]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
implemented real support for QW skins (pants, shirt, glow, cropped pcx
[xonotic/darkplaces.git] / gl_rmain.c
index 8375090eaa4c71daf186293c2add505ae5e50168..cef68dc50b3089d41912d2068b995b84ddbcaa2e 100644 (file)
@@ -79,7 +79,7 @@ cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlightin
 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
-cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
+cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "4", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
 
@@ -191,8 +191,15 @@ unsigned int r_queries[R_MAX_OCCLUSION_QUERIES];
 unsigned int r_numqueries;
 unsigned int r_maxqueries;
 
-char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
-skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
+typedef struct r_qwskincache_s
+{
+       char name[MAX_QPATH];
+       skinframe_t *skinframe;
+}
+r_qwskincache_t;
+
+static r_qwskincache_t *r_qwskincache;
+static int r_qwskincache_size;
 
 /// vertex coordinates for a quad that covers the screen exactly
 const float r_screenvertex3f[12] =
@@ -447,6 +454,9 @@ static void R_BuildFogTexture(void)
 static const char *builtinshaderstring =
 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
 "// written by Forest 'LordHavoc' Hale\n"
+"\n"
+"// enable various extensions depending on permutation:\n"
+"\n" 
 "#ifdef USESHADOWMAPRECT\n"
 "# extension GL_ARB_texture_rectangle : enable\n"
 "#endif\n"
@@ -457,12 +467,9 @@ static const char *builtinshaderstring =
 "# endif\n"
 "# ifdef GL_ARB_texture_gather\n"
 "#   extension GL_ARB_texture_gather : enable\n"
-"#   define USETEXTUREGATHER\n"
 "# else\n"
 "#   ifdef GL_AMD_texture_texture4\n"
 "#     extension GL_AMD_texture_texture4 : enable\n"
-"#     define USETEXTUREGATHER\n"
-"#     define textureGather texture4\n"
 "#   endif\n"
 "# endif\n"
 "#endif\n"
@@ -471,6 +478,10 @@ static const char *builtinshaderstring =
 "# extension GL_EXT_gpu_shader4 : enable\n"
 "#endif\n"
 "\n"
+"#ifdef USESHADOWSAMPLER\n"
+"# extension GL_ARB_shadow : enable\n"
+"#endif\n"
+"\n"
 "// common definitions between vertex shader and fragment shader:\n"
 "\n"
 "//#ifdef __GLSL_CG_DATA_TYPES\n"
@@ -845,7 +856,7 @@ static const char *builtinshaderstring =
 "//# endif\n"
 "//#endif\n"
 "\n"
-"uniform myhalf GlowScale;\n"
+"uniform myhalf3 GlowColor;\n"
 "uniform myhalf SceneBrightness;\n"
 "\n"
 "uniform float OffsetMapping_Scale;\n"
@@ -903,7 +914,7 @@ static const char *builtinshaderstring =
 "#endif // USEOFFSETMAPPING\n"
 "\n"
 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
-"uniform vec4 ShadowMap_TextureScale;\n"
+"uniform vec2 ShadowMap_TextureScale;\n"
 "uniform vec4 ShadowMap_Parameters;\n"
 "#endif\n"
 "\n"
@@ -917,40 +928,52 @@ static const char *builtinshaderstring =
 "      float ma;\n"
 "      if (adir.x > adir.y)\n"
 "      {\n"
-"              if (adir.x > adir.z)\n"
+"              if (adir.x > adir.z) // X\n"
 "              {\n"
 "                      ma = adir.x;\n"
-"                      if (dir.x >= 0.0) { tc = vec2(-dir.z, -dir.y); offset = vec2(0.5, 0.5); } // +X\n"
-"                      else              { tc = vec2( dir.z, -dir.y); offset = vec2(1.5, 0.5); } // -X\n"
+"                      tc = dir.zy;\n"
+"                      offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
 "              }\n"
-"              else\n"
+"              else // Z\n"
 "              {\n"
 "                      ma = adir.z;\n"
-"                      if (dir.z >= 0.0) { tc = vec2( dir.x, -dir.y); offset = vec2(0.5, 2.5); } // +Z\n"
-"                      else              { tc = vec2(-dir.x, -dir.y); offset = vec2(1.5, 2.5); } // -Z\n"
+"                      tc = dir.xy;\n"
+"                      offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
 "              }\n"
 "      }\n"
 "      else\n"
 "      {\n"
-"              if (adir.y > adir.z)\n"
+"              if (adir.y > adir.z) // Y\n"
 "              {\n"
 "                      ma = adir.y;\n"
-"                      if (dir.y >= 0.0) { tc = vec2( dir.x,  dir.z); offset = vec2(0.5, 1.5); } // +Y\n"
-"                      else              { tc = vec2( dir.x, -dir.z); offset = vec2(1.5, 1.5); } // -Y\n"
+"                      tc = dir.xz;\n"
+"                      offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
 "              }\n"
-"              else\n"
+"              else // Z\n"
 "              {\n"
 "                      ma = adir.z;\n"
-"                      if (dir.z >= 0.0) { tc = vec2( dir.x, -dir.y); offset = vec2(0.5, 2.5); } // +Z\n"
-"                      else              { tc = vec2(-dir.x, -dir.y); offset = vec2(1.5, 2.5); } // -Z\n"
+"                      tc = dir.xy;\n"
+"                      offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
 "              }\n"
 "      }\n"
 "\n"
