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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", "1"};
55 cvar_t r_staticworldlights = {0, "r_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
62 cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
63 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"};
64 cvar_t gl_fogred = {0, "gl_fogred","0.3"};
65 cvar_t gl_foggreen = {0, "gl_foggreen","0.3"};
66 cvar_t gl_fogblue = {0, "gl_fogblue","0.3"};
67 cvar_t gl_fogstart = {0, "gl_fogstart", "0"};
68 cvar_t gl_fogend = {0, "gl_fogend","0"};
69
70 cvar_t r_textureunits = {0, "r_textureunits", "32"};
71
72 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
73 {
74         int i;
75         for (i = 0;i < verts;i++)
76         {
77                 out[0] = in[0] * r;
78                 out[1] = in[1] * g;
79                 out[2] = in[2] * b;
80                 out[3] = in[3];
81                 in += 4;
82                 out += 4;
83         }
84 }
85
86 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
87 {
88         int i;
89         for (i = 0;i < verts;i++)
90         {
91                 out[0] = r;
92                 out[1] = g;
93                 out[2] = b;
94                 out[3] = a;
95                 out += 4;
96         }
97 }
98
99 /*
100 ====================
101 R_TimeRefresh_f
102
103 For program optimization
104 ====================
105 */
106 qboolean intimerefresh = 0;
107 static void R_TimeRefresh_f (void)
108 {
109         int i;
110         float start, stop, time;
111
112         intimerefresh = 1;
113         start = Sys_DoubleTime ();
114         for (i = 0;i < 128;i++)
115         {
116                 r_refdef.viewangles[0] = 0;
117                 r_refdef.viewangles[1] = i/128.0*360.0;
118                 r_refdef.viewangles[2] = 0;
119                 CL_UpdateScreen();
120         }
121
122         stop = Sys_DoubleTime ();
123         intimerefresh = 0;
124         time = stop-start;
125         Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
126 }
127
128 vec3_t fogcolor;
129 vec_t fogdensity;
130 float fog_density, fog_red, fog_green, fog_blue;
131 qboolean fogenabled;
132 qboolean oldgl_fogenable;
133 void R_SetupFog(void)
134 {
135         if (gamemode == GAME_NEHAHRA)
136         {
137                 if (gl_fogenable.integer)
138                 {
139                         oldgl_fogenable = true;
140                         fog_density = gl_fogdensity.value;
141                         fog_red = gl_fogred.value;
142                         fog_green = gl_foggreen.value;
143                         fog_blue = gl_fogblue.value;
144                 }
145                 else if (oldgl_fogenable)
146                 {
147                         oldgl_fogenable = false;
148                         fog_density = 0;
149                         fog_red = 0;
150                         fog_green = 0;
151                         fog_blue = 0;
152                 }
153         }
154         if (fog_density)
155         {
156                 fogcolor[0] = fog_red   = bound(0.0f, fog_red  , 1.0f);
157                 fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
158                 fogcolor[2] = fog_blue  = bound(0.0f, fog_blue , 1.0f);
159         }
160         if (fog_density)
161         {
162                 fogenabled = true;
163                 fogdensity = -4000.0f / (fog_density * fog_density);
164                 // fog color was already set
165         }
166         else
167                 fogenabled = false;
168 }
169
170 // FIXME: move this to client?
171 void FOG_clear(void)
172 {
173         if (gamemode == GAME_NEHAHRA)
174         {
175                 Cvar_Set("gl_fogenable", "0");
176                 Cvar_Set("gl_fogdensity", "0.2");
177                 Cvar_Set("gl_fogred", "0.3");
178                 Cvar_Set("gl_foggreen", "0.3");
179                 Cvar_Set("gl_fogblue", "0.3");
180         }
181         fog_density = fog_red = fog_green = fog_blue = 0.0f;
182 }
183
184 // FIXME: move this to client?
185 void FOG_registercvars(void)
186 {
187         if (gamemode == GAME_NEHAHRA)
188         {
189                 Cvar_RegisterVariable (&gl_fogenable);
190                 Cvar_RegisterVariable (&gl_fogdensity);
191                 Cvar_RegisterVariable (&gl_fogred);
192                 Cvar_RegisterVariable (&gl_foggreen);
193                 Cvar_RegisterVariable (&gl_fogblue);
194                 Cvar_RegisterVariable (&gl_fogstart);
195                 Cvar_RegisterVariable (&gl_fogend);
196         }
197 }
198
199 void gl_main_start(void)
200 {
201 }
202
203 void gl_main_shutdown(void)
204 {
205 }
206
207 extern void CL_ParseEntityLump(char *entitystring);
208 void gl_main_newmap(void)
209 {
210         if (cl.worldmodel && cl.worldmodel->entities)
211                 CL_ParseEntityLump(cl.worldmodel->entities);
212         r_framecount = 1;
213 }
214
215 void GL_Main_Init(void)
216 {
217         Matrix4x4_CreateIdentity(&r_identitymatrix);
218 // FIXME: move this to client?
