]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
added a firstvertex parameter to R_Mesh_DrawMesh
[xonotic/darkplaces.git] / gl_rmain.c
index fcc9f67184eb664ee13733d73e0e44fc6e5270c4..6cac87e5e8dd6cdab416ad746a85ad8cc089e5e1 100644 (file)
@@ -20,6 +20,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 // r_main.c
 
 #include "quakedef.h"
+#include "r_shadow.h"
 
 // used for dlight push checking and other things
 int r_framecount;
@@ -28,18 +29,41 @@ mplane_t frustum[4];
 
 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;
+int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights, c_meshs, c_meshelements, c_rt_lights, c_rt_clears, c_rt_scissored, c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris, c_rtcached_shadowmeshes, c_rtcached_shadowtris, c_bloom, c_bloomcopies, c_bloomcopypixels, c_bloomdraws, c_bloomdrawpixels;
 
 // true during envmap command capture
 qboolean envmap;
 
+// maximum visible distance (recalculated from world box each frame)
 float r_farclip;
+// brightness of world lightmaps and related lighting
+// (often reduced when world rtlights are enabled)
+float r_lightmapintensity;
+// whether to draw world lights realtime, dlights realtime, and their shadows
+qboolean r_rtworld;
+qboolean r_rtworldshadows;
+qboolean r_rtdlight;
+qboolean r_rtdlightshadows;
+
+
+// forces all rendering to draw triangle outlines
+int r_showtrispass;
 
 // 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;
+int r_view_x;
+int r_view_y;
+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;
 
 //
 // screen size info
@@ -49,15 +73,15 @@ refdef_t r_refdef;
 // 8.8 fraction of base light value
 unsigned short d_lightstylevalue[256];
 
+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_shadows = {CVAR_SAVE, "r_shadows", "1"};
-cvar_t r_staticworldlights = {0, "r_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_drawcollisionbrushes = {0, "r_drawcollisionbrushes", "0"};
 
 cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"};
@@ -69,6 +93,24 @@ 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"};
+
+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"};
+rtexturepool_t *r_main_texturepool;
+rtexture_t *r_bloom_texture_screen;
+rtexture_t *r_bloom_texture_bloom;
+rtexture_t *r_texture_blanknormalmap;
+rtexture_t *r_texture_white;
+rtexture_t *r_texture_black;
+rtexture_t *r_texture_notexture;
+
 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
 {
        int i;
@@ -96,41 +138,12 @@ void R_FillColors(float *out, int verts, float r, float g, float b, float a)
        }
 }
 
-/*
-====================
-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);
-}
-
 vec3_t fogcolor;
 vec_t fogdensity;
 float fog_density, fog_red, fog_green, fog_blue;
 qboolean fogenabled;
 qboolean oldgl_fogenable;
-void R_SetupFog(void)
+void R_UpdateFog(void)
 {
        if (gamemode == GAME_NEHAHRA)
        {
@@ -198,18 +211,85 @@ void FOG_registercvars(void)
 
 void gl_main_start(void)
 {
+       int x, y;
+       qbyte pix[16][16][4];
+       qbyte data[4];
+       r_main_texturepool = R_AllocTexturePool();
+       r_bloom_texture_screen = NULL;
+       r_bloom_texture_bloom = NULL;
+       data[0] = 128; // normal X
+       data[1] = 128; // normal Y
+       data[2] = 255; // normal Z
+       data[3] = 128; // height
+       r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+       data[0] = 255;
+       data[1] = 255;
+       data[2] = 255;
+       data[3] = 255;
+       r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+       data[0] = 0;
+       data[1] = 0;
+       data[2] = 0;
+       data[3] = 255;
+       r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+       // this makes a light grey/dark grey checkerboard texture
+       for (y = 0;y < 16;y++)
+       {
+               for (x = 0;x < 16;x++)
+               {
+                       if ((y < 8) ^ (x < 8))
+                       {
+                               pix[y][x][0] = 128;
+                               pix[y][x][1] = 128;
+                               pix[y][x][2] = 128;
+                               pix[y][x][3] = 255;
+                       }
+                       else
+                       {
+                               pix[y][x][0] = 64;
+                               pix[y][x][1] = 64;
+                               pix[y][x][2] = 64;
+                               pix[y][x][3] = 255;
+                       }
+               }
+       }
+       r_texture_notexture = R_LoadTexture2D(mod_shared_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
 }
 
 void gl_main_shutdown(void)
 {
+       R_FreeTexturePool(&r_main_texturepool);
+       r_bloom_texture_screen = NULL;
+       r_bloom_texture_bloom = NULL;
+       r_texture_blanknormalmap = NULL;
+       r_texture_white = NULL;
+       r_texture_black = NULL;
 }
 
 extern void CL_ParseEntityLump(char *entitystring);
 void gl_main_newmap(void)
 {
-       if (cl.worldmodel && cl.worldmodel->entities)
-               CL_ParseEntityLump(cl.worldmodel->entities);
+       // FIXME: move this code to client
+       int l;
+       char *entities, entname[MAX_QPATH];
        r_framecount = 1;
+       if (cl.worldmodel)
+       {
+               strlcpy(entname, cl.worldmodel->name, sizeof(entname));
+               l = strlen(entname) - 4;
+               if (l >= 0 && !strcmp(entname + l, ".bsp"))
+               {
+                       strcpy(entname + l, ".ent");
+                       if ((entities = FS_LoadFile(entname, tempmempool, true)))
+                       {
+                               CL_ParseEntityLump(entities);
+                               Mem_Free(entities);
+                               return;
+                       }
+               }
+               if (cl.worldmodel->brush.entities)
+                       CL_ParseEntityLump(cl.worldmodel->brush.entities);
+       }
 }
 
 void GL_Main_Init(void)
@@ -217,44 +297,40 @@ 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_shadows);
-       Cvar_RegisterVariable (&r_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);
-       if (gamemode == GAME_NEHAHRA)
+       Cvar_RegisterVariable(&r_showtris);
+       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);
+       Cvar_RegisterVariable(&r_lerpsprites);
+       Cvar_RegisterVariable(&r_lerpmodels);
+       Cvar_RegisterVariable(&r_waterscroll);
+       Cvar_RegisterVariable(&r_watershader);
+       Cvar_RegisterVariable(&r_drawcollisionbrushes);
+       Cvar_RegisterVariable(&r_bloom);
+       Cvar_RegisterVariable(&r_bloom_intensity);
+       Cvar_RegisterVariable(&r_bloom_blur);
+       Cvar_RegisterVariable(&r_bloom_resolution);
+       Cvar_RegisterVariable(&r_bloom_power);
+       if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ || gamemode == GAME_TENEBRAE)
                Cvar_SetValue("r_fullbrights", 0);
        R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
 }
 
-vec3_t r_farclip_origin;
-vec3_t r_farclip_direction;
-vec_t r_farclip_directiondist;
-vec_t r_farclip_meshfarclip;
-int r_farclip_directionbit0;
-int r_farclip_directionbit1;
-int r_farclip_directionbit2;
-
-// start a farclip measuring session
-void R_FarClip_Start(vec3_t origin, vec3_t direction, vec_t startfarclip)
-{
-       VectorCopy(origin, r_farclip_origin);
-       VectorCopy(direction, r_farclip_direction);
-       r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction);
-       r_farclip_directionbit0 = r_farclip_direction[0] < 0;
-       r_farclip_directionbit1 = r_farclip_direction[1] < 0;
-       r_farclip_directionbit2 = r_farclip_direction[2] < 0;
-       r_farclip_meshfarclip = r_farclip_directiondist + startfarclip;
-}
+static vec3_t r_farclip_origin;
+static vec3_t r_farclip_direction;
+static vec_t r_farclip_directiondist;
+static vec_t r_farclip_meshfarclip;
+static int r_farclip_directionbit0;
+static int r_farclip_directionbit1;
+static int r_farclip_directionbit2;
 
 // enlarge farclip to accomodate box
-void R_FarClip_Box(vec3_t mins, vec3_t maxs)
+static void R_FarClip_Box(vec3_t mins, vec3_t maxs)
 {
        float d;
        d = (r_farclip_directionbit0 ? mins[0] : maxs[0]) * r_farclip_direction[0]
@@ -265,19 +341,24 @@ void R_FarClip_Box(vec3_t mins, vec3_t maxs)
 }
 
