d41416db0a01544d7dfe19f6508c65d24f1c0c00
[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                         if (specularscale > 0)
1383                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1384                 }
1385                 else if (r_glsl_deluxemapping.integer >= 2)
1386                 {
1387                         // fake deluxemapping (uniform light direction in tangentspace)
1388                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1389                         if (specularscale > 0)
1390                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1391                 }
1392                 else if (rsurface.uselightmaptexture)
1393                 {
1394                         // ordinary lightmapping (q1bsp, q3bsp)
1395                         mode = SHADERMODE_LIGHTMAP;
1396                 }
1397                 else
1398                 {
1399                         // ordinary vertex coloring (q3bsp)
1400                         mode = SHADERMODE_VERTEXCOLOR;
1401                 }
1402                 if (rsurface.texture->currentskinframe->glow)
1403                         permutation |= SHADERPERMUTATION_GLOW;
1404                 if (r_refdef.fogenabled)
1405                         permutation |= SHADERPERMUTATION_FOG;
1406                 if (rsurface.texture->colormapping)
1407                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1408                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1409                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1410                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1411                         permutation |= SHADERPERMUTATION_REFLECTION;
1412         }
1413         r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1414         if (!r_glsl_permutation->program)
1415         {
1416                 if (!r_glsl_permutation->compiled)
1417                         R_GLSL_CompilePermutation(mode, permutation);
1418                 if (!r_glsl_permutation->program)
1419                 {
1420                         // remove features until we find a valid permutation
1421                         int i;
1422                         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1423                         {
1424                                 // reduce i more quickly whenever it would not remove any bits
1425                                 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1426                                 if (!(permutation & j))
1427                                         continue;
1428                                 permutation -= j;
1429                                 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1430                                 if (!r_glsl_permutation->compiled)
1431                                         R_GLSL_CompilePermutation(mode, permutation);
1432                                 if (r_glsl_permutation->program)
1433                                         break;
1434                         }
1435                         if (i >= SHADERPERMUTATION_COUNT)
1436                         {
1437                                 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");
1438                                 Cvar_SetValueQuick(&r_glsl, 0);
1439                                 return 0; // no bit left to clear
1440                         }
1441                 }
1442         }
1443         CHECKGLERROR
1444         qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1445         if (mode == SHADERMODE_LIGHTSOURCE)
1446         {
1447                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1448                 if (permutation & SHADERPERMUTATION_DIFFUSE)
1449                 {
1450                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
1451                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1452                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1453                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1454                 }
1455                 else
1456                 {
1457                         // ambient only is simpler
1458                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
1459                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1460                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1461                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1462                 }
1463         }
1464         else if (mode == SHADERMODE_LIGHTDIRECTION)
1465         {
1466                 if (r_glsl_permutation->loc_AmbientColor >= 0)
1467                         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);
1468                 if (r_glsl_permutation->loc_DiffuseColor >= 0)
1469                         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);
1470                 if (r_glsl_permutation->loc_SpecularColor >= 0)
1471                         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);
1472                 if (r_glsl_permutation->loc_LightDir >= 0)
1473                         qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1474         }
1475         else
1476         {
1477                 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 1.0f / 128.0f);
1478                 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1479                 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1480         }
1481         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]);
1482         if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1483         if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1484         {
1485                 // The formula used is actually:
1486                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1487                 //   color.rgb *= SceneBrightness;
1488                 // simplified:
1489                 //   color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1490                 // and do [[calculations]] here in the engine
1491                 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1492                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1493         }
1494         else
1495                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1496         if (r_glsl_permutation->loc_FogColor >= 0)
1497         {
1498                 // additive passes are only darkened by fog, not tinted
1499                 if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
1500                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1501                 else
1502                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1503         }
1504         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1505         if (r_glsl_permutation->loc_Color_Pants >= 0)
1506         {
1507                 if (rsurface.texture->currentskinframe->pants)
1508                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1509                 else
1510                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1511         }
1512         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1513         {
1514                 if (rsurface.texture->currentskinframe->shirt)
1515                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1516                 else
1517                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1518         }
1519         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1520         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1521         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1522         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);
1523         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]);
1524         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]);
1525         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1526         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1527         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1528         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1529         CHECKGLERROR
1530         return permutation;
1531 }
1532
1533 #define SKINFRAME_HASH 1024
1534
1535 struct
1536 {
1537         int loadsequence; // incremented each level change
1538         memexpandablearray_t array;
1539         skinframe_t *hash[SKINFRAME_HASH];
1540 }
1541 r_skinframe;
1542
1543 void R_SkinFrame_PrepareForPurge(void)
1544 {
1545         r_skinframe.loadsequence++;
1546         // wrap it without hitting zero
1547         if (r_skinframe.loadsequence >= 200)
1548                 r_skinframe.loadsequence = 1;
1549 }
1550
1551 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1552 {
1553         if (!skinframe)
1554                 return;
1555         // mark the skinframe as used for the purging code
1556         skinframe->loadsequence = r_skinframe.loadsequence;
1557 }
1558
1559 void R_SkinFrame_Purge(void)
1560 {
1561         int i;
1562         skinframe_t *s;
1563         for (i = 0;i < SKINFRAME_HASH;i++)
1564         {
1565                 for (s = r_skinframe.hash[i];s;s = s->next)
1566                 {
1567                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1568                         {
1569                                 if (s->merged == s->base)
1570                                         s->merged = NULL;
1571                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1572                                 R_PurgeTexture(s->stain );s->stain  = NULL;
1573                                 R_PurgeTexture(s->merged);s->merged = NULL;
1574                                 R_PurgeTexture(s->base  );s->base   = NULL;
1575                                 R_PurgeTexture(s->pants );s->pants  = NULL;
1576                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
1577                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
1578                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
1579                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
1580                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
1581                                 s->loadsequence = 0;
1582                         }
1583                 }
1584         }
1585 }
1586
1587 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1588         skinframe_t *item;
1589         char basename[MAX_QPATH];
1590
1591         Image_StripImageExtension(name, basename, sizeof(basename));
1592
1593         if( last == NULL ) {
1594                 int hashindex;
1595                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1596                 item = r_skinframe.hash[hashindex];
1597         } else {
1598                 item = last->next;
1599         }
1600
1601         // linearly search through the hash bucket
1602         for( ; item ; item = item->next ) {
1603                 if( !strcmp( item->basename, basename ) ) {
1604                         return item;
1605                 }
1606         }
1607         return NULL;
1608 }
1609
1610 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1611 {
1612         skinframe_t *item;
1613         int hashindex;
1614         char basename[MAX_QPATH];
1615
1616         Image_StripImageExtension(name, basename, sizeof(basename));
1617
1618         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1619         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1620                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1621                         break;
1622
1623         if (!item) {
1624                 rtexture_t *dyntexture;
1625                 // check whether its a dynamic texture
1626                 dyntexture = CL_GetDynTexture( basename );
1627                 if (!add && !dyntexture)
1628                         return NULL;
1629                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1630                 memset(item, 0, sizeof(*item));
1631                 strlcpy(item->basename, basename, sizeof(item->basename));
1632                 item->base = dyntexture; // either NULL or dyntexture handle
1633                 item->textureflags = textureflags;
1634                 item->comparewidth = comparewidth;
