moved ixtable definition and initialization code to mathlib (and added Mathlib_Init...
[xonotic/darkplaces.git] / gl_rmain.c
index dd27928cedc6ecf1d8a04678f4dbc1cb13757927..f11072eb68f8b08172ad354c7dd510e7c50c0c52 100644 (file)
@@ -21,27 +21,22 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "quakedef.h"
 
-entity_t       r_worldentity;
-
 qboolean       r_cache_thrash;         // compatability
 
 vec3_t         modelorg, r_entorigin;
 entity_t       *currententity;
 
-int                    r_visframecount;        // bumped when going to a new PVS
 int                    r_framecount;           // used for dlight push checking
 
 mplane_t       frustum[4];
 
-int                    c_brush_polys, c_alias_polys;
+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 
+qboolean       envmap;                         // true during envmap command capture
 
 // 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
-
-extern qboolean isG200, isRagePro; // LordHavoc: special card hacks
+//int                  playertextures;         // up to 16 color translated skins
 
 //
 // view origin
@@ -61,1141 +56,452 @@ refdef_t r_refdef;
 
 mleaf_t                *r_viewleaf, *r_oldviewleaf;
 
-texture_t      *r_notexture_mip;
-
-int            d_lightstylevalue[256]; // 8.8 fraction of base light value
-
+unsigned short d_lightstylevalue[256]; // 8.8 fraction of base light value
 
 void R_MarkLeaves (void);
 
-//cvar_t       r_norefresh = {"r_norefresh","0"};
-cvar_t r_drawentities = {"r_drawentities","1"};
-cvar_t r_drawviewmodel = {"r_drawviewmodel","1"};
-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       gl_cull = {"gl_cull","1"};
-//cvar_t       gl_affinemodels = {"gl_affinemodels","0"};
-//cvar_t       gl_polyblend = {"gl_polyblend","1"};
-//cvar_t       gl_flashblend = {"gl_flashblend","0"};
-cvar_t gl_playermip = {"gl_playermip","0"};
-//cvar_t       gl_nocolors = {"gl_nocolors","0"};
-//cvar_t       gl_keeptjunctions = {"gl_keeptjunctions","1"};
-//cvar_t       gl_reporttjunctions = {"gl_reporttjunctions","0"};
-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_particles = {"r_particles", "1"};
-//cvar_t       r_dynamicwater = {"r_dynamicwater", "1"};
-//cvar_t       r_smokealpha = {"r_smokealpha", "0.25"};
-//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_fogdensity = {"r_fogdensity", "0"};
-cvar_t r_fogred = {"r_fogred","0.3"};
-cvar_t r_foggreen = {"r_foggreen","0.3"};
-cvar_t r_fogblue = {"r_fogblue","0.3"};
-
-cvar_t gl_fogenable = {"gl_fogenable", "0"};
-cvar_t gl_fogdensity = {"gl_fogdensity", "0.25"};
-cvar_t gl_fogred = {"gl_fogred","0.3"};
-cvar_t gl_foggreen = {"gl_foggreen","0.3"};
-cvar_t gl_fogblue = {"gl_fogblue","0.3"};
-cvar_t gl_fogstart = {"gl_fogstart", "0"};
-cvar_t gl_fogend = {"gl_fogend","0"};
-
-int chrometexture;
-
-void makechrometextures()
-{
-       int x, y, g, g2, amplitude, noise[64][64], min, max;
-       byte data[64][64][4];
-       //
-       // particle texture
-       //
-       chrometexture = texture_extension_number++;
-    glBindTexture(GL_TEXTURE_2D, chrometexture);
+//cvar_t       r_norefresh = {0, "r_norefresh","0"};
+cvar_t r_drawentities = {0, "r_drawentities","1"};
+cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
+cvar_t r_speeds = {0, "r_speeds","0"};
+cvar_t r_speeds2 = {0, "r_speeds2","0"};
+cvar_t r_fullbright = {0, "r_fullbright","0"};
+//cvar_t       r_lightmap = {0, "r_lightmap","0"};
+cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"};
+cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"};
+cvar_t r_waterripple = {CVAR_SAVE, "r_waterripple","0"};
+cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"};
+
+cvar_t gl_lightmode = {CVAR_SAVE, "gl_lightmode", "1"}; // LordHavoc: overbright lighting
+//cvar_t       r_dynamicbothsides = {CVAR_SAVE, "r_dynamicbothsides", "1"}; // LordHavoc: can disable dynamic lighting of backfaces, but quake maps are weird so it doesn't always work right...
+cvar_t r_farclip = {0, "r_farclip", "6144"}; // FIXME: make this go away (calculate based on farthest visible object/polygon)
+
+cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
+cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"};
+cvar_t gl_fogred = {0, "gl_fogred","0.3"};
+cvar_t gl_foggreen = {0, "gl_foggreen","0.3"};
+cvar_t gl_fogblue = {0, "gl_fogblue","0.3"};
+cvar_t gl_fogstart = {0, "gl_fogstart", "0"};
+cvar_t gl_fogend = {0, "gl_fogend","0"};
+cvar_t glfog = {0, "glfog", "0"};
+
+cvar_t r_ser = {CVAR_SAVE, "r_ser", "1"};
 
-#define n(x,y) noise[(y)&63][(x)&63]
+/*
+int R_VisibleCullBox (vec3_t mins, vec3_t maxs)
+{
+       int sides;
+       mnode_t *nodestack[8192], *node;
+       int stack = 0;
 
-       amplitude = 16777215;
-       g2 = 64;
-       noise[0][0] = 0;
-       for (;(g = g2 >> 1) >= 1;g2 >>= 1)
+       node = cl.worldmodel->nodes;
+loc0:
+       if (node->contents < 0)
        {
-               // subdivide, diamond-square algorythm (really this has little to do with squares)
-               // diamond
-               for (y = 0;y < 64;y += g2)
-                       for (x = 0;x < 64;x += g2)
-                               n(x+g,y+g) = (n(x,y) + n(x+g2,y) + n(x,y+g2) + n(x+g2,y+g2)) >> 2;
-               // square
-               for (y = 0;y < 64;y += g2)
-                       for (x = 0;x < 64;x += g2)
-                       {
-                               n(x+g,y) = (n(x,y) + n(x+g2,y) + n(x+g,y-g) + n(x+g,y+g)) >> 2;
-                               n(x,y+g) = (n(x,y) + n(x,y+g2) + n(x-g,y+g) + n(x+g,y+g)) >> 2;
-                       }
-               // brownian motion theory
-               amplitude >>= 1;
-               for (y = 0;y < 64;y += g)
-                       for (x = 0;x < 64;x += g)
-                               noise[y][x] += rand()&amplitude;
-       }
-       // normalize the noise range
-       min = max = 0;
-       for (y = 0;y < 64;y++)
-               for (x = 0;x < 64;x++)
+               if (((mleaf_t *)node)->visframe == r_framecount)
                {
-                       if (n(x,y) < min) min = n(x,y);
-                       if (n(x,y) > max) max = n(x,y);
+                       if (R_CullBox(mins, maxs))
+                               return true;
+                       return false;
                }
-       max -= min;
-       for (y = 0;y < 64;y++)
-               for (x = 0;x < 64;x++)
-                       n(x,y) = (n(x,y) - min) * 255 / max;
+               if (!stack)
+                       return true;
+               node = nodestack[--stack];
+               goto loc0;
+       }
 
-#undef n
+       sides = BOX_ON_PLANE_SIDE(mins, maxs, node->plane);
 
