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[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         entity_render_t *ent;
515
516         ent = &cl_entities[0].render;
517         Matrix4x4_CreateIdentity(&ent->matrix);
518         Matrix4x4_CreateIdentity(&ent->inversematrix);
519
520         if (cl.worldmodel)
521                 R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs);
522
523         if (!r_drawentities.integer)
524                 return;
525
526         for (i = 0;i < r_refdef.numentities;i++)
527         {
528                 ent = r_refdef.entities[i];
529                 Mod_CheckLoaded(ent->model);
530                 // some of the renderer still relies on origin...
531                 Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin);
532                 // some of the renderer still relies on scale...
533                 ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
534                 R_LerpAnimation(ent);
535                 R_UpdateEntLights(ent);
536                 if ((chase_active.integer || !(ent->flags & RENDER_EXTERIORMODEL))
537                  && !VIS_CullSphere(ent->origin, (ent->model != NULL ? ent->model->radius : 16) * ent->scale)
538                  && !VIS_CullBox(ent->mins, ent->maxs))
539                 {
540                         ent->visframe = r_framecount;
541                         R_FarClip_Box(ent->mins, ent->maxs);
542                 }
543         }
544 }
545
546 // only used if skyrendermasked, and normally returns false
547 int R_DrawBrushModelsSky (void)
548 {
549         int i, sky;
550         entity_render_t *ent;
551
552         if (!r_drawentities.integer)
553                 return false;
554
555         sky = false;
556         for (i = 0;i < r_refdef.numentities;i++)
557         {
558                 ent = r_refdef.entities[i];
559                 if (ent->visframe == r_framecount && ent->model && ent->model->DrawSky)
560                 {
561                         ent->model->DrawSky(ent);
562                         sky = true;
563                 }
564         }
565         return sky;
566 }
567
568 /*
569 =============
570 R_DrawViewModel
571 =============
572 */
573 /*
574 void R_DrawViewModel (void)
575 {
576         entity_render_t *ent;
577
578         // FIXME: move these checks to client
579         if (!r_drawviewmodel.integer || chase_active.integer || envmap || !r_drawentities.integer || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model)
580                 return;
581
582         ent = &cl.viewent.render;
583         Mod_CheckLoaded(ent->model);
584         R_LerpAnimation(ent);
585         Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], -ent->angles[0], ent->angles[1], ent->angles[2], ent->scale);
586         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
587         R_UpdateEntLights(ent);
588         ent->model->Draw(ent);
589 }
590 */
591
592 void R_DrawNoModel(entity_render_t *ent);
593 void R_DrawModels ()
594 {
595         int i;
596         entity_render_t *ent;
597
598         if (!r_drawentities.integer)
599                 return;
600
601         for (i = 0;i < r_refdef.numentities;i++)
602         {
603                 ent = r_refdef.entities[i];
604                 if (ent->visframe == r_framecount)
605                 {
606                         if (ent->model && ent->model->Draw != NULL)
607                                 ent->model->Draw(ent);
608                         else
609                                 R_DrawNoModel(ent);
610                 }
611         }
612 }
613
614 void R_DrawFakeShadows (void)
615 {
616         int i;
617         entity_render_t *ent;
618
619         ent = &cl_entities[0].render;
620         if (ent->model && ent->model->DrawFakeShadow)
621                 ent->model->DrawFakeShadow(ent);
622
623         if (!r_drawentities.integer)
624                 return;
625         for (i = 0;i < r_refdef.numentities;i++)
626         {
627                 ent = r_refdef.entities[i];
628                 if ((ent->flags & RENDER_SHADOW) && ent->model && ent->model->DrawFakeShadow)
629                         ent->model->DrawFakeShadow(ent);
630         }
631 }
632
633 #include "r_shadow.h"
634
635 int shadowframecount = 0;
636
637 int Light_CullBox(const vec3_t mins, const vec3_t maxs)
638 {
639         int stackpos, sides;
640         mnode_t *node, *stack[4096];
641         if (cl.worldmodel == NULL)
642                 return false;
643         stackpos = 0;
644         stack[stackpos++] = cl.worldmodel->nodes;
645         while (stackpos)
646         {
647                 node = stack[--stackpos];
648                 if (node->contents < 0)
649                 {
650                         if (((mleaf_t *)node)->worldnodeframe == shadowframecount)
651                                 return false;
652                 }
653                 else
654                 {
655                         sides = BoxOnPlaneSide(mins, maxs, node->plane);
656                         if (sides & 2 && stackpos < 4096)
657                                 stack[stackpos++] = node->children[1];
658                         if (sides & 1 && stackpos < 4096)
659                                 stack[stackpos++] = node->children[0];
660                 }
661         }
662         return true;
663 }
664
665 int LightAndVis_CullBox(const vec3_t mins, const vec3_t maxs)
666 {
667         int stackpos, sides;
668         mnode_t *node, *stack[4096];
669         if (R_CullBox(mins, maxs))
670                 return true;
671         if (cl.worldmodel == NULL)
672                 return false;
673         stackpos = 0;
