]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
added developer_texturelogging
[xonotic/darkplaces.git] / gl_rmain.c
index fc97f4856a840e5f67cb8ee2a942c4a565a39018..f46df91638a6d3f15d0e8b6227ee548e2e7d6b1d 100644 (file)
@@ -25,14 +25,11 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 // used for dlight push checking and other things
 int r_framecount;
 
-// used for visibility checking
-qbyte r_pvsbits[(MAX_MAP_LEAFS+7)>>3];
-
 mplane_t frustum[4];
 
 matrix4x4_t r_identitymatrix;
 
-int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
+int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights, c_meshs, c_meshelements, c_rt_lights, c_rt_clears, c_rt_scissored, c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris, c_rtcached_shadowmeshes, c_rtcached_shadowtris, c_bloom, c_bloomcopies, c_bloomcopypixels, c_bloomdraws, c_bloomdrawpixels;
 
 // true during envmap command capture
 qboolean envmap;
@@ -101,6 +98,23 @@ cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1"};
 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1"};
 cvar_t r_watershader = {CVAR_SAVE, "r_watershader", "1"};
 
+cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0"};
+cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "2"};
+cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "8"};
+cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320"};
+cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "4"};
+
+cvar_t developer_texturelogging = {0, "developer_texturelogging", "1"};
+
+rtexturepool_t *r_main_texturepool;
+rtexture_t *r_bloom_texture_screen;
+rtexture_t *r_bloom_texture_bloom;
+rtexture_t *r_texture_blanknormalmap;
+rtexture_t *r_texture_white;
+rtexture_t *r_texture_black;
+rtexture_t *r_texture_notexture;
+rtexture_t *r_texture_whitecube;
+rtexture_t *r_texture_normalizationcube;
 
 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
 {
@@ -129,36 +143,6 @@ void R_FillColors(float *out, int verts, float r, float g, float b, float a)
        }
 }
 
-/*
-====================
-R_TimeRefresh_f
-
-For program optimization
-====================
-*/
-qboolean intimerefresh = 0;
-static void R_TimeRefresh_f (void)
-{
-       int i;
-       float timestart, timedelta, oldangles[3];
-
-       intimerefresh = 1;
-       VectorCopy(cl.viewangles, oldangles);
-       VectorClear(cl.viewangles);
-
-       timestart = Sys_DoubleTime();
-       for (i = 0;i < 128;i++)
-       {
-               Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
-               CL_UpdateScreen();
-       }
-       timedelta = Sys_DoubleTime() - timestart;
-
-       VectorCopy(oldangles, cl.viewangles);
-       intimerefresh = 0;
-       Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
-}
-
 vec3_t fogcolor;
 vec_t fogdensity;
 float fog_density, fog_red, fog_green, fog_blue;
@@ -232,21 +216,136 @@ void FOG_registercvars(void)
 