219         FOG_registercvars();
220         Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
221         Cvar_RegisterVariable (&r_drawentities);
222         Cvar_RegisterVariable (&r_drawviewmodel);
223         Cvar_RegisterVariable (&r_shadows);
224         Cvar_RegisterVariable (&r_staticworldlights);
225         Cvar_RegisterVariable (&r_speeds);
226         Cvar_RegisterVariable (&r_fullbrights);
227         Cvar_RegisterVariable (&r_wateralpha);
228         Cvar_RegisterVariable (&r_dynamic);
229         Cvar_RegisterVariable (&r_fullbright);
230         Cvar_RegisterVariable (&r_textureunits);
231         if (gamemode == GAME_NEHAHRA)
232                 Cvar_SetValue("r_fullbrights", 0);
233         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
234 }
235
236 vec3_t r_farclip_origin;
237 vec3_t r_farclip_direction;
238 vec_t r_farclip_directiondist;
239 vec_t r_farclip_meshfarclip;
240 int r_farclip_directionbit0;
241 int r_farclip_directionbit1;
242 int r_farclip_directionbit2;
243
244 // start a farclip measuring session
245 void R_FarClip_Start(vec3_t origin, vec3_t direction, vec_t startfarclip)
246 {
247         VectorCopy(origin, r_farclip_origin);
248         VectorCopy(direction, r_farclip_direction);
249         r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction);
250         r_farclip_directionbit0 = r_farclip_direction[0] < 0;
251         r_farclip_directionbit1 = r_farclip_direction[1] < 0;
252         r_farclip_directionbit2 = r_farclip_direction[2] < 0;
253         r_farclip_meshfarclip = r_farclip_directiondist + startfarclip;
254 }
255
256 // enlarge farclip to accomodate box
257 void R_FarClip_Box(vec3_t mins, vec3_t maxs)
258 {
259         float d;
260         d = (r_farclip_directionbit0 ? mins[0] : maxs[0]) * r_farclip_direction[0]
261           + (r_farclip_directionbit1 ? mins[1] : maxs[1]) * r_farclip_direction[1]
262           + (r_farclip_directionbit2 ? mins[2] : maxs[2]) * r_farclip_direction[2];
263         if (r_farclip_meshfarclip < d)
264                 r_farclip_meshfarclip = d;
265 }
266
267 // return farclip value
268 float R_FarClip_Finish(void)
269 {
270         return r_farclip_meshfarclip - r_farclip_directiondist;
271 }
272
273 /*
274 ===============
275 R_NewMap
276 ===============
277 */
278 void R_NewMap (void)
279 {
280         R_Modules_NewMap();
281 }
282
283 extern void R_Textures_Init(void);
284 extern void Mod_RenderInit(void);
285 extern void GL_Draw_Init(void);
286 extern void GL_Main_Init(void);
287 extern void R_Shadow_Init(void);
288 extern void GL_Models_Init(void);
289 extern void R_Sky_Init(void);
290 extern void GL_Surf_Init(void);
291 extern void R_Crosshairs_Init(void);
292 extern void R_Light_Init(void);
293 extern void R_Particles_Init(void);
294 extern void R_Explosion_Init(void);
295 extern void ui_init(void);
296 extern void gl_backend_init(void);
297 extern void Sbar_Init(void);
298
299 void Render_Init(void)
300 {
301         R_Textures_Init();
302         Mod_RenderInit();
303         gl_backend_init();
304         R_MeshQueue_Init();
305         GL_Draw_Init();
306         GL_Main_Init();
307         R_Shadow_Init();
308         GL_Models_Init();
309         R_Sky_Init();
310         GL_Surf_Init();
311         R_Crosshairs_Init();
312         R_Light_Init();
313         R_Particles_Init();
314         R_Explosion_Init();
315         ui_init();
316         Sbar_Init();
317 }
318
319 /*
320 ===============
321 GL_Init
322 ===============
323 */
324 extern char *ENGINE_EXTENSIONS;
325 void GL_Init (void)
326 {
327         VID_CheckExtensions();
328
329         // LordHavoc: report supported extensions
330         Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
331 }
332
333 int R_CullBox(const vec3_t mins, const vec3_t maxs)
334 {
335         int i;
336         mplane_t *p;
337         for (i = 0;i < 4;i++)
338         {
339                 p = frustum + i;
340                 switch(p->signbits)
341                 {
342                 default:
343                 case 0:
344                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
345                                 return true;
346                         break;
347                 case 1:
348                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
349                                 return true;
350                         break;
351                 case 2:
352                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
353                                 return true;
354                         break;
355                 case 3:
356                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
357                                 return true;
358                         break;
359                 case 4:
360                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
361                                 return true;
362                         break;
363                 case 5:
364                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
365                                 return true;
366                         break;
367                 case 6:
368                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
369                                 return true;
370                         break;
371                 case 7:
372                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
373                                 return true;
374                         break;
375                 }
376         }
377         return false;
378 }
379
380 int PVS_CullBox(const vec3_t mins, const vec3_t maxs)
381 {
382         int stackpos, sides;
383         mnode_t *node, *stack[4096];
384         stackpos = 0;
385         stack[stackpos++] = cl.worldmodel->nodes;
386         while (stackpos)
387         {
388                 node = stack[--stackpos];
389                 if (node->contents < 0)
390                 {
391                         if (((mleaf_t *)node)->pvsframe == cl.worldmodel->pvsframecount)
392                                 return false;
393                 }
394                 else
395                 {
396                         sides = BoxOnPlaneSide(mins, maxs, node->plane);
397                         if (sides & 2 && stackpos < 4096)
398                                 stack[stackpos++] = node->children[1];
399                         if (sides & 1 && stackpos < 4096)
