = 0;
1158
1159         // compile the shader program
1160         if (vertstrings_count + geomstrings_count + fragstrings_count)
1161                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1162         if (p->program)
1163         {
1164                 CHECKGLERROR
1165                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1166                 // look up all the uniform variable names we care about, so we don't
1167                 // have to look them up every time we set them
1168                 p->loc_Texture_Normal      = qglGetUniformLocationARB(p->program, "Texture_Normal");
1169                 p->loc_Texture_Color       = qglGetUniformLocationARB(p->program, "Texture_Color");
1170                 p->loc_Texture_Gloss       = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1171                 p->loc_Texture_Cube        = qglGetUniformLocationARB(p->program, "Texture_Cube");
1172                 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1173                 p->loc_Texture_FogMask     = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1174                 p->loc_Texture_Pants       = qglGetUniformLocationARB(p->program, "Texture_Pants");
1175                 p->loc_Texture_Shirt       = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1176                 p->loc_Texture_Lightmap    = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1177                 p->loc_Texture_Deluxemap   = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1178                 p->loc_Texture_Glow        = qglGetUniformLocationARB(p->program, "Texture_Glow");
1179                 p->loc_Texture_Refraction  = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1180                 p->loc_Texture_Reflection  = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1181                 p->loc_FogColor            = qglGetUniformLocationARB(p->program, "FogColor");
1182                 p->loc_LightPosition       = qglGetUniformLocationARB(p->program, "LightPosition");
1183                 p->loc_EyePosition         = qglGetUniformLocationARB(p->program, "EyePosition");
1184                 p->loc_LightColor          = qglGetUniformLocationARB(p->program, "LightColor");
1185                 p->loc_Color_Pants         = qglGetUniformLocationARB(p->program, "Color_Pants");
1186                 p->loc_Color_Shirt         = qglGetUniformLocationARB(p->program, "Color_Shirt");
1187                 p->loc_FogRangeRecip       = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1188                 p->loc_AmbientScale        = qglGetUniformLocationARB(p->program, "AmbientScale");
1189                 p->loc_DiffuseScale        = qglGetUniformLocationARB(p->program, "DiffuseScale");
1190                 p->loc_SpecularPower       = qglGetUniformLocationARB(p->program, "SpecularPower");
1191                 p->loc_SpecularScale       = qglGetUniformLocationARB(p->program, "SpecularScale");
1192                 p->loc_GlowScale           = qglGetUniformLocationARB(p->program, "GlowScale");
1193                 p->loc_SceneBrightness     = qglGetUniformLocationARB(p->program, "SceneBrightness");
1194                 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1195                 p->loc_TintColor       = qglGetUniformLocationARB(p->program, "TintColor");
1196                 p->loc_AmbientColor        = qglGetUniformLocationARB(p->program, "AmbientColor");
1197                 p->loc_DiffuseColor        = qglGetUniformLocationARB(p->program, "DiffuseColor");
1198                 p->loc_SpecularColor       = qglGetUniformLocationARB(p->program, "SpecularColor");
1199                 p->loc_LightDir            = qglGetUniformLocationARB(p->program, "LightDir");
1200                 p->loc_ContrastBoostCoeff  = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1201                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1202                 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1203                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1204                 p->loc_RefractColor        = qglGetUniformLocationARB(p->program, "RefractColor");
1205                 p->loc_ReflectColor        = qglGetUniformLocationARB(p->program, "ReflectColor");
1206                 p->loc_ReflectFactor       = qglGetUniformLocationARB(p->program, "ReflectFactor");
1207                 p->loc_ReflectOffset       = qglGetUniformLocationARB(p->program, "ReflectOffset");
1208                 // initialize the samplers to refer to the texture units we use
1209                 if (p->loc_Texture_Normal >= 0)    qglUniform1iARB(p->loc_Texture_Normal, 0);
1210                 if (p->loc_Texture_Color >= 0)     qglUniform1iARB(p->loc_Texture_Color, 1);
1211                 if (p->loc_Texture_Gloss >= 0)     qglUniform1iARB(p->loc_Texture_Gloss, 2);
1212                 if (p->loc_Texture_Cube >= 0)      qglUniform1iARB(p->loc_Texture_Cube, 3);
1213                 if (p->loc_Texture_FogMask >= 0)   qglUniform1iARB(p->loc_Texture_FogMask, 4);
1214                 if (p->loc_Texture_Pants >= 0)     qglUniform1iARB(p->loc_Texture_Pants, 5);
1215                 if (p->loc_Texture_Shirt >= 0)     qglUniform1iARB(p->loc_Texture_Shirt, 6);
1216                 if (p->loc_Texture_Lightmap >= 0)  qglUniform1iARB(p->loc_Texture_Lightmap, 7);
1217                 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
1218                 if (p->loc_Texture_Glow >= 0)      qglUniform1iARB(p->loc_Texture_Glow, 9);
1219                 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
1220                 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction, 11);
1221                 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection, 12);
1222                 CHECKGLERROR
1223                 qglUseProgramObjectARB(0);CHECKGLERROR
1224                 if (developer.integer)
1225                         Con_Printf("GLSL shader %s compiled.\n", permutationname);
1226         }
1227         else
1228                 Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1229
1230         // free the strings
1231         if (vertexstring)
1232                 Mem_Free(vertexstring);
1233         if (geometrystring)
1234                 Mem_Free(geometrystring);
1235         if (fragmentstring)
1236                 Mem_Free(fragmentstring);
1237 }
1238
1239 void R_GLSL_Restart_f(void)
1240 {
1241         shadermode_t mode;
1242         shaderpermutation_t permutation;
1243         for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1244                 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1245                         if (r_glsl_permutations[mode][permutation].program)
1246                                 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1247         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1248 }
1249
1250 void R_GLSL_DumpShader_f(void)
1251 {
1252         int i;
1253
1254         qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1255         if(!file)
1256         {
1257                 Con_Printf("failed to write to glsl/default.glsl\n");
1258                 return;
1259         }
1260
1261         FS_Print(file, "// The engine may define the following macros:\n");
1262         FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1263         for (i = 0;i < SHADERMODE_COUNT;i++)
1264                 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1265         for (i = 0;i < SHADERPERMUTATION_LIMIT;i++)
1266                 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1267         FS_Print(file, "\n");
1268         FS_Print(file, builtinshaderstring);
1269         FS_Close(file);
1270
1271         Con_Printf("glsl/default.glsl written\n");
1272 }
1273
1274 extern rtexture_t *r_shadow_attenuationgradienttexture;
1275 extern rtexture_t *r_shadow_attenuation2dtexture;
1276 extern rtexture_t *r_shadow_attenuation3dtexture;
1277 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1278 {
1279         // select a permutation of the lighting shader appropriate to this
1280         // combination of texture, entity, light source, and fogging, only use the
1281         // minimum features necessary to avoid wasting rendering time in the
1282         // fragment shader on features that are not being used
1283         unsigned int permutation = 0;
1284         shadermode_t mode = 0;
1285         r_glsl_permutation = NULL;
1286         // TODO: implement geometry-shader based shadow volumes someday
1287         if (r_glsl_offsetmapping.integer)
1288         {
1289                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1290                 if (r_glsl_offsetmapping_reliefmapping.integer)
1291                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1292         }
1293         if (rsurfacepass == RSURFPASS_BACKGROUND)
1294         {
1295                 // distorted background
1296                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1297                         mode = SHADERMODE_WATER;
1298                 else
1299                         mode = SHADERMODE_REFRACTION;
1300         }
1301         else if (rsurfacepass == RSURFPASS_RTLIGHT)
1302         {
1303                 // light source
1304                 mode = SHADERMODE_LIGHTSOURCE;
1305                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1306                         permutation |= SHADERPERMUTATION_CUBEFILTER;
1307                 if (diffusescale > 0)
1308                         permutation |= SHADERPERMUTATION_DIFFUSE;
1309                 if (specularscale > 0)
1310                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1311                 if (r_refdef.fogenabled)
1312                         permutation |= SHADERPERMUTATION_FOG;
1313                 if (rsurface.texture->colormapping)
1314                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1315                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1316                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1317         }
1318         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1319         {
1320                 // unshaded geometry (fullbright or ambient model lighting)
1321                 mode = SHADERMODE_FLATCOLOR;
1322                 if (rsurface.texture->currentskinframe->glow)
1323                         permutation |= SHADERPERMUTATION_GLOW;
1324                 if (r_refdef.fogenabled)
1325                         permutation |= SHADERPERMUTATION_FOG;
1326                 if (rsurface.texture->colormapping)
1327                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1328                 if (r_glsl_offsetmapping.integer)
1329                 {
1330                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1331                         if (r_glsl_offsetmapping_reliefmapping.integer)
1332                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1333                 }
1334                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1335                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1336                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1337                         permutation |= SHADERPERMUTATION_REFLECTION;
1338         }
1339         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1340         {
1341                 // directional model lighting
1342                 mode = SHADERMODE_LIGHTDIRECTION;
1343                 if (rsurface.texture->currentskinframe->glow)
1344                         permutation |= SHADERPERMUTATION_GLOW;
1345                 permutation |= SHADERPERMUTATION_DIFFUSE;
1346                 if (specularscale > 0)
1347                         permutation |= SHADERPERMUTATION_SPECULAR;
1348                 if (r_refdef.fogenabled)
1349                         permutation |= SHADERPERMUTATION_FOG;
1350                 if (rsurface.texture->colormapping)
1351                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1352                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1353                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1354                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1355                         permutation |= SHADERPERMUTATION_REFLECTION;
1356         }
1357         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1358         {
1359                 // ambient model lighting
1360                 mode = SHADERMODE_LIGHTDIRECTION;
1361                 if (rsurface.texture->currentskinframe->glow)
1362                         permutation |= SHADERPERMUTATION_GLOW;
1363                 if (r_refdef.fogenabled)
1364                         permutation |= SHADERPERMUTATION_FOG;
1365                 if (rsurface.texture->colormapping)
1366                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1367                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1368                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1369                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1370                         permutation |= SHADERPERMUTATION_REFLECTION;
1371         }
1372         else
1373         {
1374                 // lightmapped wall
1375                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1376                 {
1377                         // deluxemapping (light direction texture)
1378                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1379                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1380                         else
1381                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1382                         permutation |= SHADERPERMUTATION_DIFFUSE;
1383                         if (specularscale > 0)
1384                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1385                 }
1386                 else if (r_glsl_deluxemapping.integer >= 2)
1387                 {
1388                         // fake deluxemapping (uniform light direction in tangentspace)
1389                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1390                         permutation |= SHADERPERMUTATION_DIFFUSE;
1391                         if (specularscale > 0)
1392                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1393                 }
1394                 else if (rsurface.uselightmaptexture)
1395                 {
1396                         // ordinary lightmapping (q1bsp, q3bsp)
1397                         mode = SHADERMODE_LIGHTMAP;
1398                 }
1399                 else
1400                 {
1401                         // ordinary vertex coloring (q3bsp)
