]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
removed GAME_SOM as this game was never finished or released
[xonotic/darkplaces.git] / gl_rmain.c
index d19028177c83af85e771c79d58044839c1012416..d24f3a95999b628b5c0c934f673e5332fc96acd0 100644 (file)
@@ -50,8 +50,8 @@ static qboolean r_savedds;
 //
 r_refdef_t r_refdef;
 
-cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
-cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
+cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
+cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
@@ -120,6 +120,7 @@ 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_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
+cvar_t r_shadows_shadowmapbias = {CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
 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", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
@@ -132,6 +133,8 @@ cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0",
 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
+cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
+cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
 
 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
@@ -201,6 +204,7 @@ cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
+cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
 
 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
@@ -217,14 +221,14 @@ cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1",
 
 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
 
-cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
+cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
 
 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
 
 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
 
-cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer."};
+cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
 
 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
 
@@ -853,8 +857,10 @@ enum
        SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
        SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
        SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
+       SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
+       SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
 };
-#define SHADERSTATICPARMS_COUNT 11
+#define SHADERSTATICPARMS_COUNT 13
 
 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
 static int shaderstaticparms_count = 0;
@@ -897,6 +903,10 @@ qboolean R_CompileShader_CheckStaticParms(void)
                R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
        else if (r_shadow_shadowmappcf)
                R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
+       if (r_celshading.integer)
+               R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
+       if (r_celoutlines.integer)
+               R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
 
        return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
 }
@@ -922,6 +932,8 @@ static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permu
        R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
        R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
        R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
 }
 
 /// information about each possible shader permutation
@@ -1524,8 +1536,6 @@ static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, c
                        {
                                if (debugshader)
                                {
-//                                     vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
-//                                     FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
                                        FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
                                        vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
                                }
@@ -1533,24 +1543,22 @@ static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, c
                                        vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
                                if (vsbuffer)
                                {
-                                       vsbinsize = vsbuffer->GetBufferSize();
+                                       vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer);
                                        vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
-                                       memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
-                                       vsbuffer->Release();
+                                       memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize);
+                                       ID3DXBuffer_Release(vsbuffer);
                                }
                                if (vslog)
                                {
-                                       strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
+                                       strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog)));
                                        Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
-                                       vslog->Release();
+                                       ID3DXBuffer_Release(vslog);
                                }
                        }
                        if (fragstring && fragstring[0])
                        {
                                if (debugshader)
                                {
-//                                     psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
-//                                     FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
                                        FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
                                        psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
                                }
@@ -1558,16 +1566,16 @@ static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, c
                                        psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
                                if (psbuffer)
                                {
-                                       psbinsize = psbuffer->GetBufferSize();
+                                       psbinsize = ID3DXBuffer_GetBufferSize(psbuffer);
                                        psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
-                                       memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
-                                       psbuffer->Release();
+                                       memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize);
+                                       ID3DXBuffer_Release(psbuffer);
                                }
                                if (pslog)
                                {
-                                       strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
+                                       strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog)));
                                        Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
-                                       pslog->Release();
+                                       ID3DXBuffer_Release(pslog);
                                }
                        }
                        Sys_UnloadLibrary(&d3dx9_dll);
@@ -2172,9 +2180,9 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                else
                {
                        mode = SHADERMODE_GENERIC;
-                       permutation |= SHADERPERMUTATION_DIFFUSE;
-                       GL_BlendFunc(GL_ONE, GL_ZERO);
-                       blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
+                       permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                       blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                }
                if (vid.allowalphatocoverage)
                        GL_AlphaToCoverage(false);
@@ -3300,7 +3308,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        Image_StripImageExtension(name, basename, sizeof(basename));
 
        // check for DDS texture file first
-       if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
+       if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
        {
                basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
                if (basepixels == NULL)
@@ -3334,7 +3342,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                skinframe->hasalpha = ddshasalpha;
                VectorCopy(ddsavgcolor, skinframe->avgcolor);
                if (r_loadfog && skinframe->hasalpha)
-                       skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
+                       skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
                //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
        }
        else
@@ -3381,13 +3389,13 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        {
                mymiplevel = savemiplevel;
                if (r_loadnormalmap)
-                       skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
-               skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
+                       skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
+               skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
                if (r_loadgloss)
-                       skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
-               skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
-               skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
-               skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
+                       skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
+               skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
+               skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
+               skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
        }
 
