]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
got rid of R_Mesh_Draw and R_Mesh_DrawPolygon, now all 3D geometry is drawn using...
[xonotic/darkplaces.git] / gl_rmain.c
index f848defad3109e647fa9533251708d0c209c51ed..7640985bc9fee4f338c52a0354a2660e93ab5429 100644 (file)
@@ -21,70 +21,111 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "quakedef.h"
 
-//static qboolean      r_cache_thrash;         // compatability
+entity_render_t *currentrenderentity;
 
-vec3_t         modelorg;
-entity_render_t        *currentrenderentity;
+// used for dlight push checking and other things
+int r_framecount;
 
-int                    r_framecount;           // used for dlight push checking
+mplane_t frustum[4];
 
-mplane_t       frustum[4];
+int c_brush_polys, c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
 
-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;
+// true during envmap command capture
+qboolean envmap;
 
-qboolean       envmap;                         // true during envmap command capture
+float r_farclip;
 
-// 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
-
-//
 // view origin
-//
-vec3_t vup;
-vec3_t vpn;
-vec3_t vright;
-vec3_t r_origin;
-
-//float        r_world_matrix[16];
-//float        r_base_world_matrix[16];
+vec3_t r_origin;
+vec3_t vpn;
+vec3_t vright;
+vec3_t vup;
 
 //
 // screen size info
 //
-refdef_t       r_refdef;
-
-mleaf_t                *r_viewleaf, *r_oldviewleaf;
-
-unsigned short d_lightstylevalue[256]; // 8.8 fraction of base light value
-
-//cvar_t       r_norefresh = {0, "r_norefresh","0"};
-cvar_t r_drawentities = {0, "r_drawentities","1"};
-cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
-cvar_t r_speeds = {0, "r_speeds","0"};
-cvar_t r_speeds2 = {0, "r_speeds2","0"};
-cvar_t r_fullbright = {0, "r_fullbright","0"};
-//cvar_t       r_lightmap = {0, "r_lightmap","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_lightmode = {CVAR_SAVE, "gl_lightmode", "1"}; // LordHavoc: overbright lighting
-//cvar_t       r_dynamicbothsides = {CVAR_SAVE, "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 = {0, "r_farclip", "6144"}; // FIXME: make this go away (calculate based on farthest visible object/polygon)
-
-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 glfog = {0, "glfog", "0"};
-
-cvar_t r_ser = {CVAR_SAVE, "r_ser", "1"};
-cvar_t gl_viewmodeldepthhack = {0, "gl_viewmodeldepthhack", "1"};
+refdef_t r_refdef;
+
+mleaf_t *r_viewleaf, *r_oldviewleaf;
+
+// 8.8 fraction of base light value
+unsigned short d_lightstylevalue[256];
+
+cvar_t r_drawentities = {0, "r_drawentities","1"};
+cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
+cvar_t r_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 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_textureunits = {0, "r_textureunits", "32"};
+
+void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
+{
+       int i;
+       for (i = 0;i < verts;i++)
+       {
+               out[0] = in[0] * r;
+               out[1] = in[1] * g;
+               out[2] = in[2] * b;
+               out[3] = in[3];
+               in += 4;
+               out += 4;
+       }
+}
+
+void R_FillColors(float *out, int verts, float r, float g, float b, float a)
+{
+       int i;
+       for (i = 0;i < verts;i++)
+       {
+               out[0] = r;
+               out[1] = g;
+               out[2] = b;
+               out[3] = a;
+               out += 4;
+       }
+}
+
+/*
+====================
+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)
 {
@@ -130,18 +171,16 @@ loc0:
        goto loc0;
 }
 
