]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
some cleanup of shader permutation handling
[xonotic/darkplaces.git] / gl_rmain.c
index ac4fbd087a9a366ccd7a16b7d75eb4b545e21e71..b90a76a0d49e71bd94bed0241e3e5f0978719e65 100644 (file)
@@ -51,6 +51,8 @@ cvar_t r_fullbright = {0, "r_fullbright","0", "make everything bright cheat (not
 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
+cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
+cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
 cvar_t r_q1bsp_skymasking = {0, "r_qb1sp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
 
 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
@@ -74,15 +76,17 @@ cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smooth
 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
 
 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
-cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "1.5", "how bright the glow is"};
+cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
+cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "1", "how bright the glow is, after subtract/power"};
 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_power = {CVAR_SAVE, "r_bloom_power", "2", "how much to darken the image before blurring to make the bloom effect"};
+cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
+cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0", "reduces bloom colors by a certain amount"};
 
 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
-cvar_t r_hdr_bloomintensity = {CVAR_SAVE, "r_hdr_bloomintensity", "0.5", "amount of bloom"};
 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
+cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
 
 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
 
@@ -93,8 +97,35 @@ cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture
 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"}; // used for testing renderer code changes, otherwise does nothing
 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
 
-rtexture_t *r_bloom_texture_screen;
-rtexture_t *r_bloom_texture_bloom;
+typedef struct r_glsl_bloomshader_s
+{
+       int program;
+       int loc_Texture_Bloom;
+}
+r_glsl_bloomshader_t;
+
+static struct r_bloomstate_s
+{
+       qboolean enabled;
+       qboolean hdr;
+
+       int bloomwidth, bloomheight;
+
+       int screentexturewidth, screentextureheight;
+       rtexture_t *texture_screen;
+
+       int bloomtexturewidth, bloomtextureheight;
+       rtexture_t *texture_bloom;
+
+       r_glsl_bloomshader_t *shader;
+
+       // arrays for rendering the screen passes
+       float screentexcoord2f[8];
+       float bloomtexcoord2f[8];
+       float offsettexcoord2f[8];
+}
+r_bloomstate;
+
 rtexture_t *r_texture_blanknormalmap;
 rtexture_t *r_texture_white;
 rtexture_t *r_texture_black;
@@ -112,6 +143,17 @@ r_glsl_permutation_t *r_glsl_permutation;
 // temporary variable used by a macro
 int fogtableindex;
 
+// vertex coordinates for a quad that covers the screen exactly
+const static float r_screenvertex3f[12] =
+{
+       0, 0, 0,
+       1, 0, 0,
+       1, 1, 0,
+       0, 1, 0
+};
+
+extern void R_DrawModelShadows(void);
+
 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
 {
        int i;
@@ -663,22 +705,28 @@ const char *permutationinfo[][2] =
        {NULL, NULL}
 };
 