400                                 stack[stackpos++] = node->children[0];
401                 }
402         }
403         return true;
404 }
405
406 int VIS_CullBox(const vec3_t mins, const vec3_t maxs)
407 {
408         int stackpos, sides;
409         mnode_t *node, *stack[4096];
410         if (R_CullBox(mins, maxs))
411                 return true;
412         stackpos = 0;
413         stack[stackpos++] = cl.worldmodel->nodes;
414         while (stackpos)
415         {
416                 node = stack[--stackpos];
417                 if (node->contents < 0)
418                 {
419                         if (((mleaf_t *)node)->visframe == r_framecount)
420                                 return false;
421                 }
422                 else
423                 {
424                         sides = BoxOnPlaneSide(mins, maxs, node->plane);
425                         if (sides & 2 && stackpos < 4096)
426                                 stack[stackpos++] = node->children[1];
427                         if (sides & 1 && stackpos < 4096)
428                                 stack[stackpos++] = node->children[0];
429                 }
430         }
431         return true;
432 }
433
434 int R_CullSphere(const vec3_t origin, vec_t radius)
435 {
436         return (DotProduct(frustum[0].normal, origin) + radius < frustum[0].dist
437              || DotProduct(frustum[1].normal, origin) + radius < frustum[1].dist
438              || DotProduct(frustum[2].normal, origin) + radius < frustum[2].dist
439              || DotProduct(frustum[3].normal, origin) + radius < frustum[3].dist);
440 }
441
442 int PVS_CullSphere(const vec3_t origin, vec_t radius)
443 {
444         int stackpos;
445         mnode_t *node, *stack[4096];
446         float dist;
447         stackpos = 0;
448         stack[stackpos++] = cl.worldmodel->nodes;
449         while (stackpos)
450         {
451                 node = stack[--stackpos];
452                 if (node->contents < 0)
453                 {
454                         if (((mleaf_t *)node)->pvsframe == cl.worldmodel->pvsframecount)
455                                 return false;
456                 }
457                 else
458                 {
459                         dist = PlaneDiff(origin, node->plane);
460                         if (dist <= radius)
461                                 stack[stackpos++] = node->children[1];
462                         if (dist >= -radius)
463                                 stack[stackpos++] = node->children[0];
464                 }
465         }
466         return true;
467 }
468
469 int VIS_CullSphere(const vec3_t origin, vec_t radius)
470 {
471         int stackpos;
472         mnode_t *node, *stack[4096];
473         float dist;
474         if (R_CullSphere(origin, radius))
475                 return true;
476         stackpos = 0;
477         stack[stackpos++] = cl.worldmodel->nodes;
478         while (stackpos)
479         {
480                 node = stack[--stackpos];
481                 if (node->contents < 0)
482                 {
483                         if (((mleaf_t *)node)->visframe == r_framecount)
484                                 return false;
485                 }
486                 else
487                 {
488                         dist = PlaneDiff(origin, node->plane);
489                         if (dist <= radius)
490                                 stack[stackpos++] = node->children[1];
491                         if (dist >= -radius)
492                                 stack[stackpos++] = node->children[0];
493                 }
494         }
495         return true;
496 }
497
498
499 //==================================================================================
500
501 static void R_MarkEntities (void)
502 {
503         int i;
504         vec3_t v;
505         entity_render_t *ent;
506
507         ent = &cl_entities[0].render;
508         Matrix4x4_CreateIdentity(&ent->matrix);
509         Matrix4x4_CreateIdentity(&ent->inversematrix);
510
511         if (cl.worldmodel)
512                 R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs);
513
514         if (!r_drawentities.integer)
515                 return;
516
517         for (i = 0;i < r_refdef.numentities;i++)
518         {
519                 ent = r_refdef.entities[i];
520                 Mod_CheckLoaded(ent->model);
521
522                 // move view-relative models to where they should be
523                 if (ent->flags & RENDER_VIEWMODEL)
524                 {
525                         // remove flag so it will not be repeated incase RelinkEntities is not called again for a while
526                         ent->flags -= RENDER_VIEWMODEL;
527                         // transform origin
528                         VectorCopy(ent->origin, v);
529                         ent->origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0];
530                         ent->origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1];
531                         ent->origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2];
532                         // adjust angles
533                         VectorAdd(ent->angles, r_refdef.viewangles, ent->angles);
534                 }
535
536                 VectorCopy(ent->angles, v);
537                 if (!ent->model || ent->model->type != mod_brush)
538                         v[0] = -v[0];
539                 Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], v[0], v[1], v[2], ent->scale);
540                 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
541                 R_LerpAnimation(ent);
542                 R_UpdateEntLights(ent);
543                 if (!VIS_CullSphere(ent->origin, ent->model->radius * ent->scale)
544                  && !VIS_CullBox(ent->mins, ent->maxs))
545                 {
546                         ent->visframe = r_framecount;
547                         R_FarClip_Box(ent->mins, ent->maxs);
548                 }
549         }
550 }
551
552 // only used if skyrendermasked, and normally returns false
553 int R_DrawBrushModelsSky (void)
554 {
555         int i, sky;
556         entity_render_t *ent;
557
558         if (!r_drawentities.integer)
559                 return false;
560
561         sky = false;
562         for (i = 0;i < r_refdef.numentities;i++)
563         {
