2 Copyright (C) 1996-1997 Id Software, Inc.
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.
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.
13 See the GNU General Public License for more details.
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.
24 qboolean r_cache_thrash; // compatability
26 vec3_t modelorg, r_entorigin;
27 entity_t *currententity;
29 int r_framecount; // used for dlight push checking
33 int c_brush_polys, c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
35 qboolean envmap; // true during envmap command capture
37 // LordHavoc: moved all code related to particles into r_part.c
38 //int particletexture; // little dot for particles
39 //int playertextures; // up to 16 color translated skins
49 float r_world_matrix[16];
50 float r_base_world_matrix[16];
57 mleaf_t *r_viewleaf, *r_oldviewleaf;
59 unsigned short d_lightstylevalue[256]; // 8.8 fraction of base light value
63 void R_MarkLeaves (void);
65 //cvar_t r_norefresh = {"r_norefresh","0"};
66 cvar_t r_drawentities = {"r_drawentities","1"};
67 cvar_t r_drawviewmodel = {"r_drawviewmodel","1"};
68 cvar_t r_speeds = {"r_speeds","0"};
69 cvar_t r_speeds2 = {"r_speeds2","0"};
70 cvar_t r_fullbright = {"r_fullbright","0"};
71 //cvar_t r_lightmap = {"r_lightmap","0"};
72 cvar_t r_wateralpha = {"r_wateralpha","1"};
73 cvar_t r_dynamic = {"r_dynamic","1"};
74 cvar_t r_waterripple = {"r_waterripple","0"};
75 cvar_t r_fullbrights = {"r_fullbrights", "1"};
77 cvar_t gl_lightmode = {"gl_lightmode", "1", true}; // LordHavoc: overbright lighting
78 //cvar_t r_dynamicbothsides = {"r_dynamicbothsides", "1"}; // LordHavoc: can disable dynamic lighting of backfaces, but quake maps are weird so it doesn't always work right...
79 cvar_t r_farclip = {"r_farclip", "6144"};
81 cvar_t gl_fogenable = {"gl_fogenable", "0"};
82 cvar_t gl_fogdensity = {"gl_fogdensity", "0.25"};
83 cvar_t gl_fogred = {"gl_fogred","0.3"};
84 cvar_t gl_foggreen = {"gl_foggreen","0.3"};
85 cvar_t gl_fogblue = {"gl_fogblue","0.3"};
86 cvar_t gl_fogstart = {"gl_fogstart", "0"};
87 cvar_t gl_fogend = {"gl_fogend","0"};
88 cvar_t glfog = {"glfog", "0"};
91 int R_VisibleCullBox (vec3_t mins, vec3_t maxs)
94 mnode_t *nodestack[8192], *node;
97 node = cl.worldmodel->nodes;
99 if (node->contents < 0)
101 if (((mleaf_t *)node)->visframe == r_framecount)
103 if (R_CullBox(mins, maxs))
109 node = nodestack[--stack];
113 sides = BOX_ON_PLANE_SIDE(mins, maxs, node->plane);
115 // recurse down the contacted sides
120 // put second child on the stack for later examination
121 nodestack[stack++] = node->children[1];
122 node = node->children[0];
127 node = node->children[0];
132 node = node->children[1];
141 float fog_density, fog_red, fog_green, fog_blue;
143 qboolean oldgl_fogenable;
144 void FOG_framebegin(void)
148 // if (!Nehahrademcompatibility)
149 // gl_fogenable.value = 0;
150 if (gl_fogenable.value)
152 oldgl_fogenable = true;
153 fog_density = gl_fogdensity.value;
154 fog_red = gl_fogred.value;
155 fog_green = gl_foggreen.value;
156 fog_blue = gl_fogblue.value;
158 else if (oldgl_fogenable)
160 oldgl_fogenable = false;
169 fogcolor[0] = fog_red = bound(0.0f, fog_red , 1.0f);
170 fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
171 fogcolor[2] = fog_blue = bound(0.0f, fog_blue , 1.0f);
185 // LordHavoc: Borland C++ 5.0 was choking on this line, stupid compiler...