 // return farclip value
-float R_FarClip_Finish(void)
+static float R_FarClip(vec3_t origin, vec3_t direction, vec_t startfarclip)
 {
-       return r_farclip_meshfarclip - r_farclip_directiondist;
-}
+       int i;
 
-/*
-===============
-R_NewMap
-===============
-*/
-void R_NewMap (void)
-{
-       R_Modules_NewMap();
+       VectorCopy(origin, r_farclip_origin);
+       VectorCopy(direction, r_farclip_direction);
+       r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction);
+       r_farclip_directionbit0 = r_farclip_direction[0] < 0;
+       r_farclip_directionbit1 = r_farclip_direction[1] < 0;
+       r_farclip_directionbit2 = r_farclip_direction[2] < 0;
+       r_farclip_meshfarclip = r_farclip_directiondist + startfarclip;
+
+       if (r_refdef.worldmodel)
+               R_FarClip_Box(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
+       for (i = 0;i < r_refdef.numentities;i++)
+               R_FarClip_Box(r_refdef.entities[i]->mins, r_refdef.entities[i]->maxs);
+
+       return r_farclip_meshfarclip - r_farclip_directiondist;
 }
 
 extern void R_Textures_Init(void);
@@ -295,6 +376,7 @@ 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)
 {
@@ -312,8 +394,10 @@ void Render_Init(void)
        R_Light_Init();
        R_Particles_Init();
        R_Explosion_Init();
-       ui_init();
+       //ui_init();
+       UI_Init();
        Sbar_Init();
+       R_LightningBeams_Init();
 }
 
 /*
@@ -327,7 +411,11 @@ 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);
+
+       // clear to black (loading plaque will be seen over this)
+       qglClearColor(0,0,0,1);
+       qglClear(GL_COLOR_BUFFER_BIT);
 }
 
 int R_CullBox(const vec3_t mins, const vec3_t maxs)
@@ -377,175 +465,51 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs)
        return false;
 }
 
-int PVS_CullBox(const vec3_t mins, const vec3_t maxs)
-{
-       int stackpos, sides;
-       mnode_t *node, *stack[4096];
-       stackpos = 0;
-       stack[stackpos++] = cl.worldmodel->nodes;
-       while (stackpos)
-       {
-               node = stack[--stackpos];
-               if (node->contents < 0)
-               {
-                       if (((mleaf_t *)node)->pvsframe == cl.worldmodel->pvsframecount)
-                               return false;
-               }
-               else
-               {
-                       sides = BoxOnPlaneSide(mins, maxs, node->plane);
-                       if (sides & 2 && stackpos < 4096)
-                               stack[stackpos++] = node->children[1];
-                       if (sides & 1 && stackpos < 4096)
-                               stack[stackpos++] = node->children[0];
-               }
-       }
-       return true;
-}
-
-int VIS_CullBox(const vec3_t mins, const vec3_t maxs)
-{
-       int stackpos, sides;
-       mnode_t *node, *stack[4096];
-       if (R_CullBox(mins, maxs))
-               return true;
-       stackpos = 0;
-       stack[stackpos++] = cl.worldmodel->nodes;
-       while (stackpos)
-       {
-               node = stack[--stackpos];
-               if (node->contents < 0)
-               {
-                       if (((mleaf_t *)node)->visframe == r_framecount)
-                               return false;
-               }
-               else
-               {
-                       sides = BoxOnPlaneSide(mins, maxs, node->plane);
-                       if (sides & 2 && stackpos < 4096)
-                               stack[stackpos++] = node->children[1];
-                       if (sides & 1 && stackpos < 4096)
-                               stack[stackpos++] = node->children[0];
-               }
-       }
-       return true;
-}
-
-int R_CullSphere(const vec3_t origin, vec_t radius)
-{
-       return (DotProduct(frustum[0].normal, origin) + radius < frustum[0].dist
-            || DotProduct(frustum[1].normal, origin) + radius < frustum[1].dist
-            || DotProduct(frustum[2].normal, origin) + radius < frustum[2].dist
-            || DotProduct(frustum[3].normal, origin) + radius < frustum[3].dist);
-}
-
-int PVS_CullSphere(const vec3_t origin, vec_t radius)
-{
-       int stackpos;
-       mnode_t *node, *stack[4096];
-       float dist;
-       stackpos = 0;
-       stack[stackpos++] = cl.worldmodel->nodes;
-       while (stackpos)
-       {
-               node = stack[--stackpos];
-               if (node->contents < 0)
-               {
-                       if (((mleaf_t *)node)->pvsframe == cl.worldmodel->pvsframecount)
-                               return false;
-               }
-               else
-               {
-                       dist = PlaneDiff(origin, node->plane);
-                       if (dist <= radius)
-                               stack[stackpos++] = node->children[1];
-                       if (dist >= -radius)
-                               stack[stackpos++] = node->children[0];
-               }
-       }
-       return true;
-}
-
-int VIS_CullSphere(const vec3_t origin, vec_t radius)
-{
-       int stackpos;
-       mnode_t *node, *stack[4096];
-       float dist;
-       if (R_CullSphere(origin, radius))
-               return true;
-       stackpos = 0;
-       stack[stackpos++] = cl.worldmodel->nodes;
-       while (stackpos)
-       {
-               node = stack[--stackpos];
-               if (node->contents < 0)
-               {
-                       if (((mleaf_t *)node)->visframe == r_framecount)
-                               return false;
-               }
-               else
-               {
-                       dist = PlaneDiff(origin, node->plane);
-                       if (dist <= radius)
-                               stack[stackpos++] = node->children[1];
-                       if (dist >= -radius)
-                               stack[stackpos++] = node->children[0];
-               }
-       }
-       return true;
-}
-
-
 //==================================================================================
 
 static void R_MarkEntities (void)
 {
-       int i;
-       vec3_t v;
+       int i, renderimask;
        entity_render_t *ent;
 
-       ent = &cl_entities[0].render;
-       Matrix4x4_CreateIdentity(&ent->matrix);
-       Matrix4x4_CreateIdentity(&ent->inversematrix);
-
-       if (cl.worldmodel)
-               R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs);
-
        if (!r_drawentities.integer)
                return;
 
-       for (i = 0;i < r_refdef.numentities;i++)
+       renderimask = envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
+       if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
        {
-               ent = r_refdef.entities[i];
-               Mod_CheckLoaded(ent->model);
-
-               // move view-relative models to where they should be
-               if (ent->flags & RENDER_VIEWMODEL)
+               // worldmodel can check visibility
+               for (i = 0;i < r_refdef.numentities;i++)
                {
-                       // 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);
+                       ent = r_refdef.entities[i];
+                       Mod_CheckLoaded(ent->model);
+                       // 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);
+                       if (!(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_worldleafvisible, ent->mins, ent->maxs)))
+                       {
+                               R_UpdateEntLights(ent);
+                               ent->visframe = r_framecount;
+                       }
                }
-
-               VectorCopy(ent->angles, v);
-               if (!ent->model || 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);
-               R_LerpAnimation(ent);
-               R_UpdateEntLights(ent);
-               if ((chase_active.integer || !(ent->flags & RENDER_EXTERIORMODEL))
-                && !VIS_CullSphere(ent->origin, ent->model->radius * ent->scale)
-                && !VIS_CullBox(ent->mins, ent->maxs))
+       }
+       else
+       {
+               // no worldmodel or it can't check visibility
+               for (i = 0;i < r_refdef.numentities;i++)
                {
-                       ent->visframe = r_framecount;
-                       R_FarClip_Box(ent->mins, ent->maxs);
+                       ent = r_refdef.entities[i];
+                       Mod_CheckLoaded(ent->model);
+                       // 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);
+                       if (!(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && (ent->effects & EF_NODEPTHTEST))
+                       {
+                               R_UpdateEntLights(ent);
+                               ent->visframe = r_framecount;
+                       }
                }
        }
 }
@@ -572,32 +536,8 @@ int R_DrawBrushModelsSky (void)
        return sky;
 }
 