 void gl_main_start(void)
 {
+       int x, y, side;
+       vec3_t v;
+       vec_t s, t, intensity;
+       qbyte pix[16][16][4];
+#define NORMSIZE 64
+       qbyte data[6*NORMSIZE*NORMSIZE*4];
+       r_main_texturepool = R_AllocTexturePool();
+       r_bloom_texture_screen = NULL;
+       r_bloom_texture_bloom = NULL;
+       data[0] = 128; // normal X
+       data[1] = 128; // normal Y
+       data[2] = 255; // normal Z
+       data[3] = 128; // height
+       r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+       data[0] = 255;
+       data[1] = 255;
+       data[2] = 255;
+       data[3] = 255;
+       r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+       data[0] = 0;
+       data[1] = 0;
+       data[2] = 0;
+       data[3] = 255;
+       r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+       // this makes a light grey/dark grey checkerboard texture
+       for (y = 0;y < 16;y++)
+       {
+               for (x = 0;x < 16;x++)
+               {
+                       if ((y < 8) ^ (x < 8))
+                       {
+                               pix[y][x][0] = 128;
+                               pix[y][x][1] = 128;
+                               pix[y][x][2] = 128;
+                               pix[y][x][3] = 255;
+                       }
+                       else
+                       {
+                               pix[y][x][0] = 64;
+                               pix[y][x][1] = 64;
+                               pix[y][x][2] = 64;
+                               pix[y][x][3] = 255;
+                       }
+               }
+       }
+       r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
+       if (gl_texturecubemap)
+       {
+               data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
+               data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
+               data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
+               data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
+               data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
+               data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
+               r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
+               for (side = 0;side < 6;side++)
+               {
+                       for (y = 0;y < NORMSIZE;y++)
+                       {
+                               for (x = 0;x < NORMSIZE;x++)
+                               {
+                                       s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
+                                       t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
+                                       switch(side)
+                                       {
+                                       case 0:
+                                               v[0] = 1;
+                                               v[1] = -t;
+                                               v[2] = -s;
+                                               break;
+                                       case 1:
+                                               v[0] = -1;
+                                               v[1] = -t;
+                                               v[2] = s;
+                                               break;
+                                       case 2:
+                                               v[0] = s;
+                                               v[1] = 1;
+                                               v[2] = t;
+                                               break;
+                                       case 3:
+                                               v[0] = s;
+                                               v[1] = -1;
+                                               v[2] = -t;
+                                               break;
+                                       case 4:
+                                               v[0] = s;
+                                               v[1] = -t;
+                                               v[2] = 1;
+                                               break;
+                                       case 5:
+                                               v[0] = -s;
+                                               v[1] = -t;
+                                               v[2] = -1;
+                                               break;
+                                       }
+                                       intensity = 127.0f / sqrt(DotProduct(v, v));
+                                       data[((side*NORMSIZE+y)*NORMSIZE+x)*4+0] = 128.0f + intensity * v[0];
+                                       data[((side*NORMSIZE+y)*NORMSIZE+x)*4+1] = 128.0f + intensity * v[1];
+                                       data[((side*NORMSIZE+y)*NORMSIZE+x)*4+2] = 128.0f + intensity * v[2];
+                                       data[((side*NORMSIZE+y)*NORMSIZE+x)*4+3] = 255;
+                               }
+                       }
+               }
+               r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
+       }
 }
 
 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;
 }
 
 extern void CL_ParseEntityLump(char *entitystring);
 void gl_main_newmap(void)
 {
+       // FIXME: move this code to client
        int l;
        char *entities, entname[MAX_QPATH];
        r_framecount = 1;
        if (cl.worldmodel)
        {
-               strcpy(entname, cl.worldmodel->name);
+               strlcpy(entname, cl.worldmodel->name, sizeof(entname));
                l = strlen(entname) - 4;
                if (l >= 0 && !strcmp(entname + l, ".bsp"))
                {
@@ -268,7 +367,6 @@ void GL_Main_Init(void)
        Matrix4x4_CreateIdentity(&r_identitymatrix);
 // FIXME: move this to client?
        FOG_registercvars();
-       Cmd_AddCommand("timerefresh", R_TimeRefresh_f);
        Cvar_RegisterVariable(&r_showtris);
        Cvar_RegisterVariable(&r_drawentities);
        Cvar_RegisterVariable(&r_drawviewmodel);
@@ -283,6 +381,12 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_waterscroll);
        Cvar_RegisterVariable(&r_watershader);
        Cvar_RegisterVariable(&r_drawcollisionbrushes);
+       Cvar_RegisterVariable(&r_bloom);
+       Cvar_RegisterVariable(&r_bloom_intensity);
+       Cvar_RegisterVariable(&r_bloom_blur);
+       Cvar_RegisterVariable(&r_bloom_resolution);
+       Cvar_RegisterVariable(&r_bloom_power);
+       Cvar_RegisterVariable(&developer_texturelogging);
        if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ || gamemode == GAME_TENEBRAE)
                Cvar_SetValue("r_fullbrights", 0);
        R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
@@ -320,11 +424,11 @@ static float R_FarClip(vec3_t origin, vec3_t direction, vec_t startfarclip)
        r_farclip_directionbit2 = r_farclip_direction[2] < 0;
        r_farclip_meshfarclip = r_farclip_directiondist + startfarclip;
 
