]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
rewrote RecursiveHullCheck, no longer gets stuck on angle changes, and is generally...
[xonotic/darkplaces.git] / gl_rmain.c
index c4a257d239f4016a08b00ae0b56c65e1730a3361..f848defad3109e647fa9533251708d0c209c51ed 100644 (file)
@@ -8,7 +8,7 @@ of the License, or (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 
 See the GNU General Public License for more details.
 
@@ -21,21 +21,18 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "quakedef.h"
 
-entity_t       r_worldentity;
+//static qboolean      r_cache_thrash;         // compatability
 
-qboolean       r_cache_thrash;         // compatability
+vec3_t         modelorg;
+entity_render_t        *currentrenderentity;
 
-vec3_t         modelorg, r_entorigin;
-entity_t       *currententity;
-
-int                    r_visframecount;        // bumped when going to a new PVS
 int                    r_framecount;           // used for dlight push checking
 
 mplane_t       frustum[4];
 
 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;
 
-qboolean       envmap;                         // true during envmap command capture 
+qboolean       envmap;                         // true during envmap command capture
 
 // LordHavoc: moved all code related to particles into r_part.c
 //int                  particletexture;        // little dot for particles
@@ -49,8 +46,8 @@ vec3_t        vpn;
 vec3_t vright;
 vec3_t r_origin;
 
-float  r_world_matrix[16];
-float  r_base_world_matrix[16];
+//float        r_world_matrix[16];
+//float        r_base_world_matrix[16];
 
 //
 // screen size info
@@ -59,40 +56,79 @@ refdef_t    r_refdef;
 
 mleaf_t                *r_viewleaf, *r_oldviewleaf;
 
-texture_t      *r_notexture_mip;
-
 unsigned short d_lightstylevalue[256]; // 8.8 fraction of base light value
 
+//cvar_t       r_norefresh = {0, "r_norefresh","0"};
+cvar_t r_drawentities = {0, "r_drawentities","1"};
+cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
+cvar_t r_speeds = {0, "r_speeds","0"};
+cvar_t r_speeds2 = {0, "r_speeds2","0"};
+cvar_t r_fullbright = {0, "r_fullbright","0"};
+//cvar_t       r_lightmap = {0, "r_lightmap","0"};
+cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"};
+cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"};
+cvar_t r_waterripple = {CVAR_SAVE, "r_waterripple","0"};
+cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"};
+
+cvar_t gl_lightmode = {CVAR_SAVE, "gl_lightmode", "1"}; // LordHavoc: overbright lighting
+//cvar_t       r_dynamicbothsides = {CVAR_SAVE, "r_dynamicbothsides", "1"}; // LordHavoc: can disable dynamic lighting of backfaces, but quake maps are weird so it doesn't always work right...
+cvar_t r_farclip = {0, "r_farclip", "6144"}; // FIXME: make this go away (calculate based on farthest visible object/polygon)
+
+cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
+cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"};
+cvar_t gl_fogred = {0, "gl_fogred","0.3"};
+cvar_t gl_foggreen = {0, "gl_foggreen","0.3"};
+cvar_t gl_fogblue = {0, "gl_fogblue","0.3"};
+cvar_t gl_fogstart = {0, "gl_fogstart", "0"};
+cvar_t gl_fogend = {0, "gl_fogend","0"};
+cvar_t glfog = {0, "glfog", "0"};
+
+cvar_t r_ser = {CVAR_SAVE, "r_ser", "1"};
+cvar_t gl_viewmodeldepthhack = {0, "gl_viewmodeldepthhack", "1"};
+
+int R_VisibleCullBox (vec3_t mins, vec3_t maxs)
+{
+       int sides;
+       mnode_t *nodestack[8192], *node;
+       int stack = 0;
+
+       if (R_CullBox(mins, maxs))
+               return true;
 
-void R_MarkLeaves (void);
-
-//cvar_t       r_norefresh = {"r_norefresh","0"};
-cvar_t r_drawentities = {"r_drawentities","1"};
-cvar_t r_drawviewmodel = {"r_drawviewmodel","1"};
-cvar_t r_speeds = {"r_speeds","0"};
-cvar_t r_speeds2 = {"r_speeds2","0"};
-cvar_t r_fullbright = {"r_fullbright","0"};
-//cvar_t       r_lightmap = {"r_lightmap","0"};
-cvar_t r_wateralpha = {"r_wateralpha","1"};
-cvar_t r_dynamic = {"r_dynamic","1"};
-cvar_t r_novis = {"r_novis","0"};
-cvar_t r_waterripple = {"r_waterripple","0"};
-cvar_t r_fullbrights = {"r_fullbrights", "1"};
-
-cvar_t contrast = {"contrast", "1.0", true}; // LordHavoc: a method of operating system independent color correction
-cvar_t brightness = {"brightness", "1.0", true}; // LordHavoc: a method of operating system independent color correction
-cvar_t gl_lightmode = {"gl_lightmode", "1", true}; // LordHavoc: overbright lighting
-//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...
-cvar_t r_farclip = {"r_farclip", "6144"};
-
-cvar_t gl_fogenable = {"gl_fogenable", "0"};
-cvar_t gl_fogdensity = {"gl_fogdensity", "0.25"};
-cvar_t gl_fogred = {"gl_fogred","0.3"};
-cvar_t gl_foggreen = {"gl_foggreen","0.3"};
-cvar_t gl_fogblue = {"gl_fogblue","0.3"};
-cvar_t gl_fogstart = {"gl_fogstart", "0"};
-cvar_t gl_fogend = {"gl_fogend","0"};
-cvar_t glfog = {"glfog", "0"};
+       node = cl.worldmodel->nodes;
+loc0:
+       if (node->contents < 0)
+       {
+               if (((mleaf_t *)node)->visframe == r_framecount)
+                       return false;
+               if (!stack)
+                       return true;
+               node = nodestack[--stack];
+               goto loc0;
+       }
+
+       sides = BOX_ON_PLANE_SIDE(mins, maxs, node->plane);
+
+// recurse down the contacted sides
+       if (sides & 1)
+       {
+               if (sides & 2) // 3
+               {
+                       // put second child on the stack for later examination
+                       nodestack[stack++] = node->children[1];
+                       node = node->children[0];
+                       goto loc0;
+               }
+               else // 1
+               {
+                       node = node->children[0];
+                       goto loc0;
+               }
+       }
+       // 2
+       node = node->children[1];
+       goto loc0;
+}
 
