]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
CSQC fixes (less broken, still not spec compliant)
[xonotic/darkplaces.git] / gl_rmain.c
index a566a73fd916edbb110ed75f0b362d6bdc59ec52..8022dcc835d30e37e1af4bf642a5625eea04d5fa 100644 (file)
@@ -334,6 +334,18 @@ static const char *builtinshaderstring =
 "\n"
 "// common definitions between vertex shader and fragment shader:\n"
 "\n"
+"#ifdef __GLSL_CG_DATA_TYPES\n"
+"#define myhalf half\n"
+"#define myhvec2 hvec2\n"
+"#define myhvec3 hvec3\n"
+"#define myhvec4 hvec4\n"
+"#else\n"
+"#define myhalf float\n"
+"#define myhvec2 vec2\n"
+"#define myhvec3 vec3\n"
+"#define myhvec4 vec4\n"
+"#endif\n"
+"\n"
 "varying vec2 TexCoord;\n"
 "varying vec2 TexCoordLightmap;\n"
 "\n"
@@ -428,25 +440,25 @@ static const char *builtinshaderstring =
 "uniform sampler2D Texture_Deluxemap;\n"
 "uniform sampler2D Texture_Glow;\n"
 "\n"
-"uniform vec3 LightColor;\n"
-"uniform vec3 AmbientColor;\n"
-"uniform vec3 DiffuseColor;\n"
-"uniform vec3 SpecularColor;\n"
-"uniform vec3 Color_Pants;\n"
-"uniform vec3 Color_Shirt;\n"
-"uniform vec3 FogColor;\n"
+"uniform myhvec3 LightColor;\n"
+"uniform myhvec3 AmbientColor;\n"
+"uniform myhvec3 DiffuseColor;\n"
+"uniform myhvec3 SpecularColor;\n"
+"uniform myhvec3 Color_Pants;\n"
+"uniform myhvec3 Color_Shirt;\n"
+"uniform myhvec3 FogColor;\n"
 "\n"
-"uniform float GlowScale;\n"
-"uniform float SceneBrightness;\n"
+"uniform myhalf GlowScale;\n"
+"uniform myhalf SceneBrightness;\n"
 "\n"
 "uniform float OffsetMapping_Scale;\n"
 "uniform float OffsetMapping_Bias;\n"
 "uniform float FogRangeRecip;\n"
 "\n"
-"uniform float AmbientScale;\n"
-"uniform float DiffuseScale;\n"
-"uniform float SpecularScale;\n"
-"uniform float SpecularPower;\n"
+"uniform myhalf AmbientScale;\n"
+"uniform myhalf DiffuseScale;\n"
+"uniform myhalf SpecularScale;\n"
+"uniform myhalf SpecularPower;\n"
 "\n"
 "void main(void)\n"
 "{\n"
@@ -461,7 +473,9 @@ static const char *builtinshaderstring =
 "\n"
 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
 "      // 14 sample relief mapping: linear search and then binary search\n"
-"      vec3 OffsetVector = vec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
+"      //vec3 OffsetVector = vec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
+"      //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
+"      vec3 OffsetVector = vec3(eyedir.xy * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
 "      vec3 RT = vec3(TexCoord - OffsetVector.xy * 10.0, 1.0) + OffsetVector;\n"
 "      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
 "      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
@@ -478,20 +492,54 @@ static const char *builtinshaderstring =
 "      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
 "      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
 "      TexCoord = RT.xy;\n"
-"#else\n"
+"#elif 1\n"
 "      // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
-"      vec2 OffsetVector = vec2((EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333));\n"
+"      //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
+"      //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
+"      vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
+"      //TexCoord += OffsetVector * 3.0;\n"
+"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"#elif 0\n"
+"      // 10 sample offset mapping\n"
+"      //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
+"      //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
+"      vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1);\n"
 "      //TexCoord += OffsetVector * 3.0;\n"
 "      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
 "      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
 "      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"#elif 1\n"
+"      // parallax mapping as described in the paper\n"
+"      // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n"
+"      // The paper provides code in the ARB fragment program assembly language\n"
+"      // I translated it to GLSL but may have done something wrong - SavageX\n"
+"      // LordHavoc: removed bias and simplified to one line\n"
+"      // LordHavoc: this is just a single sample offsetmapping...\n"
+"      TexCoordOffset += vec2(eyedir.x, -1.0 * eyedir.y) * OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).a;\n"
+"#else\n"
+"      // parallax mapping as described in the paper\n"
+"      // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n"
+"      // The paper provides code in the ARB fragment program assembly language\n"
+"      // I translated it to GLSL but may have done something wrong - SavageX\n"
+"      float height = texture2D(Texture_Normal, TexCoord).a;\n"
+"      height = (height - 0.5) * OffsetMapping_Scale; // bias and scale\n"
+"      TexCoordOffset += height * vec2(eyedir.x, -1.0 * eyedir.y);\n"
 "#endif\n"
 "#endif\n"
 "\n"
 "      // combine the diffuse textures (base, pants, shirt)\n"