-       if (cl.worldmodel)
-               R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs);
+       if (r_refdef.worldmodel)
+               R_FarClip_Box(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
        for (i = 0;i < r_refdef.numentities;i++)
                R_FarClip_Box(r_refdef.entities[i]->mins, r_refdef.entities[i]->maxs);
-       
+
        return r_farclip_meshfarclip - r_farclip_directiondist;
 }
 
@@ -379,6 +483,10 @@ void GL_Init (void)
 
        // LordHavoc: report supported extensions
        Con_DPrintf("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
+
+       // clear to black (loading plaque will be seen over this)
+       qglClearColor(0,0,0,1);
+       qglClear(GL_COLOR_BUFFER_BIT);
 }
 
 int R_CullBox(const vec3_t mins, const vec3_t maxs)
@@ -432,30 +540,49 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs)
 
 static void R_MarkEntities (void)
 {
-       int i;
+       int i, renderimask;
        entity_render_t *ent;
 
-       ent = &cl_entities[0].render;
-       Matrix4x4_CreateIdentity(&ent->matrix);
-       Matrix4x4_CreateIdentity(&ent->inversematrix);
-
        if (!r_drawentities.integer)
                return;
 
-       for (i = 0;i < r_refdef.numentities;i++)
+       r_refdef.worldentity->visframe = r_framecount;
+       renderimask = envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
+       if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
        {
-               ent = r_refdef.entities[i];
-               Mod_CheckLoaded(ent->model);
-               // some of the renderer still relies on origin...
-               Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin);
-               // some of the renderer still relies on scale...
-               ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
-               R_LerpAnimation(ent);
-               R_UpdateEntLights(ent);
-               if ((chase_active.integer || !(ent->flags & RENDER_EXTERIORMODEL))
-                && (!VIS_CullBox(ent->mins, ent->maxs) || (ent->effects & EF_NODEPTHTEST))
-                && (!envmap || !(ent->flags & (RENDER_VIEWMODEL | RENDER_EXTERIORMODEL))))
-                       ent->visframe = r_framecount;
+               // worldmodel can check visibility
+               for (i = 0;i < r_refdef.numentities;i++)
+               {
+                       ent = r_refdef.entities[i];
+                       Mod_CheckLoaded(ent->model);
+                       // some of the renderer still relies on origin...
+                       Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin);
+                       // some of the renderer still relies on scale...
+                       ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
+                       if (!(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_worldleafvisible, ent->mins, ent->maxs)))
+                       {
+                               R_UpdateEntLights(ent);
+                               ent->visframe = r_framecount;
+                       }
+               }
+       }
+       else
+       {
+               // no worldmodel or it can't check visibility
+               for (i = 0;i < r_refdef.numentities;i++)
+               {
+                       ent = r_refdef.entities[i];
+                       Mod_CheckLoaded(ent->model);
+                       // some of the renderer still relies on origin...
+                       Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin);
+                       // some of the renderer still relies on scale...
+                       ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
+                       if (!(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && (ent->effects & EF_NODEPTHTEST))
+                       {
+                               R_UpdateEntLights(ent);
+                               ent->visframe = r_framecount;
+                       }
+               }
        }
 }
 
@@ -537,33 +664,219 @@ static void R_SetFrustum(void)
 static void R_BlendView(void)
 {
        rmeshstate_t m;
-       float r;
-       float vertex3f[3*3];
 
-       if (r_refdef.viewblend[3] < 0.01f)
+       if (r_refdef.viewblend[3] < 0.01f && !r_bloom.integer)
                return;
 
