]> icculus.org git repositories - divverent/darkplaces.git/blob - gl_rmain.c
lights now have an orientation (this isn't editable yet, and is infact not really...
[divverent/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23
24 // used for dlight push checking and other things
25 int r_framecount;
26
27 mplane_t frustum[4];
28
29 matrix4x4_t r_identitymatrix;
30
31 int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
32
33 // true during envmap command capture
34 qboolean envmap;
35
36 float r_farclip;
37
38 // view origin
39 vec3_t r_origin;
40 vec3_t vpn;
41 vec3_t vright;
42 vec3_t vup;
43
44 //
45 // screen size info
46 //
47 refdef_t r_refdef;
48
49 // 8.8 fraction of base light value
50 unsigned short d_lightstylevalue[256];
51
52 cvar_t r_drawentities = {0, "r_drawentities","1"};
53 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
54 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0"};
55 cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
56 cvar_t r_speeds = {0, "r_speeds","0"};
57 cvar_t r_fullbright = {0, "r_fullbright","0"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"};
61 cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"};
62
63 cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
64 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"};
65 cvar_t gl_fogred = {0, "gl_fogred","0.3"};
66 cvar_t gl_foggreen = {0, "gl_foggreen","0.3"};
67 cvar_t gl_fogblue = {0, "gl_fogblue","0.3"};
68 cvar_t gl_fogstart = {0, "gl_fogstart", "0"};
69 cvar_t gl_fogend = {0, "gl_fogend","0"};
70
71 cvar_t r_textureunits = {0, "r_textureunits", "32"};
72
73 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
74 {
75         int i;
76         for (i = 0;i < verts;i++)
77         {
78                 out[0] = in[0] * r;
79                 out[1] = in[1] * g;
80                 out[2] = in[2] * b;
81                 out[3] = in[3];
82                 in += 4;
83                 out += 4;
84         }
85 }
86
87 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
88 {
89         int i;
90         for (i = 0;i < verts;i++)
91         {
92                 out[0] = r;
93                 out[1] = g;
94                 out[2] = b;
95                 out[3] = a;
96                 out += 4;
97         }
98 }
99
100 /*
101 ====================
102 R_TimeRefresh_f
103
104 For program optimization
105 ====================
106 */
107 qboolean intimerefresh = 0;
108 static void R_TimeRefresh_f (void)
109 {
110         int i;
111         float start, stop, time;
112
113         intimerefresh = 1;
114         start = Sys_DoubleTime ();
115         for (i = 0;i < 128;i++)
116         {
117                 r_refdef.viewangles[0] = 0;
118                 r_refdef.viewangles[1] = i/128.0*360.0;
119                 r_refdef.viewangles[2] = 0;
120                 CL_UpdateScreen();
121         }
122
123         stop = Sys_DoubleTime ();
124         intimerefresh = 0;
125         time = stop-start;
126         Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
127 }
128
129 vec3_t fogcolor;
130 vec_t fogdensity;
131 float fog_density, fog_red, fog_green, fog_blue;
132 qboolean fogenabled;
133 qboolean oldgl_fogenable;
134 void R_SetupFog(void)
135 {
136         if (gamemode == GAME_NEHAHRA)
137         {
138                 if (gl_fogenable.integer)
139                 {
140                         oldgl_fogenable = true;
141                         fog_density = gl_fogdensity.value;
142                         fog_red = gl_fogred.value;
143                         fog_green = gl_foggreen.value;
144                         fog_blue = gl_fogblue.value;
145                 }
146                 else if (oldgl_fogenable)
147                 {
148                         oldgl_fogenable = false;
149                         fog_density = 0;
150                         fog_red = 0;
151                         fog_green = 0;
152                         fog_blue = 0;
153                 }
154         }
155         if (fog_density)
156         {
157                 fogcolor[0] = fog_red   = bound(0.0f, fog_red  , 1.0f);
158                 fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
159                 fogcolor[2] = fog_blue  = bound(0.0f, fog_blue , 1.0f);
160         }
161         if (fog_density)
162         {
163                 fogenabled = true;
164                 fogdensity = -4000.0f / (fog_density * fog_density);
165                 // fog color was already set
166         }
167         else
168                 fogenabled = false;
169 }
170
171 // FIXME: move this to client?
172 void FOG_clear(void)
173 {
174         if (gamemode == GAME_NEHAHRA)
175         {
176                 Cvar_Set("gl_fogenable", "0");
177                 Cvar_Set("gl_fogdensity", "0.2");
178                 Cvar_Set("gl_fogred", "0.3");
179                 Cvar_Set("gl_foggreen", "0.3");
180                 Cvar_Set("gl_fogblue", "0.3");
181         }
182         fog_density = fog_red = fog_green = fog_blue = 0.0f;
183 }
184
185 // FIXME: move this to client?
186 void FOG_registercvars(void)
187 {
188         if (gamemode == GAME_NEHAHRA)
189         {
190                 Cvar_RegisterVariable (&gl_fogenable);
191                 Cvar_RegisterVariable (&gl_fogdensity);
192                 Cvar_RegisterVariable (&gl_fogred);
193                 Cvar_RegisterVariable (&gl_foggreen);
194                 Cvar_RegisterVariable (&gl_fogblue);
195                 Cvar_RegisterVariable (&gl_fogstart);
196                 Cvar_RegisterVariable (&gl_fogend);
197         }
198 }
199
200 void gl_main_start(void)
201 {
202 }
203
204 void gl_main_shutdown(void)
205 {
206 }
207
208 extern void CL_ParseEntityLump(char *entitystring);
209 void gl_main_newmap(void)
210 {
211         if (cl.worldmodel && cl.worldmodel->entities)
212                 CL_ParseEntityLump(cl.worldmodel->entities);
213         r_framecount = 1;
214 }
215
216 void GL_Main_Init(void)
217 {
218         Matrix4x4_CreateIdentity(&r_identitymatrix);
219 // FIXME: move this to client?