186 //GLfloat colors[4] = {(GLfloat) gl_fogred.value, (GLfloat) gl_foggreen.value, (GLfloat) gl_fogblue.value, (GLfloat) 1};
189 colors[1] = fog_green;
190 colors[2] = fog_blue;
199 glFogi (GL_FOG_MODE, GL_EXP2);
200 glFogf (GL_FOG_DENSITY, (GLfloat) fog_density / 100);
201 glFogfv (GL_FOG_COLOR, colors);
212 fogdensity = -4000.0f / (fog_density * fog_density);
213 // fog color was already set
220 void FOG_frameend(void)
230 Cvar_Set("gl_fogenable", "0");
231 Cvar_Set("gl_fogdensity", "0.2");
232 Cvar_Set("gl_fogred", "0.3");
233 Cvar_Set("gl_foggreen", "0.3");
234 Cvar_Set("gl_fogblue", "0.3");
236 fog_density = fog_red = fog_green = fog_blue = 0.0f;
239 void FOG_registercvars(void)
241 Cvar_RegisterVariable (&glfog);
244 Cvar_RegisterVariable (&gl_fogenable);
245 Cvar_RegisterVariable (&gl_fogdensity);
246 Cvar_RegisterVariable (&gl_fogred);
247 Cvar_RegisterVariable (&gl_foggreen);
248 Cvar_RegisterVariable (&gl_fogblue);
249 Cvar_RegisterVariable (&gl_fogstart);
250 Cvar_RegisterVariable (&gl_fogend);
254 void gl_main_start(void)
258 void gl_main_shutdown(void)
262 void gl_main_newmap(void)
266 void GL_Main_Init(void)
270 // LordHavoc: setup 1.0f / N table for quick recipricols of integers
272 for (a = 1;a < 4096;a++)
273 ixtable[a] = 1.0f / a;
274 Cvar_RegisterVariable (&r_drawentities);
275 Cvar_RegisterVariable (&r_drawviewmodel);
276 Cvar_RegisterVariable (&r_speeds);
277 Cvar_RegisterVariable (&r_speeds2);
278 Cvar_RegisterVariable (&gl_lightmode);
279 // Cvar_RegisterVariable (&r_dynamicwater);
280 // Cvar_RegisterVariable (&r_dynamicbothsides);
281 Cvar_RegisterVariable (&r_fullbrights);
282 Cvar_RegisterVariable (&r_wateralpha);
283 Cvar_RegisterVariable (&r_dynamic);
284 Cvar_RegisterVariable (&r_waterripple);
285 Cvar_RegisterVariable (&r_farclip);
287 Cvar_SetValue("r_fullbrights", 0);
288 // if (gl_vendor && strstr(gl_vendor, "3Dfx"))
289 // gl_lightmode.value = 0;
290 Cvar_RegisterVariable (&r_fullbright);
291 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
294 extern void GL_Draw_Init(void);
295 extern void GL_Main_Init(void);
296 extern void GL_Models_Init(void);
297 extern void GL_Poly_Init(void);
298 extern void GL_Surf_Init(void);
299 extern void GL_Screen_Init(void);
300 extern void GL_Misc_Init(void);
301 extern void R_Crosshairs_Init(void);
302 extern void R_Light_Init(void);
303 extern void R_Particles_Init(void);
304 extern void R_Explosion_Init(void);
305 extern void CL_Effects_Init(void);
306 extern void R_Clip_Init(void);
308 void Render_Init(void)
310 R_Modules_Shutdown();
333 extern char *ENGINE_EXTENSIONS;
336 gl_vendor = glGetString (GL_VENDOR);
337 Con_Printf ("GL_VENDOR: %s\n", gl_vendor);
338 gl_renderer = glGetString (GL_RENDERER);
339 Con_Printf ("GL_RENDERER: %s\n", gl_renderer);
341 gl_version = glGetString (GL_VERSION);
342 Con_Printf ("GL_VERSION: %s\n", gl_version);
343 gl_extensions = glGetString (GL_EXTENSIONS);
344 Con_Printf ("GL_EXTENSIONS: %s\n", gl_extensions);
346 // Con_Printf ("%s %s\n", gl_renderer, gl_version);
348 VID_CheckMultitexture();
351 // LordHavoc: report supported extensions
352 Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
354 glCullFace(GL_FRONT);
355 glEnable(GL_TEXTURE_2D);
356 // glDisable(GL_ALPHA_TEST);
357 glAlphaFunc(GL_GREATER, 0.5);
359 // glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
364 void R_RotateForEntity (entity_t *e)
366 glTranslatef (e->origin[0], e->origin[1], e->origin[2]);
