]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
now always uses glPolygonOffset, and collision brush rendering has been fixed with...
[xonotic/darkplaces.git] / gl_rmain.c
index 09c48a7c9fedb09662ed814ccf3c136895713456..1629ed36fcbb7a3d1bbbcac073b522f321df32ce 100644 (file)
@@ -24,9 +24,14 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 // used for dlight push checking and other things
 int r_framecount;
 
+// used for visibility checking
+qbyte r_pvsbits[(MAX_MAP_LEAFS+7)>>3];
+
 mplane_t frustum[4];
 
-int c_brush_polys, c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
+matrix4x4_t r_identitymatrix;
+
+int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
 
 // true during envmap command capture
 qboolean envmap;
@@ -34,28 +39,30 @@ qboolean envmap;
 float r_farclip;
 
 // view origin
-vec3_t r_origin;
-vec3_t vpn;
-vec3_t vright;
-vec3_t vup;
+vec3_t r_vieworigin;
+vec3_t r_viewforward;
+vec3_t r_viewleft;
+vec3_t r_viewright;
+vec3_t r_viewup;
 
 //
 // screen size info
 //
 refdef_t r_refdef;
 
-mleaf_t *r_viewleaf, *r_oldviewleaf;
-
 // 8.8 fraction of base light value
 unsigned short d_lightstylevalue[256];
 
 cvar_t r_drawentities = {0, "r_drawentities","1"};
 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
+cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
 cvar_t r_speeds = {0, "r_speeds","0"};
 cvar_t r_fullbright = {0, "r_fullbright","0"};
 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"};
 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"};
 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"};
+cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"};
+cvar_t r_drawcollisionbrushes = {0, "r_drawcollisionbrushes", "0"};
 
 cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"};
@@ -67,6 +74,12 @@ cvar_t gl_fogend = {0, "gl_fogend","0"};
 
 cvar_t r_textureunits = {0, "r_textureunits", "32"};
 
+cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1"};
+cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1"};
+cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1"};
+cvar_t r_watershader = {CVAR_SAVE, "r_watershader", "1"};
+
+
 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
 {
        int i;
@@ -105,68 +118,23 @@ qboolean intimerefresh = 0;
 static void R_TimeRefresh_f (void)
 {
        int i;
-       float start, stop, time;
+       float timestart, timedelta, oldangles[3];
 
        intimerefresh = 1;
-       start = Sys_DoubleTime ();
+       VectorCopy(cl.viewangles, oldangles);
+       VectorClear(cl.viewangles);
+
+       timestart = Sys_DoubleTime();
        for (i = 0;i < 128;i++)
        {
-               r_refdef.viewangles[0] = 0;
-               r_refdef.viewangles[1] = i/128.0*360.0;
-               r_refdef.viewangles[2] = 0;
+               Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
                CL_UpdateScreen();
        }
+       timedelta = Sys_DoubleTime() - timestart;
 
-       stop = Sys_DoubleTime ();
+       VectorCopy(oldangles, cl.viewangles);
        intimerefresh = 0;
-       time = stop-start;
-       Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
-}
-
-extern cvar_t r_drawportals;
-
-int R_VisibleCullBox (vec3_t mins, vec3_t maxs)
-{
-       int sides;
-       mnode_t *nodestack[8192], *node;
-       int stack = 0;
-
-       if (R_CullBox(mins, maxs))
-               return true;
-
-       node = cl.worldmodel->nodes;
-loc0:
-       if (node->contents < 0)
-       {
-               if (((mleaf_t *)node)->visframe == r_framecount)
-                       return false;
-               if (!stack)
-                       return true;
-               node = nodestack[--stack];
-               goto loc0;
-       }
-
-       sides = BOX_ON_PLANE_SIDE(mins, maxs, node->plane);
-
-// recurse down the contacted sides
-       if (sides & 1)
-       {
-               if (sides & 2) // 3
-               {
-                       // put second child on the stack for later examination
-                       nodestack[stack++] = node->children[1];
-                       node = node->children[0];
-                       goto loc0;
-               }
-               else // 1
-               {
-                       node = node->children[0];
-                       goto loc0;
-               }
-       }
-       // 2
-       node = node->children[1];
-       goto loc0;
+       Con_Printf ("%f seconds (%f fps)\n", timedelta, 128/timedelta);
 }
 
 vec3_t fogcolor;
@@ -248,25 +216,53 @@ void gl_main_shutdown(void)
 {
 }
 
+extern void CL_ParseEntityLump(char *entitystring);
 void gl_main_newmap(void)
 {
+       int l;
+       char *entities, entname[MAX_QPATH];
        r_framecount = 1;
+       if (cl.worldmodel)
+       {
+               strcpy(entname, cl.worldmodel->name);
+               l = strlen(entname) - 4;
+               if (l >= 0 && !strcmp(entname + l, ".bsp"))
+               {
+                       strcpy(entname + l, ".ent");
+                       if ((entities = FS_LoadFile(entname, true)))
+                       {
+                               CL_ParseEntityLump(entities);
+                               Mem_Free(entities);
+                               return;
+                       }
+               }
+               if (cl.worldmodel->brush.entities)
+                       CL_ParseEntityLump(cl.worldmodel->brush.entities);
+       }
 }
 
