rewrite of map texture loading (mainly to do with HL textures and wads)
[xonotic/darkplaces.git] / gl_rmain.c
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 extern void R_Explosion_Init();
260
261 void Render_Init()
262 {
263         R_ShutdownModules();
264         GL_Draw_Init();
265         GL_Main_Init();
266         GL_Models_Init();
267         GL_Poly_Init();
268         GL_Surf_Init();
269         GL_Screen_Init();
270         GL_Misc_Init();
271         R_Crosshairs_Init();
272         R_Light_Init();
273         R_Particles_Init();
274         R_Explosion_Init();
275         R_StartModules();
276 }
277
278 /*
279 ===============
280 GL_Init
281 ===============
282 */
283 extern char *QSG_EXTENSIONS;
284 void GL_Init (void)
285 {
286         gl_vendor = glGetString (GL_VENDOR);
287         Con_Printf ("GL_VENDOR: %s\n", gl_vendor);
288         gl_renderer = glGetString (GL_RENDERER);
289         Con_Printf ("GL_RENDERER: %s\n", gl_renderer);
290
291         gl_version = glGetString (GL_VERSION);
292         Con_Printf ("GL_VERSION: %s\n", gl_version);
293         gl_extensions = glGetString (GL_EXTENSIONS);
294         Con_Printf ("GL_EXTENSIONS: %s\n", gl_extensions);
295
296 //      Con_Printf ("%s %s\n", gl_renderer, gl_version);
297
298         VID_CheckMultitexture();
299         VID_CheckVertexArrays();
300
301         // LordHavoc: report supported extensions
302         Con_Printf ("\nQSG extensions: %s\n", QSG_EXTENSIONS);
303
304         glCullFace(GL_FRONT);
305         glEnable(GL_TEXTURE_2D);
306 //      glDisable(GL_ALPHA_TEST);
307         glAlphaFunc(GL_GREATER, 0.5);
308
309 //      glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
310
311         Palette_Init();
312 }
313
314
315 /*
316 void R_RotateForEntity (entity_t *e)
317 {
318         glTranslatef (e->origin[0],  e->origin[1],  e->origin[2]);
319
320         glRotatef (e->angles[1],  0, 0, 1);
321         glRotatef (-e->angles[0],  0, 1, 0);
322         glRotatef (e->angles[2],  1, 0, 0);
323
324         glScalef (e->scale, e->scale, e->scale); // LordHavoc: model scale
325 }
326 */
327
328 // LordHavoc: if not for the fact BRIGHTFIELD particles require this, it would be removed...
329 #define NUMVERTEXNORMALS        162
330
331 float   r_avertexnormals[NUMVERTEXNORMALS][3] = {
332 #include "anorms.h"
333 };
334
335 // LordHavoc: shading stuff
336 vec3_t  shadevector;
337 vec3_t  shadecolor;
338
339 float   modelalpha;
340
341 //==================================================================================
342
343 void R_DrawBrushModel (entity_t *e);
344 void R_DrawSpriteModel (entity_t *e);
345
346 /*
347 =============
348 R_DrawEntitiesOnList
349 =============
350 */
351 // LordHavoc: split so bmodels are rendered before any other objects
352 void R_DrawEntitiesOnList1 (void)
353 {
354         int             i;
355
356         if (!r_drawentities.value)
357                 return;
358
359         for (i=0 ; i<cl_numvisedicts ; i++)
360         {
361                 if (cl_visedicts[i]->model->type != mod_brush)
362                         continue;
363                 currententity = cl_visedicts[i];
364                 modelalpha = currententity->alpha;
365
366                 R_DrawBrushModel (currententity);
367         }
368 }
369
370 void R_DrawEntitiesOnList2 (void)
371 {
372         int             i;
373
374         if (!r_drawentities.value)
375                 return;
376
377         for (i=0 ; i<cl_numvisedicts ; i++)
378         {
379                 currententity = cl_visedicts[i];
380                 modelalpha = currententity->alpha;
381
382                 switch (currententity->model->type)
383                 {
384                 case mod_alias:
385                         R_DrawAliasModel (currententity, true, modelalpha, currententity->model, currententity->frame, currententity->skinnum, currententity->origin, currententity->angles, currententity->effects, currententity->model->flags, currententity->colormap);
386                         break;
387
388                 case mod_sprite:
389                         R_DrawSpriteModel (currententity);
390                         break;
391
392                 default:
393                         break;
394                 }
395         }
396 }
397
398 /*
399 =============
400 R_DrawViewModel
401 =============
402 */
403 void R_DrawViewModel (void)
404 {
405         if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.model)
406                 return;
407
408         currententity = &cl.viewent;
409         currententity->alpha = modelalpha = cl_entities[cl.viewentity].alpha; // LordHavoc: if the player is transparent, so is his gun
410         currententity->effects = cl_entities[cl.viewentity].effects;
411         currententity->scale = 1;
412         VectorCopy(cl_entities[cl.viewentity].colormod, currententity->colormod);