-       R_Mesh_Matrix(&r_identitymatrix);
-
-       memset(&m, 0, sizeof(m));
-       m.pointer_vertex = vertex3f;
-       R_Mesh_State(&m);
-
-       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
        GL_DepthMask(true);
-       GL_DepthTest(false); // magic
-       GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
-       r = 64;
-       vertex3f[0] = r_vieworigin[0] + r_viewforward[0] * 1.5 + r_viewleft[0] * r - r_viewup[0] * r;
-       vertex3f[1] = r_vieworigin[1] + r_viewforward[1] * 1.5 + r_viewleft[1] * r - r_viewup[1] * r;
-       vertex3f[2] = r_vieworigin[2] + r_viewforward[2] * 1.5 + r_viewleft[2] * r - r_viewup[2] * r;
-       vertex3f[3] = r_vieworigin[0] + r_viewforward[0] * 1.5 + r_viewleft[0] * r + r_viewup[0] * r * 3;
-       vertex3f[4] = r_vieworigin[1] + r_viewforward[1] * 1.5 + r_viewleft[1] * r + r_viewup[1] * r * 3;
-       vertex3f[5] = r_vieworigin[2] + r_viewforward[2] * 1.5 + r_viewleft[2] * r + r_viewup[2] * r * 3;
-       vertex3f[6] = r_vieworigin[0] + r_viewforward[0] * 1.5 - r_viewleft[0] * r * 3 - r_viewup[0] * r;
-       vertex3f[7] = r_vieworigin[1] + r_viewforward[1] * 1.5 - r_viewleft[1] * r * 3 - r_viewup[1] * r;
-       vertex3f[8] = r_vieworigin[2] + r_viewforward[2] * 1.5 - r_viewleft[2] * r * 3 - r_viewup[2] * r;
-       R_Mesh_Draw(3, 1, polygonelements);
+       GL_DepthTest(false);
+       R_Mesh_Matrix(&r_identitymatrix);
+       // vertex coordinates for a quad that covers the screen exactly
+       varray_vertex3f[0] = 0;varray_vertex3f[1] = 0;varray_vertex3f[2] = 0;
+       varray_vertex3f[3] = 1;varray_vertex3f[4] = 0;varray_vertex3f[5] = 0;
+       varray_vertex3f[6] = 1;varray_vertex3f[7] = 1;varray_vertex3f[8] = 0;
+       varray_vertex3f[9] = 0;varray_vertex3f[10] = 1;varray_vertex3f[11] = 0;
+       if (r_bloom.integer && 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)
+       {
+               int screenwidth, screenheight, bloomwidth, bloomheight, x, dobloomblend, range;
+               float xoffset, yoffset, r;
+               c_bloom++;
+               // 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.realwidth;screenwidth *= 2);
+               for (screenheight = 1;screenheight < vid.realheight;screenheight *= 2);
+               // allocate textures as needed
+               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);
+               // 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)
+               varray_texcoord2f[0][0] = 0;
+               varray_texcoord2f[0][1] = (float)r_view_height / (float)screenheight;
+               varray_texcoord2f[0][2] = (float)r_view_width / (float)screenwidth;
+               varray_texcoord2f[0][3] = (float)r_view_height / (float)screenheight;
+               varray_texcoord2f[0][4] = (float)r_view_width / (float)screenwidth;
+               varray_texcoord2f[0][5] = 0;
+               varray_texcoord2f[0][6] = 0;
+               varray_texcoord2f[0][7] = 0;
+               // set up a texcoord array for the reduced resolution bloom image
+               // (which will be additive blended over the screen image)
+               varray_texcoord2f[1][0] = 0;
+               varray_texcoord2f[1][1] = (float)bloomheight / (float)screenheight;
+               varray_texcoord2f[1][2] = (float)bloomwidth / (float)screenwidth;
+               varray_texcoord2f[1][3] = (float)bloomheight / (float)screenheight;
+               varray_texcoord2f[1][4] = (float)bloomwidth / (float)screenwidth;
+               varray_texcoord2f[1][5] = 0;
+               varray_texcoord2f[1][6] = 0;
+               varray_texcoord2f[1][7] = 0;
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = varray_vertex3f;
+               m.pointer_texcoord[0] = varray_texcoord2f[0];
+               m.tex[0] = R_GetTexture(r_bloom_texture_screen);
+               R_Mesh_State(&m);
+               // copy view into the full resolution screen image texture
+               GL_ActiveTexture(0);
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height);
+               c_bloomcopies++;
+               c_bloomcopypixels += r_view_width * r_view_height;
+               // now scale it down to the bloom size and raise to a power of itself
+               // to darken it (this leaves the really bright stuff bright, and
+               // everything else becomes very dark)
+               // TODO: optimize with multitexture or GLSL
+               qglViewport(r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_Color(1, 1, 1, 1);
+               R_Mesh_Draw(0, 4, 2, polygonelements);
+               c_bloomdraws++;
+               c_bloomdrawpixels += bloomwidth * bloomheight;
+               // 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);
+                       c_bloomdraws++;
+                       c_bloomdrawpixels += bloomwidth * bloomheight;
+               }
+               // we now have a darkened bloom image in the framebuffer, copy it into
+               // the bloom image texture for more processing
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = varray_vertex3f;