 void GL_Main_Init(void)
 {
+       Matrix4x4_CreateIdentity(&r_identitymatrix);
 // FIXME: move this to client?
        FOG_registercvars();
-       Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
-       Cvar_RegisterVariable (&r_drawentities);
-       Cvar_RegisterVariable (&r_drawviewmodel);
-       Cvar_RegisterVariable (&r_speeds);
-       Cvar_RegisterVariable (&r_fullbrights);
-       Cvar_RegisterVariable (&r_wateralpha);
-       Cvar_RegisterVariable (&r_dynamic);
-       Cvar_RegisterVariable (&r_fullbright);
-       Cvar_RegisterVariable (&r_textureunits);
-       if (gamemode == GAME_NEHAHRA)
+       Cmd_AddCommand("timerefresh", R_TimeRefresh_f);
+       Cvar_RegisterVariable(&r_drawentities);
+       Cvar_RegisterVariable(&r_drawviewmodel);
+       Cvar_RegisterVariable(&r_shadow_staticworldlights);
+       Cvar_RegisterVariable(&r_speeds);
+       Cvar_RegisterVariable(&r_fullbrights);
+       Cvar_RegisterVariable(&r_wateralpha);
+       Cvar_RegisterVariable(&r_dynamic);
+       Cvar_RegisterVariable(&r_fullbright);
+       Cvar_RegisterVariable(&r_textureunits);
+       Cvar_RegisterVariable(&r_shadow_cull);
+       Cvar_RegisterVariable(&r_lerpsprites);
+       Cvar_RegisterVariable(&r_lerpmodels);
+       Cvar_RegisterVariable(&r_waterscroll);
+       Cvar_RegisterVariable(&r_watershader);
+       Cvar_RegisterVariable(&r_drawcollisionbrushes);
+       if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ)
                Cvar_SetValue("r_fullbrights", 0);
        R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
 }
@@ -308,31 +304,11 @@ float R_FarClip_Finish(void)
        return r_farclip_meshfarclip - r_farclip_directiondist;
 }
 
-/*
-===============
-R_NewMap
-===============
-*/
-void CL_ParseEntityLump(char *entitystring);
-void R_NewMap (void)
-{
-       int i;
-
-       for (i = 0;i < 256;i++)
-               d_lightstylevalue[i] = 264;             // normal light value
-
-       r_viewleaf = NULL;
-       if (cl.worldmodel->entities)
-               CL_ParseEntityLump(cl.worldmodel->entities);
-       R_Modules_NewMap();
-
-       r_farclip = 64.0f;
-}
-
 extern void R_Textures_Init(void);
 extern void Mod_RenderInit(void);
 extern void GL_Draw_Init(void);
 extern void GL_Main_Init(void);
+extern void R_Shadow_Init(void);
 extern void GL_Models_Init(void);
 extern void R_Sky_Init(void);
 extern void GL_Surf_Init(void);
@@ -342,16 +318,18 @@ extern void R_Particles_Init(void);
 extern void R_Explosion_Init(void);
 extern void ui_init(void);
 extern void gl_backend_init(void);
+extern void Sbar_Init(void);
+extern void R_LightningBeams_Init(void);
 
 void Render_Init(void)
 {
-       R_Modules_Shutdown();
        R_Textures_Init();
        Mod_RenderInit();
        gl_backend_init();
        R_MeshQueue_Init();
        GL_Draw_Init();
        GL_Main_Init();
+       R_Shadow_Init();
        GL_Models_Init();
        R_Sky_Init();
        GL_Surf_Init();
@@ -359,8 +337,10 @@ void Render_Init(void)
        R_Light_Init();
        R_Particles_Init();
        R_Explosion_Init();
-       ui_init();
-       R_Modules_Start();
+       //ui_init();
+       UI_Init();
+       Sbar_Init();
+       R_LightningBeams_Init();
 }
 
 /*
@@ -374,26 +354,71 @@ void GL_Init (void)
        VID_CheckExtensions();
 
        // LordHavoc: report supported extensions
-       Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
+       Con_DPrintf("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
+}
 
-       qglCullFace(GL_FRONT);
-       qglEnable(GL_TEXTURE_2D);
+int R_CullBox(const vec3_t mins, const vec3_t maxs)
+{
+       int i;
+       mplane_t *p;
+       for (i = 0;i < 4;i++)
+       {
+               p = frustum + i;
+               switch(p->signbits)
+               {
+               default:
+               case 0:
+                       if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
+                               return true;
+                       break;
+               case 1:
+                       if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
+                               return true;
+                       break;
+               case 2:
+                       if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
+                               return true;
+                       break;
+               case 3:
+                       if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
+                               return true;
+                       break;
+               case 4:
+                       if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
+                               return true;
+                       break;
+               case 5:
+                       if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
+                               return true;
+                       break;
+               case 6:
+                       if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
+                               return true;
+                       break;
+               case 7:
+                       if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
+                               return true;
+                       break;
+               }
+       }
+       return false;
 }
 
+#define VIS_CullBox(mins,maxs) (R_CullBox((mins), (maxs)) || (cl.worldmodel && cl.worldmodel->brush.BoxTouchingPVS && !cl.worldmodel->brush.BoxTouchingPVS(cl.worldmodel, r_pvsbits, (mins), (maxs))))
 
 //==================================================================================
 
 static void R_MarkEntities (void)
 {
        int i;
-       vec3_t v;
        entity_render_t *ent;
 
        ent = &cl_entities[0].render;
        Matrix4x4_CreateIdentity(&ent->matrix);
        Matrix4x4_CreateIdentity(&ent->inversematrix);
 