-/*
-=============
-R_DrawViewModel
-=============
-*/
-/*
-void R_DrawViewModel (void)
-{
-       entity_render_t *ent;
-
-       // 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;
-
-       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);
-}
-*/
-
 void R_DrawNoModel(entity_render_t *ent);
-void R_DrawModels ()
+void R_DrawModels(void)
 {
        int i;
        entity_render_t *ent;
@@ -618,692 +558,389 @@ void R_DrawModels ()
        }
 }
 
-void R_DrawFakeShadows (void)
-{
-       int i;
-       entity_render_t *ent;
-
-       ent = &cl_entities[0].render;
-       if (ent->model && ent->model->DrawFakeShadow)
-               ent->model->DrawFakeShadow(ent);
-
-       if (!r_drawentities.integer)
-               return;
-       for (i = 0;i < r_refdef.numentities;i++)
-       {
-               ent = r_refdef.entities[i];
-               if (ent->model && ent->model->DrawFakeShadow)
-                       ent->model->DrawFakeShadow(ent);
-       }
-}
-
-#include "r_shadow.h"
-
-int shadowframecount = 0;
-
-int Light_CullBox(const vec3_t mins, const vec3_t maxs)
-{
-       int stackpos, sides;
-       mnode_t *node, *stack[4096];
-       stackpos = 0;
-       stack[stackpos++] = cl.worldmodel->nodes;
-       while (stackpos)
-       {
-               node = stack[--stackpos];
-               if (node->contents < 0)
-               {
-                       if (((mleaf_t *)node)->worldnodeframe == shadowframecount)
-                               return false;
-               }
-               else
-               {
-                       sides = BoxOnPlaneSide(mins, maxs, node->plane);
-                       if (sides & 2 && stackpos < 4096)
-                               stack[stackpos++] = node->children[1];
-                       if (sides & 1 && stackpos < 4096)
-                               stack[stackpos++] = node->children[0];
-               }
-       }
-       return true;
-}
-
-int LightAndVis_CullBox(const vec3_t mins, const vec3_t maxs)
-{
-       int stackpos, sides;
-       mnode_t *node, *stack[4096];
-       if (R_CullBox(mins, maxs))
-               return true;
-       stackpos = 0;
-       stack[stackpos++] = cl.worldmodel->nodes;
-       while (stackpos)
-       {
-               node = stack[--stackpos];
-               if (node->contents < 0)
-               {
-                       if (((mleaf_t *)node)->visframe == r_framecount && ((mleaf_t *)node)->worldnodeframe == shadowframecount)
-                               return false;
-               }
-               else
-               {
-                       sides = BoxOnPlaneSide(mins, maxs, node->plane);
-                       if (sides & 2 && stackpos < 4096)
-                               stack[stackpos++] = node->children[1];
-                       if (sides & 1 && stackpos < 4096)
-                               stack[stackpos++] = node->children[0];
-               }
-       }
-       return true;
-}
-
-
-void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t lightorigin, float cullradius, float lightradius, vec3_t clipmins, vec3_t clipmaxs)
-{
-       int i;
-       vec3_t p, p2, temp, relativelightorigin, mins, maxs;
-       float dist, projectdistance;
-       // rough checks
-       if (ent->model && ent->model->DrawShadowVolume)
-       {
-               temp[0] = bound(ent->mins[0], lightorigin[0], ent->maxs[0]) - lightorigin[0];
-               temp[1] = bound(ent->mins[1], lightorigin[1], ent->maxs[1]) - lightorigin[1];
-               temp[2] = bound(ent->mins[2], lightorigin[2], ent->maxs[2]) - lightorigin[2];
-               dist = DotProduct(temp, temp);
-               if (dist < cullradius * cullradius)
-               {
-                       if (!Light_CullBox(ent->mins, ent->maxs))
-                       {
-                               projectdistance = cullradius - sqrt(dist);
-                               // calculate projected bounding box and decide if it is on-screen
-                               VectorCopy(ent->mins, mins);
-                               VectorCopy(ent->maxs, maxs);
-                               for (i = 0;i < 8;i++)
-                               {
-                                       p[0] = i & 1 ? ent->maxs[0] : ent->mins[0];
-                                       p[1] = i & 2 ? ent->maxs[1] : ent->mins[1];
-                                       p[2] = i & 4 ? ent->maxs[2] : ent->mins[2];
-                                       VectorSubtract(p, lightorigin, temp);
-                                       dist = projectdistance / sqrt(DotProduct(temp, temp));
-                                       VectorMA(p, dist, temp, p2);
-                                       if (mins[0] > p2[0]) mins[0] = p2[0];if (maxs[0] < p2[0]) maxs[0] = p2[0];
-                                       if (mins[1] > p2[1]) mins[1] = p2[1];if (maxs[1] < p2[1]) maxs[1] = p2[1];
-                                       if (mins[2] > p2[2]) mins[2] = p2[2];if (maxs[2] < p2[2]) maxs[2] = p2[2];
-                               }
-                               if (mins[0] < clipmaxs[0] && maxs[0] > clipmins[0]
-                                && mins[1] < clipmaxs[1] && maxs[1] > clipmins[1]
-                                && mins[2] < clipmaxs[2] && maxs[2] > clipmins[2]
-                                && !LightAndVis_CullBox(mins, maxs))
-                               {
-                                       Matrix4x4_Transform(&ent->inversematrix, lightorigin, relativelightorigin);
-                                       ent->model->DrawShadowVolume (ent, relativelightorigin, lightradius);
-                               }
-                       }
-               }
-       }
-}
-
-void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light);
-
-#define SHADOWSPHERE_SEGMENTS 16
-
-shadowmesh_t *shadowsphere;
-void R_CreateShadowSphere(void)
+static void R_SetFrustum(void)
 {
-       int i, j;
-       vec3_t angles, angles2, angles3, angles4;
-       float verts[12];
-       shadowsphere = Mod_ShadowMesh_Begin(zonemempool, SHADOWSPHERE_SEGMENTS * SHADOWSPHERE_SEGMENTS / 2);
-       for (i = 0;i < SHADOWSPHERE_SEGMENTS / 2;i++)
-       {
-               for (j = 0;j < SHADOWSPHERE_SEGMENTS;j++)
-               {
-                       angles[0] = (i * 360.0f / SHADOWSPHERE_SEGMENTS) + 90.0f;
-                       angles[1] = j * 360.0f / SHADOWSPHERE_SEGMENTS;
-                       angles[2] = 0;
-                       VectorCopy(angles, angles2);
-                       VectorCopy(angles, angles3);
-                       VectorCopy(angles, angles4);
-                       angles2[1] += 360.0f / SHADOWSPHERE_SEGMENTS;
-                       angles3[0] += 360.0f / SHADOWSPHERE_SEGMENTS;
-                       angles3[1] += 360.0f / SHADOWSPHERE_SEGMENTS;
-                       angles4[0] += 360.0f / SHADOWSPHERE_SEGMENTS;
-                       AngleVectorsFLU(angles, verts, NULL, NULL);
-                       AngleVectorsFLU(angles2, verts + 9, NULL, NULL);
-                       AngleVectorsFLU(angles3, verts + 6, NULL, NULL);
-                       AngleVectorsFLU(angles4, verts + 3, NULL, NULL);
-                       VectorScale(&verts[0], 1.0f, &verts[0]);
-                       VectorScale(&verts[3], 1.0f, &verts[3]);
-                       VectorScale(&verts[6], 1.0f, &verts[6]);
-                       VectorScale(&verts[9], 1.0f, &verts[9]);
-                       Mod_ShadowMesh_AddPolygon(zonemempool, shadowsphere, 4, verts);
-               }
-       }
-       shadowsphere = Mod_ShadowMesh_Finish(zonemempool, shadowsphere);
-}
+       // break apart the view matrix into vectors for various purposes
+       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.
 