-"      vec4 color = vec4(texture2D(Texture_Color, TexCoord));\n"
+"      myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
 "#ifdef USECOLORMAPPING\n"
-"      color.rgb += vec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + vec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
+"      color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
 "#endif\n"
 "\n"
 "\n"
@@ -501,20 +549,20 @@ static const char *builtinshaderstring =
 "      // light source\n"
 "\n"
 "      // get the surface normal and light normal\n"
-"      vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
-"      vec3 diffusenormal = vec3(normalize(LightVector));\n"
+"      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
+"      myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
 "\n"
 "      // calculate directional shading\n"
-"      color.rgb *= (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
+"      color.rgb *= AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
 "#ifdef USESPECULAR\n"
-"      vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n"
-"      color.rgb += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+"      myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
+"      color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
 "#endif\n"
 "\n"
 "#ifdef USECUBEFILTER\n"
 "      // apply light cubemap filter\n"
 "      //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
-"      color.rgb *= vec3(textureCube(Texture_Cube, CubeVector));\n"
+"      color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
 "#endif\n"
 "\n"
 "      // apply light color\n"
@@ -528,7 +576,7 @@ static const char *builtinshaderstring =
 "      //\n"
 "      // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
 "      // provide significant illumination, large = slow = pain.\n"
-"      color.rgb *= max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
+"      color.rgb *= myhalf(max(1.0 - dot(CubeVector, CubeVector), 0.0));\n"
 "\n"
 "\n"
 "\n"
@@ -537,87 +585,87 @@ static const char *builtinshaderstring =
 "      // directional model lighting\n"
 "\n"
 "      // get the surface normal and light normal\n"
-"      vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
-"      vec3 diffusenormal = vec3(normalize(LightVector));\n"
+"      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
+"      myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
 "\n"
 "      // calculate directional shading\n"
-"      color.rgb *= AmbientColor + DiffuseColor * max(dot(surfacenormal, diffusenormal), 0.0);\n"
+"      color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
 "#ifdef USESPECULAR\n"
-"      vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n"
-"      color.rgb += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+"      myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
+"      color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
 "#endif\n"
 "\n"
 "\n"
 "\n"
 "\n"
-"#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE)\n"
+"#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
 "      // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
 "\n"
 "      // get the surface normal and light normal\n"
-"      vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
-"      vec3 diffusenormal_modelspace = vec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5;\n"
-"      vec3 diffusenormal = normalize(vec3(dot(diffusenormal_modelspace, VectorS), dot(diffusenormal_modelspace, VectorT), dot(diffusenormal_modelspace, VectorR)));\n"
+"      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
 "\n"
-"      // calculate directional shading\n"
-"      vec3 tempcolor = color.rgb * (DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
-"#ifdef USESPECULAR\n"
-"      vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n"
-"      tempcolor += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
+"      myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
+"      myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
+"#else\n"
+"      myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
 "#endif\n"
-"\n"
-"      // apply lightmap color\n"
-"      color.rgb = tempcolor * vec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * vec3(AmbientScale);\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"#elif defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
-"      // deluxemap lightmapping using light vectors in tangentspace\n"
-"\n"
-"      // get the surface normal and light normal\n"
-"      vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
-"      vec3 diffusenormal = normalize(vec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5);\n"
-"\n"
 "      // calculate directional shading\n"
-"      vec3 tempcolor = color.rgb * (DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
+"      myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
 "#ifdef USESPECULAR\n"
-"      vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n"