-       R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs);
+       if (cl.worldmodel)
+               R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs);
 
        if (!r_drawentities.integer)
                return;
@@ -402,55 +427,24 @@ static void R_MarkEntities (void)
        {
                ent = r_refdef.entities[i];
                Mod_CheckLoaded(ent->model);
-
-               // move view-relative models to where they should be
-               if (ent->flags & RENDER_VIEWMODEL)
-               {
-                       // remove flag so it will not be repeated incase RelinkEntities is not called again for a while
-                       ent->flags -= RENDER_VIEWMODEL;
-                       // transform origin
-                       VectorCopy(ent->origin, v);
-                       ent->origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0];
-                       ent->origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1];
-                       ent->origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2];
-                       // adjust angles
-                       VectorAdd(ent->angles, r_refdef.viewangles, ent->angles);
-               }
-
-               if (ent->angles[0] || ent->angles[2])
-               {
-                       VectorMA(ent->origin, ent->scale, ent->model->rotatedmins, ent->mins);
-                       VectorMA(ent->origin, ent->scale, ent->model->rotatedmaxs, ent->maxs);
-               }
-               else if (ent->angles[1])
-               {
-                       VectorMA(ent->origin, ent->scale, ent->model->yawmins, ent->mins);
-                       VectorMA(ent->origin, ent->scale, ent->model->yawmaxs, ent->maxs);
-               }
-               else
-               {
-                       VectorMA(ent->origin, ent->scale, ent->model->normalmins, ent->mins);
-                       VectorMA(ent->origin, ent->scale, ent->model->normalmaxs, ent->maxs);
-               }
-               if (R_VisibleCullBox(ent->mins, ent->maxs))
-                       continue;
-
-               VectorCopy(ent->angles, v);
-               if (ent->model->type != mod_brush)
-                       v[0] = -v[0];
-               Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], v[0], v[1], v[2], ent->scale);
-               Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
+               // some of the renderer still relies on origin...
+               Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin);
+               // some of the renderer still relies on scale...
+               ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
                R_LerpAnimation(ent);
-               ent->visframe = r_framecount;
-
-               R_FarClip_Box(ent->mins, ent->maxs);
-
                R_UpdateEntLights(ent);
+               if ((chase_active.integer || !(ent->flags & RENDER_EXTERIORMODEL))
+                && !VIS_CullBox(ent->mins, ent->maxs)
+                && (!envmap || !(ent->flags & (RENDER_VIEWMODEL | RENDER_EXTERIORMODEL))))
+               {
+                       ent->visframe = r_framecount;
+                       R_FarClip_Box(ent->mins, ent->maxs);
+               }
        }
 }
 
 // only used if skyrendermasked, and normally returns false
-int R_DrawBModelSky (void)
+int R_DrawBrushModelsSky (void)
 {
        int i, sky;
        entity_render_t *ent;
@@ -462,7 +456,7 @@ int R_DrawBModelSky (void)
        for (i = 0;i < r_refdef.numentities;i++)
        {
                ent = r_refdef.entities[i];
-               if (ent->visframe == r_framecount && ent->model->DrawSky)
+               if (ent->visframe == r_framecount && ent->model && ent->model->DrawSky)
                {
                        ent->model->DrawSky(ent);
                        sky = true;
@@ -471,27 +465,12 @@ int R_DrawBModelSky (void)
        return sky;
 }
 
-void R_DrawModels (void)
-{
-       int i;
-       entity_render_t *ent;
-
-       if (!r_drawentities.integer)
-               return;
-
-       for (i = 0;i < r_refdef.numentities;i++)
-       {
-               ent = r_refdef.entities[i];
-               if (ent->visframe == r_framecount && ent->model->Draw)
-                       ent->model->Draw(ent);
-       }
-}
-
 /*
 =============
 R_DrawViewModel
 =============
 */
+/*
 void R_DrawViewModel (void)
 {
        entity_render_t *ent;
@@ -502,34 +481,294 @@ void R_DrawViewModel (void)
 
        ent = &cl.viewent.render;
        Mod_CheckLoaded(ent->model);
-
        R_LerpAnimation(ent);
-
+       Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], -ent->angles[0], ent->angles[1], ent->angles[2], ent->scale);
+       Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
+       R_UpdateEntLights(ent);
        ent->model->Draw(ent);
 }
+*/
 
-static void R_SetFrustum (void)
+void R_DrawNoModel(entity_render_t *ent);
+void R_DrawModels(void)
 {
        int i;
+       entity_render_t *ent;
 