368 glRotatef (e->angles[1], 0, 0, 1);
369 glRotatef (-e->angles[0], 0, 1, 0);
370 glRotatef (e->angles[2], 1, 0, 0);
372 glScalef (e->scale, e->scale, e->scale); // LordHavoc: model scale
376 // LordHavoc: shading stuff
382 //==================================================================================
384 void R_LerpUpdate(entity_t *ent)
387 frame = ent->render.frame;
388 if (ent->render.model && ent->render.frame >= ent->render.model->numframes)
390 Con_Printf("R_LerpUpdate: no such frame%6i in \"%s\"\n", ent->render.frame, ent->render.model->name);
394 if (ent->render.lerp_model != ent->render.model)
396 // reset all interpolation information
397 ent->render.lerp_model = ent->render.model;
398 ent->render.frame1 = ent->render.frame2 = frame;
399 ent->render.frame1start = ent->render.frame2start = cl.time;
400 ent->render.framelerp = 1;
401 ent->render.lerp_starttime = 0;
403 else if (ent->render.frame2 != frame)
405 // transition to new frame
406 ent->render.frame1 = ent->render.frame2;
407 ent->render.frame1start = ent->render.frame2start;
408 ent->render.frame2 = frame;
409 ent->render.frame2start = cl.time;
410 ent->render.framelerp = 0;
411 ent->render.lerp_starttime = cl.time;
415 // lerp_starttime < 0 is used to prevent changing of framelerp
416 if (ent->render.lerp_starttime >= 0)
419 ent->render.framelerp = (cl.time - ent->render.lerp_starttime) * 10;
420 ent->render.framelerp = bound(0, ent->render.framelerp, 1);
426 void R_PrepareEntities (void)
431 // this updates entities that are supposed to be view relative
432 for (i = 0;i < cl_numvisedicts;i++)
434 ent = cl_visedicts[i];
436 if (ent->render.flags & RENDER_VIEWMODEL)
438 // remove flag so it will not be repeated incase RelinkEntities is not called again for a while
439 ent->render.flags -= RENDER_VIEWMODEL;
441 VectorCopy(ent->render.origin, v);
442 ent->render.origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0];
443 ent->render.origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1];
444 ent->render.origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2];
446 VectorAdd(ent->render.angles, r_refdef.viewangles, ent->render.angles);
451 void R_Entity_Callback(void *data, void *junk)
453 ((entity_t *)data)->render.visframe = r_framecount;
456 void R_AddModelEntities (void)
460 frameblend_t blend[4];
462 if (!r_drawentities.value)
465 for (i = 0;i < cl_numvisedicts;i++)
467 currententity = cl_visedicts[i];
468 if (currententity->render.model->type == mod_brush)
470 modelalpha = currententity->render.alpha;
471 R_DrawBrushModel (currententity);
473 else if (currententity->render.model->type == mod_alias)
475 VectorAdd(currententity->render.origin, currententity->render.model->mins, mins);
476 VectorAdd(currententity->render.origin, currententity->render.model->maxs, maxs);
477 R_Clip_AddBox(mins, maxs, R_Entity_Callback, currententity, NULL);
479 else if (currententity->render.model->type == mod_sprite)
481 R_LerpUpdate(currententity);
482 R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend);
483 R_ClipSprite(currententity, blend);
494 void R_DrawEntitiesOnList1 (void)
498 if (!r_drawentities.value)
501 for (i = 0;i < cl_numvisedicts;i++)
503 if (cl_visedicts[i]->render.visframe != r_framecount)
505 if (cl_visedicts[i]->render.model->type != mod_brush)
507 currententity = cl_visedicts[i];
508 modelalpha = currententity->render.alpha;
510 R_DrawBrushModel (currententity);
