]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
now checks if worldmodel is NULL again, some comment cleanups and clarifications
[xonotic/darkplaces.git] / gl_rmain.c
index b3479c0930b8a0db957cfa3b3cf84477e5bad312..8898c378b6f06bcea476eb47450ccd542c27a4d5 100644 (file)
@@ -8,7 +8,7 @@ of the License, or (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 
 See the GNU General Public License for more details.
 
@@ -21,133 +21,121 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "quakedef.h"
 
-qboolean       r_cache_thrash;         // compatability
+// used for dlight push checking and other things
+int r_framecount;
 
-vec3_t         modelorg, r_entorigin;
-entity_t       *currententity;
+mplane_t frustum[4];
 
-int                    r_framecount;           // used for dlight push checking
+matrix4x4_t r_identitymatrix;
 
-mplane_t       frustum[4];
+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_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
-
-float ixtable[4096];
-
-void R_MarkLeaves (void);
-
-//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"};
-
-/*
-int R_VisibleCullBox (vec3_t mins, vec3_t maxs)
+refdef_t r_refdef;
+
+// 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_shadows = {CVAR_SAVE, "r_shadows", "1"};
+cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
+cvar_t r_speeds = {0, "r_speeds","0"};
+cvar_t r_fullbright = {0, "r_fullbright","0"};
+cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"};
+cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"};
+cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"};
+cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"};
+
+cvar_t 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 sides;
-       mnode_t *nodestack[8192], *node;
-       int stack = 0;
-
-       node = cl.worldmodel->nodes;
-loc0:
-       if (node->contents < 0)
+       int i;
+       for (i = 0;i < verts;i++)
        {
-               if (((mleaf_t *)node)->visframe == r_framecount)
-               {
-                       if (R_CullBox(mins, maxs))
-                               return true;
-                       return false;
-               }
-               if (!stack)
-                       return true;
-               node = nodestack[--stack];
-               goto loc0;
+               out[0] = in[0] * r;
+               out[1] = in[1] * g;
+               out[2] = in[2] * b;
+               out[3] = in[3];
+               in += 4;
+               out += 4;
        }
+}
 
-       sides = BOX_ON_PLANE_SIDE(mins, maxs, node->plane);
-
-// recurse down the contacted sides
-       if (sides & 1)
+void R_FillColors(float *out, int verts, float r, float g, float b, float a)
+{
+       int i;
+       for (i = 0;i < verts;i++)
        {
-               if (sides & 2) // 3
-               {
-                       // put second child on the stack for later examination
-                       nodestack[stack++] = node->children[1];
-                       node = node->children[0];
-                       goto loc0;
-               }
-               else // 1
-               {
-                       node = node->children[0];
-                       goto loc0;
-               }
+               out[0] = r;
+               out[1] = g;
+               out[2] = b;
+               out[3] = a;
+               out += 4;
        }
-       // 2
-       node = node->children[1];
-       goto loc0;
 }
+
+/*
+====================
+R_TimeRefresh_f
+
+For program optimization
+====================
 */
+qboolean intimerefresh = 0;
+static void R_TimeRefresh_f (void)
+{
+       int i;
+       float start, stop, time;
 
-qboolean lighthalf;
+       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 FOG_framebegin(void)
+void R_SetupFog(void)
 {
-       if (nehahra)
+       if (gamemode == GAME_NEHAHRA)
        {
-//             if (!Nehahrademcompatibility)
-//                     gl_fogenable.value = 0;
-               if (gl_fogenable.value)
+               if (gl_fogenable.integer)
                {
                        oldgl_fogenable = true;
                        fog_density = gl_fogdensity.value;
@@ -166,66 +154,24 @@ 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, stupid compiler...
-                       //GLfloat colors[4] = {(GLfloat) gl_fogred.value, (GLfloat) gl_foggreen.value, (GLfloat) gl_fogblue.value, (GLfloat) 1};
-                       GLfloat colors[4];
-                       colors[0] = fog_red;
-                       colors[1] = fog_green;
-                       colors[2] = fog_blue;
-                       colors[3] = 1;
-                       if (lighthalf)
-                       {
-                               colors[0] *= 0.5f;
-                               colors[1] *= 0.5f;
-                               colors[2] *= 0.5f;
-                       }
-
-                       glFogi (GL_FOG_MODE, GL_EXP2);
-                       glFogf (GL_FOG_DENSITY, (GLfloat) fog_density / 100); 
-                       glFogfv (GL_FOG_COLOR, colors);
-                       glEnable (GL_FOG);
-               }
-               else
-                       glDisable(GL_FOG);
+               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 (nehahra)
+       if (gamemode == GAME_NEHAHRA)
        {
                Cvar_Set("gl_fogenable", "0");
                Cvar_Set("gl_fogdensity", "0.2");
@@ -236,10 +182,10 @@ 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 (nehahra)
+       if (gamemode == GAME_NEHAHRA)
        {
                Cvar_RegisterVariable (&gl_fogenable);
                Cvar_RegisterVariable (&gl_fogdensity);
@@ -259,72 +205,117 @@ void gl_main_shutdown(void)
 {
 }
 