+       if (!r_drawentities.integer)
+               return;
+
+       for (i = 0;i < r_refdef.numentities;i++)
+       {
+               ent = r_refdef.entities[i];
+               if (ent->visframe == r_framecount)
+               {
+                       if (ent->model && ent->model->Draw != NULL)
+                               ent->model->Draw(ent);
+                       else
+                               R_DrawNoModel(ent);
+               }
+       }
+}
+
+#include "r_shadow.h"
+
+int shadowframecount = 0;
+
+void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t lightorigin, float cullradius, float lightradius, vec3_t lightmins, vec3_t lightmaxs, vec3_t clipmins, vec3_t clipmaxs, int lightmarked)
+{
+       vec3_t relativelightorigin;
+       // rough checks
+       if ((ent->flags & RENDER_SHADOW) && ent->model && ent->model->DrawShadowVolume && !(r_shadow_cull.integer && (ent->maxs[0] < lightmins[0] || ent->mins[0] > lightmaxs[0] || ent->maxs[1] < lightmins[1] || ent->mins[1] > lightmaxs[1] || ent->maxs[2] < lightmins[2] || ent->mins[2] > lightmaxs[2])))
+       {
+               Matrix4x4_Transform(&ent->inversematrix, lightorigin, relativelightorigin);
+               ent->model->DrawShadowVolume (ent, relativelightorigin, lightradius);
+       }
+}
+
+void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light);
+
+void R_ShadowVolumeLighting(int visiblevolumes)
+{
+       int i;
+       entity_render_t *ent;
+       int lnum;
+       float f, lightradius, cullradius;
+       vec3_t relativelightorigin, relativeeyeorigin, lightcolor, clipmins, clipmaxs;
+       worldlight_t *wl;
+       rdlight_t *rd;
+       rmeshstate_t m;
+       matrix4x4_t matrix;
+       matrix4x4_t matrix_worldtofilter, matrix_worldtoattenuationxyz, matrix_worldtoattenuationz;
+       matrix4x4_t matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz;
+
+       if (visiblevolumes)
+       {
+               memset(&m, 0, sizeof(m));
+               R_Mesh_State_Texture(&m);
+
+               GL_BlendFunc(GL_ONE, GL_ONE);
+               GL_DepthMask(false);
+               GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
+               qglDisable(GL_CULL_FACE);
+               GL_Color(0.0, 0.0125, 0.1, 1);
+       }
+       else
+               R_Shadow_Stage_Begin();
+       shadowframecount++;
+       if (r_shadow_realtime_world.integer)
+       {
+               R_Shadow_LoadWorldLightsIfNeeded();
+               for (lnum = 0, wl = r_shadow_worldlightchain;wl;wl = wl->next, lnum++)
+               {
+                       if (d_lightstylevalue[wl->style] <= 0)
+                               continue;
+                       if (VIS_CullBox(wl->mins, wl->maxs))
+                               continue;
+                       if (r_shadow_debuglight.integer >= 0 && lnum != r_shadow_debuglight.integer)
+                               continue;
+                       if (R_Shadow_ScissorForBBox(wl->mins, wl->maxs))
+                               continue;
+
+                       cullradius = wl->cullradius;
+                       lightradius = wl->lightradius;
+                       VectorCopy(wl->mins, clipmins);
+                       VectorCopy(wl->maxs, clipmaxs);
+
+                       f = d_lightstylevalue[wl->style] * (1.0f / 256.0f);
+                       VectorScale(wl->light, f, lightcolor);
+                       if (wl->selected)
+                       {
+                               f = 2 + sin(realtime * M_PI * 4.0);
+                               VectorScale(lightcolor, f, lightcolor);
+                       }
+
+                       if (wl->castshadows && (gl_stencil || visiblevolumes))
+                       {
+                               if (!visiblevolumes)
+                                       R_Shadow_Stage_ShadowVolumes();
+                               ent = &cl_entities[0].render;
+                               if (r_shadow_staticworldlights.integer)
+                                       R_Shadow_DrawStaticWorldLight_Shadow(wl, &ent->matrix);
+                               else
+                                       R_TestAndDrawShadowVolume(ent, wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs, true);
+                               if (r_drawentities.integer)
+                                       for (i = 0;i < r_refdef.numentities;i++)
+                                               R_TestAndDrawShadowVolume(r_refdef.entities[i], wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs, true);
+                       }
+
+                       if (!visiblevolumes)
+                       {
+                               if (wl->castshadows && gl_stencil)
+                                       R_Shadow_Stage_LightWithShadows();
+                               else
+                                       R_Shadow_Stage_LightWithoutShadows();
+
+                               // calculate world to filter matrix
+                               Matrix4x4_CreateFromQuakeEntity(&matrix, wl->origin[0], wl->origin[1], wl->origin[2], wl->angles[0], wl->angles[1], wl->angles[2], lightradius);
+                               Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix);
+                               // calculate world to attenuationxyz/xy matrix
+                               Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5, 0.5, 0.5, 0, 0, 0, 0.5);
+                               Matrix4x4_Concat(&matrix_worldtoattenuationxyz, &matrix, &matrix_worldtofilter);
+                               // calculate world to attenuationz matrix
+                               matrix.m[0][0] = 0;matrix.m[0][1] = 0;matrix.m[0][2] = 0.5;matrix.m[0][3] = 0.5;
+                               matrix.m[1][0] = 0;matrix.m[1][1] = 0;matrix.m[1][2] = 0  ;matrix.m[1][3] = 0.5;
+                               matrix.m[2][0] = 0;matrix.m[2][1] = 0;matrix.m[2][2] = 0  ;matrix.m[2][3] = 0.5;
+                               matrix.m[3][0] = 0;matrix.m[3][1] = 0;matrix.m[3][2] = 0  ;matrix.m[3][3] = 1;
+                               Matrix4x4_Concat(&matrix_worldtoattenuationz, &matrix, &matrix_worldtofilter);
+
+                               ent = &cl_entities[0].render;
+                               if (ent->model && ent->model->DrawLight)
+                               {
+                                       Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
+                                       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
+                                       Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
+                                       Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
+                                       Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
+                                       if (r_shadow_staticworldlights.integer)
+                                               R_Shadow_DrawStaticWorldLight_Light(wl, &ent->matrix, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+                                       else
+                                               ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+                               }
+                               if (r_drawentities.integer)
+                               {
+                                       for (i = 0;i < r_refdef.numentities;i++)
+                                       {
+                                               ent = r_refdef.entities[i];
+                                               if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