 qboolean lighthalf;
 
@@ -101,12 +137,10 @@ vec_t fogdensity;
 float fog_density, fog_red, fog_green, fog_blue;
 qboolean fogenabled;
 qboolean oldgl_fogenable;
-void FOG_framebegin()
+void FOG_framebegin(void)
 {
-       if (nehahra)
+       if (gamemode == GAME_NEHAHRA)
        {
-//             if (!Nehahrademcompatibility)
-//                     gl_fogenable.value = 0;
                if (gl_fogenable.value)
                {
                        oldgl_fogenable = true;
@@ -142,7 +176,7 @@ void FOG_framebegin()
                        return;
                if(fog_density)
                {
-                       // LordHavoc: Borland C++ 5.0 was choking on this line, stupid compiler...
+                       // LordHavoc: Borland C++ 5.0 was choking on this line...
                        //GLfloat colors[4] = {(GLfloat) gl_fogred.value, (GLfloat) gl_foggreen.value, (GLfloat) gl_fogblue.value, (GLfloat) 1};
                        GLfloat colors[4];
                        colors[0] = fog_red;
@@ -157,7 +191,7 @@ void FOG_framebegin()
                        }
 
                        glFogi (GL_FOG_MODE, GL_EXP2);
-                       glFogf (GL_FOG_DENSITY, (GLfloat) fog_density / 100); 
+                       glFogf (GL_FOG_DENSITY, (GLfloat) fog_density / 100);
                        glFogfv (GL_FOG_COLOR, colors);
                        glEnable (GL_FOG);
                }
@@ -177,15 +211,15 @@ void FOG_framebegin()
        }
 }
 
-void FOG_frameend()
+void FOG_frameend(void)
 {
        if (glfog.value)
                glDisable(GL_FOG);
 }
 
-void FOG_clear()
+void FOG_clear(void)
 {
-       if (nehahra)
+       if (gamemode == GAME_NEHAHRA)
        {
                Cvar_Set("gl_fogenable", "0");
                Cvar_Set("gl_fogdensity", "0.2");
@@ -196,70 +230,75 @@ void FOG_clear()
        fog_density = fog_red = fog_green = fog_blue = 0.0f;
 }
 
-void FOG_registercvars()
+void FOG_registercvars(void)
 {
        Cvar_RegisterVariable (&glfog);
-       if (nehahra)
+       if (gamemode == GAME_NEHAHRA)
        {
                Cvar_RegisterVariable (&gl_fogenable);
                Cvar_RegisterVariable (&gl_fogdensity);
                Cvar_RegisterVariable (&gl_fogred);
-               Cvar_RegisterVariable (&gl_foggreen); 
+               Cvar_RegisterVariable (&gl_foggreen);
                Cvar_RegisterVariable (&gl_fogblue);
                Cvar_RegisterVariable (&gl_fogstart);
                Cvar_RegisterVariable (&gl_fogend);
        }
 }
 
-void glmain_start()
+void gl_main_start(void)
+{
+}
+
+void gl_main_shutdown(void)
 {
 }
 