+extern void CL_ParseEntityLump(char *entitystring);
 void gl_main_newmap(void)
 {
+       if (cl.worldmodel && cl.worldmodel->entities)
+               CL_ParseEntityLump(cl.worldmodel->entities);
+       r_framecount = 1;
 }
 
 void GL_Main_Init(void)
 {
-       int a;
+       Matrix4x4_CreateIdentity(&r_identitymatrix);
+// FIXME: move this to client?
        FOG_registercvars();
-       // LordHavoc: setup 1.0f / N table for quick recipricols of integers
-       ixtable[0] = 0;
-       for (a = 1;a < 4096;a++)
-               ixtable[a] = 1.0f / a;
+       Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
        Cvar_RegisterVariable (&r_drawentities);
        Cvar_RegisterVariable (&r_drawviewmodel);
+       Cvar_RegisterVariable (&r_shadows);
+       Cvar_RegisterVariable (&r_shadow_staticworldlights);
        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);
-       if (nehahra)
-               Cvar_SetValue("r_fullbrights", 0);
-//     if (gl_vendor && strstr(gl_vendor, "3Dfx"))
-//             gl_lightmode.value = 0;
        Cvar_RegisterVariable (&r_fullbright);
+       Cvar_RegisterVariable (&r_textureunits);
+       Cvar_RegisterVariable (&r_shadow_cull);
+       if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXIUZ)
+               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 R_NewMap (void)
+{
+       R_Modules_NewMap();
+}
+
+extern void R_Textures_Init(void);
+extern void Mod_RenderInit(void);
 extern void GL_Draw_Init(void);
 extern void GL_Main_Init(void);
+extern void R_Shadow_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);
+extern void Sbar_Init(void);
 
 void Render_Init(void)
 {
-       R_Modules_Shutdown();
-       R_Clip_Init();
+       R_Textures_Init();
+       Mod_RenderInit();
+       gl_backend_init();
+       R_MeshQueue_Init();
        GL_Draw_Init();
        GL_Main_Init();
+       R_Shadow_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();
+       Sbar_Init();
 }
 
 /*
@@ -335,321 +326,822 @@ 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_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);
 }
 
-
-/*
-void R_RotateForEntity (entity_t *e)
+int R_CullBox(const vec3_t mins, const vec3_t maxs)
 {
-       glTranslatef (e->origin[0],  e->origin[1],  e->origin[2]);
-
-       glRotatef (e->angles[1],  0, 0, 1);
-       glRotatef (-e->angles[0],  0, 1, 0);
-       glRotatef (e->angles[2],  1, 0, 0);
-
-       glScalef (e->scale, e->scale, e->scale); // LordHavoc: model scale
+       int i;
+       mplane_t *p;
+       for (i = 0;i < 4;i++)
+       {
+               p = frustum + i;
+               switch(p->signbits)
+               {
+               default:
+               case 0:
+                       if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
+                               return true;
+                       break;
+               case 1:
+                       if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
+                               return true;
+                       break;
+               case 2:
+                       if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
+                               return true;
+                       break;
+               case 3:
+                       if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
+                               return true;
+                       break;
+               case 4:
+                       if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
+                               return true;
+                       break;
+               case 5:
+                       if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
+                               return true;
+                       break;
+               case 6:
+                       if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
+                               return true;
+                       break;
+               case 7:
+                       if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
+                               return true;
+                       break;
+               }
+       }
+       return false;
 }
-*/
-
-// LordHavoc: shading stuff
-vec3_t shadevector;
-vec3_t shadecolor;
 
-float  modelalpha;
-
-//==================================================================================
-
-void R_LerpUpdate(entity_t *ent)
+int PVS_CullBox(const vec3_t mins, const vec3_t maxs)
 {
-       int frame;
-       frame = ent->render.frame;
-       if (ent->render.model && ent->render.frame >= ent->render.model->numframes)
+       int stackpos, sides;
+       mnode_t *node, *stack[4096];
+       if (cl.worldmodel == NULL)
+               return false;
+       stackpos = 0;
+       stack[stackpos++] = cl.worldmodel->nodes;
+       while (stackpos)
        {
-               Con_Printf("R_LerpUpdate: no such frame%6i in \"%s\"\n", ent->render.frame, ent->render.model->name);
-               frame = 0;
+               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;
+}
 
