#include "cl_collision.h"
#include "cl_video.h"
#include "image.h"
+#include "r_shadow.h"
// we need to declare some mouse variables here, because the menu system
// references them even when on a unix system.
cvar_t cl_shownet = {0, "cl_shownet","0"};
cvar_t cl_nolerp = {0, "cl_nolerp", "0"};
-cvar_t cl_itembobheight = {0, "cl_itembobheight", "8"};
+cvar_t cl_itembobheight = {0, "cl_itembobheight", "0"}; // try 8
cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5"};
cvar_t lookspring = {CVAR_SAVE, "lookspring","0"};
cvar_t r_draweffects = {0, "r_draweffects", "1"};
-cvar_t cl_explosions = {CVAR_SAVE, "cl_explosions", "1"};
+cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5"};
+cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0"};
+cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16"};
+cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128"};
+cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5"};
+
cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
+cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1"};
cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"};
cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"};
cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
-mempool_t *cl_refdef_mempool;
-mempool_t *cl_entities_mempool;
+cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0"};
+
+cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1"};
+
+vec3_t cl_playerstandmins;
+vec3_t cl_playerstandmaxs;
+vec3_t cl_playercrouchmins;
+vec3_t cl_playercrouchmaxs;
+
+mempool_t *cl_mempool;
client_static_t cls;
client_state_t cl;
int cl_max_dlights;
int cl_max_lightstyle;
int cl_max_brushmodel_entities;
+int cl_activedlights;
entity_t *cl_entities;
-qbyte *cl_entities_active;
+unsigned char *cl_entities_active;
entity_t *cl_static_entities;
entity_t *cl_temp_entities;
cl_effect_t *cl_effects;
beam_t *cl_beams;
dlight_t *cl_dlights;
lightstyle_t *cl_lightstyle;
-entity_render_t **cl_brushmodel_entities;
+int *cl_brushmodel_entities;
int cl_num_entities;
int cl_num_static_entities;
int cl_num_temp_entities;
int cl_num_brushmodel_entities;
+// keep track of quake entities because they need to be killed if they get stale
+extern int cl_lastquakeentity;
+extern unsigned char cl_isquakeentity[MAX_EDICTS];
+
/*
=====================
CL_ClearState
{
int i;
+ if (cl_entities) Mem_Free(cl_entities);cl_entities = NULL;
+ if (cl_entities_active) Mem_Free(cl_entities_active);cl_entities_active = NULL;
+ if (cl_static_entities) Mem_Free(cl_static_entities);cl_static_entities = NULL;
+ if (cl_temp_entities) Mem_Free(cl_temp_entities);cl_temp_entities = NULL;
+ if (cl_effects) Mem_Free(cl_effects);cl_effects = NULL;
+ if (cl_beams) Mem_Free(cl_beams);cl_beams = NULL;
+ if (cl_dlights) Mem_Free(cl_dlights);cl_dlights = NULL;
+ if (cl_lightstyle) Mem_Free(cl_lightstyle);cl_lightstyle = NULL;
+ if (cl_brushmodel_entities) Mem_Free(cl_brushmodel_entities);cl_brushmodel_entities = NULL;
+ if (cl.entitydatabase) EntityFrame_FreeDatabase(cl.entitydatabase);cl.entitydatabase = NULL;
+ if (cl.entitydatabase4) EntityFrame4_FreeDatabase(cl.entitydatabase4);cl.entitydatabase4 = NULL;
+ if (cl.scores) Mem_Free(cl.scores);cl.scores = NULL;
+
if (!sv.active)
Host_ClearMemory ();
- // note: this also gets rid of the entity database
- Mem_EmptyPool(cl_entities_mempool);
-
// wipe the entire cl structure
memset (&cl, 0, sizeof(cl));
+ // reset the view zoom interpolation
+ cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
SZ_Clear (&cls.message);
cl_num_brushmodel_entities = 0;
// tweak these if the game runs out
- cl_max_entities = MAX_EDICTS;
+ cl_max_entities = 256;
cl_max_static_entities = 256;
cl_max_temp_entities = 512;
cl_max_effects = 256;
cl_max_dlights = MAX_DLIGHTS;
cl_max_lightstyle = MAX_LIGHTSTYLES;
cl_max_brushmodel_entities = MAX_EDICTS;
+ cl_activedlights = 0;
- cl_entities = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(entity_t));
- cl_entities_active = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(qbyte));
- cl_static_entities = Mem_Alloc(cl_entities_mempool, cl_max_static_entities * sizeof(entity_t));
- cl_temp_entities = Mem_Alloc(cl_entities_mempool, cl_max_temp_entities * sizeof(entity_t));
- cl_effects = Mem_Alloc(cl_entities_mempool, cl_max_effects * sizeof(cl_effect_t));
- cl_beams = Mem_Alloc(cl_entities_mempool, cl_max_beams * sizeof(beam_t));
- cl_dlights = Mem_Alloc(cl_entities_mempool, cl_max_dlights * sizeof(dlight_t));
- cl_lightstyle = Mem_Alloc(cl_entities_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
- cl_brushmodel_entities = Mem_Alloc(cl_entities_mempool, cl_max_brushmodel_entities * sizeof(entity_render_t *));
-
- CL_Screen_NewMap();
+ cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
+ cl_entities_active = (unsigned char *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(unsigned char));
+ cl_static_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_static_entities * sizeof(entity_t));
+ cl_temp_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_temp_entities * sizeof(entity_t));
+ cl_effects = (cl_effect_t *)Mem_Alloc(cl_mempool, cl_max_effects * sizeof(cl_effect_t));
+ cl_beams = (beam_t *)Mem_Alloc(cl_mempool, cl_max_beams * sizeof(beam_t));
