]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
fix two crashes introduced by vortex ( r11822 ) on sprites and nomodels
[xonotic/darkplaces.git] / gl_rmain.c
index 5da1769f3addc1b9041724b989bd14e05fe55e03..9499f16c8611554e532c5a09f40c1e1b87a71ede 100644 (file)
@@ -50,8 +50,8 @@ static qboolean r_savedds;
 //
 r_refdef_t r_refdef;
 
-cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
-cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
+cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
+cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
@@ -132,6 +132,8 @@ cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0",
 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
+cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
+cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
 
 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
@@ -201,6 +203,7 @@ cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
+cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
 
 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
@@ -224,7 +227,7 @@ cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alon
 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
 
-cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer."};
+cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
 
 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
 
@@ -645,9 +648,6 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
        {"#define USEOFFSETMAPPING\n", " offsetmapping"},
        {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
        {"#define USESHADOWMAP2D\n", " shadowmap2d"},
-       {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"}, // TODO make this a static parm
-       {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"}, // TODO make this a static parm
-       {"#define USESHADOWSAMPLER\n", " shadowsampler"}, // TODO make this a static parm
        {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
        {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
        {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
@@ -658,6 +658,7 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
        {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
        {"#define USETRIPPY\n", " trippy"},
        {"#define USEDEPTHRGB\n", " depthrgb"},
+       {"#define USEALPHAGENVERTEX\n", "alphagenvertex"}
 };
 
 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
@@ -852,15 +853,23 @@ enum
        SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5,  ///< postprocess uservec4 is enabled
        SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
        SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7,  ///< LOD for offsetmapping
+       SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
+       SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
+       SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
+       SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
+       SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
 };
-#define SHADERSTATICPARMS_COUNT 8
+#define SHADERSTATICPARMS_COUNT 13
 
 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
 static int shaderstaticparms_count = 0;
 
 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
-static qboolean R_CompileShader_CheckStaticParms(void)
+
+extern qboolean r_shadow_shadowmapsampler;
+extern int r_shadow_shadowmappcf;
+qboolean R_CompileShader_CheckStaticParms(void)
 {
        static int r_compileshader_staticparms_save[1];
        memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
@@ -886,6 +895,18 @@ static qboolean R_CompileShader_CheckStaticParms(void)
        }
        if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
                R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
+
+       if (r_shadow_shadowmapsampler)
+               R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
+       if (r_shadow_shadowmappcf > 1)
+               R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
+       else if (r_shadow_shadowmappcf)
+               R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
+       if (r_celshading.integer)
+               R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
+       if (r_celoutlines.integer)
+               R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
+
        return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
 }
 
@@ -907,6 +928,11 @@ static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permu
        R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
        R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
        R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
 }
 
 /// information about each possible shader permutation
@@ -1786,7 +1812,7 @@ static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int per
        DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
 }
 
-static void R_GLSL_Restart_f(void)
+void R_GLSL_Restart_f(void)
 {
        unsigned int i, limit;
        if (glslshaderstring && glslshaderstring != builtinshaderstring)
@@ -2047,8 +2073,6 @@ extern qboolean r_shadow_usingshadowmaportho;
 extern float r_shadow_shadowmap_texturescale[2];
 extern float r_shadow_shadowmap_parameters[4];
 extern qboolean r_shadow_shadowmapvsdct;
-extern qboolean r_shadow_shadowmapsampler;
-extern int r_shadow_shadowmappcf;
 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
@@ -2133,6 +2157,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
                {
                        mode = SHADERMODE_WATER;
+                       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
+                               permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
                        if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
                        {
                                // this is the right thing to do for wateralpha
@@ -2149,15 +2175,17 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
                {
                        mode = SHADERMODE_REFRACTION;
+                       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
+                               permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
                        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                        blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                }
                else
                {
                        mode = SHADERMODE_GENERIC;
-                       permutation |= SHADERPERMUTATION_DIFFUSE;
-                       GL_BlendFunc(GL_ONE, GL_ZERO);
-                       blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
+                       permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                       blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                }
                if (vid.allowalphatocoverage)
                        GL_AlphaToCoverage(false);
@@ -2197,6 +2225,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
+                       permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
                // light source
                mode = SHADERMODE_LIGHTSOURCE;
                if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
@@ -2215,12 +2245,6 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        if(r_shadow_shadowmapvsdct)
                                permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
 