220         FOG_registercvars();
221         Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
222         Cvar_RegisterVariable (&r_drawentities);
223         Cvar_RegisterVariable (&r_drawviewmodel);
224         Cvar_RegisterVariable (&r_shadows);
225         Cvar_RegisterVariable (&r_shadow_staticworldlights);
226         Cvar_RegisterVariable (&r_speeds);
227         Cvar_RegisterVariable (&r_fullbrights);
228         Cvar_RegisterVariable (&r_wateralpha);
229         Cvar_RegisterVariable (&r_dynamic);
230         Cvar_RegisterVariable (&r_fullbright);
231         Cvar_RegisterVariable (&r_textureunits);
232         Cvar_RegisterVariable (&r_shadow_cull);
233         if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXIUZ)
234                 Cvar_SetValue("r_fullbrights", 0);
235         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
236 }
237
238 vec3_t r_farclip_origin;
239 vec3_t r_farclip_direction;
240 vec_t r_farclip_directiondist;
241 vec_t r_farclip_meshfarclip;
242 int r_farclip_directionbit0;
243 int r_farclip_directionbit1;
244 int r_farclip_directionbit2;
245
246 // start a farclip measuring session
247 void R_FarClip_Start(vec3_t origin, vec3_t direction, vec_t startfarclip)
248 {
249         VectorCopy(origin, r_farclip_origin);
250         VectorCopy(direction, r_farclip_direction);
251         r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction);
252         r_farclip_directionbit0 = r_farclip_direction[0] < 0;
253         r_farclip_directionbit1 = r_farclip_direction[1] < 0;
254         r_farclip_directionbit2 = r_farclip_direction[2] < 0;
255         r_farclip_meshfarclip = r_farclip_directiondist + startfarclip;
256 }
257
258 // enlarge farclip to accomodate box
259 void R_FarClip_Box(vec3_t mins, vec3_t maxs)
260 {
261         float d;
262         d = (r_farclip_directionbit0 ? mins[0] : maxs[0]) * r_farclip_direction[0]
263           + (r_farclip_directionbit1 ? mins[1] : maxs[1]) * r_farclip_direction[1]
264           + (r_farclip_directionbit2 ? mins[2] : maxs[2]) * r_farclip_direction[2];
265         if (r_farclip_meshfarclip < d)
266                 r_farclip_meshfarclip = d;
267 }
268
269 // return farclip value
270 float R_FarClip_Finish(void)
271 {
272         return r_farclip_meshfarclip - r_farclip_directiondist;
273 }
274
275 /*
276 ===============
277 R_NewMap
278 ===============
279 */
280 void R_NewMap (void)
281 {
282         R_Modules_NewMap();
283 }
284
285 extern void R_Textures_Init(void);
286 extern void Mod_RenderInit(void);
287 extern void GL_Draw_Init(void);
288 extern void GL_Main_Init(void);
289 extern void R_Shadow_Init(void);
290 extern void GL_Models_Init(void);
291 extern void R_Sky_Init(void);
292 extern void GL_Surf_Init(void);
293 extern void R_Crosshairs_Init(void);
294 extern void R_Light_Init(void);
295 extern void R_Particles_Init(void);
296 extern void R_Explosion_Init(void);
297 extern void ui_init(void);
298 extern void gl_backend_init(void);
299 extern void Sbar_Init(void);
300
301 void Render_Init(void)
302 {
303         R_Textures_Init();
304         Mod_RenderInit();
305         gl_backend_init();
306         R_MeshQueue_Init();
307         GL_Draw_Init();
308         GL_Main_Init();
309         R_Shadow_Init();
310         GL_Models_Init();
311         R_Sky_Init();
312         GL_Surf_Init();
313         R_Crosshairs_Init();
314         R_Light_Init();
315         R_Particles_Init();
316         R_Explosion_Init();
317         ui_init();
318         Sbar_Init();
319 }
320
321 /*
322 ===============
323 GL_Init
324 ===============
325 */
326 extern char *ENGINE_EXTENSIONS;
327 void GL_Init (void)
328 {
329         VID_CheckExtensions();
330
331         // LordHavoc: report supported extensions
332         Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
333 }
334
335 int R_CullBox(const vec3_t mins, const vec3_t maxs)
336 {
337         int i;
338         mplane_t *p;
339         for (i = 0;i < 4;i++)
340         {
341                 p = frustum + i;
342                 switch(p->signbits)
343                 {
344                 default:
345                 case 0:
346                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
347                                 return true;
348                         break;
349                 case 1:
350                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
351                                 return true;
352                         break;
353                 case 2:
354                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
355                                 return true;
356                         break;
357                 case 3:
358                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
359                                 return true;
360                         break;
361                 case 4:
362                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
363                                 return true;
364                         break;
365                 case 5:
366                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
367                                 return true;
368                         break;
369                 case 6:
370                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
371                                 return true;
372                         break;
373                 case 7:
374                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
375                                 return true;
376                         break;
377                 }
378         }
379         return false;
380 }
381
382 int PVS_CullBox(const vec3_t mins, const vec3_t maxs)
383 {
384         int stackpos, sides;
385         mnode_t *node, *stack[4096];
386         if (cl.worldmodel == NULL)
387                 return false;
388         stackpos = 0;
389         stack[stackpos++] = cl.worldmodel->nodes;
390         while (stackpos)
391         {
392                 node = stack[--stackpos];
393                 if (node->contents < 0)
394                 {
395                         if (((mleaf_t *)node)->pvsframe == cl.worldmodel->pvsframecount)
396                                 return false;
397                 }
398                 else
399                 {
400                         sides = BoxOnPlaneSide(mins, maxs, node->plane);
401                         if (sides & 2 && stackpos < 4096)
402                                 stack[stackpos++] = node->children[1];
403                         if (sides & 1 && stackpos < 4096)
404                                 stack[stackpos++] = node->children[0];
405                 }
406         }
407         return true;
408 }
409
410 int VIS_CullBox(const vec3_t mins, const vec3_t maxs)
411 {
412         int stackpos, sides;
413         mnode_t *node, *stack[4096];
414         if (R_CullBox(mins, maxs))
415                 return true;
416         if (cl.worldmodel == NULL)
417                 return false;
418         stackpos = 0;
419         stack[stackpos++] = cl.worldmodel->nodes;
420         while (stackpos)
421         {
422                 node = stack[--stackpos];
423                 if (node->contents < 0)
424                 {
425                         if (((mleaf_t *)node)->visframe == r_framecount)
426                                 return false;
427                 }
428                 else
429                 {
430                         sides = BoxOnPlaneSide(mins, maxs, node->plane);
431                         if (sides & 2 && stackpos < 4096)
432                                 stack[stackpos++] = node->children[1];
433                         if (sides & 1 && stackpos < 4096)
434                                 stack[stackpos++] = node->children[0];
435                 }
436         }
437         return true;
438 }
439