515 void R_DrawModels (void)
518 frameblend_t blend[4];
519 // vec3_t mins, maxs;
521 if (!r_drawentities.value)
524 for (i = 0;i < cl_numvisedicts;i++)
526 if (cl_visedicts[i]->render.visframe != r_framecount)
528 currententity = cl_visedicts[i];
529 if (currententity->render.model->type != mod_alias && currententity->render.model->type != mod_sprite)
532 modelalpha = currententity->render.alpha;
534 if (currententity->render.model->type == mod_alias)
536 // only lerp models here because sprites were already lerped for their clip polygon
537 R_LerpUpdate(currententity);
538 R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend);
539 R_DrawAliasModel (currententity, true, modelalpha, currententity->render.model, blend, currententity->render.skinnum, currententity->render.origin, currententity->render.angles, currententity->render.scale, currententity->render.effects, currententity->render.model->flags, currententity->render.colormap);
541 else //if (currententity->render.model->type == mod_sprite)
544 R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend);
545 R_DrawSpriteModel (currententity, blend);
549 VectorAdd(cl_visedicts[i]->render.origin, cl_visedicts[i]->render.model->mins, mins);
550 VectorAdd(cl_visedicts[i]->render.origin, cl_visedicts[i]->render.model->maxs, maxs);
552 switch (cl_visedicts[i]->render.model->type)
555 R_Clip_AddBox(mins, maxs, R_DrawModelCallback, cl_visedicts[i], NULL);
558 R_Clip_AddBox(mins, maxs, R_DrawSpriteCallback, cl_visedicts[i], NULL);
570 void R_DrawViewModel (void)
572 frameblend_t blend[4];
574 if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model)
577 currententity = &cl.viewent;
578 currententity->render.alpha = modelalpha = cl_entities[cl.viewentity].render.alpha; // LordHavoc: if the player is transparent, so is the gun
579 currententity->render.effects = cl_entities[cl.viewentity].render.effects;
580 currententity->render.scale = 1;
581 VectorCopy(cl_entities[cl.viewentity].render.colormod, currententity->render.colormod);
583 R_LerpUpdate(currententity);
584 R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend);
586 // hack the depth range to prevent view model from poking into walls
587 glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
588 R_DrawAliasModel (currententity, false, modelalpha, currententity->render.model, blend, currententity->render.skinnum, currententity->render.origin, currententity->render.angles, currententity->render.scale, currententity->render.effects, currententity->render.model->flags, currententity->render.colormap);
589 glDepthRange (gldepthmin, gldepthmax);
592 void R_DrawBrushModel (entity_t *e);
594 void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
596 void R_SetFrustum (void)
600 // LordHavoc: note to all quake engine coders, this code was making the
601 // view frustum taller than it should have been (it assumed the view is
602 // square; it is not square), so I disabled it
604 if (r_refdef.fov_x == 90)
606 // front side is visible
608 VectorAdd (vpn, vright, frustum[0].normal);
609 VectorSubtract (vpn, vright, frustum[1].normal);
611 VectorAdd (vpn, vup, frustum[2].normal);
612 VectorSubtract (vpn, vup, frustum[3].normal);
617 // rotate VPN right by FOV_X/2 degrees
618 RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
619 // rotate VPN left by FOV_X/2 degrees
620 RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
621 // rotate VPN up by FOV_X/2 degrees
