]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
Serious-Sam style crosshair (an actual sprite in the world, with slight variation...
[xonotic/darkplaces.git] / gl_rmain.c
index 64b0e9b85df044a45684f37323e15fe12c7bf9ad..6c7deedefa65cd364bf325248b2e47cbf4c6cfde 100644 (file)
@@ -8,7 +8,7 @@ of the License, or (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 
 See the GNU General Public License for more details.
 
@@ -21,27 +21,15 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "quakedef.h"
 
-entity_t       r_worldentity;
+entity_render_t        *currentrenderentity;
 
-qboolean       r_cache_thrash;         // compatability
-
-vec3_t         modelorg, r_entorigin;
-entity_t       *currententity;
-
-int                    r_visframecount;        // bumped when going to a new PVS
 int                    r_framecount;           // used for dlight push checking
 
 mplane_t       frustum[4];
 
-int                    c_brush_polys, c_alias_polys, c_light_polys, c_nodes, c_leafs;
-
-qboolean       envmap;                         // true during envmap command capture 
-
-// LordHavoc: moved all code related to particles into r_part.c
-//int                  particletexture;        // little dot for particles
-//int                  playertextures;         // up to 16 color translated skins
+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;
 
-extern qboolean isG200, isRagePro; // LordHavoc: special card hacks
+qboolean       envmap;                         // true during envmap command capture
 
 //
 // view origin
@@ -51,9 +39,6 @@ vec3_t        vpn;
 vec3_t vright;
 vec3_t r_origin;
 
-float  r_world_matrix[16];
-float  r_base_world_matrix[16];
-
 //
 // screen size info
 //
@@ -61,58 +46,114 @@ refdef_t   r_refdef;
 
 mleaf_t                *r_viewleaf, *r_oldviewleaf;
 
-texture_t      *r_notexture_mip;
-
 unsigned short d_lightstylevalue[256]; // 8.8 fraction of base light value
 
+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_waterripple = {CVAR_SAVE, "r_waterripple","0"};
+cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"};
+
+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 r_ser = {CVAR_SAVE, "r_ser", "0"};
+
+cvar_t r_multitexture = {0, "r_multitexture", "1"};
+
+/*
+====================
+R_TimeRefresh_f
+
+For program optimization
+====================
+*/
+qboolean intimerefresh = 0;
+static void R_TimeRefresh_f (void)
+{
+       int                     i;
+       float           start, stop, time;
+
+       intimerefresh = 1;
+       start = 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;
+               CL_UpdateScreen();
+       }
+
+       stop = Sys_DoubleTime ();
+       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;
+       }
 
-void R_MarkLeaves (void);
-
-//cvar_t       r_norefresh = {"r_norefresh","0"};
-cvar_t r_drawentities = {"r_drawentities","1"};
-cvar_t r_drawviewmodel = {"r_drawviewmodel","1"};
-cvar_t r_speeds = {"r_speeds","0"};
-cvar_t r_speeds2 = {"r_speeds2","0"};
-cvar_t r_fullbright = {"r_fullbright","0"};
-//cvar_t       r_lightmap = {"r_lightmap","0"};
-cvar_t r_shadows = {"r_shadows","0"};
-cvar_t r_wateralpha = {"r_wateralpha","1"};
-cvar_t r_dynamic = {"r_dynamic","1"};
-cvar_t r_novis = {"r_novis","0"};
-cvar_t r_waterripple = {"r_waterripple","0"};
-cvar_t r_fullbrights = {"r_fullbrights", "1"};
-
-cvar_t contrast = {"contrast", "1.0", TRUE}; // LordHavoc: a method of operating system independent color correction
-cvar_t brightness = {"brightness", "1.0", TRUE}; // LordHavoc: a method of operating system independent color correction
-cvar_t gl_lightmode = {"gl_lightmode", "1", TRUE}; // LordHavoc: overbright lighting
-//cvar_t       r_dynamicbothsides = {"r_dynamicbothsides", "1"}; // LordHavoc: can disable dynamic lighting of backfaces, but quake maps are weird so it doesn't always work right...
-cvar_t r_farclip = {"r_farclip", "6144"};
-
-cvar_t gl_fogenable = {"gl_fogenable", "0"};
-cvar_t gl_fogdensity = {"gl_fogdensity", "0.25"};
-cvar_t gl_fogred = {"gl_fogred","0.3"};
-cvar_t gl_foggreen = {"gl_foggreen","0.3"};
-cvar_t gl_fogblue = {"gl_fogblue","0.3"};
-cvar_t gl_fogstart = {"gl_fogstart", "0"};
-cvar_t gl_fogend = {"gl_fogend","0"};
-cvar_t glfog = {"glfog", "0"};
-
-extern qboolean isRagePro;
-
-qboolean lighthalf;
+       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;
+}
 
