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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23
24 // used for dlight push checking and other things
25 int r_framecount;
26
27 mplane_t frustum[4];
28
29 matrix4x4_t r_identitymatrix;
30
31 int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
32
33 // true during envmap command capture
34 qboolean envmap;
35
36 float r_farclip;
37
38 // view origin
39 vec3_t r_origin;
40 vec3_t vpn;
41 vec3_t vright;
42 vec3_t vup;
43
44 //
45 // screen size info
46 //
47 refdef_t r_refdef;
48
49 // 8.8 fraction of base light value
50 unsigned short d_lightstylevalue[256];
51
52 cvar_t r_drawentities = {0, "r_drawentities","1"};
53 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
54 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "1"};
55 cvar_t r_staticworldlights = {0, "r_staticworldlights", "1"};
56 cvar_t r_speeds = {0, "r_speeds","0"};
57 cvar_t r_fullbright = {0, "r_fullbright","0"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"};
61
62 cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
63 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"};
64 cvar_t gl_fogred = {0, "gl_fogred","0.3"};
65 cvar_t gl_foggreen = {0, "gl_foggreen","0.3"};
66 cvar_t gl_fogblue = {0, "gl_fogblue","0.3"};
67 cvar_t gl_fogstart = {0, "gl_fogstart", "0"};
68 cvar_t gl_fogend = {0, "gl_fogend","0"};
69
70 cvar_t r_textureunits = {0, "r_textureunits", "32"};
71
72 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
73 {
74         int i;
75         for (i = 0;i < verts;i++)
76         {
77                 out[0] = in[0] * r;
78                 out[1] = in[1] * g;
79                 out[2] = in[2] * b;
80                 out[3] = in[3];
81                 in += 4;
82                 out += 4;
83         }
84 }
85
86 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
87 {
88         int i;
89         for (i = 0;i < verts;i++)
90         {
91                 out[0] = r;
92                 out[1] = g;
93                 out[2] = b;
94                 out[3] = a;
95                 out += 4;
96         }
97 }
98
99 /*
100 ====================
101 R_TimeRefresh_f
102
103 For program optimization
104 ====================
105 */
106 qboolean intimerefresh = 0;
107 static void R_TimeRefresh_f (void)
108 {
109         int i;
110         float start, stop, time;
111
112         intimerefresh = 1;
113         start = Sys_DoubleTime ();
114         for (i = 0;i < 128;i++)
115         {
116                 r_refdef.viewangles[0] = 0;
117                 r_refdef.viewangles[1] = i/128.0*360.0;
118                 r_refdef.viewangles[2] = 0;
119                 CL_UpdateScreen();
120         }
121
122         stop = Sys_DoubleTime ();
123         intimerefresh = 0;
124         time = stop-start;
125         Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
126 }
127
128 vec3_t fogcolor;
129 vec_t fogdensity;
130 float fog_density, fog_red, fog_green, fog_blue;
131 qboolean fogenabled;
132 qboolean oldgl_fogenable;
133 void R_SetupFog(void)
134 {
135         if (gamemode == GAME_NEHAHRA)
136         {
137                 if (gl_fogenable.integer)
138                 {
139                         oldgl_fogenable = true;
140                         fog_density = gl_fogdensity.value;
141                         fog_red = gl_fogred.value;
142                         fog_green = gl_foggreen.value;
143                         fog_blue = gl_fogblue.value;
144                 }
145                 else if (oldgl_fogenable)
146                 {
147                         oldgl_fogenable = false;
148                         fog_density = 0;
149                         fog_red = 0;
150                         fog_green = 0;
151                         fog_blue = 0;
152                 }
153         }
154         if (fog_density)
155         {
156                 fogcolor[0] = fog_red   = bound(0.0f, fog_red  , 1.0f);
157                 fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
158                 fogcolor[2] = fog_blue  = bound(0.0f, fog_blue , 1.0f);
159         }
160         if (fog_density)
161         {
162                 fogenabled = true;
163                 fogdensity = -4000.0f / (fog_density * fog_density);
164                 // fog color was already set
165         }
166         else
167                 fogenabled = false;
168 }
169
170 // FIXME: move this to client?
171 void FOG_clear(void)
172 {
173         if (gamemode == GAME_NEHAHRA)
174         {
175                 Cvar_Set("gl_fogenable", "0");
176                 Cvar_Set("gl_fogdensity", "0.2");
177                 Cvar_Set("gl_fogred", "0.3");
178                 Cvar_Set("gl_foggreen", "0.3");
179                 Cvar_Set("gl_fogblue", "0.3");
180         }
181         fog_density = fog_red = fog_green = fog_blue = 0.0f;
182 }
183
184 // FIXME: move this to client?
185 void FOG_registercvars(void)
186 {
187         if (gamemode == GAME_NEHAHRA)
188         {
189                 Cvar_RegisterVariable (&gl_fogenable);
190                 Cvar_RegisterVariable (&gl_fogdensity);
191                 Cvar_RegisterVariable (&gl_fogred);
192                 Cvar_RegisterVariable (&gl_foggreen);
193                 Cvar_RegisterVariable (&gl_fogblue);
194                 Cvar_RegisterVariable (&gl_fogstart);
195                 Cvar_RegisterVariable (&gl_fogend);
196         }
197 }
198
199 void gl_main_start(void)
200 {
201 }
202
203 void gl_main_shutdown(void)
204 {
205 }
206
207 extern void CL_ParseEntityLump(char *entitystring);
208 void gl_main_newmap(void)
209 {
210         if (cl.worldmodel && cl.worldmodel->entities)
211                 CL_ParseEntityLump(cl.worldmodel->entities);
212         r_framecount = 1;
213 }
214
215 void GL_Main_Init(void)
216 {
217         Matrix4x4_CreateIdentity(&r_identitymatrix);
218 // FIXME: move this to client?