440 int R_CullSphere(const vec3_t origin, vec_t radius)
441 {
442         return (DotProduct(frustum[0].normal, origin) + radius < frustum[0].dist
443              || DotProduct(frustum[1].normal, origin) + radius < frustum[1].dist
444              || DotProduct(frustum[2].normal, origin) + radius < frustum[2].dist
445              || DotProduct(frustum[3].normal, origin) + radius < frustum[3].dist);
446 }
447
448 int PVS_CullSphere(const vec3_t origin, vec_t radius)
449 {
450         int stackpos;
451         mnode_t *node, *stack[4096];
452         float dist;
453         if (cl.worldmodel == NULL)
454                 return false;
455         stackpos = 0;
456         stack[stackpos++] = cl.worldmodel->nodes;
457         while (stackpos)
458         {
459                 node = stack[--stackpos];
460                 if (node->contents < 0)
461                 {
462                         if (((mleaf_t *)node)->pvsframe == cl.worldmodel->pvsframecount)
463                                 return false;
464                 }
465                 else
466                 {
467                         dist = PlaneDiff(origin, node->plane);
468                         if (dist <= radius)
469                                 stack[stackpos++] = node->children[1];
470                         if (dist >= -radius)
471                                 stack[stackpos++] = node->children[0];
472                 }
473         }
474         return true;
475 }
476
477 int VIS_CullSphere(const vec3_t origin, vec_t radius)
478 {
479         int stackpos;
480         mnode_t *node, *stack[4096];
481         float dist;
482         if (R_CullSphere(origin, radius))
483                 return true;
484         if (cl.worldmodel == NULL)
485                 return false;
486         stackpos = 0;
487         stack[stackpos++] = cl.worldmodel->nodes;
488         while (stackpos)
489         {
490                 node = stack[--stackpos];
491                 if (node->contents < 0)
492                 {
493                         if (((mleaf_t *)node)->visframe == r_framecount)
494                                 return false;
495                 }
496                 else
497                 {
498                         dist = PlaneDiff(origin, node->plane);
499                         if (dist <= radius)
500                                 stack[stackpos++] = node->children[1];
501                         if (dist >= -radius)
502                                 stack[stackpos++] = node->children[0];
503                 }
504         }
505         return true;
506 }
507
508
509 //==================================================================================
510
511 static void R_MarkEntities (void)
512 {
513         int i;
514         vec3_t v;
515         entity_render_t *ent;
516
517         ent = &cl_entities[0].render;
518         Matrix4x4_CreateIdentity(&ent->matrix);
519         Matrix4x4_CreateIdentity(&ent->inversematrix);
520
521         if (cl.worldmodel)
522                 R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs);
523
524         if (!r_drawentities.integer)
525                 return;
526
527         for (i = 0;i < r_refdef.numentities;i++)
528         {
529                 ent = r_refdef.entities[i];
530                 Mod_CheckLoaded(ent->model);
531
532                 // move view-relative models to where they should be
533                 if (ent->flags & RENDER_VIEWMODEL)
534                 {
535                         // remove flag so it will not be repeated incase RelinkEntities is not called again for a while
536                         ent->flags -= RENDER_VIEWMODEL;
537                         // transform origin
538                         VectorCopy(ent->origin, v);
539                         ent->origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0];
540                         ent->origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1];
541                         ent->origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2];
542                         // adjust angles
543                         VectorAdd(ent->angles, r_refdef.viewangles, ent->angles);
544                 }
545
546                 VectorCopy(ent->angles, v);
547                 if (!ent->model || ent->model->type != mod_brush)
548                         v[0] = -v[0];
549                 Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], v[0], v[1], v[2], ent->scale);
550                 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
551                 R_LerpAnimation(ent);
552                 R_UpdateEntLights(ent);
553                 if ((chase_active.integer || !(ent->flags & RENDER_EXTERIORMODEL))
554                  && !VIS_CullSphere(ent->origin, (ent->model != NULL ? ent->model->radius : 16) * ent->scale)
555                  && !VIS_CullBox(ent->mins, ent->maxs))
556                 {
557                         ent->visframe = r_framecount;
558                         R_FarClip_Box(ent->mins, ent->maxs);
559                 }
560         }
561 }
562
563 // only used if skyrendermasked, and normally returns false
564 int R_DrawBrushModelsSky (void)
565 {
566         int i, sky;
567         entity_render_t *ent;
568
569         if (!r_drawentities.integer)
570                 return false;
571
572         sky = false;
573         for (i = 0;i < r_refdef.numentities;i++)
574         {
575                 ent = r_refdef.entities[i];
576                 if (ent->visframe == r_framecount && ent->model && ent->model->DrawSky)
577                 {
578                         ent->model->DrawSky(ent);
579                         sky = true;
580                 }
581         }
582         return sky;
583 }
584
585 /*
586 =============
587 R_DrawViewModel
588 =============
589 */
590 /*
591 void R_DrawViewModel (void)
592 {
593         entity_render_t *ent;
594
595         // FIXME: move these checks to client
596         if (!r_drawviewmodel.integer || chase_active.integer || envmap || !r_drawentities.integer || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model)
597                 return;
598
599         ent = &cl.viewent.render;
600         Mod_CheckLoaded(ent->model);
601         R_LerpAnimation(ent);
602         Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], -ent->angles[0], ent->angles[1], ent->angles[2], ent->scale);
603         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
604         R_UpdateEntLights(ent);
605         ent->model->Draw(ent);
606 }
607 */
608
609 void R_DrawNoModel(entity_render_t *ent);
610 void R_DrawModels ()
611 {
612         int i;
613         entity_render_t *ent;
614
615         if (!r_drawentities.integer)
616                 return;
617
618         for (i = 0;i < r_refdef.numentities;i++)
619         {
620                 ent = r_refdef.entities[i];
621                 if (ent->visframe == r_framecount)
622                 {
623                         if (ent->model && ent->model->Draw != NULL)
624                                 ent->model->Draw(ent);
625                         else
626                                 R_DrawNoModel(ent);
627                 }
628         }
629 }
630
631 void R_DrawFakeShadows (void)
632 {
633         int i;
634         entity_render_t *ent;
635
636         ent = &cl_entities[0].render;
637         if (ent->model && ent->model->DrawFakeShadow)
638                 ent->model->DrawFakeShadow(ent);
639
640         if (!r_drawentities.integer)
641                 return;
642         for (i = 0;i < r_refdef.numentities;i++)
643         {
644                 ent = r_refdef.entities[i];
645                 if ((ent->flags & RENDER_SHADOW) && ent->model && ent->model->DrawFakeShadow)
646                         ent->model->DrawFakeShadow(ent);
647         }
648 }
649
650 #include "r_shadow.h"
651
652 int shadowframecount = 0;
653