 vec3_t fogcolor;
 vec_t fogdensity;
 float fog_density, fog_red, fog_green, fog_blue;
 qboolean fogenabled;
 qboolean oldgl_fogenable;
-void FOG_framebegin()
+void R_SetupFog(void)
 {
-       if (nehahra)
+       if (gamemode == GAME_NEHAHRA)
        {
-//             if (!Nehahrademcompatibility)
-//                     gl_fogenable.value = 0;
-               if (gl_fogenable.value)
+               if (gl_fogenable.integer)
                {
                        oldgl_fogenable = true;
                        fog_density = gl_fogdensity.value;
@@ -129,64 +170,26 @@ void FOG_framebegin()
                        fog_blue = 0;
                }
        }
-       if (glfog.value)
+       if (fog_density)
        {
-               if (!r_render.value)
-                       return;
-               if(fog_density)
-               {
-                       // LordHavoc: Borland C++ 5.0 was choking on this line, stupid compiler...
-                       //GLfloat colors[4] = {(GLfloat) gl_fogred.value, (GLfloat) gl_foggreen.value, (GLfloat) gl_fogblue.value, (GLfloat) 1};
-                       GLfloat colors[4];
-                       colors[0] = fog_red;
-                       colors[1] = fog_green;
-                       colors[2] = fog_blue;
-                       colors[3] = 1;
-                       if (lighthalf)
-                       {
-                               colors[0] *= 0.5f;
-                               colors[1] *= 0.5f;
-                               colors[2] *= 0.5f;
-                       }
-
-                       glFogi (GL_FOG_MODE, GL_EXP2);
-                       glFogf (GL_FOG_DENSITY, (GLfloat) fog_density / 100); 
-                       glFogfv (GL_FOG_COLOR, colors);
-                       glEnable (GL_FOG);
-               }
-               else
-                       glDisable(GL_FOG);
+               fogcolor[0] = fog_red   = bound(0.0f, fog_red  , 1.0f);
+               fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
+               fogcolor[2] = fog_blue  = bound(0.0f, fog_blue , 1.0f);
        }
-       else
+       if (fog_density)
        {
-               if (fog_density)
-               {
-                       fogenabled = true;
-                       fogdensity = -4000.0f / (fog_density * fog_density);
-                       fogcolor[0] = fog_red   = bound(0.0f, fog_red  , 1.0f);
-                       fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
-                       fogcolor[2] = fog_blue  = bound(0.0f, fog_blue , 1.0f);
-                       if (lighthalf)
-                       {
-                               fogcolor[0] *= 0.5f;
-                               fogcolor[1] *= 0.5f;
-                               fogcolor[2] *= 0.5f;
-                       }
-               }
-               else
-                       fogenabled = false;
+               fogenabled = true;
+               fogdensity = -4000.0f / (fog_density * fog_density);
+               // fog color was already set
        }
+       else
+               fogenabled = false;
 }
 
-void FOG_frameend()
-{
-       if (glfog.value)
-               glDisable(GL_FOG);
-}
-
-void FOG_clear()
+// FIXME: move this to client?
+void FOG_clear(void)
 {
-       if (nehahra)
+       if (gamemode == GAME_NEHAHRA)
        {
                Cvar_Set("gl_fogenable", "0");
                Cvar_Set("gl_fogdensity", "0.2");
@@ -197,313 +200,228 @@ void FOG_clear()
        fog_density = fog_red = fog_green = fog_blue = 0.0f;
 }
 
-void FOG_registercvars()
+// FIXME: move this to client?
+void FOG_registercvars(void)
 {
-       Cvar_RegisterVariable (&glfog);
-       if (nehahra)
+       if (gamemode == GAME_NEHAHRA)
        {
                Cvar_RegisterVariable (&gl_fogenable);
                Cvar_RegisterVariable (&gl_fogdensity);
                Cvar_RegisterVariable (&gl_fogred);
-               Cvar_RegisterVariable (&gl_foggreen); 
+               Cvar_RegisterVariable (&gl_foggreen);
                Cvar_RegisterVariable (&gl_fogblue);
                Cvar_RegisterVariable (&gl_fogstart);
                Cvar_RegisterVariable (&gl_fogend);
        }
 }
 
-void glmain_start()
+void gl_main_start(void)
 {
 }
 
-void glmain_shutdown()
+void gl_main_shutdown(void)
 {
 }
 
-void GL_Main_Init()
+void gl_main_newmap(void)
 {
+       r_framecount = 1;
+}
+
+void GL_Main_Init(void)
+{
+// FIXME: move this to client?
        FOG_registercvars();
-       Cvar_RegisterVariable (&r_speeds2);
-       Cvar_RegisterVariable (&contrast);
-       Cvar_RegisterVariable (&brightness);
-       Cvar_RegisterVariable (&gl_lightmode);
-//     Cvar_RegisterVariable (&r_dynamicwater);
-//     Cvar_RegisterVariable (&r_dynamicbothsides);
+       Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
+       Cvar_RegisterVariable (&r_drawentities);
+       Cvar_RegisterVariable (&r_drawviewmodel);
+       Cvar_RegisterVariable (&r_speeds);
        Cvar_RegisterVariable (&r_fullbrights);
-       if (nehahra)
-               Cvar_SetValue("r_fullbrights", 0);
-//     if (gl_vendor && strstr(gl_vendor, "3Dfx"))
-//             gl_lightmode.value = 0;
+       Cvar_RegisterVariable (&r_wateralpha);
+       Cvar_RegisterVariable (&r_dynamic);
+       Cvar_RegisterVariable (&r_waterripple);
        Cvar_RegisterVariable (&r_fullbright);
-       R_RegisterModule("GL_Main", glmain_start, glmain_shutdown);
+       Cvar_RegisterVariable (&r_ser);
+       Cvar_RegisterVariable (&r_multitexture);
+       if (gamemode == GAME_NEHAHRA)
+               Cvar_SetValue("r_fullbrights", 0);
+       R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
 }
 
