X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rmain.c;h=d0a46fa24af4c1ed6422a427904fdfcf8020b728;hp=ceae807bf46b4b2efd07296d5b2d92b576459c1b;hb=34a303e2a5bbe2a9845906496bdaabbf83f99f92;hpb=63e01393ed618f8561aee961acfc8a25bb30eb7f diff --git a/gl_rmain.c b/gl_rmain.c index ceae807b..d0a46fa2 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -21,67 +21,78 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" -//static qboolean r_cache_thrash; // compatability +// used for dlight push checking and other things +int r_framecount; -entity_render_t *currentrenderentity; +mplane_t frustum[4]; -int r_framecount; // used for dlight push checking +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; -mplane_t frustum[4]; +// true during envmap command capture +qboolean envmap; -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; +float r_farclip; -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 - -// // view origin -// -vec3_t vup; -vec3_t vpn; -vec3_t vright; -vec3_t r_origin; - -//float r_world_matrix[16]; -//float r_base_world_matrix[16]; +vec3_t r_origin; +vec3_t vpn; +vec3_t vright; +vec3_t vup; // // screen size info // -refdef_t r_refdef; +refdef_t r_refdef; -mleaf_t *r_viewleaf, *r_oldviewleaf; +mleaf_t *r_viewleaf, *r_oldviewleaf; -unsigned short d_lightstylevalue[256]; // 8.8 fraction of base light value +// 8.8 fraction of base light value +unsigned short d_lightstylevalue[256]; -//cvar_t r_norefresh = {0, "r_norefresh","0"}; -cvar_t r_drawentities = {0, "r_drawentities","1"}; -cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"}; -cvar_t r_speeds = {0, "r_speeds","0"}; -cvar_t r_fullbright = {0, "r_fullbright","0"}; -//cvar_t r_lightmap = {0, "r_lightmap","0"}; -cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"}; -cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"}; -cvar_t r_waterripple = {CVAR_SAVE, "r_waterripple","0"}; -cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"}; +cvar_t r_drawentities = {0, "r_drawentities","1"}; +cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"}; +cvar_t r_speeds = {0, "r_speeds","0"}; +cvar_t r_fullbright = {0, "r_fullbright","0"}; +cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"}; +cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"}; +cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"}; -//cvar_t r_dynamicbothsides = {CVAR_SAVE, "r_dynamicbothsides", "1"}; // LordHavoc: can disable dynamic lighting of backfaces, but quake maps are weird so it doesn't always work right... +cvar_t gl_fogenable = {0, "gl_fogenable", "0"}; +cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"}; +cvar_t gl_fogred = {0, "gl_fogred","0.3"}; +cvar_t gl_foggreen = {0, "gl_foggreen","0.3"}; +cvar_t gl_fogblue = {0, "gl_fogblue","0.3"}; +cvar_t gl_fogstart = {0, "gl_fogstart", "0"}; +cvar_t gl_fogend = {0, "gl_fogend","0"}; -cvar_t gl_fogenable = {0, "gl_fogenable", "0"}; -cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"}; -cvar_t gl_fogred = {0, "gl_fogred","0.3"}; -cvar_t gl_foggreen = {0, "gl_foggreen","0.3"}; -cvar_t gl_fogblue = {0, "gl_fogblue","0.3"}; -cvar_t gl_fogstart = {0, "gl_fogstart", "0"}; -cvar_t gl_fogend = {0, "gl_fogend","0"}; +cvar_t r_textureunits = {0, "r_textureunits", "32"}; -cvar_t r_ser = {CVAR_SAVE, "r_ser", "1"}; -//cvar_t gl_viewmodeldepthhack = {0, "gl_viewmodeldepthhack", "1"}; +void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b) +{ + int i; + for (i = 0;i < verts;i++) + { + out[0] = in[0] * r; + out[1] = in[1] * g; + out[2] = in[2] * b; + out[3] = in[3]; + in += 4; + out += 4; + } +} -cvar_t r_multitexture = {0, "r_multitexture", "1"}; +void R_FillColors(float *out, int verts, float r, float g, float b, float a) +{ + int i; + for (i = 0;i < verts;i++) + { + out[0] = r; + out[1] = g; + out[2] = b; + out[3] = a; + out += 