-       if (ent->render.lerp_model != ent->render.model)
+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;
+       if (cl.worldmodel == NULL)
+               return false;
+       stackpos = 0;
+       stack[stackpos++] = cl.worldmodel->nodes;
+       while (stackpos)
        {
-               // reset all interpolation information
-               ent->render.lerp_model = ent->render.model;
-               ent->render.frame1 = ent->render.frame2 = frame;
-               ent->render.frame1start = ent->render.frame2start = cl.time;
-               ent->render.framelerp = 1;
-               ent->render.lerp_starttime = 0;
+               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];
+               }
        }
-       else if (ent->render.frame2 != frame)
+       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;
+       if (cl.worldmodel == NULL)
+               return false;
+       stackpos = 0;
+       stack[stackpos++] = cl.worldmodel->nodes;
+       while (stackpos)
        {
-               // transition to new frame
-               ent->render.frame1 = ent->render.frame2;
-               ent->render.frame1start = ent->render.frame2start;
-               ent->render.frame2 = frame;
-               ent->render.frame2start = cl.time;
-               ent->render.framelerp = 0;
-               ent->render.lerp_starttime = cl.time;
+               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];
+               }
        }
-       else
+       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;
+       if (cl.worldmodel == NULL)
+               return false;
+       stackpos = 0;
+       stack[stackpos++] = cl.worldmodel->nodes;
+       while (stackpos)
        {
-               // lerp_starttime < 0 is used to prevent changing of framelerp
-               if (ent->render.lerp_starttime >= 0)
+               node = stack[--stackpos];
+               if (node->contents < 0)
                {
-                       // update transition
-                       ent->render.framelerp = (cl.time - ent->render.lerp_starttime) * 10;
-                       ent->render.framelerp = bound(0, ent->render.framelerp, 1);
+                       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;
 }
 
 
-void R_PrepareEntities (void)
+//==================================================================================
+
+static void R_MarkEntities (void)
 {
        int i;
-       entity_t *ent;
        vec3_t v;
-       // this updates entities that are supposed to be view relative
-       for (i = 0;i < cl_numvisedicts;i++)
+       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++)
        {
-               ent = cl_visedicts[i];
+               ent = r_refdef.entities[i];
+               Mod_CheckLoaded(ent->model);
 
-               if (ent->render.flags & RENDER_VIEWMODEL)
+               // move view-relative models to where they should be
+               if (ent->flags & RENDER_VIEWMODEL)
                {
                        // remove flag so it will not be repeated incase RelinkEntities is not called again for a while
-                       ent->render.flags -= RENDER_VIEWMODEL;
+                       ent->flags -= RENDER_VIEWMODEL;
                        // transform origin
-                       VectorCopy(ent->render.origin, v);
-                       ent->render.origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0];
-                       ent->render.origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1];
-                       ent->render.origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2];
+                       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->render.angles, r_refdef.viewangles, ent->render.angles);
+                       VectorAdd(ent->angles, r_refdef.viewangles, ent->angles);
                }
-       }
-}
 
-void R_Entity_Callback(void *data, void *junk)
-{
-       ((entity_t *)data)->render.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))
+               {
+                       ent->visframe = r_framecount;
+                       R_FarClip_Box(ent->mins, ent->maxs);
+               }
+       }
 }
 
-void R_AddModelEntities (void)
+// only used if skyrendermasked, and normally returns false
+int R_DrawBrushModelsSky (void)
 {
-       int             i;
-       vec3_t  mins, maxs;
-       frameblend_t blend[4];
+       int i, sky;
+       entity_render_t *ent;
 
-       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++)
        {
-               currententity = cl_visedicts[i];
-               if (currententity->render.model->type == mod_brush)
-               {
-                       modelalpha = currententity->render.alpha;
-                       R_DrawBrushModel (currententity);
-               }
-               else if (currententity->render.model->type == mod_alias)
-               {
-                       VectorAdd(currententity->render.origin, currententity->render.model->mins, mins);
-                       VectorAdd(currententity->render.origin, currententity->render.model->maxs, maxs);
-                       R_Clip_AddBox(mins, maxs, R_Entity_Callback, currententity, NULL);
-               }
-               else if (currententity->render.model->type == mod_sprite)
+               ent = r_refdef.entities[i];
+               if (ent->visframe == r_framecount && ent->model && ent->model->DrawSky)
                {
-                       R_LerpUpdate(currententity);
-                       R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend);
-                       R_ClipSprite(currententity, blend);
+                       ent->model->DrawSky(ent);
+                       sky = true;
                }
        }
+       return sky;
 }
 
 /*
 =============
-R_DrawEntitiesOnList
+R_DrawViewModel
 =============
 */
 /*
-void R_DrawEntitiesOnList1 (void)
+void R_DrawViewModel (void)
 {
-       int             i;
+       entity_render_t *ent;
 
-       if (!r_drawentities.value)
+       // 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;
 
-       for (i = 0;i < cl_numvisedicts;i++)
-       {
-               if (cl_visedicts[i]->render.visframe != r_framecount)
-                       continue;
-               if (cl_visedicts[i]->render.model->type != mod_brush)
-                       continue;
-               currententity = cl_visedicts[i];
-               modelalpha = currententity->render.alpha;
-
-               R_DrawBrushModel (currententity);
-       }
+       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_DrawModels (void)
+void R_DrawNoModel(entity_render_t *ent);
+void R_DrawModels ()
 {
-       int             i;
-       frameblend_t blend[4];
-//     vec3_t  mins, maxs;
+       int i;
+       entity_render_t *ent;
 