219         FOG_registercvars();
220         Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
221         Cvar_RegisterVariable (&r_drawentities);
222         Cvar_RegisterVariable (&r_drawviewmodel);
223         Cvar_RegisterVariable (&r_shadows);
224         Cvar_RegisterVariable (&r_staticworldlights);
225         Cvar_RegisterVariable (&r_speeds);
226         Cvar_RegisterVariable (&r_fullbrights);
227         Cvar_RegisterVariable (&r_wateralpha);
228         Cvar_RegisterVariable (&r_dynamic);
229         Cvar_RegisterVariable (&r_fullbright);
230         Cvar_RegisterVariable (&r_textureunits);
231         if (gamemode == GAME_NEHAHRA)
232                 Cvar_SetValue("r_fullbrights", 0);
233         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
234 }
235
236 vec3_t r_farclip_origin;
237 vec3_t r_farclip_direction;
238 vec_t r_farclip_directiondist;
239 vec_t r_farclip_meshfarclip;
240 int r_farclip_directionbit0;
241 int r_farclip_directionbit1;
242 int r_farclip_directionbit2;
243
244 // start a farclip measuring session
245 void R_FarClip_Start(vec3_t origin, vec3_t direction, vec_t startfarclip)
246 {
247         VectorCopy(origin, r_farclip_origin);
248         VectorCopy(direction, r_farclip_direction);
249         r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction);
250         r_farclip_directionbit0 = r_farclip_direction[0] < 0;
251         r_farclip_directionbit1 = r_farclip_direction[1] < 0;
252         r_farclip_directionbit2 = r_farclip_direction[2] < 0;
253         r_farclip_meshfarclip = r_farclip_directiondist + startfarclip;
254 }
255
256 // enlarge farclip to accomodate box
257 void R_FarClip_Box(vec3_t mins, vec3_t maxs)
258 {
259         float d;
260         d = (r_farclip_directionbit0 ? mins[0] : maxs[0]) * r_farclip_direction[0]
261           + (r_farclip_directionbit1 ? mins[1] : maxs[1]) * r_farclip_direction[1]
262           + (r_farclip_directionbit2 ? mins[2] : maxs[2]) * r_farclip_direction[2];
263         if (r_farclip_meshfarclip < d)
264                 r_farclip_meshfarclip = d;
265 }
266
267 // return farclip value
268 float R_FarClip_Finish(void)
269 {
270         return r_farclip_meshfarclip - r_farclip_directiondist;
271 }
272
273 /*
274 ===============
275 R_NewMap
276 ===============
277 */
278 void R_NewMap (void)
279 {
280         R_Modules_NewMap();
281 }
282
283 extern void R_Textures_Init(void);
284 extern void Mod_RenderInit(void);
285 extern void GL_Draw_Init(void);
286 extern void GL_Main_Init(void);
287 extern void R_Shadow_Init(void);
288 extern void GL_Models_Init(void);
289 extern void R_Sky_Init(void);
290 extern void GL_Surf_Init(void);
291 extern void R_Crosshairs_Init(void);
292 extern void R_Light_Init(void);
293 extern void R_Particles_Init(void);
294 extern void R_Explosion_Init(void);
295 extern void ui_init(void);
296 extern void gl_backend_init(void);
297 extern void Sbar_Init(void);
298
299 void Render_Init(void)
300 {
301         R_Textures_Init();
302         Mod_RenderInit();
303         gl_backend_init();
304         R_MeshQueue_Init();
305         GL_Draw_Init();
306         GL_Main_Init();
307         R_Shadow_Init();
308         GL_Models_Init();
309         R_Sky_Init();
310         GL_Surf_Init();
311         R_Crosshairs_Init();
312         R_Light_Init();
313         R_Particles_Init();
314         R_Explosion_Init();
315         ui_init();
316         Sbar_Init();
317 }
318
319 /*
320 ===============
321 GL_Init
322 ===============
323 */
324 extern char *ENGINE_EXTENSIONS;
325 void GL_Init (void)
326 {
327         VID_CheckExtensions();
328
329         // LordHavoc: report supported extensions
330         Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
331 }
332
333 int R_CullBox(const vec3_t mins, const vec3_t maxs)
334 {
335         int i;
336         mplane_t *p;
337         for (i = 0;i < 4;i++)
338         {
339                 p = frustum + i;
340                 switch(p->signbits)
341                 {
342                 default:
343                 case 0:
344                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
345                                 return true;
346                         break;
347                 case 1:
348                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
349                                 return true;
350                         break;
351                 case 2:
352                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
353                                 return true;
354                         break;
355                 case 3:
356                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
357                                 return true;
358                         break;
359                 case 4:
360                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
361                                 return true;
362                         break;
363                 case 5:
364                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
365                                 return true;
366                         break;
367                 case 6:
368                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
369                                 return true;
370                         break;
371                 case 7:
372                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
373                                 return true;
374                         break;
375                 }
376         }
377         return false;
378 }
379
380 int PVS_CullBox(const vec3_t mins, const vec3_t maxs)
381 {
382         int stackpos, sides;
383         mnode_t *node, *stack[4096];
384         stackpos = 0;
385         stack[stackpos++] = cl.worldmodel->nodes;
386         while (stackpos)
387         {
388                 node = stack[--stackpos];
389                 if (node->contents < 0)
390                 {
391                         if (((mleaf_t *)node)->pvsframe == cl.worldmodel->pvsframecount)
392                                 return false;
393                 }
394                 else
395                 {
396                         sides = BoxOnPlaneSide(mins, maxs, node->plane);
397                         if (sides & 2 && stackpos < 4096)
398                                 stack[stackpos++] = node->children[1];
399                         if (sides & 1 && stackpos < 4096)
400                                 stack[stackpos++] = node->children[0];
401                 }
402         }
403         return true;
404 }
405
406 int VIS_CullBox(const vec3_t mins, const vec3_t maxs)
407 {
408         int stackpos, sides;
409         mnode_t *node, *stack[4096];
410         if (R_CullBox(mins, maxs))
411                 return true;
412         stackpos = 0;
413         stack[stackpos++] = cl.worldmodel->nodes;
414         while (stackpos)
415         {
416                 node = stack[--stackpos];
417                 if (node->contents < 0)
418                 {
419                         if (((mleaf_t *)node)->visframe == r_framecount)
420                                 return false;
421                 }
422                 else
423                 {
424                         sides = BoxOnPlaneSide(mins, maxs, node->plane);
425                         if (sides & 2 && stackpos < 4096)
426                                 stack[stackpos++] = node->children[1];
427                         if (sides & 1 && stackpos < 4096)
428                                 stack[stackpos++] = node->children[0];
429                 }
430         }
431         return true;
432 }
433
434 int R_CullSphere(const vec3_t origin, vec_t radius)
435 {
436         return (DotProduct(frustum[0].normal, origin) + radius < frustum[0].dist
437              || DotProduct(frustum[1].normal, origin) + radius < frustum[1].dist
438              || DotProduct(frustum[2].normal, origin) + radius < frustum[2].dist
439              || DotProduct(frustum[3].normal, origin) + radius < frustum[3].dist);
440 }
441
442 int PVS_CullSphere(const vec3_t origin, vec_t radius)
443 {
444         int stackpos;
445         mnode_t *node, *stack[4096];
446         float dist;
447         stackpos = 0;
448         stack[stackpos++] = cl.worldmodel->nodes;
449         while (stackpos)
450         {
451                 node = stack[--stackpos];
452                 if (node->contents < 0)
453                 {
454                         if (((mleaf_t *)node)->pvsframe == cl.worldmodel->pvsframecount)
455                                 return false;
456                 }
