cvar_t freelook = {CVAR_SAVE, "freelook", "1"};
-cvar_t cl_draweffects = {0, "cl_draweffects", "1"};
+cvar_t r_draweffects = {0, "r_draweffects", "1"};
+
+cvar_t cl_explosions = {CVAR_SAVE, "cl_explosions", "1"};
+cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
mempool_t *cl_scores_mempool;
mempool_t *cl_refdef_mempool;
+mempool_t *cl_entities_mempool;
client_static_t cls;
client_state_t cl;
-// FIXME: put these on hunk?
-entity_t cl_entities[MAX_EDICTS];
-entity_t cl_static_entities[MAX_STATIC_ENTITIES];
-lightstyle_t cl_lightstyle[MAX_LIGHTSTYLES];
-
-typedef struct effect_s
-{
- int active;
- vec3_t origin;
- float starttime;
- float framerate;
- int modelindex;
- int startframe;
- int endframe;
- // these are for interpolation
- int frame;
- double frame1time;
- double frame2time;
-}
-cl_effect_t;
-
-#define MAX_EFFECTS 256
-
-static cl_effect_t cl_effect[MAX_EFFECTS];
+int cl_max_entities;
+int cl_max_static_entities;
+int cl_max_temp_entities;
+int cl_max_effects;
+int cl_max_beams;
+int cl_max_dlights;
+int cl_max_lightstyle;
+int cl_max_brushmodel_entities;
+
+entity_t *cl_entities;
+qbyte *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_num_entities;
+int cl_num_static_entities;
+int cl_num_temp_entities;
+int cl_num_brushmodel_entities;
/*
=====================
*/
void CL_ClearState (void)
{
- int i;
+ int i;
if (!sv.active)
Host_ClearMemory ();
Mem_EmptyPool(cl_scores_mempool);
+ Mem_EmptyPool(cl_entities_mempool);
// wipe the entire cl structure
memset (&cl, 0, sizeof(cl));
SZ_Clear (&cls.message);
-// clear other arrays
- memset(cl_entities, 0, sizeof(cl_entities));
- memset(cl_lightstyle, 0, sizeof(cl_lightstyle));
- memset(cl_temp_entities, 0, sizeof(cl_temp_entities));
- memset(cl_beams, 0, sizeof(cl_beams));
- memset(cl_dlights, 0, sizeof(cl_dlights));
- memset(cl_effect, 0, sizeof(cl_effect));
+ cl_num_entities = 0;
+ cl_num_static_entities = 0;
+ cl_num_temp_entities = 0;
+ cl_num_brushmodel_entities = 0;
+
+ // tweak these if the game runs out
+ cl_max_entities = MAX_EDICTS;
+ cl_max_static_entities = 256;
+ cl_max_temp_entities = 512;
+ cl_max_effects = 256;
+ cl_max_beams = 24;
+ cl_max_dlights = MAX_DLIGHTS;
+ cl_max_lightstyle = MAX_LIGHTSTYLES;
+ cl_max_brushmodel_entities = MAX_EDICTS;
+
+ 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_Particles_Clear();
+
// LordHavoc: have to set up the baseline info for alpha and other stuff
- for (i = 0;i < MAX_EDICTS;i++)
+ for (i = 0;i < cl_max_entities;i++)
{
ClearStateToDefault(&cl_entities[i].state_baseline);
ClearStateToDefault(&cl_entities[i].state_previous);
CL_CGVM_Clear();
}
-void CL_LerpUpdate(entity_t *e)
-{
- entity_persistent_t *p;
- entity_render_t *r;
- p = &e->persistent;
- r = &e->render;
-
- if (p->modelindex != e->state_current.modelindex)
- {
- // reset all interpolation information
- p->modelindex = e->state_current.modelindex;
- p->frame1 = p->frame2 = e->state_current.frame;
- p->frame1time = p->frame2time = cl.time;
- p->framelerp = 1;
- }
- else if (p->frame2 != e->state_current.frame)
- {
- // transition to new frame
- p->frame1 = p->frame2;
- p->frame1time = p->frame2time;
- p->frame2 = e->state_current.frame;
- p->frame2time = cl.time;
- p->framelerp = 0;
- }
- else
- {
- // update transition
- p->framelerp = (cl.time - p->frame2time) * 10;
- p->framelerp = bound(0, p->framelerp, 1);
- }
-
- r->model = cl.model_precache[e->state_current.modelindex];
- Mod_CheckLoaded(r->model);
- r->frame = e->state_current.frame;
- r->frame1 = p->frame1;
- r->frame2 = p->frame2;
- r->framelerp = p->framelerp;
- r->frame1time = p->frame1time;
- r->frame2time = p->frame2time;
-}
-
/*
=====================
CL_Disconnect
*/
static void CL_PrintEntities_f (void)
{
- entity_t *ent;
- int i, j;
- char name[32];
+ entity_t *ent;
+ int i, j;
+ char name[32];
- for (i = 0, ent = cl_entities;i < MAX_EDICTS /*cl.num_entities*/;i++, ent++)
+ for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