-void glmain_shutdown()
+void gl_main_newmap(void)
 {
 }
 
-void GL_Main_Init()
+void GL_Main_Init(void)
 {
        FOG_registercvars();
        Cvar_RegisterVariable (&r_drawentities);
        Cvar_RegisterVariable (&r_drawviewmodel);
        Cvar_RegisterVariable (&r_speeds);
        Cvar_RegisterVariable (&r_speeds2);
-       Cvar_RegisterVariable (&contrast);
-       Cvar_RegisterVariable (&brightness);
        Cvar_RegisterVariable (&gl_lightmode);
 //     Cvar_RegisterVariable (&r_dynamicwater);
 //     Cvar_RegisterVariable (&r_dynamicbothsides);
        Cvar_RegisterVariable (&r_fullbrights);
        Cvar_RegisterVariable (&r_wateralpha);
        Cvar_RegisterVariable (&r_dynamic);
-       Cvar_RegisterVariable (&r_novis);
-       Cvar_RegisterVariable (&r_waterripple); // LordHavoc: added waterripple
-       if (nehahra)
-               Cvar_SetValue("r_fullbrights", 0);
-//     if (gl_vendor && strstr(gl_vendor, "3Dfx"))
-//             gl_lightmode.value = 0;
+       Cvar_RegisterVariable (&r_waterripple);
+       Cvar_RegisterVariable (&r_farclip);
        Cvar_RegisterVariable (&r_fullbright);
-       R_RegisterModule("GL_Main", glmain_start, glmain_shutdown);
+       Cvar_RegisterVariable (&r_ser);
+       Cvar_RegisterVariable (&gl_viewmodeldepthhack);
+       if (gamemode == GAME_NEHAHRA)
+               Cvar_SetValue("r_fullbrights", 0);
+       R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
 }
 
-extern void GL_Draw_Init();
-extern void GL_Main_Init();
-extern void GL_Models_Init();
-extern void GL_Poly_Init();
-extern void GL_Surf_Init();
-extern void GL_Screen_Init();
-extern void GL_Misc_Init();
-extern void R_Crosshairs_Init();
-extern void R_Light_Init();
-extern void R_Particles_Init();
-extern void R_Explosion_Init();
-extern void CL_Effects_Init();
-
-void Render_Init()
+extern void GL_Draw_Init(void);
+extern void GL_Main_Init(void);
+extern void GL_Models_Init(void);
+extern void GL_Poly_Init(void);
+extern void GL_Surf_Init(void);
+extern void GL_Screen_Init(void);
+extern void GL_Misc_Init(void);
+extern void R_Crosshairs_Init(void);
+extern void R_Light_Init(void);
+extern void R_Particles_Init(void);
+extern void R_Explosion_Init(void);
+extern void CL_Effects_Init(void);
+extern void R_Clip_Init(void);
+extern void ui_init(void);
+
+void Render_Init(void)
 {
-       R_ShutdownModules();
+       R_Modules_Shutdown();
+       R_Clip_Init();
        GL_Draw_Init();
        GL_Main_Init();
        GL_Models_Init();
@@ -272,7 +311,9 @@ void Render_Init()
        R_Particles_Init();
        R_Explosion_Init();
        CL_Effects_Init();
-       R_StartModules();
+       R_Decals_Init();
+       ui_init();
+       R_Modules_Start();
 }
 
 /*
@@ -295,8 +336,10 @@ void GL_Init (void)
 
 //     Con_Printf ("%s %s\n", gl_renderer, gl_version);
 
-       VID_CheckMultitexture();
-       VID_CheckCVA();
+//     VID_CheckMultitexture();
+//     VID_CheckCVA();
+//     VID_CheckCombine();
+       VID_CheckExtensions();
 
        // LordHavoc: report supported extensions
        Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
@@ -307,134 +350,95 @@ void GL_Init (void)
        glAlphaFunc(GL_GREATER, 0.5);
 
 //     glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
-
-       Palette_Init();
 }
 
 
-/*
-void R_RotateForEntity (entity_t *e)
-{
-       glTranslatef (e->origin[0],  e->origin[1],  e->origin[2]);
-
-       glRotatef (e->angles[1],  0, 0, 1);
-       glRotatef (-e->angles[0],  0, 1, 0);
-       glRotatef (e->angles[2],  1, 0, 0);
+//==================================================================================
 
-       glScalef (e->scale, e->scale, e->scale); // LordHavoc: model scale
+void R_Entity_Callback(void *data, void *junk)
+{
+       ((entity_render_t *)data)->visframe = r_framecount;
 }
-*/
-
-// LordHavoc: shading stuff
-vec3_t shadevector;
-vec3_t shadecolor;
-
-float  modelalpha;
 
-//==================================================================================
+static void R_AddModelEntities (void)
+{
+       int             i;
+       vec3_t  v;
 
-void R_DrawBrushModel (entity_t *e);
-void R_DrawSpriteModel (entity_t *e, frameblend_t *blend);
+       if (!r_drawentities.value)
+               return;
 
-void R_LerpUpdate(entity_t *ent)
-{
-       int frame;
-       frame = ent->frame;
-       if (ent->model && ent->frame >= ent->model->numframes)
+       for (i = 0;i < cl_numvisedicts;i++)
        {
-               Con_Printf("R_LerpUpdate: no such frame%6i in \"%s\"\n", ent->frame, ent->model->name);
-               frame = 0;
-       }
+               currentrenderentity = &cl_visedicts[i]->render;
 