-       // convert to RGBA data
-       for (y = 0;y < 64;y++)
-               for (x = 0;x < 64;x++)
+// recurse down the contacted sides
+       if (sides & 1)
+       {
+               if (sides & 2) // 3
                {
-                       data[y][x][0] = data[y][x][1] = data[y][x][2] = (byte) noise[y][x];
-                       data[y][x][3] = 255;
+                       // put second child on the stack for later examination
+                       nodestack[stack++] = node->children[1];
+                       node = node->children[0];
+                       goto loc0;
                }
-
-       glTexImage2D (GL_TEXTURE_2D, 0, 4, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
-
-       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-
-       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+               else // 1
+               {
+                       node = node->children[0];
+                       goto loc0;
+               }
+       }
+       // 2
+       node = node->children[1];
+       goto loc0;
 }
-
-extern qboolean isRagePro;
+*/
 
 qboolean lighthalf;
 
 vec3_t fogcolor;
 vec_t fogdensity;
+float fog_density, fog_red, fog_green, fog_blue;
 qboolean fogenabled;
 qboolean oldgl_fogenable;
-void FOG_framebegin()
+void FOG_framebegin(void)
 {
-       if (gl_fogenable.value)
+       if (nehahra)
        {
-               oldgl_fogenable = true;
-               r_fogdensity.value = gl_fogdensity.value;
-               r_fogred.value = gl_fogred.value;
-               r_foggreen.value = gl_foggreen.value;
-               r_fogblue.value = gl_fogblue.value;
+//             if (!Nehahrademcompatibility)
+//                     gl_fogenable.value = 0;
+               if (gl_fogenable.value)
+               {
+                       oldgl_fogenable = true;
+                       fog_density = gl_fogdensity.value;
+                       fog_red = gl_fogred.value;
+                       fog_green = gl_foggreen.value;
+                       fog_blue = gl_fogblue.value;
+               }
+               else if (oldgl_fogenable)
+               {
+                       oldgl_fogenable = false;
+                       fog_density = 0;
+                       fog_red = 0;
+                       fog_green = 0;
+                       fog_blue = 0;
+               }
        }
-       else if (oldgl_fogenable)
+       if (fog_density)
        {
-               oldgl_fogenable = false;
-               r_fogdensity.value = 0;
-               r_fogred.value = 0.3;
-               r_foggreen.value = 0.3;
-               r_fogblue.value = 0.3;
+                       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(gl_fogdensity.value)
+       if (glfog.value)
        {
-               // 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] = gl_fogred.value;
-               colors[1] = gl_foggreen.value;
-               colors[2] = gl_fogblue.value;
-               colors[3] = 1;
-
-               glFogi (GL_FOG_MODE, GL_EXP2);
-               glFogf (GL_FOG_DENSITY, (GLfloat) gl_fogdensity.value / 100); 
-               glFogfv (GL_FOG_COLOR, colors);
-               glEnable (GL_FOG);
+               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);
        }
        else
-               glDisable(GL_FOG);
-       */
-       if (r_fogdensity.value)
        {
-               fogenabled = true;
-               fogdensity = -6144.0f / (r_fogdensity.value * r_fogdensity.value);
-               fogcolor[0] = bound(0.0f, r_fogred.value, 1.0f);
-               fogcolor[1] = bound(0.0f, r_foggreen.value, 1.0f);
-               fogcolor[2] = bound(0.0f, r_fogblue.value, 1.0f);
-               if (lighthalf)
+               if (fog_density)
                {
-                       fogcolor[0] *= 0.5f;
-                       fogcolor[1] *= 0.5f;
-                       fogcolor[2] *= 0.5f;
+                       fogenabled = true;
+                       fogdensity = -4000.0f / (fog_density * fog_density);
+                       // fog color was already set
                }
+               else
+                       fogenabled = false;
        }
-       else
-               fogenabled = false;
 }
 
-void FOG_frameend()
+void FOG_frameend(void)
 {
-//     glDisable(GL_FOG);
+       if (glfog.value)
+               glDisable(GL_FOG);
 }
 
-void FOG_clear()
+void FOG_clear(void)
 {
-       gl_fogenable.value = 0;
-       r_fogdensity.value = 0;
-       r_fogred.value = 0.3;
-       r_fogblue.value = 0.3;
-       r_foggreen.value = 0.3;
+       if (nehahra)
+       {
+               Cvar_Set("gl_fogenable", "0");
+               Cvar_Set("gl_fogdensity", "0.2");
+               Cvar_Set("gl_fogred", "0.3");
+               Cvar_Set("gl_foggreen", "0.3");
+               Cvar_Set("gl_fogblue", "0.3");
+       }
+       fog_density = fog_red = fog_green = fog_blue = 0.0f;
 }
 
-void FOG_registercvars()
+void FOG_registercvars(void)
 {
-       Cvar_RegisterVariable (&r_fogdensity);
-       Cvar_RegisterVariable (&r_fogred);
-       Cvar_RegisterVariable (&r_foggreen); 
-       Cvar_RegisterVariable (&r_fogblue);
-       Cvar_RegisterVariable (&gl_fogenable);
-       Cvar_RegisterVariable (&gl_fogdensity);
-       Cvar_RegisterVariable (&gl_fogred);
-       Cvar_RegisterVariable (&gl_foggreen); 
-       Cvar_RegisterVariable (&gl_fogblue);
-       Cvar_RegisterVariable (&gl_fogstart);
-       Cvar_RegisterVariable (&gl_fogend);
+       Cvar_RegisterVariable (&glfog);
+       if (nehahra)
+       {
+               Cvar_RegisterVariable (&gl_fogenable);
+               Cvar_RegisterVariable (&gl_fogdensity);
+               Cvar_RegisterVariable (&gl_fogred);
+               Cvar_RegisterVariable (&gl_foggreen);
+               Cvar_RegisterVariable (&gl_fogblue);
+               Cvar_RegisterVariable (&gl_fogstart);
+               Cvar_RegisterVariable (&gl_fogend);
+       }
 }
 
-void glpoly_init();
-void glrsurf_init();
-void rlight_init();
+void gl_main_start(void)
+{
+}
 
-// LordHavoc: vertex array
-float *aliasvert;
-float *aliasvertnorm;
-byte *aliasvertcolor;
+void gl_main_shutdown(void)
+{
+}
 
-void rmain_registercvars()
+void gl_main_newmap(void)
 {
-       // allocate vertex processing arrays
-       aliasvert = malloc(sizeof(float[MD2MAX_VERTS][3]));
-       aliasvertnorm = malloc(sizeof(float[MD2MAX_VERTS][3]));
-       aliasvertcolor = malloc(sizeof(byte[MD2MAX_VERTS][4]));
+}
 
