]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
cleaned up a lot of particle rendering properties (mainly related to rain code),...
[xonotic/darkplaces.git] / gl_rmain.c
index f11072eb68f8b08172ad354c7dd510e7c50c0c52..c84eb7ea19e44e120a2e64c38742fa3d278feb02 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.
 
@@ -21,10 +21,9 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "quakedef.h"
 
-qboolean       r_cache_thrash;         // compatability
+//static qboolean      r_cache_thrash;         // compatability
 
-vec3_t         modelorg, r_entorigin;
-entity_t       *currententity;
+entity_render_t        *currentrenderentity;
 
 int                    r_framecount;           // used for dlight push checking
 
@@ -46,8 +45,8 @@ vec3_t        vpn;
 vec3_t vright;
 vec3_t r_origin;
 
-float  r_world_matrix[16];
-float  r_base_world_matrix[16];
+//float        r_world_matrix[16];
+//float        r_base_world_matrix[16];
 
 //
 // screen size info
@@ -58,8 +57,6 @@ mleaf_t               *r_viewleaf, *r_oldviewleaf;
 
 unsigned short d_lightstylevalue[256]; // 8.8 fraction of base light value
 
-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"};
@@ -74,7 +71,6 @@ 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"};
@@ -83,27 +79,60 @@ 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"};
+cvar_t gl_viewmodeldepthhack = {0, "gl_viewmodeldepthhack", "1"};
+
+cvar_t r_multitexture = {0, "r_multitexture", "1"};
 
 /*
+====================
+R_TimeRefresh_f
+
+For program optimization
+====================
+*/
+qboolean intimerefresh = 0;
+static void R_TimeRefresh_f (void)
+{
+       int                     i;
+       float           start, stop, time;
+
+       intimerefresh = 1;
+       start = Sys_DoubleTime ();
+       glDrawBuffer (GL_FRONT);
+       for (i = 0;i < 128;i++)
+       {
+               r_refdef.viewangles[0] = 0;
+               r_refdef.viewangles[1] = i/128.0*360.0;
+               r_refdef.viewangles[2] = 0;
+               R_RenderView();
+       }
+       glDrawBuffer  (GL_BACK);
+
+       stop = Sys_DoubleTime ();
+       intimerefresh = 0;
+       time = stop-start;
+       Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
+}
+
+extern cvar_t r_drawportals;
+
 int R_VisibleCullBox (vec3_t mins, vec3_t maxs)
 {
        int sides;
        mnode_t *nodestack[8192], *node;
        int stack = 0;
 
+       if (R_CullBox(mins, maxs))
+               return true;
+
        node = cl.worldmodel->nodes;
 loc0:
        if (node->contents < 0)
        {
                if (((mleaf_t *)node)->visframe == r_framecount)
-               {
-                       if (R_CullBox(mins, maxs))
-                               return true;
                        return false;
-               }
                if (!stack)
                        return true;
                node = nodestack[--stack];
@@ -132,7 +161,6 @@ loc0:
        node = node->children[1];
        goto loc0;
 }
-*/
 
 qboolean lighthalf;
 
@@ -141,13 +169,11 @@ vec_t fogdensity;
 float fog_density, fog_red, fog_green, fog_blue;
 qboolean fogenabled;
 qboolean oldgl_fogenable;
-void FOG_framebegin(void)
+void R_SetupFog(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;
@@ -166,66 +192,24 @@ 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");
@@ -236,10 +220,10 @@ 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);
@@ -261,11 +245,14 @@ void gl_main_shutdown(void)
 
 void gl_main_newmap(void)
 {
+       r_framecount = 1;
 }
 
 void GL_Main_Init(void)
 {
+// FIXME: move this to client?
        FOG_registercvars();
+       Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
        Cvar_RegisterVariable (&r_drawentities);
        Cvar_RegisterVariable (&r_drawviewmodel);
        Cvar_RegisterVariable (&r_speeds);
@@ -277,47 +264,67 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable (&r_wateralpha);
        Cvar_RegisterVariable (&r_dynamic);
        Cvar_RegisterVariable (&r_waterripple);
-       Cvar_RegisterVariable (&r_farclip);
-       if (nehahra)
-               Cvar_SetValue("r_fullbrights", 0);
-//     if (gl_vendor && strstr(gl_vendor, "3Dfx"))
-//             gl_lightmode.value = 0;
        Cvar_RegisterVariable (&r_fullbright);
        Cvar_RegisterVariable (&r_ser);
+       Cvar_RegisterVariable (&gl_viewmodeldepthhack);
+       Cvar_RegisterVariable (&r_multitexture);
+       if (gamemode == GAME_NEHAHRA)
+               Cvar_SetValue("r_fullbrights", 0);
        R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
 }
 