{
if (!ent->state_current.active)
continue;
- if (!ent->render.model)
- continue;
- Con_Printf ("%3i:", i);
- if (!ent->render.model)
- {
- Con_Printf ("EMPTY\n");
- continue;
- }
- strncpy(name, ent->render.model->name, 25);
+ if (ent->render.model)
+ strncpy(name, ent->render.model->name, 25);
+ else
+ strcpy(name, "--no model--");
name[25] = 0;
for (j = strlen(name);j < 25;j++)
name[j] = ' ';
- Con_Printf ("%s:%04i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", 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:%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);
}
}
+void CL_LerpUpdate(entity_t *e)
+{
+ entity_persistent_t *p;
+ entity_render_t *r;
+ p = &e->persistent;
+ r = &e->render;
+
+ if (p->modelindex != e->state_current.modelindex)
+ {
+ // reset all interpolation information
+ p->modelindex = e->state_current.modelindex;
+ p->frame1 = p->frame2 = e->state_current.frame;
+ p->frame1time = p->frame2time = cl.time;
+ p->framelerp = 1;
+ }
+ else if (p->frame2 != e->state_current.frame)
+ {
+ // transition to new frame
+ p->frame1 = p->frame2;
+ p->frame1time = p->frame2time;
+ p->frame2 = e->state_current.frame;
+ p->frame2time = cl.time;
+ p->framelerp = 0;
+ }
+ else
+ {
+ // update transition
+ p->framelerp = (cl.time - p->frame2time) * 10;
+ p->framelerp = bound(0, p->framelerp, 1);
+ }
+
+ r->model = cl.model_precache[e->state_current.modelindex];
+ Mod_CheckLoaded(r->model);
+ r->frame = e->state_current.frame;
+ r->frame1 = p->frame1;
+ r->frame2 = p->frame2;
+ r->framelerp = p->framelerp;
+ r->frame1time = p->frame1time;
+ r->frame2time = p->frame2time;
+}
/*
===============
*/
static float CL_LerpPoint (void)
{
- float f;
+ float f;
// dropped packet, or start of demo
if (cl.mtime[1] < cl.mtime[0] - 0.1)
static void CL_RelinkStaticEntities(void)
{
int i;
- for (i = 0;i < cl.num_statics && r_refdef.numentities < MAX_VISEDICTS;i++)
+ for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++)
{
Mod_CheckLoaded(cl_static_entities[i].render.model);
r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render;
*/
static void CL_RelinkNetworkEntities()
{
- entity_t *ent;
- int i, glowcolor, effects;
- float f, d, bobjrotate, bobjoffset, dlightradius, glowsize, lerp;
- vec3_t oldorg, neworg, delta, dlightcolor;
+ entity_t *ent;
+ int i, effects, temp;
+ float f, d, bobjrotate, bobjoffset, dlightradius, lerp;
+ vec3_t oldorg, neworg, delta, dlightcolor, v, v2, mins, maxs;
bobjrotate = ANGLEMOD(100*cl.time);
if (cl_itembobheight.value)
else
bobjoffset = 0;
-// start on the entity after the world
- for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS /*cl.num_entities*/;i++, ent++)
+ // start on the entity after the world
+ for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
{
- // if the object wasn't included in the latest packet, remove it
+ // if the object isn't active in the current network frame, skip it
+ if (!cl_entities_active[i])
+ continue;
if (!ent->state_current.active)
+ {
+ cl_entities_active[i] = false;
continue;
+ }
VectorCopy(ent->persistent.trail_origin, oldorg);
{
if (ent->render.model)
{
- vec3_t mins, maxs;
- int temp;
mins[0] = neworg[0] - 16.0f;
mins[1] = neworg[1] - 16.0f;
mins[2] = neworg[2] - 16.0f;
{
if (ent->render.model)
{
- vec3_t mins, maxs;
- int temp;
mins[0] = neworg[0] - 16.0f;
mins[1] = neworg[1] - 16.0f;
mins[2] = neworg[2] - 16.0f;
if (ent->persistent.muzzleflash > 0)
{
- vec3_t v, v2;
-
AngleVectors (ent->render.angles, v, NULL, NULL);
v2[0] = v[0] * 18 + neworg[0];
}
else if (ent->render.model->flags & EF_GRENADE)
{
- if (ent->render.alpha == -1) // LordHavoc: Nehahra dem compatibility
+ if (ent->render.alpha == -1) // LordHavoc: Nehahra dem compatibility (cigar smoke)
CL_RocketTrail (oldorg, neworg, 7, ent);
else
CL_RocketTrail (oldorg, neworg, 1, ent);
}
}
// LordHavoc: customizable glow
- glowsize = ent->state_current.glowsize; // FIXME: interpolate?
