]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
added nexuiz icon and make rules to make use of it, and now the icon is included...
[xonotic/darkplaces.git] / gl_rmain.c
index b73ebca97b0b86d83e96198bb8cabd530c537dda..1f504139682957dec5ec743b091593ead21cc94f 100644 (file)
@@ -62,8 +62,6 @@ int r_view_z;
 int r_view_width;
 int r_view_height;
 int r_view_depth;
-float r_view_fov_x;
-float r_view_fov_y;
 matrix4x4_t r_view_matrix;
 
 //
@@ -71,43 +69,44 @@ matrix4x4_t r_view_matrix;
 //
 refdef_t r_refdef;
 
-cvar_t r_showtris = {0, "r_showtris", "0"};
-cvar_t r_drawentities = {0, "r_drawentities","1"};
-cvar_t r_drawviewmodel = {0, "r_drawviewmodel","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_drawcollisionbrushes = {0, "r_drawcollisionbrushes", "0"};
+cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
+cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
+cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
+cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
+cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
+cvar_t r_fullbright = {0, "r_fullbright","0", "make everything bright cheat (not allowed in multiplayer)"};
+cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
+cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
+cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
+cvar_t r_drawcollisionbrushes = {0, "r_drawcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
 
-cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
-cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"};
-cvar_t gl_fogred = {0, "gl_fogred","0.3"};
-cvar_t gl_foggreen = {0, "gl_foggreen","0.3"};
-cvar_t gl_fogblue = {0, "gl_fogblue","0.3"};
-cvar_t gl_fogstart = {0, "gl_fogstart", "0"};
-cvar_t gl_fogend = {0, "gl_fogend","0"};
+cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
+cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
+cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
+cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
+cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
+cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
+cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
 
-cvar_t r_textureunits = {0, "r_textureunits", "32"};
+cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
 
-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_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
+cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
+cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
 
-cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0"};
-cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "2"};
-cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "8"};
-cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320"};
-cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "4"};
+cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
+cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "1.5", "how bright the glow is"};
+cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
+cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
+cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "2", "how much to darken the image before blurring to make the bloom effect"};
 
-cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1"};
+cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
 
-cvar_t developer_texturelogging = {0, "developer_texturelogging", "0"};
+cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
 
-cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
+cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
 
-cvar_t r_test = {0, "r_test", "0"}; // used for testing renderer code changes, otherwise does nothing
+cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"}; // used for testing renderer code changes, otherwise does nothing
 
 rtexturepool_t *r_main_texturepool;
 rtexture_t *r_bloom_texture_screen;
@@ -431,7 +430,7 @@ void gl_main_newmap(void)
                if (l >= 0 && !strcmp(entname + l, ".bsp"))
                {
                        strcpy(entname + l, ".ent");
-                       if ((entities = (char *)FS_LoadFile(entname, tempmempool, true)))
+                       if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
                        {
                                CL_ParseEntityLump(entities);
                                Mem_Free(entities);
@@ -449,6 +448,7 @@ void GL_Main_Init(void)
 // FIXME: move this to client?
        FOG_registercvars();
        Cvar_RegisterVariable(&r_showtris);
+       Cvar_RegisterVariable(&r_shownormals);
        Cvar_RegisterVariable(&r_drawentities);
        Cvar_RegisterVariable(&r_drawviewmodel);
        Cvar_RegisterVariable(&r_speeds);
@@ -714,41 +714,137 @@ static void R_SetFrustum(void)
        Matrix4x4_ToVectors(&r_view_matrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin);
        VectorNegate(r_viewleft, r_viewright);
 
-       // 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.
+#if 0
+       frustum[0].normal[0] = 0 - 1.0 / r_refdef.frustum_x;
+       frustum[0].normal[1] = 0 - 0;
+       frustum[0].normal[2] = -1 - 0;
+       frustum[1].normal[0] = 0 + 1.0 / r_refdef.frustum_x;
+       frustum[1].normal[1] = 0 + 0;
+       frustum[1].normal[2] = -1 + 0;
+       frustum[2].normal[0] = 0 - 0;
+       frustum[2].normal[1] = 0 - 1.0 / r_refdef.frustum_y;
+       frustum[2].normal[2] = -1 - 0;
+       frustum[3].normal[0] = 0 + 0;
+       frustum[3].normal[1] = 0 + 1.0 / r_refdef.frustum_y;
+       frustum[3].normal[2] = -1 + 0;
+#endif
 