1635                 item->compareheight = compareheight;
1636                 item->comparecrc = comparecrc;
1637                 item->next = r_skinframe.hash[hashindex];
1638                 r_skinframe.hash[hashindex] = item;
1639         }
1640         else if( item->base == NULL )
1641         {
1642                 rtexture_t *dyntexture;
1643                 // check whether its a dynamic texture
1644                 // 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]
1645                 dyntexture = CL_GetDynTexture( basename );
1646                 item->base = dyntexture; // either NULL or dyntexture handle
1647         }
1648
1649         R_SkinFrame_MarkUsed(item);
1650         return item;
1651 }
1652
1653 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1654 {
1655         // FIXME: it should be possible to disable loading various layers using
1656         // cvars, to prevent wasted loading time and memory usage if the user does
1657         // not want them
1658         qboolean loadnormalmap = true;
1659         qboolean loadgloss = true;
1660         qboolean loadpantsandshirt = true;
1661         qboolean loadglow = true;
1662         int j;
1663         unsigned char *pixels;
1664         unsigned char *bumppixels;
1665         unsigned char *basepixels = NULL;
1666         int basepixels_width;
1667         int basepixels_height;
1668         skinframe_t *skinframe;
1669
1670         if (cls.state == ca_dedicated)
1671                 return NULL;
1672
1673         // return an existing skinframe if already loaded
1674         // if loading of the first image fails, don't make a new skinframe as it
1675         // would cause all future lookups of this to be missing
1676         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1677         if (skinframe && skinframe->base)
1678                 return skinframe;
1679
1680         basepixels = loadimagepixelsbgra(name, complain, true);
1681         if (basepixels == NULL)
1682                 return NULL;
1683
1684         // we've got some pixels to store, so really allocate this new texture now
1685         if (!skinframe)
1686                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1687         skinframe->stain = NULL;
1688         skinframe->merged = NULL;
1689         skinframe->base = r_texture_notexture;
1690         skinframe->pants = NULL;
1691         skinframe->shirt = NULL;
1692         skinframe->nmap = r_texture_blanknormalmap;
1693         skinframe->gloss = NULL;
1694         skinframe->glow = NULL;
1695         skinframe->fog = NULL;
1696
1697         basepixels_width = image_width;
1698         basepixels_height = image_height;
1699         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);
1700
1701         if (textureflags & TEXF_ALPHA)
1702         {
1703                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1704                         if (basepixels[j] < 255)
1705                                 break;
1706                 if (j < basepixels_width * basepixels_height * 4)
1707                 {
1708                         // has transparent pixels
1709                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1710                         for (j = 0;j < image_width * image_height * 4;j += 4)
1711                         {
1712                                 pixels[j+0] = 255;
1713                                 pixels[j+1] = 255;
1714                                 pixels[j+2] = 255;
1715                                 pixels[j+3] = basepixels[j+3];
1716                         }
1717                         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);
1718                         Mem_Free(pixels);
1719                 }
1720         }
1721
1722         // _norm is the name used by tenebrae and has been adopted as standard
1723         if (loadnormalmap)
1724         {
1725                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1726                 {
1727                         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);
1728                         Mem_Free(pixels);
1729                         pixels = NULL;
1730                 }
1731                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1732                 {
1733                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1734                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1735                         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);
1736                         Mem_Free(pixels);
1737                         Mem_Free(bumppixels);
1738                 }
1739                 else if (r_shadow_bumpscale_basetexture.value > 0)
1740                 {
1741                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1742                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1743                         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);
1744                         Mem_Free(pixels);
1745                 }
1746         }
1747         // _luma is supported for tenebrae compatibility
1748         // (I think it's a very stupid name, but oh well)
1749         // _glow is the preferred name
1750         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;}
1751         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;}
1752         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;}
1753         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;}
1754
1755         if (basepixels)
1756                 Mem_Free(basepixels);
1757
1758         return skinframe;
1759 }
1760
1761 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)
1762 {
1763         int i;
1764         if (!force)
1765         {
1766                 for (i = 0;i < width*height;i++)
1767                         if (((unsigned char *)&palette[in[i]])[3] > 0)
1768                                 break;
1769                 if (i == width*height)
1770                         return NULL;
1771         }
1772         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1773 }
1774
1775 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
1776 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
1777 {
1778         int i;
1779         unsigned char *temp1, *temp2;
1780         skinframe_t *skinframe;
1781
1782         if (cls.state == ca_dedicated)
1783                 return NULL;
1784
1785         // if already loaded just return it, otherwise make a new skinframe
1786         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
1787         if (skinframe && skinframe->base)
1788                 return skinframe;
1789
1790         skinframe->stain = NULL;
1791         skinframe->merged = NULL;
1792         skinframe->base = r_texture_notexture;
1793         skinframe->pants = NULL;
1794         skinframe->shirt = NULL;
1795         skinframe->nmap = r_texture_blanknormalmap;
1796         skinframe->gloss = NULL;
1797         skinframe->glow = NULL;
1798         skinframe->fog = NULL;
1799
1800         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1801         if (!skindata)
1802                 return NULL;
1803
1804         if (r_shadow_bumpscale_basetexture.value > 0)
1805         {
1806                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1807                 temp2 = temp1 + width * height * 4;
1808                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1809                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1810                 Mem_Free(temp1);
1811         }
1812         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1813         if (textureflags & TEXF_ALPHA)
1814         {
1815                 for (i = 3;i < width * height * 4;i += 4)
1816                         if (skindata[i] < 255)
1817                                 break;
1818                 if (i < width * height * 4)
1819                 {
1820                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1821                         memcpy(fogpixels, skindata, width * height * 4);
1822                         for (i = 0;i < width * height * 4;i += 4)
1823                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1824                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1825                         Mem_Free(fogpixels);
1826                 }
1827         }
1828
1829         return skinframe;
1830 }
1831
1832 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
1833 {
1834         int i;
1835         unsigned char *temp1, *temp2;
1836         skinframe_t *skinframe;
1837
1838         if (cls.state == ca_dedicated)
1839                 return NULL;
1840
1841         // if already loaded just return it, otherwise make a new skinframe
1842         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
1843         if (skinframe && skinframe->base)
1844                 return skinframe;
1845
1846         skinframe->stain = NULL;
1847         skinframe->merged = NULL;
1848         skinframe->base = r_texture_notexture;
1849         skinframe->pants = NULL;
1850         skinframe->shirt = NULL;
1851         skinframe->nmap = r_texture_blanknormalmap;
1852         skinframe->gloss = NULL;
1853         skinframe->glow = NULL;
1854         skinframe->fog = NULL;
1855
1856         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1857         if (!skindata)
1858                 return NULL;
1859
1860         if (r_shadow_bumpscale_basetexture.value > 0)
1861         {
1862                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1863                 temp2 = temp1 + width * height * 4;
1864                 // use either a custom palette or the quake palette
1865                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
1866                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1867                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1868                 Mem_Free(temp1);
1869         }
1870         // use either a custom palette, or the quake palette
1871         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
1872         if (loadglowtexture)
1873                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
1874         if (loadpantsandshirt)
1875         {
1876                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
1877                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
1878         }
1879         if (skinframe->pants || skinframe->shirt)
1880                 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
1881         if (textureflags & TEXF_ALPHA)
1882         {
1883                 for (i = 0;i < width * height;i++)
1884                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
1885                                 break;
1886                 if (i < width * height)
1887                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
1888         }
1889
1890         return skinframe;
1891 }
1892
1893 skinframe_t *R_SkinFrame_LoadMissing(void)
1894 {
1895         skinframe_t *skinframe;
1896
1897         if (cls.state == ca_dedicated)
1898                 return NULL;
1899
1900         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1901         skinframe->stain = NULL;
1902         skinframe->merged = NULL;
1903         skinframe->base = r_texture_notexture;
1904         skinframe->pants = NULL;
1905         skinframe->shirt = NULL;
1906         skinframe->nmap = r_texture_blanknormalmap;
1907         skinframe->gloss = NULL;
1908         skinframe->glow = NULL;
1909         skinframe->fog = NULL;
1910
1911         return skinframe;
1912 }
1913
1914 void gl_main_start(void)
1915 {
1916         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1917         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1918
1919         // set up r_skinframe loading system for textures
1920         memset(&r_skinframe, 0, sizeof(r_skinframe));
1921         r_skinframe.loadsequence = 1;
1922         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1923
1924         r_main_texturepool = R_AllocTexturePool();
1925         R_BuildBlankTextures();
1926         R_BuildNoTexture();
1927         if (gl_texturecubemap)
1928         {
1929                 R_BuildWhiteCube();
1930                 R_BuildNormalizationCube();