-void R_GLSL_CompilePermutation(int permutation)
+void R_GLSL_CompilePermutation(const char *filename, int permutation)
 {
        int i;
-       r_glsl_permutation_t *p = r_glsl_permutations + permutation;
+       qboolean shaderfound;
+       r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK);
        int vertstrings_count;
+       int geomstrings_count;
        int fragstrings_count;
        char *shaderstring;
        const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
+       const char *geomstrings_list[SHADERPERMUTATION_COUNT+1];
        const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
        char permutationname[256];
        if (p->compiled)
                return;
        p->compiled = true;
+       p->program = 0;
        vertstrings_list[0] = "#define VERTEX_SHADER\n";
+       geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
        fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
        vertstrings_count = 1;
+       geomstrings_count = 1;
        fragstrings_count = 1;
        permutationname[0] = 0;
        for (i = 0;permutationinfo[i][0];i++)
@@ -686,6 +734,7 @@ void R_GLSL_CompilePermutation(int permutation)
                if (permutation & (1<<i))
                {
                        vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
+                       geomstrings_list[geomstrings_count++] = permutationinfo[i][0];
                        fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
                        strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
                }
@@ -693,26 +742,44 @@ void R_GLSL_CompilePermutation(int permutation)
                {
                        // keep line numbers correct
                        vertstrings_list[vertstrings_count++] = "\n";
+                       geomstrings_list[geomstrings_count++] = "\n";
                        fragstrings_list[fragstrings_count++] = "\n";
                }
        }
-       shaderstring = (char *)FS_LoadFile("glsl/default.glsl", r_main_mempool, false, NULL);
+       shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
+       shaderfound = false;
        if (shaderstring)
        {
-               Con_DPrintf("GLSL shader text loaded from disk\n");
+               Con_DPrintf("GLSL shader text for \"%s\" loaded from disk\n", filename);
                vertstrings_list[vertstrings_count++] = shaderstring;
+               geomstrings_list[geomstrings_count++] = shaderstring;
                fragstrings_list[fragstrings_count++] = shaderstring;
+               shaderfound = true;
        }
-       else
+       else if (!strcmp(filename, "glsl/default.glsl"))
        {
+               Con_DPrintf("GLSL shader text for \"%s\" loaded from engine\n", filename);
                vertstrings_list[vertstrings_count++] = builtinshaderstring;
+               geomstrings_list[geomstrings_count++] = builtinshaderstring;
                fragstrings_list[fragstrings_count++] = builtinshaderstring;
-       }
-       p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
+               shaderfound = true;
+       }
+       // clear any lists that are not needed by this shader
+       if (!(permutation & SHADERPERMUTATION_USES_VERTEXSHADER))
+               vertstrings_count = 0;
+       if (!(permutation & SHADERPERMUTATION_USES_GEOMETRYSHADER))
+               geomstrings_count = 0;
+       if (!(permutation & SHADERPERMUTATION_USES_FRAGMENTSHADER))
+               fragstrings_count = 0;
+       // compile the shader program
+       if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
+               p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
        if (p->program)
        {
                CHECKGLERROR
                qglUseProgramObjectARB(p->program);CHECKGLERROR
+               // look up all the uniform variable names we care about, so we don't
+               // have to look them up every time we set them
                p->loc_Texture_Normal      = qglGetUniformLocationARB(p->program, "Texture_Normal");
                p->loc_Texture_Color       = qglGetUniformLocationARB(p->program, "Texture_Color");
                p->loc_Texture_Gloss       = qglGetUniformLocationARB(p->program, "Texture_Gloss");
@@ -741,6 +808,7 @@ void R_GLSL_CompilePermutation(int permutation)
                p->loc_DiffuseColor        = qglGetUniformLocationARB(p->program, "DiffuseColor");
                p->loc_SpecularColor       = qglGetUniformLocationARB(p->program, "SpecularColor");
                p->loc_LightDir            = qglGetUniformLocationARB(p->program, "LightDir");
+               // initialize the samplers to refer to the texture units we use
                if (p->loc_Texture_Normal >= 0)    qglUniform1iARB(p->loc_Texture_Normal, 0);
                if (p->loc_Texture_Color >= 0)     qglUniform1iARB(p->loc_Texture_Color, 1);
                if (p->loc_Texture_Gloss >= 0)     qglUniform1iARB(p->loc_Texture_Gloss, 2);
@@ -775,55 +843,116 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
        // combination of texture, entity, light source, and fogging, only use the
        // minimum features necessary to avoid wasting rendering time in the
        // fragment shader on features that are not being used
+       const char *shaderfilename = NULL;
        int permutation = 0;
        float specularscale = rsurface_texture->specularscale;
        r_glsl_permutation = NULL;
+       // TODO: implement geometry-shader based shadow volumes someday
        if (r_shadow_rtlight)
        {
-               permutation |= SHADERPERMUTATION_MODE_LIGHTSOURCE;
+               // light source
+               shaderfilename = "glsl/default.glsl";
+               permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
                specularscale *= r_shadow_rtlight->specularscale;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                        permutation |= SHADERPERMUTATION_CUBEFILTER;
+               if (specularscale > 0)
+                       permutation |= SHADERPERMUTATION_SPECULAR;
+               if (r_refdef.fogenabled)
+                       permutation |= SHADERPERMUTATION_FOG;
+               if (rsurface_texture->colormapping)
+                       permutation |= SHADERPERMUTATION_COLORMAPPING;
+               if (r_glsl_offsetmapping.integer)
+               {
+                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       if (r_glsl_offsetmapping_reliefmapping.integer)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+               }
        }
-       else
+       else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
        {
-               if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+               // bright unshaded geometry
+               shaderfilename = "glsl/default.glsl";
+               permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
+               if (rsurface_texture->currentskinframe->glow)
+                       permutation |= SHADERPERMUTATION_GLOW;
+               if (r_refdef.fogenabled)
+                       permutation |= SHADERPERMUTATION_FOG;
+               if (rsurface_texture->colormapping)
+                       permutation |= SHADERPERMUTATION_COLORMAPPING;
+               if (r_glsl_offsetmapping.integer)
                {
-                       if (modellighting)
-                               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
-                       else if (r_glsl_deluxemapping.integer >= 1 && rsurface_lightmaptexture)
-                       {
-                               if (r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
-                               {
-                                       if (r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
-                                               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
-                                       else
-                                               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
-                               }
-                               else if (r_glsl_deluxemapping.integer >= 2) // fake mode
-                                       permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
-                       }
+                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       if (r_glsl_offsetmapping_reliefmapping.integer)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
                }
+       }
+       else if (modellighting)
+       {
+               // directional model lighting
+               shaderfilename = "glsl/default.glsl";
+               permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
+               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
                if (rsurface_texture->currentskinframe->glow)
                        permutation |= SHADERPERMUTATION_GLOW;
+               if (specularscale > 0)
+                       permutation |= SHADERPERMUTATION_SPECULAR;
+               if (r_refdef.fogenabled)
+                       permutation |= SHADERPERMUTATION_FOG;
+               if (rsurface_texture->colormapping)
+                       permutation |= SHADERPERMUTATION_COLORMAPPING;
+               if (r_glsl_offsetmapping.integer)
+               {
+                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       if (r_glsl_offsetmapping_reliefmapping.integer)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+               }
        }
-       if (specularscale > 0)
-               permutation |= SHADERPERMUTATION_SPECULAR;
-       if (r_refdef.fogenabled)
-               permutation |= SHADERPERMUTATION_FOG;
-       if (rsurface_texture->colormapping)
-               permutation |= SHADERPERMUTATION_COLORMAPPING;
-       if (r_glsl_offsetmapping.integer)
+       else
        {
-               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-               if (r_glsl_offsetmapping_reliefmapping.integer)
-                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+               // lightmapped wall
+               shaderfilename = "glsl/default.glsl";
+               permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
+               if (r_glsl_deluxemapping.integer >= 1 && rsurface_lightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
+               {
+                       // deluxemapping (light direction texture)
+                       if (rsurface_lightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
+                               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
+                       else
+                               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+                       if (specularscale > 0)
+                               permutation |= SHADERPERMUTATION_SPECULAR;
+               }
+               else if (r_glsl_deluxemapping.integer >= 2)
+               {
+                       // fake deluxemapping (uniform light direction in tangentspace)
+                       permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+                       if (specularscale > 0)
+                               permutation |= SHADERPERMUTATION_SPECULAR;
+               }
+               else
+               {
+                       // ordinary lightmapping
+                       permutation |= 0;
+               }
+               if (rsurface_texture->currentskinframe->glow)
+                       permutation |= SHADERPERMUTATION_GLOW;
+               if (r_refdef.fogenabled)
+                       permutation |= SHADERPERMUTATION_FOG;
+               if (rsurface_texture->colormapping)
+                       permutation |= SHADERPERMUTATION_COLORMAPPING;
+               if (r_glsl_offsetmapping.integer)
+               {
+                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       if (r_glsl_offsetmapping_reliefmapping.integer)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+               }
        }
-       if (!r_glsl_permutations[permutation].program)
+       if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program)
        {
-               if (!r_glsl_permutations[permutation].compiled)
-                       R_GLSL_CompilePermutation(permutation);
-               if (!r_glsl_permutations[permutation].program)
+               if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].compiled)
+                       R_GLSL_CompilePermutation(shaderfilename, permutation);
+               if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program)
                {
                        // remove features until we find a valid permutation
                        int i;
@@ -833,16 +962,16 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
                                if (permutation < i)
                                        continue;
                                permutation &= i;
-                               if (!r_glsl_permutations[permutation].compiled)
-                                       R_GLSL_CompilePermutation(permutation);
-                               if (r_glsl_permutations[permutation].program)
+                               if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].compiled)
+                                       R_GLSL_CompilePermutation(shaderfilename, permutation);
+                               if (r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program)
                                        break;
                                if (!i)
                                        return 0; // utterly failed
                        }
                }
        }
-       r_glsl_permutation = r_glsl_permutations + permutation;
+       r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK);
        CHECKGLERROR
        qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
        R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix);
@@ -916,9 +1045,9 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
 