-       if (ent->lerp_model != ent->model)
-       {
-               // reset all interpolation information
-               ent->lerp_model = ent->model;
-               ent->frame1 = ent->frame2 = frame;
-               ent->frame1start = ent->frame2start = cl.time;
-               ent->framelerp = 1;
-               ent->lerp_starttime = 0;
-       }
-       else if (ent->frame2 != frame)
-       {
-               // transition to new frame
-               ent->frame1 = ent->frame2;
-               ent->frame1start = ent->frame2start;
-               ent->frame2 = frame;
-               ent->frame2start = cl.time;
-               ent->framelerp = 0;
-               ent->lerp_starttime = cl.time;
-       }
-       else
-       {
-               // lerp_starttime < 0 is used to prevent changing of framelerp
-               if (ent->lerp_starttime >= 0)
+               // move view-relative models to where they should be
+               if (currentrenderentity->flags & RENDER_VIEWMODEL)
+               {
+                       // remove flag so it will not be repeated incase RelinkEntities is not called again for a while
+                       currentrenderentity->flags -= RENDER_VIEWMODEL;
+                       // transform origin
+                       VectorCopy(currentrenderentity->origin, v);
+                       currentrenderentity->origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0];
+                       currentrenderentity->origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1];
+                       currentrenderentity->origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2];
+                       // adjust angles
+                       VectorAdd(currentrenderentity->angles, r_refdef.viewangles, currentrenderentity->angles);
+               }
+
+               if (currentrenderentity->angles[0] || currentrenderentity->angles[2])
+               {
+                       VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->rotatedmins, currentrenderentity->mins);
+                       VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->rotatedmaxs, currentrenderentity->maxs);
+               }
+               else if (currentrenderentity->angles[1])
                {
-                       // update transition
-                       ent->framelerp = (cl.time - ent->lerp_starttime) * 10;
-                       ent->framelerp = bound(0, ent->framelerp, 1);
+                       VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->yawmins, currentrenderentity->mins);
+                       VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->yawmaxs, currentrenderentity->maxs);
                }
+               else
+               {
+                       VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->normalmins, currentrenderentity->mins);
+                       VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->normalmaxs, currentrenderentity->maxs);
+               }
+               if (R_VisibleCullBox(currentrenderentity->mins, currentrenderentity->maxs))
+                       continue;
+
+               R_LerpAnimation(currentrenderentity);
+               if (r_ser.value)
+                       currentrenderentity->model->SERAddEntity();
+               else
+                       currentrenderentity->visframe = r_framecount;
        }
 }
 
-
-/*
-=============
-R_DrawEntitiesOnList
-=============
-*/
-// LordHavoc: split so bmodels are rendered before any other objects
-void R_DrawEntitiesOnList1 (void)
+void R_DrawModels1 (void)
 {
        int             i;
 
        if (!r_drawentities.value)
                return;
 
-       for (i=0 ; i<cl_numvisedicts ; i++)
+       for (i = 0;i < cl_numvisedicts;i++)
        {
-               if (cl_visedicts[i]->model->type != mod_brush)
-                       continue;
-               currententity = cl_visedicts[i];
-               modelalpha = currententity->alpha;
-
-               R_DrawBrushModel (currententity);
+               currentrenderentity = &cl_visedicts[i]->render;
+               if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->DrawEarly)
+                       currentrenderentity->model->DrawEarly();
        }
 }
 
-void R_DrawEntitiesOnList2 (void)
+void R_DrawModels2 (void)
 {
        int             i;
-       frameblend_t blend[4];
 
        if (!r_drawentities.value)
                return;
 
-       for (i=0 ; i<cl_numvisedicts ; i++)
+       for (i = 0;i < cl_numvisedicts;i++)
        {
-               currententity = cl_visedicts[i];
-               modelalpha = currententity->alpha;
-
-               switch (currententity->model->type)
-               {
-               case mod_alias:
-                       if (!strcmp(currententity->model->name, "progs/flame2.mdl"))
-                               blend[0].frame = 0;
-
-                       R_LerpUpdate(currententity);
-                       R_LerpAnimation(currententity->model, currententity->frame1, currententity->frame2, currententity->frame1start, currententity->frame2start, currententity->framelerp, blend);
-                       R_DrawAliasModel (currententity, true, modelalpha, currententity->model, blend, currententity->skinnum, currententity->origin, currententity->angles, currententity->scale, currententity->effects, currententity->model->flags, currententity->colormap);
-                       break;
-
-               case mod_sprite:
-                       R_LerpUpdate(currententity);
-                       R_LerpAnimation(currententity->model, currententity->frame1, currententity->frame2, currententity->frame1start, currententity->frame2start, currententity->framelerp, blend);
-                       R_DrawSpriteModel (currententity, blend);
-                       break;
-
-               default:
-                       break;
-               }
+               currentrenderentity = &cl_visedicts[i]->render;
+               if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->DrawLate)
+                       currentrenderentity->model->DrawLate();
        }
 }
 
@@ -445,35 +449,30 @@ R_DrawViewModel
 */
 void R_DrawViewModel (void)
 {
-       frameblend_t blend[4];
-
-       if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.model)
+       if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model)
                return;
 
-       currententity = &cl.viewent;
-       currententity->alpha = modelalpha = cl_entities[cl.viewentity].alpha; // LordHavoc: if the player is transparent, so is his gun
-       currententity->effects = cl_entities[cl.viewentity].effects;
-       currententity->scale = 1;
-       VectorCopy(cl_entities[cl.viewentity].colormod, currententity->colormod);
+       currentrenderentity = &cl.viewent.render;
 
