newtree/source/gl_rmain.c

986 lines
21 KiB
C

/*
gl_rmain.c
(description)
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
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.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include <math.h>
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include "qargs.h"
#include "bothdefs.h"
#include "commdef.h"
#include "console.h"
#include "glquake.h"
#include "model.h"
#include "render.h"
#include "sys.h"
#include "r_dynamic.h"
#include "skin.h"
#include "cl_main.h"
#include "cl_cam.h"
#include "va.h"
#include "view.h"
entity_t r_worldentity;
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;
qboolean envmap; // true during envmap command capture
int playertextures; // up to 16 color translated skins
//
// view origin
//
vec3_t vup;
vec3_t vpn;
vec3_t vright;
vec3_t r_origin;
float r_world_matrix[16];
float r_base_world_matrix[16];
//
// screen size info
//
refdef_t r_refdef;
mleaf_t *r_viewleaf, *r_oldviewleaf;
int d_lightstylevalue[256]; // 8.8 fraction of base light value
vec3_t shadecolor; // Ender (Extend) Colormod
float modelalpha; // Ender (EXtend) Alpha
void R_MarkLeaves (void);
cvar_t *r_norefresh;
cvar_t *r_drawentities;
cvar_t *r_drawviewmodel;
cvar_t *r_speeds;
cvar_t *r_shadows;
cvar_t *r_wateralpha;
cvar_t *r_waterripple;
cvar_t *r_dynamic;
cvar_t *r_novis;
cvar_t *r_netgraph;
cvar_t *gl_clear;
cvar_t *gl_cull;
cvar_t *gl_texsort;
cvar_t *gl_smooth;
cvar_t *gl_smoothdlights;
cvar_t *gl_affinemodels;
cvar_t *gl_flashblend;
cvar_t *gl_playermip;
cvar_t *gl_nocolors;
cvar_t *gl_keeptjunctions;
cvar_t *gl_particles;
cvar_t *r_skyname;
cvar_t *gl_skymultipass;
cvar_t *gl_sky_clip;
cvar_t *gl_fb_models;
cvar_t *gl_fb_bmodels;
cvar_t *brighten;
extern cvar_t *scr_fov;
extern byte gammatable[256];
extern qboolean lighthalf;
// LordHavoc: place for gl_rmain setup code
void glrmain_init()
{
};
/*
GL_CheckBrightness
This is something like the brightness cvar, except it hacks the palette
directly instead of brightening the screen afterward.
*/
void
GL_CheckBrightness (unsigned char *pal)
{
int i, inf;
float brightness;
brighten = Cvar_Get ("brighten", "1", CVAR_ROM,
"Palette hack equivalent to brightness");
if ((i = COM_CheckParm ("-brighten"))) {
brightness = atof (com_argv[i + 1]);
} else {
brightness = brighten->value;
}
brightness = bound (1, brightness, 5);
Cvar_SetROM (brighten, va("%f", brightness));
// Build gamma table
if (brightness == 1.0) { // screw the math
for (i = 0; i < 256; i++) {
gammatable[i] = i;
}
} else {
for (i = 0; i < 256; i++) { // brighten up the palette
inf = (i * brightness);
inf = bound (0, inf, 255);
gammatable[i] = inf;
}
}
// correct the palette
for (i = 0; i < 768; i++) {
pal[i] = gammatable[pal[i]];
}
}
/*
=================
R_CullBox
Returns true if the box is completely outside the frustom
=================
*/
/*
qboolean R_CullBox (vec3_t mins, vec3_t maxs)
{
int i;
for (i=0 ; i<4 ; i++)
if (BoxOnPlaneSide (mins, maxs, &frustum[i]) == 2)
return true;
return false;
}
*/
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);
//ZOID: fixed z angle
glRotatef (e->angles[2], 1, 0, 0);
}
/*
=============================================================
SPRITE MODELS
=============================================================
*/
/*
================
R_GetSpriteFrame
================
*/
static mspriteframe_t *R_GetSpriteFrame (entity_t *currententity)
{
msprite_t *psprite;
mspritegroup_t *pspritegroup;
mspriteframe_t *pspriteframe;
int i, numframes, frame;
float *pintervals, fullinterval, targettime, time;
psprite = currententity->model->cache.data;