-"      tempcolor += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+"      myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
+"      tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
 "#endif\n"
 "\n"
 "      // apply lightmap color\n"
-"      color.rgb = tempcolor * vec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * vec3(AmbientScale);\n"
-"\n"
-"\n"
+"      color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n"
 "\n"
 "\n"
 "#else // MODE none (lightmap)\n"
 "      // apply lightmap color\n"
-"      color.rgb *= vec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + vec3(AmbientScale);\n"
+"      color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
 "#endif // MODE\n"
 "\n"
-"      color *= gl_Color;\n"
+"      color *= myhvec4(gl_Color);\n"
 "\n"
 "#ifdef USEGLOW\n"
-"      color.rgb += vec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
+"      color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
 "#endif\n"
 "\n"
 "#ifdef USEFOG\n"
 "      // apply fog\n"
-"      float fog = texture2D(Texture_FogMask, vec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0)).x;\n"
+"      myhalf fog = myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0)).x);\n"
 "      color.rgb = color.rgb * fog + FogColor * (1.0 - fog);\n"
 "#endif\n"
 "\n"
 "      color.rgb *= SceneBrightness;\n"
 "\n"
-"      gl_FragColor = color;\n"
+"      gl_FragColor = vec4(color);\n"
 "}\n"
 "\n"
 "#endif // FRAGMENT_SHADER\n"
 ;
 
+// NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
+const char *permutationinfo[][2] =
+{
+       {"#define MODE_LIGHTSOURCE\n", " lightsource"},
+       {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
+       {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
+       {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
+       {"#define USEGLOW\n", " glow"},
+       {"#define USEFOG\n", " fog"},
+       {"#define USECOLORMAPPING\n", " colormapping"},
+       {"#define USESPECULAR\n", " specular"},
+       {"#define USECUBEFILTER\n", " cubefilter"},
+       {"#define USEOFFSETMAPPING\n", " offsetmapping"},
+       {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
+       {NULL, NULL}
+};
+
 void R_GLSL_CompilePermutation(int permutation)
 {
+       int i;
        r_glsl_permutation_t *p = r_glsl_permutations + permutation;
        int vertstrings_count;
        int fragstrings_count;
@@ -633,71 +681,20 @@ void R_GLSL_CompilePermutation(int permutation)
        vertstrings_count = 1;
        fragstrings_count = 1;
        permutationname[0] = 0;
-       if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
-       {
-               vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTSOURCE\n";
-               fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTSOURCE\n";
-               strlcat(permutationname, " lightsource", sizeof(permutationname));
-       }
-       if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE)
-       {
-               vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n";
-               fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n";
-               strlcat(permutationname, " lightdirectionmap_modelspace", sizeof(permutationname));
-       }
-       if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
-       {
-               vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n";
-               fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n";
-               strlcat(permutationname, " lightdirectionmap_tangentspace", sizeof(permutationname));
-       }
-       if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
-       {
-               vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTDIRECTION\n";
-               fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTDIRECTION\n";
-               strlcat(permutationname, " lightdirection", sizeof(permutationname));
-       }
-       if (permutation & SHADERPERMUTATION_GLOW)
-       {
-               vertstrings_list[vertstrings_count++] = "#define USEGLOW\n";
-               fragstrings_list[fragstrings_count++] = "#define USEGLOW\n";
-               strlcat(permutationname, " glow", sizeof(permutationname));
-       }
-       if (permutation & SHADERPERMUTATION_COLORMAPPING)
-       {
-               vertstrings_list[vertstrings_count++] = "#define USECOLORMAPPING\n";
-               fragstrings_list[fragstrings_count++] = "#define USECOLORMAPPING\n";
-               strlcat(permutationname, " colormapping", sizeof(permutationname));
-       }
-       if (permutation & SHADERPERMUTATION_SPECULAR)
-       {
-               vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
-               fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
-               strlcat(permutationname, " specular", sizeof(permutationname));
-       }
-       if (permutation & SHADERPERMUTATION_FOG)
-       {
-               vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
