]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
Add optional self parameter to some builtins that need it
[xonotic/darkplaces.git] / gl_rmain.c
index 1fb32001af98e2d92ea15c5823c1c400f960cbe4..6c6e2c1abc480bf4c4ce2db17a7bbf965df0865b 100644 (file)
@@ -142,7 +142,7 @@ cvar_t r_transparent_sortmindist = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sort
 cvar_t r_transparent_sortmaxdist = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
 cvar_t r_transparent_sortarraysize = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
 cvar_t r_celshading = {CVAR_CLIENT | 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_CLIENT | 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 r_celoutlines = {CVAR_CLIENT | CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred)"};
 
 cvar_t gl_fogenable = {CVAR_CLIENT, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
 cvar_t gl_fogdensity = {CVAR_CLIENT, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
@@ -190,6 +190,7 @@ cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_po
 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
+cvar_t r_colorfringe = {CVAR_CLIENT | CVAR_SAVE, "r_colorfringe", "0", "Chromatic aberration. Values higher than 0.025 will noticeably distort the image"};
 
 cvar_t r_water = {CVAR_CLIENT | CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
 cvar_t r_water_cameraentitiesonly = {CVAR_CLIENT | CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
@@ -198,7 +199,7 @@ cvar_t r_water_resolutionmultiplier = {CVAR_CLIENT | CVAR_SAVE, "r_water_resolut
 cvar_t r_water_refractdistort = {CVAR_CLIENT | CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
 cvar_t r_water_reflectdistort = {CVAR_CLIENT | CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
 cvar_t r_water_scissormode = {CVAR_CLIENT, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
-cvar_t r_water_lowquality = {CVAR_CLIENT, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
+cvar_t r_water_lowquality = {CVAR_CLIENT, "r_water_lowquality", "0", "special option to accelerate water rendering: 1 disables all dynamic lights, 2 disables particles too"};
 cvar_t r_water_hideplayer = {CVAR_CLIENT | CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
 
