quakeforge/libs/video/renderer/gl/gl_rmain.c
Bill Currie 7ee9159638 [renderer] Move common R_SetupFrame code to r_screen
The code is really part of scene (not a typo wrt r_screen: that is
misnamed as such, or at least SCR_UpdateScreen needs to be split into
screen (2d overlay, really) and scene updates).

This breaks fisheye rendering as the fisheye code calls the actual scene
render code multiple times, but the fisheye code is called by said scene
render code via a diversion. The fisheye needs to be moved out to the
high level scene render, but that will takes some extra work for frame
buffer setup.
2022-03-17 12:00:43 +09:00

676 lines
17 KiB
C

/*
gl_rmain.c
(no 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
*/
#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/cvar.h"
#include "QF/draw.h"
#include "QF/mathlib.h"
#include "QF/qargs.h"
#include "QF/render.h"
#include "QF/skin.h"
#include "QF/sound.h"
#include "QF/sys.h"
#include "QF/vid.h"
#include "QF/scene/entity.h"
#include "QF/GL/defines.h"
#include "QF/GL/funcs.h"
#include "QF/GL/qf_alias.h"
#include "QF/GL/qf_draw.h"
#include "QF/GL/qf_iqm.h"
#include "QF/GL/qf_particles.h"
#include "QF/GL/qf_rlight.h"
#include "QF/GL/qf_rmain.h"
#include "QF/GL/qf_rsurf.h"
#include "QF/GL/qf_sprite.h"
#include "QF/GL/qf_vid.h"
#include "compat.h"
#include "r_internal.h"
#include "varrays.h"
#include "vid_gl.h"
qboolean gl_envmap; // true during envmap command capture
int gl_mirrortexturenum; // quake texturenum, not gltexturenum
plane_t *gl_mirror_plane;
float gl_r_world_matrix[16];
//FIXME static float r_base_world_matrix[16];
//vec3_t gl_shadecolor; // Ender (Extend) Colormod
float gl_modelalpha; // Ender (Extend) Alpha
void
glrmain_init (void)
{
gldepthmin = 0;
gldepthmax = 1;
qfglDepthFunc (GL_LEQUAL);
qfglDepthRange (gldepthmin, gldepthmax);
if (gl_multitexture)
gl_multitexture_f (gl_multitexture);
if (gl_overbright)
gl_overbright_f (gl_overbright);
}
void
gl_R_RotateForEntity (entity_t *e)
{
mat4f_t mat;
Transform_GetWorldMatrix (e->transform, mat);
qfglMultMatrixf (&mat[0][0]);
}
/*
R_DrawEntitiesOnList
Draw all the entities we have information on.
*/
static void
R_DrawEntitiesOnList (void)
{
if (!r_drawentities->int_val)
return;
// LordHavoc: split into 3 loops to simplify state changes
if (gl_mtex_active_tmus >= 2) {
qglActiveTexture (gl_mtex_enum + 1);
qfglEnable (GL_TEXTURE_2D);
qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
qfglDisable (GL_TEXTURE_2D);
qglActiveTexture (gl_mtex_enum + 0);
}
if (gl_affinemodels->int_val)
qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
if (gl_tess)
qfglEnable (GL_PN_TRIANGLES_ATI);
qfglEnable (GL_CULL_FACE);
if (gl_vector_light->int_val) {
qfglEnable (GL_LIGHTING);
qfglEnable (GL_NORMALIZE);
} else if (gl_tess) {
qfglEnable (GL_NORMALIZE);
}
for (size_t i = 0; i < r_ent_queue->ent_queues[mod_alias].size; i++) { \
entity_t *ent = r_ent_queue->ent_queues[mod_alias].a[i]; \
gl_R_DrawAliasModel (ent);
}
qfglColor3ubv (color_white);
qfglDisable (GL_NORMALIZE);
qfglDisable (GL_LIGHTING);
if (gl_tess)
qfglDisable (GL_PN_TRIANGLES_ATI);
if (gl_affinemodels->int_val)
qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_DONT_CARE);
if (gl_mtex_active_tmus >= 2) { // FIXME: Ugly, but faster than cleaning
// up in every R_DrawAliasModel()!