-                       if (r_shadow_shadowmapsampler)
-                               permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
-                       if (r_shadow_shadowmappcf > 1)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
-                       else if (r_shadow_shadowmappcf)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
                        if (r_shadow_shadowmap2ddepthbuffer)
                                permutation |= SHADERPERMUTATION_DEPTHRGB;
                }
@@ -2245,10 +2269,12 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
+                       permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
                // unshaded geometry (fullbright or ambient model lighting)
                mode = SHADERMODE_FLATCOLOR;
                ambientscale = diffusescale = specularscale = 0;
-               if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
+               if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
                        permutation |= SHADERPERMUTATION_GLOW;
                if (r_refdef.fogenabled)
                        permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
@@ -2259,12 +2285,6 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
                        permutation |= SHADERPERMUTATION_SHADOWMAP2D;
 
-                       if (r_shadow_shadowmapsampler)
-                               permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
-                       if (r_shadow_shadowmappcf > 1)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
-                       else if (r_shadow_shadowmappcf)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
                        if (r_shadow_shadowmap2ddepthbuffer)
                                permutation |= SHADERPERMUTATION_DEPTHRGB;
                }
@@ -2300,9 +2320,11 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
+                       permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
                // directional model lighting
                mode = SHADERMODE_LIGHTDIRECTION;
-               if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
+               if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
                        permutation |= SHADERPERMUTATION_GLOW;
                permutation |= SHADERPERMUTATION_DIFFUSE;
                if (specularscale > 0)
@@ -2316,12 +2338,6 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
                        permutation |= SHADERPERMUTATION_SHADOWMAP2D;
 
-                       if (r_shadow_shadowmapsampler)
-                               permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
-                       if (r_shadow_shadowmappcf > 1)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
-                       else if (r_shadow_shadowmappcf)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
                        if (r_shadow_shadowmap2ddepthbuffer)
                                permutation |= SHADERPERMUTATION_DEPTHRGB;
                }
@@ -2365,9 +2381,11 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
+                       permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
                // ambient model lighting
                mode = SHADERMODE_LIGHTDIRECTION;
-               if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
+               if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
                        permutation |= SHADERPERMUTATION_GLOW;
                if (r_refdef.fogenabled)
                        permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
@@ -2378,12 +2396,6 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
                        permutation |= SHADERPERMUTATION_SHADOWMAP2D;
 
-                       if (r_shadow_shadowmapsampler)
-                               permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
-                       if (r_shadow_shadowmappcf > 1)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
-                       else if (r_shadow_shadowmappcf)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
                        if (r_shadow_shadowmap2ddepthbuffer)
                                permutation |= SHADERPERMUTATION_DEPTHRGB;
                }
@@ -2427,8 +2439,10 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
+                       permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
                // lightmapped wall
-               if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
+               if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
                        permutation |= SHADERPERMUTATION_GLOW;
                if (r_refdef.fogenabled)
                        permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
@@ -2439,12 +2453,6 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
                        permutation |= SHADERPERMUTATION_SHADOWMAP2D;
 
-                       if (r_shadow_shadowmapsampler)
-                               permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
-                       if (r_shadow_shadowmappcf > 1)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
-                       else if (r_shadow_shadowmappcf)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
                        if (r_shadow_shadowmap2ddepthbuffer)
                                permutation |= SHADERPERMUTATION_DEPTHRGB;
                }
@@ -3008,12 +3016,6 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                if (r_shadow_shadowmapvsdct)
                        permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
 
