quakeforge/nq/source/gl_rmain.c

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/*
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
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include "QF/compat.h"
#include "QF/console.h"
#include "QF/model.h"
#include "QF/qargs.h"
#include "QF/sys.h"
#include "client.h"
#include "chase.h"
#include "game.h"
#include "glquake.h"
#include "r_cvar.h"
#include "r_local.h"
#include "r_dynamic.h"
//#include "render.h"
#include "view.h"
entity_t r_worldentity;
qboolean r_cache_thrash; // compatability
vec3_t modelorg, r_entorigin;
entity_t *currententity;
int currenttexture = -1; // to avoid unnecessary texture sets
int cnttextures[2] = { -1, -1 }; // cached
int r_visframecount; // bumped when going to a new PVS
int r_framecount; // used for dlight push checking
int c_brush_polys, c_alias_polys;
qboolean envmap; // true during envmap command capture
int playertextures; // up to 16 color translated skins
int mirrortexturenum; // quake texturenum, not gltexturenum
qboolean mirror;
mplane_t *mirror_plane;
// 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);
extern cvar_t *scr_fov;
extern byte gammatable[256];
2001-04-06 02:12:19 +00:00
extern qboolean lighthalf;
// LordHavoc: place for gl_rmain setup code
void
glrmain_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);
// ZOID: fixed z angle
glRotatef (e->angles[2], 1, 0, 0);
}
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;
}
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;
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);
if (fb) {
if (lighthalf)
glColor4f (0.5, 0.5, 0.5, modelalpha);
else
glColor4f (1, 1, 1, modelalpha);
}
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) {
// 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);
}
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 ((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
// (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 ();
}
}
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);
}
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;
VectorCopy (currententity->origin, r_entorigin);
VectorSubtract (r_origin, r_entorigin, modelorg);
// get lighting information
shadelight = R_LightPoint (currententity->origin);
// always give the gun some light
if (e == &cl.viewent && shadelight < 24)
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));
if (add > 0)
shadelight += add;
}
}
// clamp lighting
if (shadelight > 200)
shadelight = 200;
// ZOID: never allow players to go totally black
if (!strcmp (clmodel->name, "progs/player.mdl")) {
if (shadelight < 8)
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 = 200;
}
shadedots =
r_avertexnormal_dots[((int) (e->angles[1] * (SHADEDOT_QUANT / 360.0))) &
(SHADEDOT_QUANT - 1)];
shadelight = 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);
// LordHavoc: must be in modulate mode for reasons of lighting as well as
// fullbright support
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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->colormap != vid.colormap && !gl_nocolors->int_val) {
i = currententity - cl_entities;
if (i >= 1 && i <= cl.maxclients /* && !strcmp
(currententity->model->name,
"progs/player.mdl") */ )
glBindTexture (GL_TEXTURE_2D, playertextures - 1 + i);
}
if (gl_smoothmodels->int_val)
glShadeModel (GL_SMOOTH);
if (gl_affinemodels->int_val)
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
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]) {
glBlendFunc (GL_ONE, GL_ONE);
glEnable (GL_BLEND);
glBindTexture (GL_TEXTURE_2D,
paliashdr->gl_fb_texturenum[currententity->
skinnum][anim]);
R_SetupAliasFrame (currententity->frame, paliashdr, true);
glDisable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
glShadeModel (GL_FLAT);
if (gl_affinemodels->int_val)
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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);
glColor4f (0.5, 0.5, 0.5, 1);
glPopMatrix ();
}
}
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];
R_DrawBrushModel (currententity);
}
for (i = 0; i < cl_numvisedicts; i++) {
if (cl_visedicts[i]->model->type != mod_alias)
continue;
currententity = cl_visedicts[i];
if (currententity == &cl_entities[cl.viewentity])
currententity->angles[PITCH] *= 0.3;
R_DrawAliasModel (currententity);
}
for (i = 0; i < cl_numvisedicts; i++) {
if (cl_visedicts[i]->model->type != mod_sprite)
continue;
currententity = cl_visedicts[i];
R_DrawSpriteModel (currententity);
}
}
static void
R_DrawViewModel (void)
{
currententity = &cl.viewent;
if (!r_drawviewmodel->int_val
|| chase_active->int_val
|| envmap || !r_drawentities->int_val || (cl.items & IT_INVISIBILITY)
|| cl.stats[STAT_HEALTH] <= 0 || !currententity->model)
return;
// 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]);
}
}
void
R_SetupFrame (void)
{
// don't allow cheats in multiplayer
Cvar_SetValue (r_fullbright, 0);
Cvar_SetValue (r_lightmap, 0);
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 ();
r_cache_thrash = false;
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);
}
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);
if (mirror) {
if (mirror_plane->normal[2])
glScalef (1, -1, 1);
else
glScalef (-1, 1, 1);
glCullFace (GL_BACK);
} else
glCullFace (GL_FRONT);
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);
glEnable (GL_BLEND);
glDisable (GL_ALPHA_TEST);
glAlphaFunc (GL_GREATER, 0.5);
glEnable (GL_DEPTH_TEST);
glShadeModel (GL_SMOOTH);
}
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);
}
#if 0 // !!! FIXME, Zoid, mirror is disabled for now
void
R_Mirror (void)
{
float d;
msurface_t *s;
entity_t *ent;
if (!mirror)
return;
memcpy (r_base_world_matrix, r_world_matrix, sizeof (r_base_world_matrix));
d =
DotProduct (r_refdef.vieworg,
mirror_plane->normal) - mirror_plane->dist;
VectorMA (r_refdef.vieworg, -2 * d, mirror_plane->normal, r_refdef.vieworg);
d = DotProduct (vpn, mirror_plane->normal);
VectorMA (vpn, -2 * d, mirror_plane->normal, vpn);
r_refdef.viewangles[0] = -asin (vpn[2]) / M_PI * 180;
r_refdef.viewangles[1] = atan2 (vpn[1], vpn[0]) / M_PI * 180;
r_refdef.viewangles[2] = -r_refdef.viewangles[2];
ent = &cl_entities[cl.viewentity];
if (cl_numvisedicts < MAX_VISEDICTS) {
cl_visedicts[cl_numvisedicts] = ent;
cl_numvisedicts++;
}
gldepthmin = 0.5;
gldepthmax = 1;
glDepthRange (gldepthmin, gldepthmax);
glDepthFunc (GL_LEQUAL);
R_RenderScene ();
R_DrawWaterSurfaces ();
gldepthmin = 0;
gldepthmax = 0.5;
glDepthRange (gldepthmin, gldepthmax);
glDepthFunc (GL_LEQUAL);
// blend on top
glMatrixMode (GL_PROJECTION);
if (mirror_plane->normal[2])
glScalef (1, -1, 1);
else
glScalef (-1, 1, 1);
glCullFace (GL_FRONT);
glMatrixMode (GL_MODELVIEW);
glLoadMatrixf (r_base_world_matrix);
glColor4f (1, 1, 1, r_mirroralpha->value);
s = cl.worldmodel->textures[mirrortexturenum]->texturechain;
for (; s; s = s->texturechain)
R_RenderBrushPoly (s);
cl.worldmodel->textures[mirrortexturenum]->texturechain = NULL;
glColor4f (1, 1, 1, 1);
}
#endif
/*
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 ();
mirror = false;
R_Clear ();
// render normal view
R_SetupFrame ();
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 ();
// render mirror view
// R_Mirror ();
}