654 int Light_CullBox(const vec3_t mins, const vec3_t maxs)
655 {
656         int stackpos, sides;
657         mnode_t *node, *stack[4096];
658         if (cl.worldmodel == NULL)
659                 return false;
660         stackpos = 0;
661         stack[stackpos++] = cl.worldmodel->nodes;
662         while (stackpos)
663         {
664                 node = stack[--stackpos];
665                 if (node->contents < 0)
666                 {
667                         if (((mleaf_t *)node)->worldnodeframe == shadowframecount)
668                                 return false;
669                 }
670                 else
671                 {
672                         sides = BoxOnPlaneSide(mins, maxs, node->plane);
673                         if (sides & 2 && stackpos < 4096)
674                                 stack[stackpos++] = node->children[1];
675                         if (sides & 1 && stackpos < 4096)
676                                 stack[stackpos++] = node->children[0];
677                 }
678         }
679         return true;
680 }
681
682 int LightAndVis_CullBox(const vec3_t mins, const vec3_t maxs)
683 {
684         int stackpos, sides;
685         mnode_t *node, *stack[4096];
686         if (R_CullBox(mins, maxs))
687                 return true;
688         if (cl.worldmodel == NULL)
689                 return false;
690         stackpos = 0;
691         stack[stackpos++] = cl.worldmodel->nodes;
692         while (stackpos)
693         {
694                 node = stack[--stackpos];
695                 if (node->contents < 0)
696                 {
697                         if (((mleaf_t *)node)->visframe == r_framecount && ((mleaf_t *)node)->worldnodeframe == shadowframecount)
698                                 return false;
699                 }
700                 else
701                 {
702                         sides = BoxOnPlaneSide(mins, maxs, node->plane);
703                         if (sides & 2 && stackpos < 4096)
704                                 stack[stackpos++] = node->children[1];
705                         if (sides & 1 && stackpos < 4096)
706                                 stack[stackpos++] = node->children[0];
707                 }
708         }
709         return true;
710 }
711
712 int LightAndVis_CullPointCloud(int numpoints, const float *points)
713 {
714         int i;
715         const float *p;
716         int stackpos, sides;
717         mnode_t *node, *stack[4096];
718         //if (R_CullBox(mins, maxs))
719         //      return true;
720         if (cl.worldmodel == NULL)
721                 return false;
722         stackpos = 0;
723         stack[stackpos++] = cl.worldmodel->nodes;
724         while (stackpos)
725         {
726                 node = stack[--stackpos];
727                 if (node->contents < 0)
728                 {
729                         if (((mleaf_t *)node)->visframe == r_framecount && ((mleaf_t *)node)->worldnodeframe == shadowframecount)
730                                 return false;
731                 }
732                 else
733                 {
734                         sides = 0;
735                         for (i = 0, p = points;i < numpoints && sides != 3;i++, p += 3)
736                         {
737                                 if (DotProduct(p, node->plane->normal) < node->plane->dist)
738                                         sides |= 1;
739                                 else
740                                         sides |= 2;
741                         }
742                         if (sides & 2 && stackpos < 4096)
743                                 stack[stackpos++] = node->children[1];
744                         if (sides & 1 && stackpos < 4096)
745                                 stack[stackpos++] = node->children[0];
746                 }
747         }
748         return true;
749 }
750
751
752 void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t lightorigin, float cullradius, float lightradius, vec3_t lightmins, vec3_t lightmaxs, vec3_t clipmins, vec3_t clipmaxs)
753 {
754         vec3_t relativelightorigin;
755         #if 0
756         int i;
757         vec3_t temp;
758         float dist, projectdistance;
759         float points[16][3];
760         #endif
761         // rough checks
762         if (!(ent->flags & RENDER_SHADOW) || ent->model == NULL || ent->model->DrawShadowVolume == NULL)
763                 return;
764         if (r_shadow_cull.integer)
765         {
766                 if (ent->maxs[0] < lightmins[0] || ent->mins[0] > lightmaxs[0]
767                  || ent->maxs[1] < lightmins[1] || ent->mins[1] > lightmaxs[1]
768                  || ent->maxs[2] < lightmins[2] || ent->mins[2] > lightmaxs[2]
769                  || Light_CullBox(ent->mins, ent->maxs))
770                         return;
771         }
772         #if 0
773         if (r_shadow_cull.integer)
774         {
775                 projectdistance = cullradius;
776                 // calculate projected bounding box and decide if it is on-screen
777                 for (i = 0;i < 8;i++)
778                 {
779                         temp[0] = i & 1 ? ent->model->normalmaxs[0] : ent->model->normalmins[0];
780                         temp[1] = i & 2 ? ent->model->normalmaxs[1] : ent->model->normalmins[1];
781                         temp[2] = i & 4 ? ent->model->normalmaxs[2] : ent->model->normalmins[2];
782                         Matrix4x4_Transform(&ent->matrix, temp, points[i]);
783                         VectorSubtract(points[i], lightorigin, temp);
784                         dist = projectdistance / sqrt(DotProduct(temp, temp));
785                         VectorMA(points[i], dist, temp, points[i+8]);
786                 }
787                 if (LightAndVis_CullPointCloud(16, points[0]))
788                         return;
789                 /*
790                 for (i = 0;i < 8;i++)
791                 {
792                         p2[0] = i & 1 ? ent->model->normalmaxs[0] : ent->model->normalmins[0];
793                         p2[1] = i & 2 ? ent->model->normalmaxs[1] : ent->model->normalmins[1];
794                         p2[2] = i & 4 ? ent->model->normalmaxs[2] : ent->model->normalmins[2];
795                         Matrix4x4_Transform(&ent->matrix, p2, p);
796                         VectorSubtract(p, lightorigin, temp);
797                         dist = projectdistance / sqrt(DotProduct(temp, temp));
798                         VectorMA(p, dist, temp, p2);
799                         if (i)
800                         {
801                                 if (mins[0] > p[0]) mins[0] = p[0];if (maxs[0] < p[0]) maxs[0] = p[0];
802                                 if (mins[1] > p[1]) mins[1] = p[1];if (maxs[1] < p[1]) maxs[1] = p[1];
803                                 if (mins[2] > p[2]) mins[2] = p[2];if (maxs[2] < p[2]) maxs[2] = p[2];
804                         }
805                         else
806                         {
807                                 VectorCopy(p, mins);
808                                 VectorCopy(p, maxs);
809                         }
810                         if (mins[0] > p2[0]) mins[0] = p2[0];if (maxs[0] < p2[0]) maxs[0] = p2[0];
811                         if (mins[1] > p2[1]) mins[1] = p2[1];if (maxs[1] < p2[1]) maxs[1] = p2[1];
812                         if (mins[2] > p2[2]) mins[2] = p2[2];if (maxs[2] < p2[2]) maxs[2] = p2[2];
813                 }
814                 if (mins[0] >= clipmaxs[0] || maxs[0] <= clipmins[0]
815                  || mins[1] >= clipmaxs[1] || maxs[1] <= clipmins[1]
816                  || mins[2] >= clipmaxs[2] || maxs[2] <= clipmins[2]
817                  || LightAndVis_CullBox(mins, maxs))
818                         return;
819                 */
820         }
821         #endif