-"      vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma + vec3(offset * ShadowMap_Parameters.y, ShadowMap_Parameters.z);\n"
-"      stc.xy *= ShadowMap_TextureScale.xy;\n"
+"      vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
+"      stc.xy += offset * ShadowMap_Parameters.y;\n"
+"      stc.z += ShadowMap_Parameters.z;\n"
+"#  if showshadowmap\n"
+"      stc.xy *= ShadowMap_TextureScale;\n"
+"#  endif\n"
 "      return stc;\n"
 "# else\n"
-"      return vec3(textureCube(Texture_CubeProjection, dir.xyz).ra * ShadowMap_Parameters.xy, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
+"      vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
+"      float ma = max(max(adir.x, adir.y), adir.z);\n"
+"      vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
+"      stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
+"      stc.z += ShadowMap_Parameters.z;\n"
+"#  if showshadowmap\n"
+"      stc.xy *= ShadowMap_TextureScale;\n"
+"#  endif\n"
+"      return stc;\n"
 "# endif\n"
 "}\n"
 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
@@ -984,19 +1007,19 @@ static const char *builtinshaderstring =
 "#      if USESHADOWMAPPCF > 1\n"
 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
-"    vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))),\n"
-"         row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0))),\n"
-"         row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0))),\n"
-"         row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0))),\n"
-"         cols = row2 + row3 + mix(row1, row4, offset.y);\n"
+"    vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
+"    vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
+"    vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
+"    vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
+"    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
 "#      else\n"
 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
 "    vec2 offset = fract(shadowmaptc.xy);\n"
-"    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))),\n"
-"         row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0))),\n"
-"         row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0))),\n"
-"         cols = row2 + mix(row1, row3, offset.y);\n"
+"    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
+"    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
+"    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
+"    vec3 cols = row2 + mix(row1, row3, offset.y);\n"
 "    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
 "#      endif\n"
 "#    else\n"
@@ -1016,57 +1039,55 @@ static const char *builtinshaderstring =
 "\n"
 "#  ifdef USESHADOWSAMPLER\n"
 "#    ifdef USESHADOWMAPPCF\n"
-"#      ifdef GL_EXT_gpu_shader4\n"
-"#        define texval(x, y) shadow2DOffset(Texture_ShadowMap2D, shadowmaptc, ivec2(x, y)).r\n"
-"#      else\n"
-"#        define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy + vec2(x, y)*ShadowMap_TextureScale.xy, shadowmaptc.z)).r  \n"
-"#      endif\n"
+"#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
+"    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
 "    f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
 "#    else\n"
-"    f = shadow2D(Texture_ShadowMap2D, shadowmaptc).r;\n"
+"    f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
 "#    endif\n"
 "#  else\n"
 "#    ifdef USESHADOWMAPPCF\n"
-"#     ifdef USETEXTUREGATHER\n"
-"    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.zw - 0.5, offset = fract(center);\n"
-"    vec4 group1 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2(-1.0, -1.0))*ShadowMap_TextureScale.xy)),\n"
-"         group2 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2( 1.0, -1.0))*ShadowMap_TextureScale.xy)),\n"
-"         group3 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2(-1.0,  1.0))*ShadowMap_TextureScale.xy)),\n"
-"         group4 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2( 1.0,  1.0))*ShadowMap_TextureScale.xy)),\n"
-"         cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
+"#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
+"#      ifdef GL_ARB_texture_gather\n"
+"#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
+"#      else\n"
+"#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
+"#      endif\n"
+"    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
+"    center *= ShadowMap_TextureScale;\n"
+"    vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
+"    vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
+"    vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
+"    vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
+"    vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
 "                mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
 "#     else\n"
-"#      if USESHADOWMAPPCF > 1\n"
-"#       ifdef GL_EXT_gpu_shader4\n"