 cvar_t r_lerpsprites = {CVAR_CLIENT | CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
@@ -692,6 +693,7 @@ shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
                {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
                {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
                {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
+               {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTGRID\n", " lightgrid"},
                {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
                {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
                {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
@@ -729,6 +731,7 @@ typedef struct r_glsl_permutation_s
        int tex_Texture_Shirt;
        int tex_Texture_FogHeightTexture;
        int tex_Texture_FogMask;
+       int tex_Texture_LightGrid;
        int tex_Texture_Lightmap;
        int tex_Texture_Deluxemap;
        int tex_Texture_Attenuation;
@@ -759,6 +762,7 @@ typedef struct r_glsl_permutation_s
        int loc_Texture_Shirt;
        int loc_Texture_FogHeightTexture;
        int loc_Texture_FogMask;
+       int loc_Texture_LightGrid;
        int loc_Texture_Lightmap;
        int loc_Texture_Deluxemap;
        int loc_Texture_Attenuation;
@@ -796,6 +800,8 @@ typedef struct r_glsl_permutation_s
        int loc_FogRangeRecip;
        int loc_LightColor;
        int loc_LightDir;
+       int loc_LightGridMatrix;
+       int loc_LightGridNormalMatrix;
        int loc_LightPosition;
        int loc_OffsetMapping_ScaleSteps;
        int loc_OffsetMapping_LodDistance;
@@ -817,6 +823,7 @@ typedef struct r_glsl_permutation_s
        int loc_UserVec2;
        int loc_UserVec3;
        int loc_UserVec4;
+       int loc_ColorFringe;
        int loc_ViewTintColor;
        int loc_ViewToLight;
        int loc_ModelToLight;
@@ -1190,6 +1197,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                p->loc_Texture_Shirt              = qglGetUniformLocation(p->program, "Texture_Shirt");
                p->loc_Texture_FogHeightTexture   = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
                p->loc_Texture_FogMask            = qglGetUniformLocation(p->program, "Texture_FogMask");
+               p->loc_Texture_LightGrid          = qglGetUniformLocation(p->program, "Texture_LightGrid");
                p->loc_Texture_Lightmap           = qglGetUniformLocation(p->program, "Texture_Lightmap");
                p->loc_Texture_Deluxemap          = qglGetUniformLocation(p->program, "Texture_Deluxemap");
                p->loc_Texture_Attenuation        = qglGetUniformLocation(p->program, "Texture_Attenuation");
@@ -1226,6 +1234,8 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                p->loc_FogPlaneViewDist           = qglGetUniformLocation(p->program, "FogPlaneViewDist");
                p->loc_FogRangeRecip              = qglGetUniformLocation(p->program, "FogRangeRecip");
                p->loc_LightColor                 = qglGetUniformLocation(p->program, "LightColor");
+               p->loc_LightGridMatrix            = qglGetUniformLocation(p->program, "LightGridMatrix");
+               p->loc_LightGridNormalMatrix      = qglGetUniformLocation(p->program, "LightGridNormalMatrix");
                p->loc_LightDir                   = qglGetUniformLocation(p->program, "LightDir");
                p->loc_LightPosition              = qglGetUniformLocation(p->program, "LightPosition");
                p->loc_OffsetMapping_ScaleSteps   = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
@@ -1247,6 +1257,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                p->loc_UserVec2                   = qglGetUniformLocation(p->program, "UserVec2");
                p->loc_UserVec3                   = qglGetUniformLocation(p->program, "UserVec3");
                p->loc_UserVec4                   = qglGetUniformLocation(p->program, "UserVec4");
+               p->loc_ColorFringe                = qglGetUniformLocation(p->program, "ColorFringe");
                p->loc_ViewTintColor              = qglGetUniformLocation(p->program, "ViewTintColor");
                p->loc_ViewToLight                = qglGetUniformLocation(p->program, "ViewToLight");
                p->loc_ModelToLight               = qglGetUniformLocation(p->program, "ModelToLight");
@@ -1277,6 +1288,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                p->tex_Texture_Shirt = -1;
                p->tex_Texture_FogHeightTexture = -1;
                p->tex_Texture_FogMask = -1;
+               p->tex_Texture_LightGrid = -1;
                p->tex_Texture_Lightmap = -1;
                p->tex_Texture_Deluxemap = -1;
                p->tex_Texture_Attenuation = -1;
@@ -1308,6 +1320,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                if (p->loc_Texture_Shirt           >= 0) {p->tex_Texture_Shirt            = sampler;qglUniform1i(p->loc_Texture_Shirt           , sampler);sampler++;}
                if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
                if (p->loc_Texture_FogMask         >= 0) {p->tex_Texture_FogMask          = sampler;qglUniform1i(p->loc_Texture_FogMask         , sampler);sampler++;}
+               if (p->loc_Texture_LightGrid       >= 0) {p->tex_Texture_LightGrid        = sampler;qglUniform1i(p->loc_Texture_LightGrid       , sampler);sampler++;}
                if (p->loc_Texture_Lightmap        >= 0) {p->tex_Texture_Lightmap         = sampler;qglUniform1i(p->loc_Texture_Lightmap        , sampler);sampler++;}
                if (p->loc_Texture_Deluxemap       >= 0) {p->tex_Texture_Deluxemap        = sampler;qglUniform1i(p->loc_Texture_Deluxemap       , sampler);sampler++;}
                if (p->loc_Texture_Attenuation     >= 0) {p->tex_Texture_Attenuation      = sampler;qglUniform1i(p->loc_Texture_Attenuation     , sampler);sampler++;}
@@ -1455,7 +1468,7 @@ static void R_GLSL_DumpShader_f(cmd_state_t *cmd)
                                Con_Printf("%s written\n", modeinfo[mode].filename);
                        }
                        else
-                               Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
+                               Con_Errorf("failed to write to %s\n", modeinfo[mode].filename);
                }
        }
 }
@@ -1687,6 +1700,67 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif
                if (vid.allowalphatocoverage)
                        GL_AlphaToCoverage(false);
        }
+       else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
+       {
+               if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
+               {
+                       switch(t->offsetmapping)
+                       {
+                       case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
+                       case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_OFF: break;
+                       }
+               }
+               if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
+                       permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+               if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
+                       permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
+               // directional model lighting
+               mode = SHADERMODE_LIGHTGRID;
+               if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
+                       permutation |= SHADERPERMUTATION_GLOW;
+               permutation |= SHADERPERMUTATION_DIFFUSE;
+               if (t->glosstexture || t->backgroundglosstexture)
+                       permutation |= SHADERPERMUTATION_SPECULAR;
+               if (r_refdef.fogenabled)
+                       permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
+               if (t->colormapping)
+                       permutation |= SHADERPERMUTATION_COLORMAPPING;
+               if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
+               {
+                       permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
+                       permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+
+                       if (r_shadow_shadowmap2ddepthbuffer)
+                               permutation |= SHADERPERMUTATION_DEPTHRGB;
+               }
+               if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
+                       permutation |= SHADERPERMUTATION_REFLECTION;
+               if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
+                       permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
+               if (t->reflectmasktexture)
+                       permutation |= SHADERPERMUTATION_REFLECTCUBE;
+               if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
+               {
+                       permutation |= SHADERPERMUTATION_BOUNCEGRID;
+                       if (r_shadow_bouncegrid_state.directional)
+                               permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
+               }
+               GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
+               blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
+               // when using alphatocoverage, we don't need alphakill
+               if (vid.allowalphatocoverage)
+               {
+                       if (r_transparent_alphatocoverage.integer)
+                       {
+                               GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+                               permutation &= ~SHADERPERMUTATION_ALPHAKILL;
+                       }
+                       else
+                               GL_AlphaToCoverage(false);
+               }
+       }
        else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
        {
                if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
@@ -1876,6 +1950,13 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif
                        {
                                if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
                        }
+                       else if (mode == SHADERMODE_LIGHTGRID)
+                       {
+                               if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
+                               if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
+                               if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
+                               // other LightGrid uniforms handled below
+                       }
                        else if (mode == SHADERMODE_LIGHTDIRECTION)
                        {
                                if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
@@ -1959,6 +2040,19 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif
                if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
                if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
                if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
+               if (r_glsl_permutation->loc_LightGridMatrix >= 0 && r_refdef.scene.worldmodel)
+               {
+                       float m9f[9];
+                       Matrix4x4_Concat(&tempmatrix, &r_refdef.scene.worldmodel->brushq3.lightgridworldtotexturematrix, &rsurface.matrix);
+                       Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
+                       qglUniformMatrix4fv(r_glsl_permutation->loc_LightGridMatrix, 1, false, m16f);
+                       Matrix4x4_Normalize3(&tempmatrix, &rsurface.matrix);
+                       Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
+                       m9f[0] = m16f[0];m9f[1] = m16f[1];m9f[2] = m16f[2];
+                       m9f[3] = m16f[4];m9f[4] = m16f[5];m9f[5] = m16f[6];
+                       m9f[6] = m16f[8];m9f[7] = m16f[9];m9f[8] = m16f[10];
+                       qglUniformMatrix3fv(r_glsl_permutation->loc_LightGridNormalMatrix, 1, false, m9f);
+               }
 