+                                                && BoxesOverlap(ent->mins, ent->maxs, clipmins, clipmaxs)
+                                                && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
+                                               {
+                                                       Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
+                                                       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
+                                                       Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
+                                                       Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
+                                                       Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
+                                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+                                               }
+                                       }
+                               }
+                       }
+               }
+       }
+       if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer)
+       {
+               for (lnum = 0, rd = r_dlight;lnum < r_numdlights;lnum++, rd++)
+               {
+                       lightradius = rd->cullradius;
+                       clipmins[0] = rd->origin[0] - lightradius;
+                       clipmins[1] = rd->origin[1] - lightradius;
+                       clipmins[2] = rd->origin[2] - lightradius;
+                       clipmaxs[0] = rd->origin[0] + lightradius;
+                       clipmaxs[1] = rd->origin[1] + lightradius;
+                       clipmaxs[2] = rd->origin[2] + lightradius;
+                       if (VIS_CullBox(clipmins, clipmaxs) || R_Shadow_ScissorForBBox(clipmins, clipmaxs))
+                               continue;
+
+                       cullradius = RadiusFromBoundsAndOrigin(clipmins, clipmaxs, rd->origin);
+                       VectorScale(rd->light, (1.0f / 4096.0f), lightcolor);
+
+                       if (r_shadow_shadows.integer && (gl_stencil || visiblevolumes))
+                       {
+                               if (!visiblevolumes)
+                                       R_Shadow_Stage_ShadowVolumes();
+                               ent = &cl_entities[0].render;
+                               R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs, false);
+                               if (r_drawentities.integer)
+                               {
+                                       for (i = 0;i < r_refdef.numentities;i++)
+                                       {
+                                               ent = r_refdef.entities[i];
+                                               if (ent != rd->ent)
+                                                       R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs, false);
+                                       }
+                               }
+                       }
+
+                       if (!visiblevolumes)
+                       {
+                               if (r_shadow_shadows.integer && gl_stencil)
+                                       R_Shadow_Stage_LightWithShadows();
+                               else
+                                       R_Shadow_Stage_LightWithoutShadows();
+
+                               // calculate world to filter matrix
+                               Matrix4x4_CreateFromQuakeEntity(&matrix, rd->origin[0], rd->origin[1], rd->origin[2], 0, 0, 0, lightradius);
+                               Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix);
+                               // calculate world to attenuationxyz/xy matrix
+                               Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5, 0.5, 0.5, 0, 0, 0, 0.5);
+                               Matrix4x4_Concat(&matrix_worldtoattenuationxyz, &matrix, &matrix_worldtofilter);
+                               // calculate world to attenuationz matrix
+                               matrix.m[0][0] = 0;matrix.m[0][1] = 0;matrix.m[0][2] = 0.5;matrix.m[0][3] = 0.5;
+                               matrix.m[1][0] = 0;matrix.m[1][1] = 0;matrix.m[1][2] = 0  ;matrix.m[1][3] = 0.5;
+                               matrix.m[2][0] = 0;matrix.m[2][1] = 0;matrix.m[2][2] = 0  ;matrix.m[2][3] = 0.5;
+                               matrix.m[3][0] = 0;matrix.m[3][1] = 0;matrix.m[3][2] = 0  ;matrix.m[3][3] = 1;
+                               Matrix4x4_Concat(&matrix_worldtoattenuationz, &matrix, &matrix_worldtofilter);
+
+                               ent = &cl_entities[0].render;
+                               if (ent->model && ent->model->DrawLight)
+                               {
+                                       Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
+                                       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
+                                       Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
+                                       Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
+                                       Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
+                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+                               }
+                               if (r_drawentities.integer)
+                               {
+                                       for (i = 0;i < r_refdef.numentities;i++)
+                                       {
+                                               ent = r_refdef.entities[i];
+                                               if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
+                                                && BoxesOverlap(ent->mins, ent->maxs, clipmins, clipmaxs)
+                                                && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
+                                               {
+                                                       Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
+                                                       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
+                                                       Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
+                                                       Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
+                                                       Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
+                                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+                                               }
+                                       }
+                               }
+                       }
+               }
+       }
+
+       if (visiblevolumes)
+               qglEnable(GL_CULL_FACE);
+       else
+               R_Shadow_Stage_End();
+       qglDisable(GL_SCISSOR_TEST);
+}
+
+static void R_SetFrustum (void)
+{
        // LordHavoc: note to all quake engine coders, the special case for 90
        // degrees assumed a square view (wrong), so I removed it, Quake2 has it
        // disabled as well.
-       // rotate VPN right by FOV_X/2 degrees
-       RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
-       // rotate VPN left by FOV_X/2 degrees
-       RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
-       // rotate VPN up by FOV_X/2 degrees
-       RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
-       // rotate VPN down by FOV_X/2 degrees
-       RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
 