-"    vec2 center = shadowmaptc.xy - 0.5*ShadowMap_TextureScale.xy, offset = fract(center*ShadowMap_TextureScale.zw);\n"
-"#         define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
-"#       else\n"
-"    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.zw - 0.5, offset = fract(center);\n"
-"#         define texval(x, y) texture2D(Texture_ShadowMap2D, (center + vec2(x, y))*ShadowMap_TextureScale.xy).r  \n"
-"#       endif\n"
-"    vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))),\n"
-"         row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0))),\n"
-"         row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0))),\n"
-"         row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0))),\n"
-"         cols = row2 + row3 + mix(row1, row4, offset.y);\n"
+"#      ifdef GL_EXT_gpu_shader4\n"
+"#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
+"#      else\n"
+"#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
+"#      endif\n"
+"#      if USESHADOWMAPPCF > 1\n"       
+"    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
+"    center *= ShadowMap_TextureScale;\n"
+"    vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
+"    vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
+"    vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
+"    vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
+"    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
 "#      else\n"
-"#       ifdef GL_EXT_gpu_shader4\n"
-"#         define texval(x, y) texture2DOffset(Texture_ShadowMap2D, shadowmaptc.xy, ivec2(x, y)).r\n"
-"#       else\n"
-"#         define texval(x, y) texture2D(Texture_ShadowMap2D, shadowmaptc.xy + vec2(x, y)*ShadowMap_TextureScale.xy).r  \n"
-"#       endif\n"
-"    vec2 offset = fract(shadowmaptc.xy*ShadowMap_TextureScale.zw);\n"
-"    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))),\n"
-"         row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0))),\n"
-"         row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0))),\n"
-"         cols = row2 + mix(row1, row3, offset.y);\n"
+"    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
+"    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
+"    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
+"    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
+"    vec3 cols = row2 + mix(row1, row3, offset.y);\n"
 "    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
 "#      endif\n"      
 "#     endif\n"
 "#    else\n"
-"    f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy).r);\n"
+"    f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
 "#    endif\n"
 "#  endif\n"
 "    return f;\n"
@@ -1359,7 +1380,7 @@ static const char *builtinshaderstring =
 "#ifdef USEVERTEXTEXTUREBLEND\n"
 "      color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
 "#else\n"
-"      color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
+"      color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowColor;\n"
 "#endif\n"
 "#endif\n"
 "\n"
@@ -1582,7 +1603,7 @@ typedef struct r_glsl_permutation_s
        int loc_DiffuseScale;
        int loc_SpecularScale;
        int loc_SpecularPower;
-       int loc_GlowScale;
+       int loc_GlowColor;
        int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
        int loc_OffsetMapping_Scale;
        int loc_TintColor;
@@ -1777,7 +1798,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
                p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
                p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
-               p->loc_GlowScale                  = qglGetUniformLocationARB(p->program, "GlowScale");
+               p->loc_GlowColor                  = qglGetUniformLocationARB(p->program, "GlowColor");
                p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
                p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
                p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
@@ -1993,10 +2014,11 @@ extern rtexture_t *r_shadow_attenuation3dtexture;
 extern qboolean r_shadow_usingshadowmaprect;
 extern qboolean r_shadow_usingshadowmapcube;
 extern qboolean r_shadow_usingshadowmap2d;
-extern float r_shadow_shadowmap_texturescale[4];
+extern float r_shadow_shadowmap_texturescale[2];
 extern float r_shadow_shadowmap_parameters[4];
-extern int r_shadow_shadowmapvsdct;
-extern int r_shadow_shadowmapfilter;
+extern qboolean r_shadow_shadowmapvsdct;
+extern qboolean r_shadow_shadowmapsampler;
+extern int r_shadow_shadowmappcf;
 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
 {
        // select a permutation of the lighting shader appropriate to this
@@ -2047,21 +2069,12 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
                        else if(r_shadow_shadowmapvsdct)
                                permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
 
