]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
a big change with a little description...
[xonotic/darkplaces.git] / gl_rmain.c
index 94cf4e36b94a8056e34c5eb404a8ee80f4da0717..d266859e0a131e4ca9ca7c0f2deecaad779c300e 100644 (file)
@@ -33,7 +33,7 @@ int                   r_framecount;           // used for dlight push checking
 
 mplane_t       frustum[4];
 
-int                    c_brush_polys, c_alias_polys, c_light_polys, c_nodes, c_leafs;
+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;
 
 qboolean       envmap;                         // true during envmap command capture 
 
@@ -41,8 +41,6 @@ qboolean      envmap;                         // true during envmap command capture
 //int                  particletexture;        // little dot for particles
 //int                  playertextures;         // up to 16 color translated skins
 
-extern qboolean isG200, isRagePro; // LordHavoc: special card hacks
-
 //
 // view origin
 //
@@ -75,16 +73,15 @@ cvar_t      r_speeds = {"r_speeds","0"};
 cvar_t r_speeds2 = {"r_speeds2","0"};
 cvar_t r_fullbright = {"r_fullbright","0"};
 //cvar_t       r_lightmap = {"r_lightmap","0"};
-cvar_t r_shadows = {"r_shadows","0"};
 cvar_t r_wateralpha = {"r_wateralpha","1"};
 cvar_t r_dynamic = {"r_dynamic","1"};
 cvar_t r_novis = {"r_novis","0"};
 cvar_t r_waterripple = {"r_waterripple","0"};
 cvar_t r_fullbrights = {"r_fullbrights", "1"};
 
-cvar_t contrast = {"contrast", "1.0", TRUE}; // LordHavoc: a method of operating system independent color correction
-cvar_t brightness = {"brightness", "1.0", TRUE}; // LordHavoc: a method of operating system independent color correction
-cvar_t gl_lightmode = {"gl_lightmode", "1", TRUE}; // LordHavoc: overbright lighting
+cvar_t contrast = {"contrast", "1.0", true}; // LordHavoc: a method of operating system independent color correction
+cvar_t brightness = {"brightness", "1.0", true}; // LordHavoc: a method of operating system independent color correction
+cvar_t gl_lightmode = {"gl_lightmode", "1", true}; // LordHavoc: overbright lighting
 //cvar_t       r_dynamicbothsides = {"r_dynamicbothsides", "1"}; // LordHavoc: can disable dynamic lighting of backfaces, but quake maps are weird so it doesn't always work right...
 cvar_t r_farclip = {"r_farclip", "6144"};
 
@@ -97,8 +94,6 @@ cvar_t        gl_fogstart = {"gl_fogstart", "0"};
 cvar_t gl_fogend = {"gl_fogend","0"};
 cvar_t glfog = {"glfog", "0"};
 
-extern qboolean isRagePro;
-
 qboolean lighthalf;
 
 vec3_t fogcolor;
@@ -129,8 +124,22 @@ void FOG_framebegin()
                        fog_blue = 0;
                }
        }
+       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;
+                       }
+       }
        if (glfog.value)
        {
+               if (!r_render.value)
+                       return;
                if(fog_density)
                {
                        // LordHavoc: Borland C++ 5.0 was choking on this line, stupid compiler...
@@ -161,15 +170,7 @@ void FOG_framebegin()
                {
                        fogenabled = true;
                        fogdensity = -4000.0f / (fog_density * fog_density);
-                       fogcolor[0] = fog_red   = bound(0.0f, fog_red  , 1.0f);
-                       fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
-                       fogcolor[2] = fog_blue  = bound(0.0f, fog_blue , 1.0f);
-                       if (lighthalf)
-                       {
-                               fogcolor[0] *= 0.5f;
-                               fogcolor[1] *= 0.5f;
-                               fogcolor[2] *= 0.5f;
-                       }
+                       // fog color was already set
                }
                else
                        fogenabled = false;
@@ -210,17 +211,24 @@ void FOG_registercvars()
        }
 }
 