674         stack[stackpos++] = cl.worldmodel->nodes;
675         while (stackpos)
676         {
677                 node = stack[--stackpos];
678                 if (node->contents < 0)
679                 {
680                         if (((mleaf_t *)node)->visframe == r_framecount && ((mleaf_t *)node)->worldnodeframe == shadowframecount)
681                                 return false;
682                 }
683                 else
684                 {
685                         sides = BoxOnPlaneSide(mins, maxs, node->plane);
686                         if (sides & 2 && stackpos < 4096)
687                                 stack[stackpos++] = node->children[1];
688                         if (sides & 1 && stackpos < 4096)
689                                 stack[stackpos++] = node->children[0];
690                 }
691         }
692         return true;
693 }
694
695 int LightAndVis_CullPointCloud(int numpoints, const float *points)
696 {
697         int i;
698         const float *p;
699         int stackpos, sides;
700         mnode_t *node, *stack[4096];
701         //if (R_CullBox(mins, maxs))
702         //      return true;
703         if (cl.worldmodel == NULL)
704                 return false;
705         stackpos = 0;
706         stack[stackpos++] = cl.worldmodel->nodes;
707         while (stackpos)
708         {
709                 node = stack[--stackpos];
710                 if (node->contents < 0)
711                 {
712                         if (((mleaf_t *)node)->visframe == r_framecount && ((mleaf_t *)node)->worldnodeframe == shadowframecount)
713                                 return false;
714                 }
715                 else
716                 {
717                         sides = 0;
718                         for (i = 0, p = points;i < numpoints && sides != 3;i++, p += 3)
719                         {
720                                 if (DotProduct(p, node->plane->normal) < node->plane->dist)
721                                         sides |= 1;
722                                 else
723                                         sides |= 2;
724                         }
725                         if (sides & 2 && stackpos < 4096)
726                                 stack[stackpos++] = node->children[1];
727                         if (sides & 1 && stackpos < 4096)
728                                 stack[stackpos++] = node->children[0];
729                 }
730         }
731         return true;
732 }
733
734
735 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)
736 {
737         vec3_t relativelightorigin;
738         #if 0
739         int i;
740         vec3_t temp;
741         float dist, projectdistance;
742         float points[16][3];
743         #endif
744         // rough checks
745         if (!(ent->flags & RENDER_SHADOW) || ent->model == NULL || ent->model->DrawShadowVolume == NULL)
746                 return;
747         if (r_shadow_cull.integer)
748         {
749                 if (ent->maxs[0] < lightmins[0] || ent->mins[0] > lightmaxs[0]
750                  || ent->maxs[1] < lightmins[1] || ent->mins[1] > lightmaxs[1]
751                  || ent->maxs[2] < lightmins[2] || ent->mins[2] > lightmaxs[2]
752                  || Light_CullBox(ent->mins, ent->maxs))
753                         return;
754         }
755         #if 0
756         if (r_shadow_cull.integer)
757         {
758                 projectdistance = cullradius;
759                 // calculate projected bounding box and decide if it is on-screen
760                 for (i = 0;i < 8;i++)
761                 {
762                         temp[0] = i & 1 ? ent->model->normalmaxs[0] : ent->model->normalmins[0];
763                         temp[1] = i & 2 ? ent->model->normalmaxs[1] : ent->model->normalmins[1];
764                         temp[2] = i & 4 ? ent->model->normalmaxs[2] : ent->model->normalmins[2];
765                         Matrix4x4_Transform(&ent->matrix, temp, points[i]);
766                         VectorSubtract(points[i], lightorigin, temp);
767                         dist = projectdistance / sqrt(DotProduct(temp, temp));
768                         VectorMA(points[i], dist, temp, points[i+8]);
769                 }
770                 if (LightAndVis_CullPointCloud(16, points[0]))
771                         return;
772                 /*
773                 for (i = 0;i < 8;i++)
774                 {
775                         p2[0] = i & 1 ? ent->model->normalmaxs[0] : ent->model->normalmins[0];
776                         p2[1] = i & 2 ? ent->model->normalmaxs[1] : ent->model->normalmins[1];
777                         p2[2] = i & 4 ? ent->model->normalmaxs[2] : ent->model->normalmins[2];
778                         Matrix4x4_Transform(&ent->matrix, p2, p);
779                         VectorSubtract(p, lightorigin, temp);
780                         dist = projectdistance / sqrt(DotProduct(temp, temp));
781                         VectorMA(p, dist, temp, p2);
782                         if (i)
783                         {
784                                 if (mins[0] > p[0]) mins[0] = p[0];if (maxs[0] < p[0]) maxs[0] = p[0];
785                                 if (mins[1] > p[1]) mins[1] = p[1];if (maxs[1] < p[1]) maxs[1] = p[1];
786                                 if (mins[2] > p[2]) mins[2] = p[2];if (maxs[2] < p[2]) maxs[2] = p[2];
787                         }
788                         else
789                         {
790                                 VectorCopy(p, mins);
791                                 VectorCopy(p, maxs);
792                         }