 void R_SwitchSurfaceShader(int permutation)
 {
-       if (r_glsl_permutation != r_glsl_permutations + permutation)
+       if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK))
        {
-               r_glsl_permutation = r_glsl_permutations + permutation;
+               r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK);
                CHECKGLERROR
                qglUseProgramObjectARB(r_glsl_permutation->program);
                CHECKGLERROR
@@ -928,8 +1057,6 @@ void R_SwitchSurfaceShader(int permutation)
 void gl_main_start(void)
 {
        r_main_texturepool = R_AllocTexturePool();
-       r_bloom_texture_screen = NULL;
-       r_bloom_texture_bloom = NULL;
        R_BuildBlankTextures();
        R_BuildNoTexture();
        if (gl_texturecubemap)
@@ -938,19 +1065,19 @@ void gl_main_start(void)
                R_BuildNormalizationCube();
        }
        R_BuildFogTexture();
+       memset(&r_bloomstate, 0, sizeof(r_bloomstate));
        memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
 }
 
 void gl_main_shutdown(void)
 {
        R_FreeTexturePool(&r_main_texturepool);
-       r_bloom_texture_screen = NULL;
-       r_bloom_texture_bloom = NULL;
        r_texture_blanknormalmap = NULL;
        r_texture_white = NULL;
        r_texture_black = NULL;
        r_texture_whitecube = NULL;
        r_texture_normalizationcube = NULL;
+       memset(&r_bloomstate, 0, sizeof(r_bloomstate));
        R_GLSL_Restart_f();
 }
 
@@ -1003,6 +1130,8 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_wateralpha);
        Cvar_RegisterVariable(&r_dynamic);
        Cvar_RegisterVariable(&r_fullbright);
+       Cvar_RegisterVariable(&r_shadows);
+       Cvar_RegisterVariable(&r_shadows_throwdistance);
        Cvar_RegisterVariable(&r_q1bsp_skymasking);
        Cvar_RegisterVariable(&r_textureunits);
        Cvar_RegisterVariable(&r_glsl);
@@ -1014,14 +1143,16 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_lerpmodels);
        Cvar_RegisterVariable(&r_waterscroll);
        Cvar_RegisterVariable(&r_bloom);
-       Cvar_RegisterVariable(&r_bloom_intensity);
+       Cvar_RegisterVariable(&r_bloom_colorscale);
+       Cvar_RegisterVariable(&r_bloom_brighten);
        Cvar_RegisterVariable(&r_bloom_blur);
        Cvar_RegisterVariable(&r_bloom_resolution);
-       Cvar_RegisterVariable(&r_bloom_power);
+       Cvar_RegisterVariable(&r_bloom_colorexponent);
+       Cvar_RegisterVariable(&r_bloom_colorsubtract);
        Cvar_RegisterVariable(&r_hdr);
        Cvar_RegisterVariable(&r_hdr_scenebrightness);
-       Cvar_RegisterVariable(&r_hdr_bloomintensity);
        Cvar_RegisterVariable(&r_hdr_glowintensity);
+       Cvar_RegisterVariable(&r_hdr_range);
        Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
        Cvar_RegisterVariable(&developer_texturelogging);
        Cvar_RegisterVariable(&gl_lightmaps);
@@ -1050,8 +1181,8 @@ void Render_Init(void)
 {
        gl_backend_init();
        R_Textures_Init();
-       GL_Draw_Init();
        GL_Main_Init();
+       GL_Draw_Init();
        R_Shadow_Init();
        R_Sky_Init();
        GL_Surf_Init();
@@ -1134,9 +1265,11 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs)
 static void R_UpdateEntityLighting(entity_render_t *ent)
 {
        vec3_t tempdiffusenormal;
+
+       // fetch the lighting from the worldmodel data
        VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
        VectorClear(ent->modellight_diffuse);
-       VectorClear(ent->modellight_lightdir);
+       VectorClear(tempdiffusenormal);
        if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
        {
                vec3_t org;
@@ -1145,8 +1278,12 @@ static void R_UpdateEntityLighting(entity_render_t *ent)
        }
        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);
        VectorNormalize(ent->modellight_lightdir);
+
+       // scale ambient and directional light contributions according to rendering variables
        ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
        ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
        ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
@@ -1171,8 +1308,6 @@ static void R_View_UpdateEntityVisible (void)
                {
                        ent = r_refdef.entities[i];
                        r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
-                       if (r_viewcache.entityvisible[i])
-                               R_UpdateEntityLighting(ent);
                }
        }
        else
@@ -1182,10 +1317,12 @@ static void R_View_UpdateEntityVisible (void)
                {
                        ent = r_refdef.entities[i];
                        r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
-                       if (r_viewcache.entityvisible[i])
-                               R_UpdateEntityLighting(ent);
                }
        }
+
+       // update entity lighting (even on hidden entities for r_shadows)
+       for (i = 0;i < r_refdef.numentities;i++)
+               R_UpdateEntityLighting(r_refdef.entities[i]);
 }
 