1402                         mode = SHADERMODE_VERTEXCOLOR;
1403                 }
1404                 if (rsurface.texture->currentskinframe->glow)
1405                         permutation |= SHADERPERMUTATION_GLOW;
1406                 if (r_refdef.fogenabled)
1407                         permutation |= SHADERPERMUTATION_FOG;
1408                 if (rsurface.texture->colormapping)
1409                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1410                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1411                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1412                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1413                         permutation |= SHADERPERMUTATION_REFLECTION;
1414         }
1415         r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1416         if (!r_glsl_permutation->program)
1417         {
1418                 if (!r_glsl_permutation->compiled)
1419                         R_GLSL_CompilePermutation(mode, permutation);
1420                 if (!r_glsl_permutation->program)
1421                 {
1422                         // remove features until we find a valid permutation
1423                         int i;
1424                         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1425                         {
1426                                 // reduce i more quickly whenever it would not remove any bits
1427                                 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1428                                 if (!(permutation & j))
1429                                         continue;
1430                                 permutation -= j;
1431                                 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1432                                 if (!r_glsl_permutation->compiled)
1433                                         R_GLSL_CompilePermutation(mode, permutation);
1434                                 if (r_glsl_permutation->program)
1435                                         break;
1436                         }
1437                         if (i >= SHADERPERMUTATION_COUNT)
1438                         {
1439                                 Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1440                                 Cvar_SetValueQuick(&r_glsl, 0);
1441                                 return 0; // no bit left to clear
1442                         }
1443                 }
1444         }
1445         CHECKGLERROR
1446         qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1447         if (mode == SHADERMODE_LIGHTSOURCE)
1448         {
1449                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1450                 if (permutation & SHADERPERMUTATION_DIFFUSE)
1451                 {
1452                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
1453                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1454                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1455                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1456                 }
1457                 else
1458                 {
1459                         // ambient only is simpler
1460                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
1461                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1462                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1463                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1464                 }
1465         }
1466         else if (mode == SHADERMODE_LIGHTDIRECTION)
1467         {
1468                 if (r_glsl_permutation->loc_AmbientColor >= 0)
1469                         qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale  * rsurface.texture->lightmapcolor[0] * 0.5f, rsurface.modellight_ambient[1] * ambientscale  * rsurface.texture->lightmapcolor[1] * 0.5f, rsurface.modellight_ambient[2] * ambientscale  * rsurface.texture->lightmapcolor[2] * 0.5f);
1470                 if (r_glsl_permutation->loc_DiffuseColor >= 0)
1471                         qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale  * rsurface.texture->lightmapcolor[0] * 0.5f, rsurface.modellight_diffuse[1] * diffusescale  * rsurface.texture->lightmapcolor[1] * 0.5f, rsurface.modellight_diffuse[2] * diffusescale  * rsurface.texture->lightmapcolor[2] * 0.5f);
1472                 if (r_glsl_permutation->loc_SpecularColor >= 0)
1473                         qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * rsurface.texture->lightmapcolor[0] * 0.5f, rsurface.modellight_diffuse[1] * specularscale * rsurface.texture->lightmapcolor[1] * 0.5f, rsurface.modellight_diffuse[2] * specularscale * rsurface.texture->lightmapcolor[2] * 0.5f);
1474                 if (r_glsl_permutation->loc_LightDir >= 0)
1475                         qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1476         }
1477         else
1478         {
1479                 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 1.0f / 128.0f);
1480                 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1481                 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1482         }
1483         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
1484         if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1485         if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1486         {
1487                 // The formula used is actually:
1488                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1489                 //   color.rgb *= SceneBrightness;
1490                 // simplified:
1491                 //   color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1492                 // and do [[calculations]] here in the engine
1493                 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1494                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1495         }
1496         else
1497                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1498         if (r_glsl_permutation->loc_FogColor >= 0)
1499         {
1500                 // additive passes are only darkened by fog, not tinted
1501                 if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
1502                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1503                 else
1504                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1505         }
1506         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1507         if (r_glsl_permutation->loc_Color_Pants >= 0)
1508         {
1509                 if (rsurface.texture->currentskinframe->pants)
1510                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1511                 else
1512                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1513         }
1514         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1515         {
1516                 if (rsurface.texture->currentskinframe->shirt)
1517                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1518                 else
1519                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1520         }
1521         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1522         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1523         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1524         if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
1525         if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
1526         if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
1527         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1528         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1529         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1530         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1531         CHECKGLERROR
1532         return permutation;
1533 }
1534
1535 #define SKINFRAME_HASH 1024
1536
1537 struct
1538 {
1539         int loadsequence; // incremented each level change
1540         memexpandablearray_t array;
1541         skinframe_t *hash[SKINFRAME_HASH];
1542 }
1543 r_skinframe;
1544
1545 void R_SkinFrame_PrepareForPurge(void)
1546 {
1547         r_skinframe.loadsequence++;
1548         // wrap it without hitting zero
1549         if (r_skinframe.loadsequence >= 200)
1550                 r_skinframe.loadsequence = 1;
1551 }
1552
1553 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1554 {
1555         if (!skinframe)
1556                 return;
1557         // mark the skinframe as used for the purging code
1558         skinframe->loadsequence = r_skinframe.loadsequence;
1559 }
1560
1561 void R_SkinFrame_Purge(void)
1562 {
1563         int i;
1564         skinframe_t *s;
1565         for (i = 0;i < SKINFRAME_HASH;i++)
1566         {
1567                 for (s = r_skinframe.hash[i];s;s = s->next)
1568                 {
1569                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1570                         {
1571                                 if (s->merged == s->base)
1572                                         s->merged = NULL;
1573                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1574                                 R_PurgeTexture(s->stain );s->stain  = NULL;
1575                                 R_PurgeTexture(s->merged);s->merged = NULL;
1576                                 R_PurgeTexture(s->base  );s->base   = NULL;
1577                                 R_PurgeTexture(s->pants );s->pants  = NULL;
1578                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
1579                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
1580                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
1581                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
1582                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
1583                                 s->loadsequence = 0;
1584                         }
1585                 }
1586         }
1587 }
1588
1589 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1590         skinframe_t *item;
1591         char basename[MAX_QPATH];
1592
1593         Image_StripImageExtension(name, basename, sizeof(basename));
1594
1595         if( last == NULL ) {
1596                 int hashindex;
1597                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1598                 item = r_skinframe.hash[hashindex];
1599         } else {
1600                 item = last->next;
1601         }
1602
1603         // linearly search through the hash bucket
1604         for( ; item ; item = item->next ) {
1605                 if( !strcmp( item->basename, basename ) ) {
1606                         return item;
1607                 }
1608         }
1609         return NULL;
1610 }
1611
1612 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1613 {
1614         skinframe_t *item;
1615         int hashindex;
1616         char basename[MAX_QPATH];
1617
1618         Image_StripImageExtension(name, basename, sizeof(basename));
1619
1620         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1621         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1622                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1623                         break;
1624
1625         if (!item) {
1626                 rtexture_t *dyntexture;
1627                 // check whether its a dynamic texture
1628                 dyntexture = CL_GetDynTexture( basename );
1629                 if (!add && !dyntexture)
1630                         return NULL;
1631                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1632                 memset(item, 0, sizeof(*item));
1633                 strlcpy(item->basename, basename, sizeof(item->basename));
1634                 item->base = dyntexture; // either NULL or dyntexture handle
1635                 item->textureflags = textureflags;
1636                 item->comparewidth = comparewidth;
1637                 item->compareheight = compareheight;
1638                 item->comparecrc = comparecrc;
1639                 item->next = r_skinframe.hash[hashindex];
1640                 r_skinframe.hash[hashindex] = item;
1641         }
1642         else if( item->base == NULL )
1643         {
1644                 rtexture_t *dyntexture;
1645                 // check whether its a dynamic texture
1646                 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
1647                 dyntexture = CL_GetDynTexture( basename );
1648                 item->base = dyntexture; // either NULL or dyntexture handle
1649         }
1650
1651         R_SkinFrame_MarkUsed(item);
1652         return item;
1653 }
1654
1655 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1656 {
1657         // FIXME: it should be possible to disable loading various layers using
1658         // cvars, to prevent wasted loading time and memory usage if the user does
1659         // not want them
1660         qboolean loadnormalmap = true;
1661         qboolean loadgloss = true;
1662         qboolean loadpantsandshirt = true;
1663         qboolean loadglow = true;
1664         int j;
1665         unsigned char *pixels;
1666         unsigned char *bumppixels;
1667         unsigned char *basepixels = NULL;
1668         int basepixels_width;
1669         int basepixels_height;
1670         skinframe_t *skinframe;
1671
1672         if (cls.state == ca_dedicated)
1673                 return NULL;
1674
1675         // return an existing skinframe if already loaded
1676         // if loading of the first image fails, don't make a new skinframe as it
1677         // would cause all future lookups of this to be missing
1678         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1679         if (skinframe && skinframe->base)
1680                 return skinframe;
1681
1682         basepixels = loadimagepixelsbgra(name, complain, true);
1683         if (basepixels == NULL)
1684                 return NULL;
1685
1686         // we've got some pixels to store, so really allocate this new texture now
1687         if (!skinframe)
1688                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1689         skinframe->stain = NULL;
1690         skinframe->merged = NULL;
1691         skinframe->base = r_texture_notexture;
1692         skinframe->pants = NULL;
1693         skinframe->shirt = NULL;
1694         skinframe->nmap = r_texture_blanknormalmap;
1695         skinframe->gloss = NULL;
1696         skinframe->glow = NULL;
1697         skinframe->fog = NULL;
1698
1699         basepixels_width = image_width;
1700         basepixels_height = image_height;