-       if (!r_drawentities.value)
+       if (!r_drawentities.integer)
                return;
 
-       for (i = 0;i < cl_numvisedicts;i++)
+       for (i = 0;i < r_refdef.numentities;i++)
        {
-               if (cl_visedicts[i]->render.visframe != r_framecount)
-                       continue;
-               currententity = cl_visedicts[i];
-               if (currententity->render.model->type != mod_alias && currententity->render.model->type != mod_sprite)
-                       continue;
+               ent = r_refdef.entities[i];
+               if (ent->visframe == r_framecount)
+               {
+                       if (ent->model && ent->model->Draw != NULL)
+                               ent->model->Draw(ent);
+                       else
+                               R_DrawNoModel(ent);
+               }
+       }
+}
+
+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"
 
-               modelalpha = currententity->render.alpha;
+int shadowframecount = 0;
 
-               if (currententity->render.model->type == mod_alias)
+int Light_CullBox(const vec3_t mins, const vec3_t maxs)
+{
+       int stackpos, sides;
+       mnode_t *node, *stack[4096];
+       if (cl.worldmodel == NULL)
+               return false;
+       stackpos = 0;
+       stack[stackpos++] = cl.worldmodel->nodes;
+       while (stackpos)
+       {
+               node = stack[--stackpos];
+               if (node->contents < 0)
                {
-                       // only lerp models here because sprites were already lerped for their clip polygon
-                       R_LerpUpdate(currententity);
-                       R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend);
-                       R_DrawAliasModel (currententity, true, modelalpha, currententity->render.model, blend, currententity->render.skinnum, currententity->render.origin, currententity->render.angles, currententity->render.scale, currententity->render.effects, currententity->render.model->flags, currententity->render.colormap);
+                       if (((mleaf_t *)node)->worldnodeframe == shadowframecount)
+                               return false;
                }
-               else //if (currententity->render.model->type == mod_sprite)
+               else
                {
-                       // build blend array
-                       R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend);
-                       R_DrawSpriteModel (currententity, blend);
+                       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;
+}
 
-               /*
-               VectorAdd(cl_visedicts[i]->render.origin, cl_visedicts[i]->render.model->mins, mins);
-               VectorAdd(cl_visedicts[i]->render.origin, cl_visedicts[i]->render.model->maxs, maxs);
-
-               switch (cl_visedicts[i]->render.model->type)
+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;
+       if (cl.worldmodel == NULL)
+               return false;
+       stackpos = 0;
+       stack[stackpos++] = cl.worldmodel->nodes;
+       while (stackpos)
+       {
+               node = stack[--stackpos];
+               if (node->contents < 0)
                {
-               case mod_alias:
-                       R_Clip_AddBox(mins, maxs, R_DrawModelCallback, cl_visedicts[i], NULL);
-                       break;
-               case mod_sprite:
-                       R_Clip_AddBox(mins, maxs, R_DrawSpriteCallback, cl_visedicts[i], NULL);
-                       break;
+                       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;
 }
 
-/*
-=============
-R_DrawViewModel
-=============
-*/
-void R_DrawViewModel (void)
-{
-       frameblend_t blend[4];
 
-       if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model)
+void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t lightorigin, float cullradius, float lightradius, vec3_t lightmins, vec3_t lightmaxs, vec3_t clipmins, vec3_t clipmaxs)
+{
+       int i;
+       vec3_t p, p2, temp, relativelightorigin, mins, maxs;
+       float dist, projectdistance;
+       // rough checks
+       if (ent->model == NULL || ent->model->DrawShadowVolume == NULL || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
                return;
+       if (r_shadow_cull.integer)
+       {
+               if (ent->maxs[0] < lightmins[0] || ent->mins[0] > lightmaxs[0]
+                || ent->maxs[1] < lightmins[1] || ent->mins[1] > lightmaxs[1]
+                || ent->maxs[2] < lightmins[2] || ent->mins[2] > lightmaxs[2]
+                || Light_CullBox(ent->mins, ent->maxs))
+                       return;
+       }
+       if (r_shadow_cull.integer)
+       {
+               projectdistance = cullradius;
+               // calculate projected bounding box and decide if it is on-screen
+               for (i = 0;i < 8;i++)
+               {
+                       p2[0] = i & 1 ? ent->model->normalmaxs[0] : ent->model->normalmins[0];
+                       p2[1] = i & 2 ? ent->model->normalmaxs[1] : ent->model->normalmins[1];
+                       p2[2] = i & 4 ? ent->model->normalmaxs[2] : ent->model->normalmins[2];
+                       Matrix4x4_Transform(&ent->matrix, p2, p);
+                       VectorSubtract(p, lightorigin, temp);
+                       dist = projectdistance / sqrt(DotProduct(temp, temp));
+                       VectorMA(p, dist, temp, p2);
+                       if (i)
+                       {
+                               if (mins[0] > p[0]) mins[0] = p[0];if (maxs[0] < p[0]) maxs[0] = p[0];
+                               if (mins[1] > p[1]) mins[1] = p[1];if (maxs[1] < p[1]) maxs[1] = p[1];
+                               if (mins[2] > p[2]) mins[2] = p[2];if (maxs[2] < p[2]) maxs[2] = p[2];
+                       }
+                       else
+                       {
+                               VectorCopy(p, mins);
+                               VectorCopy(p, maxs);
+                       }
+                       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))
+                       return;
+       }
+       Matrix4x4_Transform(&ent->inversematrix, lightorigin, relativelightorigin);
+       ent->model->DrawShadowVolume (ent, relativelightorigin, lightradius);
+}
 