564                 ent = r_refdef.entities[i];
565                 if (ent->visframe == r_framecount && ent->model && ent->model->DrawSky)
566                 {
567                         ent->model->DrawSky(ent);
568                         sky = true;
569                 }
570         }
571         return sky;
572 }
573
574 /*
575 =============
576 R_DrawViewModel
577 =============
578 */
579 void R_DrawViewModel (void)
580 {
581         entity_render_t *ent;
582
583         // FIXME: move these checks to client
584         if (!r_drawviewmodel.integer || chase_active.integer || envmap || !r_drawentities.integer || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model)
585                 return;
586
587         ent = &cl.viewent.render;
588         Mod_CheckLoaded(ent->model);
589         R_LerpAnimation(ent);
590         Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], -ent->angles[0], ent->angles[1], ent->angles[2], ent->scale);
591         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
592         R_UpdateEntLights(ent);
593         ent->model->Draw(ent);
594 }
595
596 void R_DrawNoModel(entity_render_t *ent);
597 void R_DrawModels ()
598 {
599         int i;
600         entity_render_t *ent;
601
602         if (!r_drawentities.integer)
603                 return;
604
605         R_DrawViewModel();
606         for (i = 0;i < r_refdef.numentities;i++)
607         {
608                 ent = r_refdef.entities[i];
609                 if (ent->visframe == r_framecount)
610                 {
611                         if (ent->model && ent->model->Draw != NULL)
612                                 ent->model->Draw(ent);
613                         else
614                                 R_DrawNoModel(ent);
615                 }
616         }
617 }
618
619 void R_DrawFakeShadows (void)
620 {
621         int i;
622         entity_render_t *ent;
623
624         ent = &cl_entities[0].render;
625         if (ent->model && ent->model->DrawFakeShadow)
626                 ent->model->DrawFakeShadow(ent);
627
628         if (!r_drawentities.integer)
629                 return;
630         for (i = 0;i < r_refdef.numentities;i++)
631         {
632                 ent = r_refdef.entities[i];
633                 if (ent->model && ent->model->DrawFakeShadow)
634                         ent->model->DrawFakeShadow(ent);
635         }
636 }
637
638 #include "r_shadow.h"
639
640 void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t lightorigin, float cullradius, float lightradius)
641 {
642         int i;
643         vec3_t p, p2, temp, relativelightorigin, mins, maxs;
644         float dist, projectdistance;
645         // rough checks
646         if (ent->model && ent->model->DrawShadowVolume)
647         {
648                 temp[0] = bound(ent->mins[0], lightorigin[0], ent->maxs[0]) - lightorigin[0];
649                 temp[1] = bound(ent->mins[1], lightorigin[1], ent->maxs[1]) - lightorigin[1];
650                 temp[2] = bound(ent->mins[2], lightorigin[2], ent->maxs[2]) - lightorigin[2];
651                 dist = DotProduct(temp, temp);
652                 if (dist < cullradius * cullradius)
653                 {
654                         projectdistance = cullradius - sqrt(dist);
655                         // calculate projected bounding box and decide if it is on-screen
656                         VectorCopy(ent->mins, mins);
657                         VectorCopy(ent->maxs, maxs);
658                         for (i = 0;i < 8;i++)
659                         {
660                                 p[0] = i & 1 ? ent->maxs[0] : ent->mins[0];
661                                 p[1] = i & 2 ? ent->maxs[1] : ent->mins[1];
662                                 p[2] = i & 4 ? ent->maxs[2] : ent->mins[2];
663                                 VectorSubtract(p, lightorigin, temp);
664                                 dist = projectdistance / sqrt(DotProduct(temp, temp));
665                                 VectorMA(p, dist, temp, p2);
666                                 if (mins[0] > p2[0]) mins[0] = p2[0];if (maxs[0] < p2[0]) maxs[0] = p2[0];
667                                 if (mins[1] > p2[1]) mins[1] = p2[1];if (maxs[1] < p2[1]) maxs[1] = p2[1];
668                                 if (mins[2] > p2[2]) mins[2] = p2[2];if (maxs[2] < p2[2]) maxs[2] = p2[2];
669                         }
670                         if (!VIS_CullBox(mins, maxs))
671                         {
672                                 Matrix4x4_Transform(&ent->inversematrix, lightorigin, relativelightorigin);
673                                 ent->model->DrawShadowVolume (ent, relativelightorigin, lightradius);
674                         }
675                 }
676         }
677 }
678
679 void R_DrawWorldLightShadowVolume(mlight_t *sl)
680 {
681         shadowmesh_t *mesh;
682         R_Mesh_Matrix(&cl_entities[0].render.matrix);
683         for (mesh = sl->shadowvolume;mesh;mesh = mesh->next)
684         {
685                 R_Mesh_ResizeCheck(mesh->numverts);
686                 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
687                 R_Shadow_RenderVolume(mesh->numverts, mesh->numtriangles, mesh->elements);
688         }
689 }
690
691 #define SHADOWSPHERE_SEGMENTS 16
692
693 shadowmesh_t *shadowsphere;
694 void R_CreateShadowSphere(void)
695 {
696         int i, j;
697         vec3_t angles, angles2, angles3, angles4;
698         float verts[12];
699         shadowsphere = Mod_ShadowMesh_Begin(zonemempool);
700         for (i = 0;i < SHADOWSPHERE_SEGMENTS / 2;i++)
701         {
702                 for (j = 0;j < SHADOWSPHERE_SEGMENTS;j++)
703                 {
704                         angles[0] = (i * 360.0f / SHADOWSPHERE_SEGMENTS) + 90.0f;
705                         angles[1] = j * 360.0f / SHADOWSPHERE_SEGMENTS;
706                         angles[2] = 0;
707                         VectorCopy(angles, angles2);
708                         VectorCopy(angles, angles3);
709                         VectorCopy(angles, angles4);
710                         angles2[1] += 360.0f / SHADOWSPHERE_SEGMENTS;
711                         angles3[0] += 360.0f / SHADOWSPHERE_SEGMENTS;
712                         angles3[1] += 360.0f / SHADOWSPHERE_SEGMENTS;
713                         angles4[0] += 360.0f / SHADOWSPHERE_SEGMENTS;
714                         AngleVectorsFLU(angles, verts, NULL, NULL);