622 RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
623 // rotate VPN down by FOV_X/2 degrees
624 RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
627 for (i=0 ; i<4 ; i++)
629 frustum[i].type = PLANE_ANYZ;
630 frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
631 // frustum[i].signbits = SignbitsForPlane (&frustum[i]);
632 PlaneClassify(&frustum[i]);
636 void R_AnimateLight (void);
637 void V_CalcBlend (void);
644 void R_SetupFrame (void)
646 // don't allow cheats in multiplayer
647 if (cl.maxclients > 1)
649 Cvar_Set ("r_fullbright", "0");
650 Cvar_Set ("r_ambient", "0");
655 // build the transformation matrix for the given view angles
656 VectorCopy (r_refdef.vieworg, r_origin);
658 AngleVectors (r_refdef.viewangles, vpn, vright, vup);
661 r_oldviewleaf = r_viewleaf;
662 r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
664 V_SetContentsColor (r_viewleaf->contents);
667 r_cache_thrash = false;
685 void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
687 GLdouble xmin, xmax, ymin, ymax;
689 ymax = zNear * tan( fovy * M_PI / 360.0 );
692 xmin = ymin * aspect;
693 xmax = ymax * aspect;
695 glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
704 void R_SetupGL (void)
707 int x, x2, y2, y, w, h;
714 glMatrixMode(GL_PROJECTION);
716 x = r_refdef.vrect.x * glwidth/vid.width;
717 x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width;
718 y = (vid.height-r_refdef.vrect.y) * glheight/vid.height;
719 y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/vid.height;
721 // fudge around because of frac screen scale
740 glViewport (glx + x, gly + y2, w, h);
741 screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
742 // yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
743 MYgluPerspective (r_refdef.fov_y, screenaspect, 4, r_farclip.value);
745 glCullFace(GL_FRONT);
747 glMatrixMode(GL_MODELVIEW);
750 glRotatef (-90, 1, 0, 0); // put Z going up
751 glRotatef (90, 0, 0, 1); // put Z going up
752 glRotatef (-r_refdef.viewangles[2], 1, 0, 0);
753 glRotatef (-r_refdef.viewangles[0], 0, 1, 0);
754 glRotatef (-r_refdef.viewangles[1], 0, 0, 1);
755 glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
757 glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
762 // if (gl_cull.value)
763 glEnable(GL_CULL_FACE);
765 // glDisable(GL_CULL_FACE);
767 glEnable(GL_BLEND); // was Disable
768 glDisable(GL_ALPHA_TEST);
769 glAlphaFunc(GL_GREATER, 0.5);
770 glEnable(GL_DEPTH_TEST);
772 glShadeModel(GL_SMOOTH);
784 // glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
787 glDepthFunc (GL_LEQUAL);
789 glDepthRange (gldepthmin, gldepthmax);
792 // LordHavoc: my trick to *FIX* GLQuake lighting once and for all :)
793 void GL_Brighten(void)
797 glMatrixMode(GL_PROJECTION);
799 glOrtho (0, vid.width, vid.height, 0, -99999, 99999);
800 glMatrixMode(GL_MODELVIEW);
802 glDisable (GL_DEPTH_TEST);
803 glDisable (GL_CULL_FACE);
804 glDisable(GL_TEXTURE_2D);
806 glBlendFunc (GL_DST_COLOR, GL_ONE);
807 glBegin (GL_TRIANGLES);
809 glVertex2f (-5000, -5000);
810 glVertex2f (10000, -5000);
811 glVertex2f (-5000, 10000);
813 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
815 glEnable(GL_TEXTURE_2D);
816 glEnable (GL_DEPTH_TEST);
817 glEnable (GL_CULL_FACE);
820 void GL_BlendView(void)
825 if (v_blend[3] < 0.01f)
828 glMatrixMode(GL_PROJECTION);
830 glOrtho (0, vid.width, vid.height, 0, -99999, 99999);
831 glMatrixMode(GL_MODELVIEW);
833 glDisable (GL_DEPTH_TEST);