 // only used if skyrendermasked, and normally returns false
@@ -1360,97 +1497,251 @@ void R_View_Update(void)
        R_View_UpdateEntityVisible();
 }
 
-void R_ResetViewRendering(void)
+void R_SetupView(const matrix4x4_t *matrix)
+{
+       if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
+               GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
+       else
+               GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
+
+       GL_SetupView_Orientation_FromEntity(matrix);
+}
+
+void R_ResetViewRendering2D(void)
 {
        if (gl_support_fragment_shader)
        {
                qglUseProgramObjectARB(0);CHECKGLERROR
        }
 
+       DrawQ_Finish();
+
        // GL is weird because it's bottom to top, r_view.y is top to bottom
        qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
        GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
        GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
+       GL_Color(1, 1, 1, 1);
+       GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_AlphaTest(false);
+       GL_ScissorTest(false);
+       GL_DepthMask(false);
+       GL_DepthTest(false);
+       R_Mesh_Matrix(&identitymatrix);
+       R_Mesh_ResetTextureState();
+       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+       qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
+       qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+       qglDisable(GL_STENCIL_TEST);CHECKGLERROR
+       qglStencilMask(~0);CHECKGLERROR
+       qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
+       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
+       GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
+}
+
+void R_ResetViewRendering3D(void)
+{
+       if (gl_support_fragment_shader)
+       {
+               qglUseProgramObjectARB(0);CHECKGLERROR
+       }
+
+       DrawQ_Finish();
+
+       // GL is weird because it's bottom to top, r_view.y is top to bottom
+       qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
+       R_SetupView(&r_view.matrix);
+       GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
+       GL_Color(1, 1, 1, 1);
        GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_AlphaTest(false);
        GL_ScissorTest(true);
        GL_DepthMask(true);
        GL_DepthTest(true);
        R_Mesh_Matrix(&identitymatrix);
        R_Mesh_ResetTextureState();
+       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+       qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
+       qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+       qglDisable(GL_STENCIL_TEST);CHECKGLERROR
+       qglStencilMask(~0);CHECKGLERROR
+       qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
+       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
+       GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
 }
 
+/*
+       R_Bloom_SetupShader(
+"// bloom shader\n"
+"// written by Forest 'LordHavoc' Hale\n"
+"\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 ScreenTexCoord;\n"
+"varying vec2 BloomTexCoord;\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"// vertex shader specific:\n"
+"#ifdef VERTEX_SHADER\n"
+"\n"
+"void main(void)\n"
+"{\n"
+"      ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
+"      BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
+"      // transform vertex to camera space, using ftransform to match non-VS\n"
+"      // rendering\n"
+"      gl_Position = ftransform();\n"
+"}\n"
+"\n"
+"#endif // VERTEX_SHADER\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"// fragment shader specific:\n"
+"#ifdef FRAGMENT_SHADER\n"
+"\n"
+"void main(void)\n"
+"{\n"
+"      int x, y;
+"      myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
+"      for (x = -BLUR_X;x <= BLUR_X;x++)
+"      color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
+"      color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
+"      color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
+"      color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
+
+"      gl_FragColor = vec4(color);\n"
+"}\n"
+"\n"
+"#endif // FRAGMENT_SHADER\n"
+*/
+
 void R_RenderScene(void);
 
-void R_Bloom_MakeTexture(qboolean darken)
+void R_Bloom_StartFrame(void)
 {
-       int screenwidth, screenheight;
-       int screentexturewidth, screentextureheight;
-       int bloomtexturewidth, bloomtextureheight;
-       int bloomwidth, bloomheight, x, range;
-       float xoffset, yoffset, r;
-       float vertex3f[12];
-       float texcoord2f[3][8];
+       int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
 
        // set bloomwidth and bloomheight to the bloom resolution that will be
        // used (often less than the screen resolution for faster rendering)
-       bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
-       bloomheight = bound(1, bloomwidth * r_view.height / r_view.width, r_view.height);
+       r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
+       r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
+       r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
 
-       // set the (poorly named) screenwidth and screenheight variables to
-       // a power of 2 at least as large as the screen, these will define the
-       // size of the texture to allocate
-       for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2);
-       for (screenheight = 1;screenheight < vid.height;screenheight *= 2);
+       // calculate desired texture sizes
+       if (gl_support_arb_texture_non_power_of_two)
+       {
+               screentexturewidth = r_view.width;
+               screentextureheight = r_view.height;
+               bloomtexturewidth = r_bloomstate.bloomwidth;
+               bloomtextureheight = r_bloomstate.bloomheight;
+       }
+       else
+       {
+               for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
+               for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
+               for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
+               for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
+       }
 
-       r_refdef.stats.bloom++;
+       if (r_hdr.integer)
+       {
+               screentexturewidth = screentextureheight = 0;
+       }
+       else if (r_bloom.integer)
+       {
+       }
+       else
+       {
+               screentexturewidth = screentextureheight = 0;
+               bloomtexturewidth = bloomtextureheight = 0;
+       }
+
+       if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
+       {
+               // can't use bloom if the parameters are too weird
+               // can't use bloom if the card does not support the texture size
+               if (r_bloomstate.texture_screen)
+                       R_FreeTexture(r_bloomstate.texture_screen);
+               if (r_bloomstate.texture_bloom)
+                       R_FreeTexture(r_bloomstate.texture_bloom);
+               memset(&r_bloomstate, 0, sizeof(r_bloomstate));
+               return;
+       }
+
+       r_bloomstate.enabled = true;
+       r_bloomstate.hdr = r_hdr.integer != 0;
 
