]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
got rid of node->contents, leaf->contents kept (only needed temporarily during loadin...
[xonotic/darkplaces.git] / gl_rmain.c
index e362a41a68677b6fc77411b8112f9c1bc5cf7d1a..b73e5fbc57a96edf73876de051692c1342e230e1 100644 (file)
@@ -20,144 +20,125 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 // r_main.c
 
 #include "quakedef.h"
+#include "r_shadow.h"
 
-//static qboolean      r_cache_thrash;         // compatability
+// used for dlight push checking and other things
+int r_framecount;
 
-entity_render_t        *currentrenderentity;
+// used for visibility checking
+qbyte r_pvsbits[(MAX_MAP_LEAFS+7)>>3];
 
-int                    r_framecount;           // used for dlight push checking
+// TODO: dynamic resize?  65536 seems enough because q1bsp can't have more
+// than 32768, and q3bsp compilers have more like a 4096 limit
+qbyte r_worldsurfacevisible[MAX_MAP_LEAFS];
 
-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;
+matrix4x4_t r_identitymatrix;
 
-qboolean       envmap;                         // true during envmap command capture
+int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights, c_meshs, c_meshelements, c_rt_lights, c_rt_clears, c_rt_scissored, c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris, c_rtcached_shadowmeshes, c_rtcached_shadowtris, c_bloom, c_bloomcopies, c_bloomcopypixels, c_bloomdraws, c_bloomdrawpixels;
 
-// 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
+// true during envmap command capture
+qboolean envmap;
+
+// maximum visible distance (recalculated from world box each frame)
+float r_farclip;
+// brightness of world lightmaps and related lighting
+// (often reduced when world rtlights are enabled)
+float r_lightmapintensity;
+// whether to draw world lights realtime, dlights realtime, and their shadows
+qboolean r_rtworld;
+qboolean r_rtworldshadows;
+qboolean r_rtdlight;
+qboolean r_rtdlightshadows;
 
-//
-// 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];
+// forces all rendering to draw triangle outlines
+int r_showtrispass;
+
+// view origin
+vec3_t r_vieworigin;
+vec3_t r_viewforward;
+vec3_t r_viewleft;
+vec3_t r_viewright;
+vec3_t r_viewup;
+int r_view_x;
+int r_view_y;
+int r_view_z;
+int r_view_width;
+int r_view_height;
+int r_view_depth;
+float r_view_fov_x;
+float r_view_fov_y;
+matrix4x4_t r_view_matrix;
 
 //
 // screen size info
 //
-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_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       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 gl_fogenable = {0, "gl_fogenable", "0"};
-cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"};
-cvar_t gl_fogred = {0, "gl_fogred","0.3"};
-cvar_t gl_foggreen = {0, "gl_foggreen","0.3"};
-cvar_t gl_fogblue = {0, "gl_fogblue","0.3"};
-cvar_t gl_fogstart = {0, "gl_fogstart", "0"};
-cvar_t gl_fogend = {0, "gl_fogend","0"};
-
-cvar_t r_ser = {CVAR_SAVE, "r_ser", "1"};
-//cvar_t       gl_viewmodeldepthhack = {0, "gl_viewmodeldepthhack", "1"};
-
-cvar_t r_multitexture = {0, "r_multitexture", "1"};
-
-/*
-====================
-R_TimeRefresh_f
-
-For program optimization
-====================
-*/
-qboolean intimerefresh = 0;
-static void R_TimeRefresh_f (void)
+refdef_t r_refdef;
+
+// 8.8 fraction of base light value
+unsigned short d_lightstylevalue[256];
+
+cvar_t r_showtris = {0, "r_showtris", "0"};
+cvar_t r_drawentities = {0, "r_drawentities","1"};
+cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
+cvar_t r_speeds = {0, "r_speeds","0"};
+cvar_t r_fullbright = {0, "r_fullbright","0"};
+cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"};
+cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"};
+cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"};
+cvar_t r_drawcollisionbrushes = {0, "r_drawcollisionbrushes", "0"};
+
+cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
+cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"};
+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"};
+
+cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1"};
+cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1"};
+cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1"};
+cvar_t r_watershader = {CVAR_SAVE, "r_watershader", "1"};
+
+cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0"};
+cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "2"};
+cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "8"};
+cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320"};
+cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "4"};
+rtexturepool_t *r_main_texturepool;
+rtexture_t *r_bloom_texture_screen;
+rtexture_t *r_bloom_texture_bloom;
+
+void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
 {
-       int                     i;
-       float           start, stop, time;
-
-       intimerefresh = 1;
-       start = Sys_DoubleTime ();
-       glDrawBuffer (GL_FRONT);
-       for (i = 0;i < 128;i++)
+       int i;
+       for (i = 0;i < verts;i++)
        {
-               r_refdef.viewangles[0] = 0;
-               r_refdef.viewangles[1] = i/128.0*360.0;
-               r_refdef.viewangles[2] = 0;
-               R_RenderView();
+               out[0] = in[0] * r;
+               out[1] = in[1] * g;
+               out[2] = in[2] * b;
+               out[3] = in[3];
+               in += 4;
+               out += 4;
        }
-       glDrawBuffer  (GL_BACK);
-
-       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)
+void R_FillColors(float *out, int verts, float r, float g, float b, float a)
 {
-       int sides;
-       mnode_t *nodestack[8192], *node;
-       int stack = 0;
-
-       if (R_CullBox(mins, maxs))
-               return true;
-
-       node = cl.worldmodel->nodes;
-loc0:
-       if (node->contents < 0)
+       int i;
+       for (i = 0;i < verts;i++)
        {
-               if (((mleaf_t *)node)->visframe == r_framecount)
-                       return false;
-               if (!stack)
-                       return true;
-               node = nodestack[--stack];
-               goto loc0;
+               out[0] = r;
+               out[1] = g;
+               out[2] = b;
+               out[3] = a;
+               out += 4;
        }
-
-       sides = BOX_ON_PLANE_SIDE(mins, maxs, node->plane);
-
-// recurse down the contacted sides
-       if (sides & 1)
-       {
-               if (sides & 2) // 3
-               {
-                       // put second child on the stack for later examination
-                       nodestack[stack++] = node->children[1];
-                       node = node->children[0];
-                       goto loc0;
-               }
-               else // 1
-               {
-                       node = node->children[0];
-                       goto loc0;
-               }
-       }
-       // 2
-       node = node->children[1];
-       goto loc0;
 }
 