+ cl_dlights = (dlight_t *)Mem_Alloc(cl_mempool, cl_max_dlights * sizeof(dlight_t));
+ cl_lightstyle = (lightstyle_t *)Mem_Alloc(cl_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
+ cl_brushmodel_entities = (int *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(int));
- CL_Particles_Clear();
+ cl_lastquakeentity = 0;
+ memset(cl_isquakeentity, 0, sizeof(cl_isquakeentity));
// LordHavoc: have to set up the baseline info for alpha and other stuff
for (i = 0;i < cl_max_entities;i++)
{
- ClearStateToDefault(&cl_entities[i].state_baseline);
- ClearStateToDefault(&cl_entities[i].state_previous);
- ClearStateToDefault(&cl_entities[i].state_current);
+ cl_entities[i].state_baseline = defaultstate;
+ cl_entities[i].state_previous = defaultstate;
+ cl_entities[i].state_current = defaultstate;
+ }
+
+ if (gamemode == GAME_NEXUIZ)
+ {
+ VectorSet(cl_playerstandmins, -16, -16, -24);
+ VectorSet(cl_playerstandmaxs, 16, 16, 45);
+ VectorSet(cl_playercrouchmins, -16, -16, -24);
+ VectorSet(cl_playercrouchmaxs, 16, 16, 25);
+ }
+ else
+ {
+ VectorSet(cl_playerstandmins, -16, -16, -24);
+ VectorSet(cl_playerstandmaxs, 16, 16, 24);
+ VectorSet(cl_playercrouchmins, -16, -16, -24);
+ VectorSet(cl_playercrouchmaxs, 16, 16, 24);
}
+ CL_Screen_NewMap();
+ CL_Particles_Clear();
CL_CGVM_Clear();
}
+void CL_ExpandEntities(int num)
+{
+ int i, oldmaxentities;
+ entity_t *oldentities;
+ if (num >= cl_max_entities)
+ {
+ if (!cl_entities)
+ Sys_Error("CL_ExpandEntities: cl_entities not initialized");
+ if (num >= MAX_EDICTS)
+ Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
+ oldmaxentities = cl_max_entities;
+ oldentities = cl_entities;
+ cl_max_entities = (num & ~255) + 256;
+ cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
+ memcpy(cl_entities, oldentities, oldmaxentities * sizeof(entity_t));
+ Mem_Free(oldentities);
+ for (i = oldmaxentities;i < cl_max_entities;i++)
+ {
+ cl_entities[i].state_baseline = defaultstate;
+ cl_entities[i].state_previous = defaultstate;
+ cl_entities[i].state_current = defaultstate;
+ }
+ }
+}
+
/*
=====================
CL_Disconnect
Con_DPrintf("CL_Disconnect\n");
// stop sounds (especially looping!)
- S_StopAllSounds (true);
+ S_StopAllSounds ();
// clear contents blends
cl.cshifts[0].percent = 0;
return;
// clear menu's connect error message
- m_return_reason[0] = 0;
+ M_Update_Return_Reason("");
cls.demonum = -1;
// stop demo loop in case this fails
CL_Disconnect();
- NetConn_ClientFrame();
- NetConn_ServerFrame();
-
+
+ // run a network frame
+ //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
+
if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
{
cls.connect_trying = true;
cls.connect_remainingtries = 3;
cls.connect_nextsendtime = 0;
- if (sv.active)
- {
- NetConn_ClientFrame();
- NetConn_ServerFrame();
- NetConn_ClientFrame();
- NetConn_ServerFrame();
- NetConn_ClientFrame();
- NetConn_ServerFrame();
- NetConn_ClientFrame();
- NetConn_ServerFrame();
- }
+ M_Update_Return_Reason("Trying to connect...");
+ // run several network frames to jump into the game quickly
+ //if (sv.active)
+ //{
+ // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
+ // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
+ // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
+ // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
+ //}
}
else
{
Con_Print("Unable to find a suitable network socket to connect to server.\n");
- strcpy(m_return_reason, "No network");
+ M_Update_Return_Reason("No network");
}
}
strlcpy (name, ent->render.model->name, 25);
else
strcpy(name, "--no model--");
- for (j = strlen(name);j < 25;j++)
+ for (j = (int)strlen(name);j < 25;j++)
name[j] = ' ';
- Con_Printf("%3i: %s:%04i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.origin[0], (int) ent->render.origin[1], (int) ent->render.origin[2], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
+ Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.matrix.m[0][3], (int) ent->render.matrix.m[1][3], (int) ent->render.matrix.m[2][3], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
}
}
// LordHavoc: lerp in listen games as the server is being capped below the client (usually)
f = cl.mtime[0] - cl.mtime[1];
- if (!f || cl_nolerp.integer || cls.timedemo || cl.islocalgame)
+ if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
{
cl.time = cl.mtime[0];
return 1;
ent->render.colormap = -1; // no special coloring
ent->render.scale = 1;
ent->render.alpha = 1;
+ VectorSet(ent->render.colormod, 1, 1, 1);
return ent;
}
}
}
-void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona)
+void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
{
int i;
dlight_t *dl;
if (ent)
{
dl = cl_dlights;
- for (i = 0;i < MAX_DLIGHTS;i++, dl++)
+ for (i = 0;i < cl_activedlights;i++, dl++)
if (dl->ent == ent)
goto dlightsetup;
}
// then look for anything else
dl = cl_dlights;
- for (i = 0;i < MAX_DLIGHTS;i++, dl++)
+ for (i = 0;i < cl_activedlights;i++, dl++)
if (!dl->radius)
goto dlightsetup;
+ // if we hit the end of the active dlights and found no gaps, add a new one
+ if (i < MAX_DLIGHTS)
+ {
+ cl_activedlights = i + 1;
+ goto dlightsetup;
+ }
// unable to find one
return;