        // allocate textures as needed
-       // TODO: reallocate these when size settings change
-       if (!r_bloom_texture_screen)
-               r_bloom_texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
-       if (!r_bloom_texture_bloom)
-               r_bloom_texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
-
-       screentexturewidth = R_TextureWidth(r_bloom_texture_screen);
-       screentextureheight = R_TextureHeight(r_bloom_texture_screen);
-       bloomtexturewidth = R_TextureWidth(r_bloom_texture_bloom);
-       bloomtextureheight = R_TextureHeight(r_bloom_texture_bloom);
-
-       // vertex coordinates for a quad that covers the screen exactly
-       vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0;
-       vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0;
-       vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0;
-       vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0;
+       if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
+       {
+               if (r_bloomstate.texture_screen)
+                       R_FreeTexture(r_bloomstate.texture_screen);
+               r_bloomstate.texture_screen = NULL;
+               r_bloomstate.screentexturewidth = screentexturewidth;
+               r_bloomstate.screentextureheight = screentextureheight;
+               if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
+                       r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+       }
+       if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
+       {
+               if (r_bloomstate.texture_bloom)
+                       R_FreeTexture(r_bloomstate.texture_bloom);
+               r_bloomstate.texture_bloom = NULL;
+               r_bloomstate.bloomtexturewidth = bloomtexturewidth;
+               r_bloomstate.bloomtextureheight = bloomtextureheight;
+               if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
+                       r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+       }
 
        // set up a texcoord array for the full resolution screen image
        // (we have to keep this around to copy back during final render)
-       texcoord2f[0][0] = 0;
-       texcoord2f[0][1] = (float)r_view.height / (float)screentextureheight;
-       texcoord2f[0][2] = (float)r_view.width / (float)screentexturewidth;
-       texcoord2f[0][3] = (float)r_view.height / (float)screentextureheight;
-       texcoord2f[0][4] = (float)r_view.width / (float)screentexturewidth;
-       texcoord2f[0][5] = 0;
-       texcoord2f[0][6] = 0;
-       texcoord2f[0][7] = 0;
+       r_bloomstate.screentexcoord2f[0] = 0;
+       r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
+       r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
+       r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
+       r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
+       r_bloomstate.screentexcoord2f[5] = 0;
+       r_bloomstate.screentexcoord2f[6] = 0;
+       r_bloomstate.screentexcoord2f[7] = 0;
 
        // set up a texcoord array for the reduced resolution bloom image
        // (which will be additive blended over the screen image)
-       texcoord2f[1][0] = 0;
-       texcoord2f[1][1] = (float)bloomheight / (float)bloomtextureheight;
-       texcoord2f[1][2] = (float)bloomwidth / (float)bloomtexturewidth;
-       texcoord2f[1][3] = (float)bloomheight / (float)bloomtextureheight;
-       texcoord2f[1][4] = (float)bloomwidth / (float)bloomtexturewidth;
-       texcoord2f[1][5] = 0;
-       texcoord2f[1][6] = 0;
-       texcoord2f[1][7] = 0;
-
-       R_ResetViewRendering();
-       GL_DepthTest(false);
-       R_Mesh_VertexPointer(vertex3f);
-       R_Mesh_ColorPointer(NULL);
+       r_bloomstate.bloomtexcoord2f[0] = 0;
+       r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
+       r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
+       r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
+       r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
+       r_bloomstate.bloomtexcoord2f[5] = 0;
+       r_bloomstate.bloomtexcoord2f[6] = 0;
+       r_bloomstate.bloomtexcoord2f[7] = 0;
+}
+
+void R_Bloom_CopyScreenTexture(float colorscale)
+{
+       r_refdef.stats.bloom++;
 
-       R_Mesh_TexCoordPointer(0, 2, texcoord2f[0]);
-       R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_screen));
+       R_ResetViewRendering2D();
+       R_Mesh_VertexPointer(r_screenvertex3f);
+       R_Mesh_ColorPointer(NULL);
+       R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f);
+       R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
 
        // copy view into the screen texture
        GL_ActiveTexture(0);
@@ -1460,105 +1751,137 @@ void R_Bloom_MakeTexture(qboolean darken)
 
        // now scale it down to the bloom texture size
        CHECKGLERROR
-       qglViewport(r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
+       qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
        GL_BlendFunc(GL_ONE, GL_ZERO);
-       GL_Color(1, 1, 1, 1);
+       GL_Color(colorscale, colorscale, colorscale, 1);
        // TODO: optimize with multitexture or GLSL
        R_Mesh_Draw(0, 4, 2, polygonelements);
-       r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight;
+       r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
 
-       if (darken)
-       {
-               // raise to a power of itself to darken it (this leaves the really
-               // bright stuff bright, and everything else becomes very dark)
-               // render multiple times with a multiply blendfunc to raise to a power
-               GL_BlendFunc(GL_DST_COLOR, GL_ZERO);
-               for (x = 1;x < r_bloom_power.integer;x++)
-               {
-                       R_Mesh_Draw(0, 4, 2, polygonelements);
-                       r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight;
-               }
-       }
+       // we now have a bloom image in the framebuffer
+       // copy it into the bloom image texture for later processing
+       R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
+       GL_ActiveTexture(0);
+       CHECKGLERROR
+       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
+       r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+}
 
-       // we now have a darkened bloom image in the framebuffer
-       // copy it into the bloom image texture for more processing
-       R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom));
-       R_Mesh_TexCoordPointer(0, 2, texcoord2f[2]);
+void R_Bloom_CopyHDRTexture(void)
+{
+       R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
        GL_ActiveTexture(0);
        CHECKGLERROR
-       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
-       r_refdef.stats.bloom_copypixels += bloomwidth * bloomheight;
+       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
+       r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
+}
 