793                         if (mins[0] > p2[0]) mins[0] = p2[0];if (maxs[0] < p2[0]) maxs[0] = p2[0];
794                         if (mins[1] > p2[1]) mins[1] = p2[1];if (maxs[1] < p2[1]) maxs[1] = p2[1];
795                         if (mins[2] > p2[2]) mins[2] = p2[2];if (maxs[2] < p2[2]) maxs[2] = p2[2];
796                 }
797                 if (mins[0] >= clipmaxs[0] || maxs[0] <= clipmins[0]
798                  || mins[1] >= clipmaxs[1] || maxs[1] <= clipmins[1]
799                  || mins[2] >= clipmaxs[2] || maxs[2] <= clipmins[2]
800                  || LightAndVis_CullBox(mins, maxs))
801                         return;
802                 */
803         }
804         #endif
805         Matrix4x4_Transform(&ent->inversematrix, lightorigin, relativelightorigin);
806         ent->model->DrawShadowVolume (ent, relativelightorigin, lightradius);
807 }
808
809 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light);
810
811 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);
812 void R_ShadowVolumeLighting (int visiblevolumes)
813 {
814         int i;
815         entity_render_t *ent;
816         int lnum;
817         float f, lightradius, cullradius;
818         vec3_t relativelightorigin, relativeeyeorigin, lightcolor, clipmins, clipmaxs;
819         worldlight_t *wl;
820         rdlight_t *rd;
821         rmeshstate_t m;
822         mleaf_t *leaf;
823         matrix4x4_t matrix;
824         matrix4x4_t matrix_worldtofilter, matrix_worldtoattenuationxyz, matrix_worldtoattenuationz;
825         matrix4x4_t matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz;
826
827         if (visiblevolumes)
828         {
829                 memset(&m, 0, sizeof(m));
830                 m.blendfunc1 = GL_ONE;
831                 m.blendfunc2 = GL_ONE;
832                 if (r_shadow_realtime.integer >= 3)
833                         m.depthdisable = true;
834                 R_Mesh_State(&m);
835                 qglDisable(GL_CULL_FACE);
836                 GL_Color(0.0 * r_colorscale, 0.0125 * r_colorscale, 0.1 * r_colorscale, 1);
837         }
838         else
839                 R_Shadow_Stage_Begin();
840         shadowframecount++;
841         for (lnum = 0, wl = r_shadow_worldlightchain;wl;wl = wl->next, lnum++)
842         {
843                 if (d_lightstylevalue[wl->style] <= 0)
844                         continue;
845                 if (R_CullBox(wl->mins, wl->maxs))
846                 //if (R_CullSphere(wl->origin, cullradius))
847                         continue;
848                 //if (R_CullBox(wl->mins, wl->maxs) || R_CullSphere(wl->origin, lightradius))
849                 //      continue;
850                 //if (VIS_CullBox(wl->mins, wl->maxs) || VIS_CullSphere(wl->origin, lightradius))
851                 //      continue;
852                 if (r_shadow_debuglight.integer >= 0 && lnum != r_shadow_debuglight.integer)
853                         continue;
854
855                 cullradius = wl->cullradius;
856                 lightradius = wl->lightradius;
857
858                 if (cl.worldmodel != NULL)
859                 {
860                         for (i = 0;i < wl->numleafs;i++)
861                                 if (wl->leafs[i]->visframe == r_framecount)
862                                         break;
863                         if (i == wl->numleafs)
864                                 continue;
865                         leaf = wl->leafs[i++];
866                         VectorCopy(leaf->mins, clipmins);
867                         VectorCopy(leaf->maxs, clipmaxs);
868                         for (;i < wl->numleafs;i++)
869                         {
870                                 leaf = wl->leafs[i];
871                                 if (leaf->visframe == r_framecount)
872                                 {
873                                         if (clipmins[0] > leaf->mins[0]) clipmins[0] = leaf->mins[0];
874                                         if (clipmaxs[0] < leaf->maxs[0]) clipmaxs[0] = leaf->maxs[0];
875                                         if (clipmins[1] > leaf->mins[1]) clipmins[1] = leaf->mins[1];
876                                         if (clipmaxs[1] < leaf->maxs[1]) clipmaxs[1] = leaf->maxs[1];
877                                         if (clipmins[2] > leaf->mins[2]) clipmins[2] = leaf->mins[2];
878                                         if (clipmaxs[2] < leaf->maxs[2]) clipmaxs[2] = leaf->maxs[2];
879                                 }
880                         }
881                         if (clipmins[0] < wl->mins[0]) clipmins[0] = wl->mins[0];
882                         if (clipmaxs[0] > wl->maxs[0]) clipmaxs[0] = wl->maxs[0];
883                         if (clipmins[1] < wl->mins[1]) clipmins[1] = wl->mins[1];
884                         if (clipmaxs[1] > wl->maxs[1]) clipmaxs[1] = wl->maxs[1];
885                         if (clipmins[2] < wl->mins[2]) clipmins[2] = wl->mins[2];
886                         if (clipmaxs[2] > wl->maxs[2]) clipmaxs[2] = wl->maxs[2];
887                 }
888                 else
889                 {
890                         VectorCopy(wl->mins, clipmins);
891                         VectorCopy(wl->maxs, clipmaxs);
892                 }
893
894                 //if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, wl->origin, wl->cullradius))
895                 if (R_CullBox(clipmins, clipmaxs) || R_Shadow_ScissorForBBox(clipmins, clipmaxs))
896                         continue;
897
898                 // mark the leafs we care about so only things in those leafs will matter
899                 if (cl.worldmodel != NULL)
900                         for (i = 0;i < wl->numleafs;i++)