qglActiveTexture (gl_mtex_enum + 1);
qfglEnable (GL_TEXTURE_2D);
if (gl_combine_capable && gl_overbright->int_val) {
qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
qfglTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
qfglTexEnvf (GL_TEXTURE_ENV, GL_RGB_SCALE, gl_rgb_scale);
} else {
qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
qfglDisable (GL_TEXTURE_2D);
qglActiveTexture (gl_mtex_enum + 0);
}
for (size_t i = 0; i < r_ent_queue->ent_queues[mod_iqm].size; i++) { \
entity_t *ent = r_ent_queue->ent_queues[mod_iqm].a[i]; \
gl_R_DrawIQMModel (ent);
}
qfglColor3ubv (color_white);
qfglDisable (GL_CULL_FACE);
qfglEnable (GL_ALPHA_TEST);
if (gl_va_capable)
qfglInterleavedArrays (GL_T2F_C4UB_V3F, 0, gl_spriteVertexArray);
for (size_t i = 0; i < r_ent_queue->ent_queues[mod_sprite].size; i++) { \
entity_t *ent = r_ent_queue->ent_queues[mod_sprite].a[i]; \
gl_R_DrawSpriteModel (ent);
}
qfglDisable (GL_ALPHA_TEST);
}
static void
R_DrawViewModel (void)
{
entity_t *ent = vr_data.view_model;
if (vr_data.inhibit_viewmodel
|| !r_drawviewmodel->int_val
|| gl_envmap
|| !r_drawentities->int_val
|| !ent->renderer.model)
return;
// hack the depth range to prevent view model from poking into walls
qfglDepthRange (gldepthmin, gldepthmin + 0.3 * (gldepthmax - gldepthmin));
qfglEnable (GL_CULL_FACE);
if (gl_vector_light->int_val) {
qfglEnable (GL_LIGHTING);
qfglEnable (GL_NORMALIZE);
} else if (gl_tess) {
qfglEnable (GL_NORMALIZE);
}
if (gl_affinemodels->int_val)
qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
if (gl_mtex_active_tmus >= 2) {
qglActiveTexture (gl_mtex_enum + 1);
qfglEnable (GL_TEXTURE_2D);
qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
qfglDisable (GL_TEXTURE_2D);
qglActiveTexture (gl_mtex_enum + 0);
}
gl_R_DrawAliasModel (ent);
qfglColor3ubv (color_white);
if (gl_mtex_active_tmus >= 2) { // FIXME: Ugly, but faster than cleaning
// up in every R_DrawAliasModel()!
qglActiveTexture (gl_mtex_enum + 1);
qfglEnable (GL_TEXTURE_2D);
if (gl_combine_capable && gl_overbright->int_val) {
qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
qfglTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
qfglTexEnvf (GL_TEXTURE_ENV, GL_RGB_SCALE, gl_rgb_scale);
} else {
qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
qfglDisable (GL_TEXTURE_2D);
qglActiveTexture (gl_mtex_enum + 0);
}
if (gl_affinemodels->int_val)
qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_DONT_CARE);
qfglDisable (GL_NORMALIZE);
qfglDisable (GL_LIGHTING);
qfglDisable (GL_CULL_FACE);
qfglDepthRange (gldepthmin, gldepthmax);
}
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 = -xmin;
// printf ("glFrustum (%f, %f, %f, %f)\n", xmin, xmax, ymin, ymax);
qfglFrustum (xmin, xmax, ymin, ymax, zNear, zFar);
}
static void
R_SetupGL_Viewport_and_Perspective (void)
{
float screenaspect;
int x, y2, w, h;
// set up viewpoint
qfglMatrixMode (GL_PROJECTION);
qfglLoadIdentity ();
if (gl_envmap) {
x = y2 = 0;
w = h = 256;
} else {
x = r_refdef.vrect.x;
y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height));
w = r_refdef.vrect.width;
h = r_refdef.vrect.height;
}
// printf ("glViewport(%d, %d, %d, %d)\n", glx + x, gly + y2, w, h);
qfglViewport (x, y2, w, h);
screenaspect = r_refdef.vrect.width / (float) r_refdef.vrect.height;