                if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First            , r_texture_white                                     );
                if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second           , r_texture_white                                     );
@@ -2003,6 +2097,7 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif
                        }
                }
                if (r_glsl_permutation->tex_Texture_BounceGrid  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
+               if (r_glsl_permutation->tex_Texture_LightGrid   >= 0 && r_refdef.scene.worldmodel) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_LightGrid, r_refdef.scene.worldmodel->brushq3.lightgridtexture);
                CHECKGLERROR
                break;
        }
@@ -2396,9 +2491,10 @@ skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const ch
        }
 
        // _luma is supported only for tenebrae compatibility
+       // _blend and .blend are supported only for Q3 & QL compatibility, this hack can be removed if better Q3 shader support is implemented
        // _glow is the preferred name
        mymiplevel = savemiplevel;
-       if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow",  skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
+       if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s.blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
        {
                skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
 #ifndef USE_GLES2
@@ -3082,6 +3178,8 @@ static void gl_main_start(void)
 #endif
 }
 
+extern unsigned int r_shadow_occlusion_buf;
+
 static void gl_main_shutdown(void)
 {
        R_RenderTarget_FreeUnused(true);
@@ -3102,7 +3200,7 @@ static void gl_main_shutdown(void)
 #endif
                break;
        }
-
+       r_shadow_occlusion_buf = 0;
        r_numqueries = 0;
        r_maxqueries = 0;
        memset(r_queries, 0, sizeof(r_queries));
@@ -3317,6 +3415,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_lerplightstyles);
        Cvar_RegisterVariable(&r_waterscroll);
        Cvar_RegisterVariable(&r_bloom);
+       Cvar_RegisterVariable(&r_colorfringe);
        Cvar_RegisterVariable(&r_bloom_colorscale);
        Cvar_RegisterVariable(&r_bloom_brighten);
        Cvar_RegisterVariable(&r_bloom_blur);
@@ -3890,7 +3989,8 @@ void R_AnimCache_CacheVisibleEntities(void)
 
 qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
 {
-       int i;
+       long unsigned int i;
+       int j;
        vec3_t eyemins, eyemaxs;
        vec3_t boxmins, boxmaxs;
        vec3_t padmins, padmaxs;
@@ -3951,12 +4051,13 @@ qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t
        {
                for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
                {
+                       trace_t trace;
                        VectorCopy(eye, start);
                        end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
                        end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
                        end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
                        //trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
-                       trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
+                       trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
                        // not picky - if the trace ended anywhere in the box we're good
                        if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
                                return true;
@@ -3966,7 +4067,7 @@ qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t
                return true;
 
