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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23
24 entity_t        r_worldentity;
25
26 qboolean        r_cache_thrash;         // compatability
27
28 vec3_t          modelorg, r_entorigin;
29 entity_t        *currententity;
30
31 int                     r_visframecount;        // bumped when going to a new PVS
32 int                     r_framecount;           // used for dlight push checking
33
34 mplane_t        frustum[4];
35
36 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;
37
38 qboolean        envmap;                         // true during envmap command capture 
39
40 // LordHavoc: moved all code related to particles into r_part.c
41 //int                   particletexture;        // little dot for particles
42 //int                   playertextures;         // up to 16 color translated skins
43
44 //
45 // view origin
46 //
47 vec3_t  vup;
48 vec3_t  vpn;
49 vec3_t  vright;
50 vec3_t  r_origin;
51
52 float   r_world_matrix[16];
53 float   r_base_world_matrix[16];
54
55 //
56 // screen size info
57 //
58 refdef_t        r_refdef;
59
60 mleaf_t         *r_viewleaf, *r_oldviewleaf;
61
62 texture_t       *r_notexture_mip;
63
64 unsigned short  d_lightstylevalue[256]; // 8.8 fraction of base light value
65
66
67 void R_MarkLeaves (void);
68
69 //cvar_t        r_norefresh = {"r_norefresh","0"};
70 cvar_t  r_drawentities = {"r_drawentities","1"};
71 cvar_t  r_drawviewmodel = {"r_drawviewmodel","1"};
72 cvar_t  r_speeds = {"r_speeds","0"};
73 cvar_t  r_speeds2 = {"r_speeds2","0"};
74 cvar_t  r_fullbright = {"r_fullbright","0"};
75 //cvar_t        r_lightmap = {"r_lightmap","0"};
76 cvar_t  r_shadows = {"r_shadows","0"};
77 cvar_t  r_wateralpha = {"r_wateralpha","1"};
78 cvar_t  r_dynamic = {"r_dynamic","1"};
79 cvar_t  r_novis = {"r_novis","0"};
80 cvar_t  r_waterripple = {"r_waterripple","0"};
81 cvar_t  r_fullbrights = {"r_fullbrights", "1"};
82
83 cvar_t  contrast = {"contrast", "1.0", TRUE}; // LordHavoc: a method of operating system independent color correction
84 cvar_t  brightness = {"brightness", "1.0", TRUE}; // LordHavoc: a method of operating system independent color correction
85 cvar_t  gl_lightmode = {"gl_lightmode", "1", TRUE}; // LordHavoc: overbright lighting
86 //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...
87 cvar_t  r_farclip = {"r_farclip", "6144"};
88
89 cvar_t  gl_fogenable = {"gl_fogenable", "0"};
90 cvar_t  gl_fogdensity = {"gl_fogdensity", "0.25"};
91 cvar_t  gl_fogred = {"gl_fogred","0.3"};
92 cvar_t  gl_foggreen = {"gl_foggreen","0.3"};
93 cvar_t  gl_fogblue = {"gl_fogblue","0.3"};
94 cvar_t  gl_fogstart = {"gl_fogstart", "0"};
95 cvar_t  gl_fogend = {"gl_fogend","0"};
96 cvar_t  glfog = {"glfog", "0"};
97
98 qboolean lighthalf;
99
100 vec3_t fogcolor;
101 vec_t fogdensity;
102 float fog_density, fog_red, fog_green, fog_blue;
103 qboolean fogenabled;
104 qboolean oldgl_fogenable;
105 void FOG_framebegin()
106 {
107         if (nehahra)
108         {
109 //              if (!Nehahrademcompatibility)
110 //                      gl_fogenable.value = 0;
111                 if (gl_fogenable.value)
112                 {
113                         oldgl_fogenable = true;
114                         fog_density = gl_fogdensity.value;
115                         fog_red = gl_fogred.value;
116                         fog_green = gl_foggreen.value;
117                         fog_blue = gl_fogblue.value;
118                 }
119                 else if (oldgl_fogenable)
120                 {
121                         oldgl_fogenable = false;
122                         fog_density = 0;
123                         fog_red = 0;
124                         fog_green = 0;
125                         fog_blue = 0;
126                 }
127         }
128         if (fog_density)
129         {
130                         fogcolor[0] = fog_red   = bound(0.0f, fog_red  , 1.0f);
131                         fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
132                         fogcolor[2] = fog_blue  = bound(0.0f, fog_blue , 1.0f);
133                         if (lighthalf)
134                         {
135                                 fogcolor[0] *= 0.5f;
136                                 fogcolor[1] *= 0.5f;
137                                 fogcolor[2] *= 0.5f;
138                         }
139         }
140         if (glfog.value)
141         {
142                 if (!r_render.value)
143                         return;
144                 if(fog_density)
145                 {
146                         // LordHavoc: Borland C++ 5.0 was choking on this line, stupid compiler...