-                       switch (r_shadow_shadowmapfilter)
-                       {
-                       case 1:
+                       if (r_shadow_shadowmapsampler)
                                permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
-                               break;
-                       case 2:
-                               permutation |= SHADERPERMUTATION_SHADOWSAMPLER | SHADERPERMUTATION_SHADOWMAPPCF;
-                               break;
-                       case 3:
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
-                               break;
-                       case 4:
+                       if (r_shadow_shadowmappcf > 1)
                                permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
-                               break;
-                       } 
+                       else if (r_shadow_shadowmappcf)
+                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
                }
        }
        else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
@@ -2186,7 +2199,7 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
                // additive passes are only darkened by fog, not tinted
                if (r_glsl_permutation->loc_FogColor >= 0)
                        qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
-               if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1], r_shadow_shadowmap_texturescale[2], r_shadow_shadowmap_texturescale[3]);
+               if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
                if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
        }
        else
@@ -2205,7 +2218,7 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
                        if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
                }
                if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
-               if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
+               if (r_glsl_permutation->loc_GlowColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_GlowColor, rsurface.glowmod[0] * r_hdr_glowintensity.value, rsurface.glowmod[1] * r_hdr_glowintensity.value, rsurface.glowmod[2] * r_hdr_glowintensity.value);
                // additive passes are only darkened by fog, not tinted
                if (r_glsl_permutation->loc_FogColor >= 0)
                {
@@ -2424,7 +2437,8 @@ skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int texturefl
        int basepixels_height;
        skinframe_t *skinframe;
 