1931         }
1932         r_texture_fogattenuation = NULL;
1933         //r_texture_fogintensity = NULL;
1934         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1935         memset(&r_waterstate, 0, sizeof(r_waterstate));
1936         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1937         memset(&r_svbsp, 0, sizeof (r_svbsp));
1938
1939         r_refdef.fogmasktable_density = 0;
1940 }
1941
1942 void gl_main_shutdown(void)
1943 {
1944         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1945         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1946
1947         // clear out the r_skinframe state
1948         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1949         memset(&r_skinframe, 0, sizeof(r_skinframe));
1950
1951         if (r_svbsp.nodes)
1952                 Mem_Free(r_svbsp.nodes);
1953         memset(&r_svbsp, 0, sizeof (r_svbsp));
1954         R_FreeTexturePool(&r_main_texturepool);
1955         r_texture_blanknormalmap = NULL;
1956         r_texture_white = NULL;
1957         r_texture_grey128 = NULL;
1958         r_texture_black = NULL;
1959         r_texture_whitecube = NULL;
1960         r_texture_normalizationcube = NULL;
1961         r_texture_fogattenuation = NULL;
1962         //r_texture_fogintensity = NULL;
1963         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1964         memset(&r_waterstate, 0, sizeof(r_waterstate));
1965         R_GLSL_Restart_f();
1966 }
1967
1968 extern void CL_ParseEntityLump(char *entitystring);
1969 void gl_main_newmap(void)
1970 {
1971         // FIXME: move this code to client
1972         int l;
1973         char *entities, entname[MAX_QPATH];
1974         if (cl.worldmodel)
1975         {
1976                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1977                 l = (int)strlen(entname) - 4;
1978                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1979                 {
1980                         memcpy(entname + l, ".ent", 5);
1981                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1982                         {
1983                                 CL_ParseEntityLump(entities);
1984                                 Mem_Free(entities);
1985                                 return;
1986                         }
1987                 }
1988                 if (cl.worldmodel->brush.entities)
1989                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
1990         }
1991 }
1992
1993 void GL_Main_Init(void)
1994 {
1995         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1996
1997         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1998         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
1999         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2000         if (gamemode == GAME_NEHAHRA)
2001         {
2002                 Cvar_RegisterVariable (&gl_fogenable);
2003                 Cvar_RegisterVariable (&gl_fogdensity);
2004                 Cvar_RegisterVariable (&gl_fogred);
2005                 Cvar_RegisterVariable (&gl_foggreen);
2006                 Cvar_RegisterVariable (&gl_fogblue);
2007                 Cvar_RegisterVariable (&gl_fogstart);
2008                 Cvar_RegisterVariable (&gl_fogend);
2009                 Cvar_RegisterVariable (&gl_skyclip);
2010         }
2011         Cvar_RegisterVariable(&r_depthfirst);
2012         Cvar_RegisterVariable(&r_nearclip);
2013         Cvar_RegisterVariable(&r_showbboxes);
2014         Cvar_RegisterVariable(&r_showsurfaces);
2015         Cvar_RegisterVariable(&r_showtris);
2016         Cvar_RegisterVariable(&r_shownormals);
2017         Cvar_RegisterVariable(&r_showlighting);
2018         Cvar_RegisterVariable(&r_showshadowvolumes);
2019         Cvar_RegisterVariable(&r_showcollisionbrushes);
2020         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2021         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2022         Cvar_RegisterVariable(&r_showdisabledepthtest);
2023         Cvar_RegisterVariable(&r_drawportals);
2024         Cvar_RegisterVariable(&r_drawentities);
2025         Cvar_RegisterVariable(&r_cullentities_trace);
2026         Cvar_RegisterVariable(&r_cullentities_trace_samples);
2027         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2028         Cvar_RegisterVariable(&r_cullentities_trace_delay);
2029         Cvar_RegisterVariable(&r_drawviewmodel);
2030         Cvar_RegisterVariable(&r_speeds);
2031         Cvar_RegisterVariable(&r_fullbrights);
2032         Cvar_RegisterVariable(&r_wateralpha);
2033         Cvar_RegisterVariable(&r_dynamic);
2034         Cvar_RegisterVariable(&r_fullbright);
2035         Cvar_RegisterVariable(&r_shadows);
2036         Cvar_RegisterVariable(&r_shadows_throwdistance);
2037         Cvar_RegisterVariable(&r_q1bsp_skymasking);
2038         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2039         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2040         Cvar_RegisterVariable(&r_fog_exp2);
2041         Cvar_RegisterVariable(&r_textureunits);
2042         Cvar_RegisterVariable(&r_glsl);
2043         Cvar_RegisterVariable(&r_glsl_offsetmapping);
2044         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2045         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2046         Cvar_RegisterVariable(&r_glsl_deluxemapping);
2047         Cvar_RegisterVariable(&r_water);
2048         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2049         Cvar_RegisterVariable(&r_water_clippingplanebias);
2050         Cvar_RegisterVariable(&r_water_refractdistort);
2051         Cvar_RegisterVariable(&r_water_reflectdistort);
2052         Cvar_RegisterVariable(&r_lerpsprites);
2053         Cvar_RegisterVariable(&r_lerpmodels);
2054         Cvar_RegisterVariable(&r_lerplightstyles);
2055         Cvar_RegisterVariable(&r_waterscroll);
2056         Cvar_RegisterVariable(&r_bloom);
2057         Cvar_RegisterVariable(&r_bloom_colorscale);
2058         Cvar_RegisterVariable(&r_bloom_brighten);
2059         Cvar_RegisterVariable(&r_bloom_blur);
2060         Cvar_RegisterVariable(&r_bloom_resolution);
2061         Cvar_RegisterVariable(&r_bloom_colorexponent);
2062         Cvar_RegisterVariable(&r_bloom_colorsubtract);
2063         Cvar_RegisterVariable(&r_hdr);
2064         Cvar_RegisterVariable(&r_hdr_scenebrightness);
2065         Cvar_RegisterVariable(&r_glsl_contrastboost);
2066         Cvar_RegisterVariable(&r_hdr_glowintensity);
2067         Cvar_RegisterVariable(&r_hdr_range);
2068         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2069         Cvar_RegisterVariable(&developer_texturelogging);
2070         Cvar_RegisterVariable(&gl_lightmaps);
2071         Cvar_RegisterVariable(&r_test);
2072         Cvar_RegisterVariable(&r_batchmode);
2073         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2074                 Cvar_SetValue("r_fullbrights", 0);
2075         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2076
2077         Cvar_RegisterVariable(&r_track_sprites);
2078         Cvar_RegisterVariable(&r_track_sprites_flags);
2079         Cvar_RegisterVariable(&r_track_sprites_scalew);
2080         Cvar_RegisterVariable(&r_track_sprites_scaleh);
2081 }
2082
2083 extern void R_Textures_Init(void);
2084 extern void GL_Draw_Init(void);
2085 extern void GL_Main_Init(void);
2086 extern void R_Shadow_Init(void);
2087 extern void R_Sky_Init(void);
2088 extern void GL_Surf_Init(void);
2089 extern void R_Particles_Init(void);
2090 extern void R_Explosion_Init(void);
2091 extern void gl_backend_init(void);
2092 extern void Sbar_Init(void);
2093 extern void R_LightningBeams_Init(void);
2094 extern void Mod_RenderInit(void);
2095
2096 void Render_Init(void)
2097 {
2098         gl_backend_init();
2099         R_Textures_Init();
2100         GL_Main_Init();
2101         GL_Draw_Init();
2102         R_Shadow_Init();
2103         R_Sky_Init();
2104         GL_Surf_Init();
2105         Sbar_Init();
2106         R_Particles_Init();
2107         R_Explosion_Init();
2108         R_LightningBeams_Init();
2109         Mod_RenderInit();
2110 }
2111
2112 /*
2113 ===============
2114 GL_Init
2115 ===============
2116 */
2117 extern char *ENGINE_EXTENSIONS;
2118 void GL_Init (void)
2119 {
2120         VID_CheckExtensions();
2121
2122         // LordHavoc: report supported extensions
2123         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2124
2125         // clear to black (loading plaque will be seen over this)
2126         CHECKGLERROR
2127         qglClearColor(0,0,0,1);CHECKGLERROR
2128         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2129 }
2130
2131 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2132 {
2133         int i;
2134         mplane_t *p;
2135         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2136         {
2137                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2138                 if (i == 4)
2139                         continue;
2140                 p = r_refdef.view.frustum + i;
2141                 switch(p->signbits)
2142                 {
2143                 default:
2144                 case 0:
2145                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2146                                 return true;
2147                         break;
2148                 case 1:
2149                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2150                                 return true;
2151                         break;
2152                 case 2:
2153                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2154                                 return true;
2155                         break;
2156                 case 3:
2157                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2158                                 return true;
2159                         break;
2160                 case 4:
2161                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2162                                 return true;
2163                         break;
2164                 case 5:
2165                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2166                                 return true;
2167                         break;
2168                 case 6:
2169                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2170                                 return true;
2171                         break;
2172                 case 7:
2173                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2174                                 return true;
2175                         break;
2176                 }
2177         }
2178         return false;
2179 }
2180
2181 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2182 {
2183         int i;
2184         const mplane_t *p;
2185         for (i = 0;i < numplanes;i++)
2186         {
2187                 p = planes + i;
2188                 switch(p->signbits)
2189                 {
2190                 default:
2191                 case 0:
2192                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2193                                 return true;
2194                         break;
2195                 case 1:
2196                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2197                                 return true;
2198                         break;
2199                 case 2:
2200                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2201                                 return true;
2202                         break;
2203                 case 3:
2204                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2205                                 return true;
2206                         break;
2207                 case 4:
2208                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2209                                 return true;
2210                         break;
2211                 case 5:
2212                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2213                                 return true;
2214                         break;
2215                 case 6:
2216                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2217                                 return true;
2218                         break;