1701         skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1702
1703         if (textureflags & TEXF_ALPHA)
1704         {
1705                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1706                         if (basepixels[j] < 255)
1707                                 break;
1708                 if (j < basepixels_width * basepixels_height * 4)
1709                 {
1710                         // has transparent pixels
1711                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1712                         for (j = 0;j < image_width * image_height * 4;j += 4)
1713                         {
1714                                 pixels[j+0] = 255;
1715                                 pixels[j+1] = 255;
1716                                 pixels[j+2] = 255;
1717                                 pixels[j+3] = basepixels[j+3];
1718                         }
1719                         skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1720                         Mem_Free(pixels);
1721                 }
1722         }
1723
1724         // _norm is the name used by tenebrae and has been adopted as standard
1725         if (loadnormalmap)
1726         {
1727                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1728                 {
1729                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1730                         Mem_Free(pixels);
1731                         pixels = NULL;
1732                 }
1733                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1734                 {
1735                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1736                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1737                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1738                         Mem_Free(pixels);
1739                         Mem_Free(bumppixels);
1740                 }
1741                 else if (r_shadow_bumpscale_basetexture.value > 0)
1742                 {
1743                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1744                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1745                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1746                         Mem_Free(pixels);
1747                 }
1748         }
1749         // _luma is supported for tenebrae compatibility
1750         // (I think it's a very stupid name, but oh well)
1751         // _glow is the preferred name
1752         if (loadglow          && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1753         if (loadgloss         && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1754         if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1755         if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1756
1757         if (basepixels)
1758                 Mem_Free(basepixels);
1759
1760         return skinframe;
1761 }
1762
1763 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)
1764 {
1765         int i;
1766         if (!force)
1767         {
1768                 for (i = 0;i < width*height;i++)
1769                         if (((unsigned char *)&palette[in[i]])[3] > 0)
1770                                 break;
1771                 if (i == width*height)
1772                         return NULL;
1773         }
1774         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1775 }
1776
1777 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
1778 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
1779 {
1780         int i;
1781         unsigned char *temp1, *temp2;
1782         skinframe_t *skinframe;
1783
1784         if (cls.state == ca_dedicated)
1785                 return NULL;
1786
1787         // if already loaded just return it, otherwise make a new skinframe
1788         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
1789         if (skinframe && skinframe->base)
1790                 return skinframe;
1791
1792         skinframe->stain = NULL;
1793         skinframe->merged = NULL;
1794         skinframe->base = r_texture_notexture;
1795         skinframe->pants = NULL;
1796         skinframe->shirt = NULL;
1797         skinframe->nmap = r_texture_blanknormalmap;
1798         skinframe->gloss = NULL;
1799         skinframe->glow = NULL;
1800         skinframe->fog = NULL;
1801
1802         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1803         if (!skindata)
1804                 return NULL;
1805
1806         if (r_shadow_bumpscale_basetexture.value > 0)
1807         {
1808                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1809                 temp2 = temp1 + width * height * 4;
1810                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1811                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1812                 Mem_Free(temp1);
1813         }
1814         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1815         if (textureflags & TEXF_ALPHA)
1816         {
1817                 for (i = 3;i < width * height * 4;i += 4)
1818                         if (skindata[i] < 255)
1819                                 break;
1820                 if (i < width * height * 4)
1821                 {
1822                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1823                         memcpy(fogpixels, skindata, width * height * 4);
1824                         for (i = 0;i < width * height * 4;i += 4)
1825                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1826                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1827                         Mem_Free(fogpixels);
1828                 }
1829         }
1830
1831         return skinframe;
1832 }
1833
1834 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
1835 {
1836         int i;
1837         unsigned char *temp1, *temp2;
1838         skinframe_t *skinframe;
1839
1840         if (cls.state == ca_dedicated)
1841                 return NULL;
1842
1843         // if already loaded just return it, otherwise make a new skinframe
1844         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
1845         if (skinframe && skinframe->base)
1846                 return skinframe;
1847
1848         skinframe->stain = NULL;
1849         skinframe->merged = NULL;
1850         skinframe->base = r_texture_notexture;
1851         skinframe->pants = NULL;
1852         skinframe->shirt = NULL;
1853         skinframe->nmap = r_texture_blanknormalmap;
1854         skinframe->gloss = NULL;
1855         skinframe->glow = NULL;
1856         skinframe->fog = NULL;
1857
1858         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1859         if (!skindata)
1860                 return NULL;
1861
1862         if (r_shadow_bumpscale_basetexture.value > 0)
1863         {
1864                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1865                 temp2 = temp1 + width * height * 4;
1866                 // use either a custom palette or the quake palette
1867                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
1868                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1869                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1870                 Mem_Free(temp1);
1871         }
1872         // use either a custom palette, or the quake palette
1873         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
1874         if (loadglowtexture)
1875                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
1876         if (loadpantsandshirt)
1877         {
1878                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
1879                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
1880         }
1881         if (skinframe->pants || skinframe->shirt)
1882                 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
1883         if (textureflags & TEXF_ALPHA)
1884         {
1885                 for (i = 0;i < width * height;i++)
1886                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
1887                                 break;
1888                 if (i < width * height)
1889                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
1890         }
1891
1892         return skinframe;
1893 }
1894
1895 skinframe_t *R_SkinFrame_LoadMissing(void)
1896 {
1897         skinframe_t *skinframe;
1898
1899         if (cls.state == ca_dedicated)
1900                 return NULL;
1901
1902         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1903         skinframe->stain = NULL;
1904         skinframe->merged = NULL;
1905         skinframe->base = r_texture_notexture;
1906         skinframe->pants = NULL;
1907         skinframe->shirt = NULL;
1908         skinframe->nmap = r_texture_blanknormalmap;
1909         skinframe->gloss = NULL;
1910         skinframe->glow = NULL;
1911         skinframe->fog = NULL;
1912
1913         return skinframe;
1914 }
1915
1916 void gl_main_start(void)
1917 {
1918         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1919         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1920
1921         // set up r_skinframe loading system for textures
1922         memset(&r_skinframe, 0, sizeof(r_skinframe));
1923         r_skinframe.loadsequence = 1;
1924         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1925
1926         r_main_texturepool = R_AllocTexturePool();
1927         R_BuildBlankTextures();
1928         R_BuildNoTexture();
1929         if (gl_texturecubemap)
1930         {
1931                 R_BuildWhiteCube();
1932                 R_BuildNormalizationCube();
1933         }
1934         r_texture_fogattenuation = NULL;
1935         //r_texture_fogintensity = NULL;
1936         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1937         memset(&r_waterstate, 0, sizeof(r_waterstate));
1938         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1939         memset(&r_svbsp, 0, sizeof (r_svbsp));
1940
1941         r_refdef.fogmasktable_density = 0;
1942 }
1943
1944 void gl_main_shutdown(void)
1945 {
1946         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1947         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1948
1949         // clear out the r_skinframe state
1950         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1951         memset(&r_skinframe, 0, sizeof(r_skinframe));
1952
1953         if (r_svbsp.nodes)
1954                 Mem_Free(r_svbsp.nodes);
1955         memset(&r_svbsp, 0, sizeof (r_svbsp));
1956         R_FreeTexturePool(&r_main_texturepool);
1957         r_texture_blanknormalmap = NULL;
1958         r_texture_white = NULL;
1959         r_texture_grey128 = NULL;
1960         r_texture_black = NULL;
1961         r_texture_whitecube = NULL;
1962         r_texture_normalizationcube = NULL;
1963         r_texture_fogattenuation = NULL;
1964         //r_texture_fogintensity = NULL;
1965         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1966         memset(&r_waterstate, 0, sizeof(r_waterstate));
1967         R_GLSL_Restart_f();
1968 }
1969
1970 extern void CL_ParseEntityLump(char *entitystring);
1971 void gl_main_newmap(void)
1972 {
1973         // FIXME: move this code to client
1974         int l;
1975         char *entities, entname[MAX_QPATH];
1976         if (cl.worldmodel)
1977         {
1978                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1979                 l = (int)strlen(entname) - 4;
1980                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1981                 {
1982                         memcpy(entname + l, ".ent", 5);
1983                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1984                         {
1985                                 CL_ParseEntityLump(entities);
1986                                 Mem_Free(entities);
1987                                 return;
1988                         }
1989                 }
1990                 if (cl.worldmodel->brush.entities)
1991                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
1992         }
1993 }
1994
1995 void GL_Main_Init(void)
1996 {
1997         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1998
1999         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2000         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2001         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2002         if (gamemode == GAME_NEHAHRA)
2003         {
2004                 Cvar_RegisterVariable (&gl_fogenable);
2005                 Cvar_RegisterVariable (&gl_fogdensity);
2006                 Cvar_RegisterVariable (&gl_fogred);
2007                 Cvar_RegisterVariable (&gl_foggreen);
2008                 Cvar_RegisterVariable (&gl_fogblue);
2009                 Cvar_RegisterVariable (&gl_fogstart);
2010                 Cvar_RegisterVariable (&gl_fogend);
2011                 Cvar_RegisterVariable (&gl_skyclip);
2012         }
2013         Cvar_RegisterVariable(&r_depthfirst);
2014         Cvar_RegisterVariable(&r_nearclip);
2015         Cvar_RegisterVariable(&r_showbboxes);
2016         Cvar_RegisterVariable(&r_showsurfaces);
2017         Cvar_RegisterVariable(&r_showtris);
2018         Cvar_RegisterVariable(&r_shownormals);
2019         Cvar_RegisterVariable(&r_showlighting);
2020         Cvar_RegisterVariable(&r_showshadowvolumes);
2021         Cvar_RegisterVariable(&r_showcollisionbrushes);
2022         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2023         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2024         Cvar_RegisterVariable(&r_showdisabledepthtest);
2025         Cvar_RegisterVariable(&r_drawportals);
2026         Cvar_RegisterVariable(&r_drawentities);
2027         Cvar_RegisterVariable(&r_cullentities_trace);
2028         Cvar_RegisterVariable(&r_cullentities_trace_samples);
2029         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2030         Cvar_RegisterVariable(&r_cullentities_trace_delay);
2031         Cvar_RegisterVariable(&r_drawviewmodel);
2032         Cvar_RegisterVariable(&r_speeds);
2033         Cvar_RegisterVariable(&r_fullbrights);
2034         Cvar_RegisterVariable(&r_wateralpha);
2035         Cvar_RegisterVariable(&r_dynamic);
2036         Cvar_RegisterVariable(&r_fullbright);
2037         Cvar_RegisterVariable(&r_shadows);
2038         Cvar_RegisterVariable(&r_shadows_throwdistance);
2039         Cvar_RegisterVariable(&r_q1bsp_skymasking);
2040         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2041         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2042         Cvar_RegisterVariable(&r_fog_exp2);
2043         Cvar_RegisterVariable(&r_textureunits);
2044         Cvar_RegisterVariable(&r_glsl);