-void glmain_start()
+void gl_main_start()
 {
 }
 
-void glmain_shutdown()
+void gl_main_shutdown()
+{
+}
+
+void gl_main_newmap()
 {
 }
 
 void GL_Main_Init()
 {
        FOG_registercvars();
+       Cvar_RegisterVariable (&r_drawentities);
+       Cvar_RegisterVariable (&r_drawviewmodel);
+       Cvar_RegisterVariable (&r_speeds);
        Cvar_RegisterVariable (&r_speeds2);
        Cvar_RegisterVariable (&contrast);
        Cvar_RegisterVariable (&brightness);
@@ -228,12 +236,16 @@ void GL_Main_Init()
 //     Cvar_RegisterVariable (&r_dynamicwater);
 //     Cvar_RegisterVariable (&r_dynamicbothsides);
        Cvar_RegisterVariable (&r_fullbrights);
+       Cvar_RegisterVariable (&r_wateralpha);
+       Cvar_RegisterVariable (&r_dynamic);
+       Cvar_RegisterVariable (&r_novis);
+       Cvar_RegisterVariable (&r_waterripple); // LordHavoc: added waterripple
        if (nehahra)
                Cvar_SetValue("r_fullbrights", 0);
 //     if (gl_vendor && strstr(gl_vendor, "3Dfx"))
 //             gl_lightmode.value = 0;
        Cvar_RegisterVariable (&r_fullbright);
-       R_RegisterModule("GL_Main", glmain_start, glmain_shutdown);
+       R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
 }
 
 extern void GL_Draw_Init();
@@ -246,10 +258,12 @@ extern void GL_Misc_Init();
 extern void R_Crosshairs_Init();
 extern void R_Light_Init();
 extern void R_Particles_Init();
+extern void R_Explosion_Init();
+extern void CL_Effects_Init();
 
 void Render_Init()
 {
-       R_ShutdownModules();
+       R_Modules_Shutdown();
        GL_Draw_Init();
        GL_Main_Init();
        GL_Models_Init();
@@ -260,9 +274,49 @@ void Render_Init()
        R_Crosshairs_Init();
        R_Light_Init();
        R_Particles_Init();
-       R_StartModules();
+       R_Explosion_Init();
+       CL_Effects_Init();
+       R_Decals_Init();
+       R_Modules_Start();
+}
+
+/*
+===============
+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();
+
+       // 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);
+
+       Palette_Init();
 }
 
+
 /*
 void R_RotateForEntity (entity_t *e)
 {
@@ -276,183 +330,84 @@ void R_RotateForEntity (entity_t *e)
 }
 */
 
-// LordHavoc: if not for the fact BRIGHTFIELD particles require this, it would be removed...
-#define NUMVERTEXNORMALS       162
-
-float  r_avertexnormals[NUMVERTEXNORMALS][3] = {
-#include "anorms.h"
-};
-
-// LordHavoc: moved this shading stuff up because the sprites need shading stuff
+// LordHavoc: shading stuff
 vec3_t shadevector;
 vec3_t shadecolor;
 
 float  modelalpha;
 
-extern void R_LightPoint (vec3_t color, vec3_t p);
-extern void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
-extern void R_DynamicLightPointNoMask(vec3_t color, vec3_t org);
-
-/*
-=============================================================
-
-  SPRITE MODELS
+//==================================================================================
 
-=============================================================
-*/
+void R_DrawBrushModel (entity_t *e);
+void R_DrawSpriteModel (entity_t *e, frameblend_t *blend);
 
-/*
-================
-R_GetSpriteFrame
-================
-*/
-void R_GetSpriteFrame (entity_t *currententity, mspriteframe_t **oldframe, mspriteframe_t **newframe, float *framelerp)
+void R_LerpUpdate(entity_t *ent)
 {
-       msprite_t               *psprite;
-       mspritegroup_t  *pspritegroup;
-       int                             i, j, numframes, frame;
-       float                   *pintervals, fullinterval, targettime, time, jtime, jinterval;
-
-       psprite = currententity->model->cache.data;
-       frame = currententity->frame;
-
-       if ((frame >= psprite->numframes) || (frame < 0))
+       int frame;
+       frame = ent->render.frame;
+       if (ent->render.model && ent->render.frame >= ent->render.model->numframes)
        {
-               Con_Printf ("R_DrawSprite: no such frame %d\n", frame);
+               Con_Printf("R_LerpUpdate: no such frame%6i in \"%s\"\n", ent->render.frame, ent->render.model->name);
                frame = 0;
        }
 