+               m.tex[0] = R_GetTexture(r_bloom_texture_bloom);
+               m.pointer_texcoord[0] = varray_texcoord2f[2];
+               R_Mesh_State(&m);
+               GL_ActiveTexture(0);
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
+               c_bloomcopies++;
+               c_bloomcopypixels += bloomwidth * bloomheight;
+               // 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
+                       varray_texcoord2f[2][0] = xoffset+0;
+                       varray_texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
+                       varray_texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
+                       varray_texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
+                       varray_texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
+                       varray_texcoord2f[2][5] = yoffset+0;
+                       varray_texcoord2f[2][6] = xoffset+0;
+                       varray_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);
+                       R_Mesh_Draw(0, 4, 2, polygonelements);
+                       c_bloomdraws++;
+                       c_bloomdrawpixels += bloomwidth * bloomheight;
+                       GL_BlendFunc(GL_ONE, GL_ONE);
+               }
+               // copy the vertically blurred bloom view to a texture
+               GL_ActiveTexture(0);
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
+               c_bloomcopies++;
+               c_bloomcopypixels += bloomwidth * bloomheight;
+               // 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
+                       varray_texcoord2f[2][0] = xoffset+0;
+                       varray_texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
+                       varray_texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
+                       varray_texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
+                       varray_texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
+                       varray_texcoord2f[2][5] = yoffset+0;
+                       varray_texcoord2f[2][6] = xoffset+0;
+                       varray_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);
+                       R_Mesh_Draw(0, 4, 2, polygonelements);
+                       c_bloomdraws++;
+                       c_bloomdrawpixels += bloomwidth * bloomheight;
+                       GL_BlendFunc(GL_ONE, GL_ONE);
+               }
+               // copy the blurred bloom view to a texture
+               GL_ActiveTexture(0);
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
+               c_bloomcopies++;
+               c_bloomcopypixels += bloomwidth * bloomheight;
+               // go back to full view area
+               qglViewport(r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height);
+               // put the original screen image back in place and blend the bloom
+               // texture on it
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = varray_vertex3f;
+               m.tex[0] = R_GetTexture(r_bloom_texture_screen);
+               m.pointer_texcoord[0] = varray_texcoord2f[0];
+#if 0
+               dobloomblend = false;
+#else
+               // do both in one pass if possible
+               if (r_textureunits.integer >= 2 && gl_combine.integer)
+               {
+                       dobloomblend = false;
+                       m.texcombinergb[1] = GL_ADD;
+                       m.tex[1] = R_GetTexture(r_bloom_texture_bloom);
+                       m.pointer_texcoord[1] = varray_texcoord2f[1];
+               }
+               else
+                       dobloomblend = true;
+#endif
+               R_Mesh_State(&m);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_Color(1,1,1,1);
+               R_Mesh_Draw(0, 4, 2, polygonelements);
+               c_bloomdraws++;
+               c_bloomdrawpixels += r_view_width * r_view_height;
+               // now blend on the bloom texture if multipass
+               if (dobloomblend)
+               {
+                       memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = varray_vertex3f;
+                       m.tex[0] = R_GetTexture(r_bloom_texture_bloom);
+                       m.pointer_texcoord[0] = varray_texcoord2f[1];
+                       R_Mesh_State(&m);
+                       GL_BlendFunc(GL_ONE, GL_ONE);
+                       GL_Color(1,1,1,1);
+                       R_Mesh_Draw(0, 4, 2, polygonelements);
+                       c_bloomdraws++;
+                       c_bloomdrawpixels += r_view_width * r_view_height;
+               }
+       }
+       if (r_refdef.viewblend[3] >= 0.01f)
+       {
+               // apply a color tint to the whole view
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = varray_vertex3f;
+               R_Mesh_State(&m);
+               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]);
+               R_Mesh_Draw(0, 4, 2, polygonelements);
+       }
 }
 