- glowcolor = ent->state_current.glowcolor;
- if (glowsize)
+ if (ent->state_current.glowsize)
{
- qbyte *tempcolor = (qbyte *)&d_8to24table[glowcolor];
// * 4 for the expansion from 0-255 to 0-1023 range,
// / 255 to scale down byte colors
- glowsize *= (4.0f / 255.0f);
- VectorMA(dlightcolor, glowsize, tempcolor, dlightcolor);
+ VectorMA(dlightcolor, ent->state_current.glowsize * (4.0f / 255.0f), (qbyte *)&d_8to24table[ent->state_current.glowcolor], dlightcolor);
}
// LordHavoc: customizable trail
if (ent->render.flags & RENDER_GLOWTRAIL)
- CL_RocketTrail2 (oldorg, neworg, glowcolor, ent);
+ CL_RocketTrail2 (oldorg, neworg, ent->state_current.glowcolor, ent);
if (dlightcolor[0] || dlightcolor[1] || dlightcolor[2])
{
- vec3_t vec;
- VectorCopy(neworg, vec);
+ VectorCopy(neworg, v);
// hack to make glowing player light shine on their gun
if (i == cl.viewentity && !chase_active.integer)
- vec[2] += 30;
- CL_AllocDlight (NULL, vec, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0);
+ v[2] += 30;
+ CL_AllocDlight (NULL, v, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0);
}
if (chase_active.integer)
continue;
if (effects & EF_NODRAW)
continue;
- if (r_refdef.numentities < MAX_VISEDICTS)
+
+ if (ent->render.angles[0] || ent->render.angles[2])
+ {
+ // pitch or roll
+ VectorAdd(ent->render.origin, ent->render.model->rotatedmins, ent->render.mins);
+ VectorAdd(ent->render.origin, ent->render.model->rotatedmaxs, ent->render.maxs);
+ }
+ else if (ent->render.angles[1])
+ {
+ // yaw
+ VectorAdd(ent->render.origin, ent->render.model->yawmins, ent->render.mins);
+ VectorAdd(ent->render.origin, ent->render.model->yawmaxs, ent->render.maxs);
+ }
+ else
+ {
+ VectorAdd(ent->render.origin, ent->render.model->normalmins, ent->render.mins);
+ VectorAdd(ent->render.origin, ent->render.model->normalmaxs, ent->render.maxs);
+ }
+
+ if (r_refdef.numentities < r_refdef.maxentities)
r_refdef.entities[r_refdef.numentities++] = &ent->render;
+
+ if (ent->render.model->name[0] == '*' && ent->render.model->type == mod_brush)
+ cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
+
+ if (cl_num_entities < i + 1)
+ cl_num_entities = i + 1;
}
}
int i;
float d;
- if (cl.entitydatabase.numframes)
+ if (cl.entitydatabase.numframes && cl.viewentity == cl.playerentity)
{
cl.viewentorigin[0] = cl.viewentoriginold[0] + frac * (cl.viewentoriginnew[0] - cl.viewentoriginold[0]);
cl.viewentorigin[1] = cl.viewentoriginold[1] + frac * (cl.viewentoriginnew[1] - cl.viewentoriginold[1]);
d -= 360;
else if (d < -180)
d += 360;
- cl.viewangles[i] = cl.mviewangles[1][i] + frac*d;
+ cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
}
}
}
cl_effect_t *e;
if (!modelindex) // sanity check
return;
- for (i = 0, e = cl_effect;i < MAX_EFFECTS;i++, e++)
+ for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
{
if (e->active)
continue;
{
int i, intframe;
cl_effect_t *e;
- entity_t *vis;
+ entity_t *ent;
float frame;
- for (i = 0, e = cl_effect;i < MAX_EFFECTS;i++, e++)
+ for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
{
if (e->active)
{
e->frame2time = cl.time;
}
- if ((vis = CL_NewTempEntity()))
+ // if we're drawing effects, get a new temp entity
+ // (NewTempEntity adds it to the render entities list for us)
+ if (r_draweffects.integer && (ent = CL_NewTempEntity()))
{
// interpolation stuff