901                                 wl->leafs[i]->worldnodeframe = shadowframecount;
902
903                 f = d_lightstylevalue[wl->style] * (1.0f / 256.0f);
904                 VectorScale(wl->light, f, lightcolor);
905                 if (wl->selected)
906                 {
907                         f = 2 + sin(realtime * M_PI * 4.0);
908                         VectorScale(lightcolor, f, lightcolor);
909                 }
910
911                 if (wl->castshadows)
912                 {
913                         if (!visiblevolumes)
914                                 R_Shadow_Stage_ShadowVolumes();
915                         ent = &cl_entities[0].render;
916                         if (wl->shadowvolume && r_shadow_staticworldlights.integer)
917                                 R_Shadow_DrawWorldLightShadowVolume(&ent->matrix, wl);
918                         else
919                                 R_TestAndDrawShadowVolume(ent, wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs);
920                         if (r_drawentities.integer)
921                                 for (i = 0;i < r_refdef.numentities;i++)
922                                         R_TestAndDrawShadowVolume(r_refdef.entities[i], wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs);
923                 }
924
925                 if (!visiblevolumes)
926                 {
927                         if (wl->castshadows)
928                                 R_Shadow_Stage_LightWithShadows();
929                         else
930                                 R_Shadow_Stage_LightWithoutShadows();
931
932                         // calculate world to filter matrix
933                         Matrix4x4_CreateFromQuakeEntity(&matrix, wl->origin[0], wl->origin[1], wl->origin[2], wl->angles[0], wl->angles[1], wl->angles[2], lightradius);
934                         Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix);
935                         // calculate world to attenuationxyz/xy matrix
936                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5, 0.5, 0.5, 0, 0, 0, 0.5);
937                         Matrix4x4_Concat(&matrix_worldtoattenuationxyz, &matrix, &matrix_worldtofilter);
938                         // calculate world to attenuationz matrix
939                         matrix.m[0][0] = 0;matrix.m[0][1] = 0;matrix.m[0][2] = 0.5;matrix.m[0][3] = 0.5;
940                         matrix.m[1][0] = 0;matrix.m[1][1] = 0;matrix.m[1][2] = 0  ;matrix.m[1][3] = 0.5;
941                         matrix.m[2][0] = 0;matrix.m[2][1] = 0;matrix.m[2][2] = 0  ;matrix.m[2][3] = 0.5;
942                         matrix.m[3][0] = 0;matrix.m[3][1] = 0;matrix.m[3][2] = 0  ;matrix.m[3][3] = 1;
943                         Matrix4x4_Concat(&matrix_worldtoattenuationz, &matrix, &matrix_worldtofilter);
944
945                         ent = &cl_entities[0].render;
946                         if (ent->model && ent->model->DrawLight)
947                         {
948                                 Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
949                                 Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
950                                 Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
951                                 Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
952                                 Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
953                                 if (wl->numsurfaces)
954                                         R_Model_Brush_DrawLightForSurfaceList(ent, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, wl->surfaces, wl->numsurfaces, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
955                                 else
956                                         ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
957                         }
958                         if (r_drawentities.integer)
959                         {
960                                 for (i = 0;i < r_refdef.numentities;i++)
961                                 {
962                                         ent = r_refdef.entities[i];
963                                         if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
964                                          && ent->maxs[0] >= clipmins[0] && ent->mins[0] <= clipmaxs[0]
965                                          && ent->maxs[1] >= clipmins[1] && ent->mins[1] <= clipmaxs[1]
966                                          && ent->maxs[2] >= clipmins[2] && ent->mins[2] <= clipmaxs[2]
967                                          && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
968                                         {
969                                                 Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
970                                                 Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
971                                                 Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
972                                                 Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
973                                                 Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
974                                                 ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
975                                         }
976                                 }
977                         }
978                 }
979         }
980         for (lnum = 0, rd = r_dlight;lnum < r_numdlights;lnum++, rd++)
981         {
982                 lightradius = rd->cullradius;