2045         Cvar_RegisterVariable(&r_glsl_offsetmapping);
2046         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2047         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2048         Cvar_RegisterVariable(&r_glsl_deluxemapping);
2049         Cvar_RegisterVariable(&r_water);
2050         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2051         Cvar_RegisterVariable(&r_water_clippingplanebias);
2052         Cvar_RegisterVariable(&r_water_refractdistort);
2053         Cvar_RegisterVariable(&r_water_reflectdistort);
2054         Cvar_RegisterVariable(&r_lerpsprites);
2055         Cvar_RegisterVariable(&r_lerpmodels);
2056         Cvar_RegisterVariable(&r_lerplightstyles);
2057         Cvar_RegisterVariable(&r_waterscroll);
2058         Cvar_RegisterVariable(&r_bloom);
2059         Cvar_RegisterVariable(&r_bloom_colorscale);
2060         Cvar_RegisterVariable(&r_bloom_brighten);
2061         Cvar_RegisterVariable(&r_bloom_blur);
2062         Cvar_RegisterVariable(&r_bloom_resolution);
2063         Cvar_RegisterVariable(&r_bloom_colorexponent);
2064         Cvar_RegisterVariable(&r_bloom_colorsubtract);
2065         Cvar_RegisterVariable(&r_hdr);
2066         Cvar_RegisterVariable(&r_hdr_scenebrightness);
2067         Cvar_RegisterVariable(&r_glsl_contrastboost);
2068         Cvar_RegisterVariable(&r_hdr_glowintensity);
2069         Cvar_RegisterVariable(&r_hdr_range);
2070         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2071         Cvar_RegisterVariable(&developer_texturelogging);
2072         Cvar_RegisterVariable(&gl_lightmaps);
2073         Cvar_RegisterVariable(&r_test);
2074         Cvar_RegisterVariable(&r_batchmode);
2075         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2076                 Cvar_SetValue("r_fullbrights", 0);
2077         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2078
2079         Cvar_RegisterVariable(&r_track_sprites);
2080         Cvar_RegisterVariable(&r_track_sprites_flags);
2081         Cvar_RegisterVariable(&r_track_sprites_scalew);
2082         Cvar_RegisterVariable(&r_track_sprites_scaleh);
2083 }
2084
2085 extern void R_Textures_Init(void);
2086 extern void GL_Draw_Init(void);
2087 extern void GL_Main_Init(void);
2088 extern void R_Shadow_Init(void);
2089 extern void R_Sky_Init(void);
2090 extern void GL_Surf_Init(void);
2091 extern void R_Particles_Init(void);
2092 extern void R_Explosion_Init(void);
2093 extern void gl_backend_init(void);
2094 extern void Sbar_Init(void);
2095 extern void R_LightningBeams_Init(void);
2096 extern void Mod_RenderInit(void);
2097
2098 void Render_Init(void)
2099 {
2100         gl_backend_init();
2101         R_Textures_Init();
2102         GL_Main_Init();
2103         GL_Draw_Init();
2104         R_Shadow_Init();
2105         R_Sky_Init();
2106         GL_Surf_Init();
2107         Sbar_Init();
2108         R_Particles_Init();
2109         R_Explosion_Init();
2110         R_LightningBeams_Init();
2111         Mod_RenderInit();
2112 }
2113
2114 /*
2115 ===============
2116 GL_Init
2117 ===============
2118 */
2119 extern char *ENGINE_EXTENSIONS;
2120 void GL_Init (void)
2121 {
2122         VID_CheckExtensions();
2123
2124         // LordHavoc: report supported extensions
2125         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2126
2127         // clear to black (loading plaque will be seen over this)
2128         CHECKGLERROR
2129         qglClearColor(0,0,0,1);CHECKGLERROR
2130         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2131 }
2132
2133 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2134 {
2135         int i;
2136         mplane_t *p;
2137         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2138         {
2139                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2140                 if (i == 4)
2141                         continue;
2142                 p = r_refdef.view.frustum + i;
2143                 switch(p->signbits)
2144                 {
2145                 default:
2146                 case 0:
2147                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2148                                 return true;
2149                         break;
2150                 case 1:
2151                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2152                                 return true;
2153                         break;
2154                 case 2:
2155                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2156                                 return true;
2157                         break;
2158                 case 3:
2159                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2160                                 return true;
2161                         break;
2162                 case 4:
2163                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2164                                 return true;
2165                         break;
2166                 case 5:
2167                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2168                                 return true;
2169                         break;
2170                 case 6:
2171                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2172                                 return true;
2173                         break;
2174                 case 7:
2175                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2176                                 return true;
2177                         break;
2178                 }
2179         }
2180         return false;
2181 }
2182
2183 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2184 {
2185         int i;
2186         const mplane_t *p;
2187         for (i = 0;i < numplanes;i++)
2188         {
2189                 p = planes + i;
2190                 switch(p->signbits)
2191                 {
2192                 default:
2193                 case 0:
2194                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2195                                 return true;
2196                         break;
2197                 case 1:
2198                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2199                                 return true;
2200                         break;
2201                 case 2:
2202                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2203                                 return true;
2204                         break;
2205                 case 3:
2206                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2207                                 return true;
2208                         break;
2209                 case 4:
2210                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2211                                 return true;
2212                         break;
2213                 case 5:
2214                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2215                                 return true;
2216                         break;
2217                 case 6:
2218                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2219                                 return true;
2220                         break;
2221                 case 7:
2222                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2223                                 return true;
2224                         break;
2225                 }
2226         }
2227         return false;
2228 }
2229
2230 //==================================================================================
2231
2232 static void R_View_UpdateEntityVisible (void)
2233 {
2234         int i, renderimask;
2235         entity_render_t *ent;
2236
2237         if (!r_drawentities.integer)
2238                 return;
2239
2240         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2241         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2242         {
2243                 // worldmodel can check visibility
2244                 for (i = 0;i < r_refdef.scene.numentities;i++)
2245                 {
2246                         ent = r_refdef.scene.entities[i];
2247                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs));
2248
2249                 }
2250                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2251                 {
2252                         for (i = 0;i < r_refdef.scene.numentities;i++)
2253                         {
2254                                 ent = r_refdef.scene.entities[i];
2255                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2256                                 {
2257                                         if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
2258                                                 ent->last_trace_visibility = realtime;
2259                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2260                                                 r_refdef.viewcache.entityvisible[i] = 0;
2261                                 }
2262                         }
2263                 }
2264         }
2265         else
2266         {
2267                 // no worldmodel or it can't check visibility
2268                 for (i = 0;i < r_refdef.scene.numentities;i++)
2269                 {
2270                         ent = r_refdef.scene.entities[i];
2271                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
2272                 }
2273         }
2274 }
2275
2276 // only used if skyrendermasked, and normally returns false
2277 int R_DrawBrushModelsSky (void)
2278 {
2279         int i, sky;
2280         entity_render_t *ent;
2281
2282         if (!r_drawentities.integer)
2283                 return false;
2284
2285         sky = false;
2286         for (i = 0;i < r_refdef.scene.numentities;i++)
2287         {
2288                 if (!r_refdef.viewcache.entityvisible[i])
2289                         continue;
2290                 ent = r_refdef.scene.entities[i];
2291                 if (!ent->model || !ent->model->DrawSky)
2292                         continue;
2293                 ent->model->DrawSky(ent);
2294                 sky = true;
2295         }
2296         return sky;
2297 }
2298
2299 static void R_DrawNoModel(entity_render_t *ent);
2300 static void R_DrawModels(void)
2301 {
2302         int i;
2303         entity_render_t *ent;
2304
2305         if (!r_drawentities.integer)
2306                 return;
2307
2308         for (i = 0;i < r_refdef.scene.numentities;i++)
2309         {
2310                 if (!r_refdef.viewcache.entityvisible[i])
2311                         continue;
2312                 ent = r_refdef.scene.entities[i];
2313                 r_refdef.stats.entities++;
2314                 if (ent->model && ent->model->Draw != NULL)
2315                         ent->model->Draw(ent);
2316                 else
2317                         R_DrawNoModel(ent);
2318         }
2319 }
2320
2321 static void R_DrawModelsDepth(void)
2322 {
2323         int i;
2324         entity_render_t *ent;
2325
2326         if (!r_drawentities.integer)
2327                 return;
2328
2329         for (i = 0;i < r_refdef.scene.numentities;i++)
2330         {
2331                 if (!r_refdef.viewcache.entityvisible[i])
2332                         continue;
2333                 ent = r_refdef.scene.entities[i];
2334                 if (ent->model && ent->model->DrawDepth != NULL)
2335                         ent->model->DrawDepth(ent);
2336         }
2337 }
2338
2339 static void R_DrawModelsDebug(void)
2340 {
2341         int i;
2342         entity_render_t *ent;
2343
2344         if (!r_drawentities.integer)
2345                 return;
2346
2347         for (i = 0;i < r_refdef.scene.numentities;i++)
2348         {
2349                 if (!r_refdef.viewcache.entityvisible[i])
2350                         continue;
2351                 ent = r_refdef.scene.entities[i];
2352                 if (ent->model && ent->model->DrawDebug != NULL)
2353                         ent->model->DrawDebug(ent);
2354         }
2355 }
2356
2357 static void R_DrawModelsAddWaterPlanes(void)
2358 {
2359         int i;
2360         entity_render_t *ent;
2361
2362         if (!r_drawentities.integer)
2363                 return;
2364
2365         for (i = 0;i < r_refdef.scene.numentities;i++)
2366         {
2367                 if (!r_refdef.viewcache.entityvisible[i])
2368                         continue;
2369                 ent = r_refdef.scene.entities[i];
2370                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2371                         ent->model->DrawAddWaterPlanes(ent);
2372         }
2373 }
2374
2375 static void R_View_SetFrustum(void)
2376 {
2377         int i;
2378         double slopex, slopey;
2379
2380         // break apart the view matrix into vectors for various purposes
2381         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
2382         VectorNegate(r_refdef.view.left, r_refdef.view.right);
2383
2384 #if 0
2385         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2386         r_refdef.view.frustum[0].normal[1] = 0 - 0;
2387         r_refdef.view.frustum[0].normal[2] = -1 - 0;
2388         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2389         r_refdef.view.frustum[1].normal[1] = 0 + 0;
2390         r_refdef.view.frustum[1].normal[2] = -1 + 0;
2391         r_refdef.view.frustum[2].normal[0] = 0 - 0;
2392         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2393         r_refdef.view.frustum[2].normal[2] = -1 - 0;
2394         r_refdef.view.frustum[3].normal[0] = 0 + 0;
2395         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2396         r_refdef.view.frustum[3].normal[2] = -1 + 0;
2397 #endif
2398
2399 #if 0
2400         zNear = r_refdef.nearclip;
2401         nudge = 1.0 - 1.0 / (1<<23);
2402         r_refdef.view.frustum[4].normal[0] = 0 - 0;
2403         r_refdef.view.frustum[4].normal[1] = 0 - 0;
2404         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2405         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2406         r_refdef.view.frustum[5].normal[0] = 0 + 0;
2407         r_refdef.view.frustum[5].normal[1] = 0 + 0;
2408         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2409         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2410 #endif
2411
2412
2413
2414 #if 0
2415         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2416         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2417         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2418         r_refdef.view.frustum[0].dist = m[15] - m[12];
2419
