]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
changed 3 occurences of very if (developer.integer) Con_Print code to Con_DPrint
[xonotic/darkplaces.git] / gl_rmain.c
index 2de875f70040072a23383c0b3a19a06093a12e17..0527c171ef753124d64fd0a3d5d158211f4c7b09 100644 (file)
@@ -8,7 +8,7 @@ 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.  
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 
 See the GNU General Public License for more details.
 
@@ -20,136 +20,142 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 // r_main.c
 
 #include "quakedef.h"
+#include "r_shadow.h"
+#include "polygon.h"
 
-qboolean       r_cache_thrash;         // compatability
+// used for dlight push checking and other things
+int r_framecount;
 
-vec3_t         modelorg, r_entorigin;
-entity_t       *currententity;
+mplane_t frustum[5];
 
-int                    r_framecount;           // used for dlight push checking
+matrix4x4_t r_identitymatrix;
 
-mplane_t       frustum[4];
+int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights, c_meshs, c_meshelements, c_rt_lights, c_rt_clears, c_rt_scissored, c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris, c_rtcached_shadowmeshes, c_rtcached_shadowtris, c_bloom, c_bloomcopies, c_bloomcopypixels, c_bloomdraws, c_bloomdrawpixels;
 
-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;
+// true during envmap command capture
+qboolean envmap;
 
-qboolean       envmap;                         // true during envmap command capture
+// maximum visible distance (recalculated from world box each frame)
+float r_farclip;
+// brightness of world lightmaps and related lighting
+// (often reduced when world rtlights are enabled)
+float r_lightmapintensity;
+// whether to draw world lights realtime, dlights realtime, and their shadows
+qboolean r_rtworld;
+qboolean r_rtworldshadows;
+qboolean r_rtdlight;
+qboolean r_rtdlightshadows;
 
-// 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;
+// forces all rendering to draw triangle outlines
+int r_showtrispass;
 
-float  r_world_matrix[16];
-float  r_base_world_matrix[16];
+// view origin
+vec3_t r_vieworigin;
+vec3_t r_viewforward;
+vec3_t r_viewleft;
+vec3_t r_viewright;
+vec3_t r_viewup;
+int r_view_x;
+int r_view_y;
+int r_view_z;
+int r_view_width;
+int r_view_height;
+int r_view_depth;
+float r_view_fov_x;
+float r_view_fov_y;
+matrix4x4_t r_view_matrix;
 
 //
 // screen size info
 //
-refdef_t       r_refdef;
-
-mleaf_t                *r_viewleaf, *r_oldviewleaf;
-
-unsigned short d_lightstylevalue[256]; // 8.8 fraction of base light value
-
-float ixtable[4096];
-
-void R_MarkLeaves (void);
-
-//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_speeds2 = {0, "r_speeds2","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 gl_lightmode = {CVAR_SAVE, "gl_lightmode", "1"}; // LordHavoc: overbright lighting
-//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 r_farclip = {0, "r_farclip", "6144"}; // FIXME: make this go away (calculate based on farthest visible object/polygon)
-
-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 glfog = {0, "glfog", "0"};
-
-cvar_t r_ser = {CVAR_SAVE, "r_ser", "1"};
-
-/*
-int R_VisibleCullBox (vec3_t mins, vec3_t maxs)
+refdef_t r_refdef;
+
+// 8.8 fraction of base light value
+unsigned short d_lightstylevalue[256];
+
+cvar_t r_showtris = {0, "r_showtris", "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_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_drawcollisionbrushes = {0, "r_drawcollisionbrushes", "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_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1"};
+cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1"};
+cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1"};
+cvar_t r_watershader = {CVAR_SAVE, "r_watershader", "1"};
+
+cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0"};
+cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "2"};
+cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "8"};
+cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320"};
+cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "4"};
+
+cvar_t developer_texturelogging = {0, "developer_texturelogging", "1"};
+
+rtexturepool_t *r_main_texturepool;
+rtexture_t *r_bloom_texture_screen;
+rtexture_t *r_bloom_texture_bloom;
+rtexture_t *r_texture_blanknormalmap;
+rtexture_t *r_texture_white;
+rtexture_t *r_texture_black;
+rtexture_t *r_texture_notexture;
+rtexture_t *r_texture_whitecube;
+rtexture_t *r_texture_normalizationcube;
+rtexture_t *r_texture_detailtextures[NUM_DETAILTEXTURES];
+rtexture_t *r_texture_distorttexture[64];
+
+void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
 {
-       int sides;
-       mnode_t *nodestack[8192], *node;
-       int stack = 0;
-
-       node = cl.worldmodel->nodes;
-loc0:
-       if (node->contents < 0)
+       int i;
+       for (i = 0;i < verts;i++)
        {
-               if (((mleaf_t *)node)->visframe == r_framecount)
-               {
-                       if (R_CullBox(mins, maxs))
-                               return true;
-                       return false;
-               }
-               if (!stack)
-                       return true;
-               node = nodestack[--stack];
-               goto loc0;
+               out[0] = in[0] * r;
+               out[1] = in[1] * g;
+               out[2] = in[2] * b;
+               out[3] = in[3];
+               in += 4;
+               out += 4;
        }
+}
 
-       sides = BOX_ON_PLANE_SIDE(mins, maxs, node->plane);
-
-// recurse down the contacted sides
-       if (sides & 1)
+void R_FillColors(float *out, int verts, float r, float g, float b, float a)
+{
+       int i;
+       for (i = 0;i < verts;i++)
        {
-               if (sides & 2) // 3
-               {
-                       // put second child on the stack for later examination
-                       nodestack[stack++] = node->children[1];
-                       node = node->children[0];
-                       goto loc0;
-               }
-               else // 1
-               {
-                       node = node->children[0];
-                       goto loc0;
-               }
+               out[0] = r;
+               out[1] = g;
+               out[2] = b;
+               out[3] = a;
+               out += 4;
        }
-       // 2
-       node = node->children[1];
-       goto loc0;
 }
-*/
-
-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(void)
+void R_UpdateFog(void)
 {
-       if (nehahra)
+       if (gamemode == GAME_NEHAHRA)
        {
-//             if (!Nehahrademcompatibility)
-//                     gl_fogenable.value = 0;
-               if (gl_fogenable.value)
+               if (gl_fogenable.integer)
                {
                        oldgl_fogenable = true;
                        fog_density = gl_fogdensity.value;
@@ -168,66 +174,24 @@ void FOG_framebegin(void)
        }
        if (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;
-                       }
+               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 (glfog.value)
+       if (fog_density)
        {
-               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);
+               fogenabled = true;
+               fogdensity = -4000.0f / (fog_density * fog_density);
+               // fog color was already set
        }
        else
-       {
-               if (fog_density)
-               {
-                       fogenabled = true;
-                       fogdensity = -4000.0f / (fog_density * fog_density);
-                       // fog color was already set
-               }
-               else
-                       fogenabled = false;
-       }
-}
-
-void FOG_frameend(void)
-{
-       if (glfog.value)
-               glDisable(GL_FOG);
+               fogenabled = false;
 }
 
+// FIXME: move this to client?
 void FOG_clear(void)
 {
-       if (nehahra)
+       if (gamemode == GAME_NEHAHRA)
        {
                Cvar_Set("gl_fogenable", "0");
                Cvar_Set("gl_fogdensity", "0.2");
@@ -238,10 +202,10 @@ void FOG_clear(void)
        fog_density = fog_red = fog_green = fog_blue = 0.0f;
 }
 
+// FIXME: move this to client?
 void FOG_registercvars(void)
 {
-       Cvar_RegisterVariable (&glfog);
-       if (nehahra)
+       if (gamemode == GAME_NEHAHRA)
        {
                Cvar_RegisterVariable (&gl_fogenable);
                Cvar_RegisterVariable (&gl_fogdensity);
@@ -253,81 +217,370 @@ void FOG_registercvars(void)
        }
 }
 
