]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
added texmatrix[] to rmeshstate_t and removed R_Mesh_TextureMatrix function
[xonotic/darkplaces.git] / gl_backend.c
index 730ce44b3afc676af660e1ee58767442b3fcfd21..11b89b716c2433e576f2760d68a14928fb1a2633 100644 (file)
@@ -2,6 +2,7 @@
 #include "quakedef.h"
 #include "image.h"
 #include "jpeg.h"
+#include "cl_collision.h"
 
 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
 cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0"};
@@ -154,7 +155,7 @@ void GL_Backend_FreeArrays(void)
 
 static void gl_backend_start(void)
 {
-       Con_DPrintf("OpenGL Backend started\n");
+       Con_DPrint("OpenGL Backend started\n");
        if (qglDrawRangeElements != NULL)
        {
                CHECKGLERROR
@@ -177,7 +178,7 @@ static void gl_backend_shutdown(void)
        backendunits = 0;
        backendactive = false;
 
-       Con_DPrintf("OpenGL Backend shutting down\n");
+       Con_DPrint("OpenGL Backend shutting down\n");
 
        GL_Backend_FreeArrays();
 }
@@ -186,6 +187,11 @@ static void gl_backend_newmap(void)
 {
 }
 
+cvar_t scr_zoomwindow = {CVAR_SAVE, "scr_zoomwindow", "0"};
+cvar_t scr_zoomwindow_viewsizex = {CVAR_SAVE, "scr_zoomwindow_viewsizex", "20"};
+cvar_t scr_zoomwindow_viewsizey = {CVAR_SAVE, "scr_zoomwindow_viewsizey", "20"};
+cvar_t scr_zoomwindow_fov = {CVAR_SAVE, "scr_zoomwindow_fov", "20"};
+
 void gl_backend_init(void)
 {
        int i;
@@ -210,17 +216,13 @@ void gl_backend_init(void)
        Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
        Cvar_RegisterVariable(&gl_mesh_testarrayelement);
        Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
-       R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
-}
 
-void GL_SetupView_ViewPort (int x, int y, int width, int height)
-{
-       if (!r_render.integer)
-               return;
+       Cvar_RegisterVariable(&scr_zoomwindow);
+       Cvar_RegisterVariable(&scr_zoomwindow_viewsizex);
+       Cvar_RegisterVariable(&scr_zoomwindow_viewsizey);
+       Cvar_RegisterVariable(&scr_zoomwindow_fov);
 
-       // y is weird beause OpenGL is bottom to top, we use top to bottom
-       qglViewport(x, vid.realheight - (y + height), width, height);
-       CHECKGLERROR
+       R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
 }
 
 void GL_SetupView_Orientation_Identity (void)
@@ -284,8 +286,8 @@ void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, dou
        m[ 7] = 0;
        m[ 8] = 0;
        m[ 9] = 0;
-       m[10] = -1 * nudge;
-       m[11] = -1 * nudge;
+       m[10] = -nudge;
+       m[11] = -1;
        m[12] = 0;
        m[13] = 0;
        m[14] = -2 * zNear * nudge;
@@ -343,6 +345,7 @@ static struct
        int blendfunc2;
        int blend;
        GLboolean depthmask;
+       int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order)
        int depthtest;
        int scissortest;
        int unit;
@@ -360,6 +363,7 @@ void GL_SetupTextureState(void)
 {
        int i;
        gltextureunit_t *unit;
+       CHECKGLERROR
        gl_state.unit = -1;
        gl_state.clientunit = -1;
        for (i = 0;i < backendunits;i++)
@@ -371,11 +375,14 @@ void GL_SetupTextureState(void)
                unit->t2d = 0;
                unit->t3d = 0;
                unit->tcubemap = 0;
+               unit->arrayenabled = false;
+               unit->arrayis3d = false;
                unit->pointer_texcoord = NULL;
                unit->rgbscale = 1;
                unit->alphascale = 1;
                unit->combinergb = GL_MODULATE;
                unit->combinealpha = GL_MODULATE;
+               unit->matrix = r_identitymatrix;
 
                qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
                qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
@@ -415,6 +422,7 @@ void GL_SetupTextureState(void)
                        qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
                }
        }
+       CHECKGLERROR
 }
 
 void GL_Backend_ResetState(void)
@@ -425,6 +433,7 @@ void GL_Backend_ResetState(void)
        gl_state.blendfunc2 = GL_ZERO;
        gl_state.blend = false;
        gl_state.depthmask = GL_TRUE;
+       gl_state.colormask = 15;
        gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1;
        gl_state.lockrange_first = 0;
        gl_state.lockrange_count = 0;
@@ -433,6 +442,7 @@ void GL_Backend_ResetState(void)
 