 vec3_t fogcolor;
@@ -165,7 +146,7 @@ vec_t fogdensity;
 float fog_density, fog_red, fog_green, fog_blue;
 qboolean fogenabled;
 qboolean oldgl_fogenable;
-void R_SetupFog(void)
+void R_UpdateFog(void)
 {
        if (gamemode == GAME_NEHAHRA)
        {
@@ -233,63 +214,118 @@ void FOG_registercvars(void)
 
 void gl_main_start(void)
 {
+       r_main_texturepool = R_AllocTexturePool();
+       r_bloom_texture_screen = NULL;
+       r_bloom_texture_bloom = NULL;
 }
 
 void gl_main_shutdown(void)
 {
+       R_FreeTexturePool(&r_main_texturepool);
+       r_bloom_texture_screen = NULL;
+       r_bloom_texture_bloom = NULL;
 }
 
+extern void CL_ParseEntityLump(char *entitystring);
 void gl_main_newmap(void)
 {
+       // FIXME: move this code to client
+       int l;
+       char *entities, entname[MAX_QPATH];
        r_framecount = 1;
+       if (cl.worldmodel)
+       {
+               strlcpy(entname, cl.worldmodel->name, sizeof(entname));
+               l = strlen(entname) - 4;
+               if (l >= 0 && !strcmp(entname + l, ".bsp"))
+               {
+                       strcpy(entname + l, ".ent");
+                       if ((entities = FS_LoadFile(entname, tempmempool, true)))
+                       {
+                               CL_ParseEntityLump(entities);
+                               Mem_Free(entities);
+                               return;
+                       }
+               }
+               if (cl.worldmodel->brush.entities)
+                       CL_ParseEntityLump(cl.worldmodel->brush.entities);
+       }
 }
 
 void GL_Main_Init(void)
 {
+       Matrix4x4_CreateIdentity(&r_identitymatrix);
 // FIXME: move this to client?
        FOG_registercvars();
-       Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
-       Cvar_RegisterVariable (&r_drawentities);
-       Cvar_RegisterVariable (&r_drawviewmodel);
-       Cvar_RegisterVariable (&r_speeds);
-//     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_fullbright);
-       Cvar_RegisterVariable (&r_ser);
-//     Cvar_RegisterVariable (&gl_viewmodeldepthhack);
-       Cvar_RegisterVariable (&r_multitexture);
-       if (gamemode == GAME_NEHAHRA)
+       Cvar_RegisterVariable(&r_showtris);
+       Cvar_RegisterVariable(&r_drawentities);
+       Cvar_RegisterVariable(&r_drawviewmodel);
+       Cvar_RegisterVariable(&r_speeds);
+       Cvar_RegisterVariable(&r_fullbrights);
+       Cvar_RegisterVariable(&r_wateralpha);
+       Cvar_RegisterVariable(&r_dynamic);
+       Cvar_RegisterVariable(&r_fullbright);
+       Cvar_RegisterVariable(&r_textureunits);
+       Cvar_RegisterVariable(&r_lerpsprites);
+       Cvar_RegisterVariable(&r_lerpmodels);
+       Cvar_RegisterVariable(&r_waterscroll);
+       Cvar_RegisterVariable(&r_watershader);
+       Cvar_RegisterVariable(&r_drawcollisionbrushes);
+       Cvar_RegisterVariable(&r_bloom);
+       Cvar_RegisterVariable(&r_bloom_intensity);
+       Cvar_RegisterVariable(&r_bloom_blur);
+       Cvar_RegisterVariable(&r_bloom_resolution);
+       Cvar_RegisterVariable(&r_bloom_power);
+       if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ || gamemode == GAME_TENEBRAE)
                Cvar_SetValue("r_fullbrights", 0);
        R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
 }
 
-/*
-===============
-R_NewMap
-===============
-*/
-void CL_ParseEntityLump(char *entitystring);
-void R_NewMap (void)
+static vec3_t r_farclip_origin;
+static vec3_t r_farclip_direction;
+static vec_t r_farclip_directiondist;
+static vec_t r_farclip_meshfarclip;
+static int r_farclip_directionbit0;
+static int r_farclip_directionbit1;
+static int r_farclip_directionbit2;
+
+// enlarge farclip to accomodate box
+static void R_FarClip_Box(vec3_t mins, vec3_t maxs)
 {
-       int             i;
+       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;
+}
 