        // _norm is the name used by tenebrae and has been adopted as standard
@@ -3501,7 +3509,7 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co
 
        // if already loaded just return it, otherwise make a new skinframe
        skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
-       if (skinframe && skinframe->base)
+       if (skinframe->base)
                return skinframe;
        textureflags &= ~TEXF_FORCE_RELOAD;
 
@@ -3571,9 +3579,9 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i
 
        // if already loaded just return it, otherwise make a new skinframe
        skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
-       if (skinframe && skinframe->base)
+       if (skinframe->base)
                return skinframe;
-       textureflags &= ~TEXF_FORCE_RELOAD;
+       //textureflags &= ~TEXF_FORCE_RELOAD;
 
        skinframe->stain = NULL;
        skinframe->merged = NULL;
@@ -3695,7 +3703,7 @@ skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, co
 
        // if already loaded just return it, otherwise make a new skinframe
        skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
-       if (skinframe && skinframe->base)
+       if (skinframe->base)
                return skinframe;
        textureflags &= ~TEXF_FORCE_RELOAD;
 
@@ -4219,6 +4227,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_shadows_throwdirection);
        Cvar_RegisterVariable(&r_shadows_focus);
        Cvar_RegisterVariable(&r_shadows_shadowmapscale);
+       Cvar_RegisterVariable(&r_shadows_shadowmapbias);
        Cvar_RegisterVariable(&r_q1bsp_skymasking);
        Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
        Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
@@ -4263,6 +4272,8 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
        Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
        Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
+       Cvar_RegisterVariable(&r_celshading);
+       Cvar_RegisterVariable(&r_celoutlines);
 
        Cvar_RegisterVariable(&r_water);
        Cvar_RegisterVariable(&r_water_resolutionmultiplier);
@@ -4285,6 +4296,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_bloom_resolution);
        Cvar_RegisterVariable(&r_bloom_colorexponent);
        Cvar_RegisterVariable(&r_bloom_colorsubtract);
+       Cvar_RegisterVariable(&r_bloom_scenebrightness);
        Cvar_RegisterVariable(&r_hdr_scenebrightness);
        Cvar_RegisterVariable(&r_hdr_glowintensity);
        Cvar_RegisterVariable(&r_hdr_irisadaptation);
@@ -5281,7 +5293,6 @@ static void R_View_UpdateWithScissor(const int *myscissor)
        R_View_WorldVisibility(r_refdef.view.useclipplane);
        R_View_UpdateEntityVisible();
        R_View_UpdateEntityLighting();
-       R_AnimCache_CacheVisibleEntities();
 }
 
 static void R_View_Update(void)
@@ -5291,7 +5302,6 @@ static void R_View_Update(void)
        R_View_WorldVisibility(r_refdef.view.useclipplane);
        R_View_UpdateEntityVisible();
        R_View_UpdateEntityLighting();
-       R_AnimCache_CacheVisibleEntities();
 }
 
 float viewscalefpsadjusted = 1.0f;
@@ -5835,6 +5845,7 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t
                                R_View_UpdateWithScissor(myscissor);
                        else
                                R_View_Update();
+                       R_AnimCache_CacheVisibleEntities();
                        if(r_water_scissormode.integer & 1)
                                GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
                        R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
@@ -5883,6 +5894,7 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t
                                R_View_UpdateWithScissor(myscissor);
                        else
                                R_View_Update();
+                       R_AnimCache_CacheVisibleEntities();
                        if(r_water_scissormode.integer & 1)
                                GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
                        R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
@@ -5937,6 +5949,7 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t
                        R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
                        R_ClearScreen(r_refdef.fogenabled);
                        R_View_Update();
+                       R_AnimCache_CacheVisibleEntities();
                        R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
 
                        if (!p->fbo_camera)
@@ -5952,6 +5965,7 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t
        if (!r_fb.water.depthtexture)
                R_ClearScreen(r_refdef.fogenabled);
        R_View_Update();
+       R_AnimCache_CacheVisibleEntities();
        goto finish;
 error:
        r_refdef.view = originalview;
@@ -6045,7 +6059,7 @@ static void R_Bloom_StartFrame(void)
 