dlightsetup:
//Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
memset (dl, 0, sizeof(*dl));
- dl->matrix = *matrix;
+ Matrix4x4_Normalize(&dl->matrix, matrix);
dl->ent = ent;
dl->origin[0] = dl->matrix.m[0][3];
dl->origin[1] = dl->matrix.m[1][3];
dl->style = style;
dl->shadow = shadowenable;
dl->corona = corona;
+ dl->flags = flags;
+ dl->coronasizescale = coronasizescale;
+ dl->ambientscale = ambientscale;
+ dl->diffusescale = diffusescale;
+ dl->specularscale = specularscale;
}
+// called before entity relinking
void CL_DecayLights(void)
{
- int i;
+ int i, oldmax;
dlight_t *dl;
- float time;
+ float time, f;
time = cl.time - cl.oldtime;
- for (i = 0, dl = cl_dlights;i < MAX_DLIGHTS;i++, dl++)
+ oldmax = cl_activedlights;
+ cl_activedlights = 0;
+ for (i = 0, dl = cl_dlights;i < oldmax;i++, dl++)
+ {
if (dl->radius)
- dl->radius = (cl.time < dl->die) ? max(0, dl->radius - time * dl->decay) : 0;
+ {
+ f = dl->radius - time * dl->decay;
+ if (cl.time < dl->die && f > 0)
+ {
+ dl->radius = dl->radius - time * dl->decay;
+ cl_activedlights = i + 1;
+ }
+ else
+ dl->radius = 0;
+ }
+ }
+}
+
+// called after entity relinking
+void CL_UpdateLights(void)
+{
+ int i, j, k, l;
+ dlight_t *dl;
+ float frac, f;
+
+ r_refdef.numlights = 0;
+ if (r_dynamic.integer)
+ {
+ for (i = 0, dl = cl_dlights;i < cl_activedlights;i++, dl++)
+ {
+ if (dl->radius)
+ {
+ R_RTLight_Update(dl, false);
+ r_refdef.lights[r_refdef.numlights++] = dl;
+ }
+ }
+ }
+
+// light animations
+// 'm' is normal light, 'a' is no light, 'z' is double bright
+ f = cl.time * 10;
+ i = (int)floor(f);
+ frac = f - i;
+ for (j = 0;j < MAX_LIGHTSTYLES;j++)
+ {
+ if (!cl_lightstyle || !cl_lightstyle[j].length)
+ {
+ r_refdef.lightstylevalue[j] = 256;
+ continue;
+ }
+ k = i % cl_lightstyle[j].length;
+ l = (i-1) % cl_lightstyle[j].length;
+ k = cl_lightstyle[j].map[k] - 'a';
+ l = cl_lightstyle[j].map[l] - 'a';
+ r_refdef.lightstylevalue[j] = ((k*frac)+(l*(1-frac)))*22;
+ }
}
#define MAXVIEWMODELS 32
// note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
void CL_LinkNetworkEntity(entity_t *e)
{
- matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2, dlightmatrix;
+ matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
+ //matrix4x4_t dlightmatrix;
int j, k, l, trailtype, temp;
- float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v[3], v2[3], d;
+ float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v2[3], d;
entity_t *t;
model_t *model;
+ trace_t trace;
//entity_persistent_t *p = &e->persistent;
//entity_render_t *r = &e->render;
if (e->persistent.linkframe != entitylinkframenumber)
// skip inactive entities and world
if (!e->state_current.active || e == cl_entities)
return;
- if (e->render.flags & RENDER_VIEWMODEL)
+ e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
+ e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
+ e->render.flags = e->state_current.flags;
+ e->render.effects = e->state_current.effects;
+ VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
+ if (e->state_current.flags & RENDER_COLORMAPPED)
+ {
+ int cb;
+ unsigned char *cbcolor;
+ e->render.colormap = e->state_current.colormap;
+ cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
+ cbcolor = (unsigned char *) (&palette_complete[cb]);
+ e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
+ e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
+ e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
+ cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
+ cbcolor = (unsigned char *) (&palette_complete[cb]);
+ e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
+ e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
+ e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
+ }
+ else if (e->state_current.colormap && cl.scores != NULL)
+ {
+ int cb;
+ unsigned char *cbcolor;
+ e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
+ cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
+ cbcolor = (unsigned char *) (&palette_complete[cb]);
+ e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
+ e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
+ e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
+ cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
+ cbcolor = (unsigned char *) (&palette_complete[cb]);
+ e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
+ e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
+ e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
+ }
+ else
+ {
+ e->render.colormap = -1; // no special coloring
+ VectorClear(e->render.colormap_pantscolor);
+ VectorClear(e->render.colormap_shirtcolor);
+ }
+ e->render.skinnum = e->state_current.skin;
+ if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
{
if (!r_drawviewmodel.integer || chase_active.integer || envmap)
return;
if (cl.viewentity)
CL_LinkNetworkEntity(cl_entities + cl.viewentity);
matrix = &viewmodelmatrix;
- if (e == &cl.viewent && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
+ if (e == &cl.viewent && cl_entities[cl.viewentity].state_current.active)
{
e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
- e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT));
+ e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