-extern void GL_Draw_Init();
-extern void GL_Main_Init();
-extern void GL_Models_Init();
-extern void GL_Poly_Init();
-extern void GL_Surf_Init();
-extern void GL_Screen_Init();
-extern void GL_Misc_Init();
-extern void R_Crosshairs_Init();
-extern void R_Light_Init();
-extern void R_Particles_Init();
-
-void Render_Init()
+/*
+===============
+R_NewMap
+===============
+*/
+void CL_ParseEntityLump(char *entitystring);
+void R_NewMap (void)
 {
-       R_ShutdownModules();
+       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();
+}
+
+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 GL_Models_Init(void);
+extern void R_Sky_Init(void);
+extern void GL_Surf_Init(void);
+extern void R_Crosshairs_Init(void);
+extern void R_Light_Init(void);
+extern void R_Particles_Init(void);
+extern void R_Explosion_Init(void);
+extern void R_Clip_Init(void);
+extern void ui_init(void);
+extern void gl_backend_init(void);
+
+void Render_Init(void)
+{
+       R_Modules_Shutdown();
+       R_Textures_Init();
+       Mod_RenderInit();
+       gl_backend_init();
+       R_Clip_Init();
        GL_Draw_Init();
        GL_Main_Init();
        GL_Models_Init();
-       GL_Poly_Init();
+       R_Sky_Init();
        GL_Surf_Init();
-       GL_Screen_Init();
-       GL_Misc_Init();
        R_Crosshairs_Init();
        R_Light_Init();
        R_Particles_Init();
-       R_StartModules();
+       R_Explosion_Init();
+       ui_init();
+       R_Modules_Start();
 }
 
 /*
-void R_RotateForEntity (entity_t *e)
-{
-       glTranslatef (e->origin[0],  e->origin[1],  e->origin[2]);
-
-       glRotatef (e->angles[1],  0, 0, 1);
-       glRotatef (-e->angles[0],  0, 1, 0);
-       glRotatef (e->angles[2],  1, 0, 0);
-
-       glScalef (e->scale, e->scale, e->scale); // LordHavoc: model scale
-}
+===============
+GL_Init
+===============
 */
+extern char *ENGINE_EXTENSIONS;
+void GL_Init (void)
+{
+       gl_vendor = glGetString (GL_VENDOR);
+       Con_Printf ("GL_VENDOR: %s\n", gl_vendor);
+       gl_renderer = glGetString (GL_RENDERER);
+       Con_Printf ("GL_RENDERER: %s\n", gl_renderer);
 
-// LordHavoc: if not for the fact BRIGHTFIELD particles require this, it would be removed...
-#define NUMVERTEXNORMALS       162
-
-float  r_avertexnormals[NUMVERTEXNORMALS][3] = {
-#include "anorms.h"
-};
+       gl_version = glGetString (GL_VERSION);
+       Con_Printf ("GL_VERSION: %s\n", gl_version);
+       gl_extensions = glGetString (GL_EXTENSIONS);
+       Con_Printf ("GL_EXTENSIONS: %s\n", gl_extensions);
 
-// LordHavoc: moved this shading stuff up because the sprites need shading stuff
-vec3_t shadevector;
-vec3_t shadecolor;
+       VID_CheckExtensions();
 
-float  modelalpha;
+       // LordHavoc: report supported extensions
+       Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
 
-extern void R_LightPoint (vec3_t color, vec3_t p);
-extern void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
-extern void R_DynamicLightPointNoMask(vec3_t color, vec3_t org);
+       qglCullFace(GL_FRONT);
+       qglEnable(GL_TEXTURE_2D);
+}
 
-/*
-=============================================================
 
-  SPRITE MODELS
+//==================================================================================
 
-=============================================================
-*/
+void R_Entity_Callback(void *data, void *junk)
+{
+       ((entity_render_t *)data)->visframe = r_framecount;
+}
 
-/*
-================
-R_GetSpriteFrame
-================
-*/
-void R_GetSpriteFrame (entity_t *currententity, mspriteframe_t **oldframe, mspriteframe_t **newframe, float *framelerp)
+static void R_MarkEntities (void)
 {
-       msprite_t               *psprite;
-       mspritegroup_t  *pspritegroup;
-       int                             i, j, numframes, frame;
-       float                   *pintervals, fullinterval, targettime, time, jtime, jinterval;
+       int             i;
+       vec3_t  v;
 
-       psprite = currententity->model->cache.data;
-       frame = currententity->frame;
+       if (!r_drawentities.integer)
+               return;
 