457                 else
458                 {
459                         dist = PlaneDiff(origin, node->plane);
460                         if (dist <= radius)
461                                 stack[stackpos++] = node->children[1];
462                         if (dist >= -radius)
463                                 stack[stackpos++] = node->children[0];
464                 }
465         }
466         return true;
467 }
468
469 int VIS_CullSphere(const vec3_t origin, vec_t radius)
470 {
471         int stackpos;
472         mnode_t *node, *stack[4096];
473         float dist;
474         if (R_CullSphere(origin, radius))
475                 return true;
476         stackpos = 0;
477         stack[stackpos++] = cl.worldmodel->nodes;
478         while (stackpos)
479         {
480                 node = stack[--stackpos];
481                 if (node->contents < 0)
482                 {
483                         if (((mleaf_t *)node)->visframe == r_framecount)
484                                 return false;
485                 }
486                 else
487                 {
488                         dist = PlaneDiff(origin, node->plane);
489                         if (dist <= radius)
490                                 stack[stackpos++] = node->children[1];
491                         if (dist >= -radius)
492                                 stack[stackpos++] = node->children[0];
493                 }
494         }
495         return true;
496 }
497
498
499 //==================================================================================
500
501 static void R_MarkEntities (void)
502 {
503         int i;
504         vec3_t v;
505         entity_render_t *ent;
506
507         ent = &cl_entities[0].render;
508         Matrix4x4_CreateIdentity(&ent->matrix);
509         Matrix4x4_CreateIdentity(&ent->inversematrix);
510
511         if (cl.worldmodel)
512                 R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs);
513
514         if (!r_drawentities.integer)
515                 return;
516
517         for (i = 0;i < r_refdef.numentities;i++)
518         {
519                 ent = r_refdef.entities[i];
520                 Mod_CheckLoaded(ent->model);
521
522                 // move view-relative models to where they should be
523                 if (ent->flags & RENDER_VIEWMODEL)
524                 {
525                         // remove flag so it will not be repeated incase RelinkEntities is not called again for a while
526                         ent->flags -= RENDER_VIEWMODEL;
527                         // transform origin
528                         VectorCopy(ent->origin, v);
529                         ent->origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0];
530                         ent->origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1];
531                         ent->origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2];
532                         // adjust angles
533                         VectorAdd(ent->angles, r_refdef.viewangles, ent->angles);
534                 }
535
536                 VectorCopy(ent->angles, v);
537                 if (!ent->model || ent->model->type != mod_brush)
538                         v[0] = -v[0];
539                 Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], v[0], v[1], v[2], ent->scale);
540                 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
541                 R_LerpAnimation(ent);
542                 R_UpdateEntLights(ent);
543                 if ((chase_active.integer || !(ent->flags & RENDER_EXTERIORMODEL))
544                  && !VIS_CullSphere(ent->origin, ent->model->radius * ent->scale)
545                  && !VIS_CullBox(ent->mins, ent->maxs))
546                 {
547                         ent->visframe = r_framecount;
548                         R_FarClip_Box(ent->mins, ent->maxs);
549                 }
550         }
551 }
552
553 // only used if skyrendermasked, and normally returns false
554 int R_DrawBrushModelsSky (void)
555 {
556         int i, sky;
557         entity_render_t *ent;
558
559         if (!r_drawentities.integer)
560                 return false;
561
562         sky = false;
563         for (i = 0;i < r_refdef.numentities;i++)
564         {
565                 ent = r_refdef.entities[i];
566                 if (ent->visframe == r_framecount && ent->model && ent->model->DrawSky)
567                 {
568                         ent->model->DrawSky(ent);
569                         sky = true;
570                 }
571         }
572         return sky;
573 }
574
575 /*
576 =============
577 R_DrawViewModel
578 =============
579 */
580 /*
581 void R_DrawViewModel (void)
582 {
583         entity_render_t *ent;
584
585         // FIXME: move these checks to client
586         if (!r_drawviewmodel.integer || chase_active.integer || envmap || !r_drawentities.integer || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model)
587                 return;
588
589         ent = &cl.viewent.render;
590         Mod_CheckLoaded(ent->model);
591         R_LerpAnimation(ent);
592         Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], -ent->angles[0], ent->angles[1], ent->angles[2], ent->scale);
593         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
594         R_UpdateEntLights(ent);
595         ent->model->Draw(ent);
596 }
597 */
598
599 void R_DrawNoModel(entity_render_t *ent);
600 void R_DrawModels ()
601 {
602         int i;
603         entity_render_t *ent;
604
605         if (!r_drawentities.integer)
606                 return;
607
608         for (i = 0;i < r_refdef.numentities;i++)
609         {
610                 ent = r_refdef.entities[i];
611                 if (ent->visframe == r_framecount)
612                 {
613                         if (ent->model && ent->model->Draw != NULL)
614                                 ent->model->Draw(ent);
615                         else
616                                 R_DrawNoModel(ent);
617                 }
618         }
619 }
620
621 void R_DrawFakeShadows (void)
622 {
623         int i;
624         entity_render_t *ent;
625
626         ent = &cl_entities[0].render;
627         if (ent->model && ent->model->DrawFakeShadow)
628                 ent->model->DrawFakeShadow(ent);
629
630         if (!r_drawentities.integer)
631                 return;
632         for (i = 0;i < r_refdef.numentities;i++)
633         {
634                 ent = r_refdef.entities[i];
635                 if (ent->model && ent->model->DrawFakeShadow)
636                         ent->model->DrawFakeShadow(ent);
637         }
638 }
639
640 #include "r_shadow.h"
641
642 int shadowframecount = 0;
643
644 int Light_CullBox(const vec3_t mins, const vec3_t maxs)
645 {
646         int stackpos, sides;
647         mnode_t *node, *stack[4096];
648         stackpos = 0;
649         stack[stackpos++] = cl.worldmodel->nodes;
650         while (stackpos)
651         {
652                 node = stack[--stackpos];
653                 if (node->contents < 0)
654                 {
655                         if (((mleaf_t *)node)->worldnodeframe == shadowframecount)
656                                 return false;
657                 }
658                 else
659                 {
660                         sides = BoxOnPlaneSide(mins, maxs, node->plane);
661                         if (sides & 2 && stackpos < 4096)
662                                 stack[stackpos++] = node->children[1];
663                         if (sides & 1 && stackpos < 4096)
664                                 stack[stackpos++] = node->children[0];
665                 }
666         }
667         return true;
668 }
669
670 int LightAndVis_CullBox(const vec3_t mins, const vec3_t maxs)
671 {
672         int stackpos, sides;
673         mnode_t *node, *stack[4096];
674         if (R_CullBox(mins, maxs))
675                 return true;
676         stackpos = 0;
677         stack[stackpos++] = cl.worldmodel->nodes;
678         while (stackpos)
679         {
680                 node = stack[--stackpos];
681                 if (node->contents < 0)
682                 {
683                         if (((mleaf_t *)node)->visframe == r_framecount && ((mleaf_t *)node)->worldnodeframe == shadowframecount)
684                                 return false;
685                 }
686                 else
687                 {
688                         sides = BoxOnPlaneSide(mins, maxs, node->plane);
689                         if (sides & 2 && stackpos < 4096)
690                                 stack[stackpos++] = node->children[1];