-       for (i=0 ; i<256 ; i++)
-               d_lightstylevalue[i] = 264;             // normal light value
+// return farclip value
+static float R_FarClip(vec3_t origin, vec3_t direction, vec_t startfarclip)
+{
+       int i;
+
+       VectorCopy(origin, r_farclip_origin);
+       VectorCopy(direction, r_farclip_direction);
+       r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction);
+       r_farclip_directionbit0 = r_farclip_direction[0] < 0;
+       r_farclip_directionbit1 = r_farclip_direction[1] < 0;
+       r_farclip_directionbit2 = r_farclip_direction[2] < 0;
+       r_farclip_meshfarclip = r_farclip_directiondist + startfarclip;
+
+       if (r_refdef.worldmodel)
+               R_FarClip_Box(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
+       for (i = 0;i < r_refdef.numentities;i++)
+               R_FarClip_Box(r_refdef.entities[i]->mins, r_refdef.entities[i]->maxs);
 
-       r_viewleaf = NULL;
-       if (cl.worldmodel->entities)
-               CL_ParseEntityLump(cl.worldmodel->entities);
-       R_Modules_NewMap();
+       return r_farclip_meshfarclip - r_farclip_directiondist;
 }
 
 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 R_Sky_Init(void);
 extern void GL_Surf_Init(void);
@@ -297,19 +333,20 @@ extern void R_Crosshairs_Init(void);
 extern void R_Light_Init(void);
 extern void R_Particles_Init(void);
 extern void R_Explosion_Init(void);
-extern void R_Clip_Init(void);
 extern void ui_init(void);
 extern void gl_backend_init(void);
+extern void Sbar_Init(void);
+extern void R_LightningBeams_Init(void);
 
 void Render_Init(void)
 {
-       R_Modules_Shutdown();
        R_Textures_Init();
        Mod_RenderInit();
        gl_backend_init();
-       R_Clip_Init();
+       R_MeshQueue_Init();
        GL_Draw_Init();
        GL_Main_Init();
+       R_Shadow_Init();
        GL_Models_Init();
        R_Sky_Init();
        GL_Surf_Init();
@@ -317,8 +354,10 @@ void Render_Init(void)
        R_Light_Init();
        R_Particles_Init();
        R_Explosion_Init();
-       ui_init();
-       R_Modules_Start();
+       //ui_init();
+       UI_Init();
+       Sbar_Init();
+       R_LightningBeams_Init();
 }
 
 /*
@@ -329,381 +368,728 @@ 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_CheckExtensions();
 
        // LordHavoc: report supported extensions
-       Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
-
-       glCullFace(GL_FRONT);
-       glEnable(GL_TEXTURE_2D);
+       Con_DPrintf("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
 
-//     glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
+       // clear to black (loading plaque will be seen over this)
+       qglClearColor(0,0,0,1);
+       qglClear(GL_COLOR_BUFFER_BIT);
 }
 
-
-//==================================================================================
-
-void R_Entity_Callback(void *data, void *junk)
+int R_CullBox(const vec3_t mins, const vec3_t maxs)
 {
-       ((entity_render_t *)data)->visframe = r_framecount;
+       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;
 }
 
+//==================================================================================
+
 static void R_MarkEntities (void)
 {
-       int             i;
-       vec3_t  v;
+       int i;
+       entity_render_t *ent;
 
        if (!r_drawentities.integer)
                return;
 
        for (i = 0;i < r_refdef.numentities;i++)
        {
-               currentrenderentity = r_refdef.entities[i];
-               Mod_CheckLoaded(currentrenderentity->model);
-
-               // move view-relative models to where they should be
-               if (currentrenderentity->flags & RENDER_VIEWMODEL)
-               {
-                       // remove flag so it will not be repeated incase RelinkEntities is not called again for a while
-                       currentrenderentity->flags -= RENDER_VIEWMODEL;
-                       // transform origin
-                       VectorCopy(currentrenderentity->origin, v);
-                       currentrenderentity->origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0];
-                       currentrenderentity->origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1];
-                       currentrenderentity->origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2];
-                       // adjust angles
-                       VectorAdd(currentrenderentity->angles, r_refdef.viewangles, currentrenderentity->angles);
-               }
-
-               if (currentrenderentity->angles[0] || currentrenderentity->angles[2])
-               {
-                       VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->rotatedmins, currentrenderentity->mins);
-                       VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->rotatedmaxs, currentrenderentity->maxs);
-               }
-               else if (currentrenderentity->angles[1])
-               {
-                       VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->yawmins, currentrenderentity->mins);
-                       VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->yawmaxs, currentrenderentity->maxs);
-               }
-               else
-               {
-                       VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->normalmins, currentrenderentity->mins);
-                       VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->normalmaxs, currentrenderentity->maxs);
-               }
-               if (R_VisibleCullBox(currentrenderentity->mins, currentrenderentity->maxs))
-                       continue;
-
-               R_LerpAnimation(currentrenderentity);
-               if (r_ser.integer)
-                       currentrenderentity->model->SERAddEntity();
-               else
-                       currentrenderentity->visframe = r_framecount;
+               ent = r_refdef.entities[i];
+               Mod_CheckLoaded(ent->model);
+               // some of the renderer still relies on origin...
+               Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin);
+               // some of the renderer still relies on scale...
+               ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
+               R_UpdateEntLights(ent);
+               if ((chase_active.integer || !(ent->flags & RENDER_EXTERIORMODEL))
+                && (!VIS_CullBox(ent->mins, ent->maxs) || (ent->effects & EF_NODEPTHTEST))
+                && (!envmap || !(ent->flags & (RENDER_VIEWMODEL | RENDER_EXTERIORMODEL))))
+                       ent->visframe = r_framecount;
        }
 }
 
 // only used if skyrendermasked, and normally returns false
-int R_DrawBModelSky (void)
+int R_DrawBrushModelsSky (void)
 {
-       int             i, sky = false;
+       int i, sky;
+       entity_render_t *ent;
 
        if (!r_drawentities.integer)
                return false;
 