834 glDisable (GL_CULL_FACE);
835 glDisable(GL_TEXTURE_2D);
837 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
838 glBegin (GL_TRIANGLES);
840 glColor4f (v_blend[0] * 0.5f, v_blend[1] * 0.5f, v_blend[2] * 0.5f, v_blend[3]);
842 glColor4fv (v_blend);
843 glVertex2f (-5000, -5000);
844 glVertex2f (10000, -5000);
845 glVertex2f (-5000, 10000);
848 glEnable (GL_CULL_FACE);
849 glEnable (GL_DEPTH_TEST);
851 glEnable(GL_TEXTURE_2D);
858 r_refdef must be set before the first call
861 extern void R_Sky(void);
862 extern void UploadLightmaps(void);
863 extern void R_DrawSurfaces(void);
864 extern void R_DrawPortals(void);
865 char r_speeds2_string[1024];
866 int speedstringcount;
868 void timestring(int t, char *desc)
873 sprintf(tempbuf, " %6ius %s", t, desc);
875 sprintf(tempbuf, " %6ims %s", t / 1000, desc);
876 length = strlen(tempbuf);
877 // while (length < 20)
878 // tempbuf[length++] = ' ';
879 // tempbuf[length] = 0;
880 if (speedstringcount + length > 80)
882 strcat(r_speeds2_string, "\n");
883 speedstringcount = 0;
885 // skip the space at the beginning if it's the first on the line
886 if (speedstringcount == 0)
888 strcat(r_speeds2_string, tempbuf + 1);
889 speedstringcount = length - 1;
893 strcat(r_speeds2_string, tempbuf);
894 speedstringcount += length;
898 #define TIMEREPORT(NAME) \
899 if (r_speeds2.value)\
901 temptime = currtime;\
902 currtime = Sys_DoubleTime();\
903 timestring((int) ((currtime - temptime) * 1000000.0), NAME);\
906 void R_RenderView (void)
908 double starttime, currtime, temptime;
909 // if (r_norefresh.value)
913 Host_Error ("R_RenderView: NULL worldmodel");
917 starttime = currtime = Sys_DoubleTime();
919 speedstringcount = 0;
920 sprintf(r_speeds2_string, "org:'%c%6.2f %c%6.2f %c%6.2f' ang:'%c%3.0f %c%3.0f %c%3.0f' dir:'%c%2.3f %c%2.3f %c%2.3f'\n%6i walls %6i dlitwalls %7i modeltris %7i transpoly\nBSP: %6i faces %6i nodes %6i leafs\n%4i models %4i bmodels %4i sprites %5i particles %3i dlights\n",
921 r_origin[0] < 0 ? '-' : ' ', fabs(r_origin[0]), r_origin[1] < 0 ? '-' : ' ', fabs(r_origin[1]), r_origin[2] < 0 ? '-' : ' ', fabs(r_origin[2]), r_refdef.viewangles[0] < 0 ? '-' : ' ', fabs(r_refdef.viewangles[0]), r_refdef.viewangles[1] < 0 ? '-' : ' ', fabs(r_refdef.viewangles[1]), r_refdef.viewangles[2] < 0 ? '-' : ' ', fabs(r_refdef.viewangles[2]), vpn[0] < 0 ? '-' : ' ', fabs(vpn[0]), vpn[1] < 0 ? '-' : ' ', fabs(vpn[1]), vpn[2] < 0 ? '-' : ' ', fabs(vpn[2]),
922 c_brush_polys, c_light_polys, c_alias_polys, currenttranspoly,
923 c_faces, c_nodes, c_leafs,
924 c_models, c_bmodels, c_sprites, c_particles, c_dlights);
927 starttime = currtime = 0;
932 lighthalf = gl_lightmode.value;
939 // render normal view
957 R_AddModelEntities();
958 TIMEREPORT("addmodels")
961 TIMEREPORT("scanedge ")
963 // now mark the lit surfaces
965 // yes this does add the world surfaces after the brush models
968 TIMEREPORT("surfaces ");
971 TIMEREPORT("uploadlmap")
973 // fogged sky polys, affects depth
976 // does not affect depth, draws over the sky polys
979 TIMEREPORT("skypoly ")
982 TIMEREPORT("wallpoly ")
985 TIMEREPORT("ddecal ")
987 // don't let sound skip if going slow
988 if (!intimerefresh && !r_speeds2.value)
993 TIMEREPORT("models ")
996 TIMEREPORT("dparticles")
998 TIMEREPORT("dexplosion")
1001 TIMEREPORT("transpoly ")
1006 TIMEREPORT("blend ")
1008 if (r_speeds2.value)
1009 timestring((int) ((Sys_DoubleTime() - starttime) * 1000000.0), "total ");