MYgluPerspective (r_refdef.fov_y, screenaspect, r_nearclip->value,
r_farclip->value);
}
static void
R_SetupGL (void)
{
R_SetupGL_Viewport_and_Perspective ();
qfglFrontFace (GL_CW);
qfglMatrixMode (GL_MODELVIEW);
qfglLoadIdentity ();
static mat4f_t z_up = {
{ 0, 0, -1, 0},
{-1, 0, 0, 0},
{ 0, 1, 0, 0},
{ 0, 0, 0, 1},
};
mat4f_t view;
mmulf (view, z_up, r_refdef.camera_inverse);
qfglLoadMatrixf (&view[0][0]);
qfglGetFloatv (GL_MODELVIEW_MATRIX, gl_r_world_matrix);
// set drawing parms
// qfglEnable (GL_CULL_FACE);
qfglDisable (GL_ALPHA_TEST);
qfglAlphaFunc (GL_GREATER, 0.5);
qfglEnable (GL_DEPTH_TEST);
if (gl_dlight_smooth->int_val)
qfglShadeModel (GL_SMOOTH);
else
qfglShadeModel (GL_FLAT);
}
static void
R_RenderScene (void)
{
if (r_timegraph->int_val || r_speeds->int_val || r_dspeeds->int_val)
r_time1 = Sys_DoubleTime ();
R_SetupGL ();
gl_Fog_EnableGFog ();
R_MarkLeaves (); // done here so we know if we're in water
R_PushDlights (vec3_origin);
gl_R_DrawWorld (); // adds static entities to the list
S_ExtraUpdate (); // don't let sound get messed up if going slow
R_DrawEntitiesOnList ();
gl_R_RenderDlights ();
gl_R_DrawWaterSurfaces ();
R_DrawViewModel ();
gl_R_DrawParticles ();
gl_Fog_DisableGFog ();
}
/*
R_RenderView_
r_refdef must be set before the first call
*/
static void
R_RenderView_ (void)
{
if (r_norefresh->int_val) {
return;
}
if (!r_refdef.worldmodel) {
return;
}
// render normal view
R_RenderScene ();
}
static void R_RenderViewFishEye (void);
void
gl_R_RenderView (void)
{
if(!scr_fisheye->int_val)
R_RenderView_ ();
else
R_RenderViewFishEye ();
}
//FIXME
// Algorithm:
// Draw up to six views, one in each direction.
// Save the picture to cube map texture, use GL_ARB_texture_cube_map.
// Create FPOLYCNTxFPOLYCNT polygons sized flat grid.
// Baseing on field of view, tie cube map texture to grid using
// translation function to map texture coordinates to fixed/regular
// grid vertices coordinates.
// Render view. Fisheye is done.
#define BOX_FRONT 0
#define BOX_RIGHT 1
#define BOX_BEHIND 2
#define BOX_LEFT 3
#define BOX_TOP 4
#define BOX_BOTTOM 5
static mat4f_t box_rotations[] = {
{ { 1, 0, 0, 0}, // front
{ 0, 1, 0, 0},
{ 0, 0, 1, 0},
{ 0, 0, 0, 1} },
{ { 0,-1, 0, 0}, // right
{ 1, 0, 0, 0},
{ 0, 0, 1, 0},
{ 0, 0, 0, 1} },
{ {-1, 0, 0, 0}, // back
{ 0,-1, 0, 0},
{ 0, 0, 1, 0},
{ 0, 0, 0, 1} },
{ { 0, 1, 0, 0}, // left
{-1, 0, 0, 0},
{ 0, 0, 1, 0},
{ 0, 0, 0, 1} },
{ { 0, 0, 1, 0}, // top
{ 0, 1, 0, 0},
{-1, 0, 0, 0},
{ 0, 0, 0, 1} },
{ { 0, 0,-1, 0}, // bottom
{ 0, 1, 0, 0},
{ 1, 0, 0, 0},
{ 0, 0, 0, 1} },
};
#define FPOLYCNT 128
struct xyz {
float x, y, z;
};
static struct xyz FisheyeLookupTbl[FPOLYCNT + 1][FPOLYCNT + 1];
static GLuint cube_map_tex;
static GLint gl_cube_map_size;
static GLint gl_cube_map_step;
static const GLenum box2cube_map[] = {
GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB
};
static void
R_BuildFisheyeLookup (int width, int height, float fov)
{
int x, y;
struct xyz *v;
for (y = 0; y <= height; y += gl_cube_map_step) {
for (x = 0; x <= width; x += gl_cube_map_step) {
float dx = x - width / 2;
float dy = y - height / 2;
float yaw = sqrt (dx * dx + dy * dy) * fov / width;
float roll = atan2 (dy, dx);
// X is a first index and Y is a second, because later
// when we draw QUAD_STRIPs we need next Y vertex coordinate.