+       sky = false;
        for (i = 0;i < r_refdef.numentities;i++)
        {
-               currentrenderentity = r_refdef.entities[i];
-               if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->DrawSky)
+               ent = r_refdef.entities[i];
+               if (ent->visframe == r_framecount && ent->model && ent->model->DrawSky)
                {
-                       currentrenderentity->model->DrawSky();
+                       ent->model->DrawSky(ent);
                        sky = true;
                }
        }
        return sky;
 }
 
-void R_DrawModels (void)
+void R_DrawNoModel(entity_render_t *ent);
+void R_DrawModels(void)
 {
-       int             i;
+       int i;
+       entity_render_t *ent;
 
        if (!r_drawentities.integer)
                return;
 
        for (i = 0;i < r_refdef.numentities;i++)
        {
-               currentrenderentity = r_refdef.entities[i];
-               if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->Draw)
-                       currentrenderentity->model->Draw();
+               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);
+               }
        }
 }
 
-/*
-=============
-R_DrawViewModel
-=============
-*/
-void R_DrawViewModel (void)
+static void R_SetFrustum(void)
 {
-       // 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.integer)
-//     {
-//             R_Mesh_Render();
-//             glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
-//     }
-       currentrenderentity->model->Draw();
-//     if (gl_viewmodeldepthhack.integer)
-//     {
-//             R_Mesh_Render();
-//             glDepthRange (gldepthmin, gldepthmax);
-//     }
-}
-
-static void R_SetFrustum (void)
-{
-       int             i;
+       // break apart the view matrix into vectors for various purposes
+       Matrix4x4_ToVectors(&r_view_matrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin);
+       VectorNegate(r_viewleft, r_viewright);
 
        // LordHavoc: note to all quake engine coders, the special case for 90
        // degrees assumed a square view (wrong), so I removed it, Quake2 has it
        // disabled as well.
-       // 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 ) );
 
+       // rotate R_VIEWFORWARD right by FOV_X/2 degrees
+       RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_view_fov_x / 2));
+       frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal);
+       PlaneClassify(&frustum[0]);
+
+       // rotate R_VIEWFORWARD left by FOV_X/2 degrees
+       RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_view_fov_x / 2));
+       frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal);
+       PlaneClassify(&frustum[1]);
+
+       // rotate R_VIEWFORWARD up by FOV_X/2 degrees
+       RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_view_fov_y / 2));
+       frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal);
+       PlaneClassify(&frustum[2]);
+
+       // rotate R_VIEWFORWARD down by FOV_X/2 degrees
+       RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_view_fov_y / 2));
+       frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
+       PlaneClassify(&frustum[3]);
+}
+
+static void R_BlendView(void)
+{
+       rmeshstate_t m;
 