-       if (psprite->frames[frame].type == SPR_SINGLE)
+       if (ent->render.lerp_model != ent->render.model)
        {
-               if (currententity->draw_lastmodel == currententity->model && currententity->draw_lerpstart < cl.time)
-               {
-                       if (frame != currententity->draw_pose)
-                       {
-                               currententity->draw_lastpose = currententity->draw_pose;
-                               currententity->draw_pose = frame;
-                               currententity->draw_lerpstart = cl.time;
-                               *framelerp = 0;
-                       }
-                       else
-                               *framelerp = (cl.time - currententity->draw_lerpstart) * 10.0;
-               }
-               else // uninitialized
-               {
-                       currententity->draw_lastmodel = currententity->model;
-                       currententity->draw_lastpose = currententity->draw_pose = frame;
-                       currententity->draw_lerpstart = cl.time;
-                       *framelerp = 0;
-               }
-               *oldframe = psprite->frames[currententity->draw_lastpose].frameptr;
-               *newframe = psprite->frames[frame].frameptr;
+               // 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;
+       }
+       else if (ent->render.frame2 != frame)
+       {
+               // 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;
        }
        else
        {
-               pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
-               pintervals = pspritegroup->intervals;
-               numframes = pspritegroup->numframes;
-               fullinterval = pintervals[numframes-1];
-
-               time = cl.time + currententity->syncbase;
-
-       // when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
-       // are positive, so we don't have to worry about division by 0
-               targettime = time - ((int)(time / fullinterval)) * fullinterval;
-
-               // LordHavoc: since I can't measure the time properly when it loops from numframes-1 to 0,
-               //            I instead measure the time of the first frame, hoping it is consistent
-               j = numframes-1;jtime = 0;jinterval = pintervals[1] - pintervals[0];
-               for (i=0 ; i<(numframes-1) ; i++)
+               // lerp_starttime < 0 is used to prevent changing of framelerp
+               if (ent->render.lerp_starttime >= 0)
                {
-                       if (pintervals[i] > targettime)
-                               break;
-                       j = i;jinterval = pintervals[i] - jtime;jtime = pintervals[i];
+                       // update transition
+                       ent->render.framelerp = (cl.time - ent->render.lerp_starttime) * 10;
+                       ent->render.framelerp = bound(0, ent->render.framelerp, 1);
                }
-               *framelerp = (targettime - jtime) / jinterval;
-
-               *oldframe = pspritegroup->frames[j];
-               *newframe = pspritegroup->frames[i];
        }
 }
 
-void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, int red, int green, int blue, int alpha)
-{
-       // LordHavoc: rewrote this to use the transparent poly system
-       transpolybegin(frame->gl_texturenum, 0, frame->gl_fogtexturenum, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
-       transpolyvert(origin[0] + frame->down * up[0] + frame->left * right[0], origin[1] + frame->down * up[1] + frame->left * right[1], origin[2] + frame->down * up[2] + frame->left * right[2], 0, 1, red, green, blue, alpha);
-       transpolyvert(origin[0] + frame->up * up[0] + frame->left * right[0], origin[1] + frame->up * up[1] + frame->left * right[1], origin[2] + frame->up * up[2] + frame->left * right[2], 0, 0, red, green, blue, alpha);
-       transpolyvert(origin[0] + frame->up * up[0] + frame->right * right[0], origin[1] + frame->up * up[1] + frame->right * right[1], origin[2] + frame->up * up[2] + frame->right * right[2], 1, 0, red, green, blue, alpha);
-       transpolyvert(origin[0] + frame->down * up[0] + frame->right * right[0], origin[1] + frame->down * up[1] + frame->right * right[1], origin[2] + frame->down * up[2] + frame->right * right[2], 1, 1, red, green, blue, alpha);
-       transpolyend();
-}
-
-extern qboolean isG200, isRagePro, lighthalf;
 