+/*
+===============
+R_NewMap
+===============
+*/
+void CL_ParseEntityLump(char *entitystring);
+void R_NewMap (void)
+{
+       int             i;
+
+       for (i=0 ; i<256 ; i++)
+               d_lightstylevalue[i] = 264;             // normal light value
+
+       r_viewleaf = NULL;
+       if (cl.worldmodel->entities)
+               CL_ParseEntityLump(cl.worldmodel->entities);
+       R_Modules_NewMap();
+}
+
+extern void R_Textures_Init(void);
+extern void Mod_RenderInit(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_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);
 
 void Render_Init(void)
 {
        R_Modules_Shutdown();
+       R_Textures_Init();
+       Mod_RenderInit();
+       gl_backend_init();
        R_Clip_Init();
        GL_Draw_Init();
        GL_Main_Init();
        GL_Models_Init();
-       GL_Poly_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();
@@ -343,233 +350,110 @@ void GL_Init (void)
 
 //     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);
 
 //     glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
 }
 
 
-/*
-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: shading stuff
-vec3_t shadevector;
-vec3_t shadecolor;
-
-float  modelalpha;
-
 //==================================================================================
 
-void R_LerpUpdate(entity_t *ent)
+void R_Entity_Callback(void *data, void *junk)
 {
-       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;
-       }
-
-       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)
-       {
-               // 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;
-       }
-       else
-       {
-               // lerp_starttime < 0 is used to prevent changing of framelerp
-               if (ent->render.lerp_starttime >= 0)
-               {
-                       // update transition
-                       ent->render.framelerp = (cl.time - ent->render.lerp_starttime) * 10;
-                       ent->render.framelerp = bound(0, ent->render.framelerp, 1);
-               }
-       }
+       ((entity_render_t *)data)->visframe = r_framecount;
 }
 
-
-void R_PrepareEntities (void)
+static void R_MarkEntities (void)
 {
-       int i;
-       entity_t *ent;
-       vec3_t v;
-       // this updates entities that are supposed to be view relative
+       int             i;
+       vec3_t  v;
+
+       if (!r_drawentities.integer)
+               return;
+
        for (i = 0;i < cl_numvisedicts;i++)
        {
-               ent = cl_visedicts[i];
+               currentrenderentity = &cl_visedicts[i]->render;
+               Mod_CheckLoaded(currentrenderentity->model);
 
-               if (ent->render.flags & RENDER_VIEWMODEL)
+               // move view-relative models to where they should be
+               if (currentrenderentity->flags & RENDER_VIEWMODEL)
                {
                        // remove flag so it will not be repeated incase RelinkEntities is not called again for a while
-                       ent->render.flags -= RENDER_VIEWMODEL;
+                       currentrenderentity->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];
+                       VectorCopy(currentrenderentity->origin, v);
+                       currentrenderentity->origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0];
+                       currentrenderentity->origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1];
+                       currentrenderentity->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);
+                       VectorAdd(currentrenderentity->angles, r_refdef.viewangles, currentrenderentity->angles);
                }
-       }
-}
 