+void GL_Main_Init(void)
+{
        FOG_registercvars();
+       Cvar_RegisterVariable (&r_drawentities);
+       Cvar_RegisterVariable (&r_drawviewmodel);
+       Cvar_RegisterVariable (&r_speeds);
        Cvar_RegisterVariable (&r_speeds2);
-       Cvar_RegisterVariable (&contrast);
-       Cvar_RegisterVariable (&brightness);
        Cvar_RegisterVariable (&gl_lightmode);
 //     Cvar_RegisterVariable (&r_dynamicwater);
-//     Cvar_RegisterVariable (&r_particles);
-//     Cvar_RegisterVariable (&r_smokealpha);
 //     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);
-       makechrometextures();
-       glpoly_init();
-       glrsurf_init();
-       rlight_init();
-}
-
-/*
-void R_RotateForEntity (entity_t *e)
-{
-       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
+       Cvar_RegisterVariable (&r_ser);
+       R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
 }
-*/
-
-// 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
-vec3_t shadevector;
-vec3_t shadecolor;
-
-float  modelalpha;
-
-void R_LightPoint (vec3_t color, vec3_t p);
-void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
-void R_DynamicLightPointNoMask(vec3_t color, vec3_t org);
-
-float R_CalcAnimLerp(int pose, float lerpscale)
+extern void GL_Draw_Init(void);
+extern void GL_Main_Init(void);
+extern void GL_Models_Init(void);
+extern void GL_Poly_Init(void);
+extern void 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);
+
+void Render_Init(void)
 {
-       if (currententity->draw_lastmodel == currententity->model && currententity->draw_lerpstart <= cl.time)
-       {
-               if (pose != currententity->draw_pose)
-               {
-                       currententity->draw_lastpose = currententity->draw_pose;
-                       currententity->draw_pose = pose;
-                       currententity->draw_lerpstart = cl.time;
-                       return 0;
-               }
-               else
-                       return ((cl.time - currententity->draw_lerpstart) * lerpscale);
-       }
-       else // uninitialized
-       {
-               currententity->draw_lastmodel = currententity->model;
-               currententity->draw_lastpose = currententity->draw_pose = pose;
-               currententity->draw_lerpstart = cl.time;
-               return 0;
-       }
+       R_Modules_Shutdown();
+       R_Clip_Init();
+       GL_Draw_Init();
+       GL_Main_Init();
+       GL_Models_Init();
+       GL_Poly_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();
 }
 
 /*
-=============================================================
-
-  SPRITE MODELS
-
-=============================================================
-*/
-
-/*
-================
-R_GetSpriteFrame
-================
+===============
+GL_Init
+===============
 */
-void R_GetSpriteFrame (entity_t *currententity, mspriteframe_t **oldframe, mspriteframe_t **newframe, float *framelerp)
+extern char *ENGINE_EXTENSIONS;
+void GL_Init (void)
 {
-       msprite_t               *psprite;
-       mspritegroup_t  *pspritegroup;
-       int                             i, j, numframes, frame;
-       float                   *pintervals, fullinterval, targettime, time, jtime, jinterval;
+       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);
 
-       psprite = currententity->model->cache.data;
-       frame = currententity->frame;
+       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);
 
-       if ((frame >= psprite->numframes) || (frame < 0))
-       {
-               Con_Printf ("R_DrawSprite: no such frame %d\n", frame);
-               frame = 0;
-       }
+//     Con_Printf ("%s %s\n", gl_renderer, gl_version);
 
-       if (psprite->frames[frame].type == SPR_SINGLE)
-       {
-               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;
-       }
-       else
-       {
-               pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
-               pintervals = pspritegroup->intervals;
-               numframes = pspritegroup->numframes;
-               fullinterval = pintervals[numframes-1];
-
-               time = cl.time + currententity->syncbase;
+       VID_CheckMultitexture();
+       VID_CheckCVA();
 
-       // 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++)
-               {
-                       if (pintervals[i] > targettime)
-                               break;
-                       j = i;jinterval = pintervals[i] - jtime;jtime = pintervals[i];
-               }
-               *framelerp = (targettime - jtime) / jinterval;
+       // LordHavoc: report supported extensions
+       Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
 
-               *oldframe = pspritegroup->frames[j];
-               *newframe = pspritegroup->frames[i];
-       }
-}
+       glCullFace(GL_FRONT);
+       glEnable(GL_TEXTURE_2D);
+//     glDisable(GL_ALPHA_TEST);
+       glAlphaFunc(GL_GREATER, 0.5);
 
-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
-       // FIXME: need to use uncolored fog sprite
-       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();
+//     glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
 }
 
-extern qboolean isG200, isRagePro, lighthalf;
 
 /*
-=================
-R_DrawSpriteModel
-
-=================
-*/
-void R_DrawSpriteModel (entity_t *e)
+void R_RotateForEntity (entity_t *e)
 {
-       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)
-       {
-               VectorScale(up, e->scale, up);
-               VectorScale(right, e->scale, right);
-       }
+       glTranslatef (e->origin[0],  e->origin[1],  e->origin[2]);
 
-       if (e->model->flags & EF_FULLBRIGHT || e->effects & EF_FULLBRIGHT)
-       {
-               if (lighthalf)
-               {
-                       shadecolor[0] = e->colormod[0] * 128;
-                       shadecolor[1] = e->colormod[1] * 128;
-                       shadecolor[2] = e->colormod[2] * 128;
-               }
-               else
-               {
-                       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 (lighthalf)
-               {
-                       shadecolor[0] *= e->colormod[0] * 0.5;
-                       shadecolor[1] *= e->colormod[1] * 0.5;
-                       shadecolor[2] *= e->colormod[2] * 0.5;
-               }
-       }
+       glRotatef (e->angles[1],  0, 0, 1);
+       glRotatef (-e->angles[0],  0, 1, 0);
+       glRotatef (e->angles[2],  1, 0, 0);
 
-       // 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);
+       glScalef (e->scale, e->scale, e->scale); // LordHavoc: model scale
 }
-
-/*
-=============================================================
-
-  ALIAS MODELS
-
-=============================================================
 */
 