413
414         // hack the depth range to prevent view model from poking into walls
415         glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
416         R_DrawAliasModel (currententity, false, modelalpha, currententity->model, currententity->frame, currententity->skinnum, currententity->origin, currententity->angles, currententity->effects, currententity->model->flags, currententity->colormap);
417         glDepthRange (gldepthmin, gldepthmax);
418 }
419
420 void R_DrawBrushModel (entity_t *e);
421
422 void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
423
424 void R_SetFrustum (void)
425 {
426         int             i;
427
428         if (r_refdef.fov_x == 90) 
429         {
430                 // front side is visible
431
432                 VectorAdd (vpn, vright, frustum[0].normal);
433                 VectorSubtract (vpn, vright, frustum[1].normal);
434
435                 VectorAdd (vpn, vup, frustum[2].normal);
436                 VectorSubtract (vpn, vup, frustum[3].normal);
437         }
438         else
439         {
440                 // rotate VPN right by FOV_X/2 degrees
441                 RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
442                 // rotate VPN left by FOV_X/2 degrees
443                 RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
444                 // rotate VPN up by FOV_X/2 degrees
445                 RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
446                 // rotate VPN down by FOV_X/2 degrees
447                 RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
448         }
449
450         for (i=0 ; i<4 ; i++)
451         {
452                 frustum[i].type = PLANE_ANYZ;
453                 frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
454 //              frustum[i].signbits = SignbitsForPlane (&frustum[i]);
455                 BoxOnPlaneSideClassify(&frustum[i]);
456         }
457 }
458
459 void R_AnimateLight (void);
460 void V_CalcBlend (void);
461
462 /*
463 ===============
464 R_SetupFrame
465 ===============
466 */
467 void R_SetupFrame (void)
468 {
469 // don't allow cheats in multiplayer
470         if (cl.maxclients > 1)
471         {
472                 Cvar_Set ("r_fullbright", "0");
473                 Cvar_Set ("r_ambient", "0");
474         }
475
476         R_AnimateLight ();
477
478         r_framecount++;
479
480 // build the transformation matrix for the given view angles
481         VectorCopy (r_refdef.vieworg, r_origin);
482
483         AngleVectors (r_refdef.viewangles, vpn, vright, vup);
484
485 // current viewleaf
486         r_oldviewleaf = r_viewleaf;
487         r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
488
489         V_SetContentsColor (r_viewleaf->contents);
490         V_CalcBlend ();
491
492         r_cache_thrash = false;
493
494         c_brush_polys = 0;
495         c_alias_polys = 0;
496         c_light_polys = 0;
497         c_faces = 0;
498         c_nodes = 0;
499         c_leafs = 0;
500         c_models = 0;
501         c_bmodels = 0;
502         c_sprites = 0;
503         c_particles = 0;
504 //      c_dlights = 0;
505 }
506
507
508 void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
509 {
510    GLdouble xmin, xmax, ymin, ymax;
511
512    ymax = zNear * tan( fovy * M_PI / 360.0 );
513    ymin = -ymax;
514
515    xmin = ymin * aspect;
516    xmax = ymax * aspect;
517
518    glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
519 }
520
521
522 extern char skyname[];
523
524 /*
525 =============
526 R_SetupGL
527 =============
528 */
529 void R_SetupGL (void)
530 {
531         float   screenaspect;
532         extern  int glwidth, glheight;
533         int             x, x2, y2, y, w, h;
534
535         if (!r_render.value)
536                 return;
537         //
538         // set up viewpoint
539         //
540         glMatrixMode(GL_PROJECTION);
541     glLoadIdentity ();
542         x = r_refdef.vrect.x * glwidth/vid.width;
543         x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width;
544         y = (vid.height-r_refdef.vrect.y) * glheight/vid.height;
545         y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/vid.height;
546
547         // fudge around because of frac screen scale
548         if (x > 0)
549                 x--;
550         if (x2 < glwidth)
551                 x2++;
552         if (y2 < 0)
553                 y2--;
554         if (y < glheight)
555                 y++;
556
557         w = x2 - x;
558         h = y - y2;
559
560         if (envmap)
561         {
562                 x = y2 = 0;
563                 w = h = 256;
564         }
565
566         glViewport (glx + x, gly + y2, w, h);
567     screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
568 //      yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
569 //      if (skyname[0]) // skybox enabled?