-void R_DrawShadowSphere(vec3_t origin, float cullradius, float lightradius)
-{
-       shadowmesh_t *mesh;
-       matrix4x4_t matrix;
-       if (!shadowsphere)
-               R_CreateShadowSphere();
-       Matrix4x4_CreateScale(&matrix, lightradius);
-       Matrix4x4_ConcatTranslate(&matrix, origin[0], origin[1], origin[2]);
-       R_Mesh_Matrix(&matrix);
-       for (mesh = shadowsphere;mesh;mesh = mesh->next)
-       {
-               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-               R_Shadow_RenderVolume(mesh->numverts, mesh->numtriangles, mesh->elements);
-       }
-       Matrix4x4_CreateScale(&matrix, -cullradius);
-       Matrix4x4_ConcatTranslate(&matrix, origin[0], origin[1], origin[2]);
-       R_Mesh_Matrix(&matrix);
-       for (mesh = shadowsphere;mesh;mesh = mesh->next)
-       {
-               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-               R_Shadow_RenderVolume(mesh->numverts, mesh->numtriangles, mesh->elements);
-       }
+       // rotate R_VIEWFORWARD right by FOV_X/2 degrees
+       RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_view_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]);
+
+       // 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]);
+
+       // 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]);
 }
 
-extern void R_Model_Brush_DrawLightForSurfaceList(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, msurface_t **surflist, int numsurfaces);
-void R_ShadowVolumeLighting (int visiblevolumes)
+static void R_BlendView(void)
 {
-       int i;
-       entity_render_t *ent;
-       int lnum;
-       float f, lightradius, cullradius;
-       vec3_t relativelightorigin, relativeeyeorigin, lightcolor, clipmins, clipmaxs;
-       worldlight_t *wl;
-       //mlight_t *sl;
-       rdlight_t *rd;
        rmeshstate_t m;
-       mleaf_t *leaf;
 