-       if ((frame >= psprite->numframes) || (frame < 0))
+       for (i = 0;i < r_refdef.numentities;i++)
        {
-               Con_Printf ("R_DrawSprite: no such frame %d\n", frame);
-               frame = 0;
-       }
+               currentrenderentity = r_refdef.entities[i];
+               Mod_CheckLoaded(currentrenderentity->model);
 
-       if (psprite->frames[frame].type == SPR_SINGLE)
-       {
-               if (currententity->draw_lastmodel == currententity->model && currententity->draw_lerpstart < cl.time)
+               // move view-relative models to where they should be
+               if (currentrenderentity->flags & RENDER_VIEWMODEL)
                {
-                       if (frame != currententity->draw_pose)
-                       {
-                               currententity->draw_lastpose = currententity->draw_pose;
-                               currententity->draw_pose = frame;
-                               currententity->draw_lerpstart = cl.time;
-                               *framelerp = 0;
-                       }
-                       else
-                               *framelerp = (cl.time - currententity->draw_lerpstart) * 10.0;
+                       // remove flag so it will not be repeated incase RelinkEntities is not called again for a while
+                       currentrenderentity->flags -= RENDER_VIEWMODEL;
+                       // transform origin
+                       VectorCopy(currentrenderentity->origin, v);
+                       currentrenderentity->origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0];
+                       currentrenderentity->origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1];
+                       currentrenderentity->origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2];
+                       // adjust angles
+                       VectorAdd(currentrenderentity->angles, r_refdef.viewangles, currentrenderentity->angles);
                }
-               else // uninitialized
+
+               if (currentrenderentity->angles[0] || currentrenderentity->angles[2])
                {
-                       currententity->draw_lastmodel = currententity->model;
-                       currententity->draw_lastpose = currententity->draw_pose = frame;
-                       currententity->draw_lerpstart = cl.time;
-                       *framelerp = 0;
+                       VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->rotatedmins, currentrenderentity->mins);
+                       VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->rotatedmaxs, currentrenderentity->maxs);
                }
-               *oldframe = psprite->frames[currententity->draw_lastpose].frameptr;
-               *newframe = psprite->frames[frame].frameptr;
-       }
-       else
-       {
-               pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
-               pintervals = pspritegroup->intervals;
-               numframes = pspritegroup->numframes;
-               fullinterval = pintervals[numframes-1];
-
-               time = cl.time + currententity->syncbase;
-
-       // when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
-       // are positive, so we don't have to worry about division by 0
-               targettime = time - ((int)(time / fullinterval)) * fullinterval;
-
-               // LordHavoc: since I can't measure the time properly when it loops from numframes-1 to 0,
-               //            I instead measure the time of the first frame, hoping it is consistent
-               j = numframes-1;jtime = 0;jinterval = pintervals[1] - pintervals[0];
-               for (i=0 ; i<(numframes-1) ; i++)
+               else if (currentrenderentity->angles[1])
                {
-                       if (pintervals[i] > targettime)
-                               break;
-                       j = i;jinterval = pintervals[i] - jtime;jtime = pintervals[i];
+                       VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->yawmins, currentrenderentity->mins);
+                       VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->yawmaxs, currentrenderentity->maxs);
                }
-               *framelerp = (targettime - jtime) / jinterval;
-
-               *oldframe = pspritegroup->frames[j];
-               *newframe = pspritegroup->frames[i];
-       }
-}
-
-void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, int red, int green, int blue, int alpha)
-{
-       // LordHavoc: rewrote this to use the transparent poly system
-       transpolybegin(frame->gl_texturenum, 0, frame->gl_fogtexturenum, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
-       transpolyvert(origin[0] + frame->down * up[0] + frame->left * right[0], origin[1] + frame->down * up[1] + frame->left * right[1], origin[2] + frame->down * up[2] + frame->left * right[2], 0, 1, red, green, blue, alpha);
-       transpolyvert(origin[0] + frame->up * up[0] + frame->left * right[0], origin[1] + frame->up * up[1] + frame->left * right[1], origin[2] + frame->up * up[2] + frame->left * right[2], 0, 0, red, green, blue, alpha);
-       transpolyvert(origin[0] + frame->up * up[0] + frame->right * right[0], origin[1] + frame->up * up[1] + frame->right * right[1], origin[2] + frame->up * up[2] + frame->right * right[2], 1, 0, red, green, blue, alpha);
-       transpolyvert(origin[0] + frame->down * up[0] + frame->right * right[0], origin[1] + frame->down * up[1] + frame->right * right[1], origin[2] + frame->down * up[2] + frame->right * right[2], 1, 1, red, green, blue, alpha);
-       transpolyend();
-}
-
-extern qboolean isG200, isRagePro, lighthalf;
-
-/*
-=================
-R_DrawSpriteModel
-
-=================
-*/
-void R_DrawSpriteModel (entity_t *e)
-{
-       mspriteframe_t  *oldframe, *newframe;
-       float           *up, *right, lerp, ilerp;
-       vec3_t          v_forward, v_right, v_up, org;
-       msprite_t               *psprite;
-
-       // don't even bother culling, because it's just a single
-       // polygon without a surface cache
-       R_GetSpriteFrame (e, &oldframe, &newframe, &lerp);
-       if (lerp < 0) lerp = 0;
-       if (lerp > 1) lerp = 1;
-       if (isRagePro) // LordHavoc: no alpha scaling supported on per pixel alpha images on ATI Rage Pro... ACK!
-               lerp = 1;
-       ilerp = 1.0 - lerp;
-       psprite = e->model->cache.data;
-
-       if (psprite->type == SPR_ORIENTED)
-       {       // bullet marks on walls
-               AngleVectors (e->angles, v_forward, v_right, v_up);
-               up = v_up;
-               right = v_right;
-               VectorSubtract(e->origin, vpn, org);
-       }
-       else
-       {       // normal sprite
-               up = vup;
-               right = vright;
-               VectorCopy(e->origin, org);
-       }
-       if (e->scale != 1)
-       {
-               VectorScale(up, e->scale, up);
-               VectorScale(right, e->scale, right);
-       }
+               else
+               {
+                       VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->normalmins, currentrenderentity->mins);
+                       VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->normalmaxs, currentrenderentity->maxs);
+               }
+               if (R_VisibleCullBox(currentrenderentity->mins, currentrenderentity->maxs))
+                       continue;
 