147                         //GLfloat colors[4] = {(GLfloat) gl_fogred.value, (GLfloat) gl_foggreen.value, (GLfloat) gl_fogblue.value, (GLfloat) 1};
148                         GLfloat colors[4];
149                         colors[0] = fog_red;
150                         colors[1] = fog_green;
151                         colors[2] = fog_blue;
152                         colors[3] = 1;
153                         if (lighthalf)
154                         {
155                                 colors[0] *= 0.5f;
156                                 colors[1] *= 0.5f;
157                                 colors[2] *= 0.5f;
158                         }
159
160                         glFogi (GL_FOG_MODE, GL_EXP2);
161                         glFogf (GL_FOG_DENSITY, (GLfloat) fog_density / 100); 
162                         glFogfv (GL_FOG_COLOR, colors);
163                         glEnable (GL_FOG);
164                 }
165                 else
166                         glDisable(GL_FOG);
167         }
168         else
169         {
170                 if (fog_density)
171                 {
172                         fogenabled = true;
173                         fogdensity = -4000.0f / (fog_density * fog_density);
174                         // fog color was already set
175                 }
176                 else
177                         fogenabled = false;
178         }
179 }
180
181 void FOG_frameend()
182 {
183         if (glfog.value)
184                 glDisable(GL_FOG);
185 }
186
187 void FOG_clear()
188 {
189         if (nehahra)
190         {
191                 Cvar_Set("gl_fogenable", "0");
192                 Cvar_Set("gl_fogdensity", "0.2");
193                 Cvar_Set("gl_fogred", "0.3");
194                 Cvar_Set("gl_foggreen", "0.3");
195                 Cvar_Set("gl_fogblue", "0.3");
196         }
197         fog_density = fog_red = fog_green = fog_blue = 0.0f;
198 }
199
200 void FOG_registercvars()
201 {
202         Cvar_RegisterVariable (&glfog);
203         if (nehahra)
204         {
205                 Cvar_RegisterVariable (&gl_fogenable);
206                 Cvar_RegisterVariable (&gl_fogdensity);
207                 Cvar_RegisterVariable (&gl_fogred);
208                 Cvar_RegisterVariable (&gl_foggreen); 
209                 Cvar_RegisterVariable (&gl_fogblue);
210                 Cvar_RegisterVariable (&gl_fogstart);
211                 Cvar_RegisterVariable (&gl_fogend);
212         }
213 }
214
215 void glmain_start()
216 {
217 }
218
219 void glmain_shutdown()
220 {
221 }
222
223 void GL_Main_Init()
224 {
225         FOG_registercvars();
226         Cvar_RegisterVariable (&r_drawentities);
227         Cvar_RegisterVariable (&r_drawviewmodel);
228         Cvar_RegisterVariable (&r_shadows);
229         Cvar_RegisterVariable (&r_speeds);
230         Cvar_RegisterVariable (&r_speeds2);
231         Cvar_RegisterVariable (&contrast);
232         Cvar_RegisterVariable (&brightness);
233         Cvar_RegisterVariable (&gl_lightmode);