-void R_Entity_Callback(void *data, void *junk)
-{
-       ((entity_t *)data)->render.visframe = r_framecount;
-}
-
-void R_AddModelEntities (void)
-{
-       int             i;
-       vec3_t  mins, maxs;
-       frameblend_t blend[4];
-
-       if (!r_drawentities.value)
-               return;
-
-       for (i = 0;i < cl_numvisedicts;i++)
-       {
-               currententity = cl_visedicts[i];
-               if (currententity->render.model->type == mod_brush)
+               if (currentrenderentity->angles[0] || currentrenderentity->angles[2])
                {
-                       modelalpha = currententity->render.alpha;
-                       R_DrawBrushModel (currententity);
+                       VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->rotatedmins, currentrenderentity->mins);
+                       VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->rotatedmaxs, currentrenderentity->maxs);
                }
-               else if (currententity->render.model->type == mod_alias)
+               else if (currentrenderentity->angles[1])
                {
-                       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;
+                       VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->yawmins, currentrenderentity->mins);
+                       VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->yawmaxs, currentrenderentity->maxs);
                }
-               else if (currententity->render.model->type == mod_sprite)
+               else
                {
-                       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);
-                       }
-                       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;
-                       }
+                       VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->normalmins, currentrenderentity->mins);
+                       VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->normalmaxs, currentrenderentity->maxs);
                }
+               if (R_VisibleCullBox(currentrenderentity->mins, currentrenderentity->maxs))
+                       continue;
+
+               R_LerpAnimation(currentrenderentity);
+               if (r_ser.integer)
+                       currentrenderentity->model->SERAddEntity();
+               else
+                       currentrenderentity->visframe = r_framecount;
        }
 }
 
-/*
-=============
-R_DrawEntitiesOnList
-=============
-*/
-/*
-void R_DrawEntitiesOnList1 (void)
+// only used if skyrendermasked, and normally returns false
+int R_DrawBModelSky (void)
 {
-       int             i;
+       int             i, sky = false;
 
-       if (!r_drawentities.value)
-               return;
+       if (!r_drawentities.integer)
+               return false;
 
        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);
+               currentrenderentity = &cl_visedicts[i]->render;
+               if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->DrawSky)
+               {
+                       currentrenderentity->model->DrawSky();
+                       sky = true;
+               }
        }
+       return sky;
 }
-*/
 
 void R_DrawModels (void)
 {
        int             i;
-       frameblend_t blend[4];
-//     vec3_t  mins, maxs;
 
-       if (!r_drawentities.value)
+       if (!r_drawentities.integer)
                return;
 
        for (i = 0;i < cl_numvisedicts;i++)
        {
-               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)
-               {
-                       // 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);
-               }
-               else //if (currententity->render.model->type == mod_sprite)
-               {
-                       // 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);
-               }
-
-               /*
-               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)
-               {
-               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;
-               }
-               */
+               currentrenderentity = &cl_visedicts[i]->render;
+               if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->Draw)
+                       currentrenderentity->model->Draw();
        }
 }
 
@@ -580,86 +464,71 @@ R_DrawViewModel
 */
 void R_DrawViewModel (void)
 {
-       frameblend_t blend[4];
-
-       if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model)
+       // FIXME: move these checks to client
+       if (!r_drawviewmodel.integer || chase_active.integer || envmap || !r_drawentities.integer || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model)
                return;
 
-       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);
+       currentrenderentity = &cl.viewent.render;
+       Mod_CheckLoaded(currentrenderentity->model);
 
-       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_LerpAnimation(currentrenderentity);
 
        // 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);
+       if (gl_viewmodeldepthhack.integer)
+       {
+               R_Mesh_Render();
+               glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
+       }
+       currentrenderentity->model->Draw();
+       if (gl_viewmodeldepthhack.integer)
+       {
+               R_Mesh_Render();
+               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)
+static void R_SetFrustum (void)
 {
        int             i;
 
-       // 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
-
-               VectorAdd (vpn, vright, frustum[0].normal);
-               VectorSubtract (vpn, vright, frustum[1].normal);
+       // 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 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 ) );
 
-               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]);
                PlaneClassify(&frustum[i]);
        }
 }
 
-void R_AnimateLight (void);
-void V_CalcBlend (void);
-
 /*
 ===============
 R_SetupFrame
 ===============
 */
-void R_SetupFrame (void)
+static void R_SetupFrame (void)
 {
 // don't allow cheats in multiplayer
        if (cl.maxclients > 1)
        {
-               Cvar_Set ("r_fullbright", "0");
-               Cvar_Set ("r_ambient", "0");
+               if (r_fullbright.integer != 0)
+                       Cvar_Set ("r_fullbright", "0");
+               if (r_ambient.value != 0)
+                       Cvar_Set ("r_ambient", "0");
        }
+       if (r_multitexture.integer && gl_textureunits < 2)
+               Cvar_SetValue("r_multitexture", 0);
 
        r_framecount++;
 