+static void R_BuildDetailTextures (void)
+{
+       int i, x, y, light;
+       float vc[3], vx[3], vy[3], vn[3], lightdir[3];
+#define DETAILRESOLUTION 256
+       qbyte data[DETAILRESOLUTION][DETAILRESOLUTION][4], noise[DETAILRESOLUTION][DETAILRESOLUTION];
+       lightdir[0] = 0.5;
+       lightdir[1] = 1;
+       lightdir[2] = -0.25;
+       VectorNormalize(lightdir);
+       for (i = 0;i < NUM_DETAILTEXTURES;i++)
+       {
+               fractalnoise(&noise[0][0], DETAILRESOLUTION, DETAILRESOLUTION >> 4);
+               for (y = 0;y < DETAILRESOLUTION;y++)
+               {
+                       for (x = 0;x < DETAILRESOLUTION;x++)
+                       {
+                               vc[0] = x;
+                               vc[1] = y;
+                               vc[2] = noise[y][x] * (1.0f / 32.0f);
+                               vx[0] = x + 1;
+                               vx[1] = y;
+                               vx[2] = noise[y][(x + 1) % DETAILRESOLUTION] * (1.0f / 32.0f);
+                               vy[0] = x;
+                               vy[1] = y + 1;
+                               vy[2] = noise[(y + 1) % DETAILRESOLUTION][x] * (1.0f / 32.0f);
+                               VectorSubtract(vx, vc, vx);
+                               VectorSubtract(vy, vc, vy);
+                               CrossProduct(vx, vy, vn);
+                               VectorNormalize(vn);
+                               light = 128 - DotProduct(vn, lightdir) * 128;
+                               light = bound(0, light, 255);
+                               data[y][x][0] = data[y][x][1] = data[y][x][2] = light;
+                               data[y][x][3] = 255;
+                       }
+               }
+               r_texture_detailtextures[i] = R_LoadTexture2D(r_main_texturepool, va("detailtexture%i", i), DETAILRESOLUTION, DETAILRESOLUTION, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE, NULL);
+       }
+}
+
+static qbyte R_MorphDistortTexture (double y0, double y1, double y2, double y3, double morph)
+{
+       int m = (int)(((y1 + y3 - (y0 + y2)) * morph * morph * morph) +
+                       ((2 * (y0 - y1) + y2 - y3) * morph * morph) +
+                       ((y2 - y0) * morph) +
+                       (y1));
+       return (qbyte)bound(0, m, 255);
+}
+
+static void R_BuildDistortTexture (void)
+{
+       int x, y, i, j;
+#define DISTORTRESOLUTION 32
+       qbyte data[5][DISTORTRESOLUTION][DISTORTRESOLUTION][2];
+
+       for (i=0; i<4; i++)
+       {
+               for (y=0; y<DISTORTRESOLUTION; y++)
+               {
+                       for (x=0; x<DISTORTRESOLUTION; x++)
+                       {
+                               data[i][y][x][0] = rand () & 255;
+                               data[i][y][x][1] = rand () & 255;
+                       }
+               }
+       }
+
+       for (i=0; i<4; i++)
+       {
+               for (j=0; j<16; j++)
+               {
+                       r_texture_distorttexture[i*16+j] = NULL;
+                       if (gl_textureshader)
+                       {
+                               for (y=0; y<DISTORTRESOLUTION; y++)
+                               {
+                                       for (x=0; x<DISTORTRESOLUTION; x++)
+                                       {
+                                               data[4][y][x][0] = R_MorphDistortTexture (data[(i-1)&3][y][x][0], data[i][y][x][0], data[(i+1)&3][y][x][0], data[(i+2)&3][y][x][0], 0.0625*j);
+                                               data[4][y][x][1] = R_MorphDistortTexture (data[(i-1)&3][y][x][1], data[i][y][x][1], data[(i+1)&3][y][x][1], data[(i+2)&3][y][x][1], 0.0625*j);
+                                       }
+                               }
+                               r_texture_distorttexture[i*16+j] = R_LoadTexture2D(r_main_texturepool, va("distorttexture%i", i*16+j), DISTORTRESOLUTION, DISTORTRESOLUTION, &data[4][0][0][0], TEXTYPE_DSDT, TEXF_PRECACHE, NULL);
+                       }
+               }
+       }
+}
+
+static void R_BuildBlankTextures(void)
+{
+       qbyte data[4];
+       data[0] = 128; // normal X
+       data[1] = 128; // normal Y
+       data[2] = 255; // normal Z
+       data[3] = 128; // height
+       r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+       data[0] = 255;
+       data[1] = 255;
+       data[2] = 255;
+       data[3] = 255;
+       r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+       data[0] = 0;
+       data[1] = 0;
+       data[2] = 0;
+       data[3] = 255;
+       r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+}
+
+static void R_BuildNoTexture(void)
+{
+       int x, y;
+       qbyte pix[16][16][4];
+       // this makes a light grey/dark grey checkerboard texture
+       for (y = 0;y < 16;y++)
+       {
+               for (x = 0;x < 16;x++)
+               {
+                       if ((y < 8) ^ (x < 8))
+                       {
+                               pix[y][x][0] = 128;
+                               pix[y][x][1] = 128;
+                               pix[y][x][2] = 128;
+                               pix[y][x][3] = 255;
+                       }
+                       else
+                       {
+                               pix[y][x][0] = 64;
+                               pix[y][x][1] = 64;
+                               pix[y][x][2] = 64;
+                               pix[y][x][3] = 255;
+                       }
+               }
+       }
+       r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
+}
+
+static void R_BuildWhiteCube(void)
+{
+       qbyte data[6*1*1*4];
+       data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
+       data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
+       data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
+       data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
+       data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
+       data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
+       r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
+}
+
+static void R_BuildNormalizationCube(void)
+{
+       int x, y, side;
+       vec3_t v;
+       vec_t s, t, intensity;
+#define NORMSIZE 64
+       qbyte data[6][NORMSIZE][NORMSIZE][4];
+       for (side = 0;side < 6;side++)
+       {
+               for (y = 0;y < NORMSIZE;y++)
+               {
+                       for (x = 0;x < NORMSIZE;x++)
+                       {
+                               s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
+                               t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
+                               switch(side)
+                               {
+                               case 0:
+                                       v[0] = 1;
+                                       v[1] = -t;
+                                       v[2] = -s;
+                                       break;
+                               case 1:
+                                       v[0] = -1;
+                                       v[1] = -t;
+                                       v[2] = s;
+                                       break;
+                               case 2:
+                                       v[0] = s;
+                                       v[1] = 1;
+                                       v[2] = t;
+                                       break;
+                               case 3:
+                                       v[0] = s;
+                                       v[1] = -1;
+                                       v[2] = -t;
+                                       break;
+                               case 4:
+                                       v[0] = s;
+                                       v[1] = -t;
+                                       v[2] = 1;
+                                       break;
+                               case 5:
+                                       v[0] = -s;
+                                       v[1] = -t;
+                                       v[2] = -1;
+                                       break;
+                               }
+                               intensity = 127.0f / sqrt(DotProduct(v, v));
+                               data[side][y][x][0] = 128.0f + intensity * v[0];
+                               data[side][y][x][1] = 128.0f + intensity * v[1];
+                               data[side][y][x][2] = 128.0f + intensity * v[2];
+                               data[side][y][x][3] = 255;
+                       }
+               }
+       }
+       r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
+}
+
 void gl_main_start(void)
 {
+       r_main_texturepool = R_AllocTexturePool();
+       r_bloom_texture_screen = NULL;
+       r_bloom_texture_bloom = NULL;
+       R_BuildBlankTextures();
+       R_BuildNoTexture();
+       R_BuildDetailTextures();
+       R_BuildDistortTexture();
+       if (gl_texturecubemap)
+       {
+               R_BuildWhiteCube();
+               R_BuildNormalizationCube();
+       }
 }
 
 void gl_main_shutdown(void)
 {
+       R_FreeTexturePool(&r_main_texturepool);
+       r_bloom_texture_screen = NULL;
+       r_bloom_texture_bloom = NULL;
+       r_texture_blanknormalmap = NULL;
+       r_texture_white = NULL;
+       r_texture_black = NULL;
+       r_texture_whitecube = NULL;
+       r_texture_normalizationcube = NULL;
 }
 