-       if (visiblevolumes)
+       if (r_refdef.viewblend[3] < 0.01f && !r_bloom.integer)
+               return;
+
+       GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
+       GL_DepthMask(true);
+       GL_DepthTest(false);
+       R_Mesh_Matrix(&r_identitymatrix);
+       // vertex coordinates for a quad that covers the screen exactly
+       varray_vertex3f[0] = 0;varray_vertex3f[1] = 0;varray_vertex3f[2] = 0;
+       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)
        {
+               int screenwidth, screenheight, bloomwidth, bloomheight, x, dobloomblend, range;
+               float xoffset, yoffset, r;
+               c_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.realwidth;screenwidth *= 2);
+               for (screenheight = 1;screenheight < vid.realheight;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);
+               if (!r_bloom_texture_bloom)
+                       r_bloom_texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+               // set bloomwidth and bloomheight to the bloom resolution that will be
+               // used (often less than the screen resolution for faster rendering)
+               bloomwidth = min(r_view_width, r_bloom_resolution.integer);
+               bloomheight = min(r_view_height, bloomwidth * r_view_height / r_view_width);
+               // set up a texcoord array for the full resolution screen image
+               // (we have to keep this around to copy back during final render)
+               varray_texcoord2f[0][0] = 0;
+               varray_texcoord2f[0][1] = (float)r_view_height / (float)screenheight;
+               varray_texcoord2f[0][2] = (float)r_view_width / (float)screenwidth;
+               varray_texcoord2f[0][3] = (float)r_view_height / (float)screenheight;
+               varray_texcoord2f[0][4] = (float)r_view_width / (float)screenwidth;
+               varray_texcoord2f[0][5] = 0;
+               varray_texcoord2f[0][6] = 0;
+               varray_texcoord2f[0][7] = 0;
+               // set up a texcoord array for the reduced resolution bloom image
+               // (which will be additive blended over the screen image)
+               varray_texcoord2f[1][0] = 0;
+               varray_texcoord2f[1][1] = (float)bloomheight / (float)screenheight;
+               varray_texcoord2f[1][2] = (float)bloomwidth / (float)screenwidth;
+               varray_texcoord2f[1][3] = (float)bloomheight / (float)screenheight;
+               varray_texcoord2f[1][4] = (float)bloomwidth / (float)screenwidth;
+               varray_texcoord2f[1][5] = 0;
+               varray_texcoord2f[1][6] = 0;
+               varray_texcoord2f[1][7] = 0;
                memset(&m, 0, sizeof(m));
-               m.blendfunc1 = GL_ONE;
-               m.blendfunc2 = GL_ONE;
+               m.pointer_vertex = varray_vertex3f;
+               m.pointer_texcoord[0] = varray_texcoord2f[0];
+               m.tex[0] = R_GetTexture(r_bloom_texture_screen);
                R_Mesh_State(&m);
-               GL_Color(0.0 * r_colorscale, 0.0125 * r_colorscale, 0.1 * r_colorscale, 1);
-       }
-       else
-               R_Shadow_Stage_Begin();
-       shadowframecount++;
-       for (lnum = 0, wl = r_shadow_worldlightchain;wl;wl = wl->next, lnum++)
-       {
-               if (d_lightstylevalue[wl->style] <= 0)
-                       continue;
-               cullradius = wl->cullradius;
-               lightradius = wl->lightradius;
-               if (R_CullSphere(wl->origin, lightradius))
-                       continue;
-               //if (R_CullBox(wl->mins, wl->maxs) || R_CullSphere(wl->origin, lightradius))
-               //      continue;
-               //if (VIS_CullBox(wl->mins, wl->maxs) || VIS_CullSphere(wl->origin, lightradius))
-               //      continue;
-               if (r_shadow_debuglight.integer >= 0 && lnum != r_shadow_debuglight.integer)
-                       continue;
-
-               for (i = 0;i < wl->numleafs;i++)
-                       if (wl->leafs[i]->visframe == r_framecount)
-                               break;
-               if (i == wl->numleafs)
-                       continue;
-               leaf = wl->leafs[i];
-               VectorCopy(leaf->mins, clipmins);
-               VectorCopy(leaf->maxs, clipmaxs);
-               for (i = 0;i < wl->numleafs;i++)
+               // copy view into the full resolution screen image texture
+               GL_ActiveTexture(0);
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height);
+               c_bloomcopies++;
+               c_bloomcopypixels += r_view_width * r_view_height;
+               // now scale it down to the bloom size and raise to a power of itself
+               // to darken it (this leaves the really bright stuff bright, and
+               // everything else becomes very dark)
+               // TODO: optimize with multitexture or GLSL
+               qglViewport(r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_Color(1, 1, 1, 1);
+               R_Mesh_Draw(0, 4, 2, polygonelements);
+               c_bloomdraws++;
+               c_bloomdrawpixels += bloomwidth * bloomheight;
+               // render multiple times with a multiply blendfunc to raise to a power
+               GL_BlendFunc(GL_DST_COLOR, GL_ZERO);
+               for (x = 1;x < r_bloom_power.integer;x++)
                {
-                       leaf = wl->leafs[i];
-                       if (leaf->visframe == r_framecount)
-                       {
-                               if (clipmins[0] > leaf->mins[0]) clipmins[0] = leaf->mins[0];
-                               if (clipmaxs[0] < leaf->maxs[0]) clipmaxs[0] = leaf->maxs[0];
-                               if (clipmins[1] > leaf->mins[1]) clipmins[1] = leaf->mins[1];
-                               if (clipmaxs[1] < leaf->maxs[1]) clipmaxs[1] = leaf->maxs[1];
-                               if (clipmins[2] > leaf->mins[2]) clipmins[2] = leaf->mins[2];
-                               if (clipmaxs[2] < leaf->maxs[2]) clipmaxs[2] = leaf->maxs[2];
-                       }
+                       R_Mesh_Draw(0, 4, 2, polygonelements);
+                       c_bloomdraws++;
+                       c_bloomdrawpixels += bloomwidth * bloomheight;
                }
-               if (clipmins[0] < wl->mins[0]) clipmins[0] = wl->mins[0];
-               if (clipmins[1] < wl->mins[1]) clipmins[1] = wl->mins[1];
-               if (clipmins[2] < wl->mins[2]) clipmins[2] = wl->mins[2];
-               if (clipmaxs[0] > wl->maxs[0]) clipmaxs[0] = wl->maxs[0];
-               if (clipmaxs[1] > wl->maxs[1]) clipmaxs[1] = wl->maxs[1];
-               if (clipmaxs[2] > wl->maxs[2]) clipmaxs[2] = wl->maxs[2];
-
-               if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, wl->origin, wl->cullradius))
-                       continue;
-
-               // mark the leafs we care about so only things in those leafs will matter
-               for (i = 0;i < wl->numleafs;i++)
-                       wl->leafs[i]->worldnodeframe = shadowframecount;
-
-
-               f = d_lightstylevalue[wl->style] * (1.0f / 256.0f);
-               VectorScale(wl->light, f, lightcolor);
-               if (wl->selected)
+               // we now have a darkened bloom image in the framebuffer, copy it into
+               // the bloom image texture for more processing
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = varray_vertex3f;
+               m.tex[0] = R_GetTexture(r_bloom_texture_bloom);
+               m.pointer_texcoord[0] = varray_texcoord2f[2];
+               R_Mesh_State(&m);
+               GL_ActiveTexture(0);
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
+               c_bloomcopies++;
+               c_bloomcopypixels += bloomwidth * bloomheight;
+               // blend on at multiple vertical offsets to achieve a vertical blur
+               // TODO: do offset blends using GLSL
+               range = r_bloom_blur.integer * bloomwidth / 320;
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               for (x = -range;x <= range;x++)
                {
-                       f = 2 + sin(realtime * M_PI * 4.0);
-                       VectorScale(lightcolor, f, lightcolor);
+                       xoffset = 0 / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
+                       yoffset = x / (float)bloomheight * (float)bloomheight / (float)screenheight;
+                       // compute a texcoord array with the specified x and y offset
+                       varray_texcoord2f[2][0] = xoffset+0;
+                       varray_texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
+                       varray_texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
+                       varray_texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
+                       varray_texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
+                       varray_texcoord2f[2][5] = yoffset+0;
+                       varray_texcoord2f[2][6] = xoffset+0;
+                       varray_texcoord2f[2][7] = yoffset+0;
+                       // this r value looks like a 'dot' particle, fading sharply to
+                       // black at the edges
+                       // (probably not realistic but looks good enough)
+                       r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range));
+                       if (r < 0.01f)
+                               continue;
+                       GL_Color(r, r, r, 1);
+                       R_Mesh_Draw(0, 4, 2, polygonelements);
+                       c_bloomdraws++;
+                       c_bloomdrawpixels += bloomwidth * bloomheight;
+                       GL_BlendFunc(GL_ONE, GL_ONE);
                }
-
-               if (!visiblevolumes)
-                       R_Shadow_Stage_ShadowVolumes();
-               ent = &cl_entities[0].render;
-               if (wl->shadowvolume && r_staticworldlights.integer)
-                       R_Shadow_DrawWorldLightShadowVolume(&ent->matrix, wl);
-               else
-                       R_TestAndDrawShadowVolume(ent, wl->origin, cullradius / ent->scale, lightradius / ent->scale, clipmins, clipmaxs);
-               if (r_drawentities.integer)
+               // copy the vertically blurred bloom view to a texture
+               GL_ActiveTexture(0);
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
+               c_bloomcopies++;
+               c_bloomcopypixels += bloomwidth * bloomheight;
+               // blend the vertically blurred image at multiple offsets horizontally
+               // to finish the blur effect
+               // TODO: do offset blends using GLSL
+               range = r_bloom_blur.integer * bloomwidth / 320;
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               for (x = -range;x <= range;x++)
                {
-                       for (i = 0;i < r_refdef.numentities;i++)
-                       {
-                               ent = r_refdef.entities[i];
-                               if (ent->maxs[0] >= wl->mins[0] && ent->mins[0] <= wl->maxs[0]
-                                && ent->maxs[1] >= wl->mins[1] && ent->mins[1] <= wl->maxs[1]
-                                && ent->maxs[2] >= wl->mins[2] && ent->mins[2] <= wl->maxs[2]
-                                && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
-                                       R_TestAndDrawShadowVolume(r_refdef.entities[i], wl->origin, cullradius / ent->scale, lightradius / ent->scale, clipmins, clipmaxs);
-                       }
+                       xoffset = x / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
+                       yoffset = 0 / (float)bloomheight * (float)bloomheight / (float)screenheight;
+                       // compute a texcoord array with the specified x and y offset
+                       varray_texcoord2f[2][0] = xoffset+0;
+                       varray_texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
+                       varray_texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
+                       varray_texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
+                       varray_texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
+                       varray_texcoord2f[2][5] = yoffset+0;
+                       varray_texcoord2f[2][6] = xoffset+0;
+                       varray_texcoord2f[2][7] = yoffset+0;
+                       // this r value looks like a 'dot' particle, fading sharply to
+                       // black at the edges
+                       // (probably not realistic but looks good enough)
+                       r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range));
+                       if (r < 0.01f)
+                               continue;
+                       GL_Color(r, r, r, 1);
+                       R_Mesh_Draw(0, 4, 2, polygonelements);
+                       c_bloomdraws++;
+                       c_bloomdrawpixels += bloomwidth * bloomheight;
+                       GL_BlendFunc(GL_ONE, GL_ONE);
                }
-
-               if (!visiblevolumes)
+               // copy the blurred bloom view to a texture
+               GL_ActiveTexture(0);
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
+               c_bloomcopies++;
+               c_bloomcopypixels += bloomwidth * bloomheight;
+               // go back to full view area
+               qglViewport(r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height);
+               // put the original screen image back in place and blend the bloom
+               // texture on it
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = varray_vertex3f;