-       *has_alpha = false;
+       if (has_alpha)
+               *has_alpha = false;
 
        if (cls.state == ca_dedicated)
                return NULL;
@@ -2468,7 +2482,8 @@ skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int texturefl
                if (j < basepixels_width * basepixels_height * 4)
                {
                        // has transparent pixels
-                       *has_alpha = true;
+                       if (has_alpha)
+                               *has_alpha = true;
                        pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
                        for (j = 0;j < image_width * image_height * 4;j += 4)
                        {
@@ -2526,8 +2541,7 @@ skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int texturefl
 
 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
 {
-       qboolean has_alpha;
-       return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
+       return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, NULL);
 }
 
 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
@@ -2709,8 +2723,8 @@ void gl_main_start(void)
        r_maxqueries = 0;
        memset(r_queries, 0, sizeof(r_queries));
 
-       memset(r_qwskincache, 0, sizeof(r_qwskincache));
-       memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
+       r_qwskincache = NULL;
+       r_qwskincache_size = 0;
 
        // set up r_skinframe loading system for textures
        memset(&r_skinframe, 0, sizeof(r_skinframe));
@@ -2747,8 +2761,8 @@ void gl_main_shutdown(void)
        r_maxqueries = 0;
        memset(r_queries, 0, sizeof(r_queries));
 
-       memset(r_qwskincache, 0, sizeof(r_qwskincache));
-       memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
+       r_qwskincache = NULL;
+       r_qwskincache_size = 0;
 
        // clear out the r_skinframe state
        Mem_ExpandableArray_FreeArray(&r_skinframe.array);
@@ -2779,6 +2793,10 @@ void gl_main_newmap(void)
        // FIXME: move this code to client
        int l;
        char *entities, entname[MAX_QPATH];
+       if (r_qwskincache)
+               Mem_Free(r_qwskincache);
+       r_qwskincache = NULL;
+       r_qwskincache_size = 0;
        if (cl.worldmodel)
        {
                strlcpy(entname, cl.worldmodel->name, sizeof(entname));
@@ -3263,6 +3281,45 @@ static void R_View_UpdateEntityLighting (void)
        }
 }
 
+#define MAX_LINEOFSIGHTTRACES 64
+
+static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
+{
+       int i;
+       vec3_t boxmins, boxmaxs;
+       vec3_t start;
+       vec3_t end;
+       dp_model_t *model = r_refdef.scene.worldmodel;
+       
+       if (!model || !model->brush.TraceLineOfSight)
+               return true;
+
+       // expand the box a little
+       boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
+       boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
+       boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
+       boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
+       boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
+       boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
+
+       // try center
+       VectorCopy(eye, start);
+       VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
+       if (model->brush.TraceLineOfSight(model, start, end))
+               return true;
+
+       // try various random positions
+       for (i = 0;i < numsamples;i++)
+       {
+               VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
+               if (model->brush.TraceLineOfSight(model, start, end))
+                       return true;
+       }
+
+       return false;
+}
+
+
 static void R_View_UpdateEntityVisible (void)
 {
        int i, renderimask;
@@ -3289,9 +3346,9 @@ static void R_View_UpdateEntityVisible (void)
                        for (i = 0;i < r_refdef.scene.numentities;i++)
                        {
                                ent = r_refdef.scene.entities[i];
-                               if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
+                               if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & (RENDER_VIEWMODEL + RENDER_NOCULL)) && !(ent->model && (ent->model->name[0] == '*')))
                                {
-                                       if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
+                                       if(R_CanSeeBox(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
                                                ent->last_trace_visibility = realtime;
                                        if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
                                                r_refdef.viewcache.entityvisible[i] = 0;
@@ -3703,14 +3760,14 @@ static void R_Water_StartFrame(void)
                r_waterstate.textureheight = textureheight;
        }
 
-       // when doing a reduced render (HDR) we want to use a smaller area
-       r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
-       r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
-
-       if (r_waterstate.waterwidth)
+       if (r_waterstate.texturewidth)
        {
                r_waterstate.enabled = true;
 
+               // when doing a reduced render (HDR) we want to use a smaller area
+               r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
+               r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
+
                // set up variables that will be used in shader setup
                r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
                r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
@@ -4067,6 +4124,9 @@ void R_Bloom_MakeTexture(void)
        brighten = r_bloom_brighten.value;
        if (r_hdr.integer)
                brighten *= r_hdr_range.value;
+       brighten = sqrt(brighten);
+       if(range >= 1)
+               brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
        R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
        R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
 