+extern void CL_ParseEntityLump(char *entitystring);
 void gl_main_newmap(void)
 {
+       // FIXME: move this code to client
+       int l;
+       char *entities, entname[MAX_QPATH];
+       r_framecount = 1;
+       if (cl.worldmodel)
+       {
+               strlcpy(entname, cl.worldmodel->name, sizeof(entname));
+               l = strlen(entname) - 4;
+               if (l >= 0 && !strcmp(entname + l, ".bsp"))
+               {
+                       strcpy(entname + l, ".ent");
+                       if ((entities = FS_LoadFile(entname, tempmempool, true)))
+                       {
+                               CL_ParseEntityLump(entities);
+                               Mem_Free(entities);
+                               return;
+                       }
+               }
+               if (cl.worldmodel->brush.entities)
+                       CL_ParseEntityLump(cl.worldmodel->brush.entities);
+       }
 }
 
 void GL_Main_Init(void)
 {
-       int a;
+       Matrix4x4_CreateIdentity(&r_identitymatrix);
+// FIXME: move this to client?
        FOG_registercvars();
-       // LordHavoc: setup 1.0f / N table for quick recipricols of integers
-       ixtable[0] = 0;
-       for (a = 1;a < 4096;a++)
-               ixtable[a] = 1.0f / a;
-       Cvar_RegisterVariable (&r_drawentities);
-       Cvar_RegisterVariable (&r_drawviewmodel);
-       Cvar_RegisterVariable (&r_speeds);
-       Cvar_RegisterVariable (&r_speeds2);
-       Cvar_RegisterVariable (&gl_lightmode);
-//     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_farclip);
-       if (nehahra)
+       Cvar_RegisterVariable(&r_showtris);
+       Cvar_RegisterVariable(&r_drawentities);
+       Cvar_RegisterVariable(&r_drawviewmodel);
+       Cvar_RegisterVariable(&r_speeds);
+       Cvar_RegisterVariable(&r_fullbrights);
+       Cvar_RegisterVariable(&r_wateralpha);
+       Cvar_RegisterVariable(&r_dynamic);
+       Cvar_RegisterVariable(&r_fullbright);
+       Cvar_RegisterVariable(&r_textureunits);
+       Cvar_RegisterVariable(&r_lerpsprites);
+       Cvar_RegisterVariable(&r_lerpmodels);
+       Cvar_RegisterVariable(&r_waterscroll);
+       Cvar_RegisterVariable(&r_watershader);
+       Cvar_RegisterVariable(&r_drawcollisionbrushes);
+       Cvar_RegisterVariable(&r_bloom);
+       Cvar_RegisterVariable(&r_bloom_intensity);
+       Cvar_RegisterVariable(&r_bloom_blur);
+       Cvar_RegisterVariable(&r_bloom_resolution);
+       Cvar_RegisterVariable(&r_bloom_power);
+       Cvar_RegisterVariable(&developer_texturelogging);
+       if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ || gamemode == GAME_TENEBRAE)
                Cvar_SetValue("r_fullbrights", 0);
-//     if (gl_vendor && strstr(gl_vendor, "3Dfx"))
-//             gl_lightmode.value = 0;
-       Cvar_RegisterVariable (&r_fullbright);
-       Cvar_RegisterVariable (&r_ser);
        R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
 }
 
+static vec3_t r_farclip_origin;
+static vec3_t r_farclip_direction;
+static vec_t r_farclip_directiondist;
+static vec_t r_farclip_meshfarclip;
+static int r_farclip_directionbit0;
+static int r_farclip_directionbit1;
+static int r_farclip_directionbit2;
+
+// enlarge farclip to accomodate box
+static 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
+static float R_FarClip(vec3_t origin, vec3_t direction, vec_t startfarclip)
+{
+       int i;
+
+       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;
+
+       if (r_refdef.worldmodel)
+               R_FarClip_Box(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
+       for (i = 0;i < r_refdef.numentities;i++)
+               R_FarClip_Box(r_refdef.entities[i]->mins, r_refdef.entities[i]->maxs);
+
+       return r_farclip_meshfarclip - r_farclip_directiondist;
+}
+
+extern void R_Textures_Init(void);
 extern void GL_Draw_Init(void);
 extern void GL_Main_Init(void);
-extern void GL_Models_Init(void);
-extern void GL_Poly_Init(void);
+extern void R_Shadow_Init(void);
+extern void R_Sky_Init(void);
 extern void GL_Surf_Init(void);
-extern void GL_Screen_Init(void);
-extern void GL_Misc_Init(void);
 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 CL_Effects_Init(void);
-extern void R_Clip_Init(void);
-extern void ui_init(void);
+extern void gl_backend_init(void);
+extern void Sbar_Init(void);
+extern void R_LightningBeams_Init(void);
+extern void Mod_RenderInit(void);
 
 void Render_Init(void)
 {
-       R_Modules_Shutdown();
-       R_Clip_Init();
-       GL_Draw_Init();
+       gl_backend_init();
+       R_Textures_Init();
+       Mod_RenderInit();
+       R_MeshQueue_Init();
        GL_Main_Init();
-       GL_Models_Init();
-       GL_Poly_Init();
+       GL_Draw_Init();
+       R_Shadow_Init();
+       R_Sky_Init();
        GL_Surf_Init();
-       GL_Screen_Init();
-       GL_Misc_Init();
        R_Crosshairs_Init();
        R_Light_Init();
        R_Particles_Init();
        R_Explosion_Init();
-       CL_Effects_Init();
-       R_Decals_Init();
-       ui_init();
-       R_Modules_Start();
+       UI_Init();
+       Sbar_Init();
+       R_LightningBeams_Init();
 }
 
 /*
@@ -338,691 +591,848 @@ 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_CheckMultitexture();
-       VID_CheckCVA();
+       VID_CheckExtensions();
 
        // LordHavoc: report supported extensions
-       Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
-
-       glCullFace(GL_FRONT);
-       glEnable(GL_TEXTURE_2D);
-//     glDisable(GL_ALPHA_TEST);
-       glAlphaFunc(GL_GREATER, 0.5);
+       Con_DPrintf("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
 
-//     glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
+       // clear to black (loading plaque will be seen over this)
+       qglClearColor(0,0,0,1);
+       qglClear(GL_COLOR_BUFFER_BIT);
 }
 
-
-/*
-void R_RotateForEntity (entity_t *e)
+int R_CullBox(const vec3_t mins, const vec3_t maxs)
 {
-       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
+       int i;
+       mplane_t *p;
+       for (i = 0;i < 4;i++)
+       {
+               p = frustum + i;
+               switch(p->signbits)
+               {
+               default:
+               case 0:
+                       if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
+                               return true;
+                       break;
+               case 1:
+                       if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
+                               return true;
+                       break;
+               case 2:
+                       if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
+                               return true;
+                       break;
+               case 3:
+                       if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
+                               return true;
+                       break;
+               case 4:
+                       if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
+                               return true;
+                       break;
+               case 5:
+                       if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
+                               return true;
+                       break;
+               case 6:
+                       if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
+                               return true;
+                       break;
+               case 7:
+                       if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
+                               return true;
+                       break;
+               }
+       }
+       return false;
 }
-*/
-
-// LordHavoc: shading stuff
-vec3_t shadevector;
-vec3_t shadecolor;
-
-float  modelalpha;
 
 //==================================================================================
 
-void R_LerpUpdate(entity_t *ent)
+static void R_MarkEntities (void)
 {
-       int frame;
-       frame = ent->render.frame;
-       if (ent->render.model && ent->render.frame >= ent->render.model->numframes)
-       {
-               Con_Printf("R_LerpUpdate: no such frame%6i in \"%s\"\n", ent->render.frame, ent->render.model->name);
-               frame = 0;
-       }
+       int i, renderimask;
+       entity_render_t *ent;
 