-/*
-=================
-R_DrawSpriteModel
-
-=================
-*/
-void R_DrawSpriteModel (entity_t *e)
+void R_PrepareEntities (void)
 {
-       mspriteframe_t  *oldframe, *newframe;
-       float           *up, *right, lerp, ilerp;
-       vec3_t          v_forward, v_right, v_up, org;
-       msprite_t               *psprite;
-
-       // don't even bother culling, because it's just a single
-       // polygon without a surface cache
-       R_GetSpriteFrame (e, &oldframe, &newframe, &lerp);
-       if (lerp < 0) lerp = 0;
-       if (lerp > 1) lerp = 1;
-       if (isRagePro) // LordHavoc: no alpha scaling supported on per pixel alpha images on ATI Rage Pro... ACK!
-               lerp = 1;
-       ilerp = 1.0 - lerp;
-       psprite = e->model->cache.data;
-
-       if (psprite->type == SPR_ORIENTED)
-       {       // bullet marks on walls
-               AngleVectors (e->angles, v_forward, v_right, v_up);
-               up = v_up;
-               right = v_right;
-               VectorSubtract(e->origin, vpn, org);
-       }
-       else
-       {       // normal sprite
-               up = vup;
-               right = vright;
-               VectorCopy(e->origin, org);
-       }
-       if (e->scale != 1)
+       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++)
        {
-               VectorScale(up, e->scale, up);
-               VectorScale(right, e->scale, right);
-       }
+               ent = cl_visedicts[i];
 
-       if (e->model->flags & EF_FULLBRIGHT || e->effects & EF_FULLBRIGHT)
-       {
-               shadecolor[0] = e->colormod[0] * 255;
-               shadecolor[1] = e->colormod[1] * 255;
-               shadecolor[2] = e->colormod[2] * 255;
-       }
-       else
-       {
-               R_LightPoint (shadecolor, e->origin);
-               R_DynamicLightPointNoMask(shadecolor, e->origin);
+               if (ent->render.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;
+                       // transform origin
+                       VectorCopy(ent->render.origin, v);
+                       ent->render.origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_refdef.vieworg[0];
+                       ent->render.origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_refdef.vieworg[1];
+                       ent->render.origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_refdef.vieworg[2];
+                       // adjust angles
+                       VectorAdd(ent->render.angles, r_refdef.viewangles, ent->render.angles);
+               }
        }
-
-       // LordHavoc: interpolated sprite rendering
-       if (ilerp != 0)
-               GL_DrawSpriteImage(oldframe, org, up, right, shadecolor[0],shadecolor[1],shadecolor[2],e->alpha*255*ilerp);
-       if (lerp != 0)
-               GL_DrawSpriteImage(newframe, org, up, right, shadecolor[0],shadecolor[1],shadecolor[2],e->alpha*255*lerp);
 }
 
-//==================================================================================
-
-void R_DrawBrushModel (entity_t *e);
-
 /*
 =============
 R_DrawEntitiesOnList
@@ -466,12 +421,12 @@ void R_DrawEntitiesOnList1 (void)
        if (!r_drawentities.value)
                return;
 
-       for (i=0 ; i<cl_numvisedicts ; i++)
+       for (i = 0;i < cl_numvisedicts;i++)
        {
-               if (cl_visedicts[i]->model->type != mod_brush)
+               if (cl_visedicts[i]->render.model->type != mod_brush)
                        continue;
                currententity = cl_visedicts[i];
-               modelalpha = currententity->alpha;
+               modelalpha = currententity->render.alpha;
 
                R_DrawBrushModel (currententity);
        }
@@ -480,23 +435,28 @@ void R_DrawEntitiesOnList1 (void)
 void R_DrawEntitiesOnList2 (void)
 {
        int             i;
+       frameblend_t blend[4];
 
        if (!r_drawentities.value)
                return;
 
-       for (i=0 ; i<cl_numvisedicts ; i++)
+       for (i = 0;i < cl_numvisedicts;i++)
        {
                currententity = cl_visedicts[i];
-               modelalpha = currententity->alpha;
+               modelalpha = currententity->render.alpha;
 