234 //      Cvar_RegisterVariable (&r_dynamicwater);
235 //      Cvar_RegisterVariable (&r_dynamicbothsides);
236         Cvar_RegisterVariable (&r_fullbrights);
237         Cvar_RegisterVariable (&r_wateralpha);
238         Cvar_RegisterVariable (&r_dynamic);
239         Cvar_RegisterVariable (&r_novis);
240         Cvar_RegisterVariable (&r_waterripple); // LordHavoc: added waterripple
241         if (nehahra)
242                 Cvar_SetValue("r_fullbrights", 0);
243 //      if (gl_vendor && strstr(gl_vendor, "3Dfx"))
244 //              gl_lightmode.value = 0;
245         Cvar_RegisterVariable (&r_fullbright);
246         R_RegisterModule("GL_Main", glmain_start, glmain_shutdown);
247 }
248
249 extern void GL_Draw_Init();
250 extern void GL_Main_Init();
251 extern void GL_Models_Init();
252 extern void GL_Poly_Init();
253 extern void GL_Surf_Init();
254 extern void GL_Screen_Init();
255 extern void GL_Misc_Init();
256 extern void R_Crosshairs_Init();
257 extern void R_Light_Init();
258 extern void R_Particles_Init();
259
260 void Render_Init()
261 {
262         R_ShutdownModules();
263         GL_Draw_Init();
264         GL_Main_Init();
265         GL_Models_Init();
266         GL_Poly_Init();
267         GL_Surf_Init();
268         GL_Screen_Init();
269         GL_Misc_Init();
270         R_Crosshairs_Init();
271         R_Light_Init();
272         R_Particles_Init();
273         R_StartModules();
274 }
275
276 /*
277 ===============
278 GL_Init
279 ===============
280 */
281 extern char *QSG_EXTENSIONS;
282 void GL_Init (void)
283 {
284         gl_vendor = glGetString (GL_VENDOR);
285         Con_Printf ("GL_VENDOR: %s\n", gl_vendor);
286         gl_renderer = glGetString (GL_RENDERER);
287         Con_Printf ("GL_RENDERER: %s\n", gl_renderer);
288
289         gl_version = glGetString (GL_VERSION);
290         Con_Printf ("GL_VERSION: %s\n", gl_version);
291         gl_extensions = glGetString (GL_EXTENSIONS);
292         Con_Printf ("GL_EXTENSIONS: %s\n", gl_extensions);
293
294 //      Con_Printf ("%s %s\n", gl_renderer, gl_version);
295
296         VID_CheckMultitexture();
297         VID_CheckVertexArrays();
298
299         // LordHavoc: report supported extensions
300         Con_Printf ("\nQSG extensions: %s\n", QSG_EXTENSIONS);
301
302         glCullFace(GL_FRONT);
303         glEnable(GL_TEXTURE_2D);
304 //      glDisable(GL_ALPHA_TEST);
305         glAlphaFunc(GL_GREATER, 0.5);
306
307 //      glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
308
309         Palette_Init();
310 }
311
312
313 /*
314 void R_RotateForEntity (entity_t *e)
315 {
316         glTranslatef (e->origin[0],  e->origin[1],  e->origin[2]);
317
318         glRotatef (e->angles[1],  0, 0, 1);
319         glRotatef (-e->angles[0],  0, 1, 0);
320         glRotatef (e->angles[2],  1, 0, 0);
321
322         glScalef (e->scale, e->scale, e->scale); // LordHavoc: model scale
323 }
324 */
325
326 // LordHavoc: if not for the fact BRIGHTFIELD particles require this, it would be removed...