-       if (ent->render.lerp_model != ent->render.model)
-       {
-               // reset all interpolation information
-               ent->render.lerp_model = ent->render.model;
-               ent->render.frame1 = ent->render.frame2 = frame;
-               ent->render.frame1start = ent->render.frame2start = cl.time;
-               ent->render.framelerp = 1;
-               ent->render.lerp_starttime = 0;
-       }
-       else if (ent->render.frame2 != frame)
+       if (!r_drawentities.integer)
+               return;
+
+       r_refdef.worldentity->visframe = r_framecount;
+       renderimask = envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
+       if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
        {
-               // transition to new frame
-               ent->render.frame1 = ent->render.frame2;
-               ent->render.frame1start = ent->render.frame2start;
-               ent->render.frame2 = frame;
-               ent->render.frame2start = cl.time;
-               ent->render.framelerp = 0;
-               ent->render.lerp_starttime = cl.time;
+               // worldmodel can check visibility
+               for (i = 0;i < r_refdef.numentities;i++)
+               {
+                       ent = r_refdef.entities[i];
+                       Mod_CheckLoaded(ent->model);
+                       // some of the renderer still relies on origin...
+                       Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin);
+                       // some of the renderer still relies on scale...
+                       ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
+                       if (!(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_worldleafvisible, ent->mins, ent->maxs)))
+                       {
+                               R_UpdateEntLights(ent);
+                               ent->visframe = r_framecount;
+                       }
+               }
        }
        else
        {
-               // lerp_starttime < 0 is used to prevent changing of framelerp
-               if (ent->render.lerp_starttime >= 0)
+               // no worldmodel or it can't check visibility
+               for (i = 0;i < r_refdef.numentities;i++)
                {
-                       // update transition
-                       ent->render.framelerp = (cl.time - ent->render.lerp_starttime) * 10;
-                       ent->render.framelerp = bound(0, ent->render.framelerp, 1);
+                       ent = r_refdef.entities[i];
+                       Mod_CheckLoaded(ent->model);
+                       // some of the renderer still relies on origin...
+                       Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin);
+                       // some of the renderer still relies on scale...
+                       ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
+                       if (!(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && (ent->effects & EF_NODEPTHTEST))
+                       {
+                               R_UpdateEntLights(ent);
+                               ent->visframe = r_framecount;
+                       }
                }
        }
 }
 
-
-void R_PrepareEntities (void)
+// only used if skyrendermasked, and normally returns false
+int R_DrawBrushModelsSky (void)
 {
-       int i;
-       entity_t *ent;
-       vec3_t v;
-       // this updates entities that are supposed to be view relative
-       for (i = 0;i < cl_numvisedicts;i++)
-       {
-               ent = cl_visedicts[i];
+       int i, sky;
+       entity_render_t *ent;
 
-               if (ent->render.flags & RENDER_VIEWMODEL)
+       if (!r_drawentities.integer)
+               return false;
+
+       sky = false;
+       for (i = 0;i < r_refdef.numentities;i++)
+       {
+               ent = r_refdef.entities[i];
+               if (ent->visframe == r_framecount && ent->model && ent->model->DrawSky)
                {
-                       // remove flag so it will not be repeated incase RelinkEntities is not called again for a while
-                       ent->render.flags -= RENDER_VIEWMODEL;
-                       // transform origin
-                       VectorCopy(ent->render.origin, v);
-                       ent->render.origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0];
-                       ent->render.origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1];
-                       ent->render.origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2];
-                       // adjust angles
-                       VectorAdd(ent->render.angles, r_refdef.viewangles, ent->render.angles);
+                       ent->model->DrawSky(ent);
+                       sky = true;
                }
        }
+       return sky;
 }
 
-void R_Entity_Callback(void *data, void *junk)
+void R_DrawNoModel(entity_render_t *ent);
+void R_DrawModels(void)
 {
-       ((entity_t *)data)->render.visframe = r_framecount;
-}
-
-void R_AddModelEntities (void)
-{
-       int             i;
-       vec3_t  mins, maxs;
-       frameblend_t blend[4];
+       int i;
+       entity_render_t *ent;
 
-       if (!r_drawentities.value)
+       if (!r_drawentities.integer)
                return;
 
-       for (i = 0;i < cl_numvisedicts;i++)
+       for (i = 0;i < r_refdef.numentities;i++)
        {
-               currententity = cl_visedicts[i];
-               if (currententity->render.model->type == mod_brush)
-               {
-                       modelalpha = currententity->render.alpha;
-                       R_DrawBrushModel (currententity);
-               }
-               else if (currententity->render.model->type == mod_alias)
+               ent = r_refdef.entities[i];
+               if (ent->visframe == r_framecount)
                {
-                       VectorAdd(currententity->render.origin, currententity->render.model->mins, mins);
-                       VectorAdd(currententity->render.origin, currententity->render.model->maxs, maxs);
-                       if (r_ser.value)
-                               R_Clip_AddBox(mins, maxs, R_Entity_Callback, currententity, NULL);
-                       else if (R_NotCulledBox(mins, maxs))
-                               currententity->render.visframe = r_framecount;
-               }
-               else if (currententity->render.model->type == mod_sprite)
-               {
-                       R_LerpUpdate(currententity);
-                       if (r_ser.value)
-                       {
-                               R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend);
-                               R_ClipSprite(currententity, blend);
-                       }
+                       if (ent->model && ent->model->Draw != NULL)
+                               ent->model->Draw(ent);
                        else
-                       {
-                               VectorAdd(currententity->render.origin, currententity->render.model->mins, mins);
-                               VectorAdd(currententity->render.origin, currententity->render.model->maxs, maxs);
-                               if (R_NotCulledBox(mins, maxs))
-                                       currententity->render.visframe = r_framecount;
-                       }
+                               R_DrawNoModel(ent);
                }
        }
 }
 
-/*
-=============
-R_DrawEntitiesOnList
-=============
-*/
-/*
-void R_DrawEntitiesOnList1 (void)
+static void R_SetFrustum(void)
 {
-       int             i;
-
-       if (!r_drawentities.value)
-               return;
-
-       for (i = 0;i < cl_numvisedicts;i++)
-       {
-               if (cl_visedicts[i]->render.visframe != r_framecount)
-                       continue;
-               if (cl_visedicts[i]->render.model->type != mod_brush)
-                       continue;
-               currententity = cl_visedicts[i];
-               modelalpha = currententity->render.alpha;
-
-               R_DrawBrushModel (currententity);
-       }
+       // break apart the view matrix into vectors for various purposes
+       Matrix4x4_ToVectors(&r_view_matrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin);
+       VectorNegate(r_viewleft, r_viewright);
+
+       // 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
+       // disabled as well.
+
+       // rotate R_VIEWFORWARD right by FOV_X/2 degrees
+       RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_view_fov_x / 2));
+       frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal);
+       PlaneClassify(&frustum[0]);
+
+       // rotate R_VIEWFORWARD left by FOV_X/2 degrees
+       RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_view_fov_x / 2));
+       frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal);
+       PlaneClassify(&frustum[1]);
+
+       // rotate R_VIEWFORWARD up by FOV_X/2 degrees
+       RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_view_fov_y / 2));
+       frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal);
+       PlaneClassify(&frustum[2]);
+
+       // rotate R_VIEWFORWARD down by FOV_X/2 degrees
+       RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_view_fov_y / 2));
+       frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
+       PlaneClassify(&frustum[3]);
+
+       // nearclip plane
+       VectorCopy(r_viewforward, frustum[4].normal);
+       frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + 1.0f;
+       PlaneClassify(&frustum[4]);
 }
-*/
 
-void R_DrawModels (void)
+static void R_BlendView(void)
 {
-       int             i;
-       frameblend_t blend[4];
-//     vec3_t  mins, maxs;
+       rmeshstate_t m;
 
-       if (!r_drawentities.value)
+       if (r_refdef.viewblend[3] < 0.01f && !r_bloom.integer)
                return;
 