-qboolean lighthalf;
-
 vec3_t fogcolor;
 vec_t fogdensity;
 float fog_density, fog_red, fog_green, fog_blue;
 qboolean fogenabled;
 qboolean oldgl_fogenable;
-void FOG_framebegin(void)
+void R_SetupFog(void)
 {
        if (gamemode == GAME_NEHAHRA)
        {
-               if (gl_fogenable.value)
+               if (gl_fogenable.integer)
                {
                        oldgl_fogenable = true;
                        fog_density = gl_fogdensity.value;
@@ -160,63 +199,21 @@ void FOG_framebegin(void)
        }
        if (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;
-                       }
+               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 (glfog.value)
+       if (fog_density)
        {
-               if (!r_render.value)
-                       return;
-               if(fog_density)
-               {
-                       // LordHavoc: Borland C++ 5.0 was choking on this line...
-                       //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);
+               fogenabled = true;
+               fogdensity = -4000.0f / (fog_density * fog_density);
+               // fog color was already set
        }
        else
-       {
-               if (fog_density)
-               {
-                       fogenabled = true;
-                       fogdensity = -4000.0f / (fog_density * fog_density);
-                       // fog color was already set
-               }
-               else
-                       fogenabled = false;
-       }
-}
-
-void FOG_frameend(void)
-{
-       if (glfog.value)
-               glDisable(GL_FOG);
+               fogenabled = false;
 }
 
+// FIXME: move this to client?
 void FOG_clear(void)
 {
        if (gamemode == GAME_NEHAHRA)
@@ -230,9 +227,9 @@ void FOG_clear(void)
        fog_density = fog_red = fog_green = fog_blue = 0.0f;
 }
 
+// FIXME: move this to client?
 void FOG_registercvars(void)
 {
-       Cvar_RegisterVariable (&glfog);
        if (gamemode == GAME_NEHAHRA)
        {
                Cvar_RegisterVariable (&gl_fogenable);
@@ -255,63 +252,114 @@ void gl_main_shutdown(void)
 
 void gl_main_newmap(void)
 {
+       r_framecount = 1;
 }
 
 void GL_Main_Init(void)
 {
+// FIXME: move this to client?
        FOG_registercvars();
+       Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
        Cvar_RegisterVariable (&r_drawentities);
        Cvar_RegisterVariable (&r_drawviewmodel);
        Cvar_RegisterVariable (&r_speeds);
-       Cvar_RegisterVariable (&r_speeds2);
-       Cvar_RegisterVariable (&gl_lightmode);
-//     Cvar_RegisterVariable (&r_dynamicwater);
-//     Cvar_RegisterVariable (&r_dynamicbothsides);
        Cvar_RegisterVariable (&r_fullbrights);
        Cvar_RegisterVariable (&r_wateralpha);
        Cvar_RegisterVariable (&r_dynamic);
-       Cvar_RegisterVariable (&r_waterripple);
-       Cvar_RegisterVariable (&r_farclip);
        Cvar_RegisterVariable (&r_fullbright);
-       Cvar_RegisterVariable (&r_ser);
-       Cvar_RegisterVariable (&gl_viewmodeldepthhack);
+       Cvar_RegisterVariable (&r_textureunits);
        if (gamemode == GAME_NEHAHRA)
                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;
+}
+
+// enlarge farclip to accomodate box
+void R_FarClip_Box(vec3_t mins, vec3_t maxs)
+{
+       float d;
+       d = (r_farclip_directionbit0 ? mins[0] : maxs[0]) * r_farclip_direction[0]
+         + (r_farclip_directionbit1 ? mins[1] : maxs[1]) * r_farclip_direction[1]
+         + (r_farclip_directionbit2 ? mins[2] : maxs[2]) * r_farclip_direction[2];
+       if (r_farclip_meshfarclip < d)
+               r_farclip_meshfarclip = d;
+}
+
+// return farclip value
+float R_FarClip_Finish(void)
+{
+       return r_farclip_meshfarclip - r_farclip_directiondist;
+}
+
+/*
+===============
+R_NewMap
+===============
+*/
+void CL_ParseEntityLump(char *entitystring);
+void R_NewMap (void)
+{
+       int i;
+
+       for (i = 0;i < 256;i++)
+               d_lightstylevalue[i] = 264;             // normal light value
+
+       r_viewleaf = NULL;
+       if (cl.worldmodel->entities)
+               CL_ParseEntityLump(cl.worldmodel->entities);
+       R_Modules_NewMap();
+
+       r_farclip = 64.0f;
+}
+
+extern void R_Textures_Init(void);
+extern void Mod_RenderInit(void);
 extern void GL_Draw_Init(void);
 extern void GL_Main_Init(void);
 extern void GL_Models_Init(void);
-extern void GL_Poly_Init(void);
+extern void R_Sky_Init(void);
 extern void GL_Surf_Init(void);
-extern void GL_Screen_Init(void);
-extern void GL_Misc_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 CL_Effects_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_Clip_Init();
+       R_Textures_Init();
+       Mod_RenderInit();
+       gl_backend_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_Explosion_Init();
-       CL_Effects_Init();
-       R_Decals_Init();
        ui_init();
        R_Modules_Start();
 }
@@ -324,53 +372,32 @@ 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);
-
-       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);
-
-//     Con_Printf ("%s %s\n", gl_renderer, gl_version);
-
-//     VID_CheckMultitexture();
-//     VID_CheckCVA();
-//     VID_CheckCombine();
        VID_CheckExtensions();
 