4; + } +} /* ==================== @@ -93,20 +104,18 @@ For program optimization qboolean intimerefresh = 0; static void R_TimeRefresh_f (void) { - int i; - float start, stop, time; + int i; + float start, stop, time; intimerefresh = 1; start = Sys_DoubleTime (); - glDrawBuffer (GL_FRONT); for (i = 0;i < 128;i++) { r_refdef.viewangles[0] = 0; r_refdef.viewangles[1] = i/128.0*360.0; r_refdef.viewangles[2] = 0; - R_RenderView(); + CL_UpdateScreen(); } - glDrawBuffer (GL_BACK); stop = Sys_DoubleTime (); intimerefresh = 0; @@ -252,21 +261,53 @@ void GL_Main_Init(void) Cvar_RegisterVariable (&r_drawentities); Cvar_RegisterVariable (&r_drawviewmodel); Cvar_RegisterVariable (&r_speeds); -// Cvar_RegisterVariable (&r_dynamicwater); -// Cvar_RegisterVariable (&r_dynamicbothsides); Cvar_RegisterVariable (&r_fullbrights); Cvar_RegisterVariable (&r_wateralpha); Cvar_RegisterVariable (&r_dynamic); - Cvar_RegisterVariable (&r_waterripple); Cvar_RegisterVariable (&r_fullbright); - Cvar_RegisterVariable (&r_ser); -// Cvar_RegisterVariable (&gl_viewmodeldepthhack); - Cvar_RegisterVariable (&r_multitexture); + Cvar_RegisterVariable (&r_textureunits); if (gamemode == GAME_NEHAHRA) Cvar_SetValue("r_fullbrights", 0); R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap); } +vec3_t r_farclip_origin; +vec3_t r_farclip_direction; +vec_t r_farclip_directiondist; +vec_t r_farclip_meshfarclip; +int r_farclip_directionbit0; +int r_farclip_directionbit1; +int r_farclip_directionbit2; + +// start a farclip measuring session +void R_FarClip_Start(vec3_t origin, vec3_t direction, vec_t startfarclip) +{ + VectorCopy(origin, r_farclip_origin); + VectorCopy(direction, r_farclip_direction); + r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction); + r_farclip_directionbit0 = r_farclip_direction[0] < 0; + r_farclip_directionbit1 = r_farclip_direction[1] < 0; + r_farclip_directionbit2 = r_farclip_direction[2] < 0; + r_farclip_meshfarclip = r_farclip_directiondist + startfarclip; +} + +// enlarge farclip to accomodate box +void R_FarClip_Box(vec3_t mins, vec3_t maxs) +{ + float d; + d = (r_farclip_directionbit0 ? mins[0] : maxs[0]) * r_farclip_direction[0] + + (r_farclip_directionbit1 ? mins[1] : maxs[1]) * r_farclip_direction[1] + + (r_farclip_directionbit2 ? mins[2] : maxs[2]) * r_farclip_direction[2]; + if (r_farclip_meshfarclip < d) + r_farclip_meshfarclip = d; +} + +// return farclip value +float R_FarClip_Finish(void) +{ + return r_farclip_meshfarclip - r_farclip_directiondist; +} + /* =============== R_NewMap @@ -275,15 +316,17 @@ R_NewMap void CL_ParseEntityLump(char *entitystring); void R_NewMap (void) { - int i; + int i; - for (i=0 ; i<256 ; i++) + for (i = 0;i < 256;i++) d_lightstylevalue[i] = 264; // normal light value r_viewleaf = NULL; if (cl.worldmodel->entities) CL_ParseEntityLump(cl.worldmodel->entities); R_Modules_NewMap(); + + r_farclip = 64.0f; } extern void R_Textures_Init(void); @@ -297,7 +340,6 @@ extern void R_Crosshairs_Init(void); extern void R_Light_Init(void); extern void R_Particles_Init(void); extern void R_Explosion_Init(void); -extern void R_Clip_Init(void); extern void ui_init(void); extern void gl_backend_init(void); @@ -307,7 +349,7 @@ void Render_Init(void) R_Textures_Init(); Mod_RenderInit(); gl_backend_init(); - R_Clip_Init(); + R_MeshQueue_Init(); GL_Draw_Init(); GL_Main_Init(); GL_Models_Init(); @@ -329,104 +371,100 @@ GL_Init extern char *ENGINE_EXTENSIONS; void GL_Init (void) { - gl_vendor = glGetString (GL_VENDOR); - Con_Printf ("GL_VENDOR: %s\n", gl_vendor); - gl_renderer = glGetString (GL_RENDERER); - Con_Printf ("GL_RENDERER: %s\n", gl_renderer); - - gl_version = glGetString (GL_VERSION); - Con_Printf ("GL_VERSION: %s\n", gl_version); - gl_extensions = glGetString (GL_EXTENSIONS); - Con_Printf ("GL_EXTENSIONS: %s\n", gl_extensions); - -// Con_Printf ("%s %s\n", gl_renderer, gl_version); - VID_CheckExtensions(); // LordHavoc: report supported extensions Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS); - glCullFace(GL_FRONT); - glEnable(GL_TEXTURE_2D); - -// glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); + qglCullFace(GL_FRONT); + qglEnable(GL_TEXTURE_2D); } //================================================================================== -void R_Entity_Callback(void *data, void *junk) -{ - ((entity_render_t *)data)->visframe = r_framecount; -} - static void R_MarkEntities (void) { - int i; - vec3_t v; + int i; + vec3_t v; + entity_render_t *ent; + + ent = &cl_entities[0].render; + Matrix4x4_CreateIdentity(&ent->matrix); + Matrix4x4_CreateIdentity(&ent->inversematrix); + + R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs); if (!r_drawentities.integer) return; for (i = 0;i < r_refdef.numentities;i++) { - currentrenderentity = r_refdef.entities[i]; - Mod_CheckLoaded(currentrenderentity->model); + ent = r_refdef.entities[i]; + Mod_CheckLoaded(ent->model); // move view-relative models to where they should be - if (currentrenderentity->flags & RENDER_VIEWMODEL) + if (ent->flags & RENDER_VIEWMODEL) { // remove flag so it will not be repeated incase RelinkEntities is not called again for a while - currentrenderentity->flags -= RENDER_VIEWMODEL; + ent->flags -= RENDER_VIEWMODEL; // transform origin - VectorCopy(currentrenderentity->origin, v); - currentrenderentity->origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0]; - currentrenderentity->origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1]; - currentrenderentity->origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2]; + VectorCopy(ent->origin, v); + ent->origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0]; + ent->origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1]; + ent->origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2]; // adjust angles - VectorAdd(currentrenderentity->angles, r_refdef.viewangles, currentrenderentity->angles); + VectorAdd(ent->angles, r_refdef.viewangles, ent->angles); } - if (currentrenderentity->angles[0] || currentrenderentity->angles[2]) + if (ent->angles[0] || ent->angles[2]) { - VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->rotatedmins, currentrenderentity->mins); - VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->rotatedmaxs, currentrenderentity->maxs); + VectorMA(ent->origin, ent->scale, ent->model->rotatedmins, ent->mins); + VectorMA(ent->origin, ent->scale, ent->model->rotatedmaxs, ent->maxs); } - else if (currentrenderentity->angles[1]) + else if (ent->angles[1]) { - VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->yawmins, currentrenderentity->mins); - VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->yawmaxs, currentrenderentity->maxs); + VectorMA(ent->origin, ent->scale, ent->model->yawmins, ent->mins); + VectorMA(ent->origin, ent->scale, ent->model->yawmaxs, ent->maxs); } else { - VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->normalmins, currentrenderentity->mins); - VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->normalmaxs, currentrenderentity->maxs); + VectorMA(ent->origin, ent->scale, ent->model->normalmins, ent->mins); + VectorMA(ent->origin, ent->scale, ent->model->normalmaxs, ent->maxs); } - if (R_VisibleCullBox(currentrenderentity->mins, currentrenderentity->maxs)) + if (R_VisibleCullBox(ent->mins, ent->maxs)) continue; - R_LerpAnimation(currentrenderentity); - if (r_ser.integer) - currentrenderentity->model->SERAddEntity(); - else - currentrenderentity->visframe = r_framecount; + VectorCopy(ent->angles, v); + if (ent->model->type != mod_brush) + v[0] = -v[0]; + Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], v[0], v[1], v[2], ent->scale); + Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix); + R_LerpAnimation(ent); + ent->visframe = r_framecount; + + R_FarClip_Box(ent->mins, ent->maxs); + + R_UpdateEntLights(ent); } } // only used if skyrendermasked, and normally returns false int R_DrawBModelSky (void) { - int i, sky = false; + int i, sky; + entity_render_t *ent; if (!r_drawentities.integer) return false; + sky = false; for (i = 0;i < r_refdef.numentities;i++) { - currentrenderentity = r_refdef.entities[i]; - if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->DrawSky) + ent = r_refdef.entities[i]; + if (ent->visframe == r_framecount && ent->model->DrawSky) { - currentrenderentity->model->DrawSky(); + ent->model->DrawSky(ent); sky = true; } } @@ -435,16 +473,17 @@ int R_DrawBModelSky (void) void R_DrawModels (void) { - int i; + int i; + entity_render_t *ent; if (!r_drawentities.integer) return; for (i = 0;i < r_refdef.numentities;i++) { - currentrenderentity = r_refdef.entities[i]; - if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->Draw) - currentrenderentity->model->Draw(); + ent = r_refdef.entities[i]; + if (ent->visframe == r_framecount && ent->model->Draw) + ent->model->Draw(ent); } } @@ -455,32 +494,23 @@ R_DrawViewModel */ void R_DrawViewModel (void) { + entity_render_t *ent; + // FIXME: move these checks to client if (!r_drawviewmodel.integer || chase_active.integer || envmap || !r_drawentities.integer || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model) return; - currentrenderentity = &cl.viewent.render; - Mod_CheckLoaded(currentrenderentity->model); - - R_LerpAnimation(currentrenderentity); - - // hack the depth range to prevent view model from poking into walls -// if (gl_viewmodeldepthhack.integer) -// { -// R_Mesh_Render(); -// glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin)); -// } - currentrenderentity->model->Draw(); -// if (gl_viewmodeldepthhack.integer) -// { -// R_Mesh_Render(); -// glDepthRange (gldepthmin, gldepthmax); -// } + ent = &cl.viewent.render; + Mod_CheckLoaded(ent->model); + + R_LerpAnimation(ent); + + ent->model->Draw(ent); } static void R_SetFrustum (void) { - int i; + int i; // LordHavoc: note to all quake engine coders, the special case for 90 // degrees assumed a square view (wrong), so I removed it, Quake2 has it @@ -494,8 +524,7 @@ static void R_SetFrustum (void) // rotate VPN down by FOV_X/2 degrees RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) ); - - for (i=0 ; i<4 ; i++) + for (i = 0;i < 4;i++) { frustum[i].type = PLANE_ANYZ; frustum[i].dist = DotProduct (r_origin, frustum[i].normal); @@ -518,8 +547,6 @@ static void R_SetupFrame (void) if (r_ambient.value != 0) Cvar_Set ("r_ambient", "0"); } - if (r_multitexture.integer && gl_textureunits < 2) - Cvar_SetValue("r_multitexture", 0); r_framecount++; @@ -532,75 +559,47 @@ static void R_SetupFrame (void) r_oldviewleaf = r_viewleaf; r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel); -// r_cache_thrash = false; - R_AnimateLight (); } -static int blendviewpolyindex[3] = {0, 1, 2}; - static void R_BlendView(void) { - rmeshinfo_t m; - float tvxyz[3][4], r; - - if (!r_render.integer) - return; + rmeshbufferinfo_t m; + float r; if (r_refdef.viewblend[3] < 0.01f) return; memset(&m, 0, sizeof(m)); - m.transparent = false; m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; + m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; m.depthdisable = true; // magic m.numtriangles = 1; m.numverts = 3; - m.index = blendviewpolyindex; - m.vertex = &tvxyz[0][0]; - m.vertexstep = sizeof(float[4]); - m.cr = r_refdef.viewblend[0]; - m.cg = r_refdef.viewblend[1]; - m.cb = r_refdef.viewblend[2]; - m.ca = r_refdef.viewblend[3]; - r = 64000; - tvxyz[0][0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r; - tvxyz[0][1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r; - tvxyz[0][2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r; - r *= 3; - tvxyz[1][0] = tvxyz[0][0] + vup[0] * r; - tvxyz[1][1] = tvxyz[0][1] + vup[1] * r; - tvxyz[1][2] = tvxyz[0][2] + vup[2] * r; - tvxyz[2][0] = tvxyz[0][0] + vright[0] * r; - tvxyz[2][1] = tvxyz[0][1] + vright[1] * r; - tvxyz[2][2] = tvxyz[0][2] + vright[2] * r; - R_Mesh_Draw(&m); - - /* - glMatrixMode(GL_PROJECTION); - glLoadIdentity (); - glOrtho (0, 1, 1, 0, -99999, 99999); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity (); - glDisable (GL_DEPTH_TEST); - glDisable (GL_CULL_FACE); - glDisable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glBegin (GL_TRIANGLES); - glColor4f (r_refdef.viewblend[0] * overbrightscale, r_refdef.viewblend[1] * overbrightscale, r_refdef.viewblend[2] * overbrightscale, r_refdef.viewblend[3]); - glVertex2f (-5, -5); - glVertex2f (10, -5); - glVertex2f (-5, 10); - glEnd (); - - glEnable (GL_CULL_FACE); - glEnable (GL_DEPTH_TEST); - glDisable(GL_BLEND); - glEnable(GL_TEXTURE_2D); - */ + Matrix4x4_CreateIdentity(&m.matrix); + if (R_Mesh_Draw_GetBuffer(&m, false)) + { + m.index[0] = 0; + m.index[1] = 1; + m.index[2] = 2; + m.color[0] = m.color[4] = m.color[8] = r_refdef.viewblend[0]; + m.color[1] = m.color[5] = m.color[9] = r_refdef.viewblend[1]; + m.color[2] = m.color[6] = m.color[10] = r_refdef.viewblend[2]; + m.color[3] = m.color[7] = m.color[11] = r_refdef.viewblend[3]; + r = 64000; + m.vertex[0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r; + m.vertex[1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r; + m.vertex[2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r; + r *= 3; + m.vertex[4] = m.vertex[0] + vup[0] * r; + m.vertex[5] = m.vertex[1] + vup[1] * r; + m.vertex[6] = m.vertex[2] + vup[2] * r; + m.vertex[8] = m.vertex[0] + vright[0] * r; + m.vertex[9] = m.vertex[1] + vright[1] * r; + m.vertex[10] = m.vertex[2] + vright[2] * r; + R_Mesh_Render(); + } } /* @@ -612,6 +611,7 @@ r_refdef must be set before the first call */ void R_RenderView (void) { + entity_render_t *world = &cl_entities[0].render; if (!cl.worldmodel) return; //Host_Error ("R_RenderView: NULL worldmodel"); @@ -623,29 +623,28 @@ void R_RenderView (void) R_SetFrustum(); R_SetupFog(); R_SkyStartFrame(); - if (r_ser.integer) - R_Clip_StartFrame(); R_BuildLightList(); - R_Mesh_Start(); + R_FarClip_Start(r_origin, vpn, 768.0f); R_TimeReport("setup"); - R_DrawWorld(); + R_DrawWorld(world); R_TimeReport("worldnode"); R_MarkEntities(); R_TimeReport("markentity"); - if (r_ser.integer) - { - R_Clip_EndFrame(); - R_TimeReport("hiddensurf"); - } - - R_MarkWorldLights(); + R_SurfMarkLights(world); R_TimeReport("marklights"); + r_farclip = R_FarClip_Finish() + 256.0f; + + R_Mesh_Start(r_farclip); + + R_MeshQueue_BeginScene(); + + if (skyrendermasked) { if (R_DrawBModelSky()) @@ -657,18 +656,16 @@ void R_RenderView (void) R_TimeReport("viewmodel"); } - R_SetupForWorldRendering(); - R_PrepareSurfaces(); + R_PrepareSurfaces(world); R_TimeReport("surfprep"); - R_DrawSurfaces(SHADERSTAGE_SKY); - R_DrawSurfaces(SHADERSTAGE_NORMAL); - R_DrawSurfaces(SHADERSTAGE_FOG); + R_DrawSurfaces(world, SHADERSTAGE_SKY); + R_DrawSurfaces(world, SHADERSTAGE_NORMAL); R_TimeReport("surfdraw"); if (r_drawportals.integer) { - R_DrawPortals(); + R_DrawPortals(world); R_TimeReport("portals"); } @@ -691,20 +688,23 @@ void R_RenderView (void) R_DrawExplosions(); R_TimeReport("explosions"); - // draw transparent meshs - R_Mesh_AddTransparent(); + R_MeshQueue_RenderTransparent(); R_TimeReport("addtrans"); R_DrawCoronas(); R_TimeReport("coronas"); + R_DrawCrosshair(); + R_TimeReport("crosshair"); + R_BlendView(); R_TimeReport("blendview"); - // render any queued meshs + R_MeshQueue_Render(); + + R_MeshQueue_EndScene(); + R_Mesh_Finish(); R_TimeReport("meshfinish"); - - //Mem_CheckSentinelsGlobal(); - //R_TimeReport("memtest"); } +