2219                 case 7:
2220                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2221                                 return true;
2222                         break;
2223                 }
2224         }
2225         return false;
2226 }
2227
2228 //==================================================================================
2229
2230 static void R_View_UpdateEntityVisible (void)
2231 {
2232         int i, renderimask;
2233         entity_render_t *ent;
2234
2235         if (!r_drawentities.integer)
2236                 return;
2237
2238         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2239         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2240         {
2241                 // worldmodel can check visibility
2242                 for (i = 0;i < r_refdef.scene.numentities;i++)
2243                 {
2244                         ent = r_refdef.scene.entities[i];
2245                         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));
2246
2247                 }
2248                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2249                 {
2250                         for (i = 0;i < r_refdef.scene.numentities;i++)
2251                         {
2252                                 ent = r_refdef.scene.entities[i];
2253                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2254                                 {
2255                                         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))
2256                                                 ent->last_trace_visibility = realtime;
2257                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2258                                                 r_refdef.viewcache.entityvisible[i] = 0;
2259                                 }
2260                         }
2261                 }
2262         }
2263         else
2264         {
2265                 // no worldmodel or it can't check visibility
2266                 for (i = 0;i < r_refdef.scene.numentities;i++)
2267                 {
2268                         ent = r_refdef.scene.entities[i];
2269                         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));
2270                 }
2271         }
2272 }
2273
2274 // only used if skyrendermasked, and normally returns false
2275 int R_DrawBrushModelsSky (void)
2276 {
2277         int i, sky;
2278         entity_render_t *ent;
2279
2280         if (!r_drawentities.integer)
2281                 return false;
2282
2283         sky = false;
2284         for (i = 0;i < r_refdef.scene.numentities;i++)
2285         {
2286                 if (!r_refdef.viewcache.entityvisible[i])
2287                         continue;
2288                 ent = r_refdef.scene.entities[i];
2289                 if (!ent->model || !ent->model->DrawSky)
2290                         continue;
2291                 ent->model->DrawSky(ent);
2292                 sky = true;
2293         }
2294         return sky;
2295 }
2296
2297 static void R_DrawNoModel(entity_render_t *ent);
2298 static void R_DrawModels(void)
2299 {
2300         int i;
2301         entity_render_t *ent;
2302
2303         if (!r_drawentities.integer)
2304                 return;
2305
2306         for (i = 0;i < r_refdef.scene.numentities;i++)
2307         {
2308                 if (!r_refdef.viewcache.entityvisible[i])
2309                         continue;
2310                 ent = r_refdef.scene.entities[i];
2311                 r_refdef.stats.entities++;
2312                 if (ent->model && ent->model->Draw != NULL)
2313                         ent->model->Draw(ent);
2314                 else
2315                         R_DrawNoModel(ent);
2316         }
2317 }
2318
2319 static void R_DrawModelsDepth(void)
2320 {
2321         int i;
2322         entity_render_t *ent;
2323
2324         if (!r_drawentities.integer)
2325                 return;
2326
2327         for (i = 0;i < r_refdef.scene.numentities;i++)
2328         {
2329                 if (!r_refdef.viewcache.entityvisible[i])
2330                         continue;
2331                 ent = r_refdef.scene.entities[i];
2332                 if (ent->model && ent->model->DrawDepth != NULL)
2333                         ent->model->DrawDepth(ent);
2334         }
2335 }
2336
2337 static void R_DrawModelsDebug(void)
2338 {
2339         int i;
2340         entity_render_t *ent;
2341
2342         if (!r_drawentities.integer)
2343                 return;
2344
2345         for (i = 0;i < r_refdef.scene.numentities;i++)
2346         {
2347                 if (!r_refdef.viewcache.entityvisible[i])
2348                         continue;
2349                 ent = r_refdef.scene.entities[i];
2350                 if (ent->model && ent->model->DrawDebug != NULL)
2351                         ent->model->DrawDebug(ent);
2352         }
2353 }
2354
2355 static void R_DrawModelsAddWaterPlanes(void)
2356 {
2357         int i;
2358         entity_render_t *ent;
2359
2360         if (!r_drawentities.integer)
2361                 return;
2362
2363         for (i = 0;i < r_refdef.scene.numentities;i++)
2364         {
2365                 if (!r_refdef.viewcache.entityvisible[i])
2366                         continue;
2367                 ent = r_refdef.scene.entities[i];
2368                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2369                         ent->model->DrawAddWaterPlanes(ent);
2370         }
2371 }
2372
2373 static void R_View_SetFrustum(void)
2374 {
2375         int i;
2376         double slopex, slopey;
2377
2378         // break apart the view matrix into vectors for various purposes
2379         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
2380         VectorNegate(r_refdef.view.left, r_refdef.view.right);
2381
2382 #if 0
2383         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2384         r_refdef.view.frustum[0].normal[1] = 0 - 0;
2385         r_refdef.view.frustum[0].normal[2] = -1 - 0;
2386         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2387         r_refdef.view.frustum[1].normal[1] = 0 + 0;
2388         r_refdef.view.frustum[1].normal[2] = -1 + 0;
2389         r_refdef.view.frustum[2].normal[0] = 0 - 0;
2390         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2391         r_refdef.view.frustum[2].normal[2] = -1 - 0;
2392         r_refdef.view.frustum[3].normal[0] = 0 + 0;
2393         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2394         r_refdef.view.frustum[3].normal[2] = -1 + 0;
2395 #endif
2396
2397 #if 0
2398         zNear = r_refdef.nearclip;
2399         nudge = 1.0 - 1.0 / (1<<23);
2400         r_refdef.view.frustum[4].normal[0] = 0 - 0;
2401         r_refdef.view.frustum[4].normal[1] = 0 - 0;
2402         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2403         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2404         r_refdef.view.frustum[5].normal[0] = 0 + 0;
2405         r_refdef.view.frustum[5].normal[1] = 0 + 0;
2406         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2407         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2408 #endif
2409
2410
2411
2412 #if 0
2413         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2414         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2415         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2416         r_refdef.view.frustum[0].dist = m[15] - m[12];
2417
2418         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2419         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2420         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2421         r_refdef.view.frustum[1].dist = m[15] + m[12];
2422
2423         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2424         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2425         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2426         r_refdef.view.frustum[2].dist = m[15] - m[13];
2427
2428         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2429         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2430         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2431         r_refdef.view.frustum[3].dist = m[15] + m[13];
2432
2433         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2434         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2435         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2436         r_refdef.view.frustum[4].dist = m[15] - m[14];
2437
2438         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2439         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2440         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2441         r_refdef.view.frustum[5].dist = m[15] + m[14];
2442 #endif
2443
2444         if (r_refdef.view.useperspective)
2445         {
2446                 slopex = 1.0 / r_refdef.view.frustum_x;
2447                 slopey = 1.0 / r_refdef.view.frustum_y;
2448                 VectorMA(r_refdef.view.forward, -slopex, r_refdef.view.left, r_refdef.view.frustum[0].normal);
2449                 VectorMA(r_refdef.view.forward,  slopex, r_refdef.view.left, r_refdef.view.frustum[1].normal);
2450                 VectorMA(r_refdef.view.forward, -slopey, r_refdef.view.up  , r_refdef.view.frustum[2].normal);
2451                 VectorMA(r_refdef.view.forward,  slopey, r_refdef.view.up  , r_refdef.view.frustum[3].normal);
2452                 VectorCopy(r_refdef.view.forward, r_refdef.view.frustum[4].normal);
2453
2454                 // Leaving those out was a mistake, those were in the old code, and they
2455                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2456                 // I couldn't reproduce it after adding those normalizations. --blub
2457                 VectorNormalize(r_refdef.view.frustum[0].normal);
2458                 VectorNormalize(r_refdef.view.frustum[1].normal);
2459                 VectorNormalize(r_refdef.view.frustum[2].normal);
2460                 VectorNormalize(r_refdef.view.frustum[3].normal);
2461
2462                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2463                 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]);
2464                 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]);
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[2]);
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[3]);
2467
2468                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2469                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2470                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2471                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2472                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2473         }
2474         else
2475         {
2476                 VectorScale(r_refdef.view.left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2477                 VectorScale(r_refdef.view.left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2478                 VectorScale(r_refdef.view.up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2479                 VectorScale(r_refdef.view.up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2480                 VectorCopy(r_refdef.view.forward, r_refdef.view.frustum[4].normal);
2481                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2482                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2483                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2484                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2485                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2486         }
2487         r_refdef.view.numfrustumplanes = 5;
2488
2489         if (r_refdef.view.useclipplane)
2490         {
2491                 r_refdef.view.numfrustumplanes = 6;
2492                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2493         }
2494
2495         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2496                 PlaneClassify(r_refdef.view.frustum + i);
2497
2498         // LordHavoc: note to all quake engine coders, Quake had a special case
2499         // for 90 degrees which assumed a square view (wrong), so I removed it,
2500         // Quake2 has it disabled as well.