983                 clipmins[0] = rd->origin[0] - lightradius;
984                 clipmins[1] = rd->origin[1] - lightradius;
985                 clipmins[2] = rd->origin[2] - lightradius;
986                 clipmaxs[0] = rd->origin[0] + lightradius;
987                 clipmaxs[1] = rd->origin[1] + lightradius;
988                 clipmaxs[2] = rd->origin[2] + lightradius;
989                 if (VIS_CullBox(clipmins, clipmaxs))
990                         continue;
991
992                 //if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, rd->origin, cullradius))
993                 if (R_Shadow_ScissorForBBox(clipmins, clipmaxs))
994                         continue;
995
996                 if (!visiblevolumes)
997                         R_Shadow_Stage_ShadowVolumes();
998
999                 cullradius = RadiusFromBoundsAndOrigin(clipmins, clipmaxs, rd->origin);
1000                 VectorScale(rd->light, (1.0f / 4096.0f), lightcolor);
1001
1002                 ent = &cl_entities[0].render;
1003                 R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs);
1004                 if (r_drawentities.integer)
1005                 {
1006                         for (i = 0;i < r_refdef.numentities;i++)
1007                         {
1008                                 ent = r_refdef.entities[i];
1009                                 if (ent != rd->ent)
1010                                         R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs);
1011                         }
1012                 }
1013
1014                 if (!visiblevolumes)
1015                 {
1016                         R_Shadow_Stage_LightWithShadows();
1017
1018                         // calculate world to filter matrix
1019                         Matrix4x4_CreateFromQuakeEntity(&matrix, rd->origin[0], rd->origin[1], rd->origin[2], 0, 0, 0, lightradius);
1020                         Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix);
1021                         // calculate world to attenuationxyz/xy matrix
1022                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5, 0.5, 0.5, 0, 0, 0, 0.5);
1023                         Matrix4x4_Concat(&matrix_worldtoattenuationxyz, &matrix, &matrix_worldtofilter);
1024                         // calculate world to attenuationz matrix
1025                         matrix.m[0][0] = 0;matrix.m[0][1] = 0;matrix.m[0][2] = 0.5;matrix.m[0][3] = 0.5;
1026                         matrix.m[1][0] = 0;matrix.m[1][1] = 0;matrix.m[1][2] = 0  ;matrix.m[1][3] = 0.5;
1027                         matrix.m[2][0] = 0;matrix.m[2][1] = 0;matrix.m[2][2] = 0  ;matrix.m[2][3] = 0.5;
1028                         matrix.m[3][0] = 0;matrix.m[3][1] = 0;matrix.m[3][2] = 0  ;matrix.m[3][3] = 1;
1029                         Matrix4x4_Concat(&matrix_worldtoattenuationz, &matrix, &matrix_worldtofilter);
1030
1031                         ent = &cl_entities[0].render;
1032                         if (ent->model && ent->model->DrawLight)
1033                         {
1034                                 Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
1035                                 Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
1036                                 Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
1037                                 Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
1038                                 Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
1039                                 ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
1040                         }
1041                         if (r_drawentities.integer)
1042                         {
1043                                 for (i = 0;i < r_refdef.numentities;i++)
1044                                 {
1045                                         ent = r_refdef.entities[i];
1046                                         if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
1047                                          && ent->maxs[0] >= clipmins[0] && ent->mins[0] <= clipmaxs[0]
1048                                          && ent->maxs[1] >= clipmins[1] && ent->mins[1] <= clipmaxs[1]
1049                                          && ent->maxs[2] >= clipmins[2] && ent->mins[2] <= clipmaxs[2]
1050                                          && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
1051                                         {
1052                                                 Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
1053                                                 Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
1054                                                 Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
1055                                                 Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
1056                                                 Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
1057                                                 ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
1058                                         }
1059                                 }
1060                         }
1061                 }
1062         }
1063
1064         if (!visiblevolumes)
1065                 R_Shadow_Stage_End();
1066         qglEnable(GL_CULL_FACE);
1067         qglDisable(GL_SCISSOR_TEST);
1068 }
1069
1070 static void R_SetFrustum (void)
1071 {
1072         // LordHavoc: note to all quake engine coders, the special case for 90
1073         // degrees assumed a square view (wrong), so I removed it, Quake2 has it
1074         // disabled as well.