+               m.tex[0] = R_GetTexture(r_bloom_texture_screen);
+               m.pointer_texcoord[0] = varray_texcoord2f[0];
+#if 0
+               dobloomblend = false;
+#else
+               // do both in one pass if possible
+               if (r_textureunits.integer >= 2 && gl_combine.integer)
                {
-                       R_Shadow_Stage_Light();
-                       ent = &cl_entities[0].render;
-                       if (ent->model && ent->model->DrawLight)
-                       {
-                               Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
-                               Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
-                               if (wl->numsurfaces)
-                                       R_Model_Brush_DrawLightForSurfaceList(ent, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, wl->surfaces, wl->numsurfaces);
-                               else
-                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor);
-                       }
-                       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
-                                        && ent->maxs[0] >= wl->mins[0] && ent->mins[0] <= wl->maxs[0]
-                                        && ent->maxs[1] >= wl->mins[1] && ent->mins[1] <= wl->maxs[1]
-                                        && ent->maxs[2] >= wl->mins[2] && ent->mins[2] <= wl->maxs[2]
-                                        && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
-                                       {
-                                               Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
-                                               Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
-                                               ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor);
-                                       }
-                               }
-                       }
-
-                       if (R_Shadow_Stage_EraseShadowVolumes())
-                       {
-                               ent = &cl_entities[0].render;
-                               if (wl->shadowvolume && r_staticworldlights.integer)
-                                       R_Shadow_DrawWorldLightShadowVolume(&ent->matrix, wl);
-                               else
-                                       R_TestAndDrawShadowVolume(ent, wl->origin, cullradius / ent->scale, lightradius / ent->scale, clipmins, clipmaxs);
-                               if (r_drawentities.integer)
-                               {
-                                       for (i = 0;i < r_refdef.numentities;i++)
-                                       {
-                                               ent = r_refdef.entities[i];
-                                               if (ent->maxs[0] >= wl->mins[0] && ent->mins[0] <= wl->maxs[0]
-                                                && ent->maxs[1] >= wl->mins[1] && ent->mins[1] <= wl->maxs[1]
-                                                && ent->maxs[2] >= wl->mins[2] && ent->mins[2] <= wl->maxs[2]
-                                                && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
-                                                       R_TestAndDrawShadowVolume(r_refdef.entities[i], wl->origin, cullradius / ent->scale, lightradius / ent->scale, clipmins, clipmaxs);
-                                       }
-                               }
-                       }
+                       dobloomblend = false;
+                       m.texcombinergb[1] = GL_ADD;
+                       m.tex[1] = R_GetTexture(r_bloom_texture_bloom);
+                       m.pointer_texcoord[1] = varray_texcoord2f[1];
                }
-       }
-       /*
-       for (lnum = 0, sl = cl.worldmodel->lights;lnum < cl.worldmodel->numlights;lnum++, sl++)
-       {
-               if (d_lightstylevalue[sl->style] <= 0)
-                       continue;
-               if (r_shadow_debuglight.integer >= 0 && lnum != r_shadow_debuglight.integer)
-                       continue;
-               cullradius = sl->cullradius;
-               lightradius = sl->lightradius;
-               if (VIS_CullBox(sl->mins, sl->maxs) || VIS_CullSphere(sl->origin, lightradius))
-                       continue;
-
-               f = d_lightstylevalue[sl->style] * (1.0f / 32768.0f);
-               VectorScale(sl->light, f, lightcolor);
-
-               if (!visiblevolumes)
-                       R_Shadow_Stage_ShadowVolumes();
-               if (sl->shadowvolume && r_staticworldlights.integer)
-                       R_DrawWorldLightShadowVolume(&cl_entities[0].render.matrix, sl->shadowvolume);
                else
-                       R_TestAndDrawShadowVolume(&cl_entities[0].render, sl->origin, cullradius, lightradius);
-               if (r_drawentities.integer)
-               {
-                       for (i = 0;i < r_refdef.numentities;i++)
-                       {
-                               ent = r_refdef.entities[i];
-                               if (ent->maxs[0] >= sl->mins[0] && ent->mins[0] <= sl->maxs[0]
-                                && ent->maxs[1] >= sl->mins[1] && ent->mins[1] <= sl->maxs[1]
-                                && ent->maxs[2] >= sl->mins[2] && ent->mins[2] <= sl->maxs[2]
-                                && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
-                                       R_TestAndDrawShadowVolume(r_refdef.entities[i], sl->origin, cullradius, lightradius);
-                       }
-               }
-
-               if (!visiblevolumes)
+                       dobloomblend = true;
+#endif
+               R_Mesh_State(&m);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_Color(1,1,1,1);
+               R_Mesh_Draw(0, 4, 2, polygonelements);
+               c_bloomdraws++;
+               c_bloomdrawpixels += r_view_width * r_view_height;
+               // now blend on the bloom texture if multipass
+               if (dobloomblend)
                {
-                       R_Shadow_Stage_Light();
-                       ent = &cl_entities[0].render;
-                       if (ent->model && ent->model->DrawLight)
-                       {
-                               Matrix4x4_Transform(&ent->inversematrix, sl->origin, relativelightorigin);
-                               Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
-                               ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius, sl->distbias, sl->subtract, lightcolor);
-                       }
-                       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
-                                        && ent->maxs[0] >= sl->mins[0] && ent->mins[0] <= sl->maxs[0]
-                                        && ent->maxs[1] >= sl->mins[1] && ent->mins[1] <= sl->maxs[1]
-                                        && ent->maxs[2] >= sl->mins[2] && ent->mins[2] <= sl->maxs[2]
-                                        && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
-                                       {
-                                               Matrix4x4_Transform(&ent->inversematrix, sl->origin, relativelightorigin);
-                                               Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
-                                               ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius, sl->distbias, sl->subtract, lightcolor);
-                                       }
-                               }
-                       }
-
-                       R_Shadow_Stage_EraseShadowVolumes();
-                       if (sl->shadowvolume && r_staticworldlights.integer)
-                               R_DrawWorldLightShadowVolume(&cl_entities[0].render.matrix, sl->shadowvolume);
-                       else
-                               R_TestAndDrawShadowVolume(&cl_entities[0].render, sl->origin, cullradius, lightradius);
-                       if (r_drawentities.integer)
-                       {
-                               for (i = 0;i < r_refdef.numentities;i++)
-                               {
-                                       ent = r_refdef.entities[i];
-                                       if (ent->maxs[0] >= sl->mins[0] && ent->mins[0] <= sl->maxs[0]
-                                       && ent->maxs[1] >= sl->mins[1] && ent->mins[1] <= sl->maxs[1]
-                                       && ent->maxs[2] >= sl->mins[2] && ent->mins[2] <= sl->maxs[2]
-                                       && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
-                                               R_TestAndDrawShadowVolume(r_refdef.entities[i], sl->origin, cullradius, lightradius);
-                               }
-                       }
+                       memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = varray_vertex3f;
+                       m.tex[0] = R_GetTexture(r_bloom_texture_bloom);
+                       m.pointer_texcoord[0] = varray_texcoord2f[1];
+                       R_Mesh_State(&m);
+                       GL_BlendFunc(GL_ONE, GL_ONE);
+                       GL_Color(1,1,1,1);
+                       R_Mesh_Draw(0, 4, 2, polygonelements);
+                       c_bloomdraws++;
+                       c_bloomdrawpixels += r_view_width * r_view_height;
                }
        }
-       */
-       for (lnum = 0, rd = r_dlight;lnum < r_numdlights;lnum++, rd++)
+       if (r_refdef.viewblend[3] >= 0.01f)
        {
-               cullradius = rd->cullradius;
-               lightradius = rd->cullradius;
-               if (VIS_CullSphere(rd->origin, lightradius))
-                       continue;
-
-               VectorScale(rd->light, (1.0f / 8192.0f), lightcolor);
-               clipmins[0] = rd->origin[0] - cullradius;
-               clipmins[1] = rd->origin[1] - cullradius;
-               clipmins[2] = rd->origin[2] - cullradius;
-               clipmaxs[0] = rd->origin[0] + cullradius;
-               clipmaxs[1] = rd->origin[1] + cullradius;
-               clipmaxs[2] = rd->origin[2] + cullradius;
-
-               if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, rd->origin, rd->cullradius))
-                       continue;
-
-               if (!visiblevolumes)
-                       R_Shadow_Stage_ShadowVolumes();
-               ent = &cl_entities[0].render;
-               R_TestAndDrawShadowVolume(ent, rd->origin, cullradius / ent->scale, lightradius / ent->scale, clipmins, clipmaxs);
-               if (r_drawentities.integer)
-               {
-                       for (i = 0;i < r_refdef.numentities;i++)
-                       {
-                               ent = r_refdef.entities[i];
-                               if (ent != rd->ent && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
-                                       R_TestAndDrawShadowVolume(ent, rd->origin, cullradius / ent->scale, lightradius / ent->scale, clipmins, clipmaxs);
-                       }
-               }
-
-               if (!visiblevolumes)
-               {
-                       R_Shadow_Stage_Light();
-                       ent = &cl_entities[0].render;
-                       if (ent->model && ent->model->DrawLight)
-                       {
-                               Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
-                               Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
-                               ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor);
-                       }
-                       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
-                                        && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
-                                       {
-                                               Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
-                                               Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
-                                               ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor);
-                                       }
-                               }
-                       }
-
-                       if (R_Shadow_Stage_EraseShadowVolumes())
-                       {
-                               ent = &cl_entities[0].render;
-                               R_TestAndDrawShadowVolume(ent, rd->origin, cullradius / ent->scale, lightradius / ent->scale, clipmins, clipmaxs);
-                               if (r_drawentities.integer)
-                               {
-                                       for (i = 0;i < r_refdef.numentities;i++)
-                                       {
-                                               ent = r_refdef.entities[i];
-                                               if (ent != rd->ent && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
-                                                       R_TestAndDrawShadowVolume(ent, rd->origin, cullradius / ent->scale, lightradius / ent->scale, clipmins, clipmaxs);
-                                       }
-                               }
-                       }
-               }
+               // apply a color tint to the whole view
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = varray_vertex3f;
+               R_Mesh_State(&m);
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+               GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
+               R_Mesh_Draw(0, 4, 2, polygonelements);
        }
-
-       if (!visiblevolumes)
-               R_Shadow_Stage_End();
-       qglDisable(GL_SCISSOR_TEST);
 }
 