-       for (i=0 ; i<4 ; i++)
+       if (r_refdef.viewblend[3] < 0.01f && !r_bloom.integer)
+               return;
+
+       GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
+       GL_DepthMask(true);
+       GL_DepthTest(false);
+       R_Mesh_Matrix(&r_identitymatrix);
+       varray_vertex3f[0] = 0;varray_vertex3f[1] = 0;varray_vertex3f[2] = 0;
+       varray_vertex3f[3] = 1;varray_vertex3f[4] = 0;varray_vertex3f[5] = 0;
+       varray_vertex3f[6] = 1;varray_vertex3f[7] = 1;varray_vertex3f[8] = 0;
+       varray_vertex3f[9] = 0;varray_vertex3f[10] = 1;varray_vertex3f[11] = 0;
+       if (r_bloom.integer && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512)
+       {
+               int screenwidth, screenheight, bloomwidth, bloomheight, x, dobloomblend, range;
+               float xoffset, yoffset, r;
+               c_bloom++;
+               for (screenwidth = 1;screenwidth < vid.realwidth;screenwidth *= 2);
+               for (screenheight = 1;screenheight < vid.realheight;screenheight *= 2);
+               bloomwidth = min(r_view_width, r_bloom_resolution.integer);
+               bloomheight = min(r_view_height, bloomwidth * r_view_height / r_view_width);
+               varray_texcoord2f[0][0] = 0;
+               varray_texcoord2f[0][1] = (float)r_view_height / (float)screenheight;
+               varray_texcoord2f[0][2] = (float)r_view_width / (float)screenwidth;
+               varray_texcoord2f[0][3] = (float)r_view_height / (float)screenheight;
+               varray_texcoord2f[0][4] = (float)r_view_width / (float)screenwidth;
+               varray_texcoord2f[0][5] = 0;
+               varray_texcoord2f[0][6] = 0;
+               varray_texcoord2f[0][7] = 0;
+               varray_texcoord2f[1][0] = 0;
+               varray_texcoord2f[1][1] = (float)bloomheight / (float)screenheight;
+               varray_texcoord2f[1][2] = (float)bloomwidth / (float)screenwidth;
+               varray_texcoord2f[1][3] = (float)bloomheight / (float)screenheight;
+               varray_texcoord2f[1][4] = (float)bloomwidth / (float)screenwidth;
+               varray_texcoord2f[1][5] = 0;
+               varray_texcoord2f[1][6] = 0;
+               varray_texcoord2f[1][7] = 0;
+               if (!r_bloom_texture_screen)
+                       r_bloom_texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+               if (!r_bloom_texture_bloom)
+                       r_bloom_texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = varray_vertex3f;
+               m.pointer_texcoord[0] = varray_texcoord2f[0];
+               m.tex[0] = R_GetTexture(r_bloom_texture_screen);
+               R_Mesh_State(&m);
+               // copy view to a texture
+               GL_ActiveTexture(0);
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height);
+               c_bloomcopies++;
+               c_bloomcopypixels += r_view_width * r_view_height;
+               // now scale it down to the bloom size and raise to a power of itself
+               qglViewport(r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
+               // TODO: optimize with multitexture or GLSL
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_Color(1, 1, 1, 1);
+               R_Mesh_Draw(4, 2, polygonelements);
+               c_bloomdraws++;
+               c_bloomdrawpixels += bloomwidth * bloomheight;
+               GL_BlendFunc(GL_DST_COLOR, GL_ZERO);
+               for (x = 1;x < r_bloom_power.integer;x++)
+               {
+                       R_Mesh_Draw(4, 2, polygonelements);
+                       c_bloomdraws++;
+                       c_bloomdrawpixels += bloomwidth * bloomheight;
+               }
+               // copy the bloom view to a texture
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = varray_vertex3f;
+               m.tex[0] = R_GetTexture(r_bloom_texture_bloom);
+               m.pointer_texcoord[0] = varray_texcoord2f[2];
+               R_Mesh_State(&m);
+               GL_ActiveTexture(0);
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
+               c_bloomcopies++;
+               c_bloomcopypixels += bloomwidth * bloomheight;
+               // blend on at multiple offsets vertically
+               // TODO: do offset blends using GLSL
+               range = r_bloom_blur.integer * bloomwidth / 320;
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               for (x = -range;x <= range;x++)
+               {
+                       xoffset = 0 / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
+                       yoffset = x / (float)bloomheight * (float)bloomheight / (float)screenheight;
+                       varray_texcoord2f[2][0] = xoffset+0;
+                       varray_texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
+                       varray_texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
+                       varray_texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
+                       varray_texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
+                       varray_texcoord2f[2][5] = yoffset+0;
+                       varray_texcoord2f[2][6] = xoffset+0;
+                       varray_texcoord2f[2][7] = yoffset+0;
+                       r = r_bloom_intensity.value/(range*2+1)*(1 - fabs(x*x)/(float)(range*range));
+                       if (r < 0.01f)
+                               continue;
+                       GL_Color(r, r, r, 1);
+                       R_Mesh_Draw(4, 2, polygonelements);
+                       c_bloomdraws++;
+                       c_bloomdrawpixels += bloomwidth * bloomheight;
+                       GL_BlendFunc(GL_ONE, GL_ONE);
+               }
+               // copy the blurred bloom view to a texture
+               GL_ActiveTexture(0);
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
+               c_bloomcopies++;
+               c_bloomcopypixels += bloomwidth * bloomheight;
+               // blend on at multiple offsets horizontally
+               // TODO: do offset blends using GLSL
+               range = r_bloom_blur.integer * bloomwidth / 320;
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               for (x = -range;x <= range;x++)
+               {
+                       xoffset = x / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
+                       yoffset = 0 / (float)bloomheight * (float)bloomheight / (float)screenheight;
+                       varray_texcoord2f[2][0] = xoffset+0;
+                       varray_texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
+                       varray_texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
+                       varray_texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
+                       varray_texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
+                       varray_texcoord2f[2][5] = yoffset+0;
+                       varray_texcoord2f[2][6] = xoffset+0;
+                       varray_texcoord2f[2][7] = yoffset+0;
+                       r = r_bloom_intensity.value/(range*2+1)*(1 - fabs(x*x)/(float)(range*range));
+                       if (r < 0.01f)
+                               continue;
+                       GL_Color(r, r, r, 1);
+                       R_Mesh_Draw(4, 2, polygonelements);
+                       c_bloomdraws++;
+                       c_bloomdrawpixels += bloomwidth * bloomheight;
+                       GL_BlendFunc(GL_ONE, GL_ONE);
+               }
+               // copy the blurred bloom view to a texture
+               GL_ActiveTexture(0);
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
+               c_bloomcopies++;
+               c_bloomcopypixels += bloomwidth * bloomheight;
+               // go back to full view area
+               qglViewport(r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height);
+               // put the original view back in place
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = varray_vertex3f;
+               m.tex[0] = R_GetTexture(r_bloom_texture_screen);
+               m.pointer_texcoord[0] = varray_texcoord2f[0];
+#if 0
+               dobloomblend = false;
+#else
+               // do both in one pass if possible
+               if (r_textureunits.integer >= 2 && gl_combine.integer)
+               {
+                       dobloomblend = false;
+                       m.texcombinergb[1] = GL_ADD;
+                       m.tex[1] = R_GetTexture(r_bloom_texture_bloom);
+                       m.pointer_texcoord[1] = varray_texcoord2f[1];
+               }
+               else
+                       dobloomblend = true;
+#endif
+               R_Mesh_State(&m);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_Color(1,1,1,1);
+               R_Mesh_Draw(4, 2, polygonelements);
+               c_bloomdraws++;
+               c_bloomdrawpixels += r_view_width * r_view_height;
+               // now blend on the bloom texture if multipass
+               if (dobloomblend)
+               {
+                       memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = varray_vertex3f;
+                       m.tex[0] = R_GetTexture(r_bloom_texture_bloom);
+                       m.pointer_texcoord[0] = varray_texcoord2f[1];
+                       R_Mesh_State(&m);
+                       GL_BlendFunc(GL_ONE, GL_ONE);
+                       GL_Color(1,1,1,1);
+                       R_Mesh_Draw(4, 2, polygonelements);
+                       c_bloomdraws++;
+                       c_bloomdrawpixels += r_view_width * r_view_height;
+               }
+       }
+       if (r_refdef.viewblend[3] >= 0.01f)
        {
-               frustum[i].type = PLANE_ANYZ;
-               frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
-               PlaneClassify(&frustum[i]);
+               // apply a color tint to the whole view
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = varray_vertex3f;
+               R_Mesh_State(&m);
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+               GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
+               R_Mesh_Draw(4, 2, polygonelements);
        }
 }
 