-       R_LerpUpdate(currententity);
-       R_LerpAnimation(currententity->model, currententity->frame1, currententity->frame2, currententity->frame1start, currententity->frame2start, currententity->framelerp, blend);
+       R_LerpAnimation(currentrenderentity);
 
        // hack the depth range to prevent view model from poking into walls
-       glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
-       R_DrawAliasModel (currententity, false, modelalpha, currententity->model, blend, currententity->skinnum, currententity->origin, currententity->angles, currententity->scale, currententity->effects, currententity->model->flags, currententity->colormap);
-       glDepthRange (gldepthmin, gldepthmax);
+       if (gl_viewmodeldepthhack.value)
+               glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
+       currentrenderentity->model->DrawLate();
+       if (gl_viewmodeldepthhack.value)
+               glDepthRange (gldepthmin, gldepthmax);
 }
 
-void R_DrawBrushModel (entity_t *e);
-
-void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
-
-void R_SetFrustum (void)
+static void R_SetFrustum (void)
 {
        int             i;
 
-       if (r_refdef.fov_x == 90) 
+       // LordHavoc: note to all quake engine coders, this code was making the
+       // view frustum taller than it should have been (it assumed the view is
+       // square; it is not square), so I disabled it
+       /*
+       if (r_refdef.fov_x == 90)
        {
                // front side is visible
 
@@ -485,6 +484,7 @@ void R_SetFrustum (void)
        }
        else
        {
+       */
                // rotate VPN right by FOV_X/2 degrees
                RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
                // rotate VPN left by FOV_X/2 degrees
@@ -493,36 +493,33 @@ void R_SetFrustum (void)
                RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
                // rotate VPN down by FOV_X/2 degrees
                RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
-       }
+       //}
 
        for (i=0 ; i<4 ; i++)
        {
                frustum[i].type = PLANE_ANYZ;
                frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
 //             frustum[i].signbits = SignbitsForPlane (&frustum[i]);
-               BoxOnPlaneSideClassify(&frustum[i]);
+               PlaneClassify(&frustum[i]);
        }
 }
 
-void R_AnimateLight (void);
-void V_CalcBlend (void);
-
 /*
 ===============
 R_SetupFrame
 ===============
 */
-void R_SetupFrame (void)
+static void R_SetupFrame (void)
 {
 // don't allow cheats in multiplayer
        if (cl.maxclients > 1)
        {
-               Cvar_Set ("r_fullbright", "0");
-               Cvar_Set ("r_ambient", "0");
+               if (r_fullbright.value != 0)
+                       Cvar_Set ("r_fullbright", "0");
+               if (r_ambient.value != 0)
+                       Cvar_Set ("r_ambient", "0");
        }
 
-       R_AnimateLight ();
-
        r_framecount++;
 
 // build the transformation matrix for the given view angles
@@ -537,7 +534,7 @@ void R_SetupFrame (void)
        V_SetContentsColor (r_viewleaf->contents);
        V_CalcBlend ();
 
-       r_cache_thrash = false;
+//     r_cache_thrash = false;
 
        c_brush_polys = 0;
        c_alias_polys = 0;
@@ -550,88 +547,60 @@ void R_SetupFrame (void)
        c_sprites = 0;
        c_particles = 0;
 //     c_dlights = 0;
+
+       R_AnimateLight ();
 }
 
 
-void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
+static void MYgluPerspective(GLdouble fovx, GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
 {
-   GLdouble xmin, xmax, ymin, ymax;
+       GLdouble xmax, ymax;
 
-   ymax = zNear * tan( fovy * M_PI / 360.0 );
-   ymin = -ymax;
+       xmax = zNear * tan( fovx * M_PI / 360.0 ) * aspect;
+       ymax = zNear * tan( fovy * M_PI / 360.0 );
 
-   xmin = ymin * aspect;
-   xmax = ymax * aspect;
+       if (r_viewleaf->contents != CONTENTS_EMPTY && r_viewleaf->contents != CONTENTS_SOLID)
+       {
+               xmax *= (sin(cl.time * 4.7) * 0.03 + 0.97);
+               ymax *= (sin(cl.time * 3) * 0.03 + 0.97);
+       }
 
-   glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
+       glFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar );
 }
 
 
-extern char skyname[];
-
 /*
 =============
 R_SetupGL
 =============
 */
-void R_SetupGL (void)
+static void R_SetupGL (void)
 {
-       float   screenaspect;
-       extern  int glwidth, glheight;
-       int             x, x2, y2, y, w, h;
-
        if (!r_render.value)
                return;
-       //
+
        // set up viewpoint
-       //
        glMatrixMode(GL_PROJECTION);
-    glLoadIdentity ();
-       x = r_refdef.vrect.x * glwidth/vid.width;
-       x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width;
-       y = (vid.height-r_refdef.vrect.y) * glheight/vid.height;
-       y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/vid.height;
-
-       // fudge around because of frac screen scale
-       if (x > 0)
-               x--;
-       if (x2 < glwidth)
-               x2++;
-       if (y2 < 0)
-               y2--;
-       if (y < glheight)
-               y++;
-
-       w = x2 - x;
-       h = y - y2;
-
-       if (envmap)
-       {
-               x = y2 = 0;
-               w = h = 256;
-       }
+       glLoadIdentity ();
 