-extern vec3_t softwaretransform_x;
-extern vec3_t softwaretransform_y;
-extern vec3_t softwaretransform_z;
-extern vec_t softwaretransform_scale;
-extern vec3_t softwaretransform_offset;
-void R_AliasLerpVerts(int vertcount, float lerp, trivert2 *verts1, vec3_t scale1, vec3_t translate1, trivert2 *verts2, vec3_t scale2, vec3_t translate2)
-{
-       int i;
-       vec3_t point, matrix_x, matrix_y, matrix_z;
-       float *av, *avn;
-       av = aliasvert;
-       avn = aliasvertnorm;
-       if (lerp < 0) lerp = 0;
-       if (lerp > 1) lerp = 1;
-       if (lerp != 0)
-       {
-               float ilerp, ilerp127, lerp127, scalex1, scalex2, translatex, scaley1, scaley2, translatey, scalez1, scalez2, translatez;
-               if (lerp < 0) lerp = 0;
-               if (lerp > 1) lerp = 1;
-               ilerp = 1 - lerp;
-               ilerp127 = ilerp * (1.0 / 127.0);
-               lerp127 = lerp * (1.0 / 127.0);
-               VectorScale(softwaretransform_x, softwaretransform_scale, matrix_x);
-               VectorScale(softwaretransform_y, softwaretransform_scale, matrix_y);
-               VectorScale(softwaretransform_z, softwaretransform_scale, matrix_z);
-               // calculate combined interpolation variables
-               scalex1 = scale1[0] * ilerp;scalex2 = scale2[0] *  lerp;translatex = translate1[0] * ilerp + translate2[0] *  lerp;
-               scaley1 = scale1[1] * ilerp;scaley2 = scale2[1] *  lerp;translatey = translate1[1] * ilerp + translate2[1] *  lerp;
-               scalez1 = scale1[2] * ilerp;scalez2 = scale2[2] *  lerp;translatez = translate1[2] * ilerp + translate2[2] *  lerp;
-               // generate vertices
-               for (i = 0;i < vertcount;i++)
-               {
-                       // rotate, scale, and translate the vertex locations
-                       point[0] = verts1->v[0] * scalex1 + verts2->v[0] * scalex2 + translatex;
-                       point[1] = verts1->v[1] * scaley1 + verts2->v[1] * scaley2 + translatey;
-                       point[2] = verts1->v[2] * scalez1 + verts2->v[2] * scalez2 + translatez;
-                       *av++ = point[0] * matrix_x[0] + point[1] * matrix_y[0] + point[2] * matrix_z[0] + softwaretransform_offset[0];
-                       *av++ = point[0] * matrix_x[1] + point[1] * matrix_y[1] + point[2] * matrix_z[1] + softwaretransform_offset[1];
-                       *av++ = point[0] * matrix_x[2] + point[1] * matrix_y[2] + point[2] * matrix_z[2] + softwaretransform_offset[2];
-                       // rotate the normals
-                       point[0] = verts1->n[0] * ilerp127 + verts2->n[0] * lerp127;
-                       point[1] = verts1->n[1] * ilerp127 + verts2->n[1] * lerp127;
-                       point[2] = verts1->n[2] * ilerp127 + verts2->n[2] * lerp127;
-                       *avn++ = point[0] * softwaretransform_x[0] + point[1] * softwaretransform_y[0] + point[2] * softwaretransform_z[0];
-                       *avn++ = point[0] * softwaretransform_x[1] + point[1] * softwaretransform_y[1] + point[2] * softwaretransform_z[1];
-                       *avn++ = point[0] * softwaretransform_x[2] + point[1] * softwaretransform_y[2] + point[2] * softwaretransform_z[2];
-                       verts1++;verts2++;
-               }
-       }
-       else
-       {
-               float i127;
-               i127 = 1.0f / 127.0f;
-               VectorScale(softwaretransform_x, softwaretransform_scale, matrix_x);
-               VectorScale(softwaretransform_y, softwaretransform_scale, matrix_y);
-               VectorScale(softwaretransform_z, softwaretransform_scale, matrix_z);
-               // generate vertices
-               for (i = 0;i < vertcount;i++)
-               {
-                       // rotate, scale, and translate the vertex locations
-                       point[0] = verts1->v[0] * scale1[0] + translate1[0];
-                       point[1] = verts1->v[1] * scale1[1] + translate1[1];
-                       point[2] = verts1->v[2] * scale1[2] + translate1[2];
-                       *av++ = point[0] * matrix_x[0] + point[1] * matrix_y[0] + point[2] * matrix_z[0] + softwaretransform_offset[0];
-                       *av++ = point[0] * matrix_x[1] + point[1] * matrix_y[1] + point[2] * matrix_z[1] + softwaretransform_offset[1];
-                       *av++ = point[0] * matrix_x[2] + point[1] * matrix_y[2] + point[2] * matrix_z[2] + softwaretransform_offset[2];
-                       // rotate the normals
-                       point[0] = verts1->n[0] * i127;
-                       point[1] = verts1->n[1] * i127;
-                       point[2] = verts1->n[2] * i127;
-                       *avn++ = point[0] * softwaretransform_x[0] + point[1] * softwaretransform_y[0] + point[2] * softwaretransform_z[0];
-                       *avn++ = point[0] * softwaretransform_x[1] + point[1] * softwaretransform_y[1] + point[2] * softwaretransform_z[1];
-                       *avn++ = point[0] * softwaretransform_x[2] + point[1] * softwaretransform_y[2] + point[2] * softwaretransform_z[2];
-                       verts1++;
-               }
-       }
-}
-
-/*
-=================
-R_DrawAliasFrame
+// LordHavoc: shading stuff
+vec3_t shadevector;
+vec3_t shadecolor;
 
-=================
-*/
-extern vec3_t lightspot;
-void R_LightModel(int numverts, vec3_t center);
-extern cvar_t gl_vertexarrays;
-void R_DrawAliasFrame (aliashdr_t *paliashdr)
-{
-       int                             i, pose, frame = currententity->frame;
-       float                   lerpscale, lerp;
+float  modelalpha;
 
-       softwaretransformforentity(currententity);
+//==================================================================================
 
-       if ((frame >= paliashdr->numframes) || (frame < 0))
+void R_LerpUpdate(entity_t *ent)
+{
+       int frame;
+       frame = ent->render.frame;
+       if (ent->render.model && ent->render.frame >= ent->render.model->numframes)
        {
-               Con_DPrintf ("R_AliasSetupFrame: 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;
        }
 
-       pose = paliashdr->frames[frame].firstpose;
-
-       if (paliashdr->frames[frame].numposes > 1)
-       {
-               lerpscale = 1.0 / paliashdr->frames[frame].interval;
-               pose += (int)(cl.time * lerpscale) % paliashdr->frames[frame].numposes;
-       }
-       else
-               lerpscale = 10.0;
-
-       lerp = R_CalcAnimLerp(pose, lerpscale);
-
-       R_AliasLerpVerts(paliashdr->numverts, lerp, (trivert2 *)((byte *)paliashdr + paliashdr->posedata) + currententity->draw_lastpose * paliashdr->numverts, paliashdr->scale, paliashdr->scale_origin, (trivert2 *)((byte *)paliashdr + paliashdr->posedata) + currententity->draw_pose * paliashdr->numverts, paliashdr->scale, paliashdr->scale_origin);
-
-       R_LightModel(paliashdr->numverts, currententity->origin);
-
-       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-       glShadeModel(GL_SMOOTH);
-       if (currententity->effects & EF_ADDITIVE)
+       if (ent->render.lerp_model != ent->render.model)
        {
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering
-               glEnable(GL_BLEND);
-               glDepthMask(0);
+               // 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 (modelalpha != 1.0)
+       else if (ent->render.frame2 != frame)
        {
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               glEnable(GL_BLEND);
-               glDepthMask(0);
+               // 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
        {
-               glDisable(GL_BLEND);
-               glDepthMask(1);
-       }
-
-       if (gl_vertexarrays.value)
-       {
-               // LordHavoc: I would use InterleavedArrays here,
-               // but the texture coordinates are a seperate array,
-               // and it would be wasteful to copy them into the main array...
-       //      glColor4f(shadecolor[0], shadecolor[1], shadecolor[2], modelalpha);
-               qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
-               qglColorPointer(4, GL_UNSIGNED_BYTE, 0, aliasvertcolor);
-               glEnableClientState(GL_VERTEX_ARRAY);
-               glEnableClientState(GL_COLOR_ARRAY);
-
-               // draw the front faces
-               qglTexCoordPointer(2, GL_FLOAT, 0, (void *)((int) paliashdr->texcoords + (int) paliashdr));
-               glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-               qglDrawElements(GL_TRIANGLES, paliashdr->frontfaces * 3, GL_UNSIGNED_SHORT, (void *)((int) paliashdr->vertindices + (int) paliashdr));
-               glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-
-               // draw the back faces
-               qglTexCoordPointer(2, GL_FLOAT, 0, (void *)((int) paliashdr->texcoords + sizeof(float[2]) * paliashdr->numverts + (int) paliashdr));
-               glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-               qglDrawElements(GL_TRIANGLES, paliashdr->backfaces * 3, GL_UNSIGNED_SHORT, (void *)((int) paliashdr->vertindices + sizeof(unsigned short[3]) * paliashdr->frontfaces + (int) paliashdr));
-               glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-
-               glDisableClientState(GL_COLOR_ARRAY);
-               glDisableClientState(GL_VERTEX_ARRAY);
-       }
-       else
-       {
-               unsigned short *in, index;
-               float *tex;
-               in = (void *)((int) paliashdr->vertindices + (int) paliashdr);
-               glBegin(GL_TRIANGLES);
-               // draw the front faces
-               tex = (void *)((int) paliashdr->texcoords + (int) paliashdr);
-               //if (isG200)
-               //{
-                       for (i = 0;i < paliashdr->frontfaces * 3;i++)
-                       {
-                               index = *in++;
-                               glTexCoord2f(tex[index*2], tex[index*2+1]);
-                               glColor4f(aliasvertcolor[index*4] * (1.0f / 255.0f), aliasvertcolor[index*4+1] * (1.0f / 255.0f), aliasvertcolor[index*4+2] * (1.0f / 255.0f), aliasvertcolor[index*4+3] * (1.0f / 255.0f));
-                               glVertex3fv(&aliasvert[index*3]);
-                       }
-               /*
-               }
-               else
+               // lerp_starttime < 0 is used to prevent changing of framelerp
+               if (ent->render.lerp_starttime >= 0)
                {
-                       for (i = 0;i < paliashdr->frontfaces * 3;i++)
-                       {
-                               index = *in++;
-                               glTexCoord2f(tex[index*2], tex[index*2+1]);
-                               glColor4ub(aliasvertcolor[index*4], aliasvertcolor[index*4+1], aliasvertcolor[index*4+2], aliasvertcolor[index*4+3]);
-                               glVertex3fv(&aliasvert[index*3]);
-                       }
+                       // update transition
+                       ent->render.framelerp = (cl.time - ent->render.lerp_starttime) * 10;
+                       ent->render.framelerp = bound(0, ent->render.framelerp, 1);
                }
-               */
-               // draw the back faces
-               tex += 2 * paliashdr->numverts;
-               //if (isG200)
-               //{
-                       for (i = 0;i < paliashdr->backfaces * 3;i++)
-                       {
-                               index = *in++;
-                               glTexCoord2f(tex[index*2], tex[index*2+1]);
-                               glColor4f(aliasvertcolor[index*4] * (1.0f / 255.0f), aliasvertcolor[index*4+1] * (1.0f / 255.0f), aliasvertcolor[index*4+2] * (1.0f / 255.0f), aliasvertcolor[index*4+3] * (1.0f / 255.0f));
-                               glVertex3fv(&aliasvert[index*3]);
-                       }
-               /*
-               }
-               else
-               {
-                       for (i = 0;i < paliashdr->backfaces * 3;i++)
-                       {
-                               index = *in++;
-                               glTexCoord2f(tex[index*2], tex[index*2+1]);
-                               glColor4ub(aliasvertcolor[index*4], aliasvertcolor[index*4+1], aliasvertcolor[index*4+2], aliasvertcolor[index*4+3]);
-                               glVertex3fv(&aliasvert[index*3]);
-                       }
-               }
-               */
-               glEnd();
        }
+}
 