-               if (r_shadow_shadowmapsampler)
-                       permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
-               if (r_shadow_shadowmappcf > 1)
-                       permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
-               else if (r_shadow_shadowmappcf)
-                       permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
                if (r_shadow_shadowmap2ddepthbuffer)
                        permutation |= SHADERPERMUTATION_DEPTHRGB;
        }
@@ -3309,7 +3311,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        Image_StripImageExtension(name, basename, sizeof(basename));
 
        // check for DDS texture file first
-       if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
+       if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
        {
                basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
                if (basepixels == NULL)
@@ -3343,7 +3345,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                skinframe->hasalpha = ddshasalpha;
                VectorCopy(ddsavgcolor, skinframe->avgcolor);
                if (r_loadfog && skinframe->hasalpha)
-                       skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
+                       skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
                //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
        }
        else
@@ -3390,13 +3392,13 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        {
                mymiplevel = savemiplevel;
                if (r_loadnormalmap)
-                       skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
-               skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
+                       skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
+               skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
                if (r_loadgloss)
-                       skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
-               skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
-               skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
-               skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
+                       skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
+               skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
+               skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
+               skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
        }
 
        // _norm is the name used by tenebrae and has been adopted as standard
@@ -3510,7 +3512,7 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co
 
        // if already loaded just return it, otherwise make a new skinframe
        skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
-       if (skinframe && skinframe->base)
+       if (skinframe->base)
                return skinframe;
        textureflags &= ~TEXF_FORCE_RELOAD;
 
@@ -3580,9 +3582,9 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i
 
        // if already loaded just return it, otherwise make a new skinframe
        skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
-       if (skinframe && skinframe->base)
+       if (skinframe->base)
                return skinframe;
-       textureflags &= ~TEXF_FORCE_RELOAD;
+       //textureflags &= ~TEXF_FORCE_RELOAD;
 
        skinframe->stain = NULL;
        skinframe->merged = NULL;
@@ -3704,7 +3706,7 @@ skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, co
 
        // if already loaded just return it, otherwise make a new skinframe
        skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
-       if (skinframe && skinframe->base)
+       if (skinframe->base)
                return skinframe;
        textureflags &= ~TEXF_FORCE_RELOAD;
 
@@ -4272,6 +4274,8 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
        Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
        Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
+       Cvar_RegisterVariable(&r_celshading);
+       Cvar_RegisterVariable(&r_celoutlines);
 
        Cvar_RegisterVariable(&r_water);
        Cvar_RegisterVariable(&r_water_resolutionmultiplier);
@@ -4294,6 +4298,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_bloom_resolution);
        Cvar_RegisterVariable(&r_bloom_colorexponent);
        Cvar_RegisterVariable(&r_bloom_colorsubtract);
+       Cvar_RegisterVariable(&r_bloom_scenebrightness);
        Cvar_RegisterVariable(&r_hdr_scenebrightness);
        Cvar_RegisterVariable(&r_hdr_glowintensity);
        Cvar_RegisterVariable(&r_hdr_irisadaptation);
@@ -4740,12 +4745,12 @@ static void R_View_UpdateEntityLighting (void)
        {
                ent = r_refdef.scene.entities[i];
 
-               // skip unseen models and models that updated by CSQC
-               if ((!r_refdef.viewcache.entityvisible[i] && skipunseen) || ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
+               // skip unseen models
+               if ((!r_refdef.viewcache.entityvisible[i] && skipunseen))
                        continue;
 