}
}
else
{
+ // if the tag entity is currently impossible, skip it
+ if (e->state_current.tagentity >= cl_num_entities)
+ return;
t = cl_entities + e->state_current.tagentity;
+ // if the tag entity is inactive, skip it
if (!t->state_current.active)
return;
// note: this can link to world
CL_LinkNetworkEntity(t);
// make relative to the entity
matrix = &t->render.matrix;
+ // some properties of the tag entity carry over
+ e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
// if a valid tagindex is used, make it relative to that tag instead
- if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model) && e->state_current.tagindex <= t->render.model->alias.aliasnum_tags)
+ // FIXME: use a model function to get tag info (need to handle skeletal)
+ if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
{
// blend the matrices
memset(&blendmatrix, 0, sizeof(blendmatrix));
for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
{
- matrix = &t->render.model->alias.aliasdata_tags[t->render.frameblend[j].frame * t->render.model->alias.aliasnum_tags + (e->state_current.tagindex - 1)].matrix;
+ matrix4x4_t tagmatrix;
+ Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
d = t->render.frameblend[j].lerp;
for (l = 0;l < 4;l++)
for (k = 0;k < 4;k++)
- blendmatrix.m[l][k] += d * matrix->m[l][k];
+ blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
}
// concat the tag matrices onto the entity matrix
Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
matrix = &tempmatrix;
}
}
- e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
- e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
- e->render.flags = e->state_current.flags;
- if (e - cl_entities == cl.viewentity)
- e->render.flags |= RENDER_EXTERIORMODEL;
- e->render.effects = e->state_current.effects;
- if (e->state_current.flags & RENDER_COLORMAPPED)
- e->render.colormap = e->state_current.colormap;
- else if (cl.scores != NULL && e->state_current.colormap)
- e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
- else
- e->render.colormap = -1; // no special coloring
- e->render.skinnum = e->state_current.skin;
- // set up the render matrix
- if (e->state_previous.active && e->state_current.modelindex == e->state_previous.modelindex)
+
+ // movement lerp
+ // if it's the player entity, update according to client movement
+ if (e == cl_entities + cl.playerentity && cl.movement)
{
- // movement lerp
- if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
- {
- // interpolate the origin and angles
- VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
- VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
- if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
- if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
- if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
- VectorMA(e->persistent.oldangles, lerp, delta, angles);
- }
- else
- {
- // no interpolation
- VectorCopy(e->persistent.neworigin, origin);
- VectorCopy(e->persistent.newangles, angles);
- }
- // animation lerp
- if (e->render.frame2 == e->state_current.frame)
- {
- // update frame lerp fraction
- e->render.framelerp = 1;
- if (e->render.frame2time > e->render.frame1time)
- {
- e->render.framelerp = (cl.time - e->render.frame2time) / (e->render.frame2time - e->render.frame1time);
- e->render.framelerp = bound(0, e->render.framelerp, 1);
- }
- }
- else
- {
- // begin a new frame lerp
- e->render.frame1 = e->render.frame2;
- e->render.frame1time = e->render.frame2time;
- e->render.frame = e->render.frame2 = e->state_current.frame;
- e->render.frame2time = cl.time;
- e->render.framelerp = 0;
- // make sure frame lerp won't last longer than 100ms
- // (this mainly helps with models that use framegroups and
- // switch between them infrequently)
- e->render.frame1time = max(e->render.frame1time, e->render.frame2time - 0.1f);
- }
+ lerp = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
+ lerp = bound(0, lerp, 1);
+ VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
+ VectorSet(angles, 0, cl.viewangles[1], 0);
+ }
+ else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
+ {
+ // interpolate the origin and angles
+ VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
+ VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
+ if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
+ if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
+ if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
+ VectorMA(e->persistent.oldangles, lerp, delta, angles);
}
else
{
// no interpolation
VectorCopy(e->persistent.neworigin, origin);
VectorCopy(e->persistent.newangles, angles);
- e->render.frame = e->render.frame1 = e->render.frame2 = e->state_current.frame;
- e->render.frame1time = e->render.frame2time = cl.time;
- e->render.framelerp = 1;
}
+ // model setup and some modelflags
e->render.model = cl.model_precache[e->state_current.modelindex];
if (e->render.model)
{
- Mod_CheckLoaded(e->render.model);
- if (e->render.model->type == mod_alias || e->render.model->type == mod_sprite)
+ // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
+ if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC))
angles[0] = -angles[0];