-       if (fogenabled)
-       {
-               vec3_t diff;
-               glDisable (GL_TEXTURE_2D);
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               glEnable (GL_BLEND);
-               glDepthMask(0); // disable zbuffer updates
-
-               VectorSubtract(currententity->origin, r_refdef.vieworg, diff);
-               glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
-
-               if (gl_vertexarrays.value)
-               {
-                       qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
-                       glEnableClientState(GL_VERTEX_ARRAY);
-                       qglDrawElements(GL_TRIANGLES, paliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) paliashdr->vertindices + (int) paliashdr));
-                       glDisableClientState(GL_VERTEX_ARRAY);
-               }
-               else
-               {
-                       unsigned short *in;
-                       in = (void *)((int) paliashdr->vertindices + (int) paliashdr);
-                       glBegin(GL_TRIANGLES);
-                       for (i = 0;i < paliashdr->numtris * 3;i++)
-                               glVertex3fv(&aliasvert[*in++ * 3]);
-                       glEnd();
-               }
-
-               glEnable (GL_TEXTURE_2D);
-               glColor3f (1,1,1);
-       }
 
-       /*
-       if (r_shadows.value && !(currententity->effects & EF_ADDITIVE) && currententity != &cl.viewent)
+void R_PrepareEntities (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++)
        {
-               // flatten it to make a shadow
-               float *av = aliasvert + 2, l = lightspot[2] + 0.125;
-               av = aliasvert + 2;
-               for (i = 0;i < paliashdr->numverts;i++, av+=3)
-                       if (*av > l)
-                               *av = l;
-               glDisable (GL_TEXTURE_2D);
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               glEnable (GL_BLEND);
-               glDepthMask(0); // disable zbuffer updates
-               glColor4f (0,0,0,0.5 * modelalpha);
-
-               if (gl_vertexarrays.value)
-               {
-                       qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
-                       glEnableClientState(GL_VERTEX_ARRAY);
-                       qglDrawElements(GL_TRIANGLES, paliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) paliashdr->vertindices + (int) paliashdr));
-                       glDisableClientState(GL_VERTEX_ARRAY);
-               }
-               else
+               ent = cl_visedicts[i];
+
+               if (ent->render.flags & RENDER_VIEWMODEL)
                {
-                       unsigned short *in;
-                       in = (void *)((int) paliashdr->vertindices + (int) paliashdr);
-                       glBegin(GL_TRIANGLES);
-                       for (i = 0;i < paliashdr->numtris * 3;i++)
-                               glVertex3fv(&aliasvert[*in++ * 3]);
-                       glEnd();
+                       // 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_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];
+                       // adjust angles
+                       VectorAdd(ent->render.angles, r_refdef.viewangles, ent->render.angles);
                }
-
-               glEnable (GL_TEXTURE_2D);
-               glColor3f (1,1,1);
        }
-       */
-
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       glEnable (GL_BLEND);
-       glDepthMask(1);
 }
 
-/*
-=================
-R_DrawQ2AliasFrame
-
-=================
-*/
-void R_DrawQ2AliasFrame (md2mem_t *pheader)
+void R_Entity_Callback(void *data, void *junk)
 {
-       int *order, count, frame = currententity->frame;
-       float lerp;
-       md2memframe_t *frame1, *frame2;
-
-       softwaretransformforentity(currententity);
-
-       if ((frame >= pheader->num_frames) || (frame < 0))
-       {
-               Con_DPrintf ("R_SetupQ2AliasFrame: no such frame %d\n", frame);
-               frame = 0;
-       }
-
-       lerp = R_CalcAnimLerp(frame, 10);
-
-       frame1 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * currententity->draw_lastpose));
-       frame2 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * currententity->draw_pose));
-       R_AliasLerpVerts(pheader->num_xyz, lerp, frame1->verts, frame1->scale, frame1->translate, frame2->verts, frame2->scale, frame2->translate);
-
-       R_LightModel(pheader->num_xyz, currententity->origin);
+       ((entity_t *)data)->render.visframe = r_framecount;
+}
 
-       if (gl_vertexarrays.value)
-       {
-               // LordHavoc: big mess...
-               // using arrays only slightly, although it is enough to prevent duplicates
-               // (saving half the transforms)
-               //glColor4f(shadecolor[0], shadecolor[1], shadecolor[2], modelalpha);
-               qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
-               qglColorPointer(4, GL_UNSIGNED_BYTE, 0, aliasvertcolor);
-               glEnableClientState(GL_VERTEX_ARRAY);
-               glEnableClientState(GL_COLOR_ARRAY);
-
-               order = (int *)((int)pheader + pheader->ofs_glcmds);
-               while(1)
-               {
-                       if (!(count = *order++))
-                               break;
-                       if (count > 0)
-                               glBegin(GL_TRIANGLE_STRIP);
-                       else
-                       {
-                               glBegin(GL_TRIANGLE_FAN);
-                               count = -count;
-                       }
-                       do
-                       {
-                               glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
-                               qglArrayElement(order[2]);
-                               order += 3;
-                       }
-                       while (count--);
-               }
+void R_AddModelEntities (void)
+{
+       int             i;
+       vec3_t  mins, maxs;
+       frameblend_t blend[4];
 