-       for (i = 0;i < cl_numvisedicts;i++)
+       GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
+       GL_DepthMask(true);
+       GL_DepthTest(false);
+       R_Mesh_Matrix(&r_identitymatrix);
+       // vertex coordinates for a quad that covers the screen exactly
+       varray_vertex3f[0] = 0;varray_vertex3f[1] = 0;varray_vertex3f[2] = 0;
+       varray_vertex3f[3] = 1;varray_vertex3f[4] = 0;varray_vertex3f[5] = 0;
+       varray_vertex3f[6] = 1;varray_vertex3f[7] = 1;varray_vertex3f[8] = 0;
+       varray_vertex3f[9] = 0;varray_vertex3f[10] = 1;varray_vertex3f[11] = 0;
+       if (r_bloom.integer && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512)
        {
-               if (cl_visedicts[i]->render.visframe != r_framecount)
-                       continue;
-               currententity = cl_visedicts[i];
-               if (currententity->render.model->type != mod_alias && currententity->render.model->type != mod_sprite)
-                       continue;
-
-               modelalpha = currententity->render.alpha;
-
-               if (currententity->render.model->type == mod_alias)
+               int screenwidth, screenheight, bloomwidth, bloomheight, x, dobloomblend, range;
+               float xoffset, yoffset, r;
+               c_bloom++;
+               // set the (poorly named) screenwidth and screenheight variables to
+               // a power of 2 at least as large as the screen, these will define the
+               // size of the texture to allocate
+               for (screenwidth = 1;screenwidth < vid.realwidth;screenwidth *= 2);
+               for (screenheight = 1;screenheight < vid.realheight;screenheight *= 2);
+               // allocate textures as needed
+               if (!r_bloom_texture_screen)
+                       r_bloom_texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+               if (!r_bloom_texture_bloom)
+                       r_bloom_texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+               // set bloomwidth and bloomheight to the bloom resolution that will be
+               // used (often less than the screen resolution for faster rendering)
+               bloomwidth = min(r_view_width, r_bloom_resolution.integer);
+               bloomheight = min(r_view_height, bloomwidth * r_view_height / r_view_width);
+               // set up a texcoord array for the full resolution screen image
+               // (we have to keep this around to copy back during final render)
+               varray_texcoord2f[0][0] = 0;
+               varray_texcoord2f[0][1] = (float)r_view_height / (float)screenheight;
+               varray_texcoord2f[0][2] = (float)r_view_width / (float)screenwidth;
+               varray_texcoord2f[0][3] = (float)r_view_height / (float)screenheight;
+               varray_texcoord2f[0][4] = (float)r_view_width / (float)screenwidth;
+               varray_texcoord2f[0][5] = 0;
+               varray_texcoord2f[0][6] = 0;
+               varray_texcoord2f[0][7] = 0;
+               // set up a texcoord array for the reduced resolution bloom image
+               // (which will be additive blended over the screen image)
+               varray_texcoord2f[1][0] = 0;
+               varray_texcoord2f[1][1] = (float)bloomheight / (float)screenheight;
+               varray_texcoord2f[1][2] = (float)bloomwidth / (float)screenwidth;
+               varray_texcoord2f[1][3] = (float)bloomheight / (float)screenheight;
+               varray_texcoord2f[1][4] = (float)bloomwidth / (float)screenwidth;
+               varray_texcoord2f[1][5] = 0;
+               varray_texcoord2f[1][6] = 0;
+               varray_texcoord2f[1][7] = 0;
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = varray_vertex3f;
+               m.pointer_texcoord[0] = varray_texcoord2f[0];
+               m.tex[0] = R_GetTexture(r_bloom_texture_screen);
+               R_Mesh_State(&m);
+               // copy view into the full resolution screen image texture
+               GL_ActiveTexture(0);
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height);
+               c_bloomcopies++;
+               c_bloomcopypixels += r_view_width * r_view_height;
+               // now scale it down to the bloom size and raise to a power of itself
+               // to darken it (this leaves the really bright stuff bright, and
+               // everything else becomes very dark)
+               // TODO: optimize with multitexture or GLSL
+               qglViewport(r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_Color(1, 1, 1, 1);
+               R_Mesh_Draw(0, 4, 2, polygonelements);
+               c_bloomdraws++;
+               c_bloomdrawpixels += bloomwidth * bloomheight;
+               // render multiple times with a multiply blendfunc to raise to a power
+               GL_BlendFunc(GL_DST_COLOR, GL_ZERO);
+               for (x = 1;x < r_bloom_power.integer;x++)
                {
-                       // only lerp models here because sprites were already lerped for their clip polygon
-                       R_LerpUpdate(currententity);
-                       R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend);
-                       R_DrawAliasModel (currententity, true, modelalpha, currententity->render.model, blend, currententity->render.skinnum, currententity->render.origin, currententity->render.angles, currententity->render.scale, currententity->render.effects, currententity->render.model->flags, currententity->render.colormap);
+                       R_Mesh_Draw(0, 4, 2, polygonelements);
+                       c_bloomdraws++;
+                       c_bloomdrawpixels += bloomwidth * bloomheight;
                }
-               else //if (currententity->render.model->type == mod_sprite)
+               // we now have a darkened bloom image in the framebuffer, copy it into
+               // the bloom image texture for more processing
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = varray_vertex3f;
+               m.tex[0] = R_GetTexture(r_bloom_texture_bloom);
+               m.pointer_texcoord[0] = varray_texcoord2f[2];
+               R_Mesh_State(&m);
+               GL_ActiveTexture(0);
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
+               c_bloomcopies++;
+               c_bloomcopypixels += bloomwidth * bloomheight;
+               // blend on at multiple vertical offsets to achieve a vertical blur
+               // TODO: do offset blends using GLSL
+               range = r_bloom_blur.integer * bloomwidth / 320;
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               for (x = -range;x <= range;x++)
                {
-                       // build blend array
-                       R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend);
-                       R_DrawSpriteModel (currententity, blend);
+                       xoffset = 0 / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
+                       yoffset = x / (float)bloomheight * (float)bloomheight / (float)screenheight;
+                       // compute a texcoord array with the specified x and y offset
+                       varray_texcoord2f[2][0] = xoffset+0;
+                       varray_texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
+                       varray_texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
+                       varray_texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
+                       varray_texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
+                       varray_texcoord2f[2][5] = yoffset+0;
+                       varray_texcoord2f[2][6] = xoffset+0;
+                       varray_texcoord2f[2][7] = yoffset+0;
+                       // this r value looks like a 'dot' particle, fading sharply to
+                       // black at the edges
+                       // (probably not realistic but looks good enough)
+                       r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range));
+                       if (r < 0.01f)
+                               continue;
+                       GL_Color(r, r, r, 1);
+                       R_Mesh_Draw(0, 4, 2, polygonelements);
+                       c_bloomdraws++;
+                       c_bloomdrawpixels += bloomwidth * bloomheight;
+                       GL_BlendFunc(GL_ONE, GL_ONE);
                }
-
-               /*
-               VectorAdd(cl_visedicts[i]->render.origin, cl_visedicts[i]->render.model->mins, mins);
-               VectorAdd(cl_visedicts[i]->render.origin, cl_visedicts[i]->render.model->maxs, maxs);
-
-               switch (cl_visedicts[i]->render.model->type)
+               // copy the vertically blurred bloom view to a texture
+               GL_ActiveTexture(0);
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
+               c_bloomcopies++;
+               c_bloomcopypixels += bloomwidth * bloomheight;
+               // blend the vertically blurred image at multiple offsets horizontally
+               // to finish the blur effect
+               // TODO: do offset blends using GLSL
+               range = r_bloom_blur.integer * bloomwidth / 320;
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               for (x = -range;x <= range;x++)
                {
-               case mod_alias:
-                       R_Clip_AddBox(mins, maxs, R_DrawModelCallback, cl_visedicts[i], NULL);
-                       break;
-               case mod_sprite:
-                       R_Clip_AddBox(mins, maxs, R_DrawSpriteCallback, cl_visedicts[i], NULL);
-                       break;
+                       xoffset = x / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
+                       yoffset = 0 / (float)bloomheight * (float)bloomheight / (float)screenheight;
+                       // compute a texcoord array with the specified x and y offset
+                       varray_texcoord2f[2][0] = xoffset+0;
+                       varray_texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
+                       varray_texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
+                       varray_texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
+                       varray_texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
+                       varray_texcoord2f[2][5] = yoffset+0;
+                       varray_texcoord2f[2][6] = xoffset+0;
+                       varray_texcoord2f[2][7] = yoffset+0;
+                       // this r value looks like a 'dot' particle, fading sharply to
+                       // black at the edges
+                       // (probably not realistic but looks good enough)
+                       r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range));
+                       if (r < 0.01f)
+                               continue;
+                       GL_Color(r, r, r, 1);
+                       R_Mesh_Draw(0, 4, 2, polygonelements);
+                       c_bloomdraws++;
+                       c_bloomdrawpixels += bloomwidth * bloomheight;
+                       GL_BlendFunc(GL_ONE, GL_ONE);
+               }
+               // copy the blurred bloom view to a texture
+               GL_ActiveTexture(0);
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
+               c_bloomcopies++;
+               c_bloomcopypixels += bloomwidth * bloomheight;
+               // go back to full view area
+               qglViewport(r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height);
+               // put the original screen image back in place and blend the bloom
+               // texture on it
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = varray_vertex3f;
+               m.tex[0] = R_GetTexture(r_bloom_texture_screen);
+               m.pointer_texcoord[0] = varray_texcoord2f[0];
+#if 0
+               dobloomblend = false;
+#else
+               // do both in one pass if possible
+               if (r_textureunits.integer >= 2 && gl_combine.integer)
+               {
+                       dobloomblend = false;
+                       m.texcombinergb[1] = GL_ADD;
+                       m.tex[1] = R_GetTexture(r_bloom_texture_bloom);
+                       m.pointer_texcoord[1] = varray_texcoord2f[1];
+               }
+               else
+                       dobloomblend = true;
+#endif
+               R_Mesh_State(&m);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_Color(1,1,1,1);
+               R_Mesh_Draw(0, 4, 2, polygonelements);
+               c_bloomdraws++;
+               c_bloomdrawpixels += r_view_width * r_view_height;
+               // now blend on the bloom texture if multipass
+               if (dobloomblend)
+               {
+                       memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = varray_vertex3f;
+                       m.tex[0] = R_GetTexture(r_bloom_texture_bloom);
+                       m.pointer_texcoord[0] = varray_texcoord2f[1];
+                       R_Mesh_State(&m);
+                       GL_BlendFunc(GL_ONE, GL_ONE);
+                       GL_Color(1,1,1,1);
+                       R_Mesh_Draw(0, 4, 2, polygonelements);
+                       c_bloomdraws++;
+                       c_bloomdrawpixels += r_view_width * r_view_height;
                }
-               */
+       }
+       if (r_refdef.viewblend[3] >= 0.01f)
+       {
+               // apply a color tint to the whole view
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = varray_vertex3f;
+               R_Mesh_State(&m);
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+               GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
+               R_Mesh_Draw(0, 4, 2, polygonelements);
        }
 }
 