-       currententity = &cl.viewent;
-       currententity->render.alpha = modelalpha = cl_entities[cl.viewentity].render.alpha; // LordHavoc: if the player is transparent, so is the gun
-       currententity->render.effects = cl_entities[cl.viewentity].render.effects;
-       currententity->render.scale = 1;
-       VectorCopy(cl_entities[cl.viewentity].render.colormod, currententity->render.colormod);
+void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light);
 
-       R_LerpUpdate(currententity);
-       R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend);
+#define SHADOWSPHERE_SEGMENTS 16
 
-       // hack the depth range to prevent view model from poking into walls
-       glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
-       R_DrawAliasModel (currententity, false, modelalpha, currententity->render.model, blend, currententity->render.skinnum, currententity->render.origin, currententity->render.angles, currententity->render.scale, currententity->render.effects, currententity->render.model->flags, currententity->render.colormap);
-       glDepthRange (gldepthmin, gldepthmax);
+shadowmesh_t *shadowsphere;
+void R_CreateShadowSphere(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);
 }
 
-void R_DrawBrushModel (entity_t *e);
 
-void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
+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);
+       }
+}
 
-void R_SetFrustum (void)
+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)
 {
-       int             i;
+       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)
+       {
+               memset(&m, 0, sizeof(m));
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ONE;
+               if (r_shadow_realtime.integer >= 3)
+                       m.depthdisable = true;
+               R_Mesh_State(&m);
+               qglDisable(GL_CULL_FACE);
+               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;
+
+               if (cl.worldmodel != NULL)
+               {
+                       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++;i < wl->numleafs;i++)
+                       {
+                               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];
+                               }
+                       }
+                       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];
+               }
+               else
+               {
+                       VectorCopy(wl->mins, clipmins);
+                       VectorCopy(wl->maxs, clipmaxs);
+               }
+
+               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
+               if (cl.worldmodel != NULL)
+                       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)
+               {
+                       f = 2 + sin(realtime * M_PI * 4.0);
+                       VectorScale(lightcolor, f, lightcolor);
+               }
+
+               if (!visiblevolumes)
+                       R_Shadow_Stage_ShadowVolumes();
+               ent = &cl_entities[0].render;
+               if (wl->shadowvolume && r_shadow_staticworldlights.integer)
+                       R_Shadow_DrawWorldLightShadowVolume(&ent->matrix, wl);
+               else
+                       R_TestAndDrawShadowVolume(ent, wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs);
+               if (r_drawentities.integer)
+               {
+                       for (i = 0;i < r_refdef.numentities;i++)
+                       {
+                               ent = r_refdef.entities[i];
+                               if (ent->model)
+                                       R_TestAndDrawShadowVolume(ent, wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs);
+                       }
+               }
 
-       // 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 (!visiblevolumes)
+               {
+                       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_refdef.fov_x == 90)
+       for (lnum = 0, sl = cl.worldmodel->lights;lnum < cl.worldmodel->numlights;lnum++, sl++)
        {
-               // front side is visible
+               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;
 
-               VectorAdd (vpn, vright, frustum[0].normal);
-               VectorSubtract (vpn, vright, frustum[1].normal);
+               f = d_lightstylevalue[sl->style] * (1.0f / 32768.0f);
+               VectorScale(sl->light, f, lightcolor);
 
-               VectorAdd (vpn, vup, frustum[2].normal);
-               VectorSubtract (vpn, vup, frustum[3].normal);
+               if (!visiblevolumes)
+                       R_Shadow_Stage_ShadowVolumes();
+               if (sl->shadowvolume && r_shadow_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)
+               {
+                       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);
+                                       }
+                               }
+                       }
+               }
        }
-       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++)
+       for (lnum = 0, rd = r_dlight;lnum < r_numdlights;lnum++, rd++)
        {
-               frustum[i].type = PLANE_ANYZ;
-               frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
-//             frustum[i].signbits = SignbitsForPlane (&frustum[i]);
-               PlaneClassify(&frustum[i]);
+               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, lightradius, clipmins, clipmaxs, clipmins, clipmaxs);
+               if (r_drawentities.integer)
+               {
+                       for (i = 0;i < r_refdef.numentities;i++)
+                       {
+                               ent = r_refdef.entities[i];
+                               if (ent != rd->ent)
+                                       R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs);
+                       }
+               }
+
+               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 (!visiblevolumes)
+               R_Shadow_Stage_End();
+       qglEnable(GL_CULL_FACE);
+       qglDisable(GL_SCISSOR_TEST);
 }
 