-       glViewport (glx + x, gly + y2, w, h);
-    screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
-//     yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
-//     if (skyname[0]) // skybox enabled?
-//             MYgluPerspective (r_refdef.fov_y,  screenaspect,  4,  r_skyboxsize.value*1.732050807569 + 256); // this is size*sqrt(3) + 256
-//     else
-               MYgluPerspective (r_refdef.fov_y,  screenaspect,  4,  r_farclip.value);
+       // y is weird beause OpenGL is bottom to top, we use top to bottom
+       glViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);
+//     yfov = 2*atan((float)r_refdef.height/r_refdef.width)*180/M_PI;
+       MYgluPerspective (r_refdef.fov_x, r_refdef.fov_y, r_refdef.width/r_refdef.height, 4, r_farclip.value);
 
        glCullFace(GL_FRONT);
 
        glMatrixMode(GL_MODELVIEW);
-    glLoadIdentity ();
+       glLoadIdentity ();
 
-    glRotatef (-90,  1, 0, 0);     // put Z going up
-    glRotatef (90,  0, 0, 1);      // put Z going up
-    glRotatef (-r_refdef.viewangles[2],  1, 0, 0);
-    glRotatef (-r_refdef.viewangles[0],  0, 1, 0);
-    glRotatef (-r_refdef.viewangles[1],  0, 0, 1);
-    glTranslatef (-r_refdef.vieworg[0],  -r_refdef.vieworg[1],  -r_refdef.vieworg[2]);
+       glRotatef (-90,  1, 0, 0);          // put Z going up
+       glRotatef (90,  0, 0, 1);           // put Z going up
+       glRotatef (-r_refdef.viewangles[2],  1, 0, 0);
+       glRotatef (-r_refdef.viewangles[0],  0, 1, 0);
+       glRotatef (-r_refdef.viewangles[1],  0, 0, 1);
+       glTranslatef (-r_refdef.vieworg[0],  -r_refdef.vieworg[1],  -r_refdef.vieworg[2]);
 
-       glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
+//     glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
 
        //
        // set drawing parms
@@ -654,7 +623,7 @@ void R_SetupGL (void)
 R_Clear
 =============
 */
-void R_Clear (void)
+static void R_Clear (void)
 {
        if (!r_render.value)
                return;
@@ -666,199 +635,192 @@ void R_Clear (void)
        glDepthRange (gldepthmin, gldepthmax);
 }
 
-// LordHavoc: my trick to *FIX* GLQuake lighting once and for all :)
-void GL_Brighten()
+static void GL_BlendView(void)
 {
        if (!r_render.value)
                return;
+
+       if (v_blend[3] < 0.01f)
+               return;
+
        glMatrixMode(GL_PROJECTION);
     glLoadIdentity ();
-       glOrtho  (0, vid.width, vid.height, 0, -99999, 99999);
+       glOrtho  (0, 256, 256, 0, -99999, 99999);
        glMatrixMode(GL_MODELVIEW);
     glLoadIdentity ();
        glDisable (GL_DEPTH_TEST);
        glDisable (GL_CULL_FACE);
        glDisable(GL_TEXTURE_2D);
        glEnable(GL_BLEND);
-       glBlendFunc (GL_DST_COLOR, GL_ONE);
+       glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glBegin (GL_TRIANGLES);
-       glColor3f (1, 1, 1);
+       if (lighthalf)
+               glColor4f (v_blend[0] * 0.5f, v_blend[1] * 0.5f, v_blend[2] * 0.5f, v_blend[3]);
+       else
+               glColor4fv (v_blend);
        glVertex2f (-5000, -5000);
        glVertex2f (10000, -5000);
        glVertex2f (-5000, 10000);
        glEnd ();
-       glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+       glEnable (GL_CULL_FACE);
+       glEnable (GL_DEPTH_TEST);
        glDisable(GL_BLEND);
        glEnable(GL_TEXTURE_2D);
-       glEnable (GL_DEPTH_TEST);
-       glEnable (GL_CULL_FACE);
 }
 
-extern cvar_t contrast;
-extern cvar_t brightness;
-extern cvar_t gl_lightmode;
+/*
+================
+R_RenderView
 