+void R_RenderScene(void);
+
 /*
-=============
-R_DrawViewModel
-=============
+================
+R_RenderView
+================
 */
-void R_DrawViewModel (void)
+void R_RenderView(void)
 {
-       frameblend_t blend[4];
+       if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
+               return; //Host_Error ("R_RenderView: NULL worldmodel");
+
+       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_shadow_realtime_world_shadows.integer && gl_stencil;
+       r_rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.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);
+       GL_ScissorTest(true);
+       GL_DepthMask(true);
+       R_ClearScreen();
+       R_Textures_Frame();
+       R_UpdateFog();
+       R_UpdateLights();
+       R_TimeReport("setup");
+
+       qglDepthFunc(GL_LEQUAL);
+       qglPolygonOffset(0, 0);
+       qglEnable(GL_POLYGON_OFFSET_FILL);
+
+       R_RenderScene();
+
+       qglPolygonOffset(0, 0);
+       qglDisable(GL_POLYGON_OFFSET_FILL);
+
+       R_BlendView();
+       R_TimeReport("blendview");
+
+       GL_Scissor(0, 0, vid.realwidth, vid.realheight);
+       GL_ScissorTest(false);
+}
 
-       if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model)
-               return;
+extern void R_DrawLightningBeams (void);
+void R_RenderScene(void)
+{
+       // don't let sound skip if going slow
+       if (r_refdef.extraupdate)
+               S_ExtraUpdate ();
 
-       currententity = &cl.viewent;
-       currententity->render.alpha = modelalpha = cl_entities[cl.viewentity].render.alpha; // LordHavoc: if the player is transparent, so is the gun
-       currententity->render.effects = cl_entities[cl.viewentity].render.effects;
-       currententity->render.scale = 1;
-       VectorCopy(cl_entities[cl.viewentity].render.colormod, currententity->render.colormod);
+       r_framecount++;
 
-       R_LerpUpdate(currententity);
-       R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend);
+       R_MeshQueue_BeginScene();
 
-       // 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->render.model, blend, currententity->render.skinnum, currententity->render.origin, currententity->render.angles, currententity->render.scale, currententity->render.effects, currententity->render.model->flags, currententity->render.colormap);
-       glDepthRange (gldepthmin, gldepthmax);
-}
+       GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
 
-void R_DrawBrushModel (entity_t *e);
+       R_SetFrustum();
 
-void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
+       r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f;
+       if (r_rtworldshadows || r_rtdlightshadows)
+               GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view_fov_x, r_view_fov_y, 1.0f);
+       else
+               GL_SetupView_Mode_Perspective(r_view_fov_x, r_view_fov_y, 1.0f, r_farclip);
 
-void R_SetFrustum (void)
-{
-       int             i;
+       GL_SetupView_Orientation_FromEntity(&r_view_matrix);
 
-       // LordHavoc: note to all quake engine coders, this code was making the
-       // view frustum taller than it should have been (it assumed the view is
-       // square; it is not square), so I disabled it
-       /*
-       if (r_refdef.fov_x == 90)
-       {
-               // front side is visible
+       R_SkyStartFrame();
 
-               VectorAdd (vpn, vright, frustum[0].normal);
-               VectorSubtract (vpn, vright, frustum[1].normal);
+       R_WorldVisibility();
+       R_TimeReport("worldvis");
 
-               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++)
+       R_MarkEntities();
+       R_TimeReport("markentity");
+
+       R_Shadow_UpdateWorldLightSelection();
+
+       // don't let sound skip if going slow
+       if (r_refdef.extraupdate)
+               S_ExtraUpdate ();
+
+       GL_ShowTrisColor(0.025, 0.025, 0, 1);
+       if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
        {
-               frustum[i].type = PLANE_ANYZ;
-               frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
-//             frustum[i].signbits = SignbitsForPlane (&frustum[i]);
-               PlaneClassify(&frustum[i]);
+               r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
+               R_TimeReport("worldsky");
        }
-}
 
-void R_AnimateLight (void);
-void V_CalcBlend (void);
+       if (R_DrawBrushModelsSky())
+               R_TimeReport("bmodelsky");
 
-/*
-===============
-R_SetupFrame
-===============
-*/
-void R_SetupFrame (void)
-{
-// don't allow cheats in multiplayer
-       if (cl.maxclients > 1)
+       GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
+       if (r_refdef.worldmodel && r_refdef.worldmodel->Draw)
        {
-               Cvar_Set ("r_fullbright", "0");
-               Cvar_Set ("r_ambient", "0");
+               r_refdef.worldmodel->Draw(r_refdef.worldentity);
+               R_TimeReport("world");
        }
 
-       r_framecount++;
-
-// build the transformation matrix for the given view angles
-       VectorCopy (r_refdef.vieworg, r_origin);
+       // don't let sound skip if going slow
+       if (r_refdef.extraupdate)
+               S_ExtraUpdate ();
 
-       AngleVectors (r_refdef.viewangles, vpn, vright, vup);
+       GL_ShowTrisColor(0, 0.015, 0, 1);
 
-// current viewleaf
-       r_oldviewleaf = r_viewleaf;
-       r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
+       R_DrawModels();
+       R_TimeReport("models");
 
-       V_SetContentsColor (r_viewleaf->contents);
-       V_CalcBlend ();
+       // don't let sound skip if going slow
+       if (r_refdef.extraupdate)
+               S_ExtraUpdate ();
 