        // try various random positions
-       for (i = 0; i < numsamples; i++)
+       for (j = 0; j < numsamples; j++)
        {
                VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
                VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
@@ -4386,14 +4487,6 @@ static void R_View_Update(void)
 
 float viewscalefpsadjusted = 1.0f;
 
-static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
-{
-       float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
-       scale = bound(0.03125f, scale, 1.0f);
-       *outwidth = (int)ceil(width * scale);
-       *outheight = (int)ceil(height * scale);
-}
-
 void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
 {
        const float *customclipplane = NULL;
@@ -4602,7 +4695,7 @@ r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textyp
                        if (r->depthisrenderbuffer)
                                r->depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, va(vabuf, sizeof(vabuf), "renderbuffer%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, r->depthtextype);
                        else
-                               r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, j, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
+                               r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
                }
                r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
        }
@@ -4613,7 +4706,7 @@ r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textyp
        return r;
 }
 
-static void R_Water_StartFrame(void)
+static void R_Water_StartFrame(int viewwidth, int viewheight)
 {
        int waterwidth, waterheight;
 
@@ -4622,9 +4715,8 @@ 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);
-       R_GetScaledViewSize(waterwidth, waterheight, &waterwidth, &waterheight);
+       waterwidth = (int)bound(16, viewwidth * r_water_resolutionmultiplier.value, viewwidth);
+       waterheight = (int)bound(16, viewheight * r_water_resolutionmultiplier.value, viewheight);
 
        if (!r_water.integer || r_showsurfaces.integer)
                waterwidth = waterheight = 0;
@@ -5033,9 +5125,9 @@ finish:
 
 static void R_Bloom_StartFrame(void)
 {
-       int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
-       int viewwidth, viewheight;
+       int screentexturewidth, screentextureheight;
        textype_t textype = TEXTYPE_COLORBUFFER;
+       double scale;
 
        // clear the pointers to rendertargets from last frame as they're stale
        r_fb.rt_screen = NULL;
@@ -5063,35 +5155,43 @@ static void R_Bloom_StartFrame(void)
                adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
                adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
                if (r_viewscale_fpsscaling_stepsize.value > 0)
-                       adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
+               {
+                       if (adjust > 0)
+                               adjust = floor(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
+                       else
+                               adjust = ceil(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
+               }
                viewscalefpsadjusted += adjust;
                viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
        }
        else
                viewscalefpsadjusted = 1.0f;
 
-       R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
+       scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
+       if (vid.samples)
+               scale *= sqrt(vid.samples); // supersampling
+       scale = bound(0.03125f, scale, 4.0f);
+       screentexturewidth = (int)ceil(r_refdef.view.width * scale);
+       screentextureheight = (int)ceil(r_refdef.view.height * scale);
+       screentexturewidth = bound(1, screentexturewidth, (int)vid.maxtexturesize_2d);
+       screentextureheight = bound(1, screentextureheight, (int)vid.maxtexturesize_2d);
 
        // 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.width);
-       r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
-       r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
+       r_fb.bloomheight = bound(1, r_bloom_resolution.value * 0.75f, vid.height * 4);
+       r_fb.bloomwidth = r_fb.bloomheight * vid.width / vid.height;
+       r_fb.bloomwidth = bound(1, r_fb.bloomwidth, vid.width * 4);
        r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
        r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
 
-       // calculate desired texture sizes
-       screentexturewidth = viewwidth;
-       screentextureheight = viewheight;
-       bloomtexturewidth = r_fb.bloomwidth;
-       bloomtextureheight = r_fb.bloomheight;
-
        if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
        {
                Cvar_SetValueQuick(&r_bloom, 0);
                Cvar_SetValueQuick(&r_motionblur, 0);
                Cvar_SetValueQuick(&r_damageblur, 0);
        }
+       if (!r_bloom.integer)
+               r_fb.bloomwidth = r_fb.bloomheight = 0;
 
        // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
        if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
@@ -5112,16 +5212,6 @@ static void R_Bloom_StartFrame(void)
                }
        }
 