-               fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
-               strlcat(permutationname, " fog", sizeof(permutationname));
-       }
-       if (permutation & SHADERPERMUTATION_CUBEFILTER)
-       {
-               vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
-               fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
-               strlcat(permutationname, " cubefilter", sizeof(permutationname));
-       }
-       if (permutation & SHADERPERMUTATION_OFFSETMAPPING)
+       for (i = 0;permutationinfo[i][0];i++)
        {
-               vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
-               fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
-               strlcat(permutationname, " offsetmapping", sizeof(permutationname));
-       }
-       if (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING)
-       {
-               vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING_RELIEFMAPPING\n";
-               fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING_RELIEFMAPPING\n";
-               strlcat(permutationname, " OFFSETMAPPING_RELIEFMAPPING", sizeof(permutationname));
+               if (permutation & (1<<i))
+               {
+                       vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
+                       fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
+                       strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
+               }
+               else
+               {
+                       // keep line numbers correct
+                       vertstrings_list[vertstrings_count++] = "\n";
+                       fragstrings_list[fragstrings_count++] = "\n";
+               }
        }
        shaderstring = (char *)FS_LoadFile("glsl/default.glsl", r_main_mempool, false, NULL);
        if (shaderstring)
@@ -794,9 +791,9 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
                {
                        if (modellighting)
                                permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
-                       else
+                       else if (r_glsl_deluxemapping.integer >= 1 && rsurface_lightmaptexture)
                        {
-                               if (r_glsl_deluxemapping.integer >= 1 && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && rsurface_lightmaptexture)
+                               if (r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
                                {
                                        if (r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
                                                permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
@@ -969,7 +966,7 @@ void gl_main_newmap(void)
                l = (int)strlen(entname) - 4;
                if (l >= 0 && !strcmp(entname + l, ".bsp"))
                {
-                       strcpy(entname + l, ".ent");
+                       memcpy(entname + l, ".ent", 5);
                        if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
                        {
                                CL_ParseEntityLump(entities);
@@ -1797,43 +1794,6 @@ R_RenderView
 ================
 */
 void R_RenderView(void)
-{
-       if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
-               return; //Host_Error ("R_RenderView: NULL worldmodel");
-
-       CHECKGLERROR
-       if (r_timereport_active)
-               R_TimeReport("setup");
-
-       R_View_Update();
-       if (r_timereport_active)
-               R_TimeReport("visibility");
-
-       // GL is weird because it's bottom to top, r_view.y is top to bottom
-       R_ResetViewRendering();
-
-       R_ClearScreen();
-       if (r_timereport_active)
-               R_TimeReport("clear");
-
-       // this produces a bloom texture to be used in R_BlendView() later
-       if (r_hdr.integer)
-               R_HDR_RenderBloomTexture();
-
-       r_view.colorscale = r_hdr_scenebrightness.value;
-       R_RenderScene();
-
-       R_BlendView();
-       if (r_timereport_active)
-               R_TimeReport("blendview");
-
-       GL_Scissor(0, 0, vid.width, vid.height);
-       GL_ScissorTest(false);
-       CHECKGLERROR
-}
-
-//[515]: csqc
-void CSQC_R_ClearScreen (void)
 {
        if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
                return; //Host_Error ("R_RenderView: NULL worldmodel");
@@ -1850,17 +1810,6 @@ void CSQC_R_ClearScreen (void)
 
        R_ResetViewRendering();
 
-       R_ClearScreen();
-       if (r_timereport_active)
-               R_TimeReport("clear");
-       CHECKGLERROR
-}
-
-//[515]: csqc
-void CSQC_R_RenderScene (void)
-{
-       R_ResetViewRendering();
-
        R_ClearScreen();
        if (r_timereport_active)
                R_TimeReport("clear");
@@ -1886,6 +1835,8 @@ extern void VM_AddPolygonsToMeshQueue (void);
 extern void R_DrawPortals (void);
 void R_RenderScene(void)
 {