        // set bloomwidth and bloomheight to the bloom resolution that will be
        // used (often less than the screen resolution for faster rendering)
-       r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
+       r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
        r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
        r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
        r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
@@ -6151,7 +6165,7 @@ static void R_Bloom_StartFrame(void)
        }
 
        // bloom texture is a different resolution
-       r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
+       r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
        r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
        r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
        r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
@@ -6223,18 +6237,22 @@ static void R_Bloom_MakeTexture(void)
        float colorscale = r_bloom_colorscale.value;
 
        r_refdef.stats.bloom++;
-
+    
+#if 0
+    // this copy is unnecessary since it happens in R_BlendView already
        if (!r_fb.fbo)
        {
                R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
                r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
        }
+#endif
 
        // scale down screen texture to the bloom texture size
        CHECKGLERROR
        r_fb.bloomindex = 0;
        R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
        R_SetViewport(&r_fb.bloomviewport);
+       GL_DepthTest(false);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_Color(colorscale, colorscale, colorscale, 1);
        // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
@@ -6360,6 +6378,8 @@ static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortext
        unsigned int permutation;
        float uservecs[4][4];
 
+       R_EntityMatrix(&identitymatrix);
+
        switch (vid.renderpath)
        {
        case RENDERPATH_GL20:
@@ -6900,6 +6920,11 @@ void R_RenderView(void)
        R_Shadow_UpdateWorldLightSelection();
 
        R_Bloom_StartFrame();
+
+       // apply bloom brightness offset
+       if(r_fb.bloomtexture[0])
+               r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
+
        R_Water_StartFrame();
 
        // now we probably have an fbo to render into
@@ -6927,6 +6952,10 @@ void R_RenderView(void)
        if (r_timereport_active)
                R_TimeReport("visibility");
 
+       R_AnimCache_CacheVisibleEntities();
+       if (r_timereport_active)
+               R_TimeReport("animcache");
+
        R_Shadow_UpdateBounceGridTexture();
        if (r_timereport_active && r_shadow_bouncegrid.integer)
                R_TimeReport("bouncegrid");
@@ -7328,7 +7357,7 @@ static void R_DrawEntityBBoxes(void)
                if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
                        continue;
                VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
-               R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
+               R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
        }
 }
 
@@ -7436,12 +7465,12 @@ void R_DrawNoModel(entity_render_t *ent)
        vec3_t org;
        Matrix4x4_OriginFromMatrix(&ent->matrix, org);
        if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
-               R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? MESHQUEUE_SORT_HUD : MESHQUEUE_SORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
+               R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
        else
                R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
 }
 
-void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
+void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
 {
        vec3_t right1, right2, diff, normal;
 
@@ -7744,15 +7773,15 @@ texture_t *R_GetCurrentTexture(texture_t *t)
 {
        int i;
        const entity_render_t *ent = rsurface.entity;
-       dp_model_t *model = ent->model;
+       dp_model_t *model = ent->model; // when calling this, ent must not be NULL
        q3shaderinfo_layer_tcmod_t *tcmod;
 
-       if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
+       if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
                return t->currentframe;
        t->update_lastrenderframe = r_textureframe;
        t->update_lastrenderentity = (void *)ent;
 
-       if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
+       if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
                t->camera_entity = ent->entitynumber;
        else
                t->camera_entity = 0;
@@ -7943,13 +7972,15 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                t->basetexture = r_texture_grey128;
                t->pantstexture = r_texture_black;
                t->shirttexture = r_texture_black;
-               t->nmaptexture = r_texture_blanknormalmap;
+               if (gl_lightmaps.integer < 2)
+                       t->nmaptexture = r_texture_blanknormalmap;
                t->glosstexture = r_texture_black;
                t->glowtexture = NULL;
                t->fogtexture = NULL;
                t->reflectmasktexture = NULL;
                t->backgroundbasetexture = NULL;
-               t->backgroundnmaptexture = r_texture_blanknormalmap;
+               if (gl_lightmaps.integer < 2)
+                       t->backgroundnmaptexture = r_texture_blanknormalmap;
                t->backgroundglosstexture = r_texture_black;
                t->backgroundglowtexture = NULL;
                t->specularscale = 0;
@@ -7984,7 +8015,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                        blendfunc2 = GL_ZERO;
                }
                // don't colormod evilblend textures
-               if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
+               if(!(R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD))
                        VectorSet(t->lightmapcolor, 1, 1, 1);
                depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
                if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
@@ -8162,6 +8193,7 @@ void RSurf_ActiveWorldEntity(void)
        rsurface.passcolor4f = NULL;
        rsurface.passcolor4f_vertexbuffer = NULL;
        rsurface.passcolor4f_bufferoffset = 0;
+       rsurface.forcecurrenttextureupdate = false;
 }
 
