void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
{
- if (strchr(key, '\"') || strchr(value, '\"') || (!allowstarkey && key[0] == '*') || (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel"))))
+ int i;
+ qboolean fail = false;
+ if (!allowstarkey && key[0] == '*')
+ fail = true;
+ if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
+ fail = true;
+ for (i = 0;key[i];i++)
+ if (key[i] <= ' ' || key[i] == '\"')
+ fail = true;
+ for (i = 0;value[i];i++)
+ if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
+ fail = true;
+ if (fail)
{
if (!quiet)
Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
{
float f;
- // dropped packet, or start of demo
- if (cl.mtime[1] < cl.mtime[0] - 0.1)
- cl.mtime[1] = cl.mtime[0] - 0.1;
-
- cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
+ if (cl_nettimesyncmode.integer == 3)
+ cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
// 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 && !sv_fixedframeratesingleplayer.integer))
+ if (cl.mtime[0] <= cl.mtime[1])
{
cl.time = cl.mtime[0];
return 1;
}
- f = (cl.time - cl.mtime[1]) / f;
+ f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
return bound(0, f, 1);
}
}
}
-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)
+void CL_AllocLightFlash(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;
Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
+ Matrix4x4_Scale(&dl->matrix, radius, 1);
dl->radius = radius;
dl->color[0] = red;
dl->color[1] = green;
dl->die = cl.time + lifetime;
else
dl->die = 0;
- dl->cubemapnum = cubemapnum;
+ if (cubemapnum > 0)
+ dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
+ else
+ dl->cubemapname[0] = 0;
dl->style = style;
dl->shadow = shadowenable;
dl->corona = corona;
dl->specularscale = specularscale;
}
-// called before entity relinking
-void CL_DecayLights(void)
+void CL_DecayLightFlashes(void)
{
int i, oldmax;
dlight_t *dl;
}
}
-// called after entity relinking
-void CL_UpdateLights(void)
+// called before entity relinking
+void CL_RelinkLightFlashes(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.num_dlights;i++, dl++)
- {
+ for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++)
if (dl->radius)
- {
- R_RTLight_Update(dl, false);
- r_refdef.lights[r_refdef.numlights++] = dl;
- }
- }
- }
+ R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dl->matrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
// light animations
// 'm' is normal light, 'a' is no light, 'z' is double bright
CL_UpdateRenderEntity(&flag->render);
}
-#define MAXVIEWMODELS 32
-entity_t *viewmodels[MAXVIEWMODELS];
-int numviewmodels;
-
matrix4x4_t viewmodelmatrix;
static const vec3_t muzzleflashorigin = {18, 0, 0};
extern void V_DriftPitch(void);
extern void V_FadeViewFlashs(void);
extern void V_CalcViewBlend(void);
-
extern void V_CalcRefdef(void);
-// note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
-void CL_UpdateNetworkEntity(entity_t *e)
+
+// note this is a recursive function, recursionlimit should be 32 or so on the initial call
+void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit)
{
- matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
- //matrix4x4_t dlightmatrix;
+ const matrix4x4_t *matrix;
+ matrix4x4_t blendmatrix, tempmatrix, matrix2;
int j, k, l;
- effectnameindex_t trailtype;
- float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, v2[3], d;
+ float origin[3], angles[3], delta[3], lerp, d;
entity_t *t;
model_t *model;
- trace_t trace;
//entity_persistent_t *p = &e->persistent;
//entity_render_t *r = &e->render;
// skip inactive entities and world
if (!e->state_current.active || e == cl.entities)
return;
+ if (recursionlimit < 1)
+ return;
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;
VectorClear(e->render.colormap_shirtcolor);
}
e->render.skinnum = e->state_current.skin;
- if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
- {
- 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 | EF_NODEPTHTEST));
- }
- matrix = &viewmodelmatrix;
- }
- else
+ if (e->state_current.tagentity)
{
+ // attached entity (gun held in player model's hand, etc)
// if the tag entity is currently impossible, skip it
if (e->state_current.tagentity >= cl.num_entities)
return;
// if the tag entity is inactive, skip it
if (!t->state_current.active)
return;
- // note: this can link to world
- CL_UpdateNetworkEntity(t);
+ // update the parent first
+ CL_UpdateNetworkEntity(t, recursionlimit - 1);
// make relative to the entity
matrix = &t->render.matrix;
// some properties of the tag entity carry over
matrix = &tempmatrix;
}
}
+ else if (e->render.flags & RENDER_VIEWMODEL)
+ {
+ // view-relative entity (guns and such)
+ matrix = &viewmodelmatrix;
+ }
+ else
+ {
+ // world-relative entity (the normal kind)
+ matrix = &identitymatrix;
+ }
// movement lerp
// if it's the player entity, update according to client movement
if (e == cl.entities + cl.playerentity && cl.movement_predicted)
{
- lerp = (cl.time - cl.movement_time[1]) / (cl.movement_time[0] - cl.movement_time[1]);
+ lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
lerp = bound(0, lerp, 1);
+ if (cl_nolerp.integer)
+ lerp = 1;
VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
VectorSet(angles, 0, cl.viewangles[1], 0);
}
}
// 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
- Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
+ if (matrix)
+ {
+ // attached entity, this requires a matrix multiply (concat)
+ // 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
+ Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
+ // get the origin from the new matrix
+ Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
+ }
+ else
+ {
+ // unattached entities are faster to process
+ Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
+ }
+
// make the other useful stuff
CL_UpdateRenderEntity(&e->render);
- // handle effects now that we know where this entity is in the world...
+ // 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 && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
+ e->render.flags |= RENDER_SHADOW;
+}
+
+// creates light and trails from an entity
+void CL_UpdateNetworkEntityTrail(entity_t *e)
+{
+ effectnameindex_t trailtype;
+ vec3_t origin;
+
+ // bmodels are treated specially since their origin is usually '0 0 0' and
+ // their actual geometry is far from '0 0 0'
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
Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
+
+ // handle particle trails and such effects now that we know where this
+ // entity is in the world...
trailtype = EFFECT_NONE;
- dlightradius = 0;
- dlightcolor[0] = 0;
- dlightcolor[1] = 0;
- dlightcolor[2] = 0;
// LordHavoc: if the entity has no effects, don