- vis->render.frame1 = intframe;
- vis->render.frame2 = intframe + 1;
- if (vis->render.frame2 >= e->endframe)
- vis->render.frame2 = -1; // disappear
- vis->render.framelerp = frame - intframe;
- vis->render.frame1time = e->frame1time;
- vis->render.frame2time = e->frame2time;
+ ent->render.frame1 = intframe;
+ ent->render.frame2 = intframe + 1;
+ if (ent->render.frame2 >= e->endframe)
+ ent->render.frame2 = -1; // disappear
+ ent->render.framelerp = frame - intframe;
+ ent->render.frame1time = e->frame1time;
+ ent->render.frame2time = e->frame2time;
// normal stuff
- VectorCopy(e->origin, vis->render.origin);
- vis->render.model = cl.model_precache[e->modelindex];
- vis->render.frame = vis->render.frame2;
- vis->render.colormap = -1; // no special coloring
- vis->render.scale = 1;
- vis->render.alpha = 1;
+ VectorCopy(e->origin, ent->render.origin);
+ ent->render.model = cl.model_precache[e->modelindex];
+ ent->render.frame = ent->render.frame2;
+ ent->render.colormap = -1; // no special coloring
+ ent->render.scale = 1;
+ ent->render.alpha = 1;
+
+ if (ent->render.angles[0] || ent->render.angles[2])
+ {
+ // pitch or roll
+ VectorAdd(ent->render.origin, ent->render.model->rotatedmins, ent->render.mins);
+ VectorAdd(ent->render.origin, ent->render.model->rotatedmaxs, ent->render.maxs);
+ }
+ else if (ent->render.angles[1])
+ {
+ // yaw
+ VectorAdd(ent->render.origin, ent->render.model->yawmins, ent->render.mins);
+ VectorAdd(ent->render.origin, ent->render.model->yawmaxs, ent->render.maxs);
+ }
+ else
+ {
+ VectorAdd(ent->render.origin, ent->render.model->normalmins, ent->render.mins);
+ VectorAdd(ent->render.origin, ent->render.model->normalmaxs, ent->render.maxs);
+ }
}
}
}
}
+void CL_RelinkWorld (void)
+{
+ if (cl_num_entities < 1)
+ cl_num_entities = 1;
+ cl_brushmodel_entities[cl_num_brushmodel_entities++] = &cl_entities[0].render;
+}
+
void CL_RelinkEntities (void)
{
float frac;
// fraction from previous network update to current
- frac = CL_LerpPoint ();
+ frac = CL_LerpPoint();
- CL_DecayLights ();
+ CL_ClearTempEntities();
+ CL_DecayLights();
+ CL_RelinkWorld();
+ CL_RelinkBeams();
CL_RelinkStaticEntities();
CL_RelinkNetworkEntities();
- CL_TraceLine_ScanForBModels();
CL_RelinkEffects();
CL_MoveParticles();
- CL_UpdateTEnts();
CL_LerpPlayer(frac);
}
Con_Printf ("\n");
r_refdef.numentities = 0;
+ cl_num_entities = 0;
+ cl_num_brushmodel_entities = 0;
+
if (cls.state == ca_connected && cl.worldmodel)
{
CL_RelinkEntities ();
void CL_Init (void)
{
cl_scores_mempool = Mem_AllocPool("client player info");
-
+ cl_entities_mempool = Mem_AllocPool("client entities");
cl_refdef_mempool = Mem_AllocPool("refdef");
+
memset(&r_refdef, 0, sizeof(r_refdef));
- r_refdef.entities = Mem_Alloc(cl_refdef_mempool, sizeof(entity_render_t *) * MAX_VISEDICTS);
+ // 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);
+ // 256k drawqueue buffer
+ r_refdef.maxdrawqueuesize = 256 * 1024;
+ r_refdef.drawqueue = Mem_Alloc(cl_refdef_mempool, r_refdef.maxdrawqueuesize);
SZ_Alloc (&cls.message, 1024, "cls.message");
if (gamemode == GAME_NEHAHRA)
Cmd_AddCommand ("pmodel", CL_PModel_f);
- Cvar_RegisterVariable(&cl_draweffects);
+ Cvar_RegisterVariable(&r_draweffects);
+ Cvar_RegisterVariable(&cl_explosions);
+ Cvar_RegisterVariable(&cl_stainmaps);
CL_Parse_Init();
CL_Particles_Init();