-       for (i = 0;i < 4;i++)
-       {
-               frustum[i].type = PLANE_ANYZ;
-               frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
-               PlaneClassify(&frustum[i]);
-       }
+       // rotate R_VIEWFORWARD right by FOV_X/2 degrees
+       RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_refdef.fov_x / 2));
+       frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal);
+       PlaneClassify(&frustum[0]);
+
+       // rotate R_VIEWFORWARD left by FOV_X/2 degrees
+       RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_refdef.fov_x / 2));
+       frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal);
+       PlaneClassify(&frustum[1]);
+
+       // rotate R_VIEWFORWARD up by FOV_X/2 degrees
+       RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_refdef.fov_y / 2));
+       frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal);
+       PlaneClassify(&frustum[2]);
+
+       // rotate R_VIEWFORWARD down by FOV_X/2 degrees
+       RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_refdef.fov_y / 2));
+       frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
+       PlaneClassify(&frustum[3]);
 }
 
 /*
@@ -540,7 +779,7 @@ R_SetupFrame
 static void R_SetupFrame (void)
 {
 // don't allow cheats in multiplayer
-       if (cl.maxclients > 1)
+       if (!cl.islocalgame)
        {
                if (r_fullbright.integer != 0)
                        Cvar_Set ("r_fullbright", "0");
@@ -550,56 +789,51 @@ static void R_SetupFrame (void)
 
        r_framecount++;
 
-// build the transformation matrix for the given view angles
-       VectorCopy (r_refdef.vieworg, r_origin);
+       // break apart the viewentity matrix into vectors for various purposes
+       Matrix4x4_ToVectors(&r_refdef.viewentitymatrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin);
+       VectorNegate(r_viewleft, r_viewright);
 
-       AngleVectors (r_refdef.viewangles, vpn, vright, vup);
-
-// current viewleaf
-       r_oldviewleaf = r_viewleaf;
-       r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
+       GL_SetupView_ViewPort(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
+       if ((r_shadow_realtime_world.integer || r_shadow_shadows.integer) && gl_stencil)
+               GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.fov_x, r_refdef.fov_y, 1.0f);
+       else
+               GL_SetupView_Mode_Perspective(r_refdef.fov_x, r_refdef.fov_y, 1.0f, r_farclip);
+       GL_SetupView_Orientation_FromEntity(&r_refdef.viewentitymatrix);
 
-       R_AnimateLight ();
+       R_AnimateLight();
 }
 
 
 static void R_BlendView(void)
 {
-       rmeshbufferinfo_t m;
+       rmeshstate_t m;
        float r;
+       float vertex3f[3*3];
 
        if (r_refdef.viewblend[3] < 0.01f)
                return;
 
+       R_Mesh_Matrix(&r_identitymatrix);
+
        memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-       m.depthdisable = true; // magic
-       m.numtriangles = 1;
-       m.numverts = 3;
-       Matrix4x4_CreateIdentity(&m.matrix);
-       if (R_Mesh_Draw_GetBuffer(&m, false))
-       {
-               m.index[0] = 0;
-               m.index[1] = 1;
-               m.index[2] = 2;
-               m.color[0] = m.color[4] = m.color[8] = r_refdef.viewblend[0];
-               m.color[1] = m.color[5] = m.color[9] = r_refdef.viewblend[1];
-               m.color[2] = m.color[6] = m.color[10] = r_refdef.viewblend[2];
-               m.color[3] = m.color[7] = m.color[11] = r_refdef.viewblend[3];
-               r = 64000;
-               m.vertex[0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r;
-               m.vertex[1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r;
-               m.vertex[2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r;
-               r *= 3;
-               m.vertex[4] = m.vertex[0] + vup[0] * r;
-               m.vertex[5] = m.vertex[1] + vup[1] * r;
-               m.vertex[6] = m.vertex[2] + vup[2] * r;
-               m.vertex[8] = m.vertex[0] + vright[0] * r;
-               m.vertex[9] = m.vertex[1] + vright[1] * r;
-               m.vertex[10] = m.vertex[2] + vright[2] * r;
-               R_Mesh_Render();
-       }
+       R_Mesh_State_Texture(&m);
+
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       GL_DepthMask(true);
+       GL_DepthTest(false); // magic
+       GL_VertexPointer(vertex3f);
+       GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
+       r = 64000;
+       vertex3f[0] = r_vieworigin[0] + r_viewforward[0] * 1.5 + r_viewleft[0] * r - r_viewup[0] * r;
+       vertex3f[1] = r_vieworigin[1] + r_viewforward[1] * 1.5 + r_viewleft[1] * r - r_viewup[1] * r;
+       vertex3f[2] = r_vieworigin[2] + r_viewforward[2] * 1.5 + r_viewleft[2] * r - r_viewup[2] * r;
+       vertex3f[3] = r_vieworigin[0] + r_viewforward[0] * 1.5 + r_viewleft[0] * r + r_viewup[0] * r * 3;
+       vertex3f[4] = r_vieworigin[1] + r_viewforward[1] * 1.5 + r_viewleft[1] * r + r_viewup[1] * r * 3;
+       vertex3f[5] = r_vieworigin[2] + r_viewforward[2] * 1.5 + r_viewleft[2] * r + r_viewup[2] * r * 3;
+       vertex3f[6] = r_vieworigin[0] + r_viewforward[0] * 1.5 - r_viewleft[0] * r * 3 - r_viewup[0] * r;
+       vertex3f[7] = r_vieworigin[1] + r_viewforward[1] * 1.5 - r_viewleft[1] * r * 3 - r_viewup[1] * r;
+       vertex3f[8] = r_vieworigin[2] + r_viewforward[2] * 1.5 - r_viewleft[2] * r * 3 - r_viewup[2] * r;
+       R_Mesh_Draw(3, 1, polygonelements);
 }
 
 /*
@@ -609,79 +843,79 @@ R_RenderView
 r_refdef must be set before the first call
 ================
 */
+extern void R_DrawLightningBeams (void);
 void R_RenderView (void)
 {
-       entity_render_t *world = &cl_entities[0].render;
-       if (!cl.worldmodel)
+       entity_render_t *world;
+       if (!r_refdef.entities/* || !cl.worldmodel*/)
                return; //Host_Error ("R_RenderView: NULL worldmodel");
 