2420         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2421         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2422         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2423         r_refdef.view.frustum[1].dist = m[15] + m[12];
2424
2425         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2426         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2427         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2428         r_refdef.view.frustum[2].dist = m[15] - m[13];
2429
2430         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2431         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2432         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2433         r_refdef.view.frustum[3].dist = m[15] + m[13];
2434
2435         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2436         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2437         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2438         r_refdef.view.frustum[4].dist = m[15] - m[14];
2439
2440         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2441         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2442         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2443         r_refdef.view.frustum[5].dist = m[15] + m[14];
2444 #endif
2445
2446         if (r_refdef.view.useperspective)
2447         {
2448                 slopex = 1.0 / r_refdef.view.frustum_x;
2449                 slopey = 1.0 / r_refdef.view.frustum_y;
2450                 VectorMA(r_refdef.view.forward, -slopex, r_refdef.view.left, r_refdef.view.frustum[0].normal);
2451                 VectorMA(r_refdef.view.forward,  slopex, r_refdef.view.left, r_refdef.view.frustum[1].normal);
2452                 VectorMA(r_refdef.view.forward, -slopey, r_refdef.view.up  , r_refdef.view.frustum[2].normal);
2453                 VectorMA(r_refdef.view.forward,  slopey, r_refdef.view.up  , r_refdef.view.frustum[3].normal);
2454                 VectorCopy(r_refdef.view.forward, r_refdef.view.frustum[4].normal);
2455
2456                 // Leaving those out was a mistake, those were in the old code, and they
2457                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2458                 // I couldn't reproduce it after adding those normalizations. --blub
2459                 VectorNormalize(r_refdef.view.frustum[0].normal);
2460                 VectorNormalize(r_refdef.view.frustum[1].normal);
2461                 VectorNormalize(r_refdef.view.frustum[2].normal);
2462                 VectorNormalize(r_refdef.view.frustum[3].normal);
2463
2464                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2465                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, r_refdef.view.forward, -1024 * slopex, r_refdef.view.left, -1024 * slopey, r_refdef.view.up, r_refdef.view.frustumcorner[0]);
2466                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, r_refdef.view.forward,  1024 * slopex, r_refdef.view.left, -1024 * slopey, r_refdef.view.up, r_refdef.view.frustumcorner[1]);
2467                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, r_refdef.view.forward, -1024 * slopex, r_refdef.view.left,  1024 * slopey, r_refdef.view.up, r_refdef.view.frustumcorner[2]);
2468                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, r_refdef.view.forward,  1024 * slopex, r_refdef.view.left,  1024 * slopey, r_refdef.view.up, r_refdef.view.frustumcorner[3]);
2469
2470                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2471                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2472                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2473                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2474                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2475         }
2476         else
2477         {
2478                 VectorScale(r_refdef.view.left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2479                 VectorScale(r_refdef.view.left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2480                 VectorScale(r_refdef.view.up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2481                 VectorScale(r_refdef.view.up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2482                 VectorCopy(r_refdef.view.forward, r_refdef.view.frustum[4].normal);
2483                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2484                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2485                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2486                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2487                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2488         }
2489         r_refdef.view.numfrustumplanes = 5;
2490
2491         if (r_refdef.view.useclipplane)
2492         {
2493                 r_refdef.view.numfrustumplanes = 6;
2494                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2495         }
2496
2497         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2498                 PlaneClassify(r_refdef.view.frustum + i);
2499
2500         // LordHavoc: note to all quake engine coders, Quake had a special case
2501         // for 90 degrees which assumed a square view (wrong), so I removed it,
2502         // Quake2 has it disabled as well.
2503
2504         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2505         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, r_refdef.view.up, r_refdef.view.forward, -(90 - r_refdef.fov_x / 2));
2506         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2507         //PlaneClassify(&frustum[0]);
2508
2509         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2510         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, r_refdef.view.up, r_refdef.view.forward, (90 - r_refdef.fov_x / 2));
2511         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2512         //PlaneClassify(&frustum[1]);
2513
2514         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2515         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, r_refdef.view.left, r_refdef.view.forward, -(90 - r_refdef.fov_y / 2));
2516         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2517         //PlaneClassify(&frustum[2]);
2518
2519         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2520         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, r_refdef.view.left, r_refdef.view.forward, (90 - r_refdef.fov_y / 2));
2521         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2522         //PlaneClassify(&frustum[3]);
2523
2524         // nearclip plane
2525         //VectorCopy(r_refdef.view.forward, r_refdef.view.frustum[4].normal);
2526         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2527         //PlaneClassify(&frustum[4]);
2528 }
2529
2530 void R_View_Update(void)
2531 {
2532         R_View_SetFrustum();
2533         R_View_WorldVisibility(r_refdef.view.useclipplane);
2534         R_View_UpdateEntityVisible();
2535 }
2536
2537 void R_SetupView(void)
2538 {
2539         if (!r_refdef.view.useperspective)
2540                 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2541         else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2542                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2543         else
2544                 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2545
2546         GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2547
2548         if (r_refdef.view.useclipplane)
2549         {
2550                 // LordHavoc: couldn't figure out how to make this approach the
2551                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2552                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2553                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2554                         dist = r_refdef.view.clipplane.dist;
2555                 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2556         }
2557 }
2558
2559 void R_ResetViewRendering2D(void)
2560 {
2561         if (gl_support_fragment_shader)
2562         {
2563                 qglUseProgramObjectARB(0);CHECKGLERROR
2564         }
2565
2566         DrawQ_Finish();
2567
2568         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2569         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2570         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2571         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2572         GL_Color(1, 1, 1, 1);
2573         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2574         GL_BlendFunc(GL_ONE, GL_ZERO);
2575         GL_AlphaTest(false);
2576         GL_ScissorTest(false);
2577         GL_DepthMask(false);
2578         GL_DepthRange(0, 1);
2579         GL_DepthTest(false);
2580         R_Mesh_Matrix(&identitymatrix);
2581         R_Mesh_ResetTextureState();
2582         GL_PolygonOffset(0, 0);
2583         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2584         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2585         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2586         qglStencilMask(~0);CHECKGLERROR
2587         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2588         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2589         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2590 }
2591
2592 void R_ResetViewRendering3D(void)
2593 {
2594         if (gl_support_fragment_shader)
2595         {
2596                 qglUseProgramObjectARB(0);CHECKGLERROR
2597         }
2598
2599         DrawQ_Finish();
2600
2601         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2602         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2603         R_SetupView();
2604         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2605         GL_Color(1, 1, 1, 1);
2606         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2607         GL_BlendFunc(GL_ONE, GL_ZERO);
2608         GL_AlphaTest(false);
2609         GL_ScissorTest(true);
2610         GL_DepthMask(true);
2611         GL_DepthRange(0, 1);
2612         GL_DepthTest(true);
2613         R_Mesh_Matrix(&identitymatrix);
2614         R_Mesh_ResetTextureState();
2615         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2616         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2617         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2618         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2619         qglStencilMask(~0);CHECKGLERROR
2620         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2621         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2622         GL_CullFace(r_refdef.view.cullface_back);
2623 }
2624
2625 /*
2626         R_Bloom_SetupShader(
2627 "// bloom shader\n"
2628 "// written by Forest 'LordHavoc' Hale\n"
2629 "\n"
2630 "// common definitions between vertex shader and fragment shader:\n"
2631 "\n"
2632 "#ifdef __GLSL_CG_DATA_TYPES\n"
2633 "#define myhalf half\n"
2634 "#define myhalf2 half2\n"
2635 "#define myhalf3 half3\n"
2636 "#define myhalf4 half4\n"
2637 "#else\n"
2638 "#define myhalf float\n"
2639 "#define myhalf2 vec2\n"
2640 "#define myhalf3 vec3\n"
2641 "#define myhalf4 vec4\n"
2642 "#endif\n"
2643 "\n"
2644 "varying vec2 ScreenTexCoord;\n"
2645 "varying vec2 BloomTexCoord;\n"
2646 "\n"
2647 "\n"
2648 "\n"
2649 "\n"
2650 "// vertex shader specific:\n"
2651 "#ifdef VERTEX_SHADER\n"
2652 "\n"
2653 "void main(void)\n"
2654 "{\n"
2655 "       ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2656 "       BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2657 "       // transform vertex to camera space, using ftransform to match non-VS\n"
2658 "       // rendering\n"
2659 "       gl_Position = ftransform();\n"
2660 "}\n"
2661 "\n"
2662 "#endif // VERTEX_SHADER\n"
2663 "\n"
2664 "\n"
2665 "\n"
2666 "\n"
2667 "// fragment shader specific:\n"
2668 "#ifdef FRAGMENT_SHADER\n"
2669 "\n"
2670 "void main(void)\n"
2671 "{\n"
2672 "       int x, y;
2673 "       myhalf3 color = myhalf3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2674 "       for (x = -BLUR_X;x <= BLUR_X;x++)
2675 "       color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2676 "       color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2677 "       color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2678 "       color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2679
2680 "       gl_FragColor = vec4(color);\n"
2681 "}\n"
2682 "\n"
2683 "#endif // FRAGMENT_SHADER\n"
2684 */
2685
2686 void R_RenderScene(qboolean addwaterplanes);
2687
2688 static void R_Water_StartFrame(void)
2689 {
2690         int i;
2691         int waterwidth, waterheight, texturewidth, textureheight;
2692         r_waterstate_waterplane_t *p;
2693
2694         // set waterwidth and waterheight to the water resolution that will be
2695         // used (often less than the screen resolution for faster rendering)
2696         waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2697         waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2698
2699         // calculate desired texture sizes
2700         // can't use water if the card does not support the texture size
2701         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2702                 texturewidth = textureheight = waterwidth = waterheight = 0;
2703         else if (gl_support_arb_texture_non_power_of_two)
2704         {
2705                 texturewidth = waterwidth;
2706                 textureheight = waterheight;
2707         }
2708         else
2709         {
2710                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
2711                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
2712         }
2713
2714         // allocate textures as needed
2715         if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2716         {
2717                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2718                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2719                 {
2720                         if (p->texture_refraction)
2721                                 R_FreeTexture(p->texture_refraction);
2722                         p->texture_refraction = NULL;
2723                         if (p->texture_reflection)
2724                                 R_FreeTexture(p->texture_reflection);
2725                         p->texture_reflection = NULL;
2726                 }
2727                 memset(&r_waterstate, 0, sizeof(r_waterstate));
2728                 r_waterstate.waterwidth = waterwidth;
2729                 r_waterstate.waterheight = waterheight;
2730                 r_waterstate.texturewidth = texturewidth;
2731                 r_waterstate.textureheight = textureheight;