                // skip bsp models
-               if (ent->model && (ent->model == cl.worldmodel || ent->model->brush.parentmodel == cl.worldmodel))
+               if (ent->model && ent->model == cl.worldmodel)
                {
                        // TODO: use modellight for r_ambient settings on world?
                        VectorSet(ent->modellight_ambient, 0, 0, 0);
@@ -4753,74 +4758,83 @@ static void R_View_UpdateEntityLighting (void)
                        VectorSet(ent->modellight_lightdir, 0, 0, 1);
                        continue;
                }
-
-               // fetch the lighting from the worldmodel data
-               VectorClear(ent->modellight_ambient);
-               VectorClear(ent->modellight_diffuse);
-               VectorClear(tempdiffusenormal);
-               if (ent->flags & RENDER_LIGHT)
+               
+               if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
                {
-                       vec3_t org;
-                       Matrix4x4_OriginFromMatrix(&ent->matrix, org);
-
-                       // complete lightning for lit sprites
-                       // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
-                       if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
+                       // aleady updated by CSQC
+                       // TODO: force modellight on BSP models in this case?
+                       VectorCopy(ent->modellight_lightdir, tempdiffusenormal); 
+               }
+               else
+               {
+                       // fetch the lighting from the worldmodel data
+                       VectorClear(ent->modellight_ambient);
+                       VectorClear(ent->modellight_diffuse);
+                       VectorClear(tempdiffusenormal);
+                       if (ent->flags & RENDER_LIGHT)
                        {
-                               if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
-                                       org[2] = org[2] + r_overheadsprites_pushback.value;
-                               R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
-                       }
-                       else
-                               R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
+                               vec3_t org;
+                               Matrix4x4_OriginFromMatrix(&ent->matrix, org);
 
-                       if(ent->flags & RENDER_EQUALIZE)
-                       {
-                               // first fix up ambient lighting...
-                               if(r_equalize_entities_minambient.value > 0)
+                               // complete lightning for lit sprites
+                               // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
+                               if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
+                               {
+                                       if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
+                                               org[2] = org[2] + r_overheadsprites_pushback.value;
+                                       R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
+                               }
+                               else
+                                       R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
+
+                               if(ent->flags & RENDER_EQUALIZE)
                                {
-                                       fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
-                                       if(fd > 0)
+                                       // first fix up ambient lighting...
+                                       if(r_equalize_entities_minambient.value > 0)
                                        {
-                                               fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
-                                               if(fa < r_equalize_entities_minambient.value * fd)
+                                               fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
+                                               if(fd > 0)
                                                {
-                                                       // solve:
-                                                       //   fa'/fd' = minambient
-                                                       //   fa'+0.25*fd' = fa+0.25*fd
-                                                       //   ...
-                                                       //   fa' = fd' * minambient
-                                                       //   fd'*(0.25+minambient) = fa+0.25*fd
-                                                       //   ...
-                                                       //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
-                                                       //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
-                                                       //   ...
-                                                       fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
-                                                       f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
-                                                       VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
-                                                       VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
+                                                       fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
+                                                       if(fa < r_equalize_entities_minambient.value * fd)
+                                                       {
+                                                               // solve:
+                                                               //   fa'/fd' = minambient
+                                                               //   fa'+0.25*fd' = fa+0.25*fd
+                                                               //   ...
+                                                               //   fa' = fd' * minambient
+                                                               //   fd'*(0.25+minambient) = fa+0.25*fd
+                                                               //   ...
+                                                               //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
+                                                               //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
+                                                               //   ...
+                                                               fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
+                                                               f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
+                                                               VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
+                                                               VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
+                                                       }
                                                }
                                        }
-                               }
 
-                               if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
-                               {
-                                       fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
-                                       fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
-                                       f = fa + 0.25 * fd;
-                                       if(f > 0)
+                                       if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
                                        {
-                                               // adjust brightness and saturation to target
-                                               avg[0] = avg[1] = avg[2] = fa / f;
-                                               VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
-                                               avg[0] = avg[1] = avg[2] = fd / f;
-                                               VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
+                                               fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
+                                               fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
+                                               f = fa + 0.25 * fd;
+                                               if(f > 0)
+                                               {
+                                                       // adjust brightness and saturation to target
+                                                       avg[0] = avg[1] = avg[2] = fa / f;
+                                                       VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
+                                                       avg[0] = avg[1] = avg[2] = fd / f;
+                                                       VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
+                                               }
                                        }
                                }
                        }
+                       else // highly rare
+                               VectorSet(ent->modellight_ambient, 1, 1, 1);
                }
-               else // highly rare
-                       VectorSet(ent->modellight_ambient, 1, 1, 1);
 