-       // rotate R_VIEWFORWARD right by FOV_X/2 degrees
-       RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_view_fov_x / 2));
+#if 0
+       zNear = 1.0;
+       nudge = 1.0 - 1.0 / (1<<23);
+       frustum[4].normal[0] = 0 - 0;
+       frustum[4].normal[1] = 0 - 0;
+       frustum[4].normal[2] = -1 - -nudge;
+       frustum[4].dist = 0 - -2 * zNear * nudge;
+       frustum[5].normal[0] = 0 + 0;
+       frustum[5].normal[1] = 0 + 0;
+       frustum[5].normal[2] = -1 + -nudge;
+       frustum[5].dist = 0 + -2 * zNear * nudge;
+#endif
+
+
+
+#if 0
+       frustum[0].normal[0] = m[3] - m[0];
+       frustum[0].normal[1] = m[7] - m[4];
+       frustum[0].normal[2] = m[11] - m[8];
+       frustum[0].dist = m[15] - m[12];
+
+       frustum[1].normal[0] = m[3] + m[0];
+       frustum[1].normal[1] = m[7] + m[4];
+       frustum[1].normal[2] = m[11] + m[8];
+       frustum[1].dist = m[15] + m[12];
+
+       frustum[2].normal[0] = m[3] - m[1];
+       frustum[2].normal[1] = m[7] - m[5];
+       frustum[2].normal[2] = m[11] - m[9];
+       frustum[2].dist = m[15] - m[13];
+
+       frustum[3].normal[0] = m[3] + m[1];
+       frustum[3].normal[1] = m[7] + m[5];
+       frustum[3].normal[2] = m[11] + m[9];
+       frustum[3].dist = m[15] + m[13];
+
+       frustum[4].normal[0] = m[3] - m[2];
+       frustum[4].normal[1] = m[7] - m[6];
+       frustum[4].normal[2] = m[11] - m[10];
+       frustum[4].dist = m[15] - m[14];
+
+       frustum[5].normal[0] = m[3] + m[2];
+       frustum[5].normal[1] = m[7] + m[6];
+       frustum[5].normal[2] = m[11] + m[10];
+       frustum[5].dist = m[15] + m[14];
+#endif
+
+
+
+       VectorMAM(1, r_viewforward, 1.0 / -r_refdef.frustum_x, r_viewleft, frustum[0].normal);
+       VectorMAM(1, r_viewforward, 1.0 /  r_refdef.frustum_x, r_viewleft, frustum[1].normal);
+       VectorMAM(1, r_viewforward, 1.0 / -r_refdef.frustum_y, r_viewup, frustum[2].normal);
+       VectorMAM(1, r_viewforward, 1.0 /  r_refdef.frustum_y, r_viewup, frustum[3].normal);
+       VectorCopy(r_viewforward, frustum[4].normal);
+       VectorNormalize(frustum[0].normal);
+       VectorNormalize(frustum[1].normal);
+       VectorNormalize(frustum[2].normal);
+       VectorNormalize(frustum[3].normal);
        frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal);
+       frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal);
+       frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal);
+       frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
+       frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + 1.0f;
        PlaneClassify(&frustum[0]);
+       PlaneClassify(&frustum[1]);
+       PlaneClassify(&frustum[2]);
+       PlaneClassify(&frustum[3]);
+       PlaneClassify(&frustum[4]);
+
+       // LordHavoc: note to all quake engine coders, Quake had a special case
+       // for 90 degrees which assumed a square view (wrong), so I removed it,
+       // Quake2 has it disabled as well.
+
+       // 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_view_fov_x / 2));
-       frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal);
-       PlaneClassify(&frustum[1]);
+       //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_view_fov_y / 2));
-       frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal);
-       PlaneClassify(&frustum[2]);
+       //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_view_fov_y / 2));
-       frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
-       PlaneClassify(&frustum[3]);
+       //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]);
 