-void GL_BlendView()
+r_refdef must be set before the first call
+================
+*/
+extern void UploadLightmaps(void);
+extern void R_DrawSurfaces(void);
+extern void R_DrawPortals(void);
+char r_speeds2_string[1024];
+int speedstringcount;
+
+void timestring(int t, char *desc)
 {
-       if (!r_render.value)
-               return;
-       glMatrixMode(GL_PROJECTION);
-    glLoadIdentity ();
-       glOrtho  (0, vid.width, vid.height, 0, -99999, 99999);
-       glMatrixMode(GL_MODELVIEW);
-    glLoadIdentity ();
-       glDisable (GL_DEPTH_TEST);
-       glDisable (GL_CULL_FACE);
-       glDisable(GL_TEXTURE_2D);
-       glEnable(GL_BLEND);
-       if (lighthalf)
+       char tempbuf[256];
+       int length;
+       if (t < 1000000)
+               sprintf(tempbuf, " %6ius %s", t, desc);
+       else
+               sprintf(tempbuf, " %6ims %s", t / 1000, desc);
+       length = strlen(tempbuf);
+//     while (length < 20)
+//             tempbuf[length++] = ' ';
+//     tempbuf[length] = 0;
+       if (speedstringcount + length > 80)
        {
-               glBlendFunc (GL_DST_COLOR, GL_ONE);
-               glBegin (GL_TRIANGLES);
-               glColor3f (1, 1, 1);
-               glVertex2f (-5000, -5000);
-               glVertex2f (10000, -5000);
-               glVertex2f (-5000, 10000);
-               glEnd ();
+               strcat(r_speeds2_string, "\n");
+               speedstringcount = 0;
        }
-       glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       contrast.value = bound(0.2, contrast.value, 1.0);
-       if (/*gl_polyblend.value && */v_blend[3])
+       // skip the space at the beginning if it's the first on the line
+       if (speedstringcount == 0)
        {
-               glBegin (GL_TRIANGLES);
-               glColor4fv (v_blend);
-               glVertex2f (-5000, -5000);
-               glVertex2f (10000, -5000);
-               glVertex2f (-5000, 10000);
-               glEnd ();
+               strcat(r_speeds2_string, tempbuf + 1);
+               speedstringcount = length - 1;
+       }
+       else
+       {
+               strcat(r_speeds2_string, tempbuf);
+               speedstringcount += length;
        }
-
-       glEnable (GL_CULL_FACE);
-       glEnable (GL_DEPTH_TEST);
-       glDisable(GL_BLEND);
-       glEnable(GL_TEXTURE_2D);
 }
 
-/*
-#define TIMEREPORT(DESC) \
-       if (r_speeds2.value)\
-       {\
-               temptime = -currtime;\
-               currtime = Sys_FloatTime();\
-               temptime += currtime;\
-               Con_Printf(DESC " %.4fms ", temptime * 1000.0);\
-       }
-*/
-#define TIMEREPORT(VAR) \
+#define TIMEREPORT(NAME) \
        if (r_speeds2.value)\
        {\
                temptime = currtime;\
-               currtime = Sys_FloatTime();\
-               VAR = (int) ((currtime - temptime) * 1000000.0);\
-       }\
-       else\
-               VAR = 0;
-
-/*
-================
-R_RenderView
+               currtime = Sys_DoubleTime();\
+               timestring((int) ((currtime - temptime) * 1000000.0), NAME);\
+       }
 
-r_refdef must be set before the first call
-================
-*/
-extern qboolean intimerefresh;
-extern qboolean skyisvisible;
-extern void R_Sky();
-extern void UploadLightmaps();
-char r_speeds2_string1[81], r_speeds2_string2[81], r_speeds2_string3[81], r_speeds2_string4[81], r_speeds2_string5[81], r_speeds2_string6[81];
 void R_RenderView (void)
 {
        double starttime, currtime, temptime;
-       int time_clear, time_setup, time_world, time_bmodels, time_upload, time_sky, time_wall, time_models, time_moveparticles, time_drawparticles, time_moveexplosions, time_drawexplosions, time_transpoly, time_blend, time_total;
-//     double currtime, temptime;
-//     if (r_norefresh.value)
-//             return;
-
-       if (!r_worldentity.model || !cl.worldmodel)
-               Sys_Error ("R_RenderView: NULL worldmodel");
-
-       lighthalf = gl_lightmode.value;
 
-       FOG_framebegin();
+       if (!cl.worldmodel)
+               Host_Error ("R_RenderView: NULL worldmodel");
 
        if (r_speeds2.value)
        {
-               starttime = currtime = Sys_FloatTime();
-//             Con_Printf("render time: ");
+               speedstringcount = 0;
+               sprintf(r_speeds2_string, "org:'%c%6.2f %c%6.2f %c%6.2f' ang:'%c%3.0f %c%3.0f %c%3.0f' dir:'%c%2.3f %c%2.3f %c%2.3f'\n%6i walls %6i dlitwalls %7i modeltris %7i transpoly\nBSP: %6i faces %6i nodes %6i leafs\n%4i models %4i bmodels %4i sprites %5i particles %3i dlights\n",
+                       r_origin[0] < 0 ? '-' : ' ', fabs(r_origin[0]), r_origin[1] < 0 ? '-' : ' ', fabs(r_origin[1]), r_origin[2] < 0 ? '-' : ' ', fabs(r_origin[2]), r_refdef.viewangles[0] < 0 ? '-' : ' ', fabs(r_refdef.viewangles[0]), r_refdef.viewangles[1] < 0 ? '-' : ' ', fabs(r_refdef.viewangles[1]), r_refdef.viewangles[2] < 0 ? '-' : ' ', fabs(r_refdef.viewangles[2]), vpn[0] < 0 ? '-' : ' ', fabs(vpn[0]), vpn[1] < 0 ? '-' : ' ', fabs(vpn[1]), vpn[2] < 0 ? '-' : ' ', fabs(vpn[2]),
+                       c_brush_polys, c_light_polys, c_alias_polys, currenttranspoly,
+                       c_faces, c_nodes, c_leafs,
+                       c_models, c_bmodels, c_sprites, c_particles, c_dlights);
+
+               starttime = currtime = Sys_DoubleTime();
        }
        else
                starttime = currtime = 0;
+
+       R_MoveParticles ();
+       TIMEREPORT("mparticles")
+       R_MoveExplosions();
+       TIMEREPORT("mexplosion")
+
+       FOG_framebegin();
+
        R_Clear();
-       skyisvisible = false;
-       TIMEREPORT(time_clear)
+       TIMEREPORT("clear     ")
 
