fix several bugs with viewport code (r_shadows works again, r_water
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 26 Sep 2009 18:40:01 +0000 (18:40 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 26 Sep 2009 18:40:01 +0000 (18:40 +0000)
works again)
fixed a bug where r_hdr might cause multiple reallocations of textures
every frame in r_water code

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@9245 d7cf8633-e32d-0410-b094-e92efae38249

gl_draw.c
gl_rmain.c
r_shadow.c

index bea0007..3fb3bf0 100644 (file)
--- a/gl_draw.c
+++ b/gl_draw.c
@@ -785,7 +785,7 @@ void _DrawQ_Setup(void)
                return;
        r_refdef.draw2dstage = true;
        CHECKGLERROR
-       R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, vid_conwidth.integer, vid_conheight.integer, -10, 100, NULL);
+       R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.y - r_refdef.view.height, r_refdef.view.width, r_refdef.view.height, 0, 0, vid_conwidth.integer, vid_conheight.integer, -10, 100, NULL);
        R_SetViewport(&viewport);
        GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
        qglDepthFunc(GL_LEQUAL);CHECKGLERROR
index d4d7ecb..f98be95 100644 (file)
@@ -165,6 +165,8 @@ static struct r_bloomstate_s
        float screentexcoord2f[8];
        float bloomtexcoord2f[8];
        float offsettexcoord2f[8];
+
+       r_viewport_t viewport;
 }
 r_bloomstate;
 
@@ -193,7 +195,7 @@ char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
 
 /// vertex coordinates for a quad that covers the screen exactly
-const static float r_screenvertex3f[12] =
+const float r_screenvertex3f[12] =
 {
        0, 0, 0,
        1, 0, 0,
@@ -3485,11 +3487,11 @@ void R_SetupView(qboolean allowwaterclippingplane)
        }
 
        if (!r_refdef.view.useperspective)
-               R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
+               R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
        else if (gl_stencil && r_useinfinitefarclip.integer)
-               R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
+               R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
        else
-               R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
+               R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
        R_SetViewport(&r_refdef.view.viewport);
 }
 
@@ -3499,9 +3501,9 @@ void R_ResetViewRendering2D(void)
        DrawQ_Finish();
 
        // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
-       R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
+       R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
        R_SetViewport(&viewport);
-       GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.y - r_refdef.view.height, r_refdef.view.width, r_refdef.view.height);
+       GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
        GL_Color(1, 1, 1, 1);
        GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
        GL_BlendFunc(GL_ONE, GL_ZERO);
@@ -3527,10 +3529,8 @@ void R_ResetViewRendering3D(void)
 {
        DrawQ_Finish();
 
-       // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
-       qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
        R_SetupView(true);
-       GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.y - r_refdef.view.height, r_refdef.view.width, r_refdef.view.height);
+       GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
        GL_Color(1, 1, 1, 1);
        GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
        GL_BlendFunc(GL_ONE, GL_ZERO);
@@ -3563,8 +3563,8 @@ static void R_Water_StartFrame(void)
 
        // set waterwidth and waterheight to the water resolution that will be
        // used (often less than the screen resolution for faster rendering)
-       waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
-       waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
+       waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
+       waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
 
        // calculate desired texture sizes
        // can't use water if the card does not support the texture size
@@ -3601,6 +3601,10 @@ static void R_Water_StartFrame(void)
                r_waterstate.textureheight = textureheight;
        }
 
+       // when doing a reduced render (HDR) we want to use a smaller area
+       waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
+       waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
+
        if (r_waterstate.waterwidth)
        {
                r_waterstate.enabled = true;
@@ -3740,7 +3744,7 @@ static void R_Water_ProcessPlanes(void)
                        R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
                        GL_ActiveTexture(0);
                        CHECKGLERROR
-                       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
+                       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
                }
 
                if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
@@ -3771,7 +3775,7 @@ static void R_Water_ProcessPlanes(void)
                        R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
                        GL_ActiveTexture(0);
                        CHECKGLERROR
-                       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
+                       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
                }
        }
        r_waterstate.renderingscene = false;
@@ -3794,11 +3798,11 @@ 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_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
-       r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
-       r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
-       r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
-       r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
+       r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
+       r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
+       r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
+       r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, gl_max_texture_size);
+       r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, gl_max_texture_size);
 