715                         AngleVectorsFLU(angles2, verts + 9, NULL, NULL);
716                         AngleVectorsFLU(angles3, verts + 6, NULL, NULL);
717                         AngleVectorsFLU(angles4, verts + 3, NULL, NULL);
718                         VectorScale(&verts[0], 1.0f, &verts[0]);
719                         VectorScale(&verts[3], 1.0f, &verts[3]);
720                         VectorScale(&verts[6], 1.0f, &verts[6]);
721                         VectorScale(&verts[9], 1.0f, &verts[9]);
722                         Mod_ShadowMesh_AddPolygon(zonemempool, shadowsphere, 4, verts);
723                 }
724         }
725         shadowsphere = Mod_ShadowMesh_Finish(zonemempool, shadowsphere);
726 }
727
728
729 void R_DrawShadowSphere(vec3_t origin, float cullradius, float lightradius)
730 {
731         shadowmesh_t *mesh;
732         matrix4x4_t matrix;
733         if (!shadowsphere)
734                 R_CreateShadowSphere();
735         Matrix4x4_CreateScale(&matrix, lightradius);
736         Matrix4x4_ConcatTranslate(&matrix, origin[0], origin[1], origin[2]);
737         R_Mesh_Matrix(&matrix);
738         for (mesh = shadowsphere;mesh;mesh = mesh->next)
739         {
740                 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
741                 R_Shadow_RenderVolume(mesh->numverts, mesh->numtriangles, mesh->elements);
742         }
743         Matrix4x4_CreateScale(&matrix, -cullradius);
744         Matrix4x4_ConcatTranslate(&matrix, origin[0], origin[1], origin[2]);
745         R_Mesh_Matrix(&matrix);
746         for (mesh = shadowsphere;mesh;mesh = mesh->next)
747         {
748                 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
749                 R_Shadow_RenderVolume(mesh->numverts, mesh->numtriangles, mesh->elements);
750         }
751 }
752
753 void R_ShadowVolumeLighting (int visiblevolumes)
754 {
755         int i;
756         entity_render_t *ent;
757         int lnum;
758         float f, lightradius, cullradius;
759         vec3_t relativelightorigin, relativeeyeorigin, lightcolor;
760         mlight_t *sl;
761         rdlight_t *rd;
762         rmeshstate_t m;
763
764         if (visiblevolumes)
765         {
766                 memset(&m, 0, sizeof(m));
767                 m.blendfunc1 = GL_ONE;
768                 m.blendfunc2 = GL_ONE;
769                 R_Mesh_State(&m);
770                 GL_Color(0.0 * r_colorscale, 0.0125 * r_colorscale, 0.1 * r_colorscale, 1);
771         }
772         else
773                 R_Shadow_Stage_Begin();
774         for (lnum = 0, sl = cl.worldmodel->lights;lnum < cl.worldmodel->numlights;lnum++, sl++)
775         {
776                 if (d_lightstylevalue[sl->style] <= 0)
777                         continue;
778                 if (r_light_debuglight.integer >= 0 && lnum != r_light_debuglight.integer)
779                         continue;
780                 cullradius = sl->cullradius;
781                 lightradius = sl->lightradius;
782                 if (VIS_CullBox(sl->mins, sl->maxs) || VIS_CullSphere(sl->origin, cullradius))
783                         continue;
784
785                 f = d_lightstylevalue[sl->style] * (1.0f / 32768.0f);
786                 VectorScale(sl->light, f, lightcolor);
787
788                 if (!visiblevolumes)
789                         R_Shadow_Stage_ShadowVolumes();
790                 if (sl->shadowvolume && r_staticworldlights.integer)
791                         R_DrawWorldLightShadowVolume(sl);
792                 else
793                 {
794                         //R_DrawShadowSphere(sl->origin, cullradius, lightradius * 2);
795                         R_TestAndDrawShadowVolume(&cl_entities[0].render, sl->origin, cullradius, lightradius);
796                 }
797                 if (r_drawentities.integer)
798                 {
799                         for (i = 0;i < r_refdef.numentities;i++)
800                         {
801                                 ent = r_refdef.entities[i];
802                                 if (ent->maxs[0] >= sl->mins[0] && ent->mins[0] <= sl->maxs[0]
803                                  && ent->maxs[1] >= sl->mins[1] && ent->mins[1] <= sl->maxs[1]
804                                  && ent->maxs[2] >= sl->mins[2] && ent->mins[2] <= sl->maxs[2]
805                                  && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
806                                         R_TestAndDrawShadowVolume(r_refdef.entities[i], sl->origin, cullradius, lightradius);
807                         }
808                 }
809
810                 if (!visiblevolumes)
811                 {
812                         R_Shadow_Stage_Light();
813                         ent = &cl_entities[0].render;
814                         if (ent->model && ent->model->DrawLight)
815                         {
816                                 Matrix4x4_Transform(&ent->inversematrix, sl->origin, relativelightorigin);
817                                 Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
818                                 ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius, sl->distbias, sl->subtract, lightcolor);
819                         }
820                         if (r_drawentities.integer)
821                         {
822                                 for (i = 0;i < r_refdef.numentities;i++)
823                                 {
824                                         ent = r_refdef.entities[i];
825                                         if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
826                                          && ent->maxs[0] >= sl->mins[0] && ent->mins[0] <= sl->maxs[0]
827                                          && ent->maxs[1] >= sl->mins[1] && ent->mins[1] <= sl->maxs[1]
828                                          && ent->maxs[2] >= sl->mins[2] && ent->mins[2] <= sl->maxs[2]
829                                          && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
830                                         {
831                                                 Matrix4x4_Transform(&ent->inversematrix, sl->origin, relativelightorigin);
832                                                 Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
833                                                 ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius, sl->distbias, sl->subtract, lightcolor);