822         Matrix4x4_Transform(&ent->inversematrix, lightorigin, relativelightorigin);
823         ent->model->DrawShadowVolume (ent, relativelightorigin, lightradius);
824 }
825
826 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light);
827
828 extern void R_Model_Brush_DrawLightForSurfaceList(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, msurface_t **surflist, int numsurfaces, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz);
829 void R_ShadowVolumeLighting (int visiblevolumes)
830 {
831         int i;
832         entity_render_t *ent;
833         int lnum;
834         float f, lightradius, cullradius;
835         vec3_t relativelightorigin, relativeeyeorigin, lightcolor, clipmins, clipmaxs;
836         worldlight_t *wl;
837         rdlight_t *rd;
838         rmeshstate_t m;
839         mleaf_t *leaf;
840         matrix4x4_t matrix;
841         matrix4x4_t matrix_worldtofilter, matrix_worldtoattenuationxyz, matrix_worldtoattenuationz;
842         matrix4x4_t matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz;
843
844         if (visiblevolumes)
845         {
846                 memset(&m, 0, sizeof(m));
847                 m.blendfunc1 = GL_ONE;
848                 m.blendfunc2 = GL_ONE;
849                 if (r_shadow_realtime.integer >= 3)
850                         m.depthdisable = true;
851                 R_Mesh_State(&m);
852                 qglDisable(GL_CULL_FACE);
853                 GL_Color(0.0 * r_colorscale, 0.0125 * r_colorscale, 0.1 * r_colorscale, 1);
854         }
855         else
856                 R_Shadow_Stage_Begin();
857         shadowframecount++;
858         for (lnum = 0, wl = r_shadow_worldlightchain;wl;wl = wl->next, lnum++)
859         {
860                 if (d_lightstylevalue[wl->style] <= 0)
861                         continue;
862                 if (R_CullBox(wl->mins, wl->maxs))
863                 //if (R_CullSphere(wl->origin, cullradius))
864                         continue;
865                 //if (R_CullBox(wl->mins, wl->maxs) || R_CullSphere(wl->origin, lightradius))
866                 //      continue;
867                 //if (VIS_CullBox(wl->mins, wl->maxs) || VIS_CullSphere(wl->origin, lightradius))
868                 //      continue;
869                 if (r_shadow_debuglight.integer >= 0 && lnum != r_shadow_debuglight.integer)
870                         continue;
871
872                 cullradius = wl->cullradius;
873                 lightradius = wl->lightradius;
874
875                 if (cl.worldmodel != NULL)
876                 {
877                         for (i = 0;i < wl->numleafs;i++)
878                                 if (wl->leafs[i]->visframe == r_framecount)
879                                         break;
880                         if (i == wl->numleafs)
881                                 continue;
882                         leaf = wl->leafs[i++];
883                         VectorCopy(leaf->mins, clipmins);
884                         VectorCopy(leaf->maxs, clipmaxs);
885                         for (;i < wl->numleafs;i++)
886                         {
887                                 leaf = wl->leafs[i];
888                                 if (leaf->visframe == r_framecount)
889                                 {
890                                         if (clipmins[0] > leaf->mins[0]) clipmins[0] = leaf->mins[0];
891                                         if (clipmaxs[0] < leaf->maxs[0]) clipmaxs[0] = leaf->maxs[0];
892                                         if (clipmins[1] > leaf->mins[1]) clipmins[1] = leaf->mins[1];
893                                         if (clipmaxs[1] < leaf->maxs[1]) clipmaxs[1] = leaf->maxs[1];
894                                         if (clipmins[2] > leaf->mins[2]) clipmins[2] = leaf->mins[2];
895                                         if (clipmaxs[2] < leaf->maxs[2]) clipmaxs[2] = leaf->maxs[2];
896                                 }
897                         }
898                         if (clipmins[0] < wl->mins[0]) clipmins[0] = wl->mins[0];
899                         if (clipmaxs[0] > wl->maxs[0]) clipmaxs[0] = wl->maxs[0];
900                         if (clipmins[1] < wl->mins[1]) clipmins[1] = wl->mins[1];
901                         if (clipmaxs[1] > wl->maxs[1]) clipmaxs[1] = wl->maxs[1];
902                         if (clipmins[2] < wl->mins[2]) clipmins[2] = wl->mins[2];
903                         if (clipmaxs[2] > wl->maxs[2]) clipmaxs[2] = wl->maxs[2];
904                 }
905                 else
906                 {
907                         VectorCopy(wl->mins, clipmins);
908                         VectorCopy(wl->maxs, clipmaxs);
909                 }
910
911                 //if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, wl->origin, wl->cullradius))
912                 if (R_CullBox(clipmins, clipmaxs) || R_Shadow_ScissorForBBox(clipmins, clipmaxs))
913                         continue;
914
915                 // mark the leafs we care about so only things in those leafs will matter
916                 if (cl.worldmodel != NULL)
917                         for (i = 0;i < wl->numleafs;i++)
918                                 wl->leafs[i]->worldnodeframe = shadowframecount;
919
920                 f = d_lightstylevalue[wl->style] * (1.0f / 256.0f);
921                 VectorScale(wl->light, f, lightcolor);
922                 if (wl->selected)
923                 {
924                         f = 2 + sin(realtime * M_PI * 4.0);
925                         VectorScale(lightcolor, f, lightcolor);
926                 }
927
928                 if (wl->castshadows)
929                 {
930                         if (!visiblevolumes)
931                                 R_Shadow_Stage_ShadowVolumes();
932                         ent = &cl_entities[0].render;
933                         if (wl->shadowvolume && r_shadow_staticworldlights.integer)
934                                 R_Shadow_DrawWorldLightShadowVolume(&ent->matrix, wl);
935                         else
936                                 R_TestAndDrawShadowVolume(ent, wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs);
937                         if (r_drawentities.integer)
938                                 for (i = 0;i < r_refdef.numentities;i++)
939                                         R_TestAndDrawShadowVolume(r_refdef.entities[i], wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs);
940                 }
941
942                 if (!visiblevolumes)
943                 {
944                         if (wl->castshadows)
945                                 R_Shadow_Stage_LightWithShadows();
946                         else
947                                 R_Shadow_Stage_LightWithoutShadows();
948
949                         // calculate world to filter matrix
950                         Matrix4x4_CreateFromQuakeEntity(&matrix, wl->origin[0], wl->origin[1], wl->origin[2], wl->angles[0], wl->angles[1], wl->angles[2], lightradius);
951                         Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix);
952                         // calculate world to attenuationxyz/xy matrix
953                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5, 0.5, 0.5, 0, 0, 0, 0.5);
954                         Matrix4x4_Concat(&matrix_worldtoattenuationxyz, &matrix, &matrix_worldtofilter);
955                         // calculate world to attenuationz matrix
956                         matrix.m[0][0] = 0;matrix.m[0][1] = 0;matrix.m[0][2] = 0.5;matrix.m[0][3] = 0.5;
957                         matrix.m[1][0] = 0;matrix.m[1][1] = 0;matrix.m[1][2] = 0  ;matrix.m[1][3] = 0.5;
958                         matrix.m[2][0] = 0;matrix.m[2][1] = 0;matrix.m[2][2] = 0  ;matrix.m[2][3] = 0.5;
959                         matrix.m[3][0] = 0;matrix.m[3][1] = 0;matrix.m[3][2] = 0  ;matrix.m[3][3] = 1;