frame = currententity->frame;
if ((frame >= psprite->numframes) || (frame < 0))
{
Con_Printf ("R_DrawSprite: no such frame %d\n", frame);
frame = 0;
}
if (psprite->frames[frame].type == SPR_SINGLE)
{
pspriteframe = psprite->frames[frame].frameptr;
}
else
{
pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
pintervals = pspritegroup->intervals;
numframes = pspritegroup->numframes;
fullinterval = pintervals[numframes-1];
time = cl.time + currententity->syncbase;
// when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
// are positive, so we don't have to worry about division by 0
targettime = time - ((int)(time / fullinterval)) * fullinterval;
for (i=0 ; i<(numframes-1) ; i++)
{
if (pintervals[i] > targettime)
break;
}
pspriteframe = pspritegroup->frames[i];
}
return pspriteframe;
}
/*
=================
R_DrawSpriteModel
=================
*/
static void R_DrawSpriteModel (entity_t *e)
{
vec3_t point;
mspriteframe_t *frame;
float *up, *right;
vec3_t v_forward, v_right, v_up;
msprite_t *psprite;
// don't even bother culling, because it's just a single
// polygon without a surface cache
frame = R_GetSpriteFrame (e);
psprite = currententity->model->cache.data;
if (psprite->type == SPR_ORIENTED)
{ // bullet marks on walls
AngleVectors (currententity->angles, v_forward, v_right, v_up);
up = v_up;
right = v_right;
}
else
{ // normal sprite
up = vup;
right = vright;
}
glBindTexture (GL_TEXTURE_2D, frame->gl_texturenum);
glEnable (GL_ALPHA_TEST);
glBegin (GL_QUADS);
glTexCoord2f (0, 1);
VectorMA (e->origin, frame->down, up, point);
VectorMA (point, frame->left, right, point);
glVertex3fv (point);
glTexCoord2f (0, 0);
VectorMA (e->origin, frame->up, up, point);
VectorMA (point, frame->left, right, point);
glVertex3fv (point);
glTexCoord2f (1, 0);
VectorMA (e->origin, frame->up, up, point);
VectorMA (point, frame->right, right, point);
glVertex3fv (point);
glTexCoord2f (1, 1);
VectorMA (e->origin, frame->down, up, point);
VectorMA (point, frame->right, right, point);
glVertex3fv (point);
glEnd ();
glDisable (GL_ALPHA_TEST);
}
/*
=============================================================
ALIAS MODELS
=============================================================
*/
#define NUMVERTEXNORMALS 162
float r_avertexnormals[NUMVERTEXNORMALS][3] = {
#include "anorms.h"
};
vec3_t shadevector;
float shadelight;
// precalculated dot products for quantized angles
#define SHADEDOT_QUANT 16
float r_avertexnormal_dots[SHADEDOT_QUANT][256] =
#include "anorm_dots.h"
;
float *shadedots = r_avertexnormal_dots[0];
int lastposenum;
/*
=============
GL_DrawAliasFrame
=============
*/
static void GL_DrawAliasFrame (aliashdr_t *paliashdr, int posenum, qboolean fb)
{
float l;
trivertx_t *verts;
int *order;
int count;
lastposenum = posenum;
verts = (trivertx_t *)((byte *)paliashdr + paliashdr->posedata);
verts += posenum * paliashdr->poseverts;
order = (int *)((byte *)paliashdr + paliashdr->commands);
if (modelalpha != 1.0)
glDepthMask(GL_FALSE);
while ((count = *order++)) {
// get the vertex count and primitive type
if (count < 0) {
count = -count;
glBegin (GL_TRIANGLE_FAN);
} else
glBegin (GL_TRIANGLE_STRIP);
do {
// texture coordinates come from the draw list
glTexCoord2f (((float *)order)[0], ((float *)order)[1]);
order += 2;
if (fb) {
glColor4f (1, 1, 1, modelalpha);
} else {
// normals and vertexes come from the frame list
l = shadedots[verts->lightnormalindex] * shadelight;
// LordHavoc: cleanup after Endy
glColor4f(shadecolor[0] * l, shadecolor[1] * l, shadecolor[2] * l, modelalpha);
}
glVertex3f (verts->v[0], verts->v[1], verts->v[2]);
verts++;