834                                         }
835                                 }
836                         }
837
838                         R_Shadow_Stage_EraseShadowVolumes();
839                         if (sl->shadowvolume && r_staticworldlights.integer)
840                                 R_DrawWorldLightShadowVolume(sl);
841                         else
842                         {
843                                 //R_DrawShadowSphere(sl->origin, cullradius, lightradius * 2);
844                                 R_TestAndDrawShadowVolume(&cl_entities[0].render, sl->origin, cullradius, lightradius);
845                         }
846                         if (r_drawentities.integer)
847                         {
848                                 for (i = 0;i < r_refdef.numentities;i++)
849                                 {
850                                         ent = r_refdef.entities[i];
851                                         if (ent->maxs[0] >= sl->mins[0] && ent->mins[0] <= sl->maxs[0]
852                                          && ent->maxs[1] >= sl->mins[1] && ent->mins[1] <= sl->maxs[1]
853                                          && ent->maxs[2] >= sl->mins[2] && ent->mins[2] <= sl->maxs[2]
854                                          && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
855                                                 R_TestAndDrawShadowVolume(r_refdef.entities[i], sl->origin, cullradius, lightradius);
856                                 }
857                         }
858                 }
859         }
860         for (lnum = 0, rd = r_dlight;lnum < r_numdlights;lnum++, rd++)
861         {
862                 cullradius = rd->cullradius;
863                 lightradius = rd->cullradius;
864                 if (VIS_CullSphere(rd->origin, cullradius))
865                         continue;
866
867                 VectorScale(rd->light, 16.0f, lightcolor);
868
869                 if (!visiblevolumes)
870                         R_Shadow_Stage_ShadowVolumes();
871                 R_TestAndDrawShadowVolume(&cl_entities[0].render, rd->origin, cullradius, lightradius);
872                 if (r_drawentities.integer)
873                 {
874                         for (i = 0;i < r_refdef.numentities;i++)
875                         {
876                                 ent = r_refdef.entities[i];
877                                 if (ent != rd->ent && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
878                                         R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius);
879                         }
880                 }
881
882                 if (!visiblevolumes)
883                 {
884                         R_Shadow_Stage_Light();
885                         ent = &cl_entities[0].render;
886                         if (ent->model && ent->model->DrawLight)
887                         {
888                                 Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
889                                 Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
890                                 ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius, LIGHTOFFSET, rd->subtract, lightcolor);
891                         }
892                         if (r_drawentities.integer)
893                         {
894                                 for (i = 0;i < r_refdef.numentities;i++)
895                                 {
896                                         ent = r_refdef.entities[i];
897                                         if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
898                                          && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
899                                         {
900                                                 Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
901                                                 Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
902                                                 ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius, LIGHTOFFSET, rd->subtract, lightcolor);
903                                         }
904                                 }
905                         }
906
907                         R_Shadow_Stage_EraseShadowVolumes();
908                         R_TestAndDrawShadowVolume(&cl_entities[0].render, rd->origin, cullradius, lightradius);
909                         if (r_drawentities.integer)
910                         {
911                                 for (i = 0;i < r_refdef.numentities;i++)
912                                 {
913                                         ent = r_refdef.entities[i];
914                                         if (ent != rd->ent && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
915                                                 R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius);
916                                 }
917                         }
918                 }
919         }
920
921         if (!visiblevolumes)
922                 R_Shadow_Stage_End();
923 }
924
925 static void R_SetFrustum (void)
926 {
927         int i;
928
929         // LordHavoc: note to all quake engine coders, the special case for 90
930         // degrees assumed a square view (wrong), so I removed it, Quake2 has it
931         // disabled as well.
932         // rotate VPN right by FOV_X/2 degrees
933         RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
934         // rotate VPN left by FOV_X/2 degrees
935         RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
936         // rotate VPN up by FOV_X/2 degrees
937         RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
938         // rotate VPN down by FOV_X/2 degrees
939         RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
940
941         for (i = 0;i < 4;i++)
942         {
943                 frustum[i].type = PLANE_ANYZ;
944                 frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
945                 PlaneClassify(&frustum[i]);
946         }
947 }
948
949 /*
950 ===============
951 R_SetupFrame
952 ===============
953 */
954 static void R_SetupFrame (void)
955 {
956 // don't allow cheats in multiplayer
957         if (cl.maxclients > 1)
958         {
959                 if (r_fullbright.integer != 0)