691                         if (sides & 1 && stackpos < 4096)
692                                 stack[stackpos++] = node->children[0];
693                 }
694         }
695         return true;
696 }
697
698
699 void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t lightorigin, float cullradius, float lightradius, vec3_t clipmins, vec3_t clipmaxs)
700 {
701         int i;
702         vec3_t p, p2, temp, relativelightorigin, mins, maxs;
703         float dist, projectdistance;
704         // rough checks
705         if (ent->model && ent->model->DrawShadowVolume)
706         {
707                 temp[0] = bound(ent->mins[0], lightorigin[0], ent->maxs[0]) - lightorigin[0];
708                 temp[1] = bound(ent->mins[1], lightorigin[1], ent->maxs[1]) - lightorigin[1];
709                 temp[2] = bound(ent->mins[2], lightorigin[2], ent->maxs[2]) - lightorigin[2];
710                 dist = DotProduct(temp, temp);
711                 if (dist < cullradius * cullradius)
712                 {
713                         if (!Light_CullBox(ent->mins, ent->maxs))
714                         {
715                                 projectdistance = cullradius - sqrt(dist);
716                                 // calculate projected bounding box and decide if it is on-screen
717                                 VectorCopy(ent->mins, mins);
718                                 VectorCopy(ent->maxs, maxs);
719                                 for (i = 0;i < 8;i++)
720                                 {
721                                         p[0] = i & 1 ? ent->maxs[0] : ent->mins[0];
722                                         p[1] = i & 2 ? ent->maxs[1] : ent->mins[1];
723                                         p[2] = i & 4 ? ent->maxs[2] : ent->mins[2];
724                                         VectorSubtract(p, lightorigin, temp);
725                                         dist = projectdistance / sqrt(DotProduct(temp, temp));
726                                         VectorMA(p, dist, temp, p2);
727                                         if (mins[0] > p2[0]) mins[0] = p2[0];if (maxs[0] < p2[0]) maxs[0] = p2[0];
728                                         if (mins[1] > p2[1]) mins[1] = p2[1];if (maxs[1] < p2[1]) maxs[1] = p2[1];
729                                         if (mins[2] > p2[2]) mins[2] = p2[2];if (maxs[2] < p2[2]) maxs[2] = p2[2];
730                                 }
731                                 if (mins[0] < clipmaxs[0] && maxs[0] > clipmins[0]
732                                  && mins[1] < clipmaxs[1] && maxs[1] > clipmins[1]
733                                  && mins[2] < clipmaxs[2] && maxs[2] > clipmins[2]
734                                  && !LightAndVis_CullBox(mins, maxs))
735                                 {
736                                         Matrix4x4_Transform(&ent->inversematrix, lightorigin, relativelightorigin);
737                                         ent->model->DrawShadowVolume (ent, relativelightorigin, lightradius);
738                                 }
739                         }
740                 }
741         }
742 }
743
744 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light);
745
746 #define SHADOWSPHERE_SEGMENTS 16
747
748 shadowmesh_t *shadowsphere;
749 void R_CreateShadowSphere(void)
750 {
751         int i, j;
752         vec3_t angles, angles2, angles3, angles4;
753         float verts[12];
754         shadowsphere = Mod_ShadowMesh_Begin(zonemempool, SHADOWSPHERE_SEGMENTS * SHADOWSPHERE_SEGMENTS / 2);
755         for (i = 0;i < SHADOWSPHERE_SEGMENTS / 2;i++)
756         {
757                 for (j = 0;j < SHADOWSPHERE_SEGMENTS;j++)
758                 {
759                         angles[0] = (i * 360.0f / SHADOWSPHERE_SEGMENTS) + 90.0f;
760                         angles[1] = j * 360.0f / SHADOWSPHERE_SEGMENTS;
761                         angles[2] = 0;
762                         VectorCopy(angles, angles2);
763                         VectorCopy(angles, angles3);
764                         VectorCopy(angles, angles4);
765                         angles2[1] += 360.0f / SHADOWSPHERE_SEGMENTS;
766                         angles3[0] += 360.0f / SHADOWSPHERE_SEGMENTS;
767                         angles3[1] += 360.0f / SHADOWSPHERE_SEGMENTS;
768                         angles4[0] += 360.0f / SHADOWSPHERE_SEGMENTS;
769                         AngleVectorsFLU(angles, verts, NULL, NULL);
770                         AngleVectorsFLU(angles2, verts + 9, NULL, NULL);
771                         AngleVectorsFLU(angles3, verts + 6, NULL, NULL);
772                         AngleVectorsFLU(angles4, verts + 3, NULL, NULL);
773                         VectorScale(&verts[0], 1.0f, &verts[0]);
774                         VectorScale(&verts[3], 1.0f, &verts[3]);
775                         VectorScale(&verts[6], 1.0f, &verts[6]);
776                         VectorScale(&verts[9], 1.0f, &verts[9]);
777                         Mod_ShadowMesh_AddPolygon(zonemempool, shadowsphere, 4, verts);
778                 }
779         }
780         shadowsphere = Mod_ShadowMesh_Finish(zonemempool, shadowsphere);
781 }
782
783
784 void R_DrawShadowSphere(vec3_t origin, float cullradius, float lightradius)
785 {
786         shadowmesh_t *mesh;
787         matrix4x4_t matrix;
788         if (!shadowsphere)
789                 R_CreateShadowSphere();
790         Matrix4x4_CreateScale(&matrix, lightradius);
791         Matrix4x4_ConcatTranslate(&matrix, origin[0], origin[1], origin[2]);
792         R_Mesh_Matrix(&matrix);
793         for (mesh = shadowsphere;mesh;mesh = mesh->next)
794         {
795                 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
796                 R_Shadow_RenderVolume(mesh->numverts, mesh->numtriangles, mesh->elements);
797         }
798         Matrix4x4_CreateScale(&matrix, -cullradius);
799         Matrix4x4_ConcatTranslate(&matrix, origin[0], origin[1], origin[2]);
800         R_Mesh_Matrix(&matrix);
801         for (mesh = shadowsphere;mesh;mesh = mesh->next)
802         {
803                 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
804                 R_Shadow_RenderVolume(mesh->numverts, mesh->numtriangles, mesh->elements);
805         }
806 }
807
808 extern void R_Model_Brush_DrawLightForSurfaceList(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, msurface_t **surflist, int numsurfaces);
809 void R_ShadowVolumeLighting (int visiblevolumes)
810 {
811         int i;
812         entity_render_t *ent;
813         int lnum;
814         float f, lightradius, cullradius;
815         vec3_t relativelightorigin, relativeeyeorigin, lightcolor, clipmins, clipmaxs;
816         worldlight_t *wl;
817         //mlight_t *sl;
818         rdlight_t *rd;
819         rmeshstate_t m;
820         mleaf_t *leaf;
821
822         if (visiblevolumes)
823         {
824                 memset(&m, 0, sizeof(m));
825                 m.blendfunc1 = GL_ONE;
826                 m.blendfunc2 = GL_ONE;
827                 R_Mesh_State(&m);
828                 GL_Color(0.0 * r_colorscale, 0.0125 * r_colorscale, 0.1 * r_colorscale, 1);
829         }
830         else
831                 R_Shadow_Stage_Begin();
832         shadowframecount++;
833         for (lnum = 0, wl = r_shadow_worldlightchain;wl;wl = wl->next, lnum++)
834         {
835                 if (d_lightstylevalue[wl->style] <= 0)
836                         continue;
837                 cullradius = wl->cullradius;
838                 lightradius = wl->lightradius;
839                 if (R_CullSphere(wl->origin, lightradius))
840                         continue;
841                 //if (R_CullBox(wl->mins, wl->maxs) || R_CullSphere(wl->origin, lightradius))
842                 //      continue;
843                 //if (VIS_CullBox(wl->mins, wl->maxs) || VIS_CullSphere(wl->origin, lightradius))
844                 //      continue;
845                 if (r_shadow_debuglight.integer >= 0 && lnum != r_shadow_debuglight.integer)
846                         continue;
847
848                 for (i = 0;i < wl->numleafs;i++)
849                         if (wl->leafs[i]->visframe == r_framecount)
850                                 break;
851                 if (i == wl->numleafs)
852                         continue;
853                 leaf = wl->leafs[i];
854                 VectorCopy(leaf->mins, clipmins);
855                 VectorCopy(leaf->maxs, clipmaxs);
856                 for (i = 0;i < wl->numleafs;i++)
857                 {
858                         leaf = wl->leafs[i];