-       if (e->model->flags & EF_FULLBRIGHT || e->effects & EF_FULLBRIGHT)
-       {
-               shadecolor[0] = e->colormod[0] * 255;
-               shadecolor[1] = e->colormod[1] * 255;
-               shadecolor[2] = e->colormod[2] * 255;
-       }
-       else
-       {
-               R_LightPoint (shadecolor, e->origin);
-               R_DynamicLightPointNoMask(shadecolor, e->origin);
+               R_LerpAnimation(currentrenderentity);
+               if (r_ser.integer)
+                       currentrenderentity->model->SERAddEntity();
+               else
+                       currentrenderentity->visframe = r_framecount;
        }
-
-       // LordHavoc: interpolated sprite rendering
-       if (ilerp != 0)
-               GL_DrawSpriteImage(oldframe, org, up, right, shadecolor[0],shadecolor[1],shadecolor[2],e->alpha*255*ilerp);
-       if (lerp != 0)
-               GL_DrawSpriteImage(newframe, org, up, right, shadecolor[0],shadecolor[1],shadecolor[2],e->alpha*255*lerp);
 }
 
-//==================================================================================
-
-void R_DrawBrushModel (entity_t *e);
-
-/*
-=============
-R_DrawEntitiesOnList
-=============
-*/
-// LordHavoc: split so bmodels are rendered before any other objects
-void R_DrawEntitiesOnList1 (void)
+// only used if skyrendermasked, and normally returns false
+int R_DrawBModelSky (void)
 {
-       int             i;
+       int             i, sky = false;
 
-       if (!r_drawentities.value)
-               return;
+       if (!r_drawentities.integer)
+               return false;
 
-       for (i=0 ; i<cl_numvisedicts ; i++)
+       for (i = 0;i < r_refdef.numentities;i++)
        {
-               if (cl_visedicts[i]->model->type != mod_brush)
-                       continue;
-               currententity = cl_visedicts[i];
-               modelalpha = currententity->alpha;
-
-               R_DrawBrushModel (currententity);
+               currentrenderentity = r_refdef.entities[i];
+               if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->DrawSky)
+               {
+                       currentrenderentity->model->DrawSky();
+                       sky = true;
+               }
        }
+       return sky;
 }
 
-void R_DrawEntitiesOnList2 (void)
+void R_DrawModels (void)
 {
        int             i;
 
-       if (!r_drawentities.value)
+       if (!r_drawentities.integer)
                return;
 
-       for (i=0 ; i<cl_numvisedicts ; i++)
+       for (i = 0;i < r_refdef.numentities;i++)
        {
-               currententity = cl_visedicts[i];
-               modelalpha = currententity->alpha;
-
-               switch (currententity->model->type)
-               {
-               case mod_alias:
-                       R_DrawAliasModel (currententity, true, modelalpha, currententity->model, currententity->frame, currententity->skinnum, currententity->origin, currententity->effects, currententity->model->flags, currententity->colormap);
-                       break;
-
-               case mod_sprite:
-                       R_DrawSpriteModel (currententity);
-                       break;
-
-               default:
-                       break;
-               }
+               currentrenderentity = r_refdef.entities[i];
+               if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->Draw)
+                       currentrenderentity->model->Draw();
        }
 }
 
@@ -514,78 +432,60 @@ R_DrawViewModel
 */
 void R_DrawViewModel (void)
 {
-       if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.model)
+       // FIXME: move these checks to client
+       if (!r_drawviewmodel.integer || chase_active.integer || envmap || !r_drawentities.integer || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model)
                return;
 