        // nearclip plane
-       VectorCopy(r_viewforward, frustum[4].normal);
-       frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + 1.0f;
-       PlaneClassify(&frustum[4]);
+       //VectorCopy(r_viewforward, frustum[4].normal);
+       //frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + 1.0f;
+       //PlaneClassify(&frustum[4]);
 }
 
 static void R_BlendView(void)
 {
+       int screenwidth, screenheight;
+       qboolean dobloom;
+       qboolean doblend;
        rmeshstate_t m;
 
-       if (r_refdef.viewblend[3] < 0.01f && !r_bloom.integer)
+       // set the (poorly named) screenwidth and screenheight variables to
+       // a power of 2 at least as large as the screen, these will define the
+       // size of the texture to allocate
+       for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2);
+       for (screenheight = 1;screenheight < vid.height;screenheight *= 2);
+
+       doblend = r_refdef.viewblend[3] >= 0.01f;
+       dobloom = r_bloom.integer && screenwidth <= gl_max_texture_size && screenheight <= gl_max_texture_size && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512;
+
+       if (!dobloom && !doblend)
                return;
 
        GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
@@ -760,16 +856,11 @@ static void R_BlendView(void)
        varray_vertex3f[3] = 1;varray_vertex3f[4] = 0;varray_vertex3f[5] = 0;
        varray_vertex3f[6] = 1;varray_vertex3f[7] = 1;varray_vertex3f[8] = 0;
        varray_vertex3f[9] = 0;varray_vertex3f[10] = 1;varray_vertex3f[11] = 0;
-       if (r_bloom.integer && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512)
+       if (dobloom)
        {
-               int screenwidth, screenheight, bloomwidth, bloomheight, x, dobloomblend, range;
+               int bloomwidth, bloomheight, x, dobloomblend, range;
                float xoffset, yoffset, r;
                renderstats.bloom++;
-               // set the (poorly named) screenwidth and screenheight variables to
-               // a power of 2 at least as large as the screen, these will define the
-               // size of the texture to allocate
-               for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2);
-               for (screenheight = 1;screenheight < vid.height;screenheight *= 2);
                // allocate textures as needed
                if (!r_bloom_texture_screen)
                        r_bloom_texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
@@ -940,7 +1031,7 @@ static void R_BlendView(void)
                        renderstats.bloom_drawpixels += r_view_width * r_view_height;
                }
        }
-       if (r_refdef.viewblend[3] >= 0.01f)
+       if (doblend)
        {
                // apply a color tint to the whole view
                memset(&m, 0, sizeof(m));
@@ -972,8 +1063,6 @@ void R_RenderView(void)
        r_view_x = bound(0, r_refdef.x, vid.width - r_refdef.width);
        r_view_y = bound(0, r_refdef.y, vid.height - r_refdef.height);
        r_view_z = 0;
-       r_view_fov_x = bound(1, r_refdef.fov_x, 170);
-       r_view_fov_y = bound(1, r_refdef.fov_y, 170);
        r_view_matrix = r_refdef.viewentitymatrix;
        GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
        r_rtworld = r_shadow_realtime_world.integer;
@@ -1008,7 +1097,58 @@ void R_RenderView(void)
        GL_ScissorTest(false);
 }
 
+//[515]: csqc
+void CSQC_R_ClearScreen (void)
+{
+       if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
+               return; //Host_Error ("R_RenderView: NULL worldmodel");
+
+       r_view_width = bound(0, r_refdef.width, vid.width);
+       r_view_height = bound(0, r_refdef.height, vid.height);
+       r_view_depth = 1;
+       r_view_x = bound(0, r_refdef.x, vid.width - r_refdef.width);
+       r_view_y = bound(0, r_refdef.y, vid.height - r_refdef.height);
+       r_view_z = 0;
+       r_view_matrix = r_refdef.viewentitymatrix;
+       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+       r_rtworld = r_shadow_realtime_world.integer;
+       r_rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
+       r_rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer;
+       r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
+       r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
+
+       // GL is weird because it's bottom to top, r_view_y is top to bottom
+       qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
+       GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
+       GL_ScissorTest(true);
+       GL_DepthMask(true);
+       R_ClearScreen();
+       R_Textures_Frame();
+       R_UpdateFog();
+       R_TimeReport("setup");
+}
+
+//[515]: csqc
+void CSQC_R_RenderScene (void)
+{
+       qglDepthFunc(GL_LEQUAL);
+       qglPolygonOffset(0, 0);
+       qglEnable(GL_POLYGON_OFFSET_FILL);
+
+       R_RenderScene();
+
+       qglPolygonOffset(0, 0);
+       qglDisable(GL_POLYGON_OFFSET_FILL);
+
+       R_BlendView();
+       R_TimeReport("blendview");
+
+       GL_Scissor(0, 0, vid.width, vid.height);
+       GL_ScissorTest(false);
+}
+
 extern void R_DrawLightningBeams (void);
+extern void VM_AddPolygonsToMeshQueue (void);
 void R_RenderScene(void)
 {
        // don't let sound skip if going slow
@@ -1025,9 +1165,9 @@ void R_RenderScene(void)
 