-       r_cache_thrash = false;
+       GL_ShowTrisColor(0, 0, 0.033, 1);
+       R_ShadowVolumeLighting(false);
+       R_TimeReport("rtlights");
 
-       c_brush_polys = 0;
-       c_alias_polys = 0;
-       c_light_polys = 0;
-       c_faces = 0;
-       c_nodes = 0;
-       c_leafs = 0;
-       c_models = 0;
-       c_bmodels = 0;
-       c_sprites = 0;
-       c_particles = 0;
-//     c_dlights = 0;
+       // don't let sound skip if going slow
+       if (r_refdef.extraupdate)
+               S_ExtraUpdate ();
 
-       R_AnimateLight ();
-}
+       GL_ShowTrisColor(0.1, 0, 0, 1);
 
+       R_DrawLightningBeams();
+       R_TimeReport("lightning");
 
-void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
-{
-   GLdouble xmin, xmax, ymin, ymax;
+       R_DrawParticles();
+       R_TimeReport("particles");
 
-   ymax = zNear * tan( fovy * M_PI / 360.0 );
-   ymin = -ymax;
+       R_DrawExplosions();
+       R_TimeReport("explosions");
 
-   xmin = ymin * aspect;
-   xmax = ymax * aspect;
+       R_MeshQueue_RenderTransparent();
+       R_TimeReport("drawtrans");
 
-   glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
-}
+       R_DrawCoronas();
+       R_TimeReport("coronas");
 
+       R_DrawWorldCrosshair();
+       R_TimeReport("crosshair");
 
-/*
-=============
-R_SetupGL
-=============
-*/
-void R_SetupGL (void)
-{
-       float   screenaspect;
-       int             x, x2, y2, y, w, h;
+       R_MeshQueue_Render();
+       R_MeshQueue_EndScene();
 
-       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)
+       if ((r_shadow_visiblelighting.integer || r_shadow_visiblevolumes.integer) && !r_showtrispass)
        {
-               x = y2 = 0;
-               w = h = 256;
+               R_ShadowVolumeLighting(true);
+               R_TimeReport("visiblevolume");
        }
 
-       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;
-       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);
+       GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
+
+       // don't let sound skip if going slow
+       if (r_refdef.extraupdate)
+               S_ExtraUpdate ();
 }
 
 /*
-=============
-R_Clear
-=============
-*/
-void R_Clear (void)
+void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
 {
-       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);
+       int i;
+       float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4];
+       rmeshstate_t m;
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       R_Mesh_Matrix(&r_identitymatrix);
+
+       vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2];
+       vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
+       vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
+       vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
+       vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
+       vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
+       vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
+       vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
+       R_FillColors(color, 8, cr, cg, cb, ca);
+       if (fogenabled)
+       {
+               for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4)
+               {
+                       VectorSubtract(v, r_vieworigin, diff);
+                       f2 = exp(fogdensity/DotProduct(diff, diff));
+                       f1 = 1 - f2;
+                       c[0] = c[0] * f1 + fogcolor[0] * f2;
+                       c[1] = c[1] * f1 + fogcolor[1] * f2;
+                       c[2] = c[2] * f1 + fogcolor[2] * f2;
+               }
+       }
+       memset(&m, 0, sizeof(m));
+       m.pointer_vertex = vertex3f;
+       m.pointer_color = color;
+       R_Mesh_State(&m);
+       R_Mesh_Draw(8, 12);
 }
+*/
 
-// LordHavoc: my trick to *FIX* GLQuake lighting once and for all :)
-void GL_Brighten(void)
+int nomodelelements[24] =
 {
-       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);
-}
-
-void GL_BlendView(void)
+       5, 2, 0,
+       5, 1, 2,
+       5, 0, 3,
+       5, 3, 1,
+       0, 2, 4,
+       2, 1, 4,
+       3, 0, 4,
+       1, 3, 4
+};
+
+float nomodelvertex3f[6*3] =
 {
-       if (!r_render.value)
-               return;
+       -16,   0,   0,
+        16,   0,   0,
+         0, -16,   0,
+         0,  16,   0,
+         0,   0, -16,
+         0,   0,  16
+};
+
+float nomodelcolor4f[6*4] =
+{
+       0.0f, 0.0f, 0.5f, 1.0f,
+       0.0f, 0.0f, 0.5f, 1.0f,
+       0.0f, 0.5f, 0.0f, 1.0f,
+       0.0f, 0.5f, 0.0f, 1.0f,
+       0.5f, 0.0f, 0.0f, 1.0f,
+       0.5f, 0.0f, 0.0f, 1.0f
+};
+
+void R_DrawNoModelCallback(const void *calldata1, int calldata2)
+{
+       const entity_render_t *ent = calldata1;
+       int i;
+       float f1, f2, *c, diff[3];
+       float color4f[6*4];
+       rmeshstate_t m;
+       R_Mesh_Matrix(&ent->matrix);
 
-       if (v_blend[3] < 0.01f)
-               return;
+       memset(&m, 0, sizeof(m));
+       m.pointer_vertex = nomodelvertex3f;
 
-       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_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       glBegin (GL_TRIANGLES);
-       if (lighthalf)
-               glColor4f (v_blend[0] * 0.5f, v_blend[1] * 0.5f, v_blend[2] * 0.5f, v_blend[3]);
-       else
-               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);
-}
-
-/*
-================
-R_RenderView
-
-r_refdef must be set before the first call
-================
-*/
-extern void R_Sky(void);
-extern void UploadLightmaps(void);
-extern void R_DrawSurfaces(void);
-extern void R_DrawPortals(void);
-char r_speeds2_string[1024];
-int speedstringcount;
-
-void timestring(int t, char *desc)
-{
-       char tempbuf[256];
-       int length;
-       if (t < 1000000)
-               sprintf(tempbuf, " %6ius %s", t, desc);
-       else
-               sprintf(tempbuf, " %6ims %s", t / 1000, desc);
-       length = strlen(tempbuf);
-//     while (length < 20)
-//             tempbuf[length++] = ' ';
-//     tempbuf[length] = 0;
-       if (speedstringcount + length > 80)
+       if (ent->flags & EF_ADDITIVE)
        {
-               strcat(r_speeds2_string, "\n");
-               speedstringcount = 0;
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
        }
-       // skip the space at the beginning if it's the first on the line
-       if (speedstringcount == 0)
+       else if (ent->alpha < 1)
        {
-               strcat(r_speeds2_string, tempbuf + 1);
-               speedstringcount = length - 1;
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+               GL_DepthMask(false);
        }
        else
        {
-               strcat(r_speeds2_string, tempbuf);
-               speedstringcount += length;
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_DepthMask(true);
        }
-}
-
-#define TIMEREPORT(NAME) \
-       if (r_speeds2.value)\
-       {\
-               temptime = currtime;\
-               currtime = Sys_DoubleTime();\
-               timestring((int) ((currtime - temptime) * 1000000.0), NAME);\
+       GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
+       if (fogenabled)
+       {
+               memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
+               m.pointer_color = color4f;
+               VectorSubtract(ent->origin, r_vieworigin, diff);
+               f2 = exp(fogdensity/DotProduct(diff, diff));
+               f1 = 1 - f2;
+               for (i = 0, c = color4f;i < 6;i++, c += 4)
+               {
+                       c[0] = (c[0] * f1 + fogcolor[0] * f2);
+                       c[1] = (c[1] * f1 + fogcolor[1] * f2);
+                       c[2] = (c[2] * f1 + fogcolor[2] * f2);
+                       c[3] *= ent->alpha;
+               }
        }
-
-void R_RenderView (void)
-{
-       double starttime, currtime, temptime;
-//     if (r_norefresh.value)
-//             return;
-
-       if (!cl.worldmodel)
-               Host_Error ("R_RenderView: NULL worldmodel");
-
-       if (r_speeds2.value)
+       else if (ent->alpha != 1)
        {
-               starttime = currtime = Sys_DoubleTime();
-
-               speedstringcount = 0;
-               sprintf(r_speeds2_string, "org:'%c%6.2f %c%6.2f %c%6.2f' ang:'%c%3.0f %c%3.0f %c%3.0f' dir:'%c%2.3f %c%2.3f %c%2.3f'\n%6i walls %6i dlitwalls %7i modeltris %7i transpoly\nBSP: %6i faces %6i nodes %6i leafs\n%4i models %4i bmodels %4i sprites %5i particles %3i dlights\n",
-                       r_origin[0] < 0 ? '-' : ' ', fabs(r_origin[0]), r_origin[1] < 0 ? '-' : ' ', fabs(r_origin[1]), r_origin[2] < 0 ? '-' : ' ', fabs(r_origin[2]), r_refdef.viewangles[0] < 0 ? '-' : ' ', fabs(r_refdef.viewangles[0]), r_refdef.viewangles[1] < 0 ? '-' : ' ', fabs(r_refdef.viewangles[1]), r_refdef.viewangles[2] < 0 ? '-' : ' ', fabs(r_refdef.viewangles[2]), vpn[0] < 0 ? '-' : ' ', fabs(vpn[0]), vpn[1] < 0 ? '-' : ' ', fabs(vpn[1]), vpn[2] < 0 ? '-' : ' ', fabs(vpn[2]),
-                       c_brush_polys, c_light_polys, c_alias_polys, currenttranspoly,
-                       c_faces, c_nodes, c_leafs,
-                       c_models, c_bmodels, c_sprites, c_particles, c_dlights);
+               memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
+               m.pointer_color = color4f;
+               for (i = 0, c = color4f;i < 6;i++, c += 4)
+                       c[3] *= ent->alpha;
        }
        else
-               starttime = currtime = 0;
-
-       R_MoveParticles ();
-       R_MoveExplosions();
-
-       lighthalf = gl_lightmode.value;
-
-       FOG_framebegin();
-
-       R_Clear();
-       TIMEREPORT("clear     ")
-
-       // render normal view
-
-       R_SetupFrame ();
-       R_SetFrustum ();
-       R_SetupGL ();
-       R_Clip_StartFrame();
-
-       R_PrepareEntities();
-
-       skypolyclear();
-       wallpolyclear();
-       transpolyclear();
-
-       TIMEREPORT("setup     ")
-
-       R_DrawWorld ();
-       TIMEREPORT("world     ")
-
-       R_AddModelEntities();
-       TIMEREPORT("addmodels")
-
-       R_Clip_EndFrame();
-       TIMEREPORT("scanedge  ")
-
-       // now mark the lit surfaces
-       R_PushDlights ();
-       // yes this does add the world surfaces after the brush models
-       R_DrawSurfaces ();
-       R_DrawPortals ();
-       TIMEREPORT("surfaces  ");
-
-       UploadLightmaps();
-       TIMEREPORT("uploadlmap")
+               m.pointer_color = nomodelcolor4f;
+       R_Mesh_State(&m);
+       R_Mesh_Draw(0, 6, 8, nomodelelements);
+}
 