960                         Matrix4x4_Concat(&matrix_worldtoattenuationz, &matrix, &matrix_worldtofilter);
961
962                         ent = &cl_entities[0].render;
963                         if (ent->model && ent->model->DrawLight)
964                         {
965                                 Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
966                                 Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
967                                 Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
968                                 Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
969                                 Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
970                                 if (wl->numsurfaces)
971                                         R_Model_Brush_DrawLightForSurfaceList(ent, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, wl->surfaces, wl->numsurfaces, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
972                                 else
973                                         ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
974                         }
975                         if (r_drawentities.integer)
976                         {
977                                 for (i = 0;i < r_refdef.numentities;i++)
978                                 {
979                                         ent = r_refdef.entities[i];
980                                         if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
981                                          && ent->maxs[0] >= clipmins[0] && ent->mins[0] <= clipmaxs[0]
982                                          && ent->maxs[1] >= clipmins[1] && ent->mins[1] <= clipmaxs[1]
983                                          && ent->maxs[2] >= clipmins[2] && ent->mins[2] <= clipmaxs[2]
984                                          && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
985                                         {
986                                                 Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
987                                                 Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
988                                                 Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
989                                                 Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
990                                                 Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
991                                                 ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
992                                         }
993                                 }
994                         }
995                 }
996         }
997         for (lnum = 0, rd = r_dlight;lnum < r_numdlights;lnum++, rd++)
998         {
999                 lightradius = rd->cullradius;
1000                 clipmins[0] = rd->origin[0] - lightradius;
1001                 clipmins[1] = rd->origin[1] - lightradius;
1002                 clipmins[2] = rd->origin[2] - lightradius;
1003                 clipmaxs[0] = rd->origin[0] + lightradius;
1004                 clipmaxs[1] = rd->origin[1] + lightradius;
1005                 clipmaxs[2] = rd->origin[2] + lightradius;
1006                 if (VIS_CullBox(clipmins, clipmaxs))
1007                         continue;
1008
1009                 //if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, rd->origin, cullradius))
1010                 if (R_Shadow_ScissorForBBox(clipmins, clipmaxs))
1011                         continue;
1012
1013                 if (!visiblevolumes)
1014                         R_Shadow_Stage_ShadowVolumes();
1015
1016                 cullradius = RadiusFromBoundsAndOrigin(clipmins, clipmaxs, rd->origin);
1017                 VectorScale(rd->light, (1.0f / 4096.0f), lightcolor);
1018
1019                 ent = &cl_entities[0].render;
1020                 R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs);
1021                 if (r_drawentities.integer)
1022                 {
1023                         for (i = 0;i < r_refdef.numentities;i++)
1024                         {
1025                                 ent = r_refdef.entities[i];
1026                                 if (ent != rd->ent)
1027                                         R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs);
1028                         }
1029                 }
1030
1031                 if (!visiblevolumes)
1032                 {
1033                         R_Shadow_Stage_LightWithShadows();
1034
1035                         // calculate world to filter matrix
1036                         Matrix4x4_CreateFromQuakeEntity(&matrix, rd->origin[0], rd->origin[1], rd->origin[2], 0, 0, 0, lightradius);
1037                         Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix);
1038                         // calculate world to attenuationxyz/xy matrix
1039                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5, 0.5, 0.5, 0, 0, 0, 0.5);
1040                         Matrix4x4_Concat(&matrix_worldtoattenuationxyz, &matrix, &matrix_worldtofilter);
1041                         // calculate world to attenuationz matrix
1042                         matrix.m[0][0] = 0;matrix.m[0][1] = 0;matrix.m[0][2] = 0.5;matrix.m[0][3] = 0.5;
1043                         matrix.m[1][0] = 0;matrix.m[1][1] = 0;matrix.m[1][2] = 0  ;matrix.m[1][3] = 0.5;
1044                         matrix.m[2][0] = 0;matrix.m[2][1] = 0;matrix.m[2][2] = 0  ;matrix.m[2][3] = 0.5;
1045                         matrix.m[3][0] = 0;matrix.m[3][1] = 0;matrix.m[3][2] = 0  ;matrix.m[3][3] = 1;
1046                         Matrix4x4_Concat(&matrix_worldtoattenuationz, &matrix, &matrix_worldtofilter);
1047
1048                         ent = &cl_entities[0].render;
1049                         if (ent->model && ent->model->DrawLight)
1050                         {
1051                                 Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
1052                                 Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
1053                                 Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
1054                                 Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
1055                                 Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
1056                                 ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
1057                         }
1058                         if (r_drawentities.integer)
1059                         {
1060                                 for (i = 0;i < r_refdef.numentities;i++)
1061                                 {
1062                                         ent = r_refdef.entities[i];
1063                                         if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
1064                                          && ent->maxs[0] >= clipmins[0] && ent->mins[0] <= clipmaxs[0]
1065                                          && ent->maxs[1] >= clipmins[1] && ent->mins[1] <= clipmaxs[1]
1066                                          && ent->maxs[2] >= clipmins[2] && ent->mins[2] <= clipmaxs[2]
1067                                          && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
1068                                         {
1069                                                 Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
1070                                                 Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
1071                                                 Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
1072                                                 Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
1073                                                 Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