570 //              MYgluPerspective (r_refdef.fov_y,  screenaspect,  4,  r_skyboxsize.value*1.732050807569 + 256); // this is size*sqrt(3) + 256
571 //      else
572                 MYgluPerspective (r_refdef.fov_y,  screenaspect,  4,  r_farclip.value);
573
574         glCullFace(GL_FRONT);
575
576         glMatrixMode(GL_MODELVIEW);
577     glLoadIdentity ();
578
579     glRotatef (-90,  1, 0, 0);      // put Z going up
580     glRotatef (90,  0, 0, 1);       // put Z going up
581     glRotatef (-r_refdef.viewangles[2],  1, 0, 0);
582     glRotatef (-r_refdef.viewangles[0],  0, 1, 0);
583     glRotatef (-r_refdef.viewangles[1],  0, 0, 1);
584     glTranslatef (-r_refdef.vieworg[0],  -r_refdef.vieworg[1],  -r_refdef.vieworg[2]);
585
586         glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
587
588         //
589         // set drawing parms
590         //
591 //      if (gl_cull.value)
592                 glEnable(GL_CULL_FACE);
593 //      else
594 //              glDisable(GL_CULL_FACE);
595
596         glEnable(GL_BLEND); // was Disable
597         glDisable(GL_ALPHA_TEST);
598         glAlphaFunc(GL_GREATER, 0.5);
599         glEnable(GL_DEPTH_TEST);
600         glDepthMask(1);
601         glShadeModel(GL_SMOOTH);
602 }
603
604 /*
605 =============
606 R_Clear
607 =============
608 */
609 void R_Clear (void)
610 {
611         if (!r_render.value)
612                 return;
613 //      glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
614         gldepthmin = 0;
615         gldepthmax = 1;
616         glDepthFunc (GL_LEQUAL);
617
618         glDepthRange (gldepthmin, gldepthmax);
619 }
620
621 // LordHavoc: my trick to *FIX* GLQuake lighting once and for all :)
622 void GL_Brighten()
623 {
624         if (!r_render.value)
625                 return;
626         glMatrixMode(GL_PROJECTION);
627     glLoadIdentity ();
628         glOrtho  (0, vid.width, vid.height, 0, -99999, 99999);
629         glMatrixMode(GL_MODELVIEW);
630     glLoadIdentity ();
631         glDisable (GL_DEPTH_TEST);
632         glDisable (GL_CULL_FACE);
633         glDisable(GL_TEXTURE_2D);
634         glEnable(GL_BLEND);
635         glBlendFunc (GL_DST_COLOR, GL_ONE);
636         glBegin (GL_TRIANGLES);
637         glColor3f (1, 1, 1);
638         glVertex2f (-5000, -5000);
639         glVertex2f (10000, -5000);
640         glVertex2f (-5000, 10000);
641         glEnd ();
642         glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
643         glDisable(GL_BLEND);
644         glEnable(GL_TEXTURE_2D);
645         glEnable (GL_DEPTH_TEST);
646         glEnable (GL_CULL_FACE);
647 }
648
649 extern cvar_t contrast;
650 extern cvar_t brightness;
651 extern cvar_t gl_lightmode;
652
653 void GL_BlendView()
654 {
655         if (!r_render.value)
656                 return;
657         glMatrixMode(GL_PROJECTION);
658     glLoadIdentity ();
659         glOrtho  (0, vid.width, vid.height, 0, -99999, 99999);
660         glMatrixMode(GL_MODELVIEW);
661     glLoadIdentity ();
662         glDisable (GL_DEPTH_TEST);
663         glDisable (GL_CULL_FACE);
664         glDisable(GL_TEXTURE_2D);
665         glEnable(GL_BLEND);
666         if (lighthalf)
667         {
668                 glBlendFunc (GL_DST_COLOR, GL_ONE);
669                 glBegin (GL_TRIANGLES);
670                 glColor3f (1, 1, 1);
671                 glVertex2f (-5000, -5000);
672                 glVertex2f (10000, -5000);
673                 glVertex2f (-5000, 10000);
674                 glEnd ();
675         }
676         glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
677         contrast.value = bound(0.2, contrast.value, 1.0);
678         if (/*gl_polyblend.value && */v_blend[3])
679         {
680                 glBegin (GL_TRIANGLES);
681                 glColor4fv (v_blend);
682                 glVertex2f (-5000, -5000);
683                 glVertex2f (10000, -5000);
684                 glVertex2f (-5000, 10000);
685                 glEnd ();
686         }
687
688         glEnable (GL_CULL_FACE);
689         glEnable (GL_DEPTH_TEST);
690         glDisable(GL_BLEND);
691         glEnable(GL_TEXTURE_2D);
692 }
693
694 /*
695 #define TIMEREPORT(DESC) \
696         if (r_speeds2.value)\
697         {\
698                 temptime = -currtime;\
699                 currtime = Sys_FloatTime();\
700                 temptime += currtime;\