2501
2502         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2503         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, r_refdef.view.up, r_refdef.view.forward, -(90 - r_refdef.fov_x / 2));
2504         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2505         //PlaneClassify(&frustum[0]);
2506
2507         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2508         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, r_refdef.view.up, r_refdef.view.forward, (90 - r_refdef.fov_x / 2));
2509         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2510         //PlaneClassify(&frustum[1]);
2511
2512         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2513         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, r_refdef.view.left, r_refdef.view.forward, -(90 - r_refdef.fov_y / 2));
2514         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2515         //PlaneClassify(&frustum[2]);
2516
2517         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2518         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, r_refdef.view.left, r_refdef.view.forward, (90 - r_refdef.fov_y / 2));
2519         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2520         //PlaneClassify(&frustum[3]);
2521
2522         // nearclip plane
2523         //VectorCopy(r_refdef.view.forward, r_refdef.view.frustum[4].normal);
2524         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2525         //PlaneClassify(&frustum[4]);
2526 }
2527
2528 void R_View_Update(void)
2529 {
2530         R_View_SetFrustum();
2531         R_View_WorldVisibility(r_refdef.view.useclipplane);
2532         R_View_UpdateEntityVisible();
2533 }
2534
2535 void R_SetupView(void)
2536 {
2537         if (!r_refdef.view.useperspective)
2538                 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);
2539         else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2540                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2541         else
2542                 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2543
2544         GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2545
2546         if (r_refdef.view.useclipplane)
2547         {
2548                 // LordHavoc: couldn't figure out how to make this approach the
2549                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2550                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2551                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2552                         dist = r_refdef.view.clipplane.dist;
2553                 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2554         }
2555 }
2556
2557 void R_ResetViewRendering2D(void)
2558 {
2559         if (gl_support_fragment_shader)
2560         {
2561                 qglUseProgramObjectARB(0);CHECKGLERROR
2562         }
2563
2564         DrawQ_Finish();
2565
2566         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2567         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2568         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2569         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2570         GL_Color(1, 1, 1, 1);
2571         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2572         GL_BlendFunc(GL_ONE, GL_ZERO);
2573         GL_AlphaTest(false);
2574         GL_ScissorTest(false);
2575         GL_DepthMask(false);
2576         GL_DepthRange(0, 1);
2577         GL_DepthTest(false);
2578         R_Mesh_Matrix(&identitymatrix);
2579         R_Mesh_ResetTextureState();
2580         GL_PolygonOffset(0, 0);
2581         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2582         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2583         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2584         qglStencilMask(~0);CHECKGLERROR
2585         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2586         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2587         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2588 }
2589
2590 void R_ResetViewRendering3D(void)
2591 {
2592         if (gl_support_fragment_shader)
2593         {
2594                 qglUseProgramObjectARB(0);CHECKGLERROR
2595         }
2596
2597         DrawQ_Finish();
2598
2599         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2600         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2601         R_SetupView();
2602         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2603         GL_Color(1, 1, 1, 1);
2604         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2605         GL_BlendFunc(GL_ONE, GL_ZERO);
2606         GL_AlphaTest(false);
2607         GL_ScissorTest(true);
2608         GL_DepthMask(true);
2609         GL_DepthRange(0, 1);
2610         GL_DepthTest(true);
2611         R_Mesh_Matrix(&identitymatrix);
2612         R_Mesh_ResetTextureState();
2613         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2614         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2615         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2616         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2617         qglStencilMask(~0);CHECKGLERROR
2618         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2619         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2620         GL_CullFace(r_refdef.view.cullface_back);
2621 }
2622
2623 /*
2624         R_Bloom_SetupShader(
2625 "// bloom shader\n"
2626 "// written by Forest 'LordHavoc' Hale\n"
2627 "\n"
2628 "// common definitions between vertex shader and fragment shader:\n"
2629 "\n"
2630 "#ifdef __GLSL_CG_DATA_TYPES\n"
2631 "#define myhalf half\n"
2632 "#define myhalf2 half2\n"
2633 "#define myhalf3 half3\n"
2634 "#define myhalf4 half4\n"
2635 "#else\n"
2636 "#define myhalf float\n"
2637 "#define myhalf2 vec2\n"
2638 "#define myhalf3 vec3\n"
2639 "#define myhalf4 vec4\n"
2640 "#endif\n"
2641 "\n"
2642 "varying vec2 ScreenTexCoord;\n"
2643 "varying vec2 BloomTexCoord;\n"
2644 "\n"
2645 "\n"
2646 "\n"
2647 "\n"
2648 "// vertex shader specific:\n"
2649 "#ifdef VERTEX_SHADER\n"
2650 "\n"
2651 "void main(void)\n"
2652 "{\n"
2653 "       ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2654 "       BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2655 "       // transform vertex to camera space, using ftransform to match non-VS\n"
2656 "       // rendering\n"
2657 "       gl_Position = ftransform();\n"
2658 "}\n"
2659 "\n"
2660 "#endif // VERTEX_SHADER\n"
2661 "\n"
2662 "\n"
2663 "\n"
2664 "\n"
2665 "// fragment shader specific:\n"
2666 "#ifdef FRAGMENT_SHADER\n"
2667 "\n"
2668 "void main(void)\n"
2669 "{\n"
2670 "       int x, y;
2671 "       myhalf3 color = myhalf3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2672 "       for (x = -BLUR_X;x <= BLUR_X;x++)
2673 "       color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2674 "       color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2675 "       color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2676 "       color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2677
2678 "       gl_FragColor = vec4(color);\n"
2679 "}\n"
2680 "\n"
2681 "#endif // FRAGMENT_SHADER\n"
2682 */
2683
2684 void R_RenderScene(qboolean addwaterplanes);
2685
2686 static void R_Water_StartFrame(void)
2687 {
2688         int i;
2689         int waterwidth, waterheight, texturewidth, textureheight;
2690         r_waterstate_waterplane_t *p;
2691
2692         // set waterwidth and waterheight to the water resolution that will be
2693         // used (often less than the screen resolution for faster rendering)
2694         waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2695         waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2696
2697         // calculate desired texture sizes
2698         // can't use water if the card does not support the texture size
2699         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2700                 texturewidth = textureheight = waterwidth = waterheight = 0;
2701         else if (gl_support_arb_texture_non_power_of_two)
2702         {
2703                 texturewidth = waterwidth;
2704                 textureheight = waterheight;
2705         }
2706         else
2707         {
2708                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
2709                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
2710         }
2711
2712         // allocate textures as needed
2713         if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2714         {
2715                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2716                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2717                 {
2718                         if (p->texture_refraction)
2719                                 R_FreeTexture(p->texture_refraction);
2720                         p->texture_refraction = NULL;
2721                         if (p->texture_reflection)
2722                                 R_FreeTexture(p->texture_reflection);
2723                         p->texture_reflection = NULL;
2724                 }
2725                 memset(&r_waterstate, 0, sizeof(r_waterstate));
2726                 r_waterstate.waterwidth = waterwidth;
2727                 r_waterstate.waterheight = waterheight;
2728                 r_waterstate.texturewidth = texturewidth;
2729                 r_waterstate.textureheight = textureheight;
2730         }
2731
2732         if (r_waterstate.waterwidth)
2733         {
2734                 r_waterstate.enabled = true;
2735
2736                 // set up variables that will be used in shader setup
2737                 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2738                 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2739                 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2740                 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2741         }
2742
2743         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2744         r_waterstate.numwaterplanes = 0;
2745 }
2746
2747 static void R_Water_AddWaterPlane(msurface_t *surface)
2748 {
2749         int triangleindex, planeindex;
2750         const int *e;
2751         vec3_t vert[3];
2752         vec3_t normal;
2753         vec3_t center;
2754         r_waterstate_waterplane_t *p;
2755         // just use the first triangle with a valid normal for any decisions
2756         VectorClear(normal);
2757         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2758         {
2759                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2760                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2761                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2762                 TriangleNormal(vert[0], vert[1], vert[2], normal);
2763                 if (VectorLength2(normal) >= 0.001)
2764                         break;
2765         }
2766
2767         // find a matching plane if there is one
2768         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2769                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2770                         break;
2771         if (planeindex >= r_waterstate.maxwaterplanes)
2772                 return; // nothing we can do, out of planes
2773
2774         // if this triangle does not fit any known plane rendered this frame, add one
2775         if (planeindex >= r_waterstate.numwaterplanes)
2776         {
2777                 // store the new plane
2778                 r_waterstate.numwaterplanes++;
2779                 VectorCopy(normal, p->plane.normal);
2780                 VectorNormalize(p->plane.normal);
2781                 p->plane.dist = DotProduct(vert[0], p->plane.normal);
2782                 PlaneClassify(&p->plane);
2783                 // flip the plane if it does not face the viewer
2784                 if (PlaneDiff(r_refdef.view.origin, &p->plane) < 0)
2785                 {
2786                         VectorNegate(p->plane.normal, p->plane.normal);
2787                         p->plane.dist *= -1;
2788                         PlaneClassify(&p->plane);
2789                 }
2790                 // clear materialflags and pvs
2791                 p->materialflags = 0;
2792                 p->pvsvalid = false;
2793         }
2794         // merge this surface's materialflags into the waterplane
2795         p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2796         // merge this surface's PVS into the waterplane
2797         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2798         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
2799          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
2800         {
2801                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2802                 p->pvsvalid = true;
2803         }
2804 }
2805
2806 static void R_Water_ProcessPlanes(void)
2807 {
2808         r_refdef_view_t originalview;
2809         int planeindex;
2810         r_waterstate_waterplane_t *p;
2811
2812         originalview = r_refdef.view;
2813
2814         // make sure enough textures are allocated
2815         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2816         {
2817                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2818                 {
2819                         if (!p->texture_refraction)
2820                                 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);
2821                         if (!p->texture_refraction)
2822                                 goto error;
2823                 }
2824
2825                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2826                 {
2827                         if (!p->texture_reflection)
2828                                 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);
2829                         if (!p->texture_reflection)
2830                                 goto error;
2831                 }
2832         }
2833
2834         // render views
2835         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2836         {
2837                 r_refdef.view.showdebug = false;
2838                 r_refdef.view.width = r_waterstate.waterwidth;
2839                 r_refdef.view.height = r_waterstate.waterheight;
2840                 r_refdef.view.useclipplane = true;
2841                 r_waterstate.renderingscene = true;
2842
2843                 // render the normal view scene and copy into texture
2844                 // (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)
2845                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2846                 {
2847                         r_refdef.view.clipplane = p->plane;
2848                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
2849                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
2850                         PlaneClassify(&r_refdef.view.clipplane);
2851
2852                         R_RenderScene(false);
2853
2854                         // copy view into the screen texture
2855                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
2856                         GL_ActiveTexture(0);
2857                         CHECKGLERROR
2858                         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
2859                 }
2860
2861                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2862                 {
2863                         // render reflected scene and copy into texture
2864                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
2865                         r_refdef.view.clipplane = p->plane;
2866                         // reverse the cullface settings for this render