1075
1076         // rotate VPN right by FOV_X/2 degrees
1077         RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
1078         frustum[0].dist = DotProduct (r_origin, frustum[0].normal);
1079         PlaneClassify(&frustum[0]);
1080
1081         // rotate VPN left by FOV_X/2 degrees
1082         RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
1083         frustum[1].dist = DotProduct (r_origin, frustum[1].normal);
1084         PlaneClassify(&frustum[1]);
1085
1086         // rotate VPN up by FOV_X/2 degrees
1087         RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
1088         frustum[2].dist = DotProduct (r_origin, frustum[2].normal);
1089         PlaneClassify(&frustum[2]);
1090
1091         // rotate VPN down by FOV_X/2 degrees
1092         RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
1093         frustum[3].dist = DotProduct (r_origin, frustum[3].normal);
1094         PlaneClassify(&frustum[3]);
1095 }
1096
1097 /*
1098 ===============
1099 R_SetupFrame
1100 ===============
1101 */
1102 static void R_SetupFrame (void)
1103 {
1104 // don't allow cheats in multiplayer
1105         if (cl.maxclients > 1)
1106         {
1107                 if (r_fullbright.integer != 0)
1108                         Cvar_Set ("r_fullbright", "0");
1109                 if (r_ambient.value != 0)
1110                         Cvar_Set ("r_ambient", "0");
1111         }
1112
1113         r_framecount++;
1114
1115 // build the transformation matrix for the given view angles
1116         VectorCopy (r_refdef.vieworg, r_origin);
1117
1118         AngleVectors (r_refdef.viewangles, vpn, vright, vup);
1119
1120         R_AnimateLight ();
1121 }
1122
1123
1124 static void R_BlendView(void)
1125 {
1126         rmeshstate_t m;
1127         float r;
1128
1129         if (r_refdef.viewblend[3] < 0.01f)
1130                 return;
1131
1132         memset(&m, 0, sizeof(m));
1133         m.blendfunc1 = GL_SRC_ALPHA;
1134         m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1135         m.depthdisable = true; // magic
1136         R_Mesh_Matrix(&r_identitymatrix);
1137         R_Mesh_State(&m);
1138
1139         r = 64000;
1140         varray_vertex[0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r;
1141         varray_vertex[1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r;
1142         varray_vertex[2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r;
1143         r *= 3;
1144         varray_vertex[4] = varray_vertex[0] + vup[0] * r;
1145         varray_vertex[5] = varray_vertex[1] + vup[1] * r;
1146         varray_vertex[6] = varray_vertex[2] + vup[2] * r;
1147         varray_vertex[8] = varray_vertex[0] + vright[0] * r;
1148         varray_vertex[9] = varray_vertex[1] + vright[1] * r;
1149         varray_vertex[10] = varray_vertex[2] + vright[2] * r;
1150         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
1151         R_Mesh_Draw(3, 1, polygonelements);
1152 }
1153
1154 /*
1155 ================
1156 R_RenderView
1157
1158 r_refdef must be set before the first call
1159 ================
1160 */
1161 extern void R_DrawLightningBeams (void);
1162 void R_RenderView (void)
1163 {
1164         entity_render_t *world;
1165         if (!r_refdef.entities/* || !cl.worldmodel*/)
1166                 return; //Host_Error ("R_RenderView: NULL worldmodel");
1167
1168         if (r_shadow_realtime.integer == 1)
1169         {
1170                 if (!gl_texturecubemap)
1171                 {
1172                         Con_Printf("Cubemap texture support not detected, turning off r_shadow_realtime\n");
1173                         Cvar_SetValueQuick(&r_shadow_realtime, 0);
1174                 }
1175                 else if (!gl_dot3arb)
1176                 {
1177                         Con_Printf("Bumpmapping support not detected, turning off r_shadow_realtime\n");
1178                         Cvar_SetValueQuick(&r_shadow_realtime, 0);
1179                 }
1180                 else if (!gl_stencil)
1181                 {
1182                         Con_Printf("Stencil not enabled, turning off r_shadow_realtime, please type vid_stencil 1;vid_bitsperpixel 32;vid_restart and try again\n");
1183                         Cvar_SetValueQuick(&r_shadow_realtime, 0);
1184                 }
1185                 else if (!gl_combine.integer)
1186                 {
1187                         Con_Printf("Combine disabled, please turn on gl_combine, turning off r_shadow_realtime\n");
1188                         Cvar_SetValueQuick(&r_shadow_realtime, 0);
1189                 }
1190         }
1191
1192         R_Shadow_UpdateLightingMode();
1193
1194         world = &cl_entities[0].render;
1195
1196         // FIXME: move to client
1197         R_MoveExplosions();
1198         R_TimeReport("mexplosion");
1199