        // calculate desired texture sizes
        if (gl_support_arb_texture_non_power_of_two)
@@ -3851,6 +3855,13 @@ void R_Bloom_StartFrame(void)
                        r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
        }
 
+       // when doing a reduced render (HDR) we want to use a smaller area
+       r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
+       r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
+       r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
+       r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
+       r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
+
        // set up a texcoord array for the full resolution screen image
        // (we have to keep this around to copy back during final render)
        r_bloomstate.screentexcoord2f[0] = 0;
@@ -3878,6 +3889,8 @@ void R_Bloom_StartFrame(void)
                r_bloomstate.enabled = true;
                r_bloomstate.hdr = r_hdr.integer != 0;
        }
+
+       R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
 }
 
 void R_Bloom_CopyBloomTexture(float colorscale)
@@ -3886,7 +3899,7 @@ void R_Bloom_CopyBloomTexture(float colorscale)
 
        // scale down screen texture to the bloom texture size
        CHECKGLERROR
-       qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
+       R_SetViewport(&r_bloomstate.viewport);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_Color(colorscale, colorscale, colorscale, 1);
        // TODO: optimize with multitexture or GLSL
@@ -3901,8 +3914,8 @@ void R_Bloom_CopyBloomTexture(float colorscale)
        R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
        GL_ActiveTexture(0);
        CHECKGLERROR
-       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
-       r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
+       r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
 }
 
 void R_Bloom_CopyHDRTexture(void)
@@ -3910,8 +3923,8 @@ void R_Bloom_CopyHDRTexture(void)
        R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
        GL_ActiveTexture(0);
        CHECKGLERROR
-       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
-       r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
+       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
+       r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
 }
 
 void R_Bloom_MakeTexture(void)
@@ -3928,7 +3941,7 @@ void R_Bloom_MakeTexture(void)
 
        // we have a bloom image in the framebuffer
        CHECKGLERROR
-       qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
+       R_SetViewport(&r_bloomstate.viewport);
 
        for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
        {
@@ -3944,8 +3957,8 @@ void R_Bloom_MakeTexture(void)
                // copy the vertically blurred bloom view to a texture
                GL_ActiveTexture(0);
                CHECKGLERROR
-               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
-               r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
+               r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
        }
 
        range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
@@ -3990,8 +4003,8 @@ void R_Bloom_MakeTexture(void)
                // copy the vertically blurred bloom view to a texture
                GL_ActiveTexture(0);
                CHECKGLERROR
-               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
-               r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
+               r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
        }
 
        // apply subtract last
@@ -4018,8 +4031,8 @@ void R_Bloom_MakeTexture(void)
                R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
                GL_ActiveTexture(0);
                CHECKGLERROR
-               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
-               r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
+               r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
        }
 }
 
@@ -4051,8 +4064,9 @@ void R_HDR_RenderBloomTexture(void)
        if (r_timereport_active)
                R_TimeReport("visibility");
 
+       // only do secondary renders with HDR if r_hdr is 2 or higher
        r_waterstate.numwaterplanes = 0;
-       if (r_waterstate.enabled)
+       if (r_waterstate.enabled && r_hdr.integer >= 2)
                R_RenderWaterPlanes();
 
        r_refdef.view.showdebug = true;
@@ -4126,13 +4140,13 @@ static void R_BlendView(void)
                                R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
                                R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
                                R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
-                               r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
+                               r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
                        }
                }
 