 void R_RenderScene(void);
@@ -575,7 +888,7 @@ R_RenderView
 */
 void R_RenderView(void)
 {
-       if (!r_refdef.entities/* || !cl.worldmodel*/)
+       if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
                return; //Host_Error ("R_RenderView: NULL worldmodel");
 
        r_view_width = bound(0, r_refdef.width, vid.realwidth);
@@ -589,9 +902,9 @@ void R_RenderView(void)
        r_view_matrix = r_refdef.viewentitymatrix;
        GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
        r_rtworld = r_shadow_realtime_world.integer;
-       r_rtworldshadows = r_rtworld && r_shadow_realtime_world_shadows.integer;
-       r_rtdlight = r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer;
-       r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer);
+       r_rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
+       r_rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer;
+       r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
        r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
 
        // GL is weird because it's bottom to top, r_view_y is top to bottom
@@ -616,7 +929,7 @@ void R_RenderView(void)
 
        R_BlendView();
        R_TimeReport("blendview");
-       
+
        GL_Scissor(0, 0, vid.realwidth, vid.realheight);
        GL_ScissorTest(false);
 }
@@ -624,10 +937,8 @@ void R_RenderView(void)
 extern void R_DrawLightningBeams (void);
 void R_RenderScene(void)
 {
-       entity_render_t *world;
-       
        // don't let sound skip if going slow
-       if (!intimerefresh && !r_speeds.integer)
+       if (r_refdef.extraupdate)
                S_ExtraUpdate ();
 
        r_framecount++;
@@ -639,7 +950,7 @@ void R_RenderScene(void)
        R_SetFrustum();
 
        r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f;
-       if (gl_stencil && (r_rtworldshadows || r_rtdlightshadows))
+       if (r_rtworldshadows || r_rtdlightshadows)
                GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view_fov_x, r_view_fov_y, 1.0f);
        else
                GL_SetupView_Mode_Perspective(r_view_fov_x, r_view_fov_y, 1.0f, r_farclip);
@@ -648,10 +959,7 @@ void R_RenderScene(void)
 
        R_SkyStartFrame();
 
-       if (cl.worldmodel && cl.worldmodel->brush.FatPVS)
-               cl.worldmodel->brush.FatPVS(cl.worldmodel, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits));
-       world = &cl_entities[0].render;
-       R_WorldVisibility(world);
+       R_WorldVisibility();
        R_TimeReport("worldvis");
 
        R_MarkEntities();
@@ -660,13 +968,13 @@ void R_RenderScene(void)
        R_Shadow_UpdateWorldLightSelection();
 
        // don't let sound skip if going slow
-       if (!intimerefresh && !r_speeds.integer)
+       if (r_refdef.extraupdate)
                S_ExtraUpdate ();
 