960                         Cvar_Set ("r_fullbright", "0");
961                 if (r_ambient.value != 0)
962                         Cvar_Set ("r_ambient", "0");
963         }
964
965         r_framecount++;
966
967 // build the transformation matrix for the given view angles
968         VectorCopy (r_refdef.vieworg, r_origin);
969
970         AngleVectors (r_refdef.viewangles, vpn, vright, vup);
971
972         R_AnimateLight ();
973 }
974
975
976 static void R_BlendView(void)
977 {
978         rmeshstate_t m;
979         float r;
980
981         if (r_refdef.viewblend[3] < 0.01f)
982                 return;
983
984         memset(&m, 0, sizeof(m));
985         m.blendfunc1 = GL_SRC_ALPHA;
986         m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
987         m.depthdisable = true; // magic
988         R_Mesh_Matrix(&r_identitymatrix);
989         R_Mesh_State(&m);
990
991         r = 64000;
992         varray_vertex[0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r;
993         varray_vertex[1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r;
994         varray_vertex[2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r;
995         r *= 3;
996         varray_vertex[4] = varray_vertex[0] + vup[0] * r;
997         varray_vertex[5] = varray_vertex[1] + vup[1] * r;
998         varray_vertex[6] = varray_vertex[2] + vup[2] * r;
999         varray_vertex[8] = varray_vertex[0] + vright[0] * r;
1000         varray_vertex[9] = varray_vertex[1] + vright[1] * r;
1001         varray_vertex[10] = varray_vertex[2] + vright[2] * r;
1002         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
1003         R_Mesh_Draw(3, 1, polygonelements);
1004 }
1005
1006 /*
1007 ================
1008 R_RenderView
1009
1010 r_refdef must be set before the first call
1011 ================
1012 */
1013 void R_RenderView (void)
1014 {
1015         entity_render_t *world;
1016         if (!r_refdef.entities/* || !cl.worldmodel*/)
1017                 return; //Host_Error ("R_RenderView: NULL worldmodel");
1018
1019         world = &cl_entities[0].render;
1020
1021         // FIXME: move to client
1022         R_MoveExplosions();
1023         R_TimeReport("mexplosion");
1024
1025         R_Textures_Frame();
1026         R_SetupFrame();
1027         R_SetFrustum();
1028         R_SetupFog();
1029         R_SkyStartFrame();
1030         R_BuildLightList();
1031         R_TimeReport("setup");
1032
1033         R_WorldVisibility(world);
1034         R_TimeReport("worldvis");
1035
1036         R_FarClip_Start(r_origin, vpn, 768.0f);
1037         R_MarkEntities();
1038         r_farclip = R_FarClip_Finish() + 256.0f;
1039         R_TimeReport("markentity");
1040
1041         GL_SetupView_ViewPort(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
1042         if (r_shadows.integer == 3)
1043                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.fov_x, r_refdef.fov_y, 1.0f);
1044         else
1045                 GL_SetupView_Mode_Perspective(r_refdef.fov_x, r_refdef.fov_y, 1.0f, r_farclip);
1046         GL_SetupView_Orientation_FromEntity (r_refdef.vieworg, r_refdef.viewangles);
1047         qglDepthFunc(GL_LEQUAL);
1048
1049         R_Mesh_Start();
1050         R_MeshQueue_BeginScene();
1051
1052         if (r_shadows.integer == 3)
1053         {
1054                 if (!gl_texturecubemap)
1055                 {
1056                         Con_Printf("Cubemap texture support not detected, turning off r_shadows 3\n");
1057                         Cvar_SetValueQuick(&r_shadows, 0);
1058                 }
1059                 else if (!gl_dot3arb)
1060                 {
1061                         Con_Printf("Bumpmapping support not detected, turning off r_shadows 3\n");
1062                         Cvar_SetValueQuick(&r_shadows, 0);
1063                 }
1064                 else if (!gl_stencil)
1065                 {
1066                         Con_Printf("Stencil not enabled, turning off r_shadows 3, please type vid_stencil 1;vid_restart and try again\n");
1067                         Cvar_SetValueQuick(&r_shadows, 0);
1068                 }
1069                 else if (!gl_combine.integer)
1070                 {
1071                         Con_Printf("Combine disabled, please turn on gl_combine, turning off r_shadows 3\n");
1072                         Cvar_SetValueQuick(&r_shadows, 0);
1073                 }
1074         }
1075
1076         if (R_DrawBrushModelsSky())
1077                 R_TimeReport("bmodelsky");
1078
1079         // must occur early because it can draw sky
1080         R_DrawWorld(world);
1081         R_TimeReport("world");
1082
1083         // don't let sound skip if going slow
1084         if (!intimerefresh && !r_speeds.integer)
1085                 S_ExtraUpdate ();
1086
1087         R_DrawModels(r_shadows.integer == 3);
1088         R_TimeReport("models");
1089
1090         if (r_shadows.integer == 1)
1091         {
1092                 R_DrawFakeShadows();
1093                 R_TimeReport("fakeshadow");
1094         }
1095
1096         if (r_shadows.integer == 3)
1097         {
1098                 R_ShadowVolumeLighting(false);
1099                 R_TimeReport("dynlight");
1100         }
1101
1102         R_DrawParticles();
1103         R_TimeReport("particles");
1104
1105         R_DrawExplosions();
1106         R_TimeReport("explosions");
1107
1108         R_MeshQueue_RenderTransparent();
1109         R_TimeReport("drawtrans");
1110
1111         R_DrawCoronas();
1112         R_TimeReport("coronas");
1113
1114         R_DrawWorldCrosshair();
1115         R_TimeReport("crosshair");
1116
1117         R_BlendView();
1118         R_TimeReport("blendview");
1119
1120         R_MeshQueue_Render();
1121         R_MeshQueue_EndScene();
1122         if (r_shadows.integer == 2)
1123         {
1124                 R_ShadowVolumeLighting(true);
1125                 R_TimeReport("shadowvolume");
1126         }
1127         R_Mesh_Finish();
1128         R_TimeReport("meshfinish");
1129 }
1130
1131 /*
1132 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
1133 {
1134         int i;
1135         float *v, *c, f1, f2, diff[3];
1136         rmeshstate_t m;
1137         m.blendfunc1 = GL_SRC_ALPHA;
1138         m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1139         R_Mesh_Matrix(&r_identitymatrix);
1140         R_Mesh_State(&m);
1141