                // copy view into the screen texture
-               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
-               r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
+               r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
        }
 
        if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
@@ -4201,7 +4215,7 @@ static void R_BlendView(void)
                if (r_glsl_permutation->loc_Saturation >= 0)
                        qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
                R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
-               r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
+               r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
                return;
        }
 
@@ -4221,7 +4235,7 @@ static void R_BlendView(void)
                R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
                R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
                R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
-               r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
+               r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
        }
        else if (r_bloomstate.texture_bloom)
        {
@@ -4250,14 +4264,14 @@ static void R_BlendView(void)
                {
                        R_SetupGenericShader(true);
                        R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
-                       r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
+                       r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
                        // now blend on the bloom texture
                        GL_BlendFunc(GL_ONE, GL_ONE);
                        R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
                        R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
                }
                R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
-               r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
+               r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
        }
        if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
        {
index eacfb51..c14fbc8 100644 (file)
@@ -1332,7 +1332,7 @@ void R_Shadow_RenderMode_Begin(void)
        GL_DepthTest(true);
        GL_DepthMask(false);
        GL_Color(0, 0, 0, 1);
-       GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.y - r_refdef.view.height, r_refdef.view.width, r_refdef.view.height);
+       GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
 
        r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
 
@@ -1706,7 +1706,7 @@ void R_Shadow_RenderMode_End(void)
        R_Shadow_RenderMode_Reset();
        R_Shadow_RenderMode_ActiveLight(NULL);
        GL_DepthMask(true);
-       GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.y - r_refdef.view.height, r_refdef.view.width, r_refdef.view.height);
+       GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
        r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
 }
 
@@ -1743,10 +1743,10 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        int sign[8];
        float f;
 
-       r_shadow_lightscissor[0] = r_refdef.view.x;
-       r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
-       r_shadow_lightscissor[2] = r_refdef.view.width;
-       r_shadow_lightscissor[3] = r_refdef.view.height;
+       r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
+       r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
+       r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
+       r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
 
        if (!r_shadow_scissor.integer)
                return false;
@@ -1819,16 +1819,16 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
 
        // now convert the scissor rectangle to integer screen coordinates
        ix1 = (int)(x1 - 1.0f);
-       iy1 = (int)(y1 - 1.0f);
+       iy1 = vid.height - (int)(y2 - 1.0f);
        ix2 = (int)(x2 + 1.0f);
-       iy2 = (int)(y2 + 1.0f);
+       iy2 = vid.height - (int)(y1 + 1.0f);
        //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
 
        // clamp it to the screen
-       if (ix1 < r_refdef.view.x) ix1 = r_refdef.view.x;
-       if (iy1 < r_refdef.view.y) iy1 = r_refdef.view.y;
-       if (ix2 > r_refdef.view.x + r_refdef.view.width) ix2 = r_refdef.view.x + r_refdef.view.width;
-       if (iy2 > r_refdef.view.y + r_refdef.view.height) iy2 = r_refdef.view.y + r_refdef.view.height;
+       if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
+       if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
+       if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
+       if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
 
        // if it is inside out, it's not visible
        if (ix2 <= ix1 || iy2 <= iy1)
@@ -1836,7 +1836,7 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
 
        // the light area is visible, set up the scissor rectangle
        r_shadow_lightscissor[0] = ix1;
-       r_shadow_lightscissor[1] = vid.height - iy2;
+       r_shadow_lightscissor[1] = iy1;
        r_shadow_lightscissor[2] = ix2 - ix1;
        r_shadow_lightscissor[3] = iy2 - iy1;
 
@@ -3849,7 +3849,10 @@ void R_ShadowVolumeLighting(qboolean visible)
        R_Shadow_RenderMode_End();
 }
 