-       // blend on at multiple vertical offsets to achieve a vertical blur
-       // TODO: do offset blends using GLSL
-       range = r_bloom_blur.integer * bloomwidth / 320;
-       GL_BlendFunc(GL_ONE, GL_ZERO);
-       for (x = -range;x <= range;x++)
-       {
-               xoffset = 0 / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
-               yoffset = x / (float)bloomheight * (float)bloomheight / (float)screenheight;
-               // compute a texcoord array with the specified x and y offset
-               texcoord2f[2][0] = xoffset+0;
-               texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
-               texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
-               texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
-               texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
-               texcoord2f[2][5] = yoffset+0;
-               texcoord2f[2][6] = xoffset+0;
-               texcoord2f[2][7] = yoffset+0;
-               // this r value looks like a 'dot' particle, fading sharply to
-               // black at the edges
-               // (probably not realistic but looks good enough)
-               r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range));
-               if (r < 0.01f)
-                       continue;
+void R_Bloom_MakeTexture(void)
+{
+       int x, range, dir;
+       float xoffset, yoffset, r, brighten;
+
+       r_refdef.stats.bloom++;
+
+       R_ResetViewRendering2D();
+       R_Mesh_VertexPointer(r_screenvertex3f);
+       R_Mesh_ColorPointer(NULL);
+
+       // we have a bloom image in the framebuffer
+       CHECKGLERROR
+       qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
+
+       for (x = 1;x < r_bloom_colorexponent.value;)
+       {
+               x *= 2;
+               r = bound(0, r_bloom_colorexponent.value / x, 1);
+               GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
                GL_Color(r, r, r, 1);
+               R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
+               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
                R_Mesh_Draw(0, 4, 2, polygonelements);
-               r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight;
-               GL_BlendFunc(GL_ONE, GL_ONE);
+               r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+
+               // copy the vertically blurred bloom view to a texture
+               GL_ActiveTexture(0);
+               CHECKGLERROR
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
+               r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
        }
 
-       // copy the vertically blurred bloom view to a texture
-       GL_ActiveTexture(0);
-       CHECKGLERROR
-       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
-       r_refdef.stats.bloom_copypixels += bloomwidth * bloomheight;
+       range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
+       brighten = r_bloom_brighten.value;
+       if (r_hdr.integer)
+               brighten *= r_hdr_range.value;
+       R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
+       R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f);
 
-       // blend the vertically blurred image at multiple offsets horizontally
-       // to finish the blur effect
-       // TODO: do offset blends using GLSL
-       range = r_bloom_blur.integer * bloomwidth / 320;
-       GL_BlendFunc(GL_ONE, GL_ZERO);
-       for (x = -range;x <= range;x++)
-       {
-               xoffset = x / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
-               yoffset = 0 / (float)bloomheight * (float)bloomheight / (float)screenheight;
-               // compute a texcoord array with the specified x and y offset
-               texcoord2f[2][0] = xoffset+0;
-               texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
-               texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
-               texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
-               texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
-               texcoord2f[2][5] = yoffset+0;
-               texcoord2f[2][6] = xoffset+0;
-               texcoord2f[2][7] = yoffset+0;
-               // this r value looks like a 'dot' particle, fading sharply to
-               // black at the edges
-               // (probably not realistic but looks good enough)
-               r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range));
-               if (r < 0.01f)
-                       continue;
-               GL_Color(r, r, r, 1);
+       for (dir = 0;dir < 2;dir++)
+       {
+               // blend on at multiple vertical offsets to achieve a vertical blur
+               // TODO: do offset blends using GLSL
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               for (x = -range;x <= range;x++)
+               {
+                       if (!dir){xoffset = 0;yoffset = x;}
+                       else {xoffset = x;yoffset = 0;}
+                       xoffset /= (float)r_bloomstate.bloomtexturewidth;
+                       yoffset /= (float)r_bloomstate.bloomtextureheight;
+                       // compute a texcoord array with the specified x and y offset
+                       r_bloomstate.offsettexcoord2f[0] = xoffset+0;
+                       r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
+                       r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
+                       r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
+                       r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
+                       r_bloomstate.offsettexcoord2f[5] = yoffset+0;
+                       r_bloomstate.offsettexcoord2f[6] = xoffset+0;
+                       r_bloomstate.offsettexcoord2f[7] = yoffset+0;
+                       // this r value looks like a 'dot' particle, fading sharply to
+                       // black at the edges
+                       // (probably not realistic but looks good enough)
+                       //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
+                       //r = (dir ? 1.0f : brighten)/(range*2+1);
+                       r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
+                       GL_Color(r, r, r, 1);
+                       R_Mesh_Draw(0, 4, 2, polygonelements);
+                       r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+                       GL_BlendFunc(GL_ONE, GL_ONE);
+               }
+
+               // copy the vertically blurred bloom view to a texture
+               GL_ActiveTexture(0);
+               CHECKGLERROR
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
+               r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+       }
+
+       // apply subtract last
+       // (just like it would be in a GLSL shader)
+       if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
+       {
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
+               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
+               GL_Color(1, 1, 1, 1);
                R_Mesh_Draw(0, 4, 2, polygonelements);
-               r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight;
+               r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+
                GL_BlendFunc(GL_ONE, GL_ONE);
-       }
+               qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
+               R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
+               GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
+               R_Mesh_Draw(0, 4, 2, polygonelements);
+               r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+               qglBlendEquationEXT(GL_FUNC_ADD_EXT);
 