859                         if (leaf->visframe == r_framecount)
860                         {
861                                 if (clipmins[0] > leaf->mins[0]) clipmins[0] = leaf->mins[0];
862                                 if (clipmaxs[0] < leaf->maxs[0]) clipmaxs[0] = leaf->maxs[0];
863                                 if (clipmins[1] > leaf->mins[1]) clipmins[1] = leaf->mins[1];
864                                 if (clipmaxs[1] < leaf->maxs[1]) clipmaxs[1] = leaf->maxs[1];
865                                 if (clipmins[2] > leaf->mins[2]) clipmins[2] = leaf->mins[2];
866                                 if (clipmaxs[2] < leaf->maxs[2]) clipmaxs[2] = leaf->maxs[2];
867                         }
868                 }
869                 if (clipmins[0] < wl->mins[0]) clipmins[0] = wl->mins[0];
870                 if (clipmins[1] < wl->mins[1]) clipmins[1] = wl->mins[1];
871                 if (clipmins[2] < wl->mins[2]) clipmins[2] = wl->mins[2];
872                 if (clipmaxs[0] > wl->maxs[0]) clipmaxs[0] = wl->maxs[0];
873                 if (clipmaxs[1] > wl->maxs[1]) clipmaxs[1] = wl->maxs[1];
874                 if (clipmaxs[2] > wl->maxs[2]) clipmaxs[2] = wl->maxs[2];
875
876                 if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, wl->origin, wl->cullradius))
877                         continue;
878
879                 // mark the leafs we care about so only things in those leafs will matter
880                 for (i = 0;i < wl->numleafs;i++)
881                         wl->leafs[i]->worldnodeframe = shadowframecount;
882
883
884                 f = d_lightstylevalue[wl->style] * (1.0f / 256.0f);
885                 VectorScale(wl->light, f, lightcolor);
886                 if (wl->selected)
887                 {
888                         f = 2 + sin(realtime * M_PI * 4.0);
889                         VectorScale(lightcolor, f, lightcolor);
890                 }
891
892                 if (!visiblevolumes)
893                         R_Shadow_Stage_ShadowVolumes();
894                 ent = &cl_entities[0].render;
895                 if (wl->shadowvolume && r_staticworldlights.integer)
896                         R_Shadow_DrawWorldLightShadowVolume(&ent->matrix, wl);
897                 else
898                         R_TestAndDrawShadowVolume(ent, wl->origin, cullradius / ent->scale, lightradius / ent->scale, clipmins, clipmaxs);
899                 if (r_drawentities.integer)
900                 {
901                         for (i = 0;i < r_refdef.numentities;i++)
902                         {
903                                 ent = r_refdef.entities[i];
904                                 if (ent->maxs[0] >= wl->mins[0] && ent->mins[0] <= wl->maxs[0]
905                                  && ent->maxs[1] >= wl->mins[1] && ent->mins[1] <= wl->maxs[1]
906                                  && ent->maxs[2] >= wl->mins[2] && ent->mins[2] <= wl->maxs[2]
907                                  && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
908                                         R_TestAndDrawShadowVolume(r_refdef.entities[i], wl->origin, cullradius / ent->scale, lightradius / ent->scale, clipmins, clipmaxs);
909                         }
910                 }
911
912                 if (!visiblevolumes)
913                 {
914                         R_Shadow_Stage_Light();
915                         ent = &cl_entities[0].render;
916                         if (ent->model && ent->model->DrawLight)
917                         {
918                                 Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
919                                 Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
920                                 if (wl->numsurfaces)
921                                         R_Model_Brush_DrawLightForSurfaceList(ent, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, wl->surfaces, wl->numsurfaces);
922                                 else
923                                         ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor);
924                         }
925                         if (r_drawentities.integer)
926                         {
927                                 for (i = 0;i < r_refdef.numentities;i++)
928                                 {
929                                         ent = r_refdef.entities[i];
930                                         if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
931                                          && ent->maxs[0] >= wl->mins[0] && ent->mins[0] <= wl->maxs[0]
932                                          && ent->maxs[1] >= wl->mins[1] && ent->mins[1] <= wl->maxs[1]
933                                          && ent->maxs[2] >= wl->mins[2] && ent->mins[2] <= wl->maxs[2]
934                                          && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
935                                         {
936                                                 Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
937                                                 Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
938                                                 ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor);
939                                         }
940                                 }
941                         }
942
943                         if (R_Shadow_Stage_EraseShadowVolumes())
944                         {
945                                 ent = &cl_entities[0].render;
946                                 if (wl->shadowvolume && r_staticworldlights.integer)
947                                         R_Shadow_DrawWorldLightShadowVolume(&ent->matrix, wl);
948                                 else
949                                         R_TestAndDrawShadowVolume(ent, wl->origin, cullradius / ent->scale, lightradius / ent->scale, clipmins, clipmaxs);
950                                 if (r_drawentities.integer)
951                                 {
952                                         for (i = 0;i < r_refdef.numentities;i++)
953                                         {
954                                                 ent = r_refdef.entities[i];
955                                                 if (ent->maxs[0] >= wl->mins[0] && ent->mins[0] <= wl->maxs[0]
956                                                  && ent->maxs[1] >= wl->mins[1] && ent->mins[1] <= wl->maxs[1]
957                                                  && ent->maxs[2] >= wl->mins[2] && ent->mins[2] <= wl->maxs[2]
958                                                  && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
959                                                         R_TestAndDrawShadowVolume(r_refdef.entities[i], wl->origin, cullradius / ent->scale, lightradius / ent->scale, clipmins, clipmaxs);
960                                         }
961                                 }
962                         }
963                 }
964         }
965         /*
966         for (lnum = 0, sl = cl.worldmodel->lights;lnum < cl.worldmodel->numlights;lnum++, sl++)
967         {
968                 if (d_lightstylevalue[sl->style] <= 0)
969                         continue;
970                 if (r_shadow_debuglight.integer >= 0 && lnum != r_shadow_debuglight.integer)
971                         continue;
972                 cullradius = sl->cullradius;
973                 lightradius = sl->lightradius;
974                 if (VIS_CullBox(sl->mins, sl->maxs) || VIS_CullSphere(sl->origin, lightradius))
975                         continue;
976
977                 f = d_lightstylevalue[sl->style] * (1.0f / 32768.0f);
978                 VectorScale(sl->light, f, lightcolor);
979
980                 if (!visiblevolumes)
981                         R_Shadow_Stage_ShadowVolumes();
982                 if (sl->shadowvolume && r_staticworldlights.integer)
983                         R_DrawWorldLightShadowVolume(&cl_entities[0].render.matrix, sl->shadowvolume);
984                 else
985                         R_TestAndDrawShadowVolume(&cl_entities[0].render, sl->origin, cullradius, lightradius);
986                 if (r_drawentities.integer)
987                 {
988                         for (i = 0;i < r_refdef.numentities;i++)
989                         {
990                                 ent = r_refdef.entities[i];
991                                 if (ent->maxs[0] >= sl->mins[0] && ent->mins[0] <= sl->maxs[0]
992                                  && ent->maxs[1] >= sl->mins[1] && ent->mins[1] <= sl->maxs[1]