 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
@@ -8335,6 +8367,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        rsurface.passcolor4f = NULL;
        rsurface.passcolor4f_vertexbuffer = NULL;
        rsurface.passcolor4f_bufferoffset = 0;
+       rsurface.forcecurrenttextureupdate = false;
 }
 
 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
@@ -8458,6 +8491,7 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve
        rsurface.passcolor4f = NULL;
        rsurface.passcolor4f_vertexbuffer = NULL;
        rsurface.passcolor4f_bufferoffset = 0;
+       rsurface.forcecurrenttextureupdate = true;
 
        if (rsurface.modelnumvertices && rsurface.modelelement3i)
        {
@@ -9468,7 +9502,7 @@ static void RSurf_DrawBatch_GL11_ApplyFog(void)
                rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
                rsurface.passcolor4f_vertexbuffer = 0;
                rsurface.passcolor4f_bufferoffset = 0;
-               for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
+               for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
                {
                        f = RSurf_FogVertex(v);
                        c2[0] = c[0] * f;
@@ -9946,8 +9980,8 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface
                        R_Mesh_TexBind(1, 0);
                        R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
                        // generate a color array for the fog pass
-                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
                        RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
+                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
                        RSurf_DrawBatch();
                        break;
                default:
@@ -9989,7 +10023,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface
                switch (layer->type)
                {
                case TEXTURELAYERTYPE_LITTEXTURE:
-                       if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
+                       if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))
                        {
                                // two-pass lit texture with 2x rgbscale
                                // first the lightmap pass
@@ -10022,6 +10056,8 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface
                                R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
                                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
                                        RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
+                               else if (FAKELIGHT_ENABLED)
+                                       RSurf_DrawBatch_GL11_FakeLight(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
                                else
                                        RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
                        }
@@ -10049,8 +10085,8 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface
                                R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
                        }
                        // generate a color array for the fog pass
-                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
                        RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
+                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
                        RSurf_DrawBatch();
                        break;
                default:
@@ -10467,7 +10503,7 @@ static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const
                        center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
                        center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
                }
-               R_MeshQueue_AddTransparent((rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? MESHQUEUE_SORT_HUD : ((rsurface.entity->flags & RENDER_WORLDOBJECT) ? MESHQUEUE_SORT_SKY : MESHQUEUE_SORT_DISTANCE), center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
+               R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
        }
 }
 
@@ -10714,7 +10750,7 @@ void R_DrawLocs(void)
        for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
        {
                VectorLerp(loc->mins, 0.5f, loc->maxs, center);
-               R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
+               R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
        }
 }
 
@@ -11159,7 +11195,6 @@ static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
        else
                frametime = 0;
        decalsystem->lastupdatetime = r_refdef.scene.time;
-       decal = decalsystem->decals;
        numdecals = decalsystem->numdecals;
 
        for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
@@ -11236,7 +11271,6 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent)
                RSurf_ActiveModelEntity(ent, false, false, false);
 
        decalsystem->lastupdatetime = r_refdef.scene.time;
-       decal = decalsystem->decals;
 
        faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
 
@@ -11425,13 +11459,12 @@ static void R_DrawDebugModel(void)
        {
                int triangleindex;
                int bihleafindex;
-               qboolean cullbox = ent == r_refdef.scene.worldentity;
+               qboolean cullbox = false;
                const q3mbrush_t *brush;
                const bih_t *bih = &model->collision_bih;
                const bih_leaf_t *bihleaf;
                float vertex3f[3][3];
                GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
-               cullbox = false;
                for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
                {
                        if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
@@ -11804,10 +11837,7 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
                        }
                }
        }
-       if (update)
-               for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
-                       if (update[j])
-                               R_BuildLightMap(ent, surfaces + j);
+
        R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
 
        // add to stats if desired