2732         }
2733
2734         if (r_waterstate.waterwidth)
2735         {
2736                 r_waterstate.enabled = true;
2737
2738                 // set up variables that will be used in shader setup
2739                 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2740                 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2741                 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2742                 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2743         }
2744
2745         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2746         r_waterstate.numwaterplanes = 0;
2747 }
2748
2749 static void R_Water_AddWaterPlane(msurface_t *surface)
2750 {
2751         int triangleindex, planeindex;
2752         const int *e;
2753         vec3_t vert[3];
2754         vec3_t normal;
2755         vec3_t center;
2756         r_waterstate_waterplane_t *p;
2757         // just use the first triangle with a valid normal for any decisions
2758         VectorClear(normal);
2759         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2760         {
2761                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2762                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2763                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2764                 TriangleNormal(vert[0], vert[1], vert[2], normal);
2765                 if (VectorLength2(normal) >= 0.001)
2766                         break;
2767         }
2768
2769         // find a matching plane if there is one
2770         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2771                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2772                         break;
2773         if (planeindex >= r_waterstate.maxwaterplanes)
2774                 return; // nothing we can do, out of planes
2775
2776         // if this triangle does not fit any known plane rendered this frame, add one
2777         if (planeindex >= r_waterstate.numwaterplanes)
2778         {
2779                 // store the new plane
2780                 r_waterstate.numwaterplanes++;
2781                 VectorCopy(normal, p->plane.normal);
2782                 VectorNormalize(p->plane.normal);
2783                 p->plane.dist = DotProduct(vert[0], p->plane.normal);
2784                 PlaneClassify(&p->plane);
2785                 // flip the plane if it does not face the viewer
2786                 if (PlaneDiff(r_refdef.view.origin, &p->plane) < 0)
2787                 {
2788                         VectorNegate(p->plane.normal, p->plane.normal);
2789                         p->plane.dist *= -1;
2790                         PlaneClassify(&p->plane);
2791                 }
2792                 // clear materialflags and pvs
2793                 p->materialflags = 0;
2794                 p->pvsvalid = false;
2795         }
2796         // merge this surface's materialflags into the waterplane
2797         p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2798         // merge this surface's PVS into the waterplane
2799         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2800         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
2801          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
2802         {
2803                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2804                 p->pvsvalid = true;
2805         }
2806 }
2807
2808 static void R_Water_ProcessPlanes(void)
2809 {
2810         r_refdef_view_t originalview;
2811         int planeindex;
2812         r_waterstate_waterplane_t *p;
2813
2814         originalview = r_refdef.view;
2815
2816         // make sure enough textures are allocated
2817         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2818         {
2819                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2820                 {
2821                         if (!p->texture_refraction)
2822                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2823                         if (!p->texture_refraction)
2824                                 goto error;
2825                 }
2826
2827                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2828                 {
2829                         if (!p->texture_reflection)
2830                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2831                         if (!p->texture_reflection)
2832                                 goto error;
2833                 }
2834         }
2835
2836         // render views
2837         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2838         {
2839                 r_refdef.view.showdebug = false;
2840                 r_refdef.view.width = r_waterstate.waterwidth;
2841                 r_refdef.view.height = r_waterstate.waterheight;
2842                 r_refdef.view.useclipplane = true;
2843                 r_waterstate.renderingscene = true;
2844
2845                 // render the normal view scene and copy into texture
2846                 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
2847                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2848                 {
2849                         r_refdef.view.clipplane = p->plane;
2850                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
2851                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
2852                         PlaneClassify(&r_refdef.view.clipplane);
2853
2854                         R_RenderScene(false);
2855
2856                         // copy view into the screen texture
2857                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
2858                         GL_ActiveTexture(0);
2859                         CHECKGLERROR
2860                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2861                 }
2862
2863                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2864                 {
2865                         // render reflected scene and copy into texture
2866                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
2867                         r_refdef.view.clipplane = p->plane;
2868                         // reverse the cullface settings for this render
2869                         r_refdef.view.cullface_front = GL_FRONT;
2870                         r_refdef.view.cullface_back = GL_BACK;
2871                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
2872                         {
2873                                 r_refdef.view.usecustompvs = true;
2874                                 if (p->pvsvalid)
2875                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
2876                                 else
2877                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
2878                         }
2879
2880                         R_ResetViewRendering3D();
2881                         R_ClearScreen(r_refdef.fogenabled);
2882                         if (r_timereport_active)
2883                                 R_TimeReport("viewclear");
2884
2885                         R_RenderScene(false);
2886
2887                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
2888                         GL_ActiveTexture(0);
2889                         CHECKGLERROR
2890                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2891
2892                         R_ResetViewRendering3D();
2893                         R_ClearScreen(r_refdef.fogenabled);
2894                         if (r_timereport_active)
2895                                 R_TimeReport("viewclear");
2896                 }
2897
2898                 r_refdef.view = originalview;
2899                 r_refdef.view.clear = true;
2900                 r_waterstate.renderingscene = false;
2901         }
2902         return;
2903 error:
2904         r_refdef.view = originalview;
2905         r_waterstate.renderingscene = false;
2906         Cvar_SetValueQuick(&r_water, 0);
2907         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
2908         return;
2909 }
2910
2911 void R_Bloom_StartFrame(void)
2912 {
2913         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2914
2915         // set bloomwidth and bloomheight to the bloom resolution that will be
2916         // used (often less than the screen resolution for faster rendering)
2917         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
2918         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
2919         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
2920
2921         // calculate desired texture sizes
2922         if (gl_support_arb_texture_non_power_of_two)
2923         {
2924                 screentexturewidth = r_refdef.view.width;
2925                 screentextureheight = r_refdef.view.height;
2926                 bloomtexturewidth = r_bloomstate.bloomwidth;
2927                 bloomtextureheight = r_bloomstate.bloomheight;
2928         }
2929         else
2930         {
2931                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
2932                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
2933                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
2934                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
2935         }
2936
2937         if (r_hdr.integer)
2938         {
2939                 screentexturewidth = screentextureheight = 0;
2940         }
2941         else if (r_bloom.integer)
2942         {
2943         }
2944         else
2945         {
2946                 screentexturewidth = screentextureheight = 0;
2947                 bloomtexturewidth = bloomtextureheight = 0;
2948         }
2949
2950         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)
2951         {
2952                 // can't use bloom if the parameters are too weird
2953                 // can't use bloom if the card does not support the texture size
2954                 if (r_bloomstate.texture_screen)
2955                         R_FreeTexture(r_bloomstate.texture_screen);
2956                 if (r_bloomstate.texture_bloom)
2957                         R_FreeTexture(r_bloomstate.texture_bloom);
2958                 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2959                 return;
2960         }
2961
2962         r_bloomstate.enabled = true;
2963         r_bloomstate.hdr = r_hdr.integer != 0;
2964
2965         // allocate textures as needed
2966         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2967         {
2968                 if (r_bloomstate.texture_screen)
2969                         R_FreeTexture(r_bloomstate.texture_screen);
2970                 r_bloomstate.texture_screen = NULL;
2971                 r_bloomstate.screentexturewidth = screentexturewidth;
2972                 r_bloomstate.screentextureheight = screentextureheight;
2973                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2974                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2975         }
2976         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2977         {
2978                 if (r_bloomstate.texture_bloom)
2979                         R_FreeTexture(r_bloomstate.texture_bloom);
2980                 r_bloomstate.texture_bloom = NULL;
2981                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2982                 r_bloomstate.bloomtextureheight = bloomtextureheight;
2983                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2984                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2985         }
2986
2987         // set up a texcoord array for the full resolution screen image
2988         // (we have to keep this around to copy back during final render)
2989         r_bloomstate.screentexcoord2f[0] = 0;
2990         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
2991         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
2992         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
2993         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
2994         r_bloomstate.screentexcoord2f[5] = 0;
2995         r_bloomstate.screentexcoord2f[6] = 0;
2996         r_bloomstate.screentexcoord2f[7] = 0;
2997
2998         // set up a texcoord array for the reduced resolution bloom image
2999         // (which will be additive blended over the screen image)
3000         r_bloomstate.bloomtexcoord2f[0] = 0;
3001         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3002         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3003         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3004         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3005         r_bloomstate.bloomtexcoord2f[5] = 0;
3006         r_bloomstate.bloomtexcoord2f[6] = 0;
3007         r_bloomstate.bloomtexcoord2f[7] = 0;
3008 }
3009
3010 void R_Bloom_CopyScreenTexture(float colorscale)
3011 {
3012         r_refdef.stats.bloom++;
3013
3014         R_ResetViewRendering2D();
3015         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3016         R_Mesh_ColorPointer(NULL, 0, 0);
3017         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3018         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3019
3020         // copy view into the screen texture
3021         GL_ActiveTexture(0);
3022         CHECKGLERROR
3023         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3024         r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3025
3026         // now scale it down to the bloom texture size
3027         CHECKGLERROR
3028         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3029         GL_BlendFunc(GL_ONE, GL_ZERO);
3030         GL_Color(colorscale, colorscale, colorscale, 1);
3031         // TODO: optimize with multitexture or GLSL
3032         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3033         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3034
3035         // we now have a bloom image in the framebuffer
3036         // copy it into the bloom image texture for later processing
3037         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3038         GL_ActiveTexture(0);
3039         CHECKGLERROR
3040         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3041         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3042 }
3043
3044 void R_Bloom_CopyHDRTexture(void)
3045 {
3046         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3047         GL_ActiveTexture(0);
3048         CHECKGLERROR
3049         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3050         r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3051 }
3052
3053 void R_Bloom_MakeTexture(void)