-void R_AnimateLight (void);
-void V_CalcBlend (void);
+static void R_SetFrustum (void)
+{
+       // LordHavoc: note to all quake engine coders, the special case for 90
+       // degrees assumed a square view (wrong), so I removed it, Quake2 has it
+       // disabled as well.
+
+       // rotate VPN right by FOV_X/2 degrees
+       RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
+       frustum[0].dist = DotProduct (r_origin, frustum[0].normal);
+       PlaneClassify(&frustum[0]);
+
+       // rotate VPN left by FOV_X/2 degrees
+       RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
+       frustum[1].dist = DotProduct (r_origin, frustum[1].normal);
+       PlaneClassify(&frustum[1]);
+
+       // rotate VPN up by FOV_X/2 degrees
+       RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
+       frustum[2].dist = DotProduct (r_origin, frustum[2].normal);
+       PlaneClassify(&frustum[2]);
+
+       // rotate VPN down by FOV_X/2 degrees
+       RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
+       frustum[3].dist = DotProduct (r_origin, frustum[3].normal);
+       PlaneClassify(&frustum[3]);
+}
 
 /*
 ===============
 R_SetupFrame
 ===============
 */
-void R_SetupFrame (void)
+static void R_SetupFrame (void)
 {
 // don't allow cheats in multiplayer
        if (cl.maxclients > 1)
        {
-               Cvar_Set ("r_fullbright", "0");
-               Cvar_Set ("r_ambient", "0");
+               if (r_fullbright.integer != 0)
+                       Cvar_Set ("r_fullbright", "0");
+               if (r_ambient.value != 0)
+                       Cvar_Set ("r_ambient", "0");
        }
 
        r_framecount++;
@@ -659,198 +1151,38 @@ void R_SetupFrame (void)
 
        AngleVectors (r_refdef.viewangles, vpn, vright, vup);
 
-// current viewleaf
-       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 ();
 }
 
 
-void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
-{
-   GLdouble xmin, xmax, ymin, ymax;
-
-   ymax = zNear * tan( fovy * M_PI / 360.0 );
-   ymin = -ymax;
-
-   xmin = ymin * aspect;
-   xmax = ymax * aspect;
-
-   glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
-}
-
-
-/*
-=============
-R_SetupGL
-=============
-*/
-void R_SetupGL (void)
+static void R_BlendView(void)
 {
-       float   screenaspect;
-       int             x, x2, y2, y, w, h;
-
-       if (!r_render.value)
-               return;
-       //
-       // set up viewpoint
-       //
-       glMatrixMode(GL_PROJECTION);
-    glLoadIdentity ();
-       x = r_refdef.vrect.x * glwidth/vid.width;
-       x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width;
-       y = (vid.height-r_refdef.vrect.y) * glheight/vid.height;
-       y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/vid.height;
-
-       // fudge around because of frac screen scale
-       if (x > 0)
-               x--;
-       if (x2 < glwidth)
-               x2++;
-       if (y2 < 0)
-               y2--;
-       if (y < glheight)
-               y++;
-
-       w = x2 - x;
-       h = y - y2;
-
-       if (envmap)
-       {
-               x = y2 = 0;
-               w = h = 256;
-       }
-
-       glViewport (glx + x, gly + y2, w, h);
-    screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
-//     yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
-       MYgluPerspective (r_refdef.fov_y,  screenaspect,  4,  r_farclip.value);
-
-       glCullFace(GL_FRONT);
-
-       glMatrixMode(GL_MODELVIEW);
-    glLoadIdentity ();
-
-    glRotatef (-90,  1, 0, 0);     // put Z going up
-    glRotatef (90,  0, 0, 1);      // put Z going up
-    glRotatef (-r_refdef.viewangles[2],  1, 0, 0);
-    glRotatef (-r_refdef.viewangles[0],  0, 1, 0);
-    glRotatef (-r_refdef.viewangles[1],  0, 0, 1);
-    glTranslatef (-r_refdef.vieworg[0],  -r_refdef.vieworg[1],  -r_refdef.vieworg[2]);
-
-       glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
-
-       //
-       // set drawing parms
-       //
-//     if (gl_cull.value)
-               glEnable(GL_CULL_FACE);
-//     else
-//             glDisable(GL_CULL_FACE);
-
-       glEnable(GL_BLEND); // was Disable
-       glDisable(GL_ALPHA_TEST);
-       glAlphaFunc(GL_GREATER, 0.5);
-       glEnable(GL_DEPTH_TEST);
-       glDepthMask(1);
-       glShadeModel(GL_SMOOTH);
-}
-
-/*
-=============
-R_Clear
-=============
-*/
-void R_Clear (void)
-{
-       if (!r_render.value)
-               return;
-//     glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
-       gldepthmin = 0;
-       gldepthmax = 1;
-       glDepthFunc (GL_LEQUAL);
-
-       glDepthRange (gldepthmin, gldepthmax);
-}
-
-// LordHavoc: my trick to *FIX* GLQuake lighting once and for all :)
-void GL_Brighten(void)
-{
-       if (!r_render.value)
-               return;
-       glMatrixMode(GL_PROJECTION);
-    glLoadIdentity ();
-       glOrtho  (0, vid.width, vid.height, 0, -99999, 99999);
-       glMatrixMode(GL_MODELVIEW);
-    glLoadIdentity ();
-       glDisable (GL_DEPTH_TEST);
-       glDisable (GL_CULL_FACE);
-       glDisable(GL_TEXTURE_2D);
-       glEnable(GL_BLEND);
-       glBlendFunc (GL_DST_COLOR, GL_ONE);
-       glBegin (GL_TRIANGLES);
-       glColor3f (1, 1, 1);
-       glVertex2f (-5000, -5000);
-       glVertex2f (10000, -5000);
-       glVertex2f (-5000, 10000);
-       glEnd ();
-       glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       glDisable(GL_BLEND);
-       glEnable(GL_TEXTURE_2D);
-       glEnable (GL_DEPTH_TEST);
-       glEnable (GL_CULL_FACE);
-}
-
-void GL_BlendView(void)
-{
-       if (!r_render.value)
-               return;
+       rmeshstate_t m;
+       float r;
 