-static void R_SetFrustum (void)
-{
-       int i;
-
-       // 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]);
-       }
-}
+void R_RenderScene(void);
 
 /*
-===============
-R_SetupFrame
-===============
+================
+R_RenderView
+================
 */
-static void R_SetupFrame (void)
+void R_RenderView(void)
 {
-// don't allow cheats in multiplayer
-       if (cl.maxclients > 1)
-       {
-               if (r_fullbright.integer != 0)
-                       Cvar_Set ("r_fullbright", "0");
-               if (r_ambient.value != 0)
-                       Cvar_Set ("r_ambient", "0");
-       }
-
-       r_framecount++;
-
-// build the transformation matrix for the given view angles
-       VectorCopy (r_refdef.vieworg, r_origin);
-
-       AngleVectors (r_refdef.viewangles, vpn, vright, vup);
+       if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
+               return; //Host_Error ("R_RenderView: NULL worldmodel");
 
-       R_AnimateLight ();
-}
+       r_view_width = bound(0, r_refdef.width, vid.realwidth);
+       r_view_height = bound(0, r_refdef.height, vid.realheight);
+       r_view_depth = 1;
+       r_view_x = bound(0, r_refdef.x, vid.realwidth - r_refdef.width);
+       r_view_y = bound(0, r_refdef.y, vid.realheight - 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;
+       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.realheight - (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_UpdateLights();
+       R_TimeReport("setup");
 
+       qglDepthFunc(GL_LEQUAL);
+       qglPolygonOffset(0, 0);
+       qglEnable(GL_POLYGON_OFFSET_FILL);
 
-static void R_BlendView(void)
-{
-       rmeshstate_t m;
-       float r;
+       R_RenderScene();
 
-       if (r_refdef.viewblend[3] < 0.01f)
-               return;
+       qglPolygonOffset(0, 0);
+       qglDisable(GL_POLYGON_OFFSET_FILL);
 
-       memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-       m.depthdisable = true; // magic
-       R_Mesh_Matrix(&r_identitymatrix);
-       R_Mesh_State(&m);
+       R_BlendView();
+       R_TimeReport("blendview");
 
-       r = 64000;
-       varray_vertex[0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r;
-       varray_vertex[1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r;
-       varray_vertex[2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r;
-       r *= 3;
-       varray_vertex[4] = varray_vertex[0] + vup[0] * r;
-       varray_vertex[5] = varray_vertex[1] + vup[1] * r;
-       varray_vertex[6] = varray_vertex[2] + vup[2] * r;
-       varray_vertex[8] = varray_vertex[0] + vright[0] * r;
-       varray_vertex[9] = varray_vertex[1] + vright[1] * r;
-       varray_vertex[10] = varray_vertex[2] + vright[2] * r;
-       GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
-       R_Mesh_Draw(3, 1, polygonelements);
+       GL_Scissor(0, 0, vid.realwidth, vid.realheight);
+       GL_ScissorTest(false);
 }
 
-/*
-================
-R_RenderView
-
-r_refdef must be set before the first call
-================
-*/
-void R_RenderView (void)
+extern void R_DrawLightningBeams (void);
+void R_RenderScene(void)
 {
-       entity_render_t *world;
-       if (!r_refdef.entities/* || !cl.worldmodel*/)
-               return; //Host_Error ("R_RenderView: NULL worldmodel");
-
-       if (r_shadow_realtime.integer == 1)
-       {
-               if (!gl_texturecubemap)
-               {
-                       Con_Printf("Cubemap texture support not detected, turning off r_shadow_realtime\n");
-                       Cvar_SetValueQuick(&r_shadow_realtime, 0);
-               }
-               else if (!gl_dot3arb)
-               {
-                       Con_Printf("Bumpmapping support not detected, turning off r_shadow_realtime\n");
-                       Cvar_SetValueQuick(&r_shadow_realtime, 0);
-               }
-               else if (!gl_stencil)
-               {
-                       Con_Printf("Stencil not enabled, turning off r_shadow_realtime, please type vid_stencil 1;vid_restart and try again\n");
-                       Cvar_SetValueQuick(&r_shadow_realtime, 0);
-               }
-               else if (!gl_combine.integer)
-               {
-                       Con_Printf("Combine disabled, please turn on gl_combine, turning off r_shadow_realtime\n");
-                       Cvar_SetValueQuick(&r_shadow_realtime, 0);
-               }
-       }
+       // don't let sound skip if going slow
+       if (r_refdef.extraupdate)
+               S_ExtraUpdate ();
 
-       R_Shadow_UpdateLightingMode();
+       r_framecount++;
 
-       world = &cl_entities[0].render;
+       R_MeshQueue_BeginScene();
 
-       // FIXME: move to client
-       R_MoveExplosions();
-       R_TimeReport("mexplosion");
+       GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
 
-       R_Textures_Frame();
-       R_SetupFrame();
        R_SetFrustum();
-       R_SetupFog();
+
+       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);
+       else
+               GL_SetupView_Mode_Perspective(r_view_fov_x, r_view_fov_y, 1.0f, r_farclip);
+
+       GL_SetupView_Orientation_FromEntity(&r_view_matrix);
+
        R_SkyStartFrame();
-       R_BuildLightList();
-       R_TimeReport("setup");
 
-       R_WorldVisibility(world);
+       R_WorldVisibility();
        R_TimeReport("worldvis");
 
-       R_FarClip_Start(r_origin, vpn, 768.0f);
        R_MarkEntities();
-       r_farclip = R_FarClip_Finish() + 256.0f;
        R_TimeReport("markentity");
 
-       GL_SetupView_ViewPort(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
-       if (r_shadow_lightingmode > 0)
-               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.vieworg, r_refdef.viewangles);
-       qglDepthFunc(GL_LEQUAL);
+       R_Shadow_UpdateWorldLightSelection();
 
-       R_Mesh_Start();
-       R_MeshQueue_BeginScene();
+       // don't let sound skip if going slow
+       if (r_refdef.extraupdate)
+               S_ExtraUpdate ();
 
-       if (r_shadow_lightingmode)
-               R_Shadow_UpdateWorldLightSelection();
+       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");
 
-       // must occur early because it can draw sky
-       R_DrawWorld(world);
-       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
-       if (!intimerefresh && !r_speeds.integer)
+       if (r_refdef.extraupdate)
                S_ExtraUpdate ();
 
-       R_DrawModels(r_shadow_lightingmode > 0);
+       GL_ShowTrisColor(0, 0.015, 0, 1);
+
+       R_DrawModels();
        R_TimeReport("models");
 
-       if (r_shadows.integer == 1)
-       {
-               R_DrawFakeShadows();
-               R_TimeReport("fakeshadow");
-       }
+       // don't let sound skip if going slow
+       if (r_refdef.extraupdate)
+               S_ExtraUpdate ();
 
-       if (r_shadow_lightingmode > 0)
-       {
-               R_ShadowVolumeLighting(false);
-               R_TimeReport("dynlight");
-       }
+       GL_ShowTrisColor(0, 0, 0.033, 1);
+       R_ShadowVolumeLighting(false);
+       R_TimeReport("rtlights");
+
+       // don't let sound skip if going slow
+       if (r_refdef.extraupdate)
+               S_ExtraUpdate ();
+
+       GL_ShowTrisColor(0.1, 0, 0, 1);
+
+       R_DrawLightningBeams();
+       R_TimeReport("lightning");
 
        R_DrawParticles();
        R_TimeReport("particles");
@@ -1320,163 +957,225 @@ void R_RenderView (void)
        R_DrawWorldCrosshair();
        R_TimeReport("crosshair");
 
-       R_BlendView();
-       R_TimeReport("blendview");
-
        R_MeshQueue_Render();
        R_MeshQueue_EndScene();
-       if (r_shadow_realtime.integer == 2)
+
+       if (r_shadow_visiblevolumes.integer && !r_showtrispass)
        {
                R_ShadowVolumeLighting(true);
                R_TimeReport("shadowvolume");
        }
-       R_Mesh_Finish();
-       R_TimeReport("meshfinish");
+
+       GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
+
+       // don't let sound skip if going slow
+       if (r_refdef.extraupdate)
+               S_ExtraUpdate ();
 }
 
 /*
 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];
+       float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4];
        rmeshstate_t m;
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
        R_Mesh_Matrix(&r_identitymatrix);
-       R_Mesh_State(&m);
 