@@ -4074,6 +4134,7 @@ void R_Bloom_MakeTexture(void)
        {
                // blend on at multiple vertical offsets to achieve a vertical blur
                // TODO: do offset blends using GLSL
+               // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
                GL_BlendFunc(GL_ONE, GL_ZERO);
                for (x = -range;x <= range;x++)
                {
@@ -4094,8 +4155,10 @@ void R_Bloom_MakeTexture(void)
                        // 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));
+                       //r = brighten/(range*2+1);
+                       r = brighten / (range * 2 + 1);
+                       if(range >= 1)
+                               r *= (1 - x*x/(float)(range*range));
                        GL_Color(r, r, r, 1);
                        R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
                        r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
@@ -4594,7 +4657,7 @@ void R_RenderView(void)
                return;
        }
 
-       if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
+       if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
                return; //Host_Error ("R_RenderView: NULL worldmodel");
 
        r_refdef.view.colorscale = r_hdr_scenebrightness.value;
@@ -5362,6 +5425,33 @@ void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *t
        Matrix4x4_Concat(texmatrix, &matrix, &temp);
 }
 
+void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
+{
+       int textureflags = TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
+       char name[MAX_QPATH];
+       skinframe_t *skinframe;
+       unsigned char pixels[296*194];
+       strlcpy(cache->name, skinname, sizeof(cache->name));
+       dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
+       if (developer_loading.integer)
+               Con_Printf("loading %s\n", name);
+       skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
+       if (!skinframe || !skinframe->base)
+       {
+               unsigned char *f;
+               fs_offset_t filesize;
+               skinframe = NULL;
+               f = FS_LoadFile(name, tempmempool, true, &filesize);
+               if (f)
+               {
+                       if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
+                               skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
+                       Mem_Free(f);
+               }
+       }
+       cache->skinframe = skinframe;
+}
+
 texture_t *R_GetCurrentTexture(texture_t *t)
 {
        int i;
@@ -5404,14 +5494,16 @@ texture_t *R_GetCurrentTexture(texture_t *t)
        // update currentskinframe to be a qw skin or animation frame
        if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[i].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl"))
        {
-               if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
+               if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
                {
-                       strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
-                       if (developer_loading.integer)
-                               Con_Printf("loading skins/%s\n", r_qwskincache[i]);
-                       r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
+                       r_qwskincache_size = cl.maxclients;
+                       if (r_qwskincache)
+                               Mem_Free(r_qwskincache);
+                       r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
                }
-               t->currentskinframe = r_qwskincache_skinframe[i];
+               if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
+                       R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
+               t->currentskinframe = r_qwskincache[i].skinframe;
                if (t->currentskinframe == NULL)
                        t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
        }
@@ -5499,8 +5591,11 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                        t->glosstexture = r_texture_white;
                        t->backgroundglosstexture = r_texture_white;
                        t->specularscale = r_shadow_gloss2intensity.value;
+                       t->specularpower = r_shadow_gloss2exponent.value;
                }
        }
+       t->specularscale *= t->specularscalemod;
+       t->specularpower *= t->specularpowermod;
 
        // lightmaps mode looks bad with dlights using actual texturing, so turn
        // off the colormap and glossmap, but leave the normalmap on as it still
@@ -5649,6 +5744,7 @@ void RSurf_ActiveWorldEntity(void)
        VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
        VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
        VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
+       VectorSet(rsurface.glowmod, 1, 1, 1);
        memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
        rsurface.frameblend[0].lerp = 1;
        rsurface.basepolygonfactor = r_refdef.polygonfactor;
@@ -5720,6 +5816,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
        VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
        VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
+       VectorCopy(ent->glowmod, rsurface.glowmod);
        memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
        rsurface.basepolygonfactor = r_refdef.polygonfactor;
        rsurface.basepolygonoffset = r_refdef.polygonoffset;
@@ -7567,6 +7664,12 @@ static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, msurface_t
                        tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
                        tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
                        Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
+                       if (queueentity->transparent_offset) // transparent offset
+                       {
+                               center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
+                               center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
+                               center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
+                       }
                        R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
                }
        }