                // move the light direction into modelspace coordinates for lighting code
                Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
@@ -5281,7 +5295,6 @@ static void R_View_UpdateWithScissor(const int *myscissor)
        R_View_WorldVisibility(r_refdef.view.useclipplane);
        R_View_UpdateEntityVisible();
        R_View_UpdateEntityLighting();
-       R_AnimCache_CacheVisibleEntities();
 }
 
 static void R_View_Update(void)
@@ -5291,7 +5304,6 @@ static void R_View_Update(void)
        R_View_WorldVisibility(r_refdef.view.useclipplane);
        R_View_UpdateEntityVisible();
        R_View_UpdateEntityLighting();
-       R_AnimCache_CacheVisibleEntities();
 }
 
 float viewscalefpsadjusted = 1.0f;
@@ -5835,6 +5847,7 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t
                                R_View_UpdateWithScissor(myscissor);
                        else
                                R_View_Update();
+                       R_AnimCache_CacheVisibleEntities();
                        if(r_water_scissormode.integer & 1)
                                GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
                        R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
@@ -5883,6 +5896,7 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t
                                R_View_UpdateWithScissor(myscissor);
                        else
                                R_View_Update();
+                       R_AnimCache_CacheVisibleEntities();
                        if(r_water_scissormode.integer & 1)
                                GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
                        R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
@@ -5937,6 +5951,7 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t
                        R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
                        R_ClearScreen(r_refdef.fogenabled);
                        R_View_Update();
+                       R_AnimCache_CacheVisibleEntities();
                        R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
 
                        if (!p->fbo_camera)
@@ -5952,6 +5967,7 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t
        if (!r_fb.water.depthtexture)
                R_ClearScreen(r_refdef.fogenabled);
        R_View_Update();
+       R_AnimCache_CacheVisibleEntities();
        goto finish;
 error:
        r_refdef.view = originalview;
@@ -6045,7 +6061,7 @@ static void R_Bloom_StartFrame(void)
 
        // set bloomwidth and bloomheight to the bloom resolution that will be
        // used (often less than the screen resolution for faster rendering)
-       r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
+       r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
        r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
        r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
        r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
@@ -6151,7 +6167,7 @@ static void R_Bloom_StartFrame(void)
        }
 
        // bloom texture is a different resolution
-       r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
+       r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
        r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
        r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
        r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
@@ -6168,6 +6184,14 @@ static void R_Bloom_StartFrame(void)
        r_fb.screentexcoord2f[6] = 0;
        r_fb.screentexcoord2f[7] = 0;
 
+       if(r_fb.fbo) 
+       {
+               for (i = 1;i < 8;i += 2)
+               {
+                       r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight;
+               }
+       }
+
        // set up a texcoord array for the reduced resolution bloom image
        // (which will be additive blended over the screen image)
        r_fb.bloomtexcoord2f[0] = 0;
@@ -6191,20 +6215,17 @@ static void R_Bloom_StartFrame(void)
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+               for (i = 0;i < 4;i++)
                {
-                       int i;
-                       for (i = 0;i < 4;i++)
-                       {
-                               r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
-                               r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
-                               r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
-                               r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
-                       }
+                       r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
+                       r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
+                       r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
+                       r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
                }
                break;
        }
 
-       R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, r_refdef.view.x, (r_fb.bloomfbo[0] ? r_fb.bloomtextureheight : vid.height) - r_fb.bloomheight - r_refdef.view.y, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
+       R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
 
        if (r_fb.fbo)
                r_refdef.view.clear = true;
@@ -6218,18 +6239,22 @@ static void R_Bloom_MakeTexture(void)
        float colorscale = r_bloom_colorscale.value;
 
        r_refdef.stats.bloom++;
-
+    
+#if 0
+    // this copy is unnecessary since it happens in R_BlendView already
        if (!r_fb.fbo)
        {
                R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
                r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
        }
+#endif
 