if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
{
if (cl_itembobheight.value)
origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
}
+ // transfer certain model flags to effects
+ e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
+ if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
+ VectorScale(e->render.colormod, 2, e->render.colormod);
}
+ // animation lerp
+ if (e->render.frame2 == e->state_current.frame)
+ {
+ // update frame lerp fraction
+ e->render.framelerp = 1;
+ if (e->render.frame2time > e->render.frame1time)
+ {
+ // make sure frame lerp won't last longer than 100ms
+ // (this mainly helps with models that use framegroups and
+ // switch between them infrequently)
+ e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
+ e->render.framelerp = bound(0, e->render.framelerp, 1);
+ }
+ }
+ else
+ {
+ // begin a new frame lerp
+ e->render.frame1 = e->render.frame2;
+ e->render.frame1time = e->render.frame2time;
+ e->render.frame = e->render.frame2 = e->state_current.frame;
+ e->render.frame2time = cl.time;
+ e->render.framelerp = 0;
+ }
R_LerpAnimation(&e->render);
+ // set up the render matrix
// FIXME: e->render.scale should go away
Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
// concat the matrices to make the entity relative to its tag
CL_BoundingBoxForEntity(&e->render);
// handle effects now that we know where this entity is in the world...
- origin[0] = e->render.matrix.m[0][3];
- origin[1] = e->render.matrix.m[1][3];
- origin[2] = e->render.matrix.m[2][3];
+ if (e->render.model && e->render.model->soundfromcenter)
+ {
+ // bmodels are treated specially since their origin is usually '0 0 0'
+ vec3_t o;
+ VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
+ Matrix4x4_Transform(&e->render.matrix, o, origin);
+ }
+ else
+ {
+ origin[0] = e->render.matrix.m[0][3];
+ origin[1] = e->render.matrix.m[1][3];
+ origin[2] = e->render.matrix.m[2][3];
+ }
trailtype = -1;
dlightradius = 0;
dlightcolor[0] = 0;
if (e->persistent.muzzleflash > 0)
{
Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
- CL_TraceLine(origin, v2, v, NULL, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY);
+ trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
tempmatrix = e->render.matrix;
- tempmatrix.m[0][3] = v[0];
- tempmatrix.m[1][3] = v[1];
- tempmatrix.m[2][3] = v[2];
- CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, 0, true, 0);
+ tempmatrix.m[0][3] = trace.endpos[0];
+ tempmatrix.m[1][3] = trace.endpos[1];
+ tempmatrix.m[2][3] = trace.endpos[2];
+ CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, -1, true, 0, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
e->persistent.muzzleflash -= cl.frametime * 10;
}
// LordHavoc: if the model has no flags, don't check each
else if (e->render.model->flags & EF_TRACER)
{
trailtype = 3;
- dlightradius = max(dlightradius, 100);
- dlightcolor[0] += 0.12f;
- dlightcolor[1] += 0.50f;
- dlightcolor[2] += 0.12f;
+ //dlightradius = max(dlightradius, 100);
+ //dlightcolor[0] += 0.25f;
+ //dlightcolor[1] += 1.00f;
+ //dlightcolor[2] += 0.25f;
}
else if (e->render.model->flags & EF_TRACER2)
{
trailtype = 5;
- dlightradius = max(dlightradius, 100);
- dlightcolor[0] += 0.50f;
- dlightcolor[1] += 0.30f;
- dlightcolor[2] += 0.10f;
+ //dlightradius = max(dlightradius, 100);
+ //dlightcolor[0] += 1.00f;
+ //dlightcolor[1] += 0.60f;
+ //dlightcolor[2] += 0.20f;
}
else if (e->render.model->flags & EF_ROCKET)
{
trailtype = 0;
dlightradius = max(dlightradius, 200);
- dlightcolor[0] += 1.50f;
- dlightcolor[1] += 1.20f;
- dlightcolor[2] += 0.60f;
+ dlightcolor[0] += 3.00f;
+ dlightcolor[1] += 1.50f;
+ dlightcolor[2] += 0.50f;
}
else if (e->render.model->flags & EF_GRENADE)
{
else if (e->render.model->flags & EF_TRACER3)
{
trailtype = 6;
- dlightradius = max(dlightradius, 200);
- dlightcolor[0] += 0.60f;
- dlightcolor[1] += 0.25f;
- dlightcolor[2] += 0.50f;
+ if (gamemode == GAME_PRYDON)
+ {
+ dlightradius = max(dlightradius, 100);
+ dlightcolor[0] += 0.30f;
+ dlightcolor[1] += 0.60f;
+ dlightcolor[2] += 1.20f;
+ }
+ else
+ {
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 1.20f;
+ dlightcolor[1] += 0.50f;
+ dlightcolor[2] += 1.00f;
+ }
}
}
// LordHavoc: customizable glow
// * 4 for the expansion from 0-255 to 0-1023 range,
// / 255 to scale down byte colors
dlightradius = max(dlightradius, e->state_current.glowsize * 4);
- VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
+ VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
}
- if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
- {
- if (e->state_current.light[3])
- dlightradius = max(dlightradius, e->state_current.light[3]);
- else
- dlightradius = max(dlightradius, 350);
- if (VectorLength2(dlightcolor) == 0)
- (dlightcolor[0] += 1, dlightcolor[1] += 1, dlightcolor[2] += 1);
- else
- VectorMA(dlightcolor, (1.0f/256.0f), e->state_current.light, dlightcolor);
- }
- // make the dlight
+ // make the glow dlight
if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
{
- dlightmatrix = e->render.matrix;
+ //dlightmatrix = e->render.matrix;
// hack to make glowing player light shine on their gun
- //if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
+ //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