        r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f;
        if (r_rtworldshadows || r_rtdlightshadows)
-               GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view_fov_x, r_view_fov_y, 1.0f);
+               GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.frustum_x, r_refdef.frustum_y, 1.0f);
        else
-               GL_SetupView_Mode_Perspective(r_view_fov_x, r_view_fov_y, 1.0f, r_farclip);
+               GL_SetupView_Mode_Perspective(r_refdef.frustum_x, r_refdef.frustum_y, 1.0f, r_farclip);
 
        GL_SetupView_Orientation_FromEntity(&r_view_matrix);
 
@@ -1047,21 +1187,24 @@ void R_RenderScene(void)
        if (r_refdef.extraupdate)
                S_ExtraUpdate ();
 
-       GL_ShowTrisColor(0.025, 0.025, 0, 1);
-       if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
+       if (cl.csqc_vidvars.drawworld)
        {
-               r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
-               R_TimeReport("worldsky");
-       }
+               GL_ShowTrisColor(0.025, 0.025, 0, 1);
+               if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
+               {
+                       r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
+                       R_TimeReport("worldsky");
+               }
 
-       if (R_DrawBrushModelsSky())
-               R_TimeReport("bmodelsky");
+               if (R_DrawBrushModelsSky())
+                       R_TimeReport("bmodelsky");
 
-       GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
-       if (r_refdef.worldmodel && r_refdef.worldmodel->Draw)
-       {
-               r_refdef.worldmodel->Draw(r_refdef.worldentity);
-               R_TimeReport("world");
+               GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
+               if (r_refdef.worldmodel && r_refdef.worldmodel->Draw)
+               {
+                       r_refdef.worldmodel->Draw(r_refdef.worldentity);
+                       R_TimeReport("world");
+               }
        }
 
        // don't let sound skip if going slow
@@ -1087,23 +1230,33 @@ void R_RenderScene(void)
 
        GL_ShowTrisColor(0.1, 0, 0, 1);
 
-       R_DrawLightningBeams();
-       R_TimeReport("lightning");
+       if (cl.csqc_vidvars.drawworld)
+       {
+               R_DrawLightningBeams();
+               R_TimeReport("lightning");
 
-       R_DrawParticles();
-       R_TimeReport("particles");
+               R_DrawParticles();
+               R_TimeReport("particles");
 
-       R_DrawExplosions();
-       R_TimeReport("explosions");
+               R_DrawExplosions();
+               R_TimeReport("explosions");
+       }
 
        R_MeshQueue_RenderTransparent();
        R_TimeReport("drawtrans");
 
-       R_DrawCoronas();
-       R_TimeReport("coronas");
+       if (cl.csqc_vidvars.drawworld)
+       {
+               R_DrawCoronas();
+               R_TimeReport("coronas");
+       }
+       if(cl.csqc_vidvars.drawcrosshair)
+       {
+               R_DrawWorldCrosshair();
+               R_TimeReport("crosshair");
+       }
 
-       R_DrawWorldCrosshair();
-       R_TimeReport("crosshair");
+       VM_AddPolygonsToMeshQueue();
 
        R_MeshQueue_Render();
        R_MeshQueue_EndScene();
@@ -1192,9 +1345,8 @@ float nomodelcolor4f[6*4] =
        0.5f, 0.0f, 0.0f, 1.0f
 };
 