-               switch (currententity->model->type)
+               switch (currententity->render.model->type)
                {
                case mod_alias:
-                       R_DrawAliasModel (currententity, true, modelalpha, currententity->model, currententity->frame, currententity->skinnum, currententity->origin, currententity->effects, currententity->model->flags, currententity->colormap);
+                       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);
                        break;
 
                case mod_sprite:
-                       R_DrawSpriteModel (currententity);
+                       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_DrawSpriteModel (currententity, blend);
                        break;
 
                default:
@@ -512,18 +472,23 @@ R_DrawViewModel
 */
 void R_DrawViewModel (void)
 {
-       if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.model)
+       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)
                return;
 
        currententity = &cl.viewent;
-       currententity->alpha = modelalpha = cl_entities[cl.viewentity].alpha; // LordHavoc: if the player is transparent, so is his gun
-       currententity->effects = cl_entities[cl.viewentity].effects;
-       currententity->scale = 1;
-       VectorCopy(cl_entities[cl.viewentity].colormod, currententity->colormod);
+       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);
+
+       R_LerpUpdate(currententity);
+       R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend);
 
        // hack the depth range to prevent view model from poking into walls
        glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
-       R_DrawAliasModel (currententity, FALSE, modelalpha, currententity->model, currententity->frame, currententity->skinnum, currententity->origin, currententity->effects, currententity->model->flags, currententity->colormap);
+       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);
 }
 
@@ -604,9 +569,14 @@ void R_SetupFrame (void)
        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;
 }
 
 
@@ -637,6 +607,8 @@ void R_SetupGL (void)
        extern  int glwidth, glheight;
        int             x, x2, y2, y, w, h;
 
+       if (!r_render.value)
+               return;
        //
        // set up viewpoint
        //
@@ -704,10 +676,6 @@ void R_SetupGL (void)
        glShadeModel(GL_SMOOTH);
 }
 
-void R_DrawWorld (void);
-//void R_RenderDlights (void);
-void R_DrawParticles (void);
-
 /*
 =============
 R_Clear
@@ -715,6 +683,8 @@ 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;
@@ -726,6 +696,8 @@ void R_Clear (void)
 // LordHavoc: my trick to *FIX* GLQuake lighting once and for all :)
 void GL_Brighten()
 {
+       if (!r_render.value)
+               return;
        glMatrixMode(GL_PROJECTION);
     glLoadIdentity ();
        glOrtho  (0, vid.width, vid.height, 0, -99999, 99999);
@@ -755,6 +727,8 @@ extern cvar_t gl_lightmode;
 
 void GL_BlendView()
 {
+       if (!r_render.value)
+               return;
        glMatrixMode(GL_PROJECTION);
     glLoadIdentity ();
        glOrtho  (0, vid.width, vid.height, 0, -99999, 99999);
@@ -792,14 +766,15 @@ void GL_BlendView()
        glEnable(GL_TEXTURE_2D);
 }
 
-#define TIMEREPORT(DESC) \
+#define TIMEREPORT(VAR) \
        if (r_speeds2.value)\
        {\
-               temptime = -currtime;\
+               temptime = currtime;\
                currtime = Sys_FloatTime();\
-               temptime += currtime;\
-               Con_Printf(DESC " %.4fms ", temptime * 1000.0);\
-       }
+               VAR = (int) ((currtime - temptime) * 1000000.0);\
+       }\
+       else\
+               VAR = 0;
 
 /*
 ================
@@ -812,26 +787,30 @@ extern qboolean intimerefresh;
 extern qboolean skyisvisible;
 extern void R_Sky();
 extern void UploadLightmaps();
+char r_speeds2_string1[81], r_speeds2_string2[81], r_speeds2_string3[81], r_speeds2_string4[81], r_speeds2_string5[81], r_speeds2_string6[81], r_speeds2_string7[81];
 void R_RenderView (void)
 {
-//     double currtime, temptime;
+       double starttime, currtime, temptime;
+       int time_clear, time_setup, time_world, time_bmodels, time_upload, time_sky, time_wall, time_models, time_moveparticles, time_drawparticles, time_moveexplosions, time_drawexplosions, time_drawdecals, time_transpoly, time_blend, time_total;
 //     if (r_norefresh.value)
 //             return;
 
-       if (!r_worldentity.model || !cl.worldmodel)
-               Sys_Error ("R_RenderView: NULL worldmodel");
+       if (!r_worldentity.render.model || !cl.worldmodel)
+               Host_Error ("R_RenderView: NULL worldmodel");
 
        lighthalf = gl_lightmode.value;
 