327 #define NUMVERTEXNORMALS        162
328
329 float   r_avertexnormals[NUMVERTEXNORMALS][3] = {
330 #include "anorms.h"
331 };
332
333 // LordHavoc: shading stuff
334 vec3_t  shadevector;
335 vec3_t  shadecolor;
336
337 float   modelalpha;
338
339 //==================================================================================
340
341 void R_DrawBrushModel (entity_t *e);
342 void R_DrawSpriteModel (entity_t *e);
343
344 /*
345 =============
346 R_DrawEntitiesOnList
347 =============
348 */
349 // LordHavoc: split so bmodels are rendered before any other objects
350 void R_DrawEntitiesOnList1 (void)
351 {
352         int             i;
353
354         if (!r_drawentities.value)
355                 return;
356
357         for (i=0 ; i<cl_numvisedicts ; i++)
358         {
359                 if (cl_visedicts[i]->model->type != mod_brush)
360                         continue;
361                 currententity = cl_visedicts[i];
362                 modelalpha = currententity->alpha;
363
364                 R_DrawBrushModel (currententity);
365         }
366 }
367
368 void R_DrawEntitiesOnList2 (void)
369 {
370         int             i;
371
372         if (!r_drawentities.value)
373                 return;
374
375         for (i=0 ; i<cl_numvisedicts ; i++)
376         {
377                 currententity = cl_visedicts[i];
378                 modelalpha = currententity->alpha;
379
380                 switch (currententity->model->type)
381                 {
382                 case mod_alias:
383                         R_DrawAliasModel (currententity, true, modelalpha, currententity->model, currententity->frame, currententity->skinnum, currententity->origin, currententity->effects, currententity->model->flags, currententity->colormap);
384                         break;
385
386                 case mod_sprite:
387                         R_DrawSpriteModel (currententity);
388                         break;
389
390                 default:
391                         break;
392                 }
393         }
394 }
395
396 /*
397 =============
398 R_DrawViewModel
399 =============
400 */
401 void R_DrawViewModel (void)
402 {
403         if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.model)
404                 return;
405
406         currententity = &cl.viewent;
407         currententity->alpha = modelalpha = cl_entities[cl.viewentity].alpha; // LordHavoc: if the player is transparent, so is his gun
408         currententity->effects = cl_entities[cl.viewentity].effects;
409         currententity->scale = 1;
410         VectorCopy(cl_entities[cl.viewentity].colormod, currententity->colormod);
411
412         // hack the depth range to prevent view model from poking into walls
413         glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
414         R_DrawAliasModel (currententity, FALSE, modelalpha, currententity->model, currententity->frame, currententity->skinnum, currententity->origin, currententity->effects, currententity->model->flags, currententity->colormap);
415         glDepthRange (gldepthmin, gldepthmax);
416 }
417
418 void R_DrawBrushModel (entity_t *e);
419
420 void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
421
422 void R_SetFrustum (void)
423 {
424         int             i;
425
426         if (r_refdef.fov_x == 90) 
427         {
428                 // front side is visible
429
430                 VectorAdd (vpn, vright, frustum[0].normal);
431                 VectorSubtract (vpn, vright, frustum[1].normal);
432
433                 VectorAdd (vpn, vup, frustum[2].normal);
434                 VectorSubtract (vpn, vup, frustum[3].normal);
435         }
436         else
437         {
438                 // rotate VPN right by FOV_X/2 degrees
439                 RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
440                 // rotate VPN left by FOV_X/2 degrees
441                 RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
442                 // rotate VPN up by FOV_X/2 degrees
443                 RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