v = &FisheyeLookupTbl[x / gl_cube_map_step][y / gl_cube_map_step];
v->x = sin (yaw) * cos (roll);
v->y = -sin (yaw) * sin (roll);
v->z = cos (yaw);
}
}
}
#define CHKGLERR(s) \
do { \
GLint err = qfglGetError(); \
if (err != GL_NO_ERROR) \
printf ("%s: gl error %d\n", s, (int) err); \
} while (0);
static void
R_RenderCubeSide (int side)
{
mat4f_t camera;
mat4f_t camera_inverse;
mat4f_t rotinv;
memcpy (camera, r_refdef.camera, sizeof (camera));
memcpy (camera_inverse, r_refdef.camera_inverse, sizeof (camera_inverse));
mmulf (r_refdef.camera, camera, box_rotations[side]);
mat4ftranspose (rotinv, box_rotations[side]);
mmulf (r_refdef.camera_inverse, rotinv, camera_inverse);
//FIXME see fixme in r_screen.c
r_refdef.frame.mat[0] = -r_refdef.camera[1];
r_refdef.frame.mat[1] = r_refdef.camera[0];
r_refdef.frame.mat[2] = r_refdef.camera[2];
r_refdef.frame.mat[3] = r_refdef.camera[3];
#if 0
printf ("side: %d\n", side);
printf ("c: " VEC4F_FMT "\n", MAT4_ROW(r_refdef.camera, 0));
printf (" " VEC4F_FMT "\n", MAT4_ROW(r_refdef.camera, 1));
printf (" " VEC4F_FMT "\n", MAT4_ROW(r_refdef.camera, 2));
printf (" " VEC4F_FMT "\n", MAT4_ROW(r_refdef.camera, 3));
printf ("i: " VEC4F_FMT "\n", MAT4_ROW(r_refdef.camera_inverse, 0));
printf (" " VEC4F_FMT "\n", MAT4_ROW(r_refdef.camera_inverse, 1));
printf (" " VEC4F_FMT "\n", MAT4_ROW(r_refdef.camera_inverse, 2));
printf (" " VEC4F_FMT "\n", MAT4_ROW(r_refdef.camera_inverse, 3));
printf ("f: " VEC4F_FMT "\n", MAT4_ROW(r_refdef.frame.mat, 0));
printf (" " VEC4F_FMT "\n", MAT4_ROW(r_refdef.frame.mat, 1));
printf (" " VEC4F_FMT "\n", MAT4_ROW(r_refdef.frame.mat, 2));
printf (" " VEC4F_FMT "\n", MAT4_ROW(r_refdef.frame.mat, 3));
#endif
qfglClear (GL_DEPTH_BUFFER_BIT);
R_RenderView_ ();
qfglEnable (GL_TEXTURE_CUBE_MAP_ARB);
qfglBindTexture (GL_TEXTURE_CUBE_MAP_ARB, cube_map_tex);
qfglCopyTexSubImage2D (box2cube_map[side], 0, 0, 0, 0, 0,
gl_cube_map_size, gl_cube_map_size);
CHKGLERR ("qfglCopyTexSubImage2D");
qfglDisable (GL_TEXTURE_CUBE_MAP_ARB);
memcpy (r_refdef.camera, camera, sizeof (camera));
memcpy (r_refdef.camera_inverse, camera_inverse, sizeof (camera_inverse));
}
static qboolean gl_cube_map_capable = false;
static GLint gl_cube_map_maxtex;
static GLuint fisheye_grid;
static int
R_InitFishEyeOnce (void)
{
static qboolean fisheye_init_once_completed = false;
if (fisheye_init_once_completed)
return 1;
Sys_MaskPrintf (SYS_dev, "GL_ARB_texture_cube_map ");
if (QFGL_ExtensionPresent ("GL_ARB_texture_cube_map")) {
qfglGetIntegerv (GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB,
&gl_cube_map_maxtex);
Sys_MaskPrintf (SYS_dev, "present, max texture size %d.\n",
(int) gl_cube_map_maxtex);
gl_cube_map_capable = true;
} else {
Sys_MaskPrintf (SYS_dev, "not found.\n");
gl_cube_map_capable = false;
}
fisheye_init_once_completed = true;
return 1;
}
static int
R_InitFishEye (void)
{
int width = vid.width;
int height = vid.height;
int fov = scr_ffov->int_val;
int views = scr_fviews->int_val;
static int pwidth = -1;
static int pheight = -1;
static int pfov = -1;
static int pviews = -1;
int i, x, y, min_wh, wh_changed = 0;
if (!R_InitFishEyeOnce())
return 0;
if (!gl_cube_map_capable)
return 0;
// There is a problem when max texture size is bigger than
// min(width, height), it shows up as black fat stripes at the edges
// of box polygons, probably due to missing texture fragment. Try
// to play in 640x480 with gl_cube_map_size == 512.