// dlightmatrix.m[2][3] += 30;
- CL_AllocDlight(&e->render, &dlightmatrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, e->state_current.skin >= 16 ? e->state_current.skin : 0, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) ? ((e->state_current.lightpflags & PFLAGS_CORONA) != 0) : 1);
+ CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
}
- // trails need the previous frame
- if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex)
+ // custom rtlight
+ if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
{
- if (e->render.flags & RENDER_GLOWTRAIL)
- CL_RocketTrail2(e->persistent.trail_origin, origin, e->state_current.glowcolor, e);
- else if (trailtype >= 0)
- CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e);
+ float light[4];
+ VectorScale(e->state_current.light, (1.0f / 256.0f), light);
+ light[3] = e->state_current.light[3];
+ if (light[0] == 0 && light[1] == 0 && light[2] == 0)
+ VectorSet(light, 1, 1, 1);
+ if (light[3] == 0)
+ light[3] = 350;
+ // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
+ CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
}
+ // do trails
+ if (e->render.flags & RENDER_GLOWTRAIL)
+ trailtype = 9;
+ if (trailtype >= 0)
+ CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e);
VectorCopy(origin, e->persistent.trail_origin);
- // note: the cl.viewentity and intermission check is to hide player
- // shadow during intermission and during the Nehahra movie and
- // Nehahra cinematics
- if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE))
- && (e->render.alpha == 1)
- && !(e->render.flags & RENDER_VIEWMODEL)
- && ((e - cl_entities) != cl.viewentity || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
- e->render.flags |= RENDER_SHADOW;
- if (!(e->render.effects & EF_FULLBRIGHT))
+ // tenebrae's sprites are all additive mode (weird)
+ if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
+ e->render.effects |= EF_ADDITIVE;
+ // player model is only shown with chase_active on
+ if (e->state_current.number == cl.viewentity)
+ e->render.flags |= RENDER_EXTERIORMODEL;
+ // transparent stuff can't be lit during the opaque stage
+ if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
+ e->render.flags |= RENDER_TRANSPARENT;
+ // double sided rendering mode causes backfaces to be visible
+ // (mostly useful on transparent stuff)
+ if (e->render.effects & EF_DOUBLESIDED)
+ e->render.flags |= RENDER_NOCULLFACE;
+ // either fullbright or lit
+ if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
e->render.flags |= RENDER_LIGHT;
+ // hide player shadow during intermission or nehahra movie
+ if (!(e->render.effects & EF_NOSHADOW)
+ && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
+ && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
+ e->render.flags |= RENDER_SHADOW;
// as soon as player is known we can call V_CalcRefDef
- if ((e - cl_entities) == cl.viewentity)
+ if (e->state_current.number == cl.viewentity)
V_CalcRefdef();
if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
- cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render;
- if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
- e->render.effects |= EF_ADDITIVE;
+ cl_brushmodel_entities[cl_num_brushmodel_entities++] = e->state_current.number;
// don't show entities with no modelindex (note: this still shows
// entities which have a modelindex that resolved to a NULL model)
if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
r_refdef.entities[r_refdef.numentities++] = &e->render;
- if (cl_num_entities < e->state_current.number + 1)
- cl_num_entities = e->state_current.number + 1;
- //if (cl.viewentity && e - cl_entities == cl.viewentity)
+ //if (cl.viewentity && e->state_current.number == cl.viewentity)
// Matrix4x4_Print(&e->render.matrix);
}
}
void CL_RelinkWorld(void)
{
entity_t *ent = &cl_entities[0];
- if (cl_num_entities < 1)
- cl_num_entities = 1;
- cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
+ cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0;
// FIXME: this should be done at load
Matrix4x4_CreateIdentity(&ent->render.matrix);
Matrix4x4_CreateIdentity(&ent->render.inversematrix);
+ R_LerpAnimation(&ent->render);
CL_BoundingBoxForEntity(&ent->render);
+ ent->render.flags = RENDER_SHADOW;
+ if (!r_fullbright.integer)
+ ent->render.flags |= RENDER_LIGHT;
+ VectorSet(ent->render.colormod, 1, 1, 1);
+ r_refdef.worldentity = &ent->render;
+ r_refdef.worldmodel = cl.worldmodel;
}
static void CL_RelinkStaticEntities(void)
{
int i;
- for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++)
+ entity_t *e;
+ for (i = 0, e = cl_static_entities;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
{
- Mod_CheckLoaded(cl_static_entities[i].render.model);
- r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render;
+ e->render.flags = 0;
+ // transparent stuff can't be lit during the opaque stage
+ if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
+ e->render.flags |= RENDER_TRANSPARENT;
+ // either fullbright or lit
+ if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
+ e->render.flags |= RENDER_LIGHT;
+ // hide player shadow during intermission or nehahra movie
+ if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