-       // copy the blurred bloom view to a texture
-       GL_ActiveTexture(0);
-       CHECKGLERROR
-       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
-       r_refdef.stats.bloom_copypixels += bloomwidth * bloomheight;
+               // copy the darkened bloom view to a texture
+               R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
+               GL_ActiveTexture(0);
+               CHECKGLERROR
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
+               r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+       }
 }
 
 void R_HDR_RenderBloomTexture(void)
@@ -1567,124 +1890,74 @@ void R_HDR_RenderBloomTexture(void)
 
        oldwidth = r_view.width;
        oldheight = r_view.height;
-       r_view.width = bound(1, r_bloom_resolution.integer, min(r_view.width, gl_max_texture_size));
-       r_view.height = r_view.width * oldheight / oldwidth;
+       r_view.width = r_bloomstate.bloomwidth;
+       r_view.height = r_bloomstate.bloomheight;
 
        // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
-       // FIXME: change global lightmapintensity and light intensity according to r_hdr_bloomintensity cvar
-       // FIXME: change global lightmapintensity and light intensity according to r_hdr_scenebrightness cvar
        // TODO: add exposure compensation features
+       // TODO: add fp16 framebuffer support
 
-       r_view.colorscale = r_hdr_bloomintensity.value * r_hdr_scenebrightness.value;
+       r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
+       if (r_hdr.integer)
+               r_view.colorscale /= r_hdr_range.value;
        R_RenderScene();
 
-       R_ResetViewRendering();
+       R_ResetViewRendering2D();
 
-       R_Bloom_MakeTexture(false);
+       R_Bloom_CopyHDRTexture();
+       R_Bloom_MakeTexture();
+
+       R_ResetViewRendering3D();
 
        R_ClearScreen();
        if (r_timereport_active)
                R_TimeReport("clear");
 
+
        // restore the view settings
        r_view.width = oldwidth;
        r_view.height = oldheight;
-
-       // go back to full view area
-       R_ResetViewRendering();
 }
 
 static void R_BlendView(void)
 {
-       int screenwidth, screenheight;
-       int bloomwidth, bloomheight;
-       qboolean dobloom;
-       qboolean dohdr;
-       qboolean doblend;
-       float vertex3f[12];
-       float texcoord2f[3][8];
-
-       // set the (poorly named) screenwidth and screenheight variables to
-       // a power of 2 at least as large as the screen, these will define the
-       // size of the texture to allocate
-       for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2);
-       for (screenheight = 1;screenheight < vid.height;screenheight *= 2);
-
-       doblend = r_refdef.viewblend[3] >= 0.01f;
-       dobloom = !r_hdr.integer && r_bloom.integer && screenwidth <= gl_max_texture_size && screenheight <= gl_max_texture_size && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512;
-       dohdr = r_hdr.integer && screenwidth <= gl_max_texture_size && screenheight <= gl_max_texture_size && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512;
-
-       if (!dobloom && !dohdr && !doblend)
-               return;
-
-       // vertex coordinates for a quad that covers the screen exactly
-       vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0;
-       vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0;
-       vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0;
-       vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0;
-
-       // set bloomwidth and bloomheight to the bloom resolution that will be
-       // used (often less than the screen resolution for faster rendering)
-       bloomwidth = min(r_view.width, r_bloom_resolution.integer);
-       bloomheight = min(r_view.height, bloomwidth * r_view.height / r_view.width);
-       // set up a texcoord array for the full resolution screen image
-       // (we have to keep this around to copy back during final render)
-       texcoord2f[0][0] = 0;
-       texcoord2f[0][1] = (float)r_view.height / (float)screenheight;
-       texcoord2f[0][2] = (float)r_view.width / (float)screenwidth;
-       texcoord2f[0][3] = (float)r_view.height / (float)screenheight;
-       texcoord2f[0][4] = (float)r_view.width / (float)screenwidth;
-       texcoord2f[0][5] = 0;
-       texcoord2f[0][6] = 0;
-       texcoord2f[0][7] = 0;
-       // set up a texcoord array for the reduced resolution bloom image
-       // (which will be additive blended over the screen image)
-       texcoord2f[1][0] = 0;
-       texcoord2f[1][1] = (float)bloomheight / (float)screenheight;
-       texcoord2f[1][2] = (float)bloomwidth / (float)screenwidth;
-       texcoord2f[1][3] = (float)bloomheight / (float)screenheight;
-       texcoord2f[1][4] = (float)bloomwidth / (float)screenwidth;
-       texcoord2f[1][5] = 0;
-       texcoord2f[1][6] = 0;
-       texcoord2f[1][7] = 0;
-
-       if (dohdr)
+       if (r_bloomstate.enabled && r_bloomstate.hdr)
        {
                // render high dynamic range bloom effect
                // the bloom texture was made earlier this render, so we just need to
                // blend it onto the screen...
-               R_ResetViewRendering();
-               GL_DepthTest(false);
-               R_Mesh_VertexPointer(vertex3f);
+               R_ResetViewRendering2D();
+               R_Mesh_VertexPointer(r_screenvertex3f);
                R_Mesh_ColorPointer(NULL);
                GL_Color(1, 1, 1, 1);
                GL_BlendFunc(GL_ONE, GL_ONE);
-               R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom));
-               R_Mesh_TexCoordPointer(0, 2, texcoord2f[1]);
+               R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
+               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
                R_Mesh_Draw(0, 4, 2, polygonelements);
                r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
        }
-       if (dobloom)
+       else if (r_bloomstate.enabled)
        {
                // render simple bloom effect
+               // copy the screen and shrink it and darken it for the bloom process
+               R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
                // make the bloom texture
-               R_Bloom_MakeTexture(true);
+               R_Bloom_MakeTexture();
                // put the original screen image back in place and blend the bloom
                // texture on it
-               R_ResetViewRendering();
-               GL_DepthTest(false);
-               R_Mesh_VertexPointer(vertex3f);
+               R_ResetViewRendering2D();
+               R_Mesh_VertexPointer(r_screenvertex3f);
                R_Mesh_ColorPointer(NULL);
                GL_Color(1, 1, 1, 1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
                // do both in one pass if possible
-               R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_screen));
-               R_Mesh_TexCoordPointer(0, 2, texcoord2f[0]);
+               R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
+               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
                if (r_textureunits.integer >= 2 && gl_combine.integer)
                {
                        R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
-                       R_Mesh_TexBind(1, R_GetTexture(r_bloom_texture_bloom));
-                       R_Mesh_TexCoordPointer(1, 2, texcoord2f[1]);
+                       R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
+                       R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f);
                }
                else
                {
@@ -1692,18 +1965,17 @@ static void R_BlendView(void)
                        r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
                        // now blend on the bloom texture
                        GL_BlendFunc(GL_ONE, GL_ONE);
-                       R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom));
-                       R_Mesh_TexCoordPointer(0, 2, texcoord2f[1]);
+                       R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
+                       R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f);
                }
                R_Mesh_Draw(0, 4, 2, polygonelements);
                r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
        }
-       if (doblend)
+       if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
        {
                // apply a color tint to the whole view
-               R_ResetViewRendering();
-               GL_DepthTest(false);
-               R_Mesh_VertexPointer(vertex3f);
+               R_ResetViewRendering2D();
+               R_Mesh_VertexPointer(r_screenvertex3f);
                R_Mesh_ColorPointer(NULL);
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
@@ -1793,9 +2065,9 @@ void R_RenderView(void)
        if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
                return; //Host_Error ("R_RenderView: NULL worldmodel");
 