2867                         r_refdef.view.cullface_front = GL_FRONT;
2868                         r_refdef.view.cullface_back = GL_BACK;
2869                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
2870                         {
2871                                 r_refdef.view.usecustompvs = true;
2872                                 if (p->pvsvalid)
2873                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
2874                                 else
2875                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
2876                         }
2877
2878                         R_ResetViewRendering3D();
2879                         R_ClearScreen(r_refdef.fogenabled);
2880                         if (r_timereport_active)
2881                                 R_TimeReport("viewclear");
2882
2883                         R_RenderScene(false);
2884
2885                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
2886                         GL_ActiveTexture(0);
2887                         CHECKGLERROR
2888                         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
2889
2890                         R_ResetViewRendering3D();
2891                         R_ClearScreen(r_refdef.fogenabled);
2892                         if (r_timereport_active)
2893                                 R_TimeReport("viewclear");
2894                 }
2895
2896                 r_refdef.view = originalview;
2897                 r_refdef.view.clear = true;
2898                 r_waterstate.renderingscene = false;
2899         }
2900         return;
2901 error:
2902         r_refdef.view = originalview;
2903         r_waterstate.renderingscene = false;
2904         Cvar_SetValueQuick(&r_water, 0);
2905         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
2906         return;
2907 }
2908
2909 void R_Bloom_StartFrame(void)
2910 {
2911         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2912
2913         // set bloomwidth and bloomheight to the bloom resolution that will be
2914         // used (often less than the screen resolution for faster rendering)
2915         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
2916         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
2917         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
2918
2919         // calculate desired texture sizes
2920         if (gl_support_arb_texture_non_power_of_two)
2921         {
2922                 screentexturewidth = r_refdef.view.width;
2923                 screentextureheight = r_refdef.view.height;
2924                 bloomtexturewidth = r_bloomstate.bloomwidth;
2925                 bloomtextureheight = r_bloomstate.bloomheight;
2926         }
2927         else
2928         {
2929                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
2930                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
2931                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
2932                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
2933         }
2934
2935         if (r_hdr.integer)
2936         {
2937                 screentexturewidth = screentextureheight = 0;
2938         }
2939         else if (r_bloom.integer)
2940         {
2941         }
2942         else
2943         {
2944                 screentexturewidth = screentextureheight = 0;
2945                 bloomtexturewidth = bloomtextureheight = 0;
2946         }
2947
2948         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)
2949         {
2950                 // can't use bloom if the parameters are too weird
2951                 // can't use bloom if the card does not support the texture size
2952                 if (r_bloomstate.texture_screen)
2953                         R_FreeTexture(r_bloomstate.texture_screen);
2954                 if (r_bloomstate.texture_bloom)
2955                         R_FreeTexture(r_bloomstate.texture_bloom);
2956                 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2957                 return;
2958         }
2959
2960         r_bloomstate.enabled = true;
2961         r_bloomstate.hdr = r_hdr.integer != 0;
2962
2963         // allocate textures as needed
2964         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2965         {
2966                 if (r_bloomstate.texture_screen)
2967                         R_FreeTexture(r_bloomstate.texture_screen);
2968                 r_bloomstate.texture_screen = NULL;
2969                 r_bloomstate.screentexturewidth = screentexturewidth;
2970                 r_bloomstate.screentextureheight = screentextureheight;
2971                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2972                         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);
2973         }
2974         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2975         {
2976                 if (r_bloomstate.texture_bloom)
2977                         R_FreeTexture(r_bloomstate.texture_bloom);
2978                 r_bloomstate.texture_bloom = NULL;
2979                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2980                 r_bloomstate.bloomtextureheight = bloomtextureheight;
2981                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2982                         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);
2983         }
2984
2985         // set up a texcoord array for the full resolution screen image
2986         // (we have to keep this around to copy back during final render)
2987         r_bloomstate.screentexcoord2f[0] = 0;
2988         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
2989         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
2990         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
2991         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
2992         r_bloomstate.screentexcoord2f[5] = 0;
2993         r_bloomstate.screentexcoord2f[6] = 0;
2994         r_bloomstate.screentexcoord2f[7] = 0;
2995
2996         // set up a texcoord array for the reduced resolution bloom image
2997         // (which will be additive blended over the screen image)
2998         r_bloomstate.bloomtexcoord2f[0] = 0;
2999         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3000         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3001         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3002         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3003         r_bloomstate.bloomtexcoord2f[5] = 0;
3004         r_bloomstate.bloomtexcoord2f[6] = 0;
3005         r_bloomstate.bloomtexcoord2f[7] = 0;
3006 }
3007
3008 void R_Bloom_CopyScreenTexture(float colorscale)
3009 {
3010         r_refdef.stats.bloom++;
3011
3012         R_ResetViewRendering2D();
3013         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3014         R_Mesh_ColorPointer(NULL, 0, 0);
3015         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3016         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3017
3018         // copy view into the screen texture
3019         GL_ActiveTexture(0);
3020         CHECKGLERROR
3021         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
3022         r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3023
3024         // now scale it down to the bloom texture size
3025         CHECKGLERROR
3026         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3027         GL_BlendFunc(GL_ONE, GL_ZERO);
3028         GL_Color(colorscale, colorscale, colorscale, 1);
3029         // TODO: optimize with multitexture or GLSL
3030         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3031         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3032
3033         // we now have a bloom image in the framebuffer
3034         // copy it into the bloom image texture for later processing
3035         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3036         GL_ActiveTexture(0);
3037         CHECKGLERROR
3038         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
3039         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3040 }
3041
3042 void R_Bloom_CopyHDRTexture(void)
3043 {
3044         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3045         GL_ActiveTexture(0);
3046         CHECKGLERROR
3047         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
3048         r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3049 }
3050
3051 void R_Bloom_MakeTexture(void)
3052 {
3053         int x, range, dir;
3054         float xoffset, yoffset, r, brighten;
3055
3056         r_refdef.stats.bloom++;
3057
3058         R_ResetViewRendering2D();
3059         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3060         R_Mesh_ColorPointer(NULL, 0, 0);
3061
3062         // we have a bloom image in the framebuffer
3063         CHECKGLERROR
3064         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3065
3066         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3067         {
3068                 x *= 2;
3069                 r = bound(0, r_bloom_colorexponent.value / x, 1);
3070                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3071                 GL_Color(r, r, r, 1);
3072                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3073                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3074                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3075                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3076
3077                 // copy the vertically blurred bloom view to a texture
3078                 GL_ActiveTexture(0);
3079                 CHECKGLERROR
3080                 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
3081                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3082         }
3083
3084         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3085         brighten = r_bloom_brighten.value;
3086         if (r_hdr.integer)
3087                 brighten *= r_hdr_range.value;
3088         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3089         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3090
3091         for (dir = 0;dir < 2;dir++)
3092         {
3093                 // blend on at multiple vertical offsets to achieve a vertical blur
3094                 // TODO: do offset blends using GLSL
3095                 GL_BlendFunc(GL_ONE, GL_ZERO);
3096                 for (x = -range;x <= range;x++)
3097                 {
3098                         if (!dir){xoffset = 0;yoffset = x;}
3099                         else {xoffset = x;yoffset = 0;}
3100                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
3101                         yoffset /= (float)r_bloomstate.bloomtextureheight;
3102                         // compute a texcoord array with the specified x and y offset
3103                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3104                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3105                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3106                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3107                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3108                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3109                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3110                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3111                         // this r value looks like a 'dot' particle, fading sharply to
3112                         // black at the edges
3113                         // (probably not realistic but looks good enough)
3114                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3115                         //r = (dir ? 1.0f : brighten)/(range*2+1);
3116                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3117                         GL_Color(r, r, r, 1);
3118                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3119                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3120                         GL_BlendFunc(GL_ONE, GL_ONE);
3121                 }
3122
3123                 // copy the vertically blurred bloom view to a texture
3124                 GL_ActiveTexture(0);
3125                 CHECKGLERROR
3126                 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
3127                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3128         }
3129
3130         // apply subtract last
3131         // (just like it would be in a GLSL shader)
3132         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3133         {
3134                 GL_BlendFunc(GL_ONE, GL_ZERO);
3135                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3136                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3137                 GL_Color(1, 1, 1, 1);
3138                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3139                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3140
3141                 GL_BlendFunc(GL_ONE, GL_ONE);
3142                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3143                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3144                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3145                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3146                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3147                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3148                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3149
3150                 // copy the darkened bloom view to a texture
3151                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3152                 GL_ActiveTexture(0);
3153                 CHECKGLERROR
3154                 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
3155                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3156         }
3157 }
3158
3159 void R_HDR_RenderBloomTexture(void)
3160 {
3161         int oldwidth, oldheight;
3162         float oldcolorscale;
3163
3164         oldcolorscale = r_refdef.view.colorscale;
3165         oldwidth = r_refdef.view.width;
3166         oldheight = r_refdef.view.height;
3167         r_refdef.view.width = r_bloomstate.bloomwidth;
3168         r_refdef.view.height = r_bloomstate.bloomheight;
3169
3170         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
3171         // TODO: add exposure compensation features
3172         // TODO: add fp16 framebuffer support
3173
3174         r_refdef.view.showdebug = false;
3175         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3176
3177         R_ClearScreen(r_refdef.fogenabled);
3178         if (r_timereport_active)
3179                 R_TimeReport("HDRclear");
3180
3181         r_waterstate.numwaterplanes = 0;
3182         R_RenderScene(r_waterstate.enabled);
3183         r_refdef.view.showdebug = true;
3184
3185         R_ResetViewRendering2D();
3186
3187         R_Bloom_CopyHDRTexture();
3188         R_Bloom_MakeTexture();
3189
3190         // restore the view settings
3191         r_refdef.view.width = oldwidth;
3192         r_refdef.view.height = oldheight;
3193         r_refdef.view.colorscale = oldcolorscale;
3194
3195         R_ResetViewRendering3D();
3196
3197         R_ClearScreen(r_refdef.fogenabled);
3198         if (r_timereport_active)
3199                 R_TimeReport("viewclear");
3200 }
3201
3202 static void R_BlendView(void)
3203 {
3204         if (r_bloomstate.enabled && r_bloomstate.hdr)
3205         {
3206                 // render high dynamic range bloom effect
3207                 // the bloom texture was made earlier this render, so we just need to
3208                 // blend it onto the screen...