+ e->render.flags |= RENDER_SHADOW;
+ VectorSet(e->render.colormod, 1, 1, 1);
+ R_LerpAnimation(&e->render);
+ r_refdef.entities[r_refdef.numentities++] = &e->render;
}
}
ent = &cl.viewent;
ent->state_previous = ent->state_current;
- ClearStateToDefault(&ent->state_current);
+ ent->state_current = defaultstate;
ent->state_current.time = cl.time;
ent->state_current.number = -1;
ent->state_current.active = true;
ent->state_current.modelindex = cl.stats[STAT_WEAPON];
ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
ent->state_current.flags = RENDER_VIEWMODEL;
- if (cl.stats[STAT_HEALTH] <= 0 || cl.intermission)
+ if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
ent->state_current.modelindex = 0;
- else if (cl.items & IT_INVISIBILITY)
+ else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
{
if (gamemode == GAME_TRANSFUSION)
ent->state_current.alpha = 128;
ent->state_current.modelindex = 0;
}
+ // reset animation interpolation on weaponmodel if model changed
+ if (ent->state_previous.modelindex != ent->state_current.modelindex)
+ {
+ ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
+ ent->render.frame1time = ent->render.frame2time = cl.time;
+ ent->render.framelerp = 1;
+ }
+
// start on the entity after the world
entitylinkframenumber++;
- for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
+ for (i = 1;i < cl_num_entities;i++)
{
if (cl_entities_active[i])
{
+ ent = cl_entities + i;
if (ent->state_current.active)
CL_LinkNetworkEntity(ent);
else
ent->render.frame = ent->render.frame2;
ent->render.colormap = -1; // no special coloring
ent->render.alpha = 1;
+ VectorSet(ent->render.colormod, 1, 1, 1);
Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
+ R_LerpAnimation(&ent->render);
CL_BoundingBoxForEntity(&ent->render);
}
}
// if coming from the player, update the start position
//if (b->entity == cl.viewentity)
- // VectorCopy (cl_entities[cl.viewentity].render.origin, b->start);
+ // Matrix4x4_OriginFromMatrix(&cl_entities[cl.viewentity].render.matrix, b->start);
if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
{
- entity_state_t *p = &cl_entities[b->entity].state_previous;
- //entity_state_t *c = &cl_entities[b->entity].state_current;
entity_render_t *r = &cl_entities[b->entity].render;
- matrix4x4_t matrix, imatrix;
- if (b->relativestartvalid == 2)
- {
- // not really valid yet, we need to get the orientation now
- // (ParseBeam flagged this because it is received before
- // entities are received, by now they have been received)
- // note: because players create lightning in their think
- // function (which occurs before movement), they actually
- // have some lag in it's location, so compare to the
- // previous player state, not the latest
- if (b->entity == cl.viewentity)
- Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
- else
- Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, p->angles[0], p->angles[1], p->angles[2], 1);
- Matrix4x4_Invert_Simple(&imatrix, &matrix);
- Matrix4x4_Transform(&imatrix, b->start, b->relativestart);
- Matrix4x4_Transform(&imatrix, b->end, b->relativeend);
- b->relativestartvalid = 1;
- }
- else
- {
- if (b->entity == cl.viewentity)
- Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
- else
- Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
- Matrix4x4_Transform(&matrix, b->relativestart, b->start);
- Matrix4x4_Transform(&matrix, b->relativeend, b->end);
- }
+ //Matrix4x4_OriginFromMatrix(&r->matrix, origin);
+ //Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
+ Matrix4x4_Transform(&r->matrix, b->relativestart, b->start);
+ Matrix4x4_Transform(&r->matrix, b->relativeend, b->end);
}
if (b->lightning)
{
// FIXME: create a matrix from the beam start/end orientation
Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
- CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, 0, true, 1);
+ CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
}
if (cl_beams_polygons.integer)
continue;
return;
//VectorCopy (org, ent->render.origin);
ent->render.model = b->model;
- ent->render.effects = EF_FULLBRIGHT;
+ //ent->render.effects = EF_FULLBRIGHT;
//ent->render.angles[0] = pitch;
//ent->render.angles[1] = yaw;
//ent->render.angles[2] = rand()%360;
Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
+ R_LerpAnimation(&ent->render);
CL_BoundingBoxForEntity(&ent->render);
VectorMA(org, 30, dist, org);
d -= 30;
int i;
float d;
- cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold);
-
+ cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
for (i = 0;i < 3;i++)
+ {
+ cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
+ cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
+ }
if (cls.demoplayback)
{
Read all incoming data from the server
===============
*/
+extern void CL_ClientMovement_Replay();
int CL_ReadFromServer(void)
{
CL_ReadDemoMessage();
+ r_refdef.time = cl.time;
+ r_refdef.extraupdate = !r_speeds.integer;
r_refdef.numentities = 0;
- cl_num_entities = 0;
+ Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
cl_num_brushmodel_entities = 0;
if (cls.state == ca_connected && cls.signon == SIGNONS)
V_FadeViewFlashs();
// relink network entities (note: this sets up the view!)