@@ -675,7 +544,7 @@ void R_SetupFrame (void)
        V_SetContentsColor (r_viewleaf->contents);
        V_CalcBlend ();
 
-       r_cache_thrash = false;
+//     r_cache_thrash = false;
 
        c_brush_polys = 0;
        c_alias_polys = 0;
@@ -693,17 +562,20 @@ void R_SetupFrame (void)
 }
 
 
-void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
+static void MYgluPerspective(GLdouble fovx, GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
 {
-   GLdouble xmin, xmax, ymin, ymax;
+       GLdouble xmax, ymax;
 
-   ymax = zNear * tan( fovy * M_PI / 360.0 );
-   ymin = -ymax;
+       xmax = zNear * tan( fovx * M_PI / 360.0 ) * aspect;
+       ymax = zNear * tan( fovy * M_PI / 360.0 );
 
-   xmin = ymin * aspect;
-   xmax = ymax * aspect;
+       if (r_viewleaf->contents != CONTENTS_EMPTY && r_viewleaf->contents != CONTENTS_SOLID)
+       {
+               xmax *= (sin(cl.time * 4.7) * 0.03 + 0.97);
+               ymax *= (sin(cl.time * 3.0) * 0.03 + 0.97);
+       }
 
-   glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
+       glFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar );
 }
 
 
@@ -712,135 +584,70 @@ void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble
 R_SetupGL
 =============
 */
-void R_SetupGL (void)
+static void R_SetupGL (void)
 {
-       float   screenaspect;
-       int             x, x2, y2, y, w, h;
-
-       if (!r_render.value)
+       if (!r_render.integer)
                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);
+
+       // update farclip based on previous frame
+       r_farclip = r_newfarclip;
+
        // 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;
-       }
+       glLoadIdentity ();
 
-       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);
+       // y is weird beause OpenGL is bottom to top, we use top to bottom
+       glViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);
+//     yfov = 2*atan((float)r_refdef.height/r_refdef.width)*180/M_PI;
+       MYgluPerspective (r_refdef.fov_x, r_refdef.fov_y, r_refdef.width/r_refdef.height, 4, r_farclip);
 
        glCullFace(GL_FRONT);
 
        glMatrixMode(GL_MODELVIEW);
-    glLoadIdentity ();
+       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]);
+       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);
+//     glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
 
        //
        // set drawing parms
        //
-//     if (gl_cull.value)
+//     if (gl_cull.integer)
                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);
 }
 
-/*
-=============
-R_Clear
-=============
-*/
-void R_Clear (void)
+static void R_BlendView(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(void)
-{
-       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)
-{
-       if (!r_render.value)
+       if (!r_render.integer)
                return;
 
        if (v_blend[3] < 0.01f)
                return;
 
        glMatrixMode(GL_PROJECTION);
-    glLoadIdentity ();
-       glOrtho  (0, vid.width, vid.height, 0, -99999, 99999);
+       glLoadIdentity ();
+       glOrtho  (0, 1, 1, 0, -99999, 99999);
        glMatrixMode(GL_MODELVIEW);
-    glLoadIdentity ();
+       glLoadIdentity ();
        glDisable (GL_DEPTH_TEST);
        glDisable (GL_CULL_FACE);
        glDisable(GL_TEXTURE_2D);
@@ -851,9 +658,9 @@ void GL_BlendView(void)
                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);
+       glVertex2f (-5, -5);
+       glVertex2f (10, -5);
+       glVertex2f (-5, 10);
        glEnd ();
 