993                                  && ent->maxs[2] >= sl->mins[2] && ent->mins[2] <= sl->maxs[2]
994                                  && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
995                                         R_TestAndDrawShadowVolume(r_refdef.entities[i], sl->origin, cullradius, lightradius);
996                         }
997                 }
998
999                 if (!visiblevolumes)
1000                 {
1001                         R_Shadow_Stage_Light();
1002                         ent = &cl_entities[0].render;
1003                         if (ent->model && ent->model->DrawLight)
1004                         {
1005                                 Matrix4x4_Transform(&ent->inversematrix, sl->origin, relativelightorigin);
1006                                 Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
1007                                 ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius, sl->distbias, sl->subtract, lightcolor);
1008                         }
1009                         if (r_drawentities.integer)
1010                         {
1011                                 for (i = 0;i < r_refdef.numentities;i++)
1012                                 {
1013                                         ent = r_refdef.entities[i];
1014                                         if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
1015                                          && ent->maxs[0] >= sl->mins[0] && ent->mins[0] <= sl->maxs[0]
1016                                          && ent->maxs[1] >= sl->mins[1] && ent->mins[1] <= sl->maxs[1]
1017                                          && ent->maxs[2] >= sl->mins[2] && ent->mins[2] <= sl->maxs[2]
1018                                          && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
1019                                         {
1020                                                 Matrix4x4_Transform(&ent->inversematrix, sl->origin, relativelightorigin);
1021                                                 Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
1022                                                 ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius, sl->distbias, sl->subtract, lightcolor);
1023                                         }
1024                                 }
1025                         }
1026
1027                         R_Shadow_Stage_EraseShadowVolumes();
1028                         if (sl->shadowvolume && r_staticworldlights.integer)
1029                                 R_DrawWorldLightShadowVolume(&cl_entities[0].render.matrix, sl->shadowvolume);
1030                         else
1031                                 R_TestAndDrawShadowVolume(&cl_entities[0].render, sl->origin, cullradius, lightradius);
1032                         if (r_drawentities.integer)
1033                         {
1034                                 for (i = 0;i < r_refdef.numentities;i++)
1035                                 {
1036                                         ent = r_refdef.entities[i];
1037                                         if (ent->maxs[0] >= sl->mins[0] && ent->mins[0] <= sl->maxs[0]
1038                                         && ent->maxs[1] >= sl->mins[1] && ent->mins[1] <= sl->maxs[1]
1039                                         && ent->maxs[2] >= sl->mins[2] && ent->mins[2] <= sl->maxs[2]
1040                                         && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
1041                                                 R_TestAndDrawShadowVolume(r_refdef.entities[i], sl->origin, cullradius, lightradius);
1042                                 }
1043                         }
1044                 }
1045         }
1046         */
1047         for (lnum = 0, rd = r_dlight;lnum < r_numdlights;lnum++, rd++)
1048         {
1049                 cullradius = rd->cullradius;
1050                 lightradius = rd->cullradius;
1051                 if (VIS_CullSphere(rd->origin, lightradius))
1052                         continue;
1053
1054                 VectorScale(rd->light, (1.0f / 8192.0f), lightcolor);
1055                 clipmins[0] = rd->origin[0] - cullradius;
1056                 clipmins[1] = rd->origin[1] - cullradius;
1057                 clipmins[2] = rd->origin[2] - cullradius;
1058                 clipmaxs[0] = rd->origin[0] + cullradius;
1059                 clipmaxs[1] = rd->origin[1] + cullradius;
1060                 clipmaxs[2] = rd->origin[2] + cullradius;
1061
1062                 if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, rd->origin, rd->cullradius))
1063                         continue;
1064
1065                 if (!visiblevolumes)
1066                         R_Shadow_Stage_ShadowVolumes();
1067                 ent = &cl_entities[0].render;
1068                 R_TestAndDrawShadowVolume(ent, rd->origin, cullradius / ent->scale, lightradius / ent->scale, clipmins, clipmaxs);
1069                 if (r_drawentities.integer)
1070                 {
1071                         for (i = 0;i < r_refdef.numentities;i++)
1072                         {
1073                                 ent = r_refdef.entities[i];
1074                                 if (ent != rd->ent && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
1075                                         R_TestAndDrawShadowVolume(ent, rd->origin, cullradius / ent->scale, lightradius / ent->scale, clipmins, clipmaxs);
1076                         }
1077                 }
1078
1079                 if (!visiblevolumes)
1080                 {
1081                         R_Shadow_Stage_Light();
1082                         ent = &cl_entities[0].render;
1083                         if (ent->model && ent->model->DrawLight)
1084                         {
1085                                 Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
1086                                 Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
1087                                 ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor);
1088                         }
1089                         if (r_drawentities.integer)
1090                         {
1091                                 for (i = 0;i < r_refdef.numentities;i++)
1092                                 {
1093                                         ent = r_refdef.entities[i];
1094                                         if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
1095                                          && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
1096                                         {
1097                                                 Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
1098                                                 Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
1099                                                 ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor);
1100                                         }
1101                                 }
1102                         }
1103
1104                         if (R_Shadow_Stage_EraseShadowVolumes())
1105                         {
1106                                 ent = &cl_entities[0].render;
1107                                 R_TestAndDrawShadowVolume(ent, rd->origin, cullradius / ent->scale, lightradius / ent->scale, clipmins, clipmaxs);
1108                                 if (r_drawentities.integer)
1109                                 {
1110                                         for (i = 0;i < r_refdef.numentities;i++)
1111                                         {
1112                                                 ent = r_refdef.entities[i];
1113                                                 if (ent != rd->ent && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
1114                                                         R_TestAndDrawShadowVolume(ent, rd->origin, cullradius / ent->scale, lightradius / ent->scale, clipmins, clipmaxs);
1115                                         }
1116                                 }
1117                         }
1118                 }
1119         }
1120
1121         if (!visiblevolumes)
1122                 R_Shadow_Stage_End();
1123         qglDisable(GL_SCISSOR_TEST);
1124 }
1125
1126 static void R_SetFrustum (void)
1127 {
1128         int i;
1129
1130         // LordHavoc: note to all quake engine coders, the special case for 90
1131         // degrees assumed a square view (wrong), so I removed it, Quake2 has it
1132         // disabled as well.