        // LordHavoc: report supported extensions
        Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
 
-       glCullFace(GL_FRONT);
-       glEnable(GL_TEXTURE_2D);
-//     glDisable(GL_ALPHA_TEST);
-       glAlphaFunc(GL_GREATER, 0.5);
-
-//     glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
+       qglCullFace(GL_FRONT);
+       qglEnable(GL_TEXTURE_2D);
 }
 
 
 //==================================================================================
 
-void R_Entity_Callback(void *data, void *junk)
+static void R_MarkEntities (void)
 {
-       ((entity_render_t *)data)->visframe = r_framecount;
-}
+       int i;
+       vec3_t v;
 
-static void R_AddModelEntities (void)
-{
-       int             i;
-       vec3_t  v;
+       R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs);
 
-       if (!r_drawentities.value)
+       if (!r_drawentities.integer)
                return;
 
-       for (i = 0;i < cl_numvisedicts;i++)
+       for (i = 0;i < r_refdef.numentities;i++)
        {
-               currentrenderentity = &cl_visedicts[i]->render;
+               currentrenderentity = r_refdef.entities[i];
+               Mod_CheckLoaded(currentrenderentity->model);
 
                // move view-relative models to where they should be
                if (currentrenderentity->flags & RENDER_VIEWMODEL)
@@ -405,40 +432,45 @@ static void R_AddModelEntities (void)
                        continue;
 
                R_LerpAnimation(currentrenderentity);
-               if (r_ser.value)
-                       currentrenderentity->model->SERAddEntity();
-               else
-                       currentrenderentity->visframe = r_framecount;
+               currentrenderentity->visframe = r_framecount;
+
+               R_FarClip_Box(currentrenderentity->mins, currentrenderentity->maxs);
        }
 }
 
-void R_DrawModels1 (void)
+// only used if skyrendermasked, and normally returns false
+int R_DrawBModelSky (void)
 {
-       int             i;
+       int i, sky;
 
-       if (!r_drawentities.value)
-               return;
+       if (!r_drawentities.integer)
+               return false;
 
-       for (i = 0;i < cl_numvisedicts;i++)
+       sky = false;
+       for (i = 0;i < r_refdef.numentities;i++)
        {
-               currentrenderentity = &cl_visedicts[i]->render;
-               if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->DrawEarly)
-                       currentrenderentity->model->DrawEarly();
+               currentrenderentity = r_refdef.entities[i];
+               if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->DrawSky)
+               {
+                       currentrenderentity->model->DrawSky();
+                       sky = true;
+               }
        }
+       return sky;
 }
 
-void R_DrawModels2 (void)
+void R_DrawModels (void)
 {
-       int             i;
+       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++)
        {
-               currentrenderentity = &cl_visedicts[i]->render;
-               if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->DrawLate)
-                       currentrenderentity->model->DrawLate();
+               currentrenderentity = r_refdef.entities[i];
+               if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->Draw)
+                       currentrenderentity->model->Draw();
        }
 }
 
@@ -449,57 +481,38 @@ 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.render.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;
 
        currentrenderentity = &cl.viewent.render;
+       Mod_CheckLoaded(currentrenderentity->model);
 
        R_LerpAnimation(currentrenderentity);
 