3209                 R_ResetViewRendering2D();
3210                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3211                 R_Mesh_ColorPointer(NULL, 0, 0);
3212                 GL_Color(1, 1, 1, 1);
3213                 GL_BlendFunc(GL_ONE, GL_ONE);
3214                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3215                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3216                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3217                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3218         }
3219         else if (r_bloomstate.enabled)
3220         {
3221                 // render simple bloom effect
3222                 // copy the screen and shrink it and darken it for the bloom process
3223                 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
3224                 // make the bloom texture
3225                 R_Bloom_MakeTexture();
3226                 // put the original screen image back in place and blend the bloom
3227                 // texture on it
3228                 R_ResetViewRendering2D();
3229                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3230                 R_Mesh_ColorPointer(NULL, 0, 0);
3231                 GL_Color(1, 1, 1, 1);
3232                 GL_BlendFunc(GL_ONE, GL_ZERO);
3233                 // do both in one pass if possible
3234                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3235                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3236                 if (r_textureunits.integer >= 2 && gl_combine.integer)
3237                 {
3238                         R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
3239                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3240                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3241                 }
3242                 else
3243                 {
3244                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3245                         r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3246                         // now blend on the bloom texture
3247                         GL_BlendFunc(GL_ONE, GL_ONE);
3248                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3249                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3250                 }
3251                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3252                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3253         }
3254         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3255         {
3256                 // apply a color tint to the whole view
3257                 R_ResetViewRendering2D();
3258                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3259                 R_Mesh_ColorPointer(NULL, 0, 0);
3260                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3261                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3262                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3263         }
3264 }
3265
3266 void R_RenderScene(qboolean addwaterplanes);
3267
3268 matrix4x4_t r_waterscrollmatrix;
3269
3270 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3271 {
3272         if (r_refdef.fog_density)
3273         {
3274                 r_refdef.fogcolor[0] = r_refdef.fog_red;
3275                 r_refdef.fogcolor[1] = r_refdef.fog_green;
3276                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3277
3278                 {
3279                         vec3_t fogvec;
3280                         VectorCopy(r_refdef.fogcolor, fogvec);
3281                         if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3282                         {
3283                                 //   color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3284                                 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3285                                 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3286                                 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3287                         }
3288                         //   color.rgb *= ContrastBoost * SceneBrightness;
3289                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3290                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3291                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3292                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3293                 }
3294         }
3295 }
3296
3297 void R_UpdateVariables(void)
3298 {
3299         R_Textures_Frame();
3300
3301         r_refdef.farclip = 4096;
3302         if (r_refdef.scene.worldmodel)
3303                 r_refdef.farclip += VectorDistance(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3304         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3305
3306         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3307                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3308         r_refdef.polygonfactor = 0;
3309         r_refdef.polygonoffset = 0;
3310         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3311         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3312
3313         r_refdef.rtworld = r_shadow_realtime_world.integer;
3314         r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3315         r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3316         r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3317         r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3318         if (r_showsurfaces.integer)
3319         {
3320                 r_refdef.rtworld = false;
3321                 r_refdef.rtworldshadows = false;
3322                 r_refdef.rtdlight = false;
3323                 r_refdef.rtdlightshadows = false;
3324                 r_refdef.lightmapintensity = 0;
3325         }
3326
3327         if (gamemode == GAME_NEHAHRA)
3328         {
3329                 if (gl_fogenable.integer)
3330                 {
3331                         r_refdef.oldgl_fogenable = true;
3332                         r_refdef.fog_density = gl_fogdensity.value;
3333                         r_refdef.fog_red = gl_fogred.value;
3334                         r_refdef.fog_green = gl_foggreen.value;
3335                         r_refdef.fog_blue = gl_fogblue.value;
3336                         r_refdef.fog_alpha = 1;
3337                         r_refdef.fog_start = 0;
3338                         r_refdef.fog_end = gl_skyclip.value;
3339                 }
3340                 else if (r_refdef.oldgl_fogenable)
3341                 {
3342                         r_refdef.oldgl_fogenable = false;
3343                         r_refdef.fog_density = 0;
3344                         r_refdef.fog_red = 0;
3345                         r_refdef.fog_green = 0;
3346                         r_refdef.fog_blue = 0;
3347                         r_refdef.fog_alpha = 0;
3348                         r_refdef.fog_start = 0;
3349                         r_refdef.fog_end = 0;
3350                 }
3351         }
3352
3353         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3354         r_refdef.fog_start = max(0, r_refdef.fog_start);
3355         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3356
3357         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3358
3359         if (r_refdef.fog_density)
3360         {
3361                 r_refdef.fogenabled = true;
3362                 // this is the point where the fog reaches 0.9986 alpha, which we
3363                 // consider a good enough cutoff point for the texture
3364                 // (0.9986 * 256 == 255.6)
3365                 if (r_fog_exp2.integer)
3366                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3367                 else
3368                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3369                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3370                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3371                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3372                 // fog color was already set
3373                 // update the fog texture
3374                 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)
3375                         R_BuildFogTexture();
3376         }
3377         else
3378                 r_refdef.fogenabled = false;
3379 }
3380
3381 /*
3382 ================
3383 R_RenderView
3384 ================
3385 */
3386 void R_RenderView(void)
3387 {
3388         if (!r_refdef.scene.entities/* || !r_refdef.scene.worldmodel*/)
3389                 return; //Host_Error ("R_RenderView: NULL worldmodel");
3390
3391         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3392
3393         R_Shadow_UpdateWorldLightSelection();
3394
3395         R_Bloom_StartFrame();
3396         R_Water_StartFrame();
3397
3398         CHECKGLERROR
3399         if (r_timereport_active)
3400                 R_TimeReport("viewsetup");
3401
3402         R_ResetViewRendering3D();
3403
3404         if (r_refdef.view.clear || r_refdef.fogenabled)
3405         {
3406                 R_ClearScreen(r_refdef.fogenabled);
3407                 if (r_timereport_active)
3408                         R_TimeReport("viewclear");
3409         }
3410         r_refdef.view.clear = true;
3411
3412         r_refdef.view.showdebug = true;
3413
3414         // this produces a bloom texture to be used in R_BlendView() later
3415         if (r_hdr.integer)
3416                 R_HDR_RenderBloomTexture();
3417
3418         r_waterstate.numwaterplanes = 0;
3419         R_RenderScene(r_waterstate.enabled);
3420
3421         R_BlendView();
3422         if (r_timereport_active)
3423                 R_TimeReport("blendview");
3424
3425         GL_Scissor(0, 0, vid.width, vid.height);
3426         GL_ScissorTest(false);
3427         CHECKGLERROR
3428 }
3429
3430 extern void R_DrawLightningBeams (void);
3431 extern void VM_CL_AddPolygonsToMeshQueue (void);
3432 extern void R_DrawPortals (void);
3433 extern cvar_t cl_locs_show;
3434 static void R_DrawLocs(void);
3435 static void R_DrawEntityBBoxes(void);
3436 void R_RenderScene(qboolean addwaterplanes)
3437 {
3438         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3439         R_UpdateFogColor();
3440
3441         if (addwaterplanes)
3442         {
3443                 R_ResetViewRendering3D();
3444
3445                 R_View_Update();
3446                 if (r_timereport_active)
3447                         R_TimeReport("watervis");
3448
3449                 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3450                 {
3451                         r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3452                         if (r_timereport_active)
3453                                 R_TimeReport("waterworld");
3454                 }
3455
3456                 // don't let sound skip if going slow
3457                 if (r_refdef.scene.extraupdate)
3458                         S_ExtraUpdate ();