1200         R_Textures_Frame();
1201         R_SetupFrame();
1202         R_SetFrustum();
1203         R_SetupFog();
1204         R_SkyStartFrame();
1205         R_BuildLightList();
1206         R_TimeReport("setup");
1207
1208         R_WorldVisibility(world);
1209         R_TimeReport("worldvis");
1210
1211         R_FarClip_Start(r_origin, vpn, 768.0f);
1212         R_MarkEntities();
1213         r_farclip = R_FarClip_Finish() + 256.0f;
1214         R_TimeReport("markentity");
1215
1216         GL_SetupView_ViewPort(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
1217         if (r_shadow_lightingmode > 0)
1218                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.fov_x, r_refdef.fov_y, 1.0f);
1219         else
1220                 GL_SetupView_Mode_Perspective(r_refdef.fov_x, r_refdef.fov_y, 1.0f, r_farclip);
1221         GL_SetupView_Orientation_FromEntity (r_refdef.vieworg, r_refdef.viewangles);
1222         qglDepthFunc(GL_LEQUAL);
1223
1224         R_Mesh_Start();
1225         R_MeshQueue_BeginScene();
1226
1227         R_Shadow_UpdateWorldLightSelection();
1228
1229         if (R_DrawBrushModelsSky())
1230                 R_TimeReport("bmodelsky");
1231
1232         // must occur early because it can draw sky
1233         R_DrawWorld(world);
1234         R_TimeReport("world");
1235
1236         // don't let sound skip if going slow
1237         if (!intimerefresh && !r_speeds.integer)
1238                 S_ExtraUpdate ();
1239
1240         R_DrawModels(r_shadow_lightingmode > 0);
1241         R_TimeReport("models");
1242
1243         if (r_shadows.integer == 1 && r_shadow_lightingmode <= 0)
1244         {
1245                 R_DrawFakeShadows();
1246                 R_TimeReport("fakeshadow");
1247         }
1248
1249         if (r_shadow_lightingmode > 0)
1250         {
1251                 R_ShadowVolumeLighting(false);
1252                 R_TimeReport("dynlight");
1253         }
1254
1255         R_DrawLightningBeams();
1256         R_TimeReport("lightning");
1257
1258         R_DrawParticles();
1259         R_TimeReport("particles");
1260
1261         R_DrawExplosions();
1262         R_TimeReport("explosions");
1263
1264         R_MeshQueue_RenderTransparent();
1265         R_TimeReport("drawtrans");
1266
1267         R_DrawCoronas();
1268         R_TimeReport("coronas");
1269
1270         R_DrawWorldCrosshair();
1271         R_TimeReport("crosshair");
1272
1273         R_BlendView();
1274         R_TimeReport("blendview");
1275
1276         R_MeshQueue_Render();
1277         R_MeshQueue_EndScene();
1278         if (r_shadow_realtime.integer >= 2)
1279         {
1280                 R_ShadowVolumeLighting(true);
1281                 R_TimeReport("shadowvolume");
1282         }
1283         R_Mesh_Finish();
1284         R_TimeReport("meshfinish");
1285 }
1286
1287 /*
1288 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
1289 {
1290         int i;
1291         float *v, *c, f1, f2, diff[3];
1292         rmeshstate_t m;
1293         m.blendfunc1 = GL_SRC_ALPHA;
1294         m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1295         R_Mesh_Matrix(&r_identitymatrix);
1296         R_Mesh_State(&m);
1297
1298         varray_vertex[ 0] = mins[0];varray_vertex[ 1] = mins[1];varray_vertex[ 2] = mins[2];
1299         varray_vertex[ 4] = maxs[0];varray_vertex[ 5] = mins[1];varray_vertex[ 6] = mins[2];
1300         varray_vertex[ 8] = mins[0];varray_vertex[ 9] = maxs[1];varray_vertex[10] = mins[2];
1301         varray_vertex[12] = maxs[0];varray_vertex[13] = maxs[1];varray_vertex[14] = mins[2];
1302         varray_vertex[16] = mins[0];varray_vertex[17] = mins[1];varray_vertex[18] = maxs[2];
1303         varray_vertex[20] = maxs[0];varray_vertex[21] = mins[1];varray_vertex[22] = maxs[2];
1304         varray_vertex[24] = mins[0];varray_vertex[25] = maxs[1];varray_vertex[26] = maxs[2];
1305         varray_vertex[28] = maxs[0];varray_vertex[29] = maxs[1];varray_vertex[30] = maxs[2];
1306         R_FillColors(varray_color, 8, cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca);
1307         if (fogenabled)
1308         {
1309                 for (i = 0, v = varray_vertex, c = varray_color;i < 8;i++, v += 4, c += 4)
1310                 {
1311                         VectorSubtract(v, r_origin, diff);
1312                         f2 = exp(fogdensity/DotProduct(diff, diff));
1313                         f1 = 1 - f2;
1314                         f2 *= r_colorscale;
1315                         c[0] = c[0] * f1 + fogcolor[0] * f2;
1316                         c[1] = c[1] * f1 + fogcolor[1] * f2;
1317                         c[2] = c[2] * f1 + fogcolor[2] * f2;
1318                 }
1319         }
1320         GL_UseColorArray();
1321         R_Mesh_Draw(8, 12);
1322 }
1323 */
1324