+       DrawQ_Finish();
+
        // don't let sound skip if going slow
        if (r_refdef.extraupdate)
                S_ExtraUpdate ();
@@ -2228,10 +2179,12 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_
        }
 }
 
-int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v)
+int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
 {
        int i;
        float *vertex3f;
+       float v[3];
+       VectorSet(v, x, y, z);
        for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
                if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
                        break;
@@ -2252,12 +2205,33 @@ void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
 {
        int i;
        int *e, element[3];
-       element[0] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3;
-       element[1] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3;
+       element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
+       element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
        e = mesh->element3i + mesh->numtriangles * 3;
        for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
        {
-               element[2] = R_Mesh_AddVertex3f(mesh, vertex3f);
+               element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
+               if (mesh->numtriangles < mesh->maxtriangles)
+               {
+                       *e++ = element[0];
+                       *e++ = element[1];
+                       *e++ = element[2];
+                       mesh->numtriangles++;
+               }
+               element[1] = element[2];
+       }
+}
+
+void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
+{
+       int i;
+       int *e, element[3];
+       element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
+       element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
+       e = mesh->element3i + mesh->numtriangles * 3;
+       for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
+       {
+               element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
                if (mesh->numtriangles < mesh->maxtriangles)
                {
                        *e++ = element[0];
@@ -2269,29 +2243,37 @@ void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
        }
 }
 
+#define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
 {
        int planenum, planenum2;
        int w;
        int tempnumpoints;
        mplane_t *plane, *plane2;
-       float temppoints[2][256*3];
+       double maxdist;
+       double temppoints[2][256*3];
+       // figure out how large a bounding box we need to properly compute this brush
+       maxdist = 0;
+       for (w = 0;w < numplanes;w++)
+               maxdist = max(maxdist, planes[w].dist);
+       // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
+       maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
        for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
        {
                w = 0;
                tempnumpoints = 4;
-               PolygonF_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->normal[3], 1024.0*1024.0*1024.0);
+               PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
                for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
                {
                        if (planenum2 == planenum)
                                continue;
-                       PolygonF_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, 1.0/32.0, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
+                       PolygonD_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, R_MESH_PLANE_DIST_EPSILON, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
                        w = !w;
                }
                if (tempnumpoints < 3)
                        continue;
                // generate elements forming a triangle fan for this polygon
-               R_Mesh_AddPolygon3f(mesh, tempnumpoints, temppoints[w]);
+               R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
        }
 }
 
@@ -2684,7 +2666,7 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                                for (i = 0;i < 4;i++)
                                        Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
                                for (i = 0;i < 4;i++)
-                                       VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_modelvertex3f + (surface->num_firstvertex+i+j) * 3);
+                                       VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
                        }
                        Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformednormal3f, r_smoothnormals_areaweighting.integer);
                        Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_deformednormal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformedsvector3f, rsurface_array_deformedtvector3f, r_smoothnormals_areaweighting.integer);