3054 {
3055         int x, range, dir;
3056         float xoffset, yoffset, r, brighten;
3057
3058         r_refdef.stats.bloom++;
3059
3060         R_ResetViewRendering2D();
3061         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3062         R_Mesh_ColorPointer(NULL, 0, 0);
3063
3064         // we have a bloom image in the framebuffer
3065         CHECKGLERROR
3066         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3067
3068         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3069         {
3070                 x *= 2;
3071                 r = bound(0, r_bloom_colorexponent.value / x, 1);
3072                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3073                 GL_Color(r, r, r, 1);
3074                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3075                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3076                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3077                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3078
3079                 // copy the vertically blurred bloom view to a texture
3080                 GL_ActiveTexture(0);
3081                 CHECKGLERROR
3082                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3083                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3084         }
3085
3086         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3087         brighten = r_bloom_brighten.value;
3088         if (r_hdr.integer)
3089                 brighten *= r_hdr_range.value;
3090         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3091         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3092
3093         for (dir = 0;dir < 2;dir++)
3094         {
3095                 // blend on at multiple vertical offsets to achieve a vertical blur
3096                 // TODO: do offset blends using GLSL
3097                 GL_BlendFunc(GL_ONE, GL_ZERO);
3098                 for (x = -range;x <= range;x++)
3099                 {
3100                         if (!dir){xoffset = 0;yoffset = x;}
3101                         else {xoffset = x;yoffset = 0;}
3102                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
3103                         yoffset /= (float)r_bloomstate.bloomtextureheight;
3104                         // compute a texcoord array with the specified x and y offset
3105                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3106                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3107                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3108                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3109                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3110                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3111                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3112                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3113                         // this r value looks like a 'dot' particle, fading sharply to
3114                         // black at the edges
3115                         // (probably not realistic but looks good enough)
3116                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3117                         //r = (dir ? 1.0f : brighten)/(range*2+1);
3118                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3119                         GL_Color(r, r, r, 1);
3120                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3121                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3122                         GL_BlendFunc(GL_ONE, GL_ONE);
3123                 }
3124
3125                 // copy the vertically blurred bloom view to a texture
3126                 GL_ActiveTexture(0);
3127                 CHECKGLERROR
3128                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3129                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3130         }
3131
3132         // apply subtract last
3133         // (just like it would be in a GLSL shader)
3134         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3135         {
3136                 GL_BlendFunc(GL_ONE, GL_ZERO);
3137                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3138                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3139                 GL_Color(1, 1, 1, 1);
3140                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3141                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3142
3143                 GL_BlendFunc(GL_ONE, GL_ONE);
3144                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3145                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3146                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3147                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3148                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3149                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3150                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3151
3152                 // copy the darkened bloom view to a texture
3153                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3154                 GL_ActiveTexture(0);
3155                 CHECKGLERROR
3156                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3157                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3158         }
3159 }
3160
3161 void R_HDR_RenderBloomTexture(void)
3162 {
3163         int oldwidth, oldheight;
3164         float oldcolorscale;
3165
3166         oldcolorscale = r_refdef.view.colorscale;
3167         oldwidth = r_refdef.view.width;
3168         oldheight = r_refdef.view.height;
3169         r_refdef.view.width = r_bloomstate.bloomwidth;
3170         r_refdef.view.height = r_bloomstate.bloomheight;
3171
3172         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
3173         // TODO: add exposure compensation features
3174         // TODO: add fp16 framebuffer support
3175
3176         r_refdef.view.showdebug = false;
3177         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3178
3179         R_ClearScreen(r_refdef.fogenabled);
3180         if (r_timereport_active)
3181                 R_TimeReport("HDRclear");
3182
3183         r_waterstate.numwaterplanes = 0;
3184         R_RenderScene(r_waterstate.enabled);
3185         r_refdef.view.showdebug = true;
3186
3187         R_ResetViewRendering2D();
3188
3189         R_Bloom_CopyHDRTexture();
3190         R_Bloom_MakeTexture();
3191
3192         // restore the view settings
3193         r_refdef.view.width = oldwidth;
3194         r_refdef.view.height = oldheight;
3195         r_refdef.view.colorscale = oldcolorscale;
3196
3197         R_ResetViewRendering3D();
3198
3199         R_ClearScreen(r_refdef.fogenabled);
3200         if (r_timereport_active)
3201                 R_TimeReport("viewclear");
3202 }
3203
3204 static void R_BlendView(void)
3205 {
3206         if (r_bloomstate.enabled && r_bloomstate.hdr)
3207         {
3208                 // render high dynamic range bloom effect
3209                 // the bloom texture was made earlier this render, so we just need to
3210                 // blend it onto the screen...
3211                 R_ResetViewRendering2D();
3212                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3213                 R_Mesh_ColorPointer(NULL, 0, 0);
3214                 GL_Color(1, 1, 1, 1);
3215                 GL_BlendFunc(GL_ONE, GL_ONE);
3216                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3217                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3218                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3219                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3220         }
3221         else if (r_bloomstate.enabled)
3222         {
3223                 // render simple bloom effect
3224                 // copy the screen and shrink it and darken it for the bloom process
3225                 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
3226                 // make the bloom texture
3227                 R_Bloom_MakeTexture();
3228                 // put the original screen image back in place and blend the bloom
3229                 // texture on it
3230                 R_ResetViewRendering2D();
3231                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3232                 R_Mesh_ColorPointer(NULL, 0, 0);
3233                 GL_Color(1, 1, 1, 1);
3234                 GL_BlendFunc(GL_ONE, GL_ZERO);
3235                 // do both in one pass if possible
3236                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3237                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3238                 if (r_textureunits.integer >= 2 && gl_combine.integer)
3239                 {
3240                         R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
3241                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3242                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3243                 }
3244                 else
3245                 {
3246                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3247                         r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3248                         // now blend on the bloom texture
3249                         GL_BlendFunc(GL_ONE, GL_ONE);
3250                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3251                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3252                 }
3253                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3254                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3255         }
3256         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3257         {
3258                 // apply a color tint to the whole view
3259                 R_ResetViewRendering2D();
3260                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3261                 R_Mesh_ColorPointer(NULL, 0, 0);
3262                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3263                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3264                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3265         }
3266 }
3267
3268 void R_RenderScene(qboolean addwaterplanes);
3269
3270 matrix4x4_t r_waterscrollmatrix;
3271
3272 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3273 {
3274         if (r_refdef.fog_density)
3275         {
3276                 r_refdef.fogcolor[0] = r_refdef.fog_red;
3277                 r_refdef.fogcolor[1] = r_refdef.fog_green;
3278                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3279
3280                 {
3281                         vec3_t fogvec;
3282                         VectorCopy(r_refdef.fogcolor, fogvec);
3283                         if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3284                         {
3285                                 //   color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3286                                 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3287                                 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3288                                 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3289                         }
3290                         //   color.rgb *= ContrastBoost * SceneBrightness;
3291                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3292                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3293                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3294                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3295                 }
3296         }
3297 }
3298
3299 void R_UpdateVariables(void)
3300 {
3301         R_Textures_Frame();
3302
3303         r_refdef.farclip = 4096;
3304         if (r_refdef.scene.worldmodel)
3305                 r_refdef.farclip += VectorDistance(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3306         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3307
3308         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3309                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3310         r_refdef.polygonfactor = 0;
3311         r_refdef.polygonoffset = 0;
3312         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3313         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3314
3315         r_refdef.rtworld = r_shadow_realtime_world.integer;
3316         r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3317         r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3318         r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3319         r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3320         if (r_showsurfaces.integer)
3321         {
3322                 r_refdef.rtworld = false;
3323                 r_refdef.rtworldshadows = false;
3324                 r_refdef.rtdlight = false;
3325                 r_refdef.rtdlightshadows = false;
3326                 r_refdef.lightmapintensity = 0;
3327         }
3328
3329         if (gamemode == GAME_NEHAHRA)
3330         {
3331                 if (gl_fogenable.integer)
3332                 {
3333                         r_refdef.oldgl_fogenable = true;
3334                         r_refdef.fog_density = gl_fogdensity.value;
3335                         r_refdef.fog_red = gl_fogred.value;
3336                         r_refdef.fog_green = gl_foggreen.value;
3337                         r_refdef.fog_blue = gl_fogblue.value;
3338                         r_refdef.fog_alpha = 1;
3339                         r_refdef.fog_start = 0;
3340                         r_refdef.fog_end = gl_skyclip.value;
3341                 }
3342                 else if (r_refdef.oldgl_fogenable)
3343                 {
3344                         r_refdef.oldgl_fogenable = false;
3345                         r_refdef.fog_density = 0;
3346                         r_refdef.fog_red = 0;
3347                         r_refdef.fog_green = 0;
3348                         r_refdef.fog_blue = 0;
3349                         r_refdef.fog_alpha = 0;
3350                         r_refdef.fog_start = 0;
3351                         r_refdef.fog_end = 0;
3352                 }
3353         }
3354
3355         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3356         r_refdef.fog_start = max(0, r_refdef.fog_start);
3357         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3358
3359         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3360