-       varray_vertex[ 0] = mins[0];varray_vertex[ 1] = mins[1];varray_vertex[ 2] = mins[2];
-       varray_vertex[ 4] = maxs[0];varray_vertex[ 5] = mins[1];varray_vertex[ 6] = mins[2];
-       varray_vertex[ 8] = mins[0];varray_vertex[ 9] = maxs[1];varray_vertex[10] = mins[2];
-       varray_vertex[12] = maxs[0];varray_vertex[13] = maxs[1];varray_vertex[14] = mins[2];
-       varray_vertex[16] = mins[0];varray_vertex[17] = mins[1];varray_vertex[18] = maxs[2];
-       varray_vertex[20] = maxs[0];varray_vertex[21] = mins[1];varray_vertex[22] = maxs[2];
-       varray_vertex[24] = mins[0];varray_vertex[25] = maxs[1];varray_vertex[26] = maxs[2];
-       varray_vertex[28] = maxs[0];varray_vertex[29] = maxs[1];varray_vertex[30] = maxs[2];
-       R_FillColors(varray_color, 8, cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca);
+       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];
+       R_FillColors(color, 8, cr, cg, cb, ca);
        if (fogenabled)
        {
-               for (i = 0, v = varray_vertex, c = varray_color;i < 8;i++, v += 4, c += 4)
+               for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4)
                {
-                       VectorSubtract(v, r_origin, diff);
+                       VectorSubtract(v, r_vieworigin, diff);
                        f2 = exp(fogdensity/DotProduct(diff, diff));
                        f1 = 1 - f2;
-                       f2 *= r_colorscale;
                        c[0] = c[0] * f1 + fogcolor[0] * f2;
                        c[1] = c[1] * f1 + fogcolor[1] * f2;
                        c[2] = c[2] * f1 + fogcolor[2] * f2;
                }
        }
-       GL_UseColorArray();
+       memset(&m, 0, sizeof(m));
+       m.pointer_vertex = vertex3f;
+       m.pointer_color = color;
+       R_Mesh_State(&m);
        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, element[24];
+       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));
+       m.pointer_vertex = nomodelvertex3f;
+
        if (ent->flags & EF_ADDITIVE)
        {
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE;
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
        }
        else if (ent->alpha < 1)
        {
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+               GL_DepthMask(false);
        }
        else
        {
-               m.blendfunc1 = GL_ONE;
-               m.blendfunc2 = GL_ZERO;
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_DepthMask(true);
        }
-       R_Mesh_Matrix(&ent->matrix);
-       R_Mesh_State(&m);
-
-       element[ 0] = 5;element[ 1] = 2;element[ 2] = 0;
-       element[ 3] = 5;element[ 4] = 1;element[ 5] = 2;
-       element[ 6] = 5;element[ 7] = 0;element[ 8] = 3;
-       element[ 9] = 5;element[10] = 3;element[11] = 1;
-       element[12] = 0;element[13] = 2;element[14] = 4;
-       element[15] = 2;element[16] = 1;element[17] = 4;
-       element[18] = 3;element[19] = 0;element[20] = 4;
-       element[21] = 1;element[22] = 3;element[23] = 4;
-       varray_vertex[ 0] = -16;varray_vertex[ 1] =   0;varray_vertex[ 2] =   0;
-       varray_vertex[ 4] =  16;varray_vertex[ 5] =   0;varray_vertex[ 6] =   0;
-       varray_vertex[ 8] =   0;varray_vertex[ 9] = -16;varray_vertex[10] =   0;
-       varray_vertex[12] =   0;varray_vertex[13] =  16;varray_vertex[14] =   0;
-       varray_vertex[16] =   0;varray_vertex[17] =   0;varray_vertex[18] = -16;
-       varray_vertex[20] =   0;varray_vertex[21] =   0;varray_vertex[22] =  16;
-       varray_color[ 0] = 0.00f * r_colorscale;varray_color[ 1] = 0.00f * r_colorscale;varray_color[ 2] = 0.50f * r_colorscale;varray_color[ 3] = ent->alpha;
-       varray_color[ 4] = 0.00f * r_colorscale;varray_color[ 5] = 0.00f * r_colorscale;varray_color[ 6] = 0.50f * r_colorscale;varray_color[ 7] = ent->alpha;
-       varray_color[ 8] = 0.00f * r_colorscale;varray_color[ 9] = 0.50f * r_colorscale;varray_color[10] = 0.00f * r_colorscale;varray_color[11] = ent->alpha;
-       varray_color[12] = 0.00f * r_colorscale;varray_color[13] = 0.50f * r_colorscale;varray_color[14] = 0.00f * r_colorscale;varray_color[15] = ent->alpha;
-       varray_color[16] = 0.50f * r_colorscale;varray_color[17] = 0.00f * r_colorscale;varray_color[18] = 0.00f * r_colorscale;varray_color[19] = ent->alpha;
-       varray_color[20] = 0.50f * r_colorscale;varray_color[21] = 0.00f * r_colorscale;varray_color[22] = 0.00f * r_colorscale;varray_color[23] = ent->alpha;
+       GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
        if (fogenabled)
        {
-               VectorSubtract(ent->origin, r_origin, diff);
+               memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
+               m.pointer_color = color4f;
+               VectorSubtract(ent->origin, r_vieworigin, diff);
                f2 = exp(fogdensity/DotProduct(diff, diff));
                f1 = 1 - f2;
-               for (i = 0, c = varray_color;i < 6;i++, c += 4)
+               for (i = 0, c = color4f;i < 6;i++, c += 4)
                {
-                       c[0] = (c[0] * f1 + fogcolor[0] * f2) * r_colorscale;
-                       c[1] = (c[1] * f1 + fogcolor[1] * f2) * r_colorscale;
-                       c[2] = (c[2] * f1 + fogcolor[2] * f2) * r_colorscale;
+                       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
+       else if (ent->alpha != 1)
        {
-               for (i = 0, c = varray_color;i < 6;i++, c += 4)
-               {
-                       c[0] *= r_colorscale;
-                       c[1] *= r_colorscale;
-                       c[2] *= r_colorscale;
-               }
+               memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
+               m.pointer_color = color4f;
+               for (i = 0, c = color4f;i < 6;i++, c += 4)
+                       c[3] *= ent->alpha;
        }
-       GL_UseColorArray();
-       R_Mesh_Draw(6, 8, element);
+       else
+               m.pointer_color = nomodelcolor4f;
+       R_Mesh_State(&m);
+       R_Mesh_Draw(0, 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);
+               R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawNoModelCallback, ent, 0);
        //else
        //      R_DrawNoModelCallback(ent, 0);
 }
 
-void R_CalcBeamVerts (float *vert, vec3_t org1, vec3_t org2, float width)
+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_origin, org1, diff);
-       VectorNormalizeFast (diff);
+       VectorSubtract (r_vieworigin, org1, diff);
        CrossProduct (normal, diff, right1);
+       VectorNormalize (right1);
 
        // calculate 'right' vector for end
-       VectorSubtract (r_origin, org2, diff);
-       VectorNormalizeFast (diff);
+       VectorSubtract (r_vieworigin, org2, diff);
        CrossProduct (normal, diff, right2);
+       VectorNormalize (right2);
 
        vert[ 0] = org1[0] + width * right1[0];
        vert[ 1] = org1[1] + width * right1[1];
        vert[ 2] = org1[2] + width * right1[2];
-       vert[ 4] = org1[0] - width * right1[0];
-       vert[ 5] = org1[1] - width * right1[1];
-       vert[ 6] = org1[2] - width * right1[2];
-       vert[ 8] = org2[0] - width * right2[0];
-       vert[ 9] = org2[1] - width * right2[1];
-       vert[10] = org2[2] - width * right2[2];
-       vert[12] = org2[0] + width * right2[0];
-       vert[13] = org2[1] + width * right2[1];
-       vert[14] = org2[2] + width * right2[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_BlendFunc(blendfunc1, blendfunc2);
+       GL_DepthMask(false);
+       GL_DepthTest(!depthdisable);
+
+       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;
+
+       memset(&m, 0, sizeof(m));
+       m.tex[0] = R_GetTexture(texture);
+       m.pointer_texcoord[0] = spritetexcoord2f;
+       m.pointer_vertex = varray_vertex3f;
+       R_Mesh_State(&m);
+       GL_Color(cr, cg, cb, ca);
+       R_Mesh_Draw(0, 4, 2, polygonelements);
 }
+