-       // hack the depth range to prevent view model from poking into walls
-       if (gl_viewmodeldepthhack.value)
-               glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
-       currentrenderentity->model->DrawLate();
-       if (gl_viewmodeldepthhack.value)
-               glDepthRange (gldepthmin, gldepthmax);
+       currentrenderentity->model->Draw();
 }
 
 static void R_SetFrustum (void)
 {
-       int             i;
-
-       // LordHavoc: note to all quake engine coders, this code was making the
-       // view frustum taller than it should have been (it assumed the view is
-       // square; it is not square), so I disabled it
-       /*
-       if (r_refdef.fov_x == 90)
-       {
-               // front side is visible
-
-               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++)
+       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);
-//             frustum[i].signbits = SignbitsForPlane (&frustum[i]);
                PlaneClassify(&frustum[i]);
        }
 }
@@ -514,7 +527,7 @@ static void R_SetupFrame (void)
 // don't allow cheats in multiplayer
        if (cl.maxclients > 1)
        {
-               if (r_fullbright.value != 0)
+               if (r_fullbright.integer != 0)
                        Cvar_Set ("r_fullbright", "0");
                if (r_ambient.value != 0)
                        Cvar_Set ("r_ambient", "0");
@@ -531,142 +544,47 @@ static 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_faces = 0;
-       c_nodes = 0;
-       c_leafs = 0;
-       c_models = 0;
-       c_bmodels = 0;
-       c_sprites = 0;
-       c_particles = 0;
-//     c_dlights = 0;
-
        R_AnimateLight ();
 }
 
 
-static void MYgluPerspective(GLdouble fovx, GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
+static void R_BlendView(void)
 {
-       GLdouble xmax, ymax;
+       rmeshbufferinfo_t m;
+       float r;
 
-       xmax = zNear * tan( fovx * M_PI / 360.0 ) * aspect;
-       ymax = zNear * tan( fovy * M_PI / 360.0 );
+       if (r_refdef.viewblend[3] < 0.01f)
+               return;
 
-       if (r_viewleaf->contents != CONTENTS_EMPTY && r_viewleaf->contents != CONTENTS_SOLID)
+       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;
+       if (R_Mesh_Draw_GetBuffer(&m, false))
        {
-               xmax *= (sin(cl.time * 4.7) * 0.03 + 0.97);
-               ymax *= (sin(cl.time * 3) * 0.03 + 0.97);
+               m.index[0] = 0;
+               m.index[1] = 1;
+               m.index[2] = 2;
+               m.color[0] = m.color[4] = m.color[8] = r_refdef.viewblend[0];
+               m.color[1] = m.color[5] = m.color[9] = r_refdef.viewblend[1];
+               m.color[2] = m.color[6] = m.color[10] = r_refdef.viewblend[2];
+               m.color[3] = m.color[7] = m.color[11] = r_refdef.viewblend[3];
+               r = 64000;
+               m.vertex[0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r;
+               m.vertex[1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r;
+               m.vertex[2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r;
+               r *= 3;
+               m.vertex[4] = m.vertex[0] + vup[0] * r;
+               m.vertex[5] = m.vertex[1] + vup[1] * r;
+               m.vertex[6] = m.vertex[2] + vup[2] * r;
+               m.vertex[8] = m.vertex[0] + vright[0] * r;
+               m.vertex[9] = m.vertex[1] + vright[1] * r;
+               m.vertex[10] = m.vertex[2] + vright[2] * r;
+               R_Mesh_Render();
        }
-
-       glFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar );
-}
-
-
-/*
-=============
-R_SetupGL
-=============
-*/
-static void R_SetupGL (void)
-{
-       if (!r_render.value)
-               return;
-
-       // set up viewpoint
-       glMatrixMode(GL_PROJECTION);
-       glLoadIdentity ();
-
-       // y is weird beause OpenGL is bottom to top, we use top to bottom
-       glViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);
-//     yfov = 2*atan((float)r_refdef.height/r_refdef.width)*180/M_PI;
-       MYgluPerspective (r_refdef.fov_x, r_refdef.fov_y, r_refdef.width/r_refdef.height, 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);
-}
-
-/*
-=============
-R_Clear
-=============
-*/
-static 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);
-
-       glDepthRange (gldepthmin, gldepthmax);
-}
-
-static void GL_BlendView(void)
-{
-       if (!r_render.value)
-               return;
-
-       if (v_blend[3] < 0.01f)
-               return;
-
-       glMatrixMode(GL_PROJECTION);
-    glLoadIdentity ();
-       glOrtho  (0, 256, 256, 0, -99999, 99999);
-       glMatrixMode(GL_MODELVIEW);
-    glLoadIdentity ();
-       glDisable (GL_DEPTH_TEST);
-       glDisable (GL_CULL_FACE);
-       glDisable(GL_TEXTURE_2D);
-       glEnable(GL_BLEND);
-       glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       glBegin (GL_TRIANGLES);
-       if (lighthalf)
-               glColor4f (v_blend[0] * 0.5f, v_blend[1] * 0.5f, v_blend[2] * 0.5f, v_blend[3]);
-       else
-               glColor4fv (v_blend);
-       glVertex2f (-5000, -5000);
-       glVertex2f (10000, -5000);
-       glVertex2f (-5000, 10000);
-       glEnd ();
-
-       glEnable (GL_CULL_FACE);
-       glEnable (GL_DEPTH_TEST);
-       glDisable(GL_BLEND);
-       glEnable(GL_TEXTURE_2D);
 }
 