701                 Con_Printf(DESC " %.4fms ", temptime * 1000.0);\
702         }
703 */
704 #define TIMEREPORT(VAR) \
705         if (r_speeds2.value)\
706         {\
707                 temptime = currtime;\
708                 currtime = Sys_FloatTime();\
709                 VAR = (int) ((currtime - temptime) * 1000000.0);\
710         }\
711         else\
712                 VAR = 0;
713
714 /*
715 ================
716 R_RenderView
717
718 r_refdef must be set before the first call
719 ================
720 */
721 extern qboolean intimerefresh;
722 extern qboolean skyisvisible;
723 extern void R_Sky();
724 extern void UploadLightmaps();
725 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];
726 void R_RenderView (void)
727 {
728         double starttime, currtime, temptime;
729         int time_clear, time_setup, time_world, time_bmodels, time_upload, time_sky, time_wall, time_models, time_moveparticles, time_drawparticles, time_moveexplosions, time_drawexplosions, time_transpoly, time_blend, time_total;
730 //      double currtime, temptime;
731 //      if (r_norefresh.value)
732 //              return;
733
734         if (!r_worldentity.model || !cl.worldmodel)
735                 Sys_Error ("R_RenderView: NULL worldmodel");
736
737         lighthalf = gl_lightmode.value;
738
739         FOG_framebegin();
740
741         if (r_speeds2.value)
742         {
743                 starttime = currtime = Sys_FloatTime();
744 //              Con_Printf("render time: ");
745         }
746         else
747                 starttime = currtime = 0;
748         R_Clear();
749         skypolyclear();
750         wallpolyclear();
751         transpolyclear();
752         skyisvisible = false;
753         TIMEREPORT(time_clear)
754
755         // render normal view
756
757         R_SetupFrame ();
758         R_SetFrustum ();
759         R_SetupGL ();
760         TIMEREPORT(time_setup)
761
762         R_MarkLeaves ();        // done here so we know if we're in water
763         R_DrawWorld ();         // adds static entities to the list
764         TIMEREPORT(time_world)
765         R_DrawEntitiesOnList1 (); // BSP models
766         TIMEREPORT(time_bmodels)
767
768         UploadLightmaps();
769         TIMEREPORT(time_upload)
770
771         skypolyrender(); // fogged sky polys, affects depth
772
773         if (skyname[0] && skyisvisible && !fogenabled)
774                 R_Sky(); // does not affect depth, draws over the sky polys
775         TIMEREPORT(time_sky)
776
777         wallpolyrender();
778         TIMEREPORT(time_wall)
779
780 //      if (!intimerefresh)
781 //              S_ExtraUpdate ();       // don't let sound get messed up if going slow
782
783         R_DrawEntitiesOnList2 (); // other models
784 //      R_RenderDlights ();
785         R_DrawViewModel ();
786         TIMEREPORT(time_models)
787         R_MoveParticles ();
788         TIMEREPORT(time_moveparticles)
789         R_DrawParticles ();
790         TIMEREPORT(time_drawparticles)
791         R_MoveExplosions();
792         TIMEREPORT(time_moveexplosions)
793         R_DrawExplosions();
794         TIMEREPORT(time_drawexplosions)
795
796         transpolyrender();
797         TIMEREPORT(time_transpoly)
798
799         FOG_frameend();
800
801         GL_BlendView();
802         TIMEREPORT(time_blend)
803         if (r_speeds2.value)
804         {
805                 time_total = (int) ((Sys_FloatTime() - starttime) * 1000000.0);
806 //              Con_Printf("\n");
807                 sprintf(r_speeds2_string1, "%6i walls %6i dlitwalls %7i modeltris %7i transpoly\n", c_brush_polys, c_light_polys, c_alias_polys, currenttranspoly);
808                 sprintf(r_speeds2_string2, "BSP: %6i faces %6i nodes %6i leafs\n", c_faces, c_nodes, c_leafs);
809                 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);
810                 sprintf(r_speeds2_string4, "%6ius clear  %6ius setup  %6ius world  %6ius bmodel %6ius upload", time_clear, time_setup, time_world, time_bmodels, time_upload);
811                 sprintf(r_speeds2_string5, "%6ius sky    %6ius wall   %6ius models %6ius mpart  %6ius dpart ", time_sky, time_wall, time_models, time_moveparticles, time_drawparticles);
812                 sprintf(r_speeds2_string6, "%6ius trans  %6ius blend  %6ius total  %6ius permdl", time_transpoly, time_blend, time_total, time_models / max(c_models, 1));
813         }
814 }