-       currententity = &cl.viewent;
-       currententity->alpha = modelalpha = cl_entities[cl.viewentity].alpha; // LordHavoc: if the player is transparent, so is his gun
-       currententity->effects = cl_entities[cl.viewentity].effects;
-       currententity->scale = 1;
-       VectorCopy(cl_entities[cl.viewentity].colormod, currententity->colormod);
+       currentrenderentity = &cl.viewent.render;
+       Mod_CheckLoaded(currentrenderentity->model);
 
-       // hack the depth range to prevent view model from poking into walls
-       glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
-       R_DrawAliasModel (currententity, FALSE, modelalpha, currententity->model, currententity->frame, currententity->skinnum, currententity->origin, currententity->effects, currententity->model->flags, currententity->colormap);
-       glDepthRange (gldepthmin, gldepthmax);
-}
-
-void R_DrawBrushModel (entity_t *e);
+       R_LerpAnimation(currentrenderentity);
 
-void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
+       currentrenderentity->model->Draw();
+}
 
-void R_SetFrustum (void)
+static void R_SetFrustum (void)
 {
        int             i;
 
-       if (r_refdef.fov_x == 90) 
-       {
-               // front side is visible
+       // 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 ) );
 
-               VectorAdd (vpn, vright, frustum[0].normal);
-               VectorSubtract (vpn, vright, frustum[1].normal);
-
-               VectorAdd (vpn, vup, frustum[2].normal);
-               VectorSubtract (vpn, vup, frustum[3].normal);
-       }
-       else
-       {
-               // 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);
-//             frustum[i].signbits = SignbitsForPlane (&frustum[i]);
-               BoxOnPlaneSideClassify(&frustum[i]);
+               PlaneClassify(&frustum[i]);
        }
 }
 
-void R_AnimateLight (void);
-void V_CalcBlend (void);
-
 /*
 ===============
 R_SetupFrame
 ===============
 */
-void R_SetupFrame (void)
+static void R_SetupFrame (void)
 {
 // don't allow cheats in multiplayer
        if (cl.maxclients > 1)
        {
-               Cvar_Set ("r_fullbright", "0");
-               Cvar_Set ("r_ambient", "0");
+               if (r_fullbright.integer != 0)
+                       Cvar_Set ("r_fullbright", "0");
+               if (r_ambient.value != 0)
+                       Cvar_Set ("r_ambient", "0");
        }
-
-       R_AnimateLight ();
+       if (r_multitexture.integer && gl_textureunits < 2)
+               Cvar_SetValue("r_multitexture", 0);
 
        r_framecount++;
 
@@ -598,284 +498,150 @@ void R_SetupFrame (void)
        r_oldviewleaf = r_viewleaf;
        r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
 
-       V_SetContentsColor (r_viewleaf->contents);
-       V_CalcBlend ();
-
-       r_cache_thrash = false;
-
-       c_brush_polys = 0;
-       c_alias_polys = 0;
-       c_light_polys = 0;
-       c_nodes = 0;
-       c_leafs = 0;
-
+       R_AnimateLight ();
 }
 
 
-void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
-{
-   GLdouble xmin, xmax, ymin, ymax;
+static int blendviewpolyindex[3] = {0, 1, 2};
 
-   ymax = zNear * tan( fovy * M_PI / 360.0 );
-   ymin = -ymax;
+static void R_BlendView(void)
+{
+       rmeshinfo_t m;
+       float tvxyz[3][4], r;
 
-   xmin = ymin * aspect;
-   xmax = ymax * aspect;
+       if (r_refdef.viewblend[3] < 0.01f)
+               return;
 
-   glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
+       memset(&m, 0, sizeof(m));
+       m.transparent = false;
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       m.depthdisable = true; // magic
+       m.numtriangles = 1;
+       m.numverts = 3;
+       m.index = blendviewpolyindex;
+       m.vertex = &tvxyz[0][0];
+       m.vertexstep = sizeof(float[4]);
+       m.cr = r_refdef.viewblend[0];
+       m.cg = r_refdef.viewblend[1];
+       m.cb = r_refdef.viewblend[2];
+       m.ca = r_refdef.viewblend[3];
+       r = 64000;
+       tvxyz[0][0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r;
+       tvxyz[0][1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r;
+       tvxyz[0][2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r;
+       r *= 3;
+       tvxyz[1][0] = tvxyz[0][0] + vup[0] * r;
+       tvxyz[1][1] = tvxyz[0][1] + vup[1] * r;
+       tvxyz[1][2] = tvxyz[0][2] + vup[2] * r;
+       tvxyz[2][0] = tvxyz[0][0] + vright[0] * r;
+       tvxyz[2][1] = tvxyz[0][1] + vright[1] * r;
+       tvxyz[2][2] = tvxyz[0][2] + vright[2] * r;
+       R_Mesh_Draw(&m);
 }
 
-
-extern char skyname[];
-
 /*
-=============
-R_SetupGL
-=============
+================
+R_RenderView
+
+r_refdef must be set before the first call
+================
 */
-void R_SetupGL (void)
+void R_RenderView (void)
 {
-       float   screenaspect;
-       extern  int glwidth, glheight;
-       int             x, x2, y2, y, w, h;
+       if (!cl.worldmodel)
+               return; //Host_Error ("R_RenderView: NULL worldmodel");
 