        // scale down screen texture to the bloom texture size
        CHECKGLERROR
        r_fb.bloomindex = 0;
        R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
        R_SetViewport(&r_fb.bloomviewport);
+       GL_DepthTest(false);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_Color(colorscale, colorscale, colorscale, 1);
        // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
@@ -6318,14 +6343,14 @@ static void R_Bloom_MakeTexture(void)
                        xoffset /= (float)r_fb.bloomtexturewidth;
                        yoffset /= (float)r_fb.bloomtextureheight;
                        // compute a texcoord array with the specified x and y offset
-                       r_fb.offsettexcoord2f[0] = xoffset+0;
-                       r_fb.offsettexcoord2f[1] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
-                       r_fb.offsettexcoord2f[2] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
-                       r_fb.offsettexcoord2f[3] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
-                       r_fb.offsettexcoord2f[4] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
-                       r_fb.offsettexcoord2f[5] = yoffset+0;
-                       r_fb.offsettexcoord2f[6] = xoffset+0;
-                       r_fb.offsettexcoord2f[7] = yoffset+0;
+                       r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
+                       r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
+                       r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
+                       r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
+                       r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
+                       r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
+                       r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
+                       r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
                        // this r value looks like a 'dot' particle, fading sharply to
                        // black at the edges
                        // (probably not realistic but looks good enough)
@@ -6895,6 +6920,11 @@ void R_RenderView(void)
        R_Shadow_UpdateWorldLightSelection();
 
        R_Bloom_StartFrame();
+
+       // apply bloom brightness offset
+       if(r_fb.bloomtexture[0])
+               r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
+
        R_Water_StartFrame();
 
        // now we probably have an fbo to render into
@@ -6922,6 +6952,10 @@ void R_RenderView(void)
        if (r_timereport_active)
                R_TimeReport("visibility");
 
+       R_AnimCache_CacheVisibleEntities();
+       if (r_timereport_active)
+               R_TimeReport("animcache");
+
        R_Shadow_UpdateBounceGridTexture();
        if (r_timereport_active && r_shadow_bouncegrid.integer)
                R_TimeReport("bouncegrid");
@@ -7323,7 +7357,7 @@ static void R_DrawEntityBBoxes(void)
                if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
                        continue;
                VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
-               R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
+               R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
        }
 }
 
@@ -7431,12 +7465,12 @@ void R_DrawNoModel(entity_render_t *ent)
        vec3_t org;
        Matrix4x4_OriginFromMatrix(&ent->matrix, org);
        if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
-               R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? MESHQUEUE_SORT_HUD : MESHQUEUE_SORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
+               R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
        else
                R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
 }
 
-void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
+void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
 {
        vec3_t right1, right2, diff, normal;
 
@@ -7739,15 +7773,15 @@ texture_t *R_GetCurrentTexture(texture_t *t)
 {
        int i;
        const entity_render_t *ent = rsurface.entity;
-       dp_model_t *model = ent->model;
+       dp_model_t *model = ent->model; // when calling this, ent must not be NULL
        q3shaderinfo_layer_tcmod_t *tcmod;
 
-       if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
+       if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
                return t->currentframe;
        t->update_lastrenderframe = r_textureframe;
        t->update_lastrenderentity = (void *)ent;
 
-       if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
+       if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
                t->camera_entity = ent->entitynumber;
        else
                t->camera_entity = 0;
@@ -7815,7 +7849,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
        {
                // no modellight if using fakelight for the map
        }
-       else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+       else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
        {
                // pick a model lighting mode
                if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
@@ -7891,6 +7925,11 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
                if (!t->backgroundnmaptexture)
                        t->backgroundnmaptexture = r_texture_blanknormalmap;
+               // make sure that if glow is going to be used, both textures are not NULL
+               if (!t->backgroundglowtexture && t->glowtexture)
+                       t->backgroundglowtexture = r_texture_black;
+               if (!t->glowtexture && t->backgroundglowtexture)
+                       t->glowtexture = r_texture_black;
        }
        else
        {
@@ -7974,7 +8013,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                        blendfunc2 = GL_ZERO;
                }
                // don't colormod evilblend textures
-               if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
+               if(!(R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD))
                        VectorSet(t->lightmapcolor, 1, 1, 1);
                depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
                if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
@@ -8152,6 +8191,7 @@ void RSurf_ActiveWorldEntity(void)
        rsurface.passcolor4f = NULL;
        rsurface.passcolor4f_vertexbuffer = NULL;
        rsurface.passcolor4f_bufferoffset = 0;
+       rsurface.forcecurrenttextureupdate = false;
 }
 