444                 // rotate VPN down by FOV_X/2 degrees
445                 RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
446         }
447
448         for (i=0 ; i<4 ; i++)
449         {
450                 frustum[i].type = PLANE_ANYZ;
451                 frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
452 //              frustum[i].signbits = SignbitsForPlane (&frustum[i]);
453                 BoxOnPlaneSideClassify(&frustum[i]);
454         }
455 }
456
457 void R_AnimateLight (void);
458 void V_CalcBlend (void);
459
460 /*
461 ===============
462 R_SetupFrame
463 ===============
464 */
465 void R_SetupFrame (void)
466 {
467 // don't allow cheats in multiplayer
468         if (cl.maxclients > 1)
469         {
470                 Cvar_Set ("r_fullbright", "0");
471                 Cvar_Set ("r_ambient", "0");
472         }
473
474         R_AnimateLight ();
475
476         r_framecount++;
477
478 // build the transformation matrix for the given view angles
479         VectorCopy (r_refdef.vieworg, r_origin);
480
481         AngleVectors (r_refdef.viewangles, vpn, vright, vup);
482
483 // current viewleaf
484         r_oldviewleaf = r_viewleaf;
485         r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
486
487         V_SetContentsColor (r_viewleaf->contents);
488         V_CalcBlend ();
489
490         r_cache_thrash = false;
491
492         c_brush_polys = 0;
493         c_alias_polys = 0;
494         c_light_polys = 0;
495         c_faces = 0;
496         c_nodes = 0;
497         c_leafs = 0;
498         c_models = 0;
499         c_bmodels = 0;
500         c_sprites = 0;
501         c_particles = 0;
502         c_dlights = 0;
503
504 }
505
506
507 void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
508 {
509    GLdouble xmin, xmax, ymin, ymax;
510
511    ymax = zNear * tan( fovy * M_PI / 360.0 );
512    ymin = -ymax;
513
514    xmin = ymin * aspect;
515    xmax = ymax * aspect;
516
517    glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
518 }
519
520
521 extern char skyname[];
522
523 /*
524 =============
525 R_SetupGL
526 =============
527 */
528 void R_SetupGL (void)
529 {
530         float   screenaspect;
531         extern  int glwidth, glheight;
532         int             x, x2, y2, y, w, h;
533
534         if (!r_render.value)
535                 return;
536         //
537         // set up viewpoint
538         //
539         glMatrixMode(GL_PROJECTION);
540     glLoadIdentity ();
541         x = r_refdef.vrect.x * glwidth/vid.width;
542         x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width;
543         y = (vid.height-r_refdef.vrect.y) * glheight/vid.height;
544         y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/vid.height;
545
546         // fudge around because of frac screen scale
547         if (x > 0)
548                 x--;
549         if (x2 < glwidth)
550                 x2++;
551         if (y2 < 0)
552                 y2--;
553         if (y < glheight)
554                 y++;
555
556         w = x2 - x;
557         h = y - y2;
558
559         if (envmap)
560         {
561                 x = y2 = 0;
562                 w = h = 256;
563         }
564
565         glViewport (glx + x, gly + y2, w, h);
566     screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
567 //      yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
568 //      if (skyname[0]) // skybox enabled?
569 //              MYgluPerspective (r_refdef.fov_y,  screenaspect,  4,  r_skyboxsize.value*1.732050807569 + 256); // this is size*sqrt(3) + 256
570 //      else
571                 MYgluPerspective (r_refdef.fov_y,  screenaspect,  4,  r_farclip.value);
572
573         glCullFace(GL_FRONT);
574
575         glMatrixMode(GL_MODELVIEW);
576     glLoadIdentity ();
577
578     glRotatef (-90,  1, 0, 0);      // put Z going up
579     glRotatef (90,  0, 0, 1);       // put Z going up
580     glRotatef (-r_refdef.viewangles[2],  1, 0, 0);
581     glRotatef (-r_refdef.viewangles[0],  0, 1, 0);
582     glRotatef (-r_refdef.viewangles[1],  0, 0, 1);