+extern const float r_screenvertex3f[12];
 extern void R_SetupView(qboolean allowwaterclippingplane);
+extern void R_ResetViewRendering3D(void);
+extern void R_ResetViewRendering2D(void);
 extern cvar_t r_shadows;
 extern cvar_t r_shadows_darken;
 extern cvar_t r_shadows_drawafterrtlighting;
@@ -3865,36 +3868,21 @@ void R_DrawModelShadows(void)
        vec3_t relativelightdirection;
        vec3_t relativeshadowmins, relativeshadowmaxs;
        vec3_t tmp, shadowdir;
-       float vertex3f[12];
-       r_viewport_t viewport;
 
        if (!r_drawentities.integer || !gl_stencil)
                return;
 
        CHECKGLERROR
-       GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.y - r_refdef.view.height, r_refdef.view.width, r_refdef.view.height);
-
-       r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
+       R_ResetViewRendering3D();
+       //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
+       //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
+       R_Shadow_RenderMode_Begin();
+       R_Shadow_RenderMode_ActiveLight(NULL);
        r_shadow_lightscissor[0] = r_refdef.view.x;
        r_shadow_lightscissor[1] = vid.height - r_refdef.view.y - r_refdef.view.height;
        r_shadow_lightscissor[2] = r_refdef.view.width;
        r_shadow_lightscissor[3] = r_refdef.view.height;
-
-       if (gl_ext_separatestencil.integer)
-       {
-               r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL;
-               r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL;
-       }
-       else if (gl_ext_stenciltwoside.integer)
-       {
-               r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE;
-               r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE;
-       }
-       else
-       {
-               r_shadow_shadowingrendermode_zpass = R_SHADOW_RENDERMODE_ZPASS_STENCIL;
-               r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_ZFAIL_STENCIL;
-       }
+       R_Shadow_RenderMode_StencilShadowVolumes(false);
 
        // get shadow dir
        if (r_shadows.integer == 2)
@@ -3954,34 +3942,28 @@ void R_DrawModelShadows(void)
        }
 
        // not really the right mode, but this will disable any silly stencil features
-       R_Shadow_RenderMode_VisibleLighting(true, true);
-
-       // vertex coordinates for a quad that covers the screen exactly
-       vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0;
-       vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0;
-       vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0;
-       vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0;
+       R_Shadow_RenderMode_End();
 
        // set up ortho view for rendering this pass
-       R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
-       R_SetViewport(&viewport);
-       GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.y - r_refdef.view.height, r_refdef.view.width, r_refdef.view.height);
-       GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
-       GL_ScissorTest(true);
-       R_Mesh_Matrix(&identitymatrix);
-       R_Mesh_ResetTextureState();
-       R_Mesh_VertexPointer(vertex3f, 0, 0);
+       //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
+       //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
+       //GL_ScissorTest(true);
+       //R_Mesh_Matrix(&identitymatrix);
+       //R_Mesh_ResetTextureState();
+       R_ResetViewRendering2D();
+       R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
        R_Mesh_ColorPointer(NULL, 0, 0);
+       R_SetupGenericShader(false);
 
        // set up a darkening blend on shadowed areas
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       GL_DepthRange(0, 1);
-       GL_DepthTest(false);
-       GL_DepthMask(false);
-       GL_PolygonOffset(0, 0);CHECKGLERROR
+       //GL_DepthRange(0, 1);
+       //GL_DepthTest(false);
+       //GL_DepthMask(false);
+       //GL_PolygonOffset(0, 0);CHECKGLERROR
        GL_Color(0, 0, 0, r_shadows_darken.value);
-       GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
-       qglDepthFunc(GL_ALWAYS);CHECKGLERROR
+       //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
+       //qglDepthFunc(GL_ALWAYS);CHECKGLERROR
        qglEnable(GL_STENCIL_TEST);CHECKGLERROR
        qglStencilMask(~0);CHECKGLERROR
        qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
@@ -3994,7 +3976,7 @@ void R_DrawModelShadows(void)
        R_SetViewport(&r_refdef.view.viewport);
 
        // restore other state to normal
-       R_Shadow_RenderMode_End();
+       //R_Shadow_RenderMode_End();
 }
 
 void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)