1133         // rotate VPN right by FOV_X/2 degrees
1134         RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
1135         // rotate VPN left by FOV_X/2 degrees
1136         RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
1137         // rotate VPN up by FOV_X/2 degrees
1138         RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
1139         // rotate VPN down by FOV_X/2 degrees
1140         RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
1141
1142         for (i = 0;i < 4;i++)
1143         {
1144                 frustum[i].type = PLANE_ANYZ;
1145                 frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
1146                 PlaneClassify(&frustum[i]);
1147         }
1148 }
1149
1150 /*
1151 ===============
1152 R_SetupFrame
1153 ===============
1154 */
1155 static void R_SetupFrame (void)
1156 {
1157 // don't allow cheats in multiplayer
1158         if (cl.maxclients > 1)
1159         {
1160                 if (r_fullbright.integer != 0)
1161                         Cvar_Set ("r_fullbright", "0");
1162                 if (r_ambient.value != 0)
1163                         Cvar_Set ("r_ambient", "0");
1164         }
1165
1166         r_framecount++;
1167
1168 // build the transformation matrix for the given view angles
1169         VectorCopy (r_refdef.vieworg, r_origin);
1170
1171         AngleVectors (r_refdef.viewangles, vpn, vright, vup);
1172
1173         R_AnimateLight ();
1174 }
1175
1176
1177 static void R_BlendView(void)
1178 {
1179         rmeshstate_t m;
1180         float r;
1181
1182         if (r_refdef.viewblend[3] < 0.01f)
1183                 return;
1184
1185         memset(&m, 0, sizeof(m));
1186         m.blendfunc1 = GL_SRC_ALPHA;
1187         m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1188         m.depthdisable = true; // magic
1189         R_Mesh_Matrix(&r_identitymatrix);
1190         R_Mesh_State(&m);
1191
1192         r = 64000;
1193         varray_vertex[0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r;
1194         varray_vertex[1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r;
1195         varray_vertex[2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r;
1196         r *= 3;
1197         varray_vertex[4] = varray_vertex[0] + vup[0] * r;
1198         varray_vertex[5] = varray_vertex[1] + vup[1] * r;
1199         varray_vertex[6] = varray_vertex[2] + vup[2] * r;
1200         varray_vertex[8] = varray_vertex[0] + vright[0] * r;
1201         varray_vertex[9] = varray_vertex[1] + vright[1] * r;
1202         varray_vertex[10] = varray_vertex[2] + vright[2] * r;
1203         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
1204         R_Mesh_Draw(3, 1, polygonelements);
1205 }
1206
1207 /*
1208 ================
1209 R_RenderView
1210
1211 r_refdef must be set before the first call
1212 ================
1213 */
1214 void R_RenderView (void)
1215 {
1216         entity_render_t *world;
1217         if (!r_refdef.entities/* || !cl.worldmodel*/)
1218                 return; //Host_Error ("R_RenderView: NULL worldmodel");
1219
1220         if (r_shadow_realtime.integer == 1)
1221         {
1222                 if (!gl_texturecubemap)
1223                 {
1224                         Con_Printf("Cubemap texture support not detected, turning off r_shadow_realtime\n");
1225                         Cvar_SetValueQuick(&r_shadow_realtime, 0);
1226                 }
1227                 else if (!gl_dot3arb)
1228                 {
1229                         Con_Printf("Bumpmapping support not detected, turning off r_shadow_realtime\n");
1230                         Cvar_SetValueQuick(&r_shadow_realtime, 0);
1231                 }
1232                 else if (!gl_stencil)
1233                 {
1234                         Con_Printf("Stencil not enabled, turning off r_shadow_realtime, please type vid_stencil 1;vid_restart and try again\n");
1235                         Cvar_SetValueQuick(&r_shadow_realtime, 0);
1236                 }
1237                 else if (!gl_combine.integer)
1238                 {
1239                         Con_Printf("Combine disabled, please turn on gl_combine, turning off r_shadow_realtime\n");
1240                         Cvar_SetValueQuick(&r_shadow_realtime, 0);
1241                 }
1242         }
1243
1244         R_Shadow_UpdateLightingMode();
1245
1246         world = &cl_entities[0].render;
1247
1248         // FIXME: move to client
1249         R_MoveExplosions();
1250         R_TimeReport("mexplosion");
1251
1252         R_Textures_Frame();
1253         R_SetupFrame();
1254         R_SetFrustum();
1255         R_SetupFog();
1256         R_SkyStartFrame();
1257         R_BuildLightList();
1258         R_TimeReport("setup");
1259
1260         R_WorldVisibility(world);
1261         R_TimeReport("worldvis");
1262
1263         R_FarClip_Start(r_origin, vpn, 768.0f);
1264         R_MarkEntities();
1265         r_farclip = R_FarClip_Finish() + 256.0f;
1266         R_TimeReport("markentity");
1267
1268         GL_SetupView_ViewPort(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
1269         if (r_shadow_lightingmode > 0)
1270                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.fov_x, r_refdef.fov_y, 1.0f);
1271         else
1272                 GL_SetupView_Mode_Perspective(r_refdef.fov_x, r_refdef.fov_y, 1.0f, r_farclip);
1273         GL_SetupView_Orientation_FromEntity (r_refdef.vieworg, r_refdef.viewangles);
1274         qglDepthFunc(GL_LEQUAL);
1275
1276         R_Mesh_Start();
1277         R_MeshQueue_BeginScene();
1278
1279         if (r_shadow_lightingmode)
1280                 R_Shadow_UpdateWorldLightSelection();
1281
1282         if (R_DrawBrushModelsSky())
1283                 R_TimeReport("bmodelsky");
1284
1285         // must occur early because it can draw sky
1286         R_DrawWorld(world);
1287         R_TimeReport("world");
1288
1289         // don't let sound skip if going slow
1290         if (!intimerefresh && !r_speeds.integer)
1291                 S_ExtraUpdate ();
1292
1293         R_DrawModels(r_shadow_lightingmode > 0);
1294         R_TimeReport("models");
1295
1296         if (r_shadows.integer == 1)
1297         {
1298                 R_DrawFakeShadows();
1299                 R_TimeReport("fakeshadow");
1300         }
1301
1302         if (r_shadow_lightingmode > 0)
1303         {
1304                 R_ShadowVolumeLighting(false);
1305                 R_TimeReport("dynlight");
1306         }
1307
1308         R_DrawParticles();
1309         R_TimeReport("particles");
1310
1311         R_DrawExplosions();
1312         R_TimeReport("explosions");
1313
1314         R_MeshQueue_RenderTransparent();
1315         R_TimeReport("drawtrans");
1316
1317         R_DrawCoronas();
1318         R_TimeReport("coronas");
1319
1320         R_DrawWorldCrosshair();
1321         R_TimeReport("crosshair");
1322
1323         R_BlendView();
1324         R_TimeReport("blendview");
1325
1326         R_MeshQueue_Render();
1327         R_MeshQueue_EndScene();
1328         if (r_shadow_realtime.integer == 2)
1329         {
1330                 R_ShadowVolumeLighting(true);
1331                 R_TimeReport("shadowvolume");
1332         }
1333         R_Mesh_Finish();
1334         R_TimeReport("meshfinish");
1335 }
1336
1337 /*