-       if (!r_render.value)
-               return;
-       //
-       // set up viewpoint
-       //
-       glMatrixMode(GL_PROJECTION);
-    glLoadIdentity ();
-       x = r_refdef.vrect.x * glwidth/vid.width;
-       x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width;
-       y = (vid.height-r_refdef.vrect.y) * glheight/vid.height;
-       y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/vid.height;
-
-       // fudge around because of frac screen scale
-       if (x > 0)
-               x--;
-       if (x2 < glwidth)
-               x2++;
-       if (y2 < 0)
-               y2--;
-       if (y < glheight)
-               y++;
-
-       w = x2 - x;
-       h = y - y2;
-
-       if (envmap)
-       {
-               x = y2 = 0;
-               w = h = 256;
-       }
-
-       glViewport (glx + x, gly + y2, w, h);
-    screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
-//     yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
-//     if (skyname[0]) // skybox enabled?
-//             MYgluPerspective (r_refdef.fov_y,  screenaspect,  4,  r_skyboxsize.value*1.732050807569 + 256); // this is size*sqrt(3) + 256
-//     else
-               MYgluPerspective (r_refdef.fov_y,  screenaspect,  4,  r_farclip.value);
-
-       glCullFace(GL_FRONT);
-
-       glMatrixMode(GL_MODELVIEW);
-    glLoadIdentity ();
-
-    glRotatef (-90,  1, 0, 0);     // put Z going up
-    glRotatef (90,  0, 0, 1);      // put Z going up
-    glRotatef (-r_refdef.viewangles[2],  1, 0, 0);
-    glRotatef (-r_refdef.viewangles[0],  0, 1, 0);
-    glRotatef (-r_refdef.viewangles[1],  0, 0, 1);
-    glTranslatef (-r_refdef.vieworg[0],  -r_refdef.vieworg[1],  -r_refdef.vieworg[2]);
-
-       glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
-
-       //
-       // set drawing parms
-       //
-//     if (gl_cull.value)
-               glEnable(GL_CULL_FACE);
-//     else
-//             glDisable(GL_CULL_FACE);
-
-       glEnable(GL_BLEND); // was Disable
-       glDisable(GL_ALPHA_TEST);
-       glAlphaFunc(GL_GREATER, 0.5);
-       glEnable(GL_DEPTH_TEST);
-       glDepthMask(1);
-       glShadeModel(GL_SMOOTH);
-}
+       // FIXME: move to client
+       R_MoveExplosions();
+       R_TimeReport("mexplosion");
 
-void R_DrawWorld (void);
-//void R_RenderDlights (void);
-void R_DrawParticles (void);
+       R_SetupFrame();
+       R_SetFrustum();
+       R_SetupFog();
+       R_SkyStartFrame();
+       if (r_ser.integer)
+               R_Clip_StartFrame();
+       R_BuildLightList();
 
-/*
-=============
-R_Clear
-=============
-*/
-void R_Clear (void)
-{
-       if (!r_render.value)
-               return;
-//     glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
-       gldepthmin = 0;
-       gldepthmax = 1;
-       glDepthFunc (GL_LEQUAL);
+       R_Mesh_Start();
 
-       glDepthRange (gldepthmin, gldepthmax);
-}
+       R_TimeReport("setup");
 
-// LordHavoc: my trick to *FIX* GLQuake lighting once and for all :)
-void GL_Brighten()
-{
-       if (!r_render.value)
-               return;
-       glMatrixMode(GL_PROJECTION);
-    glLoadIdentity ();
-       glOrtho  (0, vid.width, vid.height, 0, -99999, 99999);
-       glMatrixMode(GL_MODELVIEW);
-    glLoadIdentity ();
-       glDisable (GL_DEPTH_TEST);
-       glDisable (GL_CULL_FACE);
-       glDisable(GL_TEXTURE_2D);
-       glEnable(GL_BLEND);
-       glBlendFunc (GL_DST_COLOR, GL_ONE);
-       glBegin (GL_TRIANGLES);
-       glColor3f (1, 1, 1);
-       glVertex2f (-5000, -5000);
-       glVertex2f (10000, -5000);
-       glVertex2f (-5000, 10000);
-       glEnd ();
-       glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       glDisable(GL_BLEND);
-       glEnable(GL_TEXTURE_2D);
-       glEnable (GL_DEPTH_TEST);
-       glEnable (GL_CULL_FACE);
-}
+       R_DrawWorld();
+       R_TimeReport("worldnode");
 
-extern cvar_t contrast;
-extern cvar_t brightness;
-extern cvar_t gl_lightmode;
+       R_MarkEntities();
+       R_TimeReport("markentity");
 