+       if (r_shadow_realtime_world.integer)
+       {
+               if (!gl_stencil)
+               {
+                       Con_Printf("Realtime world lighting requires 32bit color turning off r_shadow_realtime_world, please type vid_bitsperpixel 32;vid_restart and try again\n");
+                       Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
+               }
+       }
+
+       world = &cl_entities[0].render;
+
        // FIXME: move to client
        R_MoveExplosions();
        R_TimeReport("mexplosion");
 
+       qglPolygonOffset(0, 0);
+       qglEnable(GL_POLYGON_OFFSET_FILL);
+
+       R_Textures_Frame();
        R_SetupFrame();
        R_SetFrustum();
        R_SetupFog();
        R_SkyStartFrame();
        R_BuildLightList();
-
-       R_FarClip_Start(r_origin, vpn, 768.0f);
-
        R_TimeReport("setup");
 
-       R_DrawWorld(world);
-       R_TimeReport("worldnode");
+       if (cl.worldmodel && cl.worldmodel->brush.FatPVS)
+               cl.worldmodel->brush.FatPVS(cl.worldmodel, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits));
 
-       R_MarkEntities();
-       R_TimeReport("markentity");
-
-       R_MarkWorldLights(world);
-       R_TimeReport("marklights");
+       R_WorldVisibility(world);
+       R_TimeReport("worldvis");
 
+       R_FarClip_Start(r_vieworigin, r_viewforward, 768.0f);
+       R_MarkEntities();
        r_farclip = R_FarClip_Finish() + 256.0f;
+       R_TimeReport("markentity");
 
-       R_Mesh_Start(r_farclip);
+       qglDepthFunc(GL_LEQUAL);
 
+       R_Mesh_Start();
        R_MeshQueue_BeginScene();
 
+       R_Shadow_UpdateWorldLightSelection();
 
-       if (skyrendermasked)
-       {
-               if (R_DrawBModelSky())
-                       R_TimeReport("bmodelsky");
-       }
-       else
-       {
-               R_DrawViewModel();
-               R_TimeReport("viewmodel");
-       }
-
-       R_SetupForWorldRendering(world);
-       R_PrepareSurfaces(world);
-       R_TimeReport("surfprep");
-
-       R_DrawSurfaces(world, SHADERSTAGE_SKY);
-       R_DrawSurfaces(world, SHADERSTAGE_NORMAL);
-       R_TimeReport("surfdraw");
+       if (R_DrawBrushModelsSky())
+               R_TimeReport("bmodelsky");
 
-       if (r_drawportals.integer)
-       {
-               R_DrawPortals(world);
-               R_TimeReport("portals");
-       }
+       // must occur early because it can draw sky
+       R_DrawWorld(world);
+       R_TimeReport("world");
 
        // don't let sound skip if going slow
        if (!intimerefresh && !r_speeds.integer)
                S_ExtraUpdate ();
 
-       if (skyrendermasked)
+       R_DrawModels();
+       R_TimeReport("models");
+
+       if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer)
        {
-               R_DrawViewModel();
-               R_TimeReport("viewmodel");
+               R_ShadowVolumeLighting(false);
+               R_TimeReport("dynlight");
        }
 
-       R_DrawModels();
-       R_TimeReport("models");
+       R_DrawLightningBeams();
+       R_TimeReport("lightning");
 
        R_DrawParticles();
        R_TimeReport("particles");
@@ -690,22 +924,238 @@ void R_RenderView (void)
        R_TimeReport("explosions");
 
        R_MeshQueue_RenderTransparent();
-       R_TimeReport("addtrans");
+       R_TimeReport("drawtrans");
 
        R_DrawCoronas();
        R_TimeReport("coronas");
 
-       R_DrawCrosshair();
+       R_DrawWorldCrosshair();
        R_TimeReport("crosshair");
 
        R_BlendView();
        R_TimeReport("blendview");
 
        R_MeshQueue_Render();
-
        R_MeshQueue_EndScene();
 