        CHECKGLERROR
 
+       qglColorMask(1, 1, 1, 1);
        qglEnable(GL_CULL_FACE);CHECKGLERROR
        qglCullFace(GL_FRONT);CHECKGLERROR
        qglEnable(GL_DEPTH_TEST);CHECKGLERROR
@@ -482,6 +492,8 @@ void GL_BlendFunc(int blendfunc1, int blendfunc2)
 {
        if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
        {
+               if (r_showtrispass)
+                       return;
                qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
                if (gl_state.blendfunc2 == GL_ZERO)
                {
@@ -517,6 +529,8 @@ void GL_DepthMask(int state)
 {
        if (gl_state.depthmask != state)
        {
+               if (r_showtrispass)
+                       return;
                qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
        }
 }
@@ -525,6 +539,8 @@ void GL_DepthTest(int state)
 {
        if (gl_state.depthtest != state)
        {
+               if (r_showtrispass)
+                       return;
                gl_state.depthtest = state;
                if (gl_state.depthtest)
                {
@@ -537,35 +553,15 @@ void GL_DepthTest(int state)
        }
 }
 
-void GL_VertexPointer(const float *p)
+void GL_ColorMask(int r, int g, int b, int a)
 {
-       if (gl_state.pointer_vertex != p)
+       int state = r*8 + g*4 + b*2 + a*1;
+       if (gl_state.colormask != state)
        {
-               gl_state.pointer_vertex = p;
-               CHECKGLERROR
-               qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
-               CHECKGLERROR
-       }
-}
-
-void GL_ColorPointer(const float *p)
-{
-       if (gl_state.pointer_color != p)
-       {
-               CHECKGLERROR
-               if (!gl_state.pointer_color)
-               {
-                       qglEnableClientState(GL_COLOR_ARRAY);
-                       CHECKGLERROR
-               }
-               else if (!p)
-               {
-                       qglDisableClientState(GL_COLOR_ARRAY);
-                       CHECKGLERROR
-               }
-               gl_state.pointer_color = p;
-               qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);
-               CHECKGLERROR
+               if (r_showtrispass)
+                       return;
+               gl_state.colormask = state;
+               qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
        }
 }
 
@@ -573,17 +569,28 @@ void GL_Color(float cr, float cg, float cb, float ca)
 {
        if (gl_state.pointer_color || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
        {
-               GL_ColorPointer(NULL);
+               if (r_showtrispass)
+                       return;
                gl_state.color4f[0] = cr;
                gl_state.color4f[1] = cg;
                gl_state.color4f[2] = cb;
                gl_state.color4f[3] = ca;
                CHECKGLERROR
-               qglColor4f(cr, cg, cb, ca);
+               qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
                CHECKGLERROR
        }
 }
 
+void GL_ShowTrisColor(float cr, float cg, float cb, float ca)
+{
+       if (!r_showtrispass)
+               return;
+       r_showtrispass = false;
+       GL_Color(cr * r_showtris.value, cg * r_showtris.value, cb * r_showtris.value, ca);
+       r_showtrispass = true;
+}
+
+
 void GL_LockArrays(int first, int count)
 {
        if (gl_state.lockrange_count != count || gl_state.lockrange_first != first)
@@ -595,7 +602,7 @@ void GL_LockArrays(int first, int count)
                        qglUnlockArraysEXT();
                        CHECKGLERROR
                }
-               if (count && gl_supportslockarrays && gl_lockarrays.integer)
+               if (count && gl_supportslockarrays && gl_lockarrays.integer && r_render.integer)
                {
                        gl_state.lockrange_first = first;
                        gl_state.lockrange_count = count;
@@ -626,6 +633,13 @@ void GL_ScissorTest(int state)
        CHECKGLERROR
 }
 