+       R_Shadow_UpdateWorldLightSelection();
+
        CHECKGLERROR
-       GL_ScissorTest(true);
-       GL_DepthMask(true);
        if (r_timereport_active)
                R_TimeReport("setup");
 
@@ -1803,12 +2075,14 @@ void R_RenderView(void)
        if (r_timereport_active)
                R_TimeReport("visibility");
 
-       R_ResetViewRendering();
+       R_ResetViewRendering3D();
 
        R_ClearScreen();
        if (r_timereport_active)
                R_TimeReport("clear");
 
+       R_Bloom_StartFrame();
+
        // this produces a bloom texture to be used in R_BlendView() later
        if (r_hdr.integer)
                R_HDR_RenderBloomTexture();
@@ -1830,34 +2104,14 @@ 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 ();
 
-       CHECKGLERROR
-       if (gl_support_fragment_shader)
-       {
-               qglUseProgramObjectARB(0);CHECKGLERROR
-       }
-       qglDepthFunc(GL_LEQUAL);CHECKGLERROR
-       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
-       qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
-
-       R_ResetViewRendering();
+       R_ResetViewRendering3D();
 
        R_MeshQueue_BeginScene();
 
-       if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
-               GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
-       else
-               GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
-
-       GL_SetupView_Orientation_FromEntity(&r_view.matrix);
-
-       R_Shadow_UpdateWorldLightSelection();
-
        R_SkyStartFrame();
 
        Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
@@ -1898,6 +2152,17 @@ void R_RenderScene(void)
        if (r_refdef.extraupdate)
                S_ExtraUpdate ();
 
+       if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
+       {
+               R_DrawModelShadows();
+
+               R_ResetViewRendering3D();
+
+               // don't let sound skip if going slow
+               if (r_refdef.extraupdate)
+                       S_ExtraUpdate ();
+       }
+
        R_ShadowVolumeLighting(false);
        if (r_timereport_active)
                R_TimeReport("rtlights");
@@ -1958,13 +2223,7 @@ void R_RenderScene(void)
        if (r_refdef.extraupdate)
                S_ExtraUpdate ();
 
-       CHECKGLERROR
-       if (gl_support_fragment_shader)
-       {
-               qglUseProgramObjectARB(0);CHECKGLERROR
-       }
-       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
-       qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
+       R_ResetViewRendering2D();
 }
 
 /*
@@ -2061,6 +2320,7 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight
                GL_DepthMask(true);
        }
        GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
+       GL_CullFace((ent->flags & RENDER_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
        R_Mesh_VertexPointer(nomodelvertex3f);
        if (r_refdef.fogenabled)
        {
@@ -2318,13 +2578,14 @@ static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1,
 
 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
 {
+       model_t *model = ent->model;
+
        // FIXME: identify models using a better check than ent->model->brush.shadowmesh
        //int lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
 
        // switch to an alternate material if this is a q1bsp animated material
        {
                texture_t *texture = t;
-               model_t *model = ent->model;
                int s = ent->skinnum;
                if ((unsigned int)s >= (unsigned int)model->numskins)
                        s = 0;
@@ -2355,7 +2616,7 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
 
        t->currentmaterialflags = t->basematerialflags;
        t->currentalpha = ent->alpha;
-       if (t->basematerialflags & MATERIALFLAG_WATERALPHA)
+       if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
                t->currentalpha *= r_wateralpha.value;
        if (!(ent->flags & RENDER_LIGHT))
                t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
@@ -2373,7 +2634,7 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
        t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
        t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
        t->glosstexture = r_texture_white;
-       t->specularpower = 8;
+       t->specularpower = r_shadow_glossexponent.value;
        t->specularscale = 0;
        if (r_shadow_gloss.integer > 0)
        {
@@ -3540,12 +3801,8 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                const int *elements;
                vec3_t v;
                CHECKGLERROR
-               GL_DepthTest(true);
+               GL_DepthTest(!r_showdisabledepthtest.integer);
                GL_DepthMask(true);
-               if (r_showdisabledepthtest.integer)
-               {
-                       qglDepthFunc(GL_ALWAYS);CHECKGLERROR
-               }
                GL_BlendFunc(GL_ONE, GL_ZERO);
                R_Mesh_ColorPointer(NULL);
                R_Mesh_ResetTextureState();
@@ -3616,9 +3873,5 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                        }
                }
                rsurface_texture = NULL;
-               if (r_showdisabledepthtest.integer)
-               {
-                       qglDepthFunc(GL_LEQUAL);CHECKGLERROR
-               }
        }
 }