if (pwidth != width || pheight != height) {
wh_changed = 1;
min_wh = (height < width) ? height : width;
gl_cube_map_size = gl_cube_map_maxtex;
while (gl_cube_map_size > min_wh)
gl_cube_map_size /= 2;
gl_cube_map_step = gl_cube_map_size / FPOLYCNT;
}
if (pviews != views) {
qfglEnable (GL_TEXTURE_CUBE_MAP_ARB);
if (pviews != -1)
qfglDeleteTextures (1, &cube_map_tex);
pviews = views;
qfglGenTextures (1, &cube_map_tex);
qfglBindTexture (GL_TEXTURE_CUBE_MAP_ARB, cube_map_tex);
for (i = 0; i < 6; ++i) {
qfglTexImage2D (box2cube_map[i], 0, 3, gl_cube_map_size,
gl_cube_map_size, 0, GL_RGB, GL_UNSIGNED_SHORT,
NULL);
}
qfglTexParameteri (GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
qfglTexParameteri (GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER,
GL_LINEAR);
qfglDisable (GL_TEXTURE_CUBE_MAP_ARB);
}
if (wh_changed || pfov != fov) {
if (pfov != -1)
qfglDeleteLists (fisheye_grid, 1);
pwidth = width;
pheight = height;
pfov = fov;
R_BuildFisheyeLookup (gl_cube_map_size, gl_cube_map_size,
((float) fov) * M_PI / 180.0);
fisheye_grid = qfglGenLists (1);
qfglNewList (fisheye_grid, GL_COMPILE);
qfglLoadIdentity ();
qfglTranslatef (-gl_cube_map_size / 2, -gl_cube_map_size / 2,
-gl_cube_map_size / 2);
qfglDisable (GL_DEPTH_TEST);
qfglFrontFace (GL_CCW);
qfglClear (GL_COLOR_BUFFER_BIT);
qfglEnable (GL_TEXTURE_CUBE_MAP_ARB);
qfglBindTexture (GL_TEXTURE_CUBE_MAP_ARB, cube_map_tex);
for (y = 0; y < gl_cube_map_size; y += gl_cube_map_step) {
qfglBegin (GL_QUAD_STRIP);
for (x = 0; x <= gl_cube_map_size; x += gl_cube_map_step) { // quad_strip, X should be inclusive
struct xyz *v = &FisheyeLookupTbl[x / gl_cube_map_step]
[y / gl_cube_map_step + 1];
qfglTexCoord3f (v->x, v->y, v->z);
qfglVertex2i (x, y + gl_cube_map_step);
--v;
qfglTexCoord3f (v->x, v->y, v->z);
qfglVertex2i (x, y);
}
qfglEnd ();
}
qfglDisable (GL_TEXTURE_CUBE_MAP_ARB);
qfglEnable (GL_DEPTH_TEST);
qfglEndList ();
}
return 1;
}
static void
R_RenderViewFishEye (void)
{
float s_fov_x, s_fov_y;
int s_vid_w, s_vid_h, s_rect_w, s_rect_h;
if (!R_InitFishEye()) return;
// save values
s_fov_x = r_refdef.fov_x;
s_fov_y = r_refdef.fov_y;
s_vid_w = vid.width;
s_vid_h = vid.height;
s_rect_w = r_refdef.vrect.width;
s_rect_h = r_refdef.vrect.height;
// the view should be square
r_refdef.fov_x = r_refdef.fov_y = 90;
vid.width = vid.height =
r_refdef.vrect.height = r_refdef.vrect.width =
gl_cube_map_size;
switch (scr_fviews->int_val) {
case 6: R_RenderCubeSide (BOX_BEHIND);
case 5: R_RenderCubeSide (BOX_BOTTOM);
case 4: R_RenderCubeSide (BOX_TOP);
case 3: R_RenderCubeSide (BOX_LEFT);
case 2: R_RenderCubeSide (BOX_RIGHT);
default: R_RenderCubeSide (BOX_FRONT);
}
// restore
r_refdef.fov_x = s_fov_x;
r_refdef.fov_y = s_fov_y;
vid.width = s_vid_w;
vid.height = s_vid_h;
r_refdef.vrect.width = s_rect_w;
r_refdef.vrect.height = s_rect_h;
R_SetupGL_Viewport_and_Perspective ();
qfglMatrixMode (GL_MODELVIEW);
qfglCallList (fisheye_grid);
}
void
gl_R_ClearState (void)
{
r_refdef.worldmodel = 0;
R_ClearEfrags ();
R_ClearDlights ();
R_ClearParticles ();
}