583     glTranslatef (-r_refdef.vieworg[0],  -r_refdef.vieworg[1],  -r_refdef.vieworg[2]);
584
585         glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
586
587         //
588         // set drawing parms
589         //
590 //      if (gl_cull.value)
591                 glEnable(GL_CULL_FACE);
592 //      else
593 //              glDisable(GL_CULL_FACE);
594
595         glEnable(GL_BLEND); // was Disable
596         glDisable(GL_ALPHA_TEST);
597         glAlphaFunc(GL_GREATER, 0.5);
598         glEnable(GL_DEPTH_TEST);
599         glDepthMask(1);
600         glShadeModel(GL_SMOOTH);
601 }
602
603 /*
604 =============
605 R_Clear
606 =============
607 */
608 void R_Clear (void)
609 {
610         if (!r_render.value)
611                 return;
612 //      glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
613         gldepthmin = 0;
614         gldepthmax = 1;
615         glDepthFunc (GL_LEQUAL);
616
617         glDepthRange (gldepthmin, gldepthmax);
618 }
619
620 // LordHavoc: my trick to *FIX* GLQuake lighting once and for all :)
621 void GL_Brighten()
622 {
623         if (!r_render.value)
624                 return;
625         glMatrixMode(GL_PROJECTION);
626     glLoadIdentity ();
627         glOrtho  (0, vid.width, vid.height, 0, -99999, 99999);
628         glMatrixMode(GL_MODELVIEW);
629     glLoadIdentity ();
630         glDisable (GL_DEPTH_TEST);
631         glDisable (GL_CULL_FACE);
632         glDisable(GL_TEXTURE_2D);
633         glEnable(GL_BLEND);
634         glBlendFunc (GL_DST_COLOR, GL_ONE);
635         glBegin (GL_TRIANGLES);
636         glColor3f (1, 1, 1);
637         glVertex2f (-5000, -5000);
638         glVertex2f (10000, -5000);
639         glVertex2f (-5000, 10000);
640         glEnd ();
641         glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
642         glDisable(GL_BLEND);
643         glEnable(GL_TEXTURE_2D);
644         glEnable (GL_DEPTH_TEST);
645         glEnable (GL_CULL_FACE);
646 }
647
648 extern cvar_t contrast;
649 extern cvar_t brightness;
650 extern cvar_t gl_lightmode;
651
652 void GL_BlendView()
653 {
654         if (!r_render.value)
655                 return;
656         glMatrixMode(GL_PROJECTION);
657     glLoadIdentity ();
658         glOrtho  (0, vid.width, vid.height, 0, -99999, 99999);
659         glMatrixMode(GL_MODELVIEW);
660     glLoadIdentity ();
661         glDisable (GL_DEPTH_TEST);
662         glDisable (GL_CULL_FACE);
663         glDisable(GL_TEXTURE_2D);
664         glEnable(GL_BLEND);
665         if (lighthalf)
666         {
667                 glBlendFunc (GL_DST_COLOR, GL_ONE);
668                 glBegin (GL_TRIANGLES);
669                 glColor3f (1, 1, 1);
670                 glVertex2f (-5000, -5000);
671                 glVertex2f (10000, -5000);
672                 glVertex2f (-5000, 10000);
673                 glEnd ();
674         }
675         glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
676         contrast.value = bound(0.2, contrast.value, 1.0);
677         if (/*gl_polyblend.value && */v_blend[3])
678         {
679                 glBegin (GL_TRIANGLES);
680                 glColor4fv (v_blend);
681                 glVertex2f (-5000, -5000);
682                 glVertex2f (10000, -5000);
683                 glVertex2f (-5000, 10000);
684                 glEnd ();
685         }
686
687         glEnable (GL_CULL_FACE);
688         glEnable (GL_DEPTH_TEST);
689         glDisable(GL_BLEND);
690         glEnable(GL_TEXTURE_2D);
691 }
692
693 /*
694 #define TIMEREPORT(DESC) \
695         if (r_speeds2.value)\
696         {\
697                 temptime = -currtime;\
698                 currtime = Sys_FloatTime();\
699                 temptime += currtime;\
700                 Con_Printf(DESC " %.4fms ", temptime * 1000.0);\
701         }
702 */
703 #define TIMEREPORT(VAR) \
704         if (r_speeds2.value)\
705         {\
706                 temptime = currtime;\
707                 currtime = Sys_FloatTime();\
708                 VAR = (int) ((currtime - temptime) * 1000000.0);\