+void R_RenderScene(void);
+
 /*
-===============
-R_SetupFrame
-===============
+================
+R_RenderView
+================
 */
-static void R_SetupFrame (void)
+void R_RenderView(void)
 {
-// don't allow cheats in multiplayer
-       if (cl.maxclients > 1)
-       {
-               if (r_fullbright.integer != 0)
-                       Cvar_Set ("r_fullbright", "0");
-               if (r_ambient.value != 0)
-                       Cvar_Set ("r_ambient", "0");
-       }
-       if (r_multitexture.integer && gl_textureunits < 2)
-               Cvar_SetValue("r_multitexture", 0);
+       if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
+               return; //Host_Error ("R_RenderView: NULL worldmodel");
 
-       r_framecount++;
+       r_view_width = bound(0, r_refdef.width, vid.realwidth);
+       r_view_height = bound(0, r_refdef.height, vid.realheight);
+       r_view_depth = 1;
+       r_view_x = bound(0, r_refdef.x, vid.realwidth - r_refdef.width);
+       r_view_y = bound(0, r_refdef.y, vid.realheight - r_refdef.height);
+       r_view_z = 0;
+       r_view_fov_x = bound(1, r_refdef.fov_x, 170);
+       r_view_fov_y = bound(1, r_refdef.fov_y, 170);
+       r_view_matrix = r_refdef.viewentitymatrix;
+       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+       r_rtworld = r_shadow_realtime_world.integer;
+       r_rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
+       r_rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer;
+       r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
+       r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
+
+       // GL is weird because it's bottom to top, r_view_y is top to bottom
+       qglViewport(r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height);
+       GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
+       GL_ScissorTest(true);
+       GL_DepthMask(true);
+       R_ClearScreen();
+       R_Textures_Frame();
+       R_UpdateFog();
+       R_UpdateLights();
+       R_TimeReport("setup");
 
-// build the transformation matrix for the given view angles
-       VectorCopy (r_refdef.vieworg, r_origin);
+       qglDepthFunc(GL_LEQUAL);
+       qglPolygonOffset(0, 0);
+       qglEnable(GL_POLYGON_OFFSET_FILL);
 
-       AngleVectors (r_refdef.viewangles, vpn, vright, vup);
+       R_RenderScene();
 
-// current viewleaf
-       r_oldviewleaf = r_viewleaf;
-       r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
+       qglPolygonOffset(0, 0);
+       qglDisable(GL_POLYGON_OFFSET_FILL);
 
-//     r_cache_thrash = false;
+       R_BlendView();
+       R_TimeReport("blendview");
 
-       R_AnimateLight ();
+       GL_Scissor(0, 0, vid.realwidth, vid.realheight);
+       GL_ScissorTest(false);
 }
 
-
-static int blendviewpolyindex[3] = {0, 1, 2};
-
-static void R_BlendView(void)
+extern void R_DrawLightningBeams (void);
+void R_RenderScene(void)
 {
-       rmeshinfo_t m;
-       float tvxyz[3][4], r;
+       // don't let sound skip if going slow
+       if (r_refdef.extraupdate)
+               S_ExtraUpdate ();
 
-       if (!r_render.integer)
-               return;
+       r_framecount++;
 
-       if (r_refdef.viewblend[3] < 0.01f)
-               return;
+       R_MeshQueue_BeginScene();
 
-       memset(&m, 0, sizeof(m));
-       m.transparent = false;
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE;
-       m.depthdisable = true; // magic
-       m.numtriangles = 1;
-       m.numverts = 3;
-       m.index = blendviewpolyindex;
-       m.vertex = &tvxyz[0][0];
-       m.vertexstep = sizeof(float[4]);
-       m.cr = r_refdef.viewblend[0];
-       m.cg = r_refdef.viewblend[1];
-       m.cb = r_refdef.viewblend[2];
-       m.ca = r_refdef.viewblend[3];
-       r = 64000;
-       tvxyz[0][0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r;
-       tvxyz[0][1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r;
-       tvxyz[0][2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r;
-       r *= 3;
-       tvxyz[1][0] = tvxyz[0][0] + vup[0] * r;
-       tvxyz[1][1] = tvxyz[0][1] + vup[1] * r;
-       tvxyz[1][2] = tvxyz[0][2] + vup[2] * r;
-       tvxyz[2][0] = tvxyz[0][0] + vright[0] * r;
-       tvxyz[2][1] = tvxyz[0][1] + vright[1] * r;
-       tvxyz[2][2] = tvxyz[0][2] + vright[2] * r;
-       R_Mesh_Draw(&m);
-
-       /*
-       glMatrixMode(GL_PROJECTION);
-       glLoadIdentity ();
-       glOrtho  (0, 1, 1, 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);
-       glColor4f (r_refdef.viewblend[0] * overbrightscale, r_refdef.viewblend[1] * overbrightscale, r_refdef.viewblend[2] * overbrightscale, r_refdef.viewblend[3]);
-       glVertex2f (-5, -5);
-       glVertex2f (10, -5);
-       glVertex2f (-5, 10);
-       glEnd ();
-
-       glEnable (GL_CULL_FACE);
-       glEnable (GL_DEPTH_TEST);
-       glDisable(GL_BLEND);
-       glEnable(GL_TEXTURE_2D);
-       */
-}
+       GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
 
-/*
-================
-R_RenderView
+       R_SetFrustum();
 