3459
3460                 R_DrawModelsAddWaterPlanes();
3461                 if (r_timereport_active)
3462                         R_TimeReport("watermodels");
3463
3464                 R_Water_ProcessPlanes();
3465                 if (r_timereport_active)
3466                         R_TimeReport("waterscenes");
3467         }
3468
3469         R_ResetViewRendering3D();
3470
3471         // don't let sound skip if going slow
3472         if (r_refdef.scene.extraupdate)
3473                 S_ExtraUpdate ();
3474
3475         R_MeshQueue_BeginScene();
3476
3477         R_SkyStartFrame();
3478
3479         R_View_Update();
3480         if (r_timereport_active)
3481                 R_TimeReport("visibility");
3482
3483         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);
3484
3485         if (cl.csqc_vidvars.drawworld)
3486         {
3487                 // don't let sound skip if going slow
3488                 if (r_refdef.scene.extraupdate)
3489                         S_ExtraUpdate ();
3490
3491                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3492                 {
3493                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3494                         if (r_timereport_active)
3495                                 R_TimeReport("worldsky");
3496                 }
3497
3498                 if (R_DrawBrushModelsSky() && r_timereport_active)
3499                         R_TimeReport("bmodelsky");
3500         }
3501
3502         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3503         {
3504                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3505                 if (r_timereport_active)
3506                         R_TimeReport("worlddepth");
3507         }
3508         if (r_depthfirst.integer >= 2)
3509         {
3510                 R_DrawModelsDepth();
3511                 if (r_timereport_active)
3512                         R_TimeReport("modeldepth");
3513         }
3514
3515         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3516         {
3517                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3518                 if (r_timereport_active)
3519                         R_TimeReport("world");
3520         }
3521
3522         // don't let sound skip if going slow
3523         if (r_refdef.scene.extraupdate)
3524                 S_ExtraUpdate ();
3525
3526         R_DrawModels();
3527         if (r_timereport_active)
3528                 R_TimeReport("models");
3529
3530         // don't let sound skip if going slow
3531         if (r_refdef.scene.extraupdate)
3532                 S_ExtraUpdate ();
3533
3534         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3535         {
3536                 R_DrawModelShadows();
3537
3538                 R_ResetViewRendering3D();
3539
3540                 // don't let sound skip if going slow
3541                 if (r_refdef.scene.extraupdate)
3542                         S_ExtraUpdate ();
3543         }
3544
3545         R_ShadowVolumeLighting(false);
3546         if (r_timereport_active)
3547                 R_TimeReport("rtlights");
3548
3549         // don't let sound skip if going slow
3550         if (r_refdef.scene.extraupdate)
3551                 S_ExtraUpdate ();
3552
3553         if (cl.csqc_vidvars.drawworld)
3554         {
3555                 R_DrawLightningBeams();
3556                 if (r_timereport_active)
3557                         R_TimeReport("lightning");
3558
3559                 R_DrawDecals();
3560                 if (r_timereport_active)
3561                         R_TimeReport("decals");
3562
3563                 R_DrawParticles();
3564                 if (r_timereport_active)
3565                         R_TimeReport("particles");
3566
3567                 R_DrawExplosions();
3568                 if (r_timereport_active)
3569                         R_TimeReport("explosions");
3570         }
3571
3572         if (gl_support_fragment_shader)
3573         {
3574                 qglUseProgramObjectARB(0);CHECKGLERROR
3575         }
3576         VM_CL_AddPolygonsToMeshQueue();
3577
3578         if (r_refdef.view.showdebug)
3579         {
3580                 if (cl_locs_show.integer)
3581                 {
3582                         R_DrawLocs();
3583                         if (r_timereport_active)
3584                                 R_TimeReport("showlocs");
3585                 }
3586
3587                 if (r_drawportals.integer)
3588                 {
3589                         R_DrawPortals();
3590                         if (r_timereport_active)
3591                                 R_TimeReport("portals");
3592                 }
3593
3594                 if (r_showbboxes.value > 0)
3595                 {
3596                         R_DrawEntityBBoxes();
3597                         if (r_timereport_active)
3598                                 R_TimeReport("bboxes");
3599                 }
3600         }
3601
3602         if (gl_support_fragment_shader)
3603         {
3604                 qglUseProgramObjectARB(0);CHECKGLERROR
3605         }
3606         R_MeshQueue_RenderTransparent();
3607         if (r_timereport_active)
3608                 R_TimeReport("drawtrans");
3609
3610         if (gl_support_fragment_shader)
3611         {
3612                 qglUseProgramObjectARB(0);CHECKGLERROR
3613         }
3614
3615         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))
3616         {
3617                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
3618                 if (r_timereport_active)
3619                         R_TimeReport("worlddebug");
3620                 R_DrawModelsDebug();
3621                 if (r_timereport_active)
3622                         R_TimeReport("modeldebug");
3623         }
3624
3625         if (gl_support_fragment_shader)
3626         {
3627                 qglUseProgramObjectARB(0);CHECKGLERROR
3628         }
3629
3630         if (cl.csqc_vidvars.drawworld)
3631         {
3632                 R_DrawCoronas();
3633                 if (r_timereport_active)
3634                         R_TimeReport("coronas");
3635         }
3636
3637         // don't let sound skip if going slow
3638         if (r_refdef.scene.extraupdate)
3639                 S_ExtraUpdate ();
3640
3641         R_ResetViewRendering2D();
3642 }
3643
3644 static const int bboxelements[36] =
3645 {
3646         5, 1, 3, 5, 3, 7,
3647         6, 2, 0, 6, 0, 4,
3648         7, 3, 2, 7, 2, 6,
3649         4, 0, 1, 4, 1, 5,
3650         4, 5, 7, 4, 7, 6,
3651         1, 0, 2, 1, 2, 3,
3652 };
3653
3654 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3655 {
3656         int i;
3657         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3658         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3659         GL_DepthMask(false);
3660         GL_DepthRange(0, 1);
3661         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3662         R_Mesh_Matrix(&identitymatrix);
3663         R_Mesh_ResetTextureState();
3664
3665         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3666         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3667         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3668         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3669         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3670         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3671         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3672         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3673         R_FillColors(color4f, 8, cr, cg, cb, ca);
3674         if (r_refdef.fogenabled)
3675         {
3676                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3677                 {
3678                         f1 = FogPoint_World(v);
3679                         f2 = 1 - f1;
3680                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3681                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3682                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3683                 }
3684         }
3685         R_Mesh_VertexPointer(vertex3f, 0, 0);
3686         R_Mesh_ColorPointer(color4f, 0, 0);
3687         R_Mesh_ResetTextureState();
3688         R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3689 }
3690
3691 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3692 {
3693         int i;
3694         float color[4];
3695         prvm_edict_t *edict;
3696         // this function draws bounding boxes of server entities
3697         if (!sv.active)
3698                 return;
3699         SV_VM_Begin();
3700         for (i = 0;i < numsurfaces;i++)
3701         {
3702                 edict = PRVM_EDICT_NUM(surfacelist[i]);
3703                 switch ((int)edict->fields.server->solid)
3704                 {
3705                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
3706                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
3707                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
3708                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
3709                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
3710                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
3711                 }
3712                 color[3] *= r_showbboxes.value;
3713                 color[3] = bound(0, color[3], 1);
3714                 GL_DepthTest(!r_showdisabledepthtest.integer);
3715                 GL_CullFace(r_refdef.view.cullface_front);
3716                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
3717         }
3718         SV_VM_End();
3719 }
3720
3721 static void R_DrawEntityBBoxes(void)
3722 {
3723         int i;
3724         prvm_edict_t *edict;
3725         vec3_t center;
3726         // this function draws bounding boxes of server entities
3727         if (!sv.active)
3728                 return;
3729         SV_VM_Begin();
3730         for (i = 0;i < prog->num_edicts;i++)
3731         {
3732                 edict = PRVM_EDICT_NUM(i);
3733                 if (edict->priv.server->free)
3734                         continue;
3735                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
3736                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
3737         }
3738         SV_VM_End();
3739 }
3740
3741 int nomodelelements[24] =
3742 {
3743         5, 2, 0,
3744         5, 1, 2,
3745         5, 0, 3,
3746         5, 3, 1,
3747         0, 2, 4,
3748         2, 1, 4,
3749         3, 0, 4,
3750         1, 3, 4
3751 };
3752
3753 float nomodelvertex3f[6*3] =
3754 {
3755         -16,   0,   0,
3756          16,   0,   0,
3757           0, -16,   0,
3758           0,  16,   0,
3759           0,   0, -16,
3760           0,   0,  16
3761 };
3762
3763 float nomodelcolor4f[6*4] =
3764 {
3765         0.0f, 0.0f, 0.5f, 1.0f,
3766         0.0f, 0.0f, 0.5f, 1.0f,
3767         0.0f, 0.5f, 0.0f, 1.0f,
3768         0.0f, 0.5f, 0.0f, 1.0f,
3769         0.5f, 0.0f, 0.0f, 1.0f,
3770         0.5f, 0.0f, 0.0f, 1.0f
3771 };