-void GL_BlendView()
-{
-       if (!r_render.value)
-               return;
-       glMatrixMode(GL_PROJECTION);
-    glLoadIdentity ();
-       glOrtho  (0, vid.width, vid.height, 0, -99999, 99999);
-       glMatrixMode(GL_MODELVIEW);
-    glLoadIdentity ();
-       glDisable (GL_DEPTH_TEST);
-       glDisable (GL_CULL_FACE);
-       glDisable(GL_TEXTURE_2D);
-       glEnable(GL_BLEND);
-       if (lighthalf)
+       if (r_ser.integer)
        {
-               glBlendFunc (GL_DST_COLOR, GL_ONE);
-               glBegin (GL_TRIANGLES);
-               glColor3f (1, 1, 1);
-               glVertex2f (-5000, -5000);
-               glVertex2f (10000, -5000);
-               glVertex2f (-5000, 10000);
-               glEnd ();
-       }
-       glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       contrast.value = bound(0.2, contrast.value, 1.0);
-       if (/*gl_polyblend.value && */v_blend[3])
-       {
-               glBegin (GL_TRIANGLES);
-               glColor4fv (v_blend);
-               glVertex2f (-5000, -5000);
-               glVertex2f (10000, -5000);
-               glVertex2f (-5000, 10000);
-               glEnd ();
+               R_Clip_EndFrame();
+               R_TimeReport("hiddensurf");
        }
 
-       glEnable (GL_CULL_FACE);
-       glEnable (GL_DEPTH_TEST);
-       glDisable(GL_BLEND);
-       glEnable(GL_TEXTURE_2D);
-}
+       R_MarkWorldLights();
+       R_TimeReport("marklights");
 
-#define TIMEREPORT(DESC) \
-       if (r_speeds2.value)\
-       {\
-               temptime = -currtime;\
-               currtime = Sys_FloatTime();\
-               temptime += currtime;\
-               Con_Printf(DESC " %.4fms ", temptime * 1000.0);\
+       if (skyrendermasked)
+       {
+               if (R_DrawBModelSky())
+                       R_TimeReport("bmodelsky");
+       }
+       else
+       {
+               R_DrawViewModel();
+               R_TimeReport("viewmodel");
        }
 
-/*
-================
-R_RenderView
-
-r_refdef must be set before the first call
-================
-*/
-extern qboolean intimerefresh;
-extern qboolean skyisvisible;
-extern void R_Sky();
-extern void UploadLightmaps();
-void R_RenderView (void)
-{
-//     double currtime, temptime;
-//     if (r_norefresh.value)
-//             return;
-
-       if (!r_worldentity.model || !cl.worldmodel)
-               Sys_Error ("R_RenderView: NULL worldmodel");
+       R_SetupForWorldRendering();
+       R_PrepareSurfaces();
+       R_TimeReport("surfprep");
 
-       lighthalf = gl_lightmode.value;
+       R_DrawSurfaces(SHADERSTAGE_SKY);
+       R_DrawSurfaces(SHADERSTAGE_NORMAL);
+       R_TimeReport("surfdraw");
 
-       FOG_framebegin();
+       if (r_drawportals.integer)
+       {
+               R_DrawPortals();
+               R_TimeReport("portals");
+       }
 
-//     if (r_speeds2.value)
-//     {
-//             currtime = Sys_FloatTime();
-//             Con_Printf("render time: ");
-//     }
-       R_Clear();
-//     TIMEREPORT("R_Clear")
+       // don't let sound skip if going slow
+       if (!intimerefresh && !r_speeds.integer)
+               S_ExtraUpdate ();
 
-       // render normal view
+       if (skyrendermasked)
+       {
+               R_DrawViewModel();
+               R_TimeReport("viewmodel");
+       }
 
-       R_SetupFrame ();
-       R_SetFrustum ();
-       R_SetupGL ();
+       R_DrawModels();
+       R_TimeReport("models");
 
-       skypolyclear();
-       wallpolyclear();
-       transpolyclear();
-       skyisvisible = false;
+       R_DrawParticles();
+       R_TimeReport("particles");
 
-       R_MarkLeaves ();        // done here so we know if we're in water
-       R_DrawWorld ();         // adds static entities to the list
-       if (!intimerefresh)
-               S_ExtraUpdate ();       // don't let sound get messed up if going slow
-       R_DrawEntitiesOnList1 (); // BSP models
+       R_DrawExplosions();
+       R_TimeReport("explosions");
 
-       skypolyrender(); // fogged sky polys, affects depth
-       if (skyname[0] && skyisvisible && !fogenabled)
-               R_Sky(); // does not affect depth, draws over the sky polys
+       // draw transparent meshs
+       R_Mesh_AddTransparent();
+       R_TimeReport("addtrans");
 
-       UploadLightmaps();
-       wallpolyrender();
+       R_DrawCoronas();
+       R_TimeReport("coronas");
 
-       R_DrawEntitiesOnList2 (); // other models
-//     R_RenderDlights ();
-       R_DrawViewModel ();
-       R_DrawParticles ();
+       R_BlendView();
+       R_TimeReport("blendview");
 
-       transpolyrender();
+       R_DrawCrosshair();
+       R_TimeReport("crosshair");
 
-       FOG_frameend();
-       GL_BlendView();
-//     if (r_speeds2.value)
-//             Con_Printf("\n");
+       // render any queued meshs
+       R_Mesh_Finish();
+       R_TimeReport("meshfinish");
 }
+