        FOG_framebegin();
 
-//     if (r_speeds2.value)
-//     {
-//             currtime = Sys_FloatTime();
-//             Con_Printf("render time: ");
-//     }
+       if (r_speeds2.value)
+       {
+               starttime = currtime = Sys_FloatTime();
+       }
+       else
+               starttime = currtime = 0;
        R_Clear();
-//     TIMEREPORT("R_Clear")
+       skyisvisible = false;
+       TIMEREPORT(time_clear)
 
        // render normal view
 
@@ -839,33 +818,66 @@ void R_RenderView (void)
        R_SetFrustum ();
        R_SetupGL ();
 
+       R_PrepareEntities();
+
        skypolyclear();
        wallpolyclear();
        transpolyclear();
-       skyisvisible = false;
+
+       TIMEREPORT(time_setup)
 
        R_MarkLeaves ();        // done here so we know if we're in water
        R_DrawWorld ();         // adds static entities to the list
-       if (!intimerefresh)
-               S_ExtraUpdate ();       // don't let sound get messed up if going slow
+       TIMEREPORT(time_world)
        R_DrawEntitiesOnList1 (); // BSP models
+       TIMEREPORT(time_bmodels)
+
+       UploadLightmaps();
+       TIMEREPORT(time_upload)
 
        skypolyrender(); // fogged sky polys, affects depth
+
        if (skyname[0] && skyisvisible && !fogenabled)
                R_Sky(); // does not affect depth, draws over the sky polys
+       TIMEREPORT(time_sky)
 
-       UploadLightmaps();
        wallpolyrender();
+       TIMEREPORT(time_wall)
+
+       if (!intimerefresh && !r_speeds2.value)
+               S_ExtraUpdate ();       // don't let sound get messed up if going slow
 
        R_DrawEntitiesOnList2 (); // other models
 //     R_RenderDlights ();
        R_DrawViewModel ();
+       TIMEREPORT(time_models)
+       R_MoveParticles ();
+       TIMEREPORT(time_moveparticles)
        R_DrawParticles ();
+       TIMEREPORT(time_drawparticles)
+       R_MoveExplosions();
+       TIMEREPORT(time_moveexplosions)
+       R_DrawExplosions();
+       TIMEREPORT(time_drawexplosions)
+       R_DrawDecals();
+       TIMEREPORT(time_drawdecals)
 
        transpolyrender();
+       TIMEREPORT(time_transpoly)
 
        FOG_frameend();
+
        GL_BlendView();
-//     if (r_speeds2.value)
-//             Con_Printf("\n");
+       TIMEREPORT(time_blend)
+       if (r_speeds2.value)
+       {
+               time_total = (int) ((Sys_FloatTime() - starttime) * 1000000.0);
+               sprintf(r_speeds2_string1, "%6i walls %6i dlitwalls %7i modeltris %7i transpoly\n", c_brush_polys, c_light_polys, c_alias_polys, currenttranspoly);
+               sprintf(r_speeds2_string2, "BSP: %6i faces %6i nodes %6i leafs\n", c_faces, c_nodes, c_leafs);
+               sprintf(r_speeds2_string3, "%4i models %4i bmodels %4i sprites %5i particles %3i dlights\n", c_models, c_bmodels, c_sprites, c_particles, c_dlights);
+               sprintf(r_speeds2_string4, "%6ius clear  %6ius setup  %6ius world  %6ius bmodel %6ius upload", time_clear, time_setup, time_world, time_bmodels, time_upload);
+               sprintf(r_speeds2_string5, "%6ius sky    %6ius wall   %6ius models %6ius mpart  %6ius dpart ", time_sky, time_wall, time_models, time_moveparticles, time_drawparticles);
+               sprintf(r_speeds2_string6, "%6ius mexplo %6ius dexplo %6ius decals %6ius trans  %6ius blend ", time_moveexplosions, time_drawexplosions, time_drawdecals, time_transpoly, time_blend);
+               sprintf(r_speeds2_string7, "%6ius permdl %6ius total ", time_models / max(c_models, 1), time_total);
+       }
 }