-
- r_refdef.width = bound(0, r_refdef.width, vid.realwidth);
- r_refdef.height = bound(0, r_refdef.height, vid.realheight);
- r_refdef.x = bound(0, r_refdef.x, vid.realwidth - r_refdef.width);
- r_refdef.y = bound(0, r_refdef.y, vid.realheight - r_refdef.height);
- r_refdef.fov_x = bound(1, r_refdef.fov_x, 170);
- r_refdef.fov_y = bound(1, r_refdef.fov_y, 170);
-
- // GL is weird because it's bottom to top, r_refdef.y is top to bottom
- qglViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);
- GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
+
+ r_view_width = bound(0, r_refdef.width, vid.realwidth);
+ r_view_height = bound(0, r_refdef.height, vid.realheight);
+ r_view_depth = 1;
+ r_view_x = bound(0, r_refdef.x, vid.realwidth - r_refdef.width);
+ r_view_y = bound(0, r_refdef.y, vid.realheight - r_refdef.height);
+ r_view_z = 0;
+ r_view_fov_x = bound(1, r_refdef.fov_x, 170);
+ r_view_fov_y = bound(1, r_refdef.fov_y, 170);
+ r_view_matrix = r_refdef.viewentitymatrix;
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+ r_rtworld = r_shadow_realtime_world.integer;
+ r_rtworldshadows = r_rtworld && r_shadow_realtime_world_shadows.integer && gl_stencil;
+ r_rtdlight = r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer;
+ r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
+ r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
+
+ // GL is weird because it's bottom to top, r_view_y is top to bottom
+ qglViewport(r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height);
+ GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);