-void R_DrawNoModelCallback(const void *calldata1, int calldata2)
+void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
 {
-       const entity_render_t *ent = (entity_render_t *)calldata1;
        int i;
        float f1, f2, *c;
        float color4f[6*4];
@@ -1250,7 +1402,7 @@ void R_DrawNoModelCallback(const void *calldata1, int calldata2)
 void R_DrawNoModel(entity_render_t *ent)
 {
        //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
-               R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawNoModelCallback, ent, 0);
+               R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight);
        //else
        //      R_DrawNoModelCallback(ent, 0);
 }
@@ -1418,7 +1570,6 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
 {
        // FIXME: identify models using a better check than ent->model->brush.shadowmesh
        //int lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
-       float currentalpha;
 
        {
                texture_t *texture = t;
@@ -1441,14 +1592,14 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
        }
 
        t->currentmaterialflags = t->basematerialflags;
-       currentalpha = ent->alpha;
+       t->currentalpha = ent->alpha;
        if (t->basematerialflags & MATERIALFLAG_WATERALPHA)
-               currentalpha *= r_wateralpha.value;
+               t->currentalpha *= r_wateralpha.value;
        if (!(ent->flags & RENDER_LIGHT))
                t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
        if (ent->effects & EF_ADDITIVE)
                t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_TRANSPARENT;
-       else if (currentalpha < 1)
+       else if (t->currentalpha < 1)
                t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT;
        if (ent->effects & EF_NODEPTHTEST)
                t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST;
@@ -1494,14 +1645,15 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                                int layerflags = 0;
                                if (fogenabled && (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
                                        layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
-                               currentbasetexture = (ent->colormap < 0 && t->skin.merged) ? t->skin.merged : t->skin.base;
+                               currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->skin.merged) ? t->skin.merged : t->skin.base;
                                if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
                                {
-                                       R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], currentalpha);
-                                       if (ent->colormap >= 0 && t->skin.pants)
-                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0], ent->colormap_pantscolor[1], ent->colormap_pantscolor[2], currentalpha);
-                                       if (ent->colormap >= 0 && t->skin.shirt)
-                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0], ent->colormap_shirtcolor[1], ent->colormap_shirtcolor[2], currentalpha);
+                                       // fullbright is not affected by r_lightmapintensity
+                                       R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
+                                       if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->skin.pants)
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
+                                       if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->skin.shirt)
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
                                }
                                else
                                {
@@ -1512,32 +1664,30 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                                        // applied to the color
                                        if (ent->model->type == mod_brushq3)
                                                colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
-                                       // transparent and fullbright are not affected by r_lightmapintensity
-                                       if (!(t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
-                                               colorscale *= r_lightmapintensity;
+                                       colorscale *= r_lightmapintensity;
                                        if (r_textureunits.integer >= 2 && gl_combine.integer)
-                                               R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_COMBINE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, currentalpha);
+                                               R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_COMBINE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
                                        else if ((t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) == 0)
-                                               R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale * 0.5f, ent->colormod[1] * colorscale * 0.5f, ent->colormod[2] * colorscale * 0.5f, currentalpha);
+                                               R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale * 0.5f, ent->colormod[1] * colorscale * 0.5f, ent->colormod[2] * colorscale * 0.5f, t->currentalpha);
                                        else
-                                               R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, currentalpha);
+                                               R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
                                        if (r_ambient.value >= (1.0f/64.0f))
-                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), currentalpha);
-                                       if (ent->colormap >= 0 && t->skin.pants)
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
+                                       if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->skin.pants)
                                        {
-                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * colorscale, ent->colormap_pantscolor[1] * colorscale, ent->colormap_pantscolor[2] * colorscale, currentalpha);
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2]  * ent->colormod[2] * colorscale, t->currentalpha);
                                                if (r_ambient.value >= (1.0f/64.0f))
-                                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * r_ambient.value * (1.0f / 64.0f), currentalpha);
+                                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
                                        }
-                                       if (ent->colormap >= 0 && t->skin.shirt)
+                                       if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->skin.shirt)
                                        {
-                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * colorscale, ent->colormap_shirtcolor[1] * colorscale, ent->colormap_shirtcolor[2] * colorscale, currentalpha);
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
                                                if (r_ambient.value >= (1.0f/64.0f))
-                                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * r_ambient.value * (1.0f / 64.0f), currentalpha);
+                                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
                                        }
                                }
                                if (t->skin.glow != NULL)
-                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.glow, &t->currenttexmatrix, 1, 1, 1, currentalpha);
+                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.glow, &t->currenttexmatrix, 1, 1, 1, t->currentalpha);
                                if (fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
                                {
                                        // if this is opaque use alpha blend which will darken the earlier
@@ -1551,7 +1701,7 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                                        // were darkened by fog already, and we should not add fog color
                                        // (because the background was not darkened, there is no fog color
                                        // that was lost behind it).
-                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->skin.fog, &r_identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha);
+                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->skin.fog, &r_identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], t->currentalpha);
                                }
                        }
                }
@@ -1781,7 +1931,6 @@ void RSurf_SetColorPointer(const entity_render_t *ent, const msurface_t *surface
        GL_Color(r, g, b, a);
 }
 