+ CL_ClientMovement_Replay();
CL_RelinkNetworkEntities();
// move particles
// run cgame code (which can add more entities)
CL_CGVM_Frame();
+ CL_UpdateLights();
+
// update view blend
V_CalcViewBlend();
}
CL_SendCmd
=================
*/
-void CL_SendCmd(usercmd_t *cmd)
+void CL_UpdatePrydonCursor(void);
+void CL_SendCmd(void)
{
- if (cls.signon == SIGNONS)
- CL_SendMove(cmd);
-
if (cls.demoplayback)
{
SZ_Clear(&cls.message);
fog_blue = atof(Cmd_Argv(4));
}
+/*
+====================
+CL_TimeRefresh_f
+
+For program optimization
+====================
+*/
+static void CL_TimeRefresh_f (void)
+{
+ int i;
+ float timestart, timedelta, oldangles[3];
+
+ r_refdef.extraupdate = false;
+ VectorCopy(cl.viewangles, oldangles);
+ VectorClear(cl.viewangles);
+
+ timestart = Sys_DoubleTime();
+ for (i = 0;i < 128;i++)
+ {
+ Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
+ CL_UpdateScreen();
+ }
+ timedelta = Sys_DoubleTime() - timestart;
+
+ VectorCopy(oldangles, cl.viewangles);
+ Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
+}
+
+/*
+===========
+CL_Shutdown
+===========
+*/
+void CL_Shutdown (void)
+{
+ CL_CGVM_Shutdown();
+ CL_Particles_Shutdown();
+ CL_Parse_Shutdown();
+
+ Mem_FreePool (&cl_mempool);
+}
+
/*
=================
CL_Init
*/
void CL_Init (void)
{
- cl_entities_mempool = Mem_AllocPool("client entities");
- cl_refdef_mempool = Mem_AllocPool("refdef");
+ cl_mempool = Mem_AllocPool("client", 0, NULL);
memset(&r_refdef, 0, sizeof(r_refdef));
// max entities sent to renderer per frame
r_refdef.maxentities = MAX_EDICTS + 256 + 512;
- r_refdef.entities = Mem_Alloc(cl_refdef_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
+ r_refdef.entities = (entity_render_t **)Mem_Alloc(cl_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
// 256k drawqueue buffer
+ // TODO: make dynamic
r_refdef.maxdrawqueuesize = 256 * 1024;
- r_refdef.drawqueue = Mem_Alloc(cl_refdef_mempool, r_refdef.maxdrawqueuesize);
+ r_refdef.drawqueue = (unsigned char *)Mem_Alloc(cl_mempool, r_refdef.maxdrawqueuesize);
- SZ_Alloc (&cls.message, 1024, "cls.message");
+ cls.message.data = cls.message_buf;
+ cls.message.maxsize = sizeof(cls.message_buf);
+ cls.message.cursize = 0;
CL_InitInput ();
- CL_InitTEnts ();
//
// register our commands
Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
Cvar_RegisterVariable(&r_draweffects);
- Cvar_RegisterVariable(&cl_explosions);
+ Cvar_RegisterVariable(&cl_explosions_alpha_start);
+ Cvar_RegisterVariable(&cl_explosions_alpha_end);
+ Cvar_RegisterVariable(&cl_explosions_size_start);
+ Cvar_RegisterVariable(&cl_explosions_size_end);
+ Cvar_RegisterVariable(&cl_explosions_lifetime);
Cvar_RegisterVariable(&cl_stainmaps);
+ Cvar_RegisterVariable(&cl_stainmaps_clearonload);
Cvar_RegisterVariable(&cl_beams_polygons);
Cvar_RegisterVariable(&cl_beams_relative);
Cvar_RegisterVariable(&cl_beams_lightatend);
Cvar_RegisterVariable(&cl_noplayershadow);
+ Cvar_RegisterVariable(&cl_prydoncursor);
+
+ Cvar_RegisterVariable(&cl_deathnoviewmodel);
+
+ Cmd_AddCommand("timerefresh", CL_TimeRefresh_f);
+
CL_Parse_Init();
CL_Particles_Init();
CL_Screen_Init();
CL_Video_Init();
}
+
+