        glEnable (GL_CULL_FACE);
@@ -869,153 +676,88 @@ 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)
-       {
-               strcat(r_speeds2_string, "\n");
-               speedstringcount = 0;
-       }
-       // skip the space at the beginning if it's the first on the line
-       if (speedstringcount == 0)
-       {
-               strcat(r_speeds2_string, tempbuf + 1);
-               speedstringcount = length - 1;
-       }
-       else
-       {
-               strcat(r_speeds2_string, tempbuf);
-               speedstringcount += length;
-       }
-}
-
-#define TIMEREPORT(NAME) \
-       if (r_speeds2.value)\
-       {\
-               temptime = currtime;\
-               currtime = Sys_DoubleTime();\
-               timestring((int) ((currtime - temptime) * 1000000.0), NAME);\
-       }
-
 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)
-       {
-               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);
-       }
-       else
-               starttime = currtime = 0;
-
-       R_MoveParticles ();
+       // FIXME: move to client
        R_MoveExplosions();
+       R_TimeReport("mexplosion");
 
-       lighthalf = gl_lightmode.value;
-
-       FOG_framebegin();
-
-       R_Clear();
-       TIMEREPORT("clear     ")
-
-       // render normal view
+       R_SetupFrame();
+       R_SetFrustum();
+       R_SetupGL();
+       R_SetupFog();
+       R_SkyStartFrame();
+       R_Mesh_Clear();
+       if (r_ser.integer)
+               R_Clip_StartFrame();
+       R_BuildLightList();
 
-       R_SetupFrame ();
-       R_SetFrustum ();
-       R_SetupGL ();
-       R_Clip_StartFrame();
+       R_TimeReport("setup");
 
-       R_PrepareEntities();
+       R_DrawWorld();
+       R_TimeReport("worldnode");
 
-       skypolyclear();
-       wallpolyclear();
-       transpolyclear();
+       R_MarkEntities();
+       R_TimeReport("markentity");
 
-       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  ");
+       if (r_ser.integer)
+       {
+               R_Clip_EndFrame();
+               R_TimeReport("hiddensurf");
+       }
 
-       UploadLightmaps();
-       TIMEREPORT("uploadlmap")
+       R_MarkWorldLights();
+       R_TimeReport("marklights");
 
-       // fogged sky polys, affects depth
-       skypolyrender();
+       if (skyrendermasked && R_DrawBModelSky())
+       {
+               R_TimeReport("bmodelsky");
+       }
 
-       // does not affect depth, draws over the sky polys
-       if (currentskypoly)
-               R_Sky();
-       TIMEREPORT("skypoly   ")
+       R_SetupForWorldRendering();
+       R_PrepareSurfaces();
+       R_TimeReport("surfprep");
 
-       wallpolyrender();
-       TIMEREPORT("wallpoly  ")
+       R_DrawSurfacesAll();
+       R_TimeReport("surfdraw");
 
-       GL_DrawDecals();
-       TIMEREPORT("ddecal    ")
+       if (r_drawportals.integer)
+       {
+               R_DrawPortals();
+               R_TimeReport("portals");
+       }
 
        // don't let sound skip if going slow
-       if (!intimerefresh && !r_speeds2.value)
+       if (!intimerefresh && !r_speeds2.integer)
                S_ExtraUpdate ();
 
-       R_DrawViewModel ();
-       R_DrawModels ();
-       TIMEREPORT("models    ")
+       R_DrawViewModel();
+       R_DrawModels();
+       R_TimeReport("models");
+
+       R_DrawDecals();
+       R_TimeReport("decals");
+
+       R_DrawParticles();
+       R_TimeReport("particles");
 
-       R_DrawParticles ();
-       TIMEREPORT("dparticles")
        R_DrawExplosions();
-       TIMEREPORT("dexplosion")
+       R_TimeReport("explosions");
 
-       transpolyrender();
-       TIMEREPORT("transpoly ")
+       // draw transparent meshs
+       R_Mesh_AddTransparent();
+       R_TimeReport("sorttrans");
 
-       FOG_frameend();
+       // render any queued meshs
+       R_Mesh_Render();
+       R_TimeReport("meshrender");
 
-       GL_BlendView();
-       TIMEREPORT("blend     ")
+       R_BlendView();
+       R_TimeReport("blendview");
 
-       if (r_speeds2.value)
-               timestring((int) ((Sys_DoubleTime() - starttime) * 1000000.0), "total    ");
+       Mem_CheckSentinelsGlobal();
+       R_TimeReport("memtest");
 }