1142         varray_vertex[ 0] = mins[0];varray_vertex[ 1] = mins[1];varray_vertex[ 2] = mins[2];
1143         varray_vertex[ 4] = maxs[0];varray_vertex[ 5] = mins[1];varray_vertex[ 6] = mins[2];
1144         varray_vertex[ 8] = mins[0];varray_vertex[ 9] = maxs[1];varray_vertex[10] = mins[2];
1145         varray_vertex[12] = maxs[0];varray_vertex[13] = maxs[1];varray_vertex[14] = mins[2];
1146         varray_vertex[16] = mins[0];varray_vertex[17] = mins[1];varray_vertex[18] = maxs[2];
1147         varray_vertex[20] = maxs[0];varray_vertex[21] = mins[1];varray_vertex[22] = maxs[2];
1148         varray_vertex[24] = mins[0];varray_vertex[25] = maxs[1];varray_vertex[26] = maxs[2];
1149         varray_vertex[28] = maxs[0];varray_vertex[29] = maxs[1];varray_vertex[30] = maxs[2];
1150         R_FillColors(varray_color, 8, cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca);
1151         if (fogenabled)
1152         {
1153                 for (i = 0, v = varray_vertex, c = varray_color;i < 8;i++, v += 4, c += 4)
1154                 {
1155                         VectorSubtract(v, r_origin, diff);
1156                         f2 = exp(fogdensity/DotProduct(diff, diff));
1157                         f1 = 1 - f2;
1158                         f2 *= r_colorscale;
1159                         c[0] = c[0] * f1 + fogcolor[0] * f2;
1160                         c[1] = c[1] * f1 + fogcolor[1] * f2;
1161                         c[2] = c[2] * f1 + fogcolor[2] * f2;
1162                 }
1163         }
1164         GL_UseColorArray();
1165         R_Mesh_Draw(8, 12);
1166 }
1167 */
1168
1169 void R_DrawNoModelCallback(const void *calldata1, int calldata2)
1170 {
1171         const entity_render_t *ent = calldata1;
1172         int i, element[24];
1173         float f1, f2, *c, diff[3];
1174         rmeshstate_t m;
1175         memset(&m, 0, sizeof(m));
1176         if (ent->flags & EF_ADDITIVE)
1177         {
1178                 m.blendfunc1 = GL_SRC_ALPHA;
1179                 m.blendfunc2 = GL_ONE;
1180         }
1181         else if (ent->alpha < 1)
1182         {
1183                 m.blendfunc1 = GL_SRC_ALPHA;
1184                 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1185         }
1186         else
1187         {
1188                 m.blendfunc1 = GL_ONE;
1189                 m.blendfunc2 = GL_ZERO;
1190         }
1191         R_Mesh_Matrix(&ent->matrix);
1192         R_Mesh_State(&m);
1193
1194         element[ 0] = 5;element[ 1] = 2;element[ 2] = 0;
1195         element[ 3] = 5;element[ 4] = 1;element[ 5] = 2;
1196         element[ 6] = 5;element[ 7] = 0;element[ 8] = 3;
1197         element[ 9] = 5;element[10] = 3;element[11] = 1;
1198         element[12] = 0;element[13] = 2;element[14] = 4;
1199         element[15] = 2;element[16] = 1;element[17] = 4;
1200         element[18] = 3;element[19] = 0;element[20] = 4;
1201         element[21] = 1;element[22] = 3;element[23] = 4;
1202         varray_vertex[ 0] = -16;varray_vertex[ 1] =   0;varray_vertex[ 2] =   0;
1203         varray_vertex[ 4] =  16;varray_vertex[ 5] =   0;varray_vertex[ 6] =   0;
1204         varray_vertex[ 8] =   0;varray_vertex[ 9] = -16;varray_vertex[10] =   0;
1205         varray_vertex[12] =   0;varray_vertex[13] =  16;varray_vertex[14] =   0;
1206         varray_vertex[16] =   0;varray_vertex[17] =   0;varray_vertex[18] = -16;
1207         varray_vertex[20] =   0;varray_vertex[21] =   0;varray_vertex[22] =  16;
1208         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;
1209         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;
1210         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;
1211         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;
1212         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;
1213         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;
1214         if (fogenabled)
1215         {
1216                 VectorSubtract(ent->origin, r_origin, diff);
1217                 f2 = exp(fogdensity/DotProduct(diff, diff));
1218                 f1 = 1 - f2;
1219                 for (i = 0, c = varray_color;i < 6;i++, c += 4)
1220                 {
1221                         c[0] = (c[0] * f1 + fogcolor[0] * f2) * r_colorscale;
1222                         c[1] = (c[1] * f1 + fogcolor[1] * f2) * r_colorscale;
1223                         c[2] = (c[2] * f1 + fogcolor[2] * f2) * r_colorscale;
1224                 }
1225         }
1226         else
1227         {
1228                 for (i = 0, c = varray_color;i < 6;i++, c += 4)
1229                 {
1230                         c[0] *= r_colorscale;
1231                         c[1] *= r_colorscale;
1232                         c[2] *= r_colorscale;
1233                 }
1234         }
1235         GL_UseColorArray();
1236         R_Mesh_Draw(6, 8, element);
1237 }
1238
1239 void R_DrawNoModel(entity_render_t *ent)
1240 {
1241         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
1242                 R_MeshQueue_AddTransparent(ent->origin, R_DrawNoModelCallback, ent, 0);
1243         //else
1244         //      R_DrawNoModelCallback(ent, 0);
1245 }
1246
1247 void R_CalcBeamVerts (float *vert, vec3_t org1, vec3_t org2, float width)
1248 {
1249         vec3_t right1, right2, diff, normal;
1250
1251         VectorSubtract (org2, org1, normal);
1252         VectorNormalizeFast (normal);
1253
1254         // calculate 'right' vector for start
1255         VectorSubtract (r_origin, org1, diff);
1256         VectorNormalizeFast (diff);
1257         CrossProduct (normal, diff, right1);
1258
1259         // calculate 'right' vector for end
1260         VectorSubtract (r_origin, org2, diff);
1261         VectorNormalizeFast (diff);
1262         CrossProduct (normal, diff, right2);
1263
1264         vert[ 0] = org1[0] + width * right1[0];
1265         vert[ 1] = org1[1] + width * right1[1];
1266         vert[ 2] = org1[2] + width * right1[2];
1267         vert[ 4] = org1[0] - width * right1[0];
1268         vert[ 5] = org1[1] - width * right1[1];
1269         vert[ 6] = org1[2] - width * right1[2];
1270         vert[ 8] = org2[0] - width * right2[0];
1271         vert[ 9] = org2[1] - width * right2[1];
1272         vert[10] = org2[2] - width * right2[2];
1273         vert[12] = org2[0] + width * right2[0];
1274         vert[13] = org2[1] + width * right2[1];
1275         vert[14] = org2[2] + width * right2[2];
1276 }