-       // fogged sky polys, affects depth
-       skypolyrender();
+void R_DrawNoModel(entity_render_t *ent)
+{
+       //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
+               R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawNoModelCallback, ent, 0);
+       //else
+       //      R_DrawNoModelCallback(ent, 0);
+}
 
-       // does not affect depth, draws over the sky polys
-       if (currentskypoly)
-               R_Sky();
-       TIMEREPORT("skypoly   ")
+void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
+{
+       vec3_t right1, right2, diff, normal;
+
+       VectorSubtract (org2, org1, normal);
+
+       // calculate 'right' vector for start
+       VectorSubtract (r_vieworigin, org1, diff);
+       CrossProduct (normal, diff, right1);
+       VectorNormalize (right1);
+
+       // calculate 'right' vector for end
+       VectorSubtract (r_vieworigin, org2, diff);
+       CrossProduct (normal, diff, right2);
+       VectorNormalize (right2);
+
+       vert[ 0] = org1[0] + width * right1[0];
+       vert[ 1] = org1[1] + width * right1[1];
+       vert[ 2] = org1[2] + width * right1[2];
+       vert[ 3] = org1[0] - width * right1[0];
+       vert[ 4] = org1[1] - width * right1[1];
+       vert[ 5] = org1[2] - width * right1[2];
+       vert[ 6] = org2[0] - width * right2[0];
+       vert[ 7] = org2[1] - width * right2[1];
+       vert[ 8] = org2[2] - width * right2[2];
+       vert[ 9] = org2[0] + width * right2[0];
+       vert[10] = org2[1] + width * right2[1];
+       vert[11] = org2[2] + width * right2[2];
+}
 
-       wallpolyrender();
-       TIMEREPORT("wallpoly  ")
+float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
 
-       GL_DrawDecals();
-       TIMEREPORT("ddecal    ")
+void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, int depthdisable, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
+{
+       float diff[3];
+       rmeshstate_t m;
 
-       // don't let sound skip if going slow
-       if (!intimerefresh && !r_speeds2.value)
-               S_ExtraUpdate ();
+       if (fogenabled)
+       {
+               VectorSubtract(origin, r_vieworigin, diff);
+               ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
+       }
 
-       R_DrawViewModel ();
-       R_DrawModels ();
-       TIMEREPORT("models    ")
+       R_Mesh_Matrix(&r_identitymatrix);
+       GL_BlendFunc(blendfunc1, blendfunc2);
+       GL_DepthMask(false);
+       GL_DepthTest(!depthdisable);
+
+       varray_vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
+       varray_vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
+       varray_vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
+       varray_vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
+       varray_vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
+       varray_vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
+       varray_vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
+       varray_vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
+       varray_vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
+       varray_vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
+       varray_vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
+       varray_vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
+
+       memset(&m, 0, sizeof(m));
+       m.tex[0] = R_GetTexture(texture);
+       m.pointer_texcoord[0] = spritetexcoord2f;
+       m.pointer_vertex = varray_vertex3f;
+       R_Mesh_State(&m);
+       GL_Color(cr, cg, cb, ca);
+       R_Mesh_Draw(0, 4, 2, polygonelements);
+}
 
-       R_DrawParticles ();
-       TIMEREPORT("dparticles")
-       R_DrawExplosions();
-       TIMEREPORT("dexplosion")
+int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v)
+{
+       int i;
+       float *vertex3f;
+       for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
+               if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
+                       break;
+       if (i == mesh->numvertices)
+       {
+               if (mesh->numvertices < mesh->maxvertices)
+               {
+                       VectorCopy(v, vertex3f);
+                       mesh->numvertices++;
+               }
+               return mesh->numvertices;
+       }
+       else
+               return i;
+}
 
-       transpolyrender();
-       TIMEREPORT("transpoly ")
+void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
+{
+       int i;
+       int *e, element[3];
+       element[0] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3;
+       element[1] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3;
+       e = mesh->element3i + mesh->numtriangles * 3;
+       for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
+       {
+               element[2] = R_Mesh_AddVertex3f(mesh, vertex3f);
+               if (mesh->numtriangles < mesh->maxtriangles)
+               {
+                       *e++ = element[0];
+                       *e++ = element[1];
+                       *e++ = element[2];
+                       mesh->numtriangles++;
+               }
+               element[1] = element[2];
+       }
+}
 
-       FOG_frameend();
+void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
+{
+       int planenum, planenum2;
+       int w;
+       int tempnumpoints;
+       mplane_t *plane, *plane2;
+       float temppoints[2][256*3];
+       for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
+       {
+               w = 0;
+               tempnumpoints = 4;
+               PolygonF_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->normal[3], 1024.0*1024.0*1024.0);
+               for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
+               {
+                       if (planenum2 == planenum)
+                               continue;
+                       PolygonF_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, 1.0/32.0, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints);
+                       w = !w;
+               }
+               if (tempnumpoints < 3)
+                       continue;
+               // generate elements forming a triangle fan for this polygon
+               R_Mesh_AddPolygon3f(mesh, tempnumpoints, temppoints[w]);
+       }
+}
 
-       GL_BlendView();
-       TIMEREPORT("blend     ")
 
-       if (r_speeds2.value)
-               timestring((int) ((Sys_DoubleTime() - starttime) * 1000000.0), "total    ");
-}