-       if (v_blend[3] < 0.01f)
+       if (r_refdef.viewblend[3] < 0.01f)
                return;
 
-       glMatrixMode(GL_PROJECTION);
-    glLoadIdentity ();
-       glOrtho  (0, vid.width, vid.height, 0, -99999, 99999);
-       glMatrixMode(GL_MODELVIEW);
-    glLoadIdentity ();
-       glDisable (GL_DEPTH_TEST);
-       glDisable (GL_CULL_FACE);
-       glDisable(GL_TEXTURE_2D);
-       glEnable(GL_BLEND);
-       glBlendFunc (GL_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);
+       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 = 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);
 }
 
 /*
@@ -860,153 +1192,271 @@ R_RenderView
 r_refdef must be set before the first call
 ================
 */
-extern void R_Sky(void);
-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 (r_norefresh.value)
-//             return;
-
-       if (!cl.worldmodel)
-               Host_Error ("R_RenderView: NULL worldmodel");
+       entity_render_t *world;
+       if (!r_refdef.entities/* || !cl.worldmodel*/)
+               return; //Host_Error ("R_RenderView: NULL worldmodel");
 
-       if (r_speeds2.value)
+       if (r_shadow_realtime.integer == 1)
        {
-               starttime = currtime = Sys_DoubleTime();
-
-               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);
+               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_bitsperpixel 32;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);
+               }
        }
-       else
-               starttime = currtime = 0;
-
-       R_MoveParticles ();
-       R_MoveExplosions();
-
-       lighthalf = gl_lightmode.value;
 
-       FOG_framebegin();
+       R_Shadow_UpdateLightingMode();
 
-       R_Clear();
-       TIMEREPORT("clear     ")
+       world = &cl_entities[0].render;
 
-       // render normal view
-
-       R_SetupFrame ();
-       R_SetFrustum ();
-       R_SetupGL ();
-       R_Clip_StartFrame();
+       // FIXME: move to client
+       R_MoveExplosions();
+       R_TimeReport("mexplosion");
+
+       R_Textures_Frame();
+       R_SetupFrame();
+       R_SetFrustum();
+       R_SetupFog();
+       R_SkyStartFrame();
+       R_BuildLightList();
+       R_TimeReport("setup");
+
+       R_WorldVisibility(world);
+       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_PrepareEntities();
+       R_Mesh_Start();
+       R_MeshQueue_BeginScene();
 
-       skypolyclear();
-       wallpolyclear();
-       transpolyclear();
+       R_Shadow_UpdateWorldLightSelection();
 
-       TIMEREPORT("setup     ")
+       if (R_DrawBrushModelsSky())
+               R_TimeReport("bmodelsky");
 
-       R_DrawWorld ();
-       TIMEREPORT("world     ")
+       // must occur early because it can draw sky
+       R_DrawWorld(world);
+       R_TimeReport("world");
 
-       R_AddModelEntities();
-       TIMEREPORT("addmodels")
+       // don't let sound skip if going slow
+       if (!intimerefresh && !r_speeds.integer)
+               S_ExtraUpdate ();
 