-               glDisableClientState(GL_COLOR_ARRAY);
-               glDisableClientState(GL_VERTEX_ARRAY);
-       }
-       else
-       {
-               order = (int *)((int)pheader + pheader->ofs_glcmds);
-               while(1)
-               {
-                       if (!(count = *order++))
-                               break;
-                       if (count > 0)
-                               glBegin(GL_TRIANGLE_STRIP);
-                       else
-                       {
-                               glBegin(GL_TRIANGLE_FAN);
-                               count = -count;
-                       }
-                       //if (isG200)
-                       //{
-                               do
-                               {
-                                       glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
-                                       glColor4f(aliasvertcolor[order[2] * 4] * (1.0f / 255.0f), aliasvertcolor[order[2] * 4 + 1] * (1.0f / 255.0f), aliasvertcolor[order[2] * 4 + 2] * (1.0f / 255.0f), aliasvertcolor[order[2] * 4 + 3] * (1.0f / 255.0f));
-                                       glVertex3fv(&aliasvert[order[2] * 3]);
-                                       order += 3;
-                               }
-                               while (count--);
-                       /*
-                       }
-                       else
-                       {
-                               do
-                               {
-                                       glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
-                                       glColor4ub(aliasvertcolor[order[2] * 4], aliasvertcolor[order[2] * 4 + 1], aliasvertcolor[order[2] * 4 + 2], aliasvertcolor[order[2] * 4 + 3]);
-                                       glVertex3fv(&aliasvert[order[2] * 3]);
-                                       order += 3;
-                               }
-                               while (count--);
-                       }
-                       */
-               }
-       }
+       if (!r_drawentities.value)
+               return;
 
-       if (fogenabled)
+       for (i = 0;i < cl_numvisedicts;i++)
        {
-               glDisable (GL_TEXTURE_2D);
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               glEnable (GL_BLEND);
-               glDepthMask(0); // disable zbuffer updates
+               currententity = cl_visedicts[i];
+               if (currententity->render.model->type == mod_brush)
                {
-                       vec3_t diff;
-                       VectorSubtract(currententity->origin, r_refdef.vieworg, diff);
-                       glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
+                       modelalpha = currententity->render.alpha;
+                       R_DrawBrushModel (currententity);
                }
-
-               if (gl_vertexarrays.value)
+               else if (currententity->render.model->type == mod_alias)
                {
-                       // LordHavoc: big mess...
-                       // using arrays only slightly, although it is enough to prevent duplicates
-                       // (saving half the transforms)
-                       //glColor4f(shadecolor[0], shadecolor[1], shadecolor[2], modelalpha);
-                       qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
-                       glEnableClientState(GL_VERTEX_ARRAY);
-
-                       order = (int *)((int)pheader + pheader->ofs_glcmds);
-                       while(1)
-                       {
-                               if (!(count = *order++))
-                                       break;
-                               if (count > 0)
-                                       glBegin(GL_TRIANGLE_STRIP);
-                               else
-                               {
-                                       glBegin(GL_TRIANGLE_FAN);
-                                       count = -count;
-                               }
-                               do
-                               {
-                                       qglArrayElement(order[2]);
-                                       order += 3;
-                               }
-                               while (count--);
-                       }
-
-                       glDisableClientState(GL_VERTEX_ARRAY);
+                       VectorAdd(currententity->render.origin, currententity->render.model->mins, mins);
+                       VectorAdd(currententity->render.origin, currententity->render.model->maxs, maxs);
+                       if (r_ser.value)
+                               R_Clip_AddBox(mins, maxs, R_Entity_Callback, currententity, NULL);
+                       else if (R_NotCulledBox(mins, maxs))
+                               currententity->render.visframe = r_framecount;
                }
-               else
-               {
-                       order = (int *)((int)pheader + pheader->ofs_glcmds);
-                       while(1)
-                       {
-                               if (!(count = *order++))
-                                       break;
-                               if (count > 0)
-                                       glBegin(GL_TRIANGLE_STRIP);
-                               else
-                               {
-                                       glBegin(GL_TRIANGLE_FAN);
-                                       count = -count;
-                               }
-                               do
-                               {
-                                       glVertex3fv(&aliasvert[order[2] * 3]);
-                                       order += 3;
-                               }
-                               while (count--);
-                       }
-               }
-
-               glEnable (GL_TEXTURE_2D);
-               glColor3f (1,1,1);
-       }
-
-       /*
-       if (r_shadows.value && !(currententity->effects & EF_ADDITIVE) && currententity != &cl.viewent)
-       {
-               int i;
-               float *av = aliasvert + 2, l = lightspot[2] + 0.125;
-               av = aliasvert + 2;
-               for (i = 0;i < pheader->num_xyz;i++, av+=3)
-                       if (*av > l)
-                               *av = l;
-               glDisable (GL_TEXTURE_2D);
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               glEnable (GL_BLEND);
-               glDepthMask(0); // disable zbuffer updates
-               glColor4f (0,0,0,0.5 * modelalpha);
-
-               if (gl_vertexarrays.value)
+               else if (currententity->render.model->type == mod_sprite)
                {
-                       qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
-                       glEnableClientState(GL_VERTEX_ARRAY);
-                                               
-                       while(1)
+                       R_LerpUpdate(currententity);
+                       if (r_ser.value)
                        {
-                               if (!(count = *order++))
-                                       break;
-                               if (count > 0)
-                                       glBegin(GL_TRIANGLE_STRIP);
-                               else
-                               {
-                                       glBegin(GL_TRIANGLE_FAN);
-                                       count = -count;
-                               }
-                               do
-                               {
-                                       qglArrayElement(order[2]);
-                                       order += 3;
-                               }
-                               while (count--);
+                               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);
                        }
-
-                       glDisableClientState(GL_VERTEX_ARRAY);
-               }
-               else
-               {
-                       while(1)
+                       else
                        {
-                               if (!(count = *order++))
-                                       break;
-                               if (count > 0)
-                                       glBegin(GL_TRIANGLE_STRIP);
-                               else
-                               {
-                                       glBegin(GL_TRIANGLE_FAN);
-                                       count = -count;
-                               }
-                               do
-                               {
-                                       glVertex3fv(&aliasvert[order[2] * 3]);
-                                       order += 3;
-                               }
-                               while (count--);
+                               VectorAdd(currententity->render.origin, currententity->render.model->mins, mins);
+                               VectorAdd(currententity->render.origin, currententity->render.model->maxs, maxs);
+                               if (R_NotCulledBox(mins, maxs))
+                                       currententity->render.visframe = r_framecount;
                        }
                }
-
-               glEnable (GL_TEXTURE_2D);
-               glColor3f (1,1,1);
        }
-       */
-
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       glEnable (GL_BLEND);
-       glDepthMask(1);
 }
 