1338 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
1339 {
1340         int i;
1341         float *v, *c, f1, f2, diff[3];
1342         rmeshstate_t m;
1343         m.blendfunc1 = GL_SRC_ALPHA;
1344         m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1345         R_Mesh_Matrix(&r_identitymatrix);
1346         R_Mesh_State(&m);
1347
1348         varray_vertex[ 0] = mins[0];varray_vertex[ 1] = mins[1];varray_vertex[ 2] = mins[2];
1349         varray_vertex[ 4] = maxs[0];varray_vertex[ 5] = mins[1];varray_vertex[ 6] = mins[2];
1350         varray_vertex[ 8] = mins[0];varray_vertex[ 9] = maxs[1];varray_vertex[10] = mins[2];
1351         varray_vertex[12] = maxs[0];varray_vertex[13] = maxs[1];varray_vertex[14] = mins[2];
1352         varray_vertex[16] = mins[0];varray_vertex[17] = mins[1];varray_vertex[18] = maxs[2];
1353         varray_vertex[20] = maxs[0];varray_vertex[21] = mins[1];varray_vertex[22] = maxs[2];
1354         varray_vertex[24] = mins[0];varray_vertex[25] = maxs[1];varray_vertex[26] = maxs[2];
1355         varray_vertex[28] = maxs[0];varray_vertex[29] = maxs[1];varray_vertex[30] = maxs[2];
1356         R_FillColors(varray_color, 8, cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca);
1357         if (fogenabled)
1358         {
1359                 for (i = 0, v = varray_vertex, c = varray_color;i < 8;i++, v += 4, c += 4)
1360                 {
1361                         VectorSubtract(v, r_origin, diff);
1362                         f2 = exp(fogdensity/DotProduct(diff, diff));
1363                         f1 = 1 - f2;
1364                         f2 *= r_colorscale;
1365                         c[0] = c[0] * f1 + fogcolor[0] * f2;
1366                         c[1] = c[1] * f1 + fogcolor[1] * f2;
1367                         c[2] = c[2] * f1 + fogcolor[2] * f2;
1368                 }
1369         }
1370         GL_UseColorArray();
1371         R_Mesh_Draw(8, 12);
1372 }
1373 */
1374
1375 void R_DrawNoModelCallback(const void *calldata1, int calldata2)
1376 {
1377         const entity_render_t *ent = calldata1;
1378         int i, element[24];
1379         float f1, f2, *c, diff[3];
1380         rmeshstate_t m;
1381         memset(&m, 0, sizeof(m));
1382         if (ent->flags & EF_ADDITIVE)
1383         {
1384                 m.blendfunc1 = GL_SRC_ALPHA;
1385                 m.blendfunc2 = GL_ONE;
1386         }
1387         else if (ent->alpha < 1)
1388         {
1389                 m.blendfunc1 = GL_SRC_ALPHA;
1390                 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1391         }
1392         else
1393         {
1394                 m.blendfunc1 = GL_ONE;
1395                 m.blendfunc2 = GL_ZERO;
1396         }
1397         R_Mesh_Matrix(&ent->matrix);
1398         R_Mesh_State(&m);
1399
1400         element[ 0] = 5;element[ 1] = 2;element[ 2] = 0;
1401         element[ 3] = 5;element[ 4] = 1;element[ 5] = 2;
1402         element[ 6] = 5;element[ 7] = 0;element[ 8] = 3;
1403         element[ 9] = 5;element[10] = 3;element[11] = 1;
1404         element[12] = 0;element[13] = 2;element[14] = 4;
1405         element[15] = 2;element[16] = 1;element[17] = 4;
1406         element[18] = 3;element[19] = 0;element[20] = 4;
1407         element[21] = 1;element[22] = 3;element[23] = 4;
1408         varray_vertex[ 0] = -16;varray_vertex[ 1] =   0;varray_vertex[ 2] =   0;
1409         varray_vertex[ 4] =  16;varray_vertex[ 5] =   0;varray_vertex[ 6] =   0;
1410         varray_vertex[ 8] =   0;varray_vertex[ 9] = -16;varray_vertex[10] =   0;
1411         varray_vertex[12] =   0;varray_vertex[13] =  16;varray_vertex[14] =   0;
1412         varray_vertex[16] =   0;varray_vertex[17] =   0;varray_vertex[18] = -16;
1413         varray_vertex[20] =   0;varray_vertex[21] =   0;varray_vertex[22] =  16;
1414         varray_color[ 0] = 0.00f * r_colorscale;varray_color[ 1] = 0.00f * r_colorscale;varray_color[ 2] = 0.50f * r_colorscale;varray_color[ 3] = ent->alpha;
1415         varray_color[ 4] = 0.00f * r_colorscale;varray_color[ 5] = 0.00f * r_colorscale;varray_color[ 6] = 0.50f * r_colorscale;varray_color[ 7] = ent->alpha;
1416         varray_color[ 8] = 0.00f * r_colorscale;varray_color[ 9] = 0.50f * r_colorscale;varray_color[10] = 0.00f * r_colorscale;varray_color[11] = ent->alpha;
1417         varray_color[12] = 0.00f * r_colorscale;varray_color[13] = 0.50f * r_colorscale;varray_color[14] = 0.00f * r_colorscale;varray_color[15] = ent->alpha;
1418         varray_color[16] = 0.50f * r_colorscale;varray_color[17] = 0.00f * r_colorscale;varray_color[18] = 0.00f * r_colorscale;varray_color[19] = ent->alpha;
1419         varray_color[20] = 0.50f * r_colorscale;varray_color[21] = 0.00f * r_colorscale;varray_color[22] = 0.00f * r_colorscale;varray_color[23] = ent->alpha;
1420         if (fogenabled)
1421         {
1422                 VectorSubtract(ent->origin, r_origin, diff);
1423                 f2 = exp(fogdensity/DotProduct(diff, diff));
1424                 f1 = 1 - f2;
1425                 for (i = 0, c = varray_color;i < 6;i++, c += 4)
1426                 {
1427                         c[0] = (c[0] * f1 + fogcolor[0] * f2) * r_colorscale;
1428                         c[1] = (c[1] * f1 + fogcolor[1] * f2) * r_colorscale;
1429                         c[2] = (c[2] * f1 + fogcolor[2] * f2) * r_colorscale;
1430                 }
1431         }
1432         else
1433         {
1434                 for (i = 0, c = varray_color;i < 6;i++, c += 4)
1435                 {
1436                         c[0] *= r_colorscale;
1437                         c[1] *= r_colorscale;
1438                         c[2] *= r_colorscale;
1439                 }
1440         }
1441         GL_UseColorArray();
1442         R_Mesh_Draw(6, 8, element);
1443 }
1444
1445 void R_DrawNoModel(entity_render_t *ent)
1446 {
1447         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
1448                 R_MeshQueue_AddTransparent(ent->origin, R_DrawNoModelCallback, ent, 0);
1449         //else
1450         //      R_DrawNoModelCallback(ent, 0);
1451 }
1452
1453 void R_CalcBeamVerts (float *vert, vec3_t org1, vec3_t org2, float width)
1454 {
1455         vec3_t right1, right2, diff, normal;
1456
1457         VectorSubtract (org2, org1, normal);
1458         VectorNormalizeFast (normal);
1459
1460         // calculate 'right' vector for start
1461         VectorSubtract (r_origin, org1, diff);
1462         VectorNormalizeFast (diff);
1463         CrossProduct (normal, diff, right1);
1464
1465         // calculate 'right' vector for end
1466         VectorSubtract (r_origin, org2, diff);
1467         VectorNormalizeFast (diff);
1468         CrossProduct (normal, diff, right2);
1469
1470         vert[ 0] = org1[0] + width * right1[0];
1471         vert[ 1] = org1[1] + width * right1[1];
1472         vert[ 2] = org1[2] + width * right1[2];
1473         vert[ 4] = org1[0] - width * right1[0];
1474         vert[ 5] = org1[1] - width * right1[1];
1475         vert[ 6] = org1[2] - width * right1[2];
1476         vert[ 8] = org2[0] - width * right2[0];
1477         vert[ 9] = org2[1] - width * right2[1];
1478         vert[10] = org2[2] - width * right2[2];
1479         vert[12] = org2[0] + width * right2[0];
1480         vert[13] = org2[1] + width * right2[1];
1481         vert[14] = org2[2] + width * right2[2];
1482 }