3361         if (r_refdef.fog_density)
3362         {
3363                 r_refdef.fogenabled = true;
3364                 // this is the point where the fog reaches 0.9986 alpha, which we
3365                 // consider a good enough cutoff point for the texture
3366                 // (0.9986 * 256 == 255.6)
3367                 if (r_fog_exp2.integer)
3368                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3369                 else
3370                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3371                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3372                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3373                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3374                 // fog color was already set
3375                 // update the fog texture
3376                 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
3377                         R_BuildFogTexture();
3378         }
3379         else
3380                 r_refdef.fogenabled = false;
3381 }
3382
3383 /*
3384 ================
3385 R_RenderView
3386 ================
3387 */
3388 void R_RenderView(void)
3389 {
3390         if (!r_refdef.scene.entities/* || !r_refdef.scene.worldmodel*/)
3391                 return; //Host_Error ("R_RenderView: NULL worldmodel");
3392
3393         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3394
3395         R_Shadow_UpdateWorldLightSelection();
3396
3397         R_Bloom_StartFrame();
3398         R_Water_StartFrame();
3399
3400         CHECKGLERROR
3401         if (r_timereport_active)
3402                 R_TimeReport("viewsetup");
3403
3404         R_ResetViewRendering3D();
3405
3406         if (r_refdef.view.clear || r_refdef.fogenabled)
3407         {
3408                 R_ClearScreen(r_refdef.fogenabled);
3409                 if (r_timereport_active)
3410                         R_TimeReport("viewclear");
3411         }
3412         r_refdef.view.clear = true;
3413
3414         r_refdef.view.showdebug = true;
3415
3416         // this produces a bloom texture to be used in R_BlendView() later
3417         if (r_hdr.integer)
3418                 R_HDR_RenderBloomTexture();
3419
3420         r_waterstate.numwaterplanes = 0;
3421         R_RenderScene(r_waterstate.enabled);
3422
3423         R_BlendView();
3424         if (r_timereport_active)
3425                 R_TimeReport("blendview");
3426
3427         GL_Scissor(0, 0, vid.width, vid.height);
3428         GL_ScissorTest(false);
3429         CHECKGLERROR
3430 }
3431
3432 extern void R_DrawLightningBeams (void);
3433 extern void VM_CL_AddPolygonsToMeshQueue (void);
3434 extern void R_DrawPortals (void);
3435 extern cvar_t cl_locs_show;
3436 static void R_DrawLocs(void);
3437 static void R_DrawEntityBBoxes(void);
3438 void R_RenderScene(qboolean addwaterplanes)
3439 {
3440         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3441         R_UpdateFogColor();
3442
3443         if (addwaterplanes)
3444         {
3445                 R_ResetViewRendering3D();
3446
3447                 R_View_Update();
3448                 if (r_timereport_active)
3449                         R_TimeReport("watervis");
3450
3451                 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3452                 {
3453                         r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3454                         if (r_timereport_active)
3455                                 R_TimeReport("waterworld");
3456                 }
3457
3458                 // don't let sound skip if going slow
3459                 if (r_refdef.scene.extraupdate)
3460                         S_ExtraUpdate ();
3461
3462                 R_DrawModelsAddWaterPlanes();
3463                 if (r_timereport_active)
3464                         R_TimeReport("watermodels");
3465
3466                 R_Water_ProcessPlanes();
3467                 if (r_timereport_active)
3468                         R_TimeReport("waterscenes");
3469         }
3470
3471         R_ResetViewRendering3D();
3472
3473         // don't let sound skip if going slow
3474         if (r_refdef.scene.extraupdate)
3475                 S_ExtraUpdate ();
3476
3477         R_MeshQueue_BeginScene();
3478
3479         R_SkyStartFrame();
3480
3481         R_View_Update();
3482         if (r_timereport_active)
3483                 R_TimeReport("visibility");
3484
3485         Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
3486
3487         if (cl.csqc_vidvars.drawworld)
3488         {
3489                 // don't let sound skip if going slow
3490                 if (r_refdef.scene.extraupdate)
3491                         S_ExtraUpdate ();
3492
3493                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3494                 {
3495                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3496                         if (r_timereport_active)
3497                                 R_TimeReport("worldsky");
3498                 }
3499
3500                 if (R_DrawBrushModelsSky() && r_timereport_active)
3501                         R_TimeReport("bmodelsky");
3502         }
3503
3504         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3505         {
3506                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3507                 if (r_timereport_active)
3508                         R_TimeReport("worlddepth");
3509         }
3510         if (r_depthfirst.integer >= 2)
3511         {
3512                 R_DrawModelsDepth();
3513                 if (r_timereport_active)
3514                         R_TimeReport("modeldepth");
3515         }
3516
3517         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3518         {
3519                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3520                 if (r_timereport_active)
3521                         R_TimeReport("world");
3522         }
3523
3524         // don't let sound skip if going slow
3525         if (r_refdef.scene.extraupdate)
3526                 S_ExtraUpdate ();
3527
3528         R_DrawModels();
3529         if (r_timereport_active)
3530                 R_TimeReport("models");
3531
3532         // don't let sound skip if going slow
3533         if (r_refdef.scene.extraupdate)
3534                 S_ExtraUpdate ();
3535
3536         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3537         {
3538                 R_DrawModelShadows();
3539
3540                 R_ResetViewRendering3D();
3541
3542                 // don't let sound skip if going slow
3543                 if (r_refdef.scene.extraupdate)
3544                         S_ExtraUpdate ();
3545         }
3546
3547         R_ShadowVolumeLighting(false);
3548         if (r_timereport_active)
3549                 R_TimeReport("rtlights");
3550
3551         // don't let sound skip if going slow
3552         if (r_refdef.scene.extraupdate)
3553                 S_ExtraUpdate ();
3554
3555         if (cl.csqc_vidvars.drawworld)
3556         {
3557                 R_DrawLightningBeams();
3558                 if (r_timereport_active)
3559                         R_TimeReport("lightning");
3560
3561                 R_DrawDecals();
3562                 if (r_timereport_active)
3563                         R_TimeReport("decals");
3564
3565                 R_DrawParticles();
3566                 if (r_timereport_active)
3567                         R_TimeReport("particles");
3568
3569                 R_DrawExplosions();
3570                 if (r_timereport_active)
3571                         R_TimeReport("explosions");
3572         }
3573
3574         if (gl_support_fragment_shader)
3575         {
3576                 qglUseProgramObjectARB(0);CHECKGLERROR
3577         }
3578         VM_CL_AddPolygonsToMeshQueue();
3579
3580         if (r_refdef.view.showdebug)
3581         {
3582                 if (cl_locs_show.integer)
3583                 {
3584                         R_DrawLocs();
3585                         if (r_timereport_active)
3586                                 R_TimeReport("showlocs");
3587                 }
3588
3589                 if (r_drawportals.integer)
3590                 {
3591                         R_DrawPortals();
3592                         if (r_timereport_active)
3593                                 R_TimeReport("portals");
3594                 }
3595
3596                 if (r_showbboxes.value > 0)
3597                 {
3598                         R_DrawEntityBBoxes();
3599                         if (r_timereport_active)
3600                                 R_TimeReport("bboxes");
3601                 }
3602         }
3603
3604         if (gl_support_fragment_shader)
3605         {
3606                 qglUseProgramObjectARB(0);CHECKGLERROR
3607         }
3608         R_MeshQueue_RenderTransparent();
3609         if (r_timereport_active)
3610                 R_TimeReport("drawtrans");
3611
3612         if (gl_support_fragment_shader)
3613         {
3614                 qglUseProgramObjectARB(0);CHECKGLERROR
3615         }
3616
3617         if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0))
3618         {
3619                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
3620                 if (r_timereport_active)
3621                         R_TimeReport("worlddebug");
3622                 R_DrawModelsDebug();
3623                 if (r_timereport_active)
3624                         R_TimeReport("modeldebug");
3625         }
3626
3627         if (gl_support_fragment_shader)
3628         {
3629                 qglUseProgramObjectARB(0);CHECKGLERROR
3630         }
3631
3632         if (cl.csqc_vidvars.drawworld)
3633         {
3634                 R_DrawCoronas();
3635                 if (r_timereport_active)
3636                         R_TimeReport("coronas");
3637         }
3638
3639         // don't let sound skip if going slow
3640         if (r_refdef.scene.extraupdate)
3641                 S_ExtraUpdate ();
3642
3643         R_ResetViewRendering2D();
3644 }
3645
3646 static const int bboxelements[36] =
3647 {
3648         5, 1, 3, 5, 3, 7,
3649         6, 2, 0, 6, 0, 4,
3650         7, 3, 2, 7, 2, 6,
3651         4, 0, 1, 4, 1, 5,
3652         4, 5, 7, 4, 7, 6,
3653         1, 0, 2, 1, 2, 3,
3654 };
3655
3656 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3657 {
3658         int i;
3659         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3660         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3661         GL_DepthMask(false);
3662         GL_DepthRange(0, 1);
3663         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3664         R_Mesh_Matrix(&identitymatrix);
3665         R_Mesh_ResetTextureState();
3666
3667         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3668         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3669         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3670         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3671         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3672         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3673         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3674         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3675         R_FillColors(color4f, 8, cr, cg, cb, ca);
3676         if (r_refdef.fogenabled)
3677         {
3678                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3679                 {
3680                         f1 = FogPoint_World(v);
3681                         f2 = 1 - f1;
3682                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3683                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3684                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3685                 }
3686         }
3687         R_Mesh_VertexPointer(vertex3f, 0, 0);
3688         R_Mesh_ColorPointer(color4f, 0, 0);
3689         R_Mesh_ResetTextureState();
3690         R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3691 }
3692
3693 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3694 {
3695         int i;
3696         float color[4];
3697         prvm_edict_t *edict;
3698         // this function draws bounding boxes of server entities
3699         if (!sv.active)
3700                 return;
3701         SV_VM_Begin();
3702         for (i = 0;i < numsurfaces;i++)
3703         {
3704                 edict = PRVM_EDICT_NUM(surfacelist[i]);
3705                 switch ((int)edict->fields.server->solid)
3706                 {
3707                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
3708                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
3709                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
3710                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
3711                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
3712                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
3713                 }
3714                 color[3] *= r_showbboxes.value;
3715                 color[3] = bound(0, color[3], 1);
3716                 GL_DepthTest(!r_showdisabledepthtest.integer);
3717                 GL_CullFace(r_refdef.view.cullface_front);
3718                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
3719         }
3720         SV_VM_End();
3721 }
3722
3723 static void R_DrawEntityBBoxes(void)
3724 {
3725         int i;
3726         prvm_edict_t *edict;
3727         vec3_t center;
3728         // this function draws bounding boxes of server entities
3729         if (!sv.active)
3730                 return;
3731         SV_VM_Begin();
3732         for (i = 0;i < prog->num_edicts;i++)
3733         {
3734                 edict = PRVM_EDICT_NUM(i);
3735                 if (edict->priv.server->free)
3736                         continue;
3737                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
3738                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
3739         }
3740         SV_VM_End();
3741 }
3742
3743 int nomodelelements[24] =
3744 {
3745         5, 2, 0,
3746         5, 1, 2,
3747         5, 0, 3,
3748         5, 3, 1,
3749         0, 2, 4,
3750         2, 1, 4,
3751         3, 0, 4,
3752         1, 3, 4
3753 };
3754
3755 float nomodelvertex3f[6*3] =
3756 {
3757         -16,   0,   0,
3758          16,   0,   0,
3759           0, -16,   0,
3760           0,  16,   0,
3761           0,   0, -16,
3762           0,   0,  16
3763 };
3764
3765 float nomodelcolor4f[6*4] =
3766 {
3767         0.0f, 0.0f, 0.5f, 1.0f,
3768         0.0f, 0.0f, 0.5f, 1.0f,
3769         0.0f, 0.5f, 0.0f, 1.0f,
3770         0.0f, 0.5f, 0.0f, 1.0f,