+       if (r_shadow_visiblevolumes.integer)
+       {
+               R_ShadowVolumeLighting(true);
+               R_TimeReport("shadowvolume");
+       }
+
        R_Mesh_Finish();
        R_TimeReport("meshfinish");
+
+       qglPolygonOffset(0, 0);
+       qglDisable(GL_POLYGON_OFFSET_FILL);
+}
+
+/*
+void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
+{
+       int i;
+       float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4];
+       rmeshstate_t m;
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       R_Mesh_Matrix(&r_identitymatrix);
+
+       memset(&m, 0, sizeof(m));
+       R_Mesh_State_Texture(&m);
+
+       R_Mesh_GetSpace(8);
+       vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2];
+       vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
+       vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
+       vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
+       vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
+       vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
+       vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
+       vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
+       GL_ColorPointer(color);
+       R_FillColors(color, 8, cr, cg, cb, ca);
+       if (fogenabled)
+       {
+               for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4)
+               {
+                       VectorSubtract(v, r_vieworigin, diff);
+                       f2 = exp(fogdensity/DotProduct(diff, diff));
+                       f1 = 1 - f2;
+                       c[0] = c[0] * f1 + fogcolor[0] * f2;
+                       c[1] = c[1] * f1 + fogcolor[1] * f2;
+                       c[2] = c[2] * f1 + fogcolor[2] * f2;
+               }
+       }
+       R_Mesh_Draw(8, 12);
+}
+*/
+
+int nomodelelements[24] =
+{
+       5, 2, 0,
+       5, 1, 2,
+       5, 0, 3,
+       5, 3, 1,
+       0, 2, 4,
+       2, 1, 4,
+       3, 0, 4,
+       1, 3, 4
+};
+
+float nomodelvertex3f[6*3] =
+{
+       -16,   0,   0,
+        16,   0,   0,
+         0, -16,   0,
+         0,  16,   0,
+         0,   0, -16,
+         0,   0,  16
+};
+
+float nomodelcolor4f[6*4] =
+{
+       0.0f, 0.0f, 0.5f, 1.0f,
+       0.0f, 0.0f, 0.5f, 1.0f,
+       0.0f, 0.5f, 0.0f, 1.0f,
+       0.0f, 0.5f, 0.0f, 1.0f,
+       0.5f, 0.0f, 0.0f, 1.0f,
+       0.5f, 0.0f, 0.0f, 1.0f
+};
+
+void R_DrawNoModelCallback(const void *calldata1, int calldata2)
+{
+       const entity_render_t *ent = calldata1;
+       int i;
+       float f1, f2, *c, diff[3];
+       float color4f[6*4];
+       rmeshstate_t m;
+       R_Mesh_Matrix(&ent->matrix);
+
+       memset(&m, 0, sizeof(m));
+       R_Mesh_State_Texture(&m);
+
+       if (ent->flags & EF_ADDITIVE)
+       {
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
+       }
+       else if (ent->alpha < 1)
+       {
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+               GL_DepthMask(false);
+       }
+       else
+       {
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_DepthMask(true);
+       }
+       GL_DepthTest(true);
+       GL_VertexPointer(nomodelvertex3f);
+       if (fogenabled)
+       {
+               memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
+               GL_ColorPointer(color4f);
+               VectorSubtract(ent->origin, r_vieworigin, diff);
+               f2 = exp(fogdensity/DotProduct(diff, diff));
+               f1 = 1 - f2;
+               for (i = 0, c = color4f;i < 6;i++, c += 4)
+               {
+                       c[0] = (c[0] * f1 + fogcolor[0] * f2);
+                       c[1] = (c[1] * f1 + fogcolor[1] * f2);
+                       c[2] = (c[2] * f1 + fogcolor[2] * f2);
+                       c[3] *= ent->alpha;
+               }
+       }
+       else if (ent->alpha != 1)
+       {
+               memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
+               GL_ColorPointer(color4f);
+               for (i = 0, c = color4f;i < 6;i++, c += 4)
+                       c[3] *= ent->alpha;
+       }
+       else
+               GL_ColorPointer(nomodelcolor4f);
+       R_Mesh_Draw(6, 8, nomodelelements);
+}
+
+void R_DrawNoModel(entity_render_t *ent)
+{
+       //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
+               R_MeshQueue_AddTransparent(ent->origin, R_DrawNoModelCallback, ent, 0);
+       //else
+       //      R_DrawNoModelCallback(ent, 0);
+}
+
+void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
+{
+       vec3_t right1, right2, diff, normal;
+
+       VectorSubtract (org2, org1, normal);
+       VectorNormalizeFast (normal);
+
+       // calculate 'right' vector for start
+       VectorSubtract (r_vieworigin, org1, diff);
+       VectorNormalizeFast (diff);
+       CrossProduct (normal, diff, right1);
+
+       // calculate 'right' vector for end
+       VectorSubtract (r_vieworigin, org2, diff);
+       VectorNormalizeFast (diff);
+       CrossProduct (normal, diff, right2);
+
+       vert[ 0] = org1[0] + width * right1[0];
+       vert[ 1] = org1[1] + width * right1[1];
+       vert[ 2] = org1[2] + width * right1[2];
+       vert[ 3] = org1[0] - width * right1[0];
+       vert[ 4] = org1[1] - width * right1[1];
+       vert[ 5] = org1[2] - width * right1[2];
+       vert[ 6] = org2[0] - width * right2[0];
+       vert[ 7] = org2[1] - width * right2[1];
+       vert[ 8] = org2[2] - width * right2[2];
+       vert[ 9] = org2[0] + width * right2[0];
+       vert[10] = org2[1] + width * right2[1];
+       vert[11] = org2[2] + width * right2[2];
+}
+
+float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
+
+void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, int depthdisable, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
+{
+       float diff[3];
+       rmeshstate_t m;
+
+       if (fogenabled)
+       {
+               VectorSubtract(origin, r_vieworigin, diff);
+               ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
+       }
+
+       R_Mesh_Matrix(&r_identitymatrix);
+       GL_Color(cr, cg, cb, ca);
+       GL_VertexPointer(varray_vertex3f);
+       GL_BlendFunc(blendfunc1, blendfunc2);
+       GL_DepthMask(false);
+       GL_DepthTest(!depthdisable);
+
+       memset(&m, 0, sizeof(m));
+       m.tex[0] = R_GetTexture(texture);
+       m.pointer_texcoord[0] = spritetexcoord2f;
+       R_Mesh_State_Texture(&m);
+
+       varray_vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
+       varray_vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
+       varray_vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
+       varray_vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
+       varray_vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
+       varray_vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
+       varray_vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
+       varray_vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
+       varray_vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
+       varray_vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
+       varray_vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
+       varray_vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
+       R_Mesh_Draw(4, 2, polygonelements);
 }