+void GL_Clear(int mask)
+{
+       if (r_showtrispass)
+               return;
+       qglClear(mask);CHECKGLERROR
+}
+
 void GL_TransformToScreen(const vec4_t in, vec4_t out)
 {
        vec4_t temp;
@@ -633,8 +647,8 @@ void GL_TransformToScreen(const vec4_t in, vec4_t out)
        Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
        Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
        iw = 1.0f / out[3];
-       out[0] = r_refdef.x + (out[0] * iw + 1.0f) * r_refdef.width * 0.5f;
-       out[1] = r_refdef.y + (out[1] * iw + 1.0f) * r_refdef.height * 0.5f;
+       out[0] = r_view_x + (out[0] * iw + 1.0f) * r_view_width * 0.5f;
+       out[1] = r_view_y + (out[1] * iw + 1.0f) * r_view_height * 0.5f;
        out[2] = out[2] * iw;
 }
 
@@ -670,50 +684,54 @@ void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
                Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
                return;
        }
+       CHECKGLERROR
+       if (r_showtrispass)
+       {
+               R_Mesh_Draw_ShowTris(numverts, numtriangles, elements);
+               return;
+       }
        c_meshs++;
        c_meshelements += numelements;
-       CHECKGLERROR
-       if (r_render.integer)
+       if (gl_paranoid.integer)
        {
-               if (gl_paranoid.integer)
+               int i, j, size;
+               const int *p;
+               if (!qglIsEnabled(GL_VERTEX_ARRAY))
+                       Con_Print("R_Mesh_Draw: vertex array not enabled\n");
+               for (j = 0, size = numverts * (int)sizeof(float[3]), p = gl_state.pointer_vertex;j < size;j += sizeof(int), p++)
+                       paranoidblah += *p;
+               if (gl_state.pointer_color)
                {
-                       int i, j, size;
-                       const int *p;
-                       if (!qglIsEnabled(GL_VERTEX_ARRAY))
-                               Con_Printf("R_Mesh_Draw: vertex array not enabled\n");
-                       for (j = 0, size = numverts * (int)sizeof(float[3]), p = gl_state.pointer_vertex;j < size;j += sizeof(int), p++)
+                       if (!qglIsEnabled(GL_COLOR_ARRAY))
+                               Con_Print("R_Mesh_Draw: color array set but not enabled\n");
+                       for (j = 0, size = numverts * (int)sizeof(float[4]), p = gl_state.pointer_color;j < size;j += sizeof(int), p++)
                                paranoidblah += *p;
-                       if (gl_state.pointer_color)
+               }
+               for (i = 0;i < backendunits;i++)
+               {
+                       if (gl_state.units[i].t1d || gl_state.units[i].t2d || gl_state.units[i].t3d || gl_state.units[i].tcubemap || gl_state.units[i].arrayenabled)
                        {
-                               if (!qglIsEnabled(GL_COLOR_ARRAY))
-                                       Con_Printf("R_Mesh_Draw: color array set but not enabled\n");
-                               for (j = 0, size = numverts * (int)sizeof(float[4]), p = gl_state.pointer_color;j < size;j += sizeof(int), p++)
+                               if (gl_state.units[i].arrayenabled && !(gl_state.units[i].t1d || gl_state.units[i].t2d || gl_state.units[i].t3d || gl_state.units[i].tcubemap))
+                                       Con_Print("R_Mesh_Draw: array enabled but no texture bound\n");
+                               GL_ClientActiveTexture(i);
+                               if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
+                                       Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n");
+                               for (j = 0, size = numverts * ((gl_state.units[i].t3d || gl_state.units[i].tcubemap) ? (int)sizeof(float[3]) : (int)sizeof(float[2])), p = gl_state.units[i].pointer_texcoord;j < size;j += sizeof(int), p++)
                                        paranoidblah += *p;
                        }
-                       for (i = 0;i < backendunits;i++)
-                       {
-                               if (gl_state.units[i].t1d || gl_state.units[i].t2d || gl_state.units[i].t3d || gl_state.units[i].tcubemap || gl_state.units[i].arrayenabled)
-                               {
-                                       if (gl_state.units[i].arrayenabled && !(gl_state.units[i].t1d || gl_state.units[i].t2d || gl_state.units[i].t3d || gl_state.units[i].tcubemap))
-                                               Con_Printf("R_Mesh_Draw: array enabled but no texture bound\n");
-                                       GL_ActiveTexture(i);
-                                       if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY))
-                                               Con_Printf("R_Mesh_Draw: texcoord array set but not enabled\n");
-                                       for (j = 0, size = numverts * ((gl_state.units[i].t3d || gl_state.units[i].tcubemap) ? (int)sizeof(float[3]) : (int)sizeof(float[2])), p = gl_state.units[i].pointer_texcoord;j < size;j += sizeof(int), p++)
-                                               paranoidblah += *p;
-                               }
-                       }
-                       for (i = 0;i < numtriangles * 3;i++)
+               }
+               for (i = 0;i < numtriangles * 3;i++)
+               {
+                       if (elements[i] < 0 || elements[i] >= numverts)
                        {
-                               if (elements[i] < 0 || elements[i] >= numverts)
-                               {
-                                       Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range 0 - %i) in elements list\n", elements[i], numverts);
-                                       return;
-                               }
+                               Con_Printf("R_Mesh_Draw: invalid vertex index %i (outside range 0 - %i) in elements list\n", elements[i], numverts);
+                               return;
                        }
                }
                CHECKGLERROR
-               GL_LockArrays(0, numverts);
+       }
+       if (r_render.integer)
+       {
                CHECKGLERROR
                if (gl_mesh_testmanualfeeding.integer)
                {
@@ -785,8 +803,6 @@ void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
                        qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, elements);CHECKGLERROR
                }
                CHECKGLERROR
-               GL_LockArrays(0, 0);
-               CHECKGLERROR
        }
 }
 
