+ v->m[2] = clipPlane[0] * d;
+ v->m[6] = clipPlane[1] * d;
+ v->m[10] = clipPlane[2] * d + 1.0f;
+ v->m[14] = clipPlane[3] * d;
+}
+
+void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double x1, double y1, double x2, double y2, double nearclip, double farclip, const double *nearplane)
+{
+ float left = x1, right = x2, bottom = y2, top = y1, zNear = nearclip, zFar = farclip;
+ memset(v, 0, sizeof(*v));
+ v->type = R_VIEWPORTTYPE_ORTHO;
+ v->cameramatrix = *cameramatrix;
+ v->x = x;
+ v->y = y;
+ v->z = 0;
+ v->width = width;
+ v->height = height;
+ v->depth = 1;
+ v->m[0] = 2/(right - left);
+ v->m[5] = 2/(top - bottom);
+ v->m[10] = -2/(zFar - zNear);
+ v->m[12] = - (right + left)/(right - left);
+ v->m[13] = - (top + bottom)/(top - bottom);
+ v->m[14] = - (zFar + zNear)/(zFar - zNear);
+ v->m[15] = 1;
+
+ Matrix4x4_Invert_Full(&v->viewmatrix, &v->cameramatrix);
+ Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
+
+ if (nearplane)
+ R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+
+#if 0
+ {
+ vec4_t test1;
+ vec4_t test2;
+ Vector4Set(test1, (x1+x2)*0.5f, (y1+y2)*0.5f, 0.0f, 1.0f);
+ R_Viewport_TransformToScreen(v, test1, test2);
+ Con_Printf("%f %f %f -> %f %f %f\n", test1[0], test1[1], test1[2], test2[0], test2[1], test2[2]);
+ }
+#endif
+}
+
+void R_Viewport_InitPerspective(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double frustumx, double frustumy, double nearclip, double farclip, const double *nearplane)
+{
+ matrix4x4_t tempmatrix, basematrix;
+ memset(v, 0, sizeof(*v));
+
+ if(v_flipped.integer)
+ frustumx = -frustumx;
+
+ v->type = R_VIEWPORTTYPE_PERSPECTIVE;
+ v->cameramatrix = *cameramatrix;
+ v->x = x;
+ v->y = y;
+ v->z = 0;
+ v->width = width;
+ v->height = height;
+ v->depth = 1;
+ v->m[0] = 1.0 / frustumx;
+ v->m[5] = 1.0 / frustumy;
+ v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
+ v->m[11] = -1;
+ v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
+
+ Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
+ Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
+ Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
+ Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
+
+ Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
+
+ if (nearplane)
+ R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+}
+
+void R_Viewport_InitPerspectiveInfinite(r_viewport_t *v, const matrix4x4_t *cameramatrix, int x, int y, int width, int height, double frustumx, double frustumy, double nearclip, const double *nearplane)
+{
+ matrix4x4_t tempmatrix, basematrix;
+ const double nudge = 1.0 - 1.0 / (1<<23);
+ memset(v, 0, sizeof(*v));
+
+ if(v_flipped.integer)
+ frustumx = -frustumx;
+
+ v->type = R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP;
+ v->cameramatrix = *cameramatrix;
+ v->x = x;
+ v->y = y;
+ v->z = 0;
+ v->width = width;
+ v->height = height;
+ v->depth = 1;
+ v->m[ 0] = 1.0 / frustumx;
+ v->m[ 5] = 1.0 / frustumy;
+ v->m[10] = -nudge;
+ v->m[11] = -1;
+ v->m[14] = -2 * nearclip * nudge;
+
+ Matrix4x4_Invert_Full(&tempmatrix, &v->cameramatrix);
+ Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
+ Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
+ Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
+
+ Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
+
+ if (nearplane)
+ R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+}
+
+float cubeviewmatrix[6][16] =
+{
+ // standard cubemap projections
+ { // +X
+ 0, 0,-1, 0,
+ 0,-1, 0, 0,
+ -1, 0, 0, 0,
+ 0, 0, 0, 1,
+ },
+ { // -X
+ 0, 0, 1, 0,
+ 0,-1, 0, 0,
+ 1, 0, 0, 0,
+ 0, 0, 0, 1,
+ },
+ { // +Y
+ 1, 0, 0, 0,
+ 0, 0,-1, 0,
+ 0, 1, 0, 0,
+ 0, 0, 0, 1,
+ },
+ { // -Y
+ 1, 0, 0, 0,
+ 0, 0, 1, 0,
+ 0,-1, 0, 0,
+ 0, 0, 0, 1,
+ },
+ { // +Z
+ 1, 0, 0, 0,
+ 0,-1, 0, 0,
+ 0, 0,-1, 0,
+ 0, 0, 0, 1,
+ },
+ { // -Z
+ -1, 0, 0, 0,
+ 0,-1, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1,
+ },
+};
+float rectviewmatrix[6][16] =
+{
+ // sign-preserving cubemap projections
+ { // +X
+ 0, 0,-1, 0,
+ 0, 1, 0, 0,
+ 1, 0, 0, 0,
+ 0, 0, 0, 1,
+ },
+ { // -X
+ 0, 0, 1, 0,
+ 0, 1, 0, 0,
+ 1, 0, 0, 0,
+ 0, 0, 0, 1,
+ },
+ { // +Y
+ 1, 0, 0, 0,
+ 0, 0,-1, 0,
+ 0, 1, 0, 0,
+ 0, 0, 0, 1,
+ },
+ { // -Y
+ 1, 0, 0, 0,
+ 0, 0, 1, 0,
+ 0, 1, 0, 0,
+ 0, 0, 0, 1,
+ },
+ { // +Z
+ 1, 0, 0, 0,
+ 0, 1, 0, 0,
+ 0, 0,-1, 0,
+ 0, 0, 0, 1,
+ },
+ { // -Z
+ 1, 0, 0, 0,
+ 0, 1, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1,
+ },
+};
+
+void R_Viewport_InitCubeSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, float nearclip, float farclip, const float *nearplane)
+{
+ matrix4x4_t tempmatrix, basematrix;
+ memset(v, 0, sizeof(*v));
+ v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
+ v->cameramatrix = *cameramatrix;
+ v->width = size;
+ v->height = size;
+ v->depth = 1;
+ v->m[0] = v->m[5] = 1.0f;
+ v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
+ v->m[11] = -1;
+ v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
+
+ Matrix4x4_FromArrayFloatGL(&basematrix, cubeviewmatrix[side]);
+ Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
+ Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
+ Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
+
+ if (nearplane)
+ R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+}
+
+void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatrix, int side, int size, int border, float nearclip, float farclip, const float *nearplane)
+{
+ matrix4x4_t tempmatrix, basematrix;
+ memset(v, 0, sizeof(*v));
+ v->type = R_VIEWPORTTYPE_PERSPECTIVECUBESIDE;
+ v->cameramatrix = *cameramatrix;
+ v->x = (side & 1) * size;
+ v->y = (side >> 1) * size;
+ v->width = size;
+ v->height = size;
+ v->depth = 1;
+ v->m[0] = v->m[5] = 1.0f * ((float)size - border) / size;
+ v->m[10] = -(farclip + nearclip) / (farclip - nearclip);
+ v->m[11] = -1;
+ v->m[14] = -2 * nearclip * farclip / (farclip - nearclip);
+
+ Matrix4x4_FromArrayFloatGL(&basematrix, rectviewmatrix[side]);
+ Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix);
+ Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix);
+ Matrix4x4_FromArrayDoubleGL(&v->projectmatrix, v->m);
+
+ if (nearplane)
+ R_Viewport_ApplyNearClipPlane(v, nearplane[0], nearplane[1], nearplane[2], nearplane[3]);
+}
+
+void R_SetViewport(const r_viewport_t *v)
+{
+ float glmatrix[16];
+ backend_viewport = *v;