-r_refdef must be set before the first call
-================
-*/
-void R_RenderView (void)
-{
-       if (!cl.worldmodel)
-               return; //Host_Error ("R_RenderView: NULL worldmodel");
+       r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f;
+       if (r_rtworldshadows || r_rtdlightshadows)
+               GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view_fov_x, r_view_fov_y, 1.0f);
+       else
+               GL_SetupView_Mode_Perspective(r_view_fov_x, r_view_fov_y, 1.0f, r_farclip);
 
-       // FIXME: move to client
-       R_MoveExplosions();
-       R_TimeReport("mexplosion");
+       GL_SetupView_Orientation_FromEntity(&r_view_matrix);
 
-       R_SetupFrame();
-       R_SetFrustum();
-       R_SetupFog();
        R_SkyStartFrame();
-       if (r_ser.integer)
-               R_Clip_StartFrame();
-       R_BuildLightList();
-
-       R_Mesh_Start();
 
-       R_TimeReport("setup");
-
-       R_DrawWorld();
-       R_TimeReport("worldnode");
+       if (r_refdef.worldmodel && r_refdef.worldmodel->brush.FatPVS)
+               r_refdef.worldmodel->brush.FatPVS(r_refdef.worldmodel, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits));
+       R_WorldVisibility();
+       R_TimeReport("worldvis");
 
        R_MarkEntities();
        R_TimeReport("markentity");
 
-       if (r_ser.integer)
-       {
-               R_Clip_EndFrame();
-               R_TimeReport("hiddensurf");
-       }
+       R_Shadow_UpdateWorldLightSelection();
 
-       R_MarkWorldLights();
-       R_TimeReport("marklights");
+       // don't let sound skip if going slow
+       if (r_refdef.extraupdate)
+               S_ExtraUpdate ();
 
-       if (skyrendermasked)
+       GL_ShowTrisColor(0.025, 0.025, 0, 1);
+       if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
        {
-               if (R_DrawBModelSky())
-                       R_TimeReport("bmodelsky");
+               r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
+               R_TimeReport("worldsky");
        }
-       else
-       {
-               R_DrawViewModel();
-               R_TimeReport("viewmodel");
-       }
-
-       R_SetupForWorldRendering();
-       R_PrepareSurfaces();
-       R_TimeReport("surfprep");
 
-       R_DrawSurfaces(SHADERSTAGE_SKY);
-       R_DrawSurfaces(SHADERSTAGE_NORMAL);
-       R_TimeReport("surfdraw");
+       if (R_DrawBrushModelsSky())
+               R_TimeReport("bmodelsky");
 
-       if (r_drawportals.integer)
+       GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
+       if (r_refdef.worldmodel && r_refdef.worldmodel->Draw)
        {
-               R_DrawPortals();
-               R_TimeReport("portals");
+               r_refdef.worldmodel->Draw(r_refdef.worldentity);
+               R_TimeReport("world");
        }
 
        // don't let sound skip if going slow
-       if (!intimerefresh && !r_speeds.integer)
+       if (r_refdef.extraupdate)
                S_ExtraUpdate ();
 
-       if (skyrendermasked)
-       {
-               R_DrawViewModel();
-               R_TimeReport("viewmodel");
-       }
+       GL_ShowTrisColor(0, 0.015, 0, 1);
 
        R_DrawModels();
        R_TimeReport("models");
 
+       // don't let sound skip if going slow
+       if (r_refdef.extraupdate)
+               S_ExtraUpdate ();
+
+       GL_ShowTrisColor(0, 0, 0.033, 1);
+       R_ShadowVolumeLighting(false);
+       R_TimeReport("rtlights");
+
+       // don't let sound skip if going slow
+       if (r_refdef.extraupdate)
+               S_ExtraUpdate ();
+
+       GL_ShowTrisColor(0.1, 0, 0, 1);
+
+       R_DrawLightningBeams();
+       R_TimeReport("lightning");
+
        R_DrawParticles();
        R_TimeReport("particles");
 
        R_DrawExplosions();
        R_TimeReport("explosions");
 
-       // draw transparent meshs
-       R_Mesh_AddTransparent();
-       R_TimeReport("addtrans");
+       R_MeshQueue_RenderTransparent();
+       R_TimeReport("drawtrans");
 
        R_DrawCoronas();
        R_TimeReport("coronas");
 
-       R_BlendView();
-       R_TimeReport("blendview");
+       R_DrawWorldCrosshair();
+       R_TimeReport("crosshair");
+
+       R_MeshQueue_Render();
+       R_MeshQueue_EndScene();
+
+       if (r_shadow_visiblevolumes.integer && !r_showtrispass)
+       {
+               R_ShadowVolumeLighting(true);
+               R_TimeReport("shadowvolume");
+       }
 
-       // render any queued meshs
-       R_Mesh_Finish();
-       R_TimeReport("meshfinish");
+       GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
 