@@ -795,9 +811,9 @@ void R_Mesh_Finish(void)
 {
        int i;
        BACKENDACTIVECHECK
-               CHECKGLERROR
+       CHECKGLERROR
        GL_LockArrays(0, 0);
-               CHECKGLERROR
+       CHECKGLERROR
 
        for (i = backendunits - 1;i >= 0;i--)
        {
@@ -843,27 +859,48 @@ void R_Mesh_Matrix(const matrix4x4_t *matrix)
        }
 }
 
-void R_Mesh_TextureMatrix(int unitnumber, const matrix4x4_t *matrix)
-{
-       if (memcmp(&gl_state.units[unitnumber].matrix, matrix, sizeof(matrix4x4_t)))
-       {
-               matrix4x4_t tempmatrix;
-               gl_state.units[unitnumber].matrix = *matrix;
-               Matrix4x4_Transpose(&tempmatrix, &gl_state.units[unitnumber].matrix);
-               qglMatrixMode(GL_TEXTURE);
-               GL_ActiveTexture(unitnumber);
-               qglLoadMatrixf(&tempmatrix.m[0][0]);
-               qglMatrixMode(GL_MODELVIEW);
-       }
-}
-
-void R_Mesh_State_Texture(const rmeshstate_t *m)
+void R_Mesh_State(const rmeshstate_t *m)
 {
        int i, combinergb, combinealpha, scale, arrayis3d;
        gltextureunit_t *unit;
+       const matrix4x4_t *texmatrix;
+       matrix4x4_t tempmatrix;
+       const float *texcoords;
 