-/*
-=================
-R_DrawAliasModel
-
-=================
-*/
-void R_DrawAliasModel (entity_t *e, int cull)
-{
-       int                     i;
-       model_t         *clmodel;
-       vec3_t          mins, maxs;
-       aliashdr_t      *paliashdr;
-       md2mem_t                *pheader;
-       int                     anim;
-
-       if (modelalpha < (1.0 / 64.0))
-               return; // basically completely transparent
-
-       clmodel = currententity->model;
-
-       VectorAdd (currententity->origin, clmodel->mins, mins);
-       VectorAdd (currententity->origin, clmodel->maxs, maxs);
-
-       if (cull && R_CullBox (mins, maxs))
-               return;
-
-       VectorCopy (currententity->origin, r_entorigin);
-       VectorSubtract (r_origin, r_entorigin, modelorg);
-
-       // get lighting information
-
-       if (currententity->model->flags & EF_FULLBRIGHT || currententity->effects & EF_FULLBRIGHT)
-       {
-               shadecolor[0] = currententity->colormod[0] * 256;
-               shadecolor[1] = currententity->colormod[1] * 256;
-               shadecolor[2] = currententity->colormod[2] * 256;
-       }
-       else
-       {
-               R_LightPoint (shadecolor, currententity->origin);
-
-               // HACK HACK HACK -- no fullbright colors, so make torches full light
-               if (!strcmp (currententity->model->name, "progs/flame2.mdl") || !strcmp (currententity->model->name, "progs/flame.mdl") )
-                       shadecolor[0] = shadecolor[1] = shadecolor[2] = 128;
-
-               shadecolor[0] *= currententity->colormod[0];
-               shadecolor[1] *= currententity->colormod[1];
-               shadecolor[2] *= currententity->colormod[2];
-       }
-
-       // locate the proper data
-       if (clmodel->aliastype == ALIASTYPE_MD2)
-       {
-               pheader = (void *)Mod_Extradata (currententity->model);
-               c_alias_polys += pheader->num_tris;
-       }
-       else
-       {
-               paliashdr = (void *)Mod_Extradata (currententity->model);
-               c_alias_polys += paliashdr->numtris;
-       }
-
-       // draw all the triangles
-
-       if (clmodel->aliastype == ALIASTYPE_MD2)
-       {
-               if (currententity->skinnum < 0 || currententity->skinnum >= pheader->num_skins)
-               {
-                       currententity->skinnum = 0;
-                       Con_DPrintf("invalid skin number %d for model %s\n", currententity->skinnum, clmodel->name);
-               }
-               glBindTexture(GL_TEXTURE_2D, pheader->gl_texturenum[currententity->skinnum]);
-       }
-       else
-       {
-               if (currententity->skinnum < 0 || currententity->skinnum >= paliashdr->numskins)
-               {
-                       currententity->skinnum = 0;
-                       Con_DPrintf("invalid skin number %d for model %s\n", currententity->skinnum, clmodel->name);
-               }
-               anim = (int)(cl.time*10) & 3;
-           glBindTexture(GL_TEXTURE_2D, paliashdr->gl_texturenum[currententity->skinnum][anim]);
-       }
-       glDisable(GL_ALPHA_TEST);
-       glEnable (GL_TEXTURE_2D);
-
-       // we can't dynamically colormap textures, so they are cached
-       // seperately for the players.  Heads are just uncolored.
-       if (currententity->colormap != vid.colormap/* && !gl_nocolors.value*/)
-       {
-               i = currententity - cl_entities;
-               if (i >= 1 && i<=cl.maxclients /* && !strcmp (currententity->model->name, "progs/player.mdl") */)
-                   glBindTexture(GL_TEXTURE_2D, playertextures - 1 + i);
-       }
-
-//     if (gl_affinemodels.value)
-//             glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
-       if (clmodel->aliastype == ALIASTYPE_MD2)
-               R_DrawQ2AliasFrame (pheader);
-       else
-               R_DrawAliasFrame (paliashdr);
-
-       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
-}
-
-//==================================================================================
-
-void R_DrawBrushModel (entity_t *e);
-
 /*
 =============
 R_DrawEntitiesOnList
 =============
 */
-// LordHavoc: split so bmodels are rendered before any other objects
+/*
 void R_DrawEntitiesOnList1 (void)
 {
        int             i;
@@ -1203,42 +509,67 @@ 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.visframe != r_framecount)
+                       continue;
+               if (cl_visedicts[i]->render.model->type != mod_brush)
                        continue;
                currententity = cl_visedicts[i];
-               modelalpha = currententity->alpha;
+               modelalpha = currententity->render.alpha;
 
                R_DrawBrushModel (currententity);
        }
 }
+*/
 
-void R_DrawEntitiesOnList2 (void)
+void R_DrawModels (void)
 {
        int             i;
+       frameblend_t blend[4];
+//     vec3_t  mins, maxs;
 
        if (!r_drawentities.value)
                return;
 
-       for (i=0 ; i<cl_numvisedicts ; i++)
+       for (i = 0;i < cl_numvisedicts;i++)
        {
+               if (cl_visedicts[i]->render.visframe != r_framecount)
+                       continue;
                currententity = cl_visedicts[i];
-               modelalpha = currententity->alpha;
+               if (currententity->render.model->type != mod_alias && currententity->render.model->type != mod_sprite)
+                       continue;
 
-               switch (currententity->model->type)
+               modelalpha = currententity->render.alpha;
+
+               if (currententity->render.model->type == mod_alias)
+               {
+                       // 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);
+               }
+               else //if (currententity->render.model->type == mod_sprite)
+               {
+                       // 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);
+               }
+
+               /*
+               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)
                {
                case mod_alias:
-                       R_DrawAliasModel (currententity, true);
+                       R_Clip_AddBox(mins, maxs, R_DrawModelCallback, cl_visedicts[i], NULL);
                        break;
-
                case mod_sprite:
-                       R_DrawSpriteModel (currententity);
-                       break;
-
-               default:
+                       R_Clip_AddBox(mins, maxs, R_DrawSpriteCallback, cl_visedicts[i], NULL);
                        break;
                }
+               */
        }
 }
 
@@ -1249,18 +580,23 @@ 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);
+       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);
 }
 
@@ -1272,7 +608,11 @@ void R_SetFrustum (void)
 {
        int             i;
 
-       if (r_refdef.fov_x == 90) 
+       // LordHavoc: note to all quake engine coders, this code was making the
+       // view frustum taller than it should have been (it assumed the view is
+       // square; it is not square), so I disabled it
+       /*
+       if (r_refdef.fov_x == 90)
        {
                // front side is visible
 
@@ -1284,6 +624,7 @@ void R_SetFrustum (void)
        }
        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
@@ -1292,14 +633,14 @@ void R_SetFrustum (void)
                RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
                // rotate VPN down by FOV_X/2 degrees
                RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
-       }
+       //}
 
        for (i=0 ; i<4 ; i++)
        {
                frustum[i].type = PLANE_ANYZ;
                frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
 //             frustum[i].signbits = SignbitsForPlane (&frustum[i]);
-               BoxOnPlaneSideClassify(&frustum[i]);
+               PlaneClassify(&frustum[i]);
        }
 }
 
@@ -1315,9 +656,10 @@ void R_SetupFrame (void)
 {
 // don't allow cheats in multiplayer
        if (cl.maxclients > 1)
+       {
                Cvar_Set ("r_fullbright", "0");
-
-       R_AnimateLight ();
+               Cvar_Set ("r_ambient", "0");
+       }
 
        r_framecount++;
 
@@ -1337,12 +679,21 @@ 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;
 
+       R_AnimateLight ();
 }
 
 
-void MYgluPerspective( GLdouble fovy, GLdouble aspect,
-                    GLdouble zNear, GLdouble zFar )
+void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
 {
    GLdouble xmin, xmax, ymin, ymax;
 