} while (--count);
glEnd ();
}
if (modelalpha != 1.0)
glDepthMask(GL_TRUE);
glColor3ubv(lighthalf_v);
}
/*
=============
GL_DrawAliasShadow
=============
*/
extern vec3_t lightspot;
static void GL_DrawAliasShadow (aliashdr_t *paliashdr, int posenum)
{
trivertx_t *verts;
int *order;
vec3_t point;
float height, lheight;
int count;
lheight = currententity->origin[2] - lightspot[2];
height = 0;
verts = (trivertx_t *)((byte *)paliashdr + paliashdr->posedata);
verts += posenum * paliashdr->poseverts;
order = (int *)((byte *)paliashdr + paliashdr->commands);
height = -lheight + 1.0;
while (1)
{
// get the vertex count and primitive type
count = *order++;
if (!count)
break; // done
if (count < 0)
{
count = -count;
glBegin (GL_TRIANGLE_FAN);
}
else
glBegin (GL_TRIANGLE_STRIP);
do
{
// texture coordinates come from the draw list
// (skipped for shadows) glTexCoord2fv ((float *)order);
order += 2;
// normals and vertexes come from the frame list
point[0] = verts->v[0] * paliashdr->mdl.scale[0] + paliashdr->mdl.scale_origin[0];
point[1] = verts->v[1] * paliashdr->mdl.scale[1] + paliashdr->mdl.scale_origin[1];
point[2] = verts->v[2] * paliashdr->mdl.scale[2] + paliashdr->mdl.scale_origin[2];
point[0] -= shadevector[0]*(point[2]+lheight);
point[1] -= shadevector[1]*(point[2]+lheight);
point[2] = height;
// height -= 0.001;
glVertex3fv (point);
verts++;
} while (--count);
glEnd ();
}
}
/*
=================
R_SetupAliasFrame
=================
*/
static void R_SetupAliasFrame (int frame, aliashdr_t *paliashdr, qboolean fb)
{
int pose, numposes;
float interval;
if ((frame >= paliashdr->mdl.numframes) || (frame < 0))
{
Con_DPrintf ("R_AliasSetupFrame: no such frame %d\n", frame);
frame = 0;
}
pose = paliashdr->frames[frame].firstpose;
numposes = paliashdr->frames[frame].numposes;
if (numposes > 1)
{
interval = paliashdr->frames[frame].interval;
pose += (int)(cl.time / interval) % numposes;
}
GL_DrawAliasFrame (paliashdr, pose, fb);
}
/*
=================
R_DrawAliasModel
=================
*/
static void R_DrawAliasModel (entity_t *e)
{
int i;
int lnum;
vec3_t dist;
float add;
model_t *clmodel;
vec3_t mins, maxs;
aliashdr_t *paliashdr;
float an;
int anim;
clmodel = currententity->model;
VectorAdd (currententity->origin, clmodel->mins, mins);
VectorAdd (currententity->origin, clmodel->maxs, maxs);
if (R_CullBox (mins, maxs))
return;
// FIXME: shadecolor is supposed to be the lighting for the model, not just colormod
shadecolor[0] = currententity->colormod[0];
shadecolor[1] = currententity->colormod[1];
shadecolor[2] = currententity->colormod[2];
if (!lighthalf)
{
shadecolor[0] *= 2.0;
shadecolor[1] *= 2.0;
shadecolor[2] *= 2.0;
}
VectorCopy (currententity->origin, r_entorigin);
VectorSubtract (r_origin, r_entorigin, modelorg);
//
// get lighting information
//
shadelight = R_LightPoint (currententity->origin);
// allways give the gun some light
if (e == &cl.viewent)
shadelight = max(shadelight, 24);
for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
{
if (cl_dlights[lnum].die >= cl.time)
{
VectorSubtract (currententity->origin,
cl_dlights[lnum].origin,
dist);
add = (cl_dlights[lnum].radius * cl_dlights[lnum].radius * 8) / (DotProduct(dist, dist)); // FIXME Deek
if (add > 0)
{
shadelight += add;
}
}
}
// clamp lighting so it doesn't overbright as much
shadelight = min(shadelight, 100);
// ZOID: never allow players to go totally black
if (!strcmp(clmodel->name, "progs/player.mdl"))
{
shadelight = max(shadelight, 8);
} else if (!gl_fb_models->int_val && (
!strcmp (clmodel->name, "progs/flame.mdl") ||
!strcmp (clmodel->name, "progs/flame2.mdl"))) {