1074                                                 ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
1075                                         }
1076                                 }
1077                         }
1078                 }
1079         }
1080
1081         if (!visiblevolumes)
1082                 R_Shadow_Stage_End();
1083         qglEnable(GL_CULL_FACE);
1084         qglDisable(GL_SCISSOR_TEST);
1085 }
1086
1087 static void R_SetFrustum (void)
1088 {
1089         // LordHavoc: note to all quake engine coders, the special case for 90
1090         // degrees assumed a square view (wrong), so I removed it, Quake2 has it
1091         // disabled as well.
1092
1093         // rotate VPN right by FOV_X/2 degrees
1094         RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
1095         frustum[0].dist = DotProduct (r_origin, frustum[0].normal);
1096         PlaneClassify(&frustum[0]);
1097
1098         // rotate VPN left by FOV_X/2 degrees
1099         RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
1100         frustum[1].dist = DotProduct (r_origin, frustum[1].normal);
1101         PlaneClassify(&frustum[1]);
1102
1103         // rotate VPN up by FOV_X/2 degrees
1104         RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
1105         frustum[2].dist = DotProduct (r_origin, frustum[2].normal);
1106         PlaneClassify(&frustum[2]);
1107
1108         // rotate VPN down by FOV_X/2 degrees
1109         RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
1110         frustum[3].dist = DotProduct (r_origin, frustum[3].normal);
1111         PlaneClassify(&frustum[3]);
1112 }
1113
1114 /*
1115 ===============
1116 R_SetupFrame
1117 ===============
1118 */
1119 static void R_SetupFrame (void)
1120 {
1121 // don't allow cheats in multiplayer
1122         if (cl.maxclients > 1)
1123         {
1124                 if (r_fullbright.integer != 0)
1125                         Cvar_Set ("r_fullbright", "0");
1126                 if (r_ambient.value != 0)
1127                         Cvar_Set ("r_ambient", "0");
1128         }
1129
1130         r_framecount++;
1131
1132 // build the transformation matrix for the given view angles
1133         VectorCopy (r_refdef.vieworg, r_origin);
1134
1135         AngleVectors (r_refdef.viewangles, vpn, vright, vup);
1136
1137         R_AnimateLight ();
1138 }
1139
1140
1141 static void R_BlendView(void)
1142 {
1143         rmeshstate_t m;
1144         float r;
1145
1146         if (r_refdef.viewblend[3] < 0.01f)
1147                 return;
1148
1149         memset(&m, 0, sizeof(m));
1150         m.blendfunc1 = GL_SRC_ALPHA;
1151         m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1152         m.depthdisable = true; // magic
1153         R_Mesh_Matrix(&r_identitymatrix);
1154         R_Mesh_State(&m);
1155
1156         r = 64000;
1157         varray_vertex[0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r;
1158         varray_vertex[1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r;
1159         varray_vertex[2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r;
1160         r *= 3;
1161         varray_vertex[4] = varray_vertex[0] + vup[0] * r;
1162         varray_vertex[5] = varray_vertex[1] + vup[1] * r;
1163         varray_vertex[6] = varray_vertex[2] + vup[2] * r;
1164         varray_vertex[8] = varray_vertex[0] + vright[0] * r;
1165         varray_vertex[9] = varray_vertex[1] + vright[1] * r;
1166         varray_vertex[10] = varray_vertex[2] + vright[2] * r;
1167         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
1168         R_Mesh_Draw(3, 1, polygonelements);
1169 }
1170
1171 /*
1172 ================
1173 R_RenderView
1174
1175 r_refdef must be set before the first call
1176 ================
1177 */
1178 extern void R_DrawLightningBeams (void);
1179 void R_RenderView (void)
1180 {
1181         entity_render_t *world;
1182         if (!r_refdef.entities/* || !cl.worldmodel*/)
1183                 return; //Host_Error ("R_RenderView: NULL worldmodel");
1184
1185         if (r_shadow_realtime.integer == 1)
1186         {
1187                 if (!gl_texturecubemap)
1188                 {
1189                         Con_Printf("Cubemap texture support not detected, turning off r_shadow_realtime\n");
1190                         Cvar_SetValueQuick(&r_shadow_realtime, 0);
1191                 }
1192                 else if (!gl_dot3arb)
1193                 {
1194                         Con_Printf("Bumpmapping support not detected, turning off r_shadow_realtime\n");
1195                         Cvar_SetValueQuick(&r_shadow_realtime, 0);
1196                 }
1197                 else if (!gl_stencil)
1198                 {
1199                         Con_Printf("Stencil not enabled, turning off r_shadow_realtime, please type vid_stencil 1;vid_bitsperpixel 32;vid_restart and try again\n");
1200                         Cvar_SetValueQuick(&r_shadow_realtime, 0);
1201                 }
1202                 else if (!gl_combine.integer)
1203                 {
1204                         Con_Printf("Combine disabled, please turn on gl_combine, turning off r_shadow_realtime\n");
1205                         Cvar_SetValueQuick(&r_shadow_realtime, 0);
1206                 }
1207         }
1208
1209         R_Shadow_UpdateLightingMode();
1210
1211         world = &cl_entities[0].render;
1212
1213         // FIXME: move to client
1214         R_MoveExplosions();
1215         R_TimeReport("mexplosion");
1216
1217         R_Textures_Frame();
1218         R_SetupFrame();
1219         R_SetFrustum();
1220         R_SetupFog();
1221         R_SkyStartFrame();
1222         R_BuildLightList();
1223         R_TimeReport("setup");
1224
1225         R_WorldVisibility(world);
1226         R_TimeReport("worldvis");
1227
1228         R_FarClip_Start(r_origin, vpn, 768.0f);
1229         R_MarkEntities();
1230         r_farclip = R_FarClip_Finish() + 256.0f;
1231         R_TimeReport("markentity");
1232
1233         GL_SetupView_ViewPort(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
1234         if (r_shadow_lightingmode > 0)
1235                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.fov_x, r_refdef.fov_y, 1.0f);
1236         else
1237                 GL_SetupView_Mode_Perspective(r_refdef.fov_x, r_refdef.fov_y, 1.0f, r_farclip);
1238         GL_SetupView_Orientation_FromEntity (r_refdef.vieworg, r_refdef.viewangles);
1239         qglDepthFunc(GL_LEQUAL);
1240
1241         R_Mesh_Start();
1242         R_MeshQueue_BeginScene();
1243
1244         R_Shadow_UpdateWorldLightSelection();
1245
1246         if (R_DrawBrushModelsSky())
1247                 R_TimeReport("bmodelsky");
1248
1249         // must occur early because it can draw sky
1250         R_DrawWorld(world);
1251         R_TimeReport("world");
1252
1253         // don't let sound skip if going slow
1254         if (!intimerefresh && !r_speeds.integer)
1255                 S_ExtraUpdate ();
1256
1257         R_DrawModels(r_shadow_lightingmode > 0);
1258         R_TimeReport("models");
1259
1260         if (r_shadows.integer == 1 && r_shadow_lightingmode <= 0)
1261         {
1262                 R_DrawFakeShadows();
1263                 R_TimeReport("fakeshadow");
1264         }
1265
1266         if (r_shadow_lightingmode > 0)
1267         {
1268                 R_ShadowVolumeLighting(false);
1269                 R_TimeReport("dynlight");
1270         }
1271
1272         R_DrawLightningBeams();
1273         R_TimeReport("lightning");
1274
1275         R_DrawParticles();
1276         R_TimeReport("particles");
1277
1278         R_DrawExplosions();
1279         R_TimeReport("explosions");
1280
1281         R_MeshQueue_RenderTransparent();
1282         R_TimeReport("drawtrans");
1283
1284         R_DrawCoronas();
1285         R_TimeReport("coronas");