-       //Mem_CheckSentinelsGlobal();
-       //R_TimeReport("memtest");
+       // don't let sound skip if going slow
+       if (r_refdef.extraupdate)
+               S_ExtraUpdate ();
+}
+
+/*
+void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
+{
+       int i;
+       float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4];
+       rmeshstate_t m;
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       R_Mesh_Matrix(&r_identitymatrix);
+
+       vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2];
+       vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
+       vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
+       vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
+       vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
+       vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
+       vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
+       vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
+       R_FillColors(color, 8, cr, cg, cb, ca);
+       if (fogenabled)
+       {
+               for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4)
+               {
+                       VectorSubtract(v, r_vieworigin, diff);
+                       f2 = exp(fogdensity/DotProduct(diff, diff));
+                       f1 = 1 - f2;
+                       c[0] = c[0] * f1 + fogcolor[0] * f2;
+                       c[1] = c[1] * f1 + fogcolor[1] * f2;
+                       c[2] = c[2] * f1 + fogcolor[2] * f2;
+               }
+       }
+       memset(&m, 0, sizeof(m));
+       m.pointer_vertex = vertex3f;
+       m.pointer_color = color;
+       R_Mesh_State(&m);
+       R_Mesh_Draw(8, 12);
+}
+*/
+
+int nomodelelements[24] =
+{
+       5, 2, 0,
+       5, 1, 2,
+       5, 0, 3,
+       5, 3, 1,
+       0, 2, 4,
+       2, 1, 4,
+       3, 0, 4,
+       1, 3, 4
+};
+
+float nomodelvertex3f[6*3] =
+{
+       -16,   0,   0,
+        16,   0,   0,
+         0, -16,   0,
+         0,  16,   0,
+         0,   0, -16,
+         0,   0,  16
+};
+
+float nomodelcolor4f[6*4] =
+{
+       0.0f, 0.0f, 0.5f, 1.0f,
+       0.0f, 0.0f, 0.5f, 1.0f,
+       0.0f, 0.5f, 0.0f, 1.0f,
+       0.0f, 0.5f, 0.0f, 1.0f,
+       0.5f, 0.0f, 0.0f, 1.0f,
+       0.5f, 0.0f, 0.0f, 1.0f
+};
+
+void R_DrawNoModelCallback(const void *calldata1, int calldata2)
+{
+       const entity_render_t *ent = calldata1;
+       int i;
+       float f1, f2, *c, diff[3];
+       float color4f[6*4];
+       rmeshstate_t m;
+       R_Mesh_Matrix(&ent->matrix);
+
+       memset(&m, 0, sizeof(m));
+       m.pointer_vertex = nomodelvertex3f;
+
+       if (ent->flags & EF_ADDITIVE)
+       {
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
+       }
+       else if (ent->alpha < 1)
+       {
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+               GL_DepthMask(false);
+       }
+       else
+       {
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_DepthMask(true);
+       }
+       GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
+       if (fogenabled)
+       {
+               memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
+               m.pointer_color = color4f;
+               VectorSubtract(ent->origin, r_vieworigin, diff);
+               f2 = exp(fogdensity/DotProduct(diff, diff));
+               f1 = 1 - f2;
+               for (i = 0, c = color4f;i < 6;i++, c += 4)
+               {
+                       c[0] = (c[0] * f1 + fogcolor[0] * f2);
+                       c[1] = (c[1] * f1 + fogcolor[1] * f2);
+                       c[2] = (c[2] * f1 + fogcolor[2] * f2);
+                       c[3] *= ent->alpha;
+               }
+       }
+       else if (ent->alpha != 1)
+       {
+               memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
+               m.pointer_color = color4f;
+               for (i = 0, c = color4f;i < 6;i++, c += 4)
+                       c[3] *= ent->alpha;
+       }
+       else
+               m.pointer_color = nomodelcolor4f;
+       R_Mesh_State(&m);
+       R_Mesh_Draw(6, 8, nomodelelements);
+}
+
+void R_DrawNoModel(entity_render_t *ent)
+{
+       //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
+               R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawNoModelCallback, ent, 0);
+       //else
+       //      R_DrawNoModelCallback(ent, 0);
+}
+
+void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
+{
+       vec3_t right1, right2, diff, normal;
+
+       VectorSubtract (org2, org1, normal);
+
+       // calculate 'right' vector for start
+       VectorSubtract (r_vieworigin, org1, diff);
+       CrossProduct (normal, diff, right1);
+       VectorNormalize (right1);
+
+       // calculate 'right' vector for end
+       VectorSubtract (r_vieworigin, org2, diff);
+       CrossProduct (normal, diff, right2);
+       VectorNormalize (right2);
+
+       vert[ 0] = org1[0] + width * right1[0];
+       vert[ 1] = org1[1] + width * right1[1];
+       vert[ 2] = org1[2] + width * right1[2];
+       vert[ 3] = org1[0] - width * right1[0];
+       vert[ 4] = org1[1] - width * right1[1];
+       vert[ 5] = org1[2] - width * right1[2];
+       vert[ 6] = org2[0] - width * right2[0];
+       vert[ 7] = org2[1] - width * right2[1];
+       vert[ 8] = org2[2] - width * right2[2];
+       vert[ 9] = org2[0] + width * right2[0];
+       vert[10] = org2[1] + width * right2[1];
+       vert[11] = org2[2] + width * right2[2];
 }
+
+float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
+
+void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, int depthdisable, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
+{
+       float diff[3];
+       rmeshstate_t m;
+
+       if (fogenabled)
+       {
+               VectorSubtract(origin, r_vieworigin, diff);
+               ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
+       }
+
+       R_Mesh_Matrix(&r_identitymatrix);
+       GL_BlendFunc(blendfunc1, blendfunc2);
+       GL_DepthMask(false);
+       GL_DepthTest(!depthdisable);
+
+       varray_vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
+       varray_vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
+       varray_vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
+       varray_vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
+       varray_vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
+       varray_vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
+       varray_vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
+       varray_vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
+       varray_vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
+       varray_vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
+       varray_vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
+       varray_vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
+
+       memset(&m, 0, sizeof(m));
+       m.tex[0] = R_GetTexture(texture);
+       m.pointer_texcoord[0] = spritetexcoord2f;
+       m.pointer_vertex = varray_vertex3f;
+       R_Mesh_State(&m);
+       GL_Color(cr, cg, cb, ca);
+       R_Mesh_Draw(4, 2, polygonelements);
+}
+