        BACKENDACTIVECHECK
 
+       if (gl_state.pointer_vertex != m->pointer_vertex)
+       {
+               gl_state.pointer_vertex = m->pointer_vertex;
+               CHECKGLERROR
+               qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), gl_state.pointer_vertex);
+               CHECKGLERROR
+       }
+
+       if (r_showtrispass)
+               return;
+
+       if (gl_state.pointer_color != m->pointer_color)
+       {
+               CHECKGLERROR
+               if (!gl_state.pointer_color)
+               {
+                       qglEnableClientState(GL_COLOR_ARRAY);
+                       CHECKGLERROR
+               }
+               else if (!m->pointer_color)
+               {
+                       qglDisableClientState(GL_COLOR_ARRAY);
+                       CHECKGLERROR
+                       // when color array is on the glColor gets trashed, set it again
+                       qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
+                       CHECKGLERROR
+               }
+               gl_state.pointer_color = m->pointer_color;
+               qglColorPointer(4, GL_FLOAT, sizeof(float[4]), gl_state.pointer_color);
+               CHECKGLERROR
+       }
+
        if (gl_backend_rebindtextures)
        {
                gl_backend_rebindtextures = false;
@@ -973,10 +1010,13 @@ void R_Mesh_State_Texture(const rmeshstate_t *m)
                        qglTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, (unit->alphascale = scale));CHECKGLERROR
                }
                arrayis3d = unit->t3d || unit->tcubemap;
-               if (unit->pointer_texcoord != m->pointer_texcoord[i] || unit->arrayis3d != arrayis3d)
+               texcoords = m->pointer_texcoord[i];
+               if (texcoords && !unit->t1d && !unit->t2d && !unit->t3d && !unit->tcubemap)
+                       texcoords = NULL;
+               if (unit->pointer_texcoord != texcoords || unit->arrayis3d != arrayis3d)
                {
                        GL_ClientActiveTexture(i);
-                       if (m->pointer_texcoord[i])
+                       if (texcoords)
                        {
                                if (!unit->arrayenabled)
                                {
@@ -992,7 +1032,7 @@ void R_Mesh_State_Texture(const rmeshstate_t *m)
                                        qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
                                }
                        }
-                       unit->pointer_texcoord = m->pointer_texcoord[i];
+                       unit->pointer_texcoord = texcoords;
                        unit->arrayis3d = arrayis3d;
                        if (unit->arrayis3d)
                                qglTexCoordPointer(3, GL_FLOAT, sizeof(float[3]), unit->pointer_texcoord);
@@ -1000,10 +1040,24 @@ void R_Mesh_State_Texture(const rmeshstate_t *m)
                                qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), unit->pointer_texcoord);
                        CHECKGLERROR
                }
+               // if texmatrix is not set (3,3 should always be 1 in a texture matrix) just compare to the identity matrix
+               if (m->texmatrix[i].m[3][3])
+                       texmatrix = &m->texmatrix[i];
+               else
+                       texmatrix = &r_identitymatrix;
+               if (memcmp(&unit->matrix, texmatrix, sizeof(matrix4x4_t)))
+               {
+                       unit->matrix = *texmatrix;
+                       Matrix4x4_Transpose(&tempmatrix, &unit->matrix);
+                       qglMatrixMode(GL_TEXTURE);
+                       GL_ActiveTexture(i);
+                       qglLoadMatrixf(&tempmatrix.m[0][0]);
+                       qglMatrixMode(GL_MODELVIEW);
+               }
        }
 }
 
-void R_Mesh_Draw_ShowTris(int numverts, int numtriangles, int *elements)
+void R_Mesh_Draw_ShowTris(int numverts, int numtriangles, const int *elements)
 {
        qglBegin(GL_LINES);
        for (;numtriangles;numtriangles--, elements += 3)
@@ -1062,7 +1116,7 @@ void R_ClearScreen(void)
                        qglClearStencil(128);CHECKGLERROR
                }
                // clear the screen
-               qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));CHECKGLERROR
+               GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (gl_stencil ? GL_STENCIL_BUFFER_BIT : 0));
                // set dithering mode
                if (gl_dither.integer)
                {
@@ -1075,6 +1129,17 @@ void R_ClearScreen(void)
        }
 }
 
+/*
+====================
+CalcFov
+====================
+*/
+float CalcFov (float fov_x, float width, float height)
+{
+       // calculate vision size and alter by aspect, then convert back to angle
+       return atan (height / (width / tan(fov_x/360*M_PI))) * 360 / M_PI;
+}
+
 /*
 ==================
 SCR_UpdateScreen
@@ -1087,11 +1152,14 @@ void SCR_UpdateScreen (void)
 {
        if (gl_delayfinish.integer)
        {
-               VID_Finish ();
-
+               R_Mesh_Finish();
+               R_TimeReport("meshfinish");
+               VID_Finish();
                R_TimeReport("finish");
        }
 
+       R_Mesh_Start();
+
        if (r_textureunits.integer > gl_textureunits)
                Cvar_SetValueQuick(&r_textureunits, gl_textureunits);
        if (r_textureunits.integer < 1)
@@ -1100,6 +1168,7 @@ void SCR_UpdateScreen (void)
        if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
                Cvar_SetValueQuick(&gl_combine, 0);
 
+showtris:
        R_TimeReport("setup");
 