 /*
@@ -676,151 +594,97 @@ R_RenderView
 r_refdef must be set before the first call
 ================
 */
-extern void UploadLightmaps(void);
-extern void R_DrawSurfaces(void);
-extern void R_DrawPortals(void);
-char r_speeds2_string[1024];
-int speedstringcount;
-
-void timestring(int t, char *desc)
-{
-       char tempbuf[256];
-       int length;
-       if (t < 1000000)
-               sprintf(tempbuf, " %6ius %s", t, desc);
-       else
-               sprintf(tempbuf, " %6ims %s", t / 1000, desc);
-       length = strlen(tempbuf);
-//     while (length < 20)
-//             tempbuf[length++] = ' ';
-//     tempbuf[length] = 0;
-       if (speedstringcount + length > 80)
-       {
-               strcat(r_speeds2_string, "\n");
-               speedstringcount = 0;
-       }
-       // skip the space at the beginning if it's the first on the line
-       if (speedstringcount == 0)
-       {
-               strcat(r_speeds2_string, tempbuf + 1);
-               speedstringcount = length - 1;
-       }
-       else
-       {
-               strcat(r_speeds2_string, tempbuf);
-               speedstringcount += length;
-       }
-}
-
-#define TIMEREPORT(NAME) \
-       if (r_speeds2.value)\
-       {\
-               temptime = currtime;\
-               currtime = Sys_DoubleTime();\
-               timestring((int) ((currtime - temptime) * 1000000.0), NAME);\
-       }
-
 void R_RenderView (void)
 {
-       double starttime, currtime, temptime;
-
        if (!cl.worldmodel)
-               Host_Error ("R_RenderView: NULL worldmodel");
+               return; //Host_Error ("R_RenderView: NULL worldmodel");
 
-       if (r_speeds2.value)
-       {
-               speedstringcount = 0;
-               sprintf(r_speeds2_string, "org:'%c%6.2f %c%6.2f %c%6.2f' ang:'%c%3.0f %c%3.0f %c%3.0f' dir:'%c%2.3f %c%2.3f %c%2.3f'\n%6i walls %6i dlitwalls %7i modeltris %7i transpoly\nBSP: %6i faces %6i nodes %6i leafs\n%4i models %4i bmodels %4i sprites %5i particles %3i dlights\n",
-                       r_origin[0] < 0 ? '-' : ' ', fabs(r_origin[0]), r_origin[1] < 0 ? '-' : ' ', fabs(r_origin[1]), r_origin[2] < 0 ? '-' : ' ', fabs(r_origin[2]), r_refdef.viewangles[0] < 0 ? '-' : ' ', fabs(r_refdef.viewangles[0]), r_refdef.viewangles[1] < 0 ? '-' : ' ', fabs(r_refdef.viewangles[1]), r_refdef.viewangles[2] < 0 ? '-' : ' ', fabs(r_refdef.viewangles[2]), vpn[0] < 0 ? '-' : ' ', fabs(vpn[0]), vpn[1] < 0 ? '-' : ' ', fabs(vpn[1]), vpn[2] < 0 ? '-' : ' ', fabs(vpn[2]),
-                       c_brush_polys, c_light_polys, c_alias_polys, currenttranspoly,
-                       c_faces, c_nodes, c_leafs,
-                       c_models, c_bmodels, c_sprites, c_particles, c_dlights);
-
-               starttime = currtime = Sys_DoubleTime();
-       }
-       else
-               starttime = currtime = 0;
-
-       R_MoveParticles ();
-       TIMEREPORT("mparticles")
+       // FIXME: move to client
        R_MoveExplosions();
-       TIMEREPORT("mexplosion")
-
-       FOG_framebegin();
-
-       R_Clear();
-       TIMEREPORT("clear     ")
-
-       // render normal view
-
-       R_SetupFrame ();
-       R_SetFrustum ();
-       R_SetupGL ();
-       R_Clip_StartFrame();
+       R_TimeReport("mexplosion");
 