-
 static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
 {
        int texturesurfaceindex;
@@ -1795,7 +1944,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
        // FIXME: identify models using a better check than ent->model->brush.shadowmesh
        lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
        GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
-       if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+       if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
                qglDisable(GL_CULL_FACE);
        if (texture->currentnumlayers)
        {
@@ -2040,15 +2189,62 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                }
                        }
                }
+               if (r_shownormals.integer && !r_showtrispass)
+               {
+                       int j, k;
+                       float v[3];
+                       GL_DepthTest(true);
+                       GL_DepthMask(texture->currentlayers->depthmask);
+                       GL_BlendFunc(texture->currentlayers->blendfunc1, texture->currentlayers->blendfunc2);
+                       memset(&m, 0, sizeof(m));
+                       R_Mesh_State(&m);
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       {
+                               surface = texturesurfacelist[texturesurfaceindex];
+                               RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+                               if (!rsurface_svector3f)
+                               {
+                                       rsurface_svector3f = varray_svector3f;
+                                       rsurface_tvector3f = varray_tvector3f;
+                                       rsurface_normal3f = varray_normal3f;
+                                       Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
+                               }
+                               GL_Color(1, 0, 0, 1);
+                               qglBegin(GL_LINES);
+                               for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++)
+                               {
+                                       VectorCopy(rsurface_vertex3f + k * 3, v);
+                                       qglVertex3f(v[0], v[1], v[2]);
+                                       VectorMA(v, 8, rsurface_svector3f + k * 3, v);
+                                       qglVertex3f(v[0], v[1], v[2]);
+                               }
+                               GL_Color(0, 0, 1, 1);
+                               for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++)
+                               {
+                                       VectorCopy(rsurface_vertex3f + k * 3, v);
+                                       qglVertex3f(v[0], v[1], v[2]);
+                                       VectorMA(v, 8, rsurface_tvector3f + k * 3, v);
+                                       qglVertex3f(v[0], v[1], v[2]);
+                               }
+                               GL_Color(0, 1, 0, 1);
+                               for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++)
+                               {
+                                       VectorCopy(rsurface_vertex3f + k * 3, v);
+                                       qglVertex3f(v[0], v[1], v[2]);
+                                       VectorMA(v, 8, rsurface_normal3f + k * 3, v);
+                                       qglVertex3f(v[0], v[1], v[2]);
+                               }
+                               qglEnd();
+                       }
+               }
        }
-       if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+       if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
                qglEnable(GL_CULL_FACE);
 }
 
-static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2)
+static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
 {
-       const entity_render_t *ent = (entity_render_t *)calldata1;
-       const msurface_t *surface = ent->model->data_surfaces + calldata2;
+       const msurface_t *surface = ent->model->data_surfaces + surfacenumber;
        vec3_t modelorg;
        texture_t *texture;
 
@@ -2079,7 +2275,7 @@ void R_QueueTextureSurfaceList(entity_render_t *ent, texture_t *texture, int tex
                                tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
                                tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
                                Matrix4x4_Transform(&ent->matrix, tempcenter, center);
-                               R_MeshQueue_AddTransparent(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->data_surfaces);
+                               R_MeshQueue_AddTransparent(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_DrawSurface_TransparentCallback, ent, surface - ent->model->data_surfaces, r_shadow_rtlight);
                        }
                }
        }