        GL_ShowTrisColor(0.025, 0.025, 0, 1);
-       if (world->model && world->model->DrawSky)
+       if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
        {
-               world->model->DrawSky(world);
+               r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
                R_TimeReport("worldsky");
        }
 
@@ -674,14 +982,14 @@ void R_RenderScene(void)
                R_TimeReport("bmodelsky");
 
        GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
-       if (world->model && world->model->Draw)
+       if (r_refdef.worldmodel && r_refdef.worldmodel->Draw)
        {
-               world->model->Draw(world);
+               r_refdef.worldmodel->Draw(r_refdef.worldentity);
                R_TimeReport("world");
        }
 
        // don't let sound skip if going slow
-       if (!intimerefresh && !r_speeds.integer)
+       if (r_refdef.extraupdate)
                S_ExtraUpdate ();
 
        GL_ShowTrisColor(0, 0.015, 0, 1);
@@ -690,15 +998,15 @@ void R_RenderScene(void)
        R_TimeReport("models");
 
        // don't let sound skip if going slow
-       if (!intimerefresh && !r_speeds.integer)
+       if (r_refdef.extraupdate)
                S_ExtraUpdate ();
 
        GL_ShowTrisColor(0, 0, 0.033, 1);
-       R_ShadowVolumeLighting(false);
+       R_ShadowVolumeLighting(false, false);
        R_TimeReport("rtlights");
 
        // don't let sound skip if going slow
-       if (!intimerefresh && !r_speeds.integer)
+       if (r_refdef.extraupdate)
                S_ExtraUpdate ();
 
        GL_ShowTrisColor(0.1, 0, 0, 1);
@@ -724,16 +1032,16 @@ void R_RenderScene(void)
        R_MeshQueue_Render();
        R_MeshQueue_EndScene();
 
-       if (r_shadow_visiblevolumes.integer && !r_showtrispass)
+       if ((r_shadow_visiblelighting.integer || r_shadow_visiblevolumes.integer) && !r_showtrispass)
        {
-               R_ShadowVolumeLighting(true);
+               R_ShadowVolumeLighting(r_shadow_visiblelighting.integer, r_shadow_visiblevolumes.integer);
                R_TimeReport("shadowvolume");
        }
 
        GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
 
        // don't let sound skip if going slow
-       if (!intimerefresh && !r_speeds.integer)
+       if (r_refdef.extraupdate)
                S_ExtraUpdate ();
 }
 
@@ -862,7 +1170,7 @@ void R_DrawNoModelCallback(const void *calldata1, int calldata2)
        else
                m.pointer_color = nomodelcolor4f;
        R_Mesh_State(&m);
-       R_Mesh_Draw(6, 8, nomodelelements);
+       R_Mesh_Draw(0, 6, 8, nomodelelements);
 }
 
 void R_DrawNoModel(entity_render_t *ent)
@@ -878,17 +1186,16 @@ void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, flo
        vec3_t right1, right2, diff, normal;
 
        VectorSubtract (org2, org1, normal);
-       VectorNormalizeFast (normal);
 
        // calculate 'right' vector for start
        VectorSubtract (r_vieworigin, org1, diff);
-       VectorNormalizeFast (diff);
        CrossProduct (normal, diff, right1);
+       VectorNormalize (right1);
 
        // calculate 'right' vector for end
        VectorSubtract (r_vieworigin, org2, diff);
-       VectorNormalizeFast (diff);
        CrossProduct (normal, diff, right2);
+       VectorNormalize (right2);
 
        vert[ 0] = org1[0] + width * right1[0];
        vert[ 1] = org1[1] + width * right1[1];
@@ -941,6 +1248,6 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, int depth
        m.pointer_vertex = varray_vertex3f;
        R_Mesh_State(&m);
        GL_Color(cr, cg, cb, ca);
-       R_Mesh_Draw(4, 2, polygonelements);
+       R_Mesh_Draw(0, 4, 2, polygonelements);
 }