709         }\
710         else\
711                 VAR = 0;
712
713 /*
714 ================
715 R_RenderView
716
717 r_refdef must be set before the first call
718 ================
719 */
720 extern qboolean intimerefresh;
721 extern qboolean skyisvisible;
722 extern void R_Sky();
723 extern void UploadLightmaps();
724 char r_speeds2_string1[81], r_speeds2_string2[81], r_speeds2_string3[81], r_speeds2_string4[81], r_speeds2_string5[81], r_speeds2_string6[81];
725 void R_RenderView (void)
726 {
727         double starttime, currtime, temptime;
728         int time_clear, time_setup, time_world, time_bmodels, time_upload, time_sky, time_wall, time_models, time_moveparticles, time_drawparticles, time_transpoly, time_blend, time_total;
729 //      double currtime, temptime;
730 //      if (r_norefresh.value)
731 //              return;
732
733         if (!r_worldentity.model || !cl.worldmodel)
734                 Sys_Error ("R_RenderView: NULL worldmodel");
735
736         lighthalf = gl_lightmode.value;
737
738         FOG_framebegin();
739
740         if (r_speeds2.value)
741         {
742                 starttime = currtime = Sys_FloatTime();
743 //              Con_Printf("render time: ");
744         }
745         else
746                 starttime = currtime = 0;
747         R_Clear();
748         skypolyclear();
749         wallpolyclear();
750         transpolyclear();
751         skyisvisible = false;
752         TIMEREPORT(time_clear)
753
754         // render normal view
755
756         R_SetupFrame ();
757         R_SetFrustum ();
758         R_SetupGL ();
759         TIMEREPORT(time_setup)
760
761         R_MarkLeaves ();        // done here so we know if we're in water
762         R_DrawWorld ();         // adds static entities to the list
763         TIMEREPORT(time_world)
764         R_DrawEntitiesOnList1 (); // BSP models
765         TIMEREPORT(time_bmodels)
766
767         UploadLightmaps();
768         TIMEREPORT(time_upload)
769
770         skypolyrender(); // fogged sky polys, affects depth
771
772         if (skyname[0] && skyisvisible && !fogenabled)
773                 R_Sky(); // does not affect depth, draws over the sky polys
774         TIMEREPORT(time_sky)
775
776         wallpolyrender();
777         TIMEREPORT(time_wall)
778
779 //      if (!intimerefresh)
780 //              S_ExtraUpdate ();       // don't let sound get messed up if going slow
781
782         R_DrawEntitiesOnList2 (); // other models
783 //      R_RenderDlights ();
784         R_DrawViewModel ();
785         TIMEREPORT(time_models)
786         R_MoveParticles ();
787         TIMEREPORT(time_moveparticles)
788         R_DrawParticles ();
789         TIMEREPORT(time_drawparticles)
790
791         transpolyrender();
792         TIMEREPORT(time_transpoly)
793
794         FOG_frameend();
795
796         GL_BlendView();
797         TIMEREPORT(time_blend)
798         if (r_speeds2.value)
799         {
800                 time_total = (int) ((Sys_FloatTime() - starttime) * 1000000.0);
801 //              Con_Printf("\n");
802                 sprintf(r_speeds2_string1, "%6i walls %6i dlitwalls %7i modeltris %7i transpoly\n", c_brush_polys, c_light_polys, c_alias_polys, currenttranspoly);
803                 sprintf(r_speeds2_string2, "BSP: %6i faces %6i nodes %6i leafs\n", c_faces, c_nodes, c_leafs);
804                 sprintf(r_speeds2_string3, "%4i models %4i bmodels %4i sprites %5i particles %3i dlights\n", c_models, c_bmodels, c_sprites, c_particles, c_dlights);
805                 sprintf(r_speeds2_string4, "%6ius clear  %6ius setup  %6ius world  %6ius bmodel %6ius upload", time_clear, time_setup, time_world, time_bmodels, time_upload);
806                 sprintf(r_speeds2_string5, "%6ius sky    %6ius wall   %6ius models %6ius mpart  %6ius dpart ", time_sky, time_wall, time_models, time_moveparticles, time_drawparticles);
807                 sprintf(r_speeds2_string6, "%6ius trans  %6ius blend  %6ius total  %6ius permdl", time_transpoly, time_blend, time_total, time_models / max(c_models, 1));
808         }
809 }