        // render normal view
 
        R_SetupFrame ();
        R_SetFrustum ();
        R_SetupGL ();
+       R_Clip_StartFrame();
 
        skypolyclear();
        wallpolyclear();
        transpolyclear();
 
-       TIMEREPORT(time_setup)
+       TIMEREPORT("setup     ")
+
+       R_DrawWorld ();
+       TIMEREPORT("addworld  ")
+
+       R_AddModelEntities();
+       TIMEREPORT("addmodels ")
+
+       R_Clip_EndFrame();
+       TIMEREPORT("scanedge  ")
 
-       R_MarkLeaves ();        // done here so we know if we're in water
-       R_DrawWorld ();         // adds static entities to the list
-       TIMEREPORT(time_world)
-       R_DrawEntitiesOnList1 (); // BSP models
-       TIMEREPORT(time_bmodels)
+       // now mark the lit surfaces
+       R_PushDlights ();
+       TIMEREPORT("marklights")
+
+       R_DrawModels1 ();
+
+       // yes this does add the world after the brush models when using the SER
+       R_DrawSurfaces ();
+       R_DrawPortals ();
+       TIMEREPORT("surfaces  ");
 
        UploadLightmaps();
-       TIMEREPORT(time_upload)
+       TIMEREPORT("uploadlmap")
+
+       skypolyrender();
+       TIMEREPORT("skypoly   ")
 
-       skypolyrender(); // fogged sky polys, affects depth
+       wallpolyrender1();
+       TIMEREPORT("wallpoly1 ")
 
-       if (skyname[0] && skyisvisible && !fogenabled)
-               R_Sky(); // does not affect depth, draws over the sky polys
-       TIMEREPORT(time_sky)
+       GL_DrawDecals();
+       TIMEREPORT("ddecal    ")
 
-       wallpolyrender();
-       TIMEREPORT(time_wall)
+       wallpolyrender2();
+       TIMEREPORT("wallpoly2 ")
 
+       // don't let sound skip if going slow
        if (!intimerefresh && !r_speeds2.value)
-               S_ExtraUpdate ();       // don't let sound get messed up if going slow
+               S_ExtraUpdate ();
 
-       R_DrawEntitiesOnList2 (); // other models
-//     R_RenderDlights ();
        R_DrawViewModel ();
-       TIMEREPORT(time_models)
-       R_MoveParticles ();
-       TIMEREPORT(time_moveparticles)
+       R_DrawModels2 ();
+       TIMEREPORT("models    ")
+
        R_DrawParticles ();
-       TIMEREPORT(time_drawparticles)
-       R_MoveExplosions();
-       TIMEREPORT(time_moveexplosions)
+       TIMEREPORT("dparticles")
+
        R_DrawExplosions();
-       TIMEREPORT(time_drawexplosions)
+       TIMEREPORT("dexplosion")
 
        transpolyrender();
-       TIMEREPORT(time_transpoly)
+       TIMEREPORT("transpoly ")
 
        FOG_frameend();
 
        GL_BlendView();
-       TIMEREPORT(time_blend)
+       TIMEREPORT("blend     ")
+
        if (r_speeds2.value)
-       {
-               time_total = (int) ((Sys_FloatTime() - starttime) * 1000000.0);
-//             Con_Printf("\n");
-               sprintf(r_speeds2_string1, "%6i walls %6i dlitwalls %7i modeltris %7i transpoly\n", c_brush_polys, c_light_polys, c_alias_polys, currenttranspoly);
-               sprintf(r_speeds2_string2, "BSP: %6i faces %6i nodes %6i leafs\n", c_faces, c_nodes, c_leafs);
-               sprintf(r_speeds2_string3, "%4i models %4i bmodels %4i sprites %5i particles %3i dlights\n", c_models, c_bmodels, c_sprites, c_particles, c_dlights);
-               sprintf(r_speeds2_string4, "%6ius clear  %6ius setup  %6ius world  %6ius bmodel %6ius upload", time_clear, time_setup, time_world, time_bmodels, time_upload);
-               sprintf(r_speeds2_string5, "%6ius sky    %6ius wall   %6ius models %6ius mpart  %6ius dpart ", time_sky, time_wall, time_models, time_moveparticles, time_drawparticles);
-               sprintf(r_speeds2_string6, "%6ius trans  %6ius blend  %6ius total  %6ius permdl", time_transpoly, time_blend, time_total, time_models / max(c_models, 1));
-       }
+               timestring((int) ((Sys_DoubleTime() - starttime) * 1000000.0), "total    ");
 }