-       if (r_bloom.integer)
-       {
-               // bloom texture is a different resolution
-               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);
-       }
-       else
-               r_fb.bloomwidth = r_fb.bloomheight = 0;
-
        r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
 
        r_refdef.view.clear = true;
@@ -5369,6 +5459,7 @@ static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *v
                if (r_glsl_permutation->loc_Saturation              >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
                if (r_glsl_permutation->loc_PixelToScreenTexCoord   >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
                if (r_glsl_permutation->loc_BloomColorSubtract      >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
+               if (r_glsl_permutation->loc_ColorFringe             >= 0) qglUniform1f(r_glsl_permutation->loc_ColorFringe, r_colorfringe.value );
                break;
        }
        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
@@ -5702,11 +5793,11 @@ void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, i
                viewcolortexture = r_fb.rt_screen->colortexture[0];
                viewx = 0;
                viewy = 0;
-               viewwidth = width;
-               viewheight = height;
+               viewwidth = r_fb.rt_screen->texturewidth;
+               viewheight = r_fb.rt_screen->textureheight;
        }
 
-       R_Water_StartFrame();
+       R_Water_StartFrame(viewwidth, viewheight);
 
        CHECKGLERROR
        if (r_timereport_active)
@@ -6124,9 +6215,9 @@ static void R_DrawEntityBBoxes(prvm_prog_t *prog)
                if (edict->priv.server->free)
                        continue;
                // exclude the following for now, as they don't live in world coordinate space and can't be solid:
-               if (PRVM_serveredictedict(edict, tag_entity) != 0)
+               if (PRVM_gameedictedict(edict, tag_entity) != 0)
                        continue;
-               if (PRVM_serveredictedict(edict, viewmodelforclient) != 0)
+               if (prog == SVVM_prog && PRVM_serveredictedict(edict, viewmodelforclient) != 0)
                        continue;
                VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
                R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
@@ -6621,10 +6712,12 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
        if (rsurface.entity->render_rtlight_disabled)
                t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
+       if (rsurface.entity->render_lightgrid)
+               t->currentmaterialflags |= MATERIALFLAG_LIGHTGRID;
        if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
        {
                // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
-               t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT;
+               t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT) & ~MATERIALFLAG_LIGHTGRID;
                for (q = 0; q < 3; q++)
                {
                        t->render_glowmod[q] = rsurface.entity->glowmod[q];
@@ -6642,7 +6735,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
        else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
        {
                // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
-               t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT;
+               t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
                for (q = 0; q < 3; q++)
                {
                        t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
@@ -6657,10 +6750,27 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                        t->render_rtlight_specular[q] = 0;
                }
        }
+       else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
+       {
+               t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
+               for (q = 0; q < 3; q++)
+               {
+                       t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
+                       t->render_modellight_lightdir[q] = q == 2;
+                       t->render_modellight_ambient[q] = 0;
+                       t->render_modellight_diffuse[q] = 0;
+                       t->render_modellight_specular[q] = 0;
+                       t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
+                       t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
+                       t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
+                       t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
+                       t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
+               }
+       }
        else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
        {
                // ambient + single direction light (modellight)
-               t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
+               t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
                for (q = 0; q < 3; q++)
                {
                        t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
@@ -6701,7 +6811,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                //
                // FIXME: this is fine for effects but CSQC polygons should be subject
                // to lighting.
-               t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
+               t->currentmaterialflags &= ~(MATERIALFLAG_MODELLIGHT | MATERIALFLAG_LIGHTGRID);
                for (q = 0; q < 3; q++)
                {
                        t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
@@ -9692,7 +9802,6 @@ static void R_DrawModelDecals(void)
        }
 }
 
-extern cvar_t mod_collision_bih;
 static void R_DrawDebugModel(void)
 {
        entity_render_t *ent = rsurface.entity;
@@ -10064,7 +10173,7 @@ void R_DebugLine(vec3_t start, vec3_t end)
                offsetx = 0.5f * width * vid_conwidth.value / vid.width;
                offsety = 0;
        }
-       surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX), true);
+       surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW), true);
        e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
        e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
        e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
@@ -10077,10 +10186,7 @@ void R_DebugLine(vec3_t start, vec3_t end)
 
 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass, qboolean ui)
 {
-       int q;
        static texture_t texture;
-       static msurface_t surface;
-       const msurface_t *surfacelist = &surface;
 
        // fake enough texture and surface state to render this geometry