-       R_Clip_EndFrame();
-       TIMEREPORT("scanedge  ")
+       R_DrawModels(r_shadow_lightingmode > 0);
+       R_TimeReport("models");
 
-       // now mark the lit surfaces
-       R_PushDlights ();
-       // yes this does add the world surfaces after the brush models
-       R_DrawSurfaces ();
-       R_DrawPortals ();
-       TIMEREPORT("surfaces  ");
+       if (r_shadows.integer == 1 && r_shadow_lightingmode <= 0)
+       {
+               R_DrawFakeShadows();
+               R_TimeReport("fakeshadow");
+       }
 
-       UploadLightmaps();
-       TIMEREPORT("uploadlmap")
+       if (r_shadow_lightingmode > 0)
+       {
+               R_ShadowVolumeLighting(false);
+               R_TimeReport("dynlight");
+       }
 
-       // fogged sky polys, affects depth
-       skypolyrender();
+       R_DrawParticles();
+       R_TimeReport("particles");
 
-       // does not affect depth, draws over the sky polys
-       if (currentskypoly)
-               R_Sky();
-       TIMEREPORT("skypoly   ")
+       R_DrawExplosions();
+       R_TimeReport("explosions");
 
-       wallpolyrender();
-       TIMEREPORT("wallpoly  ")
+       R_MeshQueue_RenderTransparent();
+       R_TimeReport("drawtrans");
 
-       GL_DrawDecals();
-       TIMEREPORT("ddecal    ")
+       R_DrawCoronas();
+       R_TimeReport("coronas");
 
-       // don't let sound skip if going slow
-       if (!intimerefresh && !r_speeds2.value)
-               S_ExtraUpdate ();
+       R_DrawWorldCrosshair();
+       R_TimeReport("crosshair");
 
-       R_DrawViewModel ();
-       R_DrawModels ();
-       TIMEREPORT("models    ")
+       R_BlendView();
+       R_TimeReport("blendview");
 
-       R_DrawParticles ();
-       TIMEREPORT("dparticles")
-       R_DrawExplosions();
-       TIMEREPORT("dexplosion")
+       R_MeshQueue_Render();
+       R_MeshQueue_EndScene();
+       if (r_shadow_realtime.integer >= 2)
+       {
+               R_ShadowVolumeLighting(true);
+               R_TimeReport("shadowvolume");
+       }
+       R_Mesh_Finish();
+       R_TimeReport("meshfinish");
+}
 
-       transpolyrender();
-       TIMEREPORT("transpoly ")
+/*
+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];
+       rmeshstate_t m;
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       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);
+       if (fogenabled)
+       {
+               for (i = 0, v = varray_vertex, c = varray_color;i < 8;i++, v += 4, c += 4)
+               {
+                       VectorSubtract(v, r_origin, 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();
+       R_Mesh_Draw(8, 12);
+}
+*/
 
-       FOG_frameend();
+void R_DrawNoModelCallback(const void *calldata1, int calldata2)
+{
+       const entity_render_t *ent = calldata1;
+       int i, element[24];
+       float f1, f2, *c, diff[3];
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       if (ent->flags & EF_ADDITIVE)
+       {
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
+       }
+       else if (ent->alpha < 1)
+       {
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       }
+       else
+       {
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ZERO;
+       }
+       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;
+       if (fogenabled)
+       {
+               VectorSubtract(ent->origin, r_origin, diff);
+               f2 = exp(fogdensity/DotProduct(diff, diff));
+               f1 = 1 - f2;
+               for (i = 0, c = varray_color;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;
+               }
+       }
+       else
+       {
+               for (i = 0, c = varray_color;i < 6;i++, c += 4)
+               {
+                       c[0] *= r_colorscale;
+                       c[1] *= r_colorscale;
+                       c[2] *= r_colorscale;
+               }
+       }
+       GL_UseColorArray();
+       R_Mesh_Draw(6, 8, element);
+}
 
-       GL_BlendView();
-       TIMEREPORT("blend     ")
+void R_DrawNoModel(entity_render_t *ent)
+{
+       //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
+               R_MeshQueue_AddTransparent(ent->origin, R_DrawNoModelCallback, ent, 0);
+       //else
+       //      R_DrawNoModelCallback(ent, 0);
+}
 
-       if (r_speeds2.value)
-               timestring((int) ((Sys_DoubleTime() - starttime) * 1000000.0), "total    ");
+void R_CalcBeamVerts (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);
+       CrossProduct (normal, diff, right1);
+
+       // calculate 'right' vector for end
+       VectorSubtract (r_origin, org2, diff);
+       VectorNormalizeFast (diff);
+       CrossProduct (normal, diff, right2);
+
+       vert[ 0] = org1[0] + width * right1[0];
+       vert[ 1] = org1[1] + width * right1[1];
+       vert[ 2] = org1[2] + width * right1[2];
+       vert[ 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];
 }