1325 void R_DrawNoModelCallback(const void *calldata1, int calldata2)
1326 {
1327         const entity_render_t *ent = calldata1;
1328         int i, element[24];
1329         float f1, f2, *c, diff[3];
1330         rmeshstate_t m;
1331         memset(&m, 0, sizeof(m));
1332         if (ent->flags & EF_ADDITIVE)
1333         {
1334                 m.blendfunc1 = GL_SRC_ALPHA;
1335                 m.blendfunc2 = GL_ONE;
1336         }
1337         else if (ent->alpha < 1)
1338         {
1339                 m.blendfunc1 = GL_SRC_ALPHA;
1340                 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1341         }
1342         else
1343         {
1344                 m.blendfunc1 = GL_ONE;
1345                 m.blendfunc2 = GL_ZERO;
1346         }
1347         R_Mesh_Matrix(&ent->matrix);
1348         R_Mesh_State(&m);
1349
1350         element[ 0] = 5;element[ 1] = 2;element[ 2] = 0;
1351         element[ 3] = 5;element[ 4] = 1;element[ 5] = 2;
1352         element[ 6] = 5;element[ 7] = 0;element[ 8] = 3;
1353         element[ 9] = 5;element[10] = 3;element[11] = 1;
1354         element[12] = 0;element[13] = 2;element[14] = 4;
1355         element[15] = 2;element[16] = 1;element[17] = 4;
1356         element[18] = 3;element[19] = 0;element[20] = 4;
1357         element[21] = 1;element[22] = 3;element[23] = 4;
1358         varray_vertex[ 0] = -16;varray_vertex[ 1] =   0;varray_vertex[ 2] =   0;
1359         varray_vertex[ 4] =  16;varray_vertex[ 5] =   0;varray_vertex[ 6] =   0;
1360         varray_vertex[ 8] =   0;varray_vertex[ 9] = -16;varray_vertex[10] =   0;
1361         varray_vertex[12] =   0;varray_vertex[13] =  16;varray_vertex[14] =   0;
1362         varray_vertex[16] =   0;varray_vertex[17] =   0;varray_vertex[18] = -16;
1363         varray_vertex[20] =   0;varray_vertex[21] =   0;varray_vertex[22] =  16;
1364         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;
1365         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;
1366         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;
1367         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;
1368         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;
1369         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;
1370         if (fogenabled)
1371         {
1372                 VectorSubtract(ent->origin, r_origin, diff);
1373                 f2 = exp(fogdensity/DotProduct(diff, diff));
1374                 f1 = 1 - f2;
1375                 for (i = 0, c = varray_color;i < 6;i++, c += 4)
1376                 {
1377                         c[0] = (c[0] * f1 + fogcolor[0] * f2) * r_colorscale;
1378                         c[1] = (c[1] * f1 + fogcolor[1] * f2) * r_colorscale;
1379                         c[2] = (c[2] * f1 + fogcolor[2] * f2) * r_colorscale;
1380                 }
1381         }
1382         else
1383         {
1384                 for (i = 0, c = varray_color;i < 6;i++, c += 4)
1385                 {
1386                         c[0] *= r_colorscale;
1387                         c[1] *= r_colorscale;
1388                         c[2] *= r_colorscale;
1389                 }
1390         }
1391         GL_UseColorArray();
1392         R_Mesh_Draw(6, 8, element);
1393 }
1394
1395 void R_DrawNoModel(entity_render_t *ent)
1396 {
1397         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
1398                 R_MeshQueue_AddTransparent(ent->origin, R_DrawNoModelCallback, ent, 0);
1399         //else
1400         //      R_DrawNoModelCallback(ent, 0);
1401 }
1402
1403 void R_CalcBeamVerts (float *vert, const vec3_t org1, const vec3_t org2, float width)
1404 {
1405         vec3_t right1, right2, diff, normal;
1406
1407         VectorSubtract (org2, org1, normal);
1408         VectorNormalizeFast (normal);
1409
1410         // calculate 'right' vector for start
1411         VectorSubtract (r_origin, org1, diff);
1412         VectorNormalizeFast (diff);
1413         CrossProduct (normal, diff, right1);
1414
1415         // calculate 'right' vector for end
1416         VectorSubtract (r_origin, org2, diff);
1417         VectorNormalizeFast (diff);
1418         CrossProduct (normal, diff, right2);
1419
1420         vert[ 0] = org1[0] + width * right1[0];
1421         vert[ 1] = org1[1] + width * right1[1];
1422         vert[ 2] = org1[2] + width * right1[2];
1423         vert[ 4] = org1[0] - width * right1[0];
1424         vert[ 5] = org1[1] - width * right1[1];
1425         vert[ 6] = org1[2] - width * right1[2];
1426         vert[ 8] = org2[0] - width * right2[0];
1427         vert[ 9] = org2[1] - width * right2[1];
1428         vert[10] = org2[2] - width * right2[2];
1429         vert[12] = org2[0] + width * right2[0];
1430         vert[13] = org2[1] + width * right2[1];
1431         vert[14] = org2[2] + width * right2[2];
1432 }