// HACK HACK HACK -- no fullbright colors, so make torches full light
shadelight = 256;
}
shadedots = r_avertexnormal_dots[((int)(e->angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)];
shadelight /= 200.0;
an = e->angles[1]/180*M_PI;
shadevector[0] = cos(-an);
shadevector[1] = sin(-an);
shadevector[2] = 1;
VectorNormalize (shadevector);
//
// locate the proper data
//
paliashdr = (aliashdr_t *)Mod_Extradata (currententity->model);
c_alias_polys += paliashdr->mdl.numtris;
//
// draw all the triangles
//
glPushMatrix ();
R_RotateForEntity (e);
if (!strcmp (clmodel->name, "progs/eyes.mdl") )
{
glTranslatef (paliashdr->mdl.scale_origin[0], paliashdr->mdl.scale_origin[1], paliashdr->mdl.scale_origin[2] - (22 + 8));
// double size of eyes, since they are really hard to see in gl
glScalef (paliashdr->mdl.scale[0]*2, paliashdr->mdl.scale[1]*2, paliashdr->mdl.scale[2]*2);
}
else
{
glTranslatef (paliashdr->mdl.scale_origin[0], paliashdr->mdl.scale_origin[1], paliashdr->mdl.scale_origin[2]);
glScalef (paliashdr->mdl.scale[0], paliashdr->mdl.scale[1], paliashdr->mdl.scale[2]);
}
anim = (int)(cl.time*10) & 3;
glBindTexture (GL_TEXTURE_2D, paliashdr->gl_texturenum[currententity->skinnum][anim]);
// we can't dynamically colormap textures, so they are cached
// seperately for the players. Heads are just uncolored.
if (currententity->scoreboard && !gl_nocolors->int_val)
{
i = currententity->scoreboard - cl.players;
if (!currententity->scoreboard->skin)
{
Skin_Find(currententity->scoreboard);
R_TranslatePlayerSkin(i);
}
if (i >= 0 && i<MAX_CLIENTS)
glBindTexture (GL_TEXTURE_2D, playertextures + i);
}
if (gl_affinemodels->int_val)
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
R_SetupAliasFrame (currententity->frame, paliashdr, false);
// This block is GL fullbright support for objects...
if (clmodel->hasfullbrights && gl_fb_models->int_val &&
paliashdr->gl_fb_texturenum[currententity->skinnum][anim]) {
glBindTexture (GL_TEXTURE_2D, paliashdr->gl_fb_texturenum[currententity->skinnum][anim]);
R_SetupAliasFrame (currententity->frame, paliashdr, true);
}
if (gl_affinemodels->int_val)
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
glPopMatrix ();
if (r_shadows->int_val)
{
glPushMatrix ();
R_RotateForEntity (e);
glDisable (GL_TEXTURE_2D);
glColor4f (0,0,0,0.5);
GL_DrawAliasShadow (paliashdr, lastposenum);
glEnable (GL_TEXTURE_2D);
glColor3ubv(lighthalf_v);
glPopMatrix ();
}
}
//==================================================================================
/*
=============
R_DrawEntitiesOnList
=============
*/
static void R_DrawEntitiesOnList (void)
{
int i;
if (!r_drawentities->int_val)
return;
// LordHavoc: split into 3 loops to simplify state changes
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);
}
for (i=0 ; i<cl_numvisedicts ; i++)
{
if (cl_visedicts[i].model->type != mod_alias)
continue;
currententity = &cl_visedicts[i];
modelalpha = currententity->alpha;
R_DrawAliasModel (currententity);
}
for (i=0 ; i<cl_numvisedicts ; i++)
{
if (cl_visedicts[i].model->type != mod_sprite)
continue;
currententity = &cl_visedicts[i];
modelalpha = currententity->alpha;
R_DrawSpriteModel (currententity);
}
}
/*
=============
R_DrawViewModel
=============
*/
static void R_DrawViewModel (void)
{
currententity = &cl.viewent;
if (!r_drawviewmodel->int_val
|| !Cam_DrawViewModel()
|| envmap
|| !r_drawentities->int_val
|| (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
|| cl.stats[STAT_HEALTH] <= 0
|| !currententity->model)
return;
// this is a HACK! --KB
modelalpha = currententity->alpha;
// hack the depth range to prevent view model from poking into walls
glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
R_DrawAliasModel (currententity);
glDepthRange (gldepthmin, gldepthmax);
}
static int SignbitsForPlane (mplane_t *out)
{
int bits, j;
// for fast box on planeside test
bits = 0;
for (j=0 ; j<3 ; j++)
{
if (out->normal[j] < 0)
bits |= 1<<j;
}
return bits;
}
static void R_SetFrustum (void)
{
int i;
if (r_refdef.fov_x == 90)
{
// front side is visible
VectorAdd (vpn, vright, frustum[0].normal);
VectorSubtract (vpn, vright, frustum[1].normal);
VectorAdd (vpn, vup, frustum[2].normal);
VectorSubtract (vpn, vup, frustum[3].normal);
}
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
RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
// rotate VPN up by FOV_X/2 degrees
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]);
}
}
/*
===============
R_SetupFrame
===============
*/
static void R_SetupFrame (void)
{
// don't allow cheats in multiplayer
if (!atoi(Info_ValueForKey(cl.serverinfo, "watervis")))
Cvar_SetValue(r_wateralpha, 1);
R_AnimateLight ();
r_framecount++;
// build the transformation matrix for the given view angles
VectorCopy (r_refdef.vieworg, r_origin);
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
// current viewleaf
r_oldviewleaf = r_viewleaf;
r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
V_SetContentsColor (r_viewleaf->contents);
V_CalcBlend ();
c_brush_polys = 0;
c_alias_polys = 0;
}
static void MYgluPerspective( GLdouble fovy, GLdouble aspect,
GLdouble zNear, GLdouble zFar )
{
GLdouble xmin, xmax, ymin, ymax;
ymax = zNear * tan( fovy * M_PI / 360.0 );
ymin = -ymax;
xmin = ymin * aspect;
xmax = ymax * aspect;
glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
}
/*
=============
R_SetupGL
=============
*/
static void R_SetupGL (void)
{
float screenaspect;
extern int glwidth, glheight;
int x, x2, y2, y, w, h;
//
// 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;
}
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;
// yfov = (2.0 * tan (scr_fov->value/360*M_PI)) / screenaspect;
// yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*(scr_fov->value*2)/M_PI;
// MYgluPerspective (yfov, screenaspect, 4, 4096);
MYgluPerspective (r_refdef.fov_y, screenaspect, 4, 4096);
glMatrixMode(GL_MODELVIEW);
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]);
glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
//
// set drawing parms
//
if (gl_cull->int_val)
glEnable (GL_CULL_FACE);
else
glDisable (GL_CULL_FACE);
glDisable (GL_ALPHA_TEST);
glAlphaFunc (GL_GREATER, 0.5);
glEnable (GL_DEPTH_TEST);
if (gl_smooth->int_val)
glShadeModel (GL_SMOOTH);
else
glShadeModel (GL_FLAT);
}
/*
=============
R_Clear
=============
*/
static void R_Clear (void)
{
if (gl_clear->int_val)
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
else
glClear (GL_DEPTH_BUFFER_BIT);
gldepthmin = 0;
gldepthmax = 1;
glDepthFunc (GL_LEQUAL);
glDepthRange (gldepthmin, gldepthmax);
}
/*
================
R_RenderView
r_refdef must be set before the first call
================
*/
void R_RenderView (void)
{
if (r_norefresh->int_val)
return;
if (!r_worldentity.model || !cl.worldmodel)
Sys_Error ("R_RenderView: NULL worldmodel");
// glFinish ();
R_Clear ();
// render normal view
R_SetupFrame (); // Setup stuff for frame.
R_SetFrustum ();
R_SetupGL ();
R_MarkLeaves (); // done here so we know if we're in water
R_DrawWorld (); // adds static entities to the list
S_ExtraUpdate (); // don't let sound get messed up if going slow
R_DrawEntitiesOnList ();
R_RenderDlights ();
R_DrawWaterSurfaces ();
R_UpdateFires ();
R_DrawParticles ();
R_DrawViewModel ();
}