/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // r_main.c #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, c_light_polys, c_nodes, c_leafs; 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 // // 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]; // // screen size info // refdef_t r_refdef; mleaf_t *r_viewleaf, *r_oldviewleaf; texture_t *r_notexture_mip; 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 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_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_farclip = {"r_farclip", "6144"}; 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"}; cvar_t glfog = {"glfog", "0"}; 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() { if (nehahra) { // 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; } } if (glfog.value) { 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 { if (fog_density) { fogenabled = true; fogdensity = -4000.0f / (fog_density * fog_density); 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; } } else fogenabled = false; } } void FOG_frameend() { if (glfog.value) glDisable(GL_FOG); } void FOG_clear() { 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() { 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 glmain_start() { } void glmain_shutdown() { } void GL_Main_Init() { FOG_registercvars(); Cvar_RegisterVariable (&r_speeds2); Cvar_RegisterVariable (&contrast); Cvar_RegisterVariable (&brightness); Cvar_RegisterVariable (&gl_lightmode); // Cvar_RegisterVariable (&r_dynamicwater); // Cvar_RegisterVariable (&r_dynamicbothsides); Cvar_RegisterVariable (&r_fullbrights); if (nehahra) Cvar_SetValue("r_fullbrights", 0); // if (gl_vendor && strstr(gl_vendor, "3Dfx")) // gl_lightmode.value = 0; Cvar_RegisterVariable (&r_fullbright); R_RegisterModule("GL_Main", glmain_start, glmain_shutdown); } extern void GL_Draw_Init(); extern void GL_Main_Init(); extern void GL_Models_Init(); extern void GL_Poly_Init(); extern void GL_Surf_Init(); extern void GL_Screen_Init(); extern void GL_Misc_Init(); extern void R_Crosshairs_Init(); extern void R_Light_Init(); extern void R_Particles_Init(); void Render_Init() { R_ShutdownModules(); 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_StartModules(); } /* 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 } */ // 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; extern void R_LightPoint (vec3_t color, vec3_t p); extern void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits); extern void R_DynamicLightPointNoMask(vec3_t color, vec3_t org); /* ============================================================= SPRITE MODELS ============================================================= */ /* ================ R_GetSpriteFrame ================ */ void R_GetSpriteFrame (entity_t *currententity, mspriteframe_t **oldframe, mspriteframe_t **newframe, float *framelerp) { msprite_t *psprite; mspritegroup_t *pspritegroup; int i, j, numframes, frame; float *pintervals, fullinterval, targettime, time, jtime, jinterval; psprite = currententity->model->cache.data; frame = currententity->frame; if ((frame >= psprite->numframes) || (frame < 0)) { Con_Printf ("R_DrawSprite: no such frame %d\n", frame); frame = 0; } 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; // 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; *oldframe = pspritegroup->frames[j]; *newframe = pspritegroup->frames[i]; } } 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 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(); } extern qboolean isG200, isRagePro, lighthalf; /* ================= R_DrawSpriteModel ================= */ void R_DrawSpriteModel (entity_t *e) { mspriteframe_t *oldframe, *newframe; float lerp, ilerp; vec3_t forward, right, 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, forward, right, up); VectorSubtract(e->origin, vpn, org); } else { // normal sprite VectorCopy(vup, up); VectorCopy(vright, right); VectorCopy(e->origin, org); } if (e->scale != 1) { VectorScale(up, e->scale, up); VectorScale(right, e->scale, right); } if (e->model->flags & EF_FULLBRIGHT || e->effects & EF_FULLBRIGHT) { 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); } // 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); } //================================================================================== void R_DrawBrushModel (entity_t *e); /* ============= R_DrawEntitiesOnList ============= */ // LordHavoc: split so bmodels are rendered before any other objects void R_DrawEntitiesOnList1 (void) { int i; if (!r_drawentities.value) return; for (i=0 ; imodel->type != mod_brush) continue; currententity = cl_visedicts[i]; modelalpha = currententity->alpha; R_DrawBrushModel (currententity); } } void R_DrawEntitiesOnList2 (void) { int i; if (!r_drawentities.value) return; for (i=0 ; ialpha; switch (currententity->model->type) { case mod_alias: R_DrawAliasModel (currententity, true, modelalpha, currententity->model, currententity->frame, currententity->skinnum, currententity->origin, currententity->effects, currententity->model->flags, currententity->colormap); break; case mod_sprite: R_DrawSpriteModel (currententity); break; default: break; } } } /* ============= 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) 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); // hack the depth range to prevent view model from poking into walls glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin)); R_DrawAliasModel (currententity, FALSE, modelalpha, currententity->model, currententity->frame, currententity->skinnum, currententity->origin, currententity->effects, currententity->model->flags, currententity->colormap); glDepthRange (gldepthmin, gldepthmax); } void R_DrawBrushModel (entity_t *e); void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees ); void R_SetFrustum (void) { int i; if (r_refdef.fov_x == 90) { // front side is visible VectorAdd (vpn, vright, frustum[0].normal); VectorSubtract (vpn, vright, frustum[1].normal); VectorAdd (vpn, vup, frustum[2].normal); VectorSubtract (vpn, vup, frustum[3].normal); } 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 RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 ); // rotate VPN up by FOV_X/2 degrees 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]); } } void R_AnimateLight (void); void V_CalcBlend (void); /* =============== R_SetupFrame =============== */ void R_SetupFrame (void) { // don't allow cheats in multiplayer if (cl.maxclients > 1) { Cvar_Set ("r_fullbright", "0"); Cvar_Set ("r_ambient", "0"); } R_AnimateLight (); r_framecount++; // build the transformation matrix for the given view angles VectorCopy (r_refdef.vieworg, r_origin); AngleVectors (r_refdef.viewangles, vpn, vright, vup); // current viewleaf r_oldviewleaf = r_viewleaf; r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel); V_SetContentsColor (r_viewleaf->contents); V_CalcBlend (); r_cache_thrash = false; c_brush_polys = 0; c_alias_polys = 0; c_light_polys = 0; c_nodes = 0; c_leafs = 0; } void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar ) { GLdouble xmin, xmax, ymin, ymax; ymax = zNear * tan( fovy * M_PI / 360.0 ); ymin = -ymax; xmin = ymin * aspect; xmax = ymax * aspect; glFrustum( xmin, xmax, ymin, ymax, zNear, zFar ); } extern char skyname[]; /* ============= 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 // glMatrixMode(GL_PROJECTION); glLoadIdentity (); x = r_refdef.vrect.x * glwidth/vid.width; x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width; y = (vid.height-r_refdef.vrect.y) * glheight/vid.height; y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/vid.height; // fudge around because of frac screen scale if (x > 0) x--; if (x2 < glwidth) x2++; if (y2 < 0) y2--; if (y < glheight) y++; w = x2 - x; h = y - y2; if (envmap) { x = y2 = 0; w = h = 256; } 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, r_farclip.value); glCullFace(GL_FRONT); glMatrixMode(GL_MODELVIEW); glLoadIdentity (); glRotatef (-90, 1, 0, 0); // put Z going up glRotatef (90, 0, 0, 1); // put Z going up glRotatef (-r_refdef.viewangles[2], 1, 0, 0); glRotatef (-r_refdef.viewangles[0], 0, 1, 0); glRotatef (-r_refdef.viewangles[1], 0, 0, 1); glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]); glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix); // // set drawing parms // // if (gl_cull.value) glEnable(GL_CULL_FACE); // else // glDisable(GL_CULL_FACE); glEnable(GL_BLEND); // was Disable glDisable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, 0.5); glEnable(GL_DEPTH_TEST); glDepthMask(1); glShadeModel(GL_SMOOTH); } void R_DrawWorld (void); //void R_RenderDlights (void); void R_DrawParticles (void); /* ============= 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; glDepthFunc (GL_LEQUAL); glDepthRange (gldepthmin, gldepthmax); } // LordHavoc: my trick to *FIX* GLQuake lighting once and for all :) void GL_Brighten() { if (!r_render.value) return; glMatrixMode(GL_PROJECTION); glLoadIdentity (); glOrtho (0, vid.width, vid.height, 0, -99999, 99999); glMatrixMode(GL_MODELVIEW); glLoadIdentity (); glDisable (GL_DEPTH_TEST); glDisable (GL_CULL_FACE); glDisable(GL_TEXTURE_2D); glEnable(GL_BLEND); 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); glDisable(GL_BLEND); glEnable(GL_TEXTURE_2D); glEnable (GL_DEPTH_TEST); glEnable (GL_CULL_FACE); } extern cvar_t contrast; extern cvar_t brightness; extern cvar_t gl_lightmode; void GL_BlendView() { if (!r_render.value) return; glMatrixMode(GL_PROJECTION); glLoadIdentity (); glOrtho (0, vid.width, vid.height, 0, -99999, 99999); glMatrixMode(GL_MODELVIEW); glLoadIdentity (); glDisable (GL_DEPTH_TEST); 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); glColor4fv (v_blend); glVertex2f (-5000, -5000); glVertex2f (10000, -5000); glVertex2f (-5000, 10000); glEnd (); } glEnable (GL_CULL_FACE); glEnable (GL_DEPTH_TEST); glDisable(GL_BLEND); 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 r_refdef must be set before the first call ================ */ extern qboolean intimerefresh; extern qboolean skyisvisible; extern void R_Sky(); extern void UploadLightmaps(); void R_RenderView (void) { // double currtime, temptime; // if (r_norefresh.value) // return; if (!r_worldentity.model || !cl.worldmodel) Sys_Error ("R_RenderView: NULL worldmodel"); lighthalf = gl_lightmode.value; FOG_framebegin(); // if (r_speeds2.value) // { // currtime = Sys_FloatTime(); // Con_Printf("render time: "); // } R_Clear(); // TIMEREPORT("R_Clear") // render normal view R_SetupFrame (); R_SetFrustum (); R_SetupGL (); skypolyclear(); wallpolyclear(); transpolyclear(); skyisvisible = false; R_MarkLeaves (); // done here so we know if we're in water R_DrawWorld (); // adds static entities to the list if (!intimerefresh) S_ExtraUpdate (); // don't let sound get messed up if going slow R_DrawEntitiesOnList1 (); // BSP models skypolyrender(); // fogged sky polys, affects depth if (skyname[0] && skyisvisible && !fogenabled) R_Sky(); // does not affect depth, draws over the sky polys UploadLightmaps(); wallpolyrender(); R_DrawEntitiesOnList2 (); // other models // R_RenderDlights (); R_DrawViewModel (); R_DrawParticles (); transpolyrender(); FOG_frameend(); GL_BlendView(); // if (r_speeds2.value) // Con_Printf("\n"); }