@@ -1356,8 +707,6 @@ void MYgluPerspective( GLdouble fovy, GLdouble aspect,
 }
 
 
-extern char skyname[];
-
 /*
 =============
 R_SetupGL
@@ -1366,9 +715,10 @@ R_SetupGL
 void R_SetupGL (void)
 {
        float   screenaspect;
-       extern  int glwidth, glheight;
        int             x, x2, y2, y, w, h;
 
+       if (!r_render.value)
+               return;
        //
        // set up viewpoint
        //
@@ -1401,10 +751,7 @@ void R_SetupGL (void)
        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;
-//     if (skyname[0]) // skybox enabled?
-//             MYgluPerspective (r_refdef.fov_y,  screenaspect,  4,  r_skyboxsize.value*1.732050807569 + 256); // this is size*sqrt(3) + 256
-//     else
-               MYgluPerspective (r_refdef.fov_y,  screenaspect,  4,  6144);
+       MYgluPerspective (r_refdef.fov_y,  screenaspect,  4,  r_farclip.value);
 
        glCullFace(GL_FRONT);
 
@@ -1436,10 +783,6 @@ void R_SetupGL (void)
        glShadeModel(GL_SMOOTH);
 }
 
-void R_DrawWorld (void);
-//void R_RenderDlights (void);
-void R_DrawParticles (void);
-
 /*
 =============
 R_Clear
@@ -1447,6 +790,8 @@ 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;
@@ -1456,8 +801,10 @@ void R_Clear (void)
 }
 
 // LordHavoc: my trick to *FIX* GLQuake lighting once and for all :)
-void GL_Brighten()
+void GL_Brighten(void)
 {
+       if (!r_render.value)
+               return;
        glMatrixMode(GL_PROJECTION);
     glLoadIdentity ();
        glOrtho  (0, vid.width, vid.height, 0, -99999, 99999);
@@ -1481,12 +828,14 @@ void GL_Brighten()
        glEnable (GL_CULL_FACE);
 }
 
-extern cvar_t contrast;
-extern cvar_t brightness;
-extern cvar_t gl_lightmode;
-
-void GL_BlendView()
+void GL_BlendView(void)
 {
+       if (!r_render.value)
+               return;
+
+       if (v_blend[3] < 0.01f)
+               return;
+
        glMatrixMode(GL_PROJECTION);
     glLoadIdentity ();
        glOrtho  (0, vid.width, vid.height, 0, -99999, 99999);
@@ -1496,27 +845,16 @@ void GL_BlendView()
        glDisable (GL_CULL_FACE);
        glDisable(GL_TEXTURE_2D);
        glEnable(GL_BLEND);
-       if (lighthalf)
-       {
-               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);
-       contrast.value = bound(0.2, contrast.value, 1.0);
-       if (/*gl_polyblend.value && */v_blend[3])
-       {
-               glBegin (GL_TRIANGLES);
+       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 ();
-       }
+       glVertex2f (-5000, -5000);
+       glVertex2f (10000, -5000);
+       glVertex2f (-5000, 10000);
+       glEnd ();
 
        glEnable (GL_CULL_FACE);
        glEnable (GL_DEPTH_TEST);
@@ -1524,15 +862,6 @@ void GL_BlendView()
        glEnable(GL_TEXTURE_2D);
 }
 
-#define TIMEREPORT(DESC) \
-       if (r_speeds2.value)\
-       {\
-               temptime = -currtime;\
-               currtime = Sys_FloatTime();\
-               temptime += currtime;\
-               Con_Printf(DESC " %.4fms ", temptime * 1000.0);\
-       }
-
 /*
 ================
 R_RenderView
@@ -1540,60 +869,153 @@ 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 currtime, temptime;
+       double starttime, currtime, temptime;
 //     if (r_norefresh.value)
 //             return;
 
-       if (!r_worldentity.model || !cl.worldmodel)
-               Sys_Error ("R_RenderView: NULL worldmodel");
+       if (!cl.worldmodel)
+               Host_Error ("R_RenderView: NULL worldmodel");
+
+       if (r_speeds2.value)
+       {
+               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);
+       }
+       else
+               starttime = currtime = 0;
+
+       R_MoveParticles ();
+       R_MoveExplosions();
 
        lighthalf = gl_lightmode.value;
 
        FOG_framebegin();
-       transpolyclear();
-       wallpolyclear();
 
-       if (r_speeds2.value)
-       {
-               currtime = Sys_FloatTime();
-               Con_Printf("render time: ");
-       }
        R_Clear();
-       TIMEREPORT("R_Clear")
+       TIMEREPORT("clear     ")
 
        // render normal view
 
        R_SetupFrame ();
-       TIMEREPORT("R_SetupFrame")
        R_SetFrustum ();
-       TIMEREPORT("R_SetFrustum")
        R_SetupGL ();
-       TIMEREPORT("R_SetupGL")
-       R_MarkLeaves ();        // done here so we know if we're in water
-       TIMEREPORT("R_MarkLeaves")
-       R_DrawWorld ();         // adds static entities to the list
-       TIMEREPORT("R_DrawWorld")
-       S_ExtraUpdate ();       // don't let sound get messed up if going slow
-       TIMEREPORT("S_ExtraUpdate")
-       R_DrawEntitiesOnList1 (); // BSP models
-       TIMEREPORT("R_DrawEntitiesOnList1")
+       R_Clip_StartFrame();
+
+       R_PrepareEntities();
+
+       skypolyclear();
+       wallpolyclear();
+       transpolyclear();
+
+       TIMEREPORT("setup     ")
+
+       R_DrawWorld ();
+       TIMEREPORT("world     ")
+
+       R_AddModelEntities();
+       TIMEREPORT("addmodels")
+
+       R_Clip_EndFrame();
+       TIMEREPORT("scanedge  ")
+
+       // now mark the lit surfaces
+       R_PushDlights ();
+       // yes this does add the world surfaces after the brush models
+       R_DrawSurfaces ();
+       R_DrawPortals ();
+       TIMEREPORT("surfaces  ");
+
+       UploadLightmaps();
+       TIMEREPORT("uploadlmap")
+
+       // fogged sky polys, affects depth
+       skypolyrender();
+
+       // does not affect depth, draws over the sky polys
+       if (currentskypoly)
+               R_Sky();
+       TIMEREPORT("skypoly   ")
+
        wallpolyrender();
-       TIMEREPORT("wallpolyrender")
-       R_DrawEntitiesOnList2 (); // other models
-       TIMEREPORT("R_DrawEntitiesOnList2")
-//     R_RenderDlights ();
+       TIMEREPORT("wallpoly  ")
+
+       GL_DrawDecals();
+       TIMEREPORT("ddecal    ")
+
+       // don't let sound skip if going slow
+       if (!intimerefresh && !r_speeds2.value)
+               S_ExtraUpdate ();
+
        R_DrawViewModel ();
-       TIMEREPORT("R_DrawViewModel")
+       R_DrawModels ();
+       TIMEREPORT("models    ")
+
        R_DrawParticles ();
-       TIMEREPORT("R_DrawParticles")
+       TIMEREPORT("dparticles")
+       R_DrawExplosions();
+       TIMEREPORT("dexplosion")
+
        transpolyrender();
-       TIMEREPORT("transpolyrender")
+       TIMEREPORT("transpoly ")
 
        FOG_frameend();
+
        GL_BlendView();
-       TIMEREPORT("GL_BlendView")
+       TIMEREPORT("blend     ")
+
        if (r_speeds2.value)
-               Con_Printf("\n");
+               timestring((int) ((Sys_DoubleTime() - starttime) * 1000000.0), "total    ");
 }