        R_ClearScreen();
@@ -1107,11 +1176,95 @@ void SCR_UpdateScreen (void)
        R_TimeReport("clear");
 
        if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
+       {
+               float size;
+               int contents;
+
+               // bound viewsize
+               if (scr_viewsize.value < 30)
+                       Cvar_Set ("viewsize","30");
+               if (scr_viewsize.value > 120)
+                       Cvar_Set ("viewsize","120");
+               
+               // bound field of view
+               if (scr_fov.value < 1)
+                       Cvar_Set ("fov","1");
+               if (scr_fov.value > 170)
+                       Cvar_Set ("fov","170");
+       
+               // intermission is always full screen
+               if (cl.intermission)
+               {
+                       size = 1;
+                       sb_lines = 0;
+               }
+               else
+               {
+                       if (scr_viewsize.value >= 120)
+                               sb_lines = 0;           // no status bar at all
+                       else if (scr_viewsize.value >= 110)
+                               sb_lines = 24;          // no inventory
+                       else
+                               sb_lines = 24+16+8;
+                       size = scr_viewsize.value * (1.0 / 100.0);
+                       size = min(size, 1);
+               }
+       
+               r_refdef.width = vid.realwidth * size;
+               r_refdef.height = vid.realheight * size;
+               r_refdef.x = (vid.realwidth - r_refdef.width)/2;
+               r_refdef.y = (vid.realheight - r_refdef.height)/2;
+       
+               // LordHavoc: viewzoom (zoom in for sniper rifles, etc)
+               r_refdef.fov_x = scr_fov.value * cl.viewzoom;
+               r_refdef.fov_y = CalcFov (r_refdef.fov_x, r_refdef.width, r_refdef.height);
+       
+               if (cl.worldmodel)
+               {
+                       Mod_CheckLoaded(cl.worldmodel);
+                       contents = CL_PointSuperContents(r_vieworigin);
+                       if (contents & SUPERCONTENTS_LIQUIDSMASK)
+                       {
+                               r_refdef.fov_x *= (sin(cl.time * 4.7) * 0.015 + 0.985);
+                               r_refdef.fov_y *= (sin(cl.time * 3.0) * 0.015 + 0.985);
+                       }
+               }
+
                R_RenderView();
 
+               if (scr_zoomwindow.integer)
+               {
+                       float sizex = bound(10, scr_zoomwindow_viewsizex.value, 100) / 100.0;
+                       float sizey = bound(10, scr_zoomwindow_viewsizey.value, 100) / 100.0;
+                       r_refdef.width = vid.realwidth * sizex;
+                       r_refdef.height = vid.realheight * sizey;
+                       r_refdef.x = (vid.realwidth - r_refdef.width)/2;
+                       r_refdef.y = 0;
+                       r_refdef.fov_x = scr_zoomwindow_fov.value;
+                       r_refdef.fov_y = CalcFov(r_refdef.fov_x, r_refdef.width, r_refdef.height);
+
+                       R_RenderView();
+               }
+       }
+
        // draw 2D stuff
        R_DrawQueue();
 
+       if (r_showtrispass)
+               r_showtrispass = false;
+       else if (r_showtris.value > 0)
+       {
+               rmeshstate_t m;
+               GL_BlendFunc(GL_ONE, GL_ONE);
+               GL_DepthTest(GL_FALSE);
+               GL_DepthMask(GL_FALSE);
+               memset(&m, 0, sizeof(m));
+               R_Mesh_State(&m);
+               r_showtrispass = true;
+               GL_ShowTrisColor(0.2,0.2,0.2,1);
+               goto showtris;
+       }
+
        if (gl_delayfinish.integer)
        {
                // tell driver to commit it's partially full geometry queue to the rendering queue
@@ -1120,8 +1273,9 @@ void SCR_UpdateScreen (void)
        }
        else
        {
-               VID_Finish ();
-
+               R_Mesh_Finish();
+               R_TimeReport("meshfinish");
+               VID_Finish();
                R_TimeReport("finish");
        }
 }
@@ -1358,13 +1512,13 @@ int R_Mesh_CacheArray(rcachearrayrequest_t *r)
        l->prev = l->next->prev;
        while (l->next->data && l->data && l->next->data->offset <= d->offset)
        {
-               //Con_Printf(">\n");
+               //Con_Print(">\n");
                l->next = l->next->next;
                l->prev = l->prev->next;
        }
        while (l->prev->data && l->data && l->prev->data->offset >= d->offset)
        {
-               //Con_Printf("<\n");
+               //Con_Print("<\n");
                l->prev = l->prev->prev;
                l->next = l->next->prev;
        }