-       skypolyclear();
-       wallpolyclear();
-       transpolyclear();
+       R_SetupFrame();
+       R_SetFrustum();
+       R_SetupFog();
+       R_SkyStartFrame();
+       R_BuildLightList();
 
-       TIMEREPORT("setup     ")
+       R_FarClip_Start(r_origin, vpn, 768.0f);
 
-       R_DrawWorld ();
-       TIMEREPORT("addworld  ")
+       R_TimeReport("setup");
 
-       R_AddModelEntities();
-       TIMEREPORT("addmodels ")
+       R_DrawWorld();
+       R_TimeReport("worldnode");
 
-       R_Clip_EndFrame();
-       TIMEREPORT("scanedge  ")
+       R_MarkEntities();
+       R_TimeReport("markentity");
 
-       // now mark the lit surfaces
-       R_PushDlights ();
-       TIMEREPORT("marklights")
+       R_MarkWorldLights();
+       R_TimeReport("marklights");
 
-       R_DrawModels1 ();
+       r_farclip = R_FarClip_Finish() + 256.0f;
 
-       // yes this does add the world after the brush models when using the SER
-       R_DrawSurfaces ();
-       R_DrawPortals ();
-       TIMEREPORT("surfaces  ");
+       R_Mesh_Start(r_farclip);
 
-       UploadLightmaps();
-       TIMEREPORT("uploadlmap")
-
-       skypolyrender();
-       TIMEREPORT("skypoly   ")
+       if (skyrendermasked)
+       {
+               if (R_DrawBModelSky())
+                       R_TimeReport("bmodelsky");
+       }
+       else
+       {
+               R_DrawViewModel();
+               R_TimeReport("viewmodel");
+       }
 
-       wallpolyrender1();
-       TIMEREPORT("wallpoly1 ")
+       R_SetupForWorldRendering();
+       R_PrepareSurfaces();
+       R_TimeReport("surfprep");
 
-       GL_DrawDecals();
-       TIMEREPORT("ddecal    ")
+       R_DrawSurfaces(SHADERSTAGE_SKY);
+       R_DrawSurfaces(SHADERSTAGE_NORMAL);
+       R_TimeReport("surfdraw");
 
-       wallpolyrender2();
-       TIMEREPORT("wallpoly2 ")
+       if (r_drawportals.integer)
+       {
+               R_DrawPortals();
+               R_TimeReport("portals");
+       }
 
        // don't let sound skip if going slow
-       if (!intimerefresh && !r_speeds2.value)
+       if (!intimerefresh && !r_speeds.integer)
                S_ExtraUpdate ();
 
-       R_DrawViewModel ();
-       R_DrawModels2 ();
-       TIMEREPORT("models    ")
+       if (skyrendermasked)
+       {
+               R_DrawViewModel();
+               R_TimeReport("viewmodel");
+       }
+
+       R_DrawModels();
+       R_TimeReport("models");
 
-       R_DrawParticles ();
-       TIMEREPORT("dparticles")
+       R_DrawParticles();
+       R_TimeReport("particles");
 
        R_DrawExplosions();
-       TIMEREPORT("dexplosion")
+       R_TimeReport("explosions");
 
-       transpolyrender();
-       TIMEREPORT("transpoly ")
+       // draw transparent meshs
+       R_Mesh_AddTransparent();
+       R_TimeReport("addtrans");
 
-       FOG_frameend();
+       R_DrawCoronas();
+       R_TimeReport("coronas");
 
-       GL_BlendView();
-       TIMEREPORT("blend     ")
+       R_BlendView();
+       R_TimeReport("blendview");
 
-       if (r_speeds2.value)
-               timestring((int) ((Sys_DoubleTime() - starttime) * 1000000.0), "total    ");
+       R_DrawCrosshair();
+       R_TimeReport("crosshair");
+
+       // render any queued meshs
+       R_Mesh_Finish();
+       R_TimeReport("meshfinish");
 }
+