 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
@@ -8325,6 +8365,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        rsurface.passcolor4f = NULL;
        rsurface.passcolor4f_vertexbuffer = NULL;
        rsurface.passcolor4f_bufferoffset = 0;
+       rsurface.forcecurrenttextureupdate = false;
 }
 
 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
@@ -8448,6 +8489,7 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve
        rsurface.passcolor4f = NULL;
        rsurface.passcolor4f_vertexbuffer = NULL;
        rsurface.passcolor4f_bufferoffset = 0;
+       rsurface.forcecurrenttextureupdate = true;
 
        if (rsurface.modelnumvertices && rsurface.modelelement3i)
        {
@@ -9458,7 +9500,7 @@ static void RSurf_DrawBatch_GL11_ApplyFog(void)
                rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
                rsurface.passcolor4f_vertexbuffer = 0;
                rsurface.passcolor4f_bufferoffset = 0;
-               for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
+               for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
                {
                        f = RSurf_FogVertex(v);
                        c2[0] = c[0] * f;
@@ -9936,8 +9978,8 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface
                        R_Mesh_TexBind(1, 0);
                        R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
                        // generate a color array for the fog pass
-                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
                        RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
+                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
                        RSurf_DrawBatch();
                        break;
                default:
@@ -9979,7 +10021,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface
                switch (layer->type)
                {
                case TEXTURELAYERTYPE_LITTEXTURE:
-                       if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
+                       if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))
                        {
                                // two-pass lit texture with 2x rgbscale
                                // first the lightmap pass
@@ -10012,6 +10054,8 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface
                                R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
                                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
                                        RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
+                               else if (FAKELIGHT_ENABLED)
+                                       RSurf_DrawBatch_GL11_FakeLight(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
                                else
                                        RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
                        }
@@ -10039,8 +10083,8 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface
                                R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
                        }
                        // generate a color array for the fog pass
-                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
                        RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
+                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
                        RSurf_DrawBatch();
                        break;
                default:
@@ -10457,7 +10501,7 @@ static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const
                        center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
                        center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
                }
-               R_MeshQueue_AddTransparent((rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? MESHQUEUE_SORT_HUD : ((rsurface.entity->flags & RENDER_WORLDOBJECT) ? MESHQUEUE_SORT_SKY : MESHQUEUE_SORT_DISTANCE), center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
+               R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
        }
 }
 
@@ -10704,7 +10748,7 @@ void R_DrawLocs(void)
        for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
        {
                VectorLerp(loc->mins, 0.5f, loc->maxs, center);
-               R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
+               R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
        }
 }
 
@@ -11149,7 +11193,6 @@ static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
        else
                frametime = 0;
        decalsystem->lastupdatetime = r_refdef.scene.time;
-       decal = decalsystem->decals;
        numdecals = decalsystem->numdecals;
 
        for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
@@ -11226,7 +11269,6 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent)
                RSurf_ActiveModelEntity(ent, false, false, false);
 
        decalsystem->lastupdatetime = r_refdef.scene.time;
-       decal = decalsystem->decals;
 
        faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
 
@@ -11415,13 +11457,12 @@ static void R_DrawDebugModel(void)
        {
                int triangleindex;
                int bihleafindex;
-               qboolean cullbox = ent == r_refdef.scene.worldentity;
+               qboolean cullbox = false;
                const q3mbrush_t *brush;
                const bih_t *bih = &model->collision_bih;
                const bih_leaf_t *bihleaf;
                float vertex3f[3][3];
                GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
-               cullbox = false;
                for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
                {
                        if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
@@ -11794,10 +11835,7 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
                        }
                }
        }
-       if (update)
-               for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
-                       if (update[j])
-                               R_BuildLightMap(ent, surfaces + j);
+
        R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
 
        // add to stats if desired