1286
1287         R_DrawWorldCrosshair();
1288         R_TimeReport("crosshair");
1289
1290         R_BlendView();
1291         R_TimeReport("blendview");
1292
1293         R_MeshQueue_Render();
1294         R_MeshQueue_EndScene();
1295         if (r_shadow_realtime.integer >= 2)
1296         {
1297                 R_ShadowVolumeLighting(true);
1298                 R_TimeReport("shadowvolume");
1299         }
1300         R_Mesh_Finish();
1301         R_TimeReport("meshfinish");
1302 }
1303
1304 /*
1305 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
1306 {
1307         int i;
1308         float *v, *c, f1, f2, diff[3];
1309         rmeshstate_t m;
1310         m.blendfunc1 = GL_SRC_ALPHA;
1311         m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1312         R_Mesh_Matrix(&r_identitymatrix);
1313         R_Mesh_State(&m);
1314
1315         varray_vertex[ 0] = mins[0];varray_vertex[ 1] = mins[1];varray_vertex[ 2] = mins[2];
1316         varray_vertex[ 4] = maxs[0];varray_vertex[ 5] = mins[1];varray_vertex[ 6] = mins[2];
1317         varray_vertex[ 8] = mins[0];varray_vertex[ 9] = maxs[1];varray_vertex[10] = mins[2];
1318         varray_vertex[12] = maxs[0];varray_vertex[13] = maxs[1];varray_vertex[14] = mins[2];
1319         varray_vertex[16] = mins[0];varray_vertex[17] = mins[1];varray_vertex[18] = maxs[2];
1320         varray_vertex[20] = maxs[0];varray_vertex[21] = mins[1];varray_vertex[22] = maxs[2];
1321         varray_vertex[24] = mins[0];varray_vertex[25] = maxs[1];varray_vertex[26] = maxs[2];
1322         varray_vertex[28] = maxs[0];varray_vertex[29] = maxs[1];varray_vertex[30] = maxs[2];
1323         R_FillColors(varray_color, 8, cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca);
1324         if (fogenabled)
1325         {
1326                 for (i = 0, v = varray_vertex, c = varray_color;i < 8;i++, v += 4, c += 4)
1327                 {
1328                         VectorSubtract(v, r_origin, diff);
1329                         f2 = exp(fogdensity/DotProduct(diff, diff));
1330                         f1 = 1 - f2;
1331                         f2 *= r_colorscale;
1332                         c[0] = c[0] * f1 + fogcolor[0] * f2;
1333                         c[1] = c[1] * f1 + fogcolor[1] * f2;
1334                         c[2] = c[2] * f1 + fogcolor[2] * f2;
1335                 }
1336         }
1337         GL_UseColorArray();
1338         R_Mesh_Draw(8, 12);
1339 }
1340 */
1341
1342 void R_DrawNoModelCallback(const void *calldata1, int calldata2)
1343 {
1344         const entity_render_t *ent = calldata1;
1345         int i, element[24];
1346         float f1, f2, *c, diff[3];
1347         rmeshstate_t m;
1348         memset(&m, 0, sizeof(m));
1349         if (ent->flags & EF_ADDITIVE)
1350         {
1351                 m.blendfunc1 = GL_SRC_ALPHA;
1352                 m.blendfunc2 = GL_ONE;
1353         }
1354         else if (ent->alpha < 1)
1355         {
1356                 m.blendfunc1 = GL_SRC_ALPHA;
1357                 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1358         }
1359         else
1360         {
1361                 m.blendfunc1 = GL_ONE;
1362                 m.blendfunc2 = GL_ZERO;
1363         }
1364         R_Mesh_Matrix(&ent->matrix);
1365         R_Mesh_State(&m);
1366
1367         element[ 0] = 5;element[ 1] = 2;element[ 2] = 0;
1368         element[ 3] = 5;element[ 4] = 1;element[ 5] = 2;
1369         element[ 6] = 5;element[ 7] = 0;element[ 8] = 3;
1370         element[ 9] = 5;element[10] = 3;element[11] = 1;
1371         element[12] = 0;element[13] = 2;element[14] = 4;
1372         element[15] = 2;element[16] = 1;element[17] = 4;
1373         element[18] = 3;element[19] = 0;element[20] = 4;
1374         element[21] = 1;element[22] = 3;element[23] = 4;
1375         varray_vertex[ 0] = -16;varray_vertex[ 1] =   0;varray_vertex[ 2] =   0;
1376         varray_vertex[ 4] =  16;varray_vertex[ 5] =   0;varray_vertex[ 6] =   0;
1377         varray_vertex[ 8] =   0;varray_vertex[ 9] = -16;varray_vertex[10] =   0;
1378         varray_vertex[12] =   0;varray_vertex[13] =  16;varray_vertex[14] =   0;
1379         varray_vertex[16] =   0;varray_vertex[17] =   0;varray_vertex[18] = -16;
1380         varray_vertex[20] =   0;varray_vertex[21] =   0;varray_vertex[22] =  16;
1381         varray_color[ 0] = 0.00f * r_colorscale;varray_color[ 1] = 0.00f * r_colorscale;varray_color[ 2] = 0.50f * r_colorscale;varray_color[ 3] = ent->alpha;
1382         varray_color[ 4] = 0.00f * r_colorscale;varray_color[ 5] = 0.00f * r_colorscale;varray_color[ 6] = 0.50f * r_colorscale;varray_color[ 7] = ent->alpha;
1383         varray_color[ 8] = 0.00f * r_colorscale;varray_color[ 9] = 0.50f * r_colorscale;varray_color[10] = 0.00f * r_colorscale;varray_color[11] = ent->alpha;
1384         varray_color[12] = 0.00f * r_colorscale;varray_color[13] = 0.50f * r_colorscale;varray_color[14] = 0.00f * r_colorscale;varray_color[15] = ent->alpha;
1385         varray_color[16] = 0.50f * r_colorscale;varray_color[17] = 0.00f * r_colorscale;varray_color[18] = 0.00f * r_colorscale;varray_color[19] = ent->alpha;
1386         varray_color[20] = 0.50f * r_colorscale;varray_color[21] = 0.00f * r_colorscale;varray_color[22] = 0.00f * r_colorscale;varray_color[23] = ent->alpha;
1387         if (fogenabled)
1388         {
1389                 VectorSubtract(ent->origin, r_origin, diff);
1390                 f2 = exp(fogdensity/DotProduct(diff, diff));
1391                 f1 = 1 - f2;
1392                 for (i = 0, c = varray_color;i < 6;i++, c += 4)
1393                 {
1394                         c[0] = (c[0] * f1 + fogcolor[0] * f2) * r_colorscale;
1395                         c[1] = (c[1] * f1 + fogcolor[1] * f2) * r_colorscale;
1396                         c[2] = (c[2] * f1 + fogcolor[2] * f2) * r_colorscale;
1397                 }
1398         }
1399         else
1400         {
1401                 for (i = 0, c = varray_color;i < 6;i++, c += 4)
1402                 {
1403                         c[0] *= r_colorscale;
1404                         c[1] *= r_colorscale;
1405                         c[2] *= r_colorscale;
1406                 }
1407         }
1408         GL_UseColorArray();
1409         R_Mesh_Draw(6, 8, element);
1410 }
1411
1412 void R_DrawNoModel(entity_render_t *ent)
1413 {
1414         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
1415                 R_MeshQueue_AddTransparent(ent->origin, R_DrawNoModelCallback, ent, 0);
1416         //else
1417         //      R_DrawNoModelCallback(ent, 0);
1418 }
1419
1420 void R_CalcBeamVerts (float *vert, const vec3_t org1, const vec3_t org2, float width)
1421 {
1422         vec3_t right1, right2, diff, normal;
1423
1424         VectorSubtract (org2, org1, normal);
1425         VectorNormalizeFast (normal);
1426
1427         // calculate 'right' vector for start
1428         VectorSubtract (r_origin, org1, diff);
1429         VectorNormalizeFast (diff);
1430         CrossProduct (normal, diff, right1);
1431
1432         // calculate 'right' vector for end
1433         VectorSubtract (r_origin, org2, diff);
1434         VectorNormalizeFast (diff);
1435         CrossProduct (normal, diff, right2);
1436
1437         vert[ 0] = org1[0] + width * right1[0];
1438         vert[ 1] = org1[1] + width * right1[1];
1439         vert[ 2] = org1[2] + width * right1[2];
1440         vert[ 4] = org1[0] - width * right1[0];
1441         vert[ 5] = org1[1] - width * right1[1];
1442         vert[ 6] = org1[2] - width * right1[2];
1443         vert[ 8] = org2[0] - width * right2[0];
1444         vert[ 9] = org2[1] - width * right2[1];
1445         vert[10] = org2[2] - width * right2[2];
1446         vert[12] = org2[0] + width * right2[0];
1447         vert[13] = org2[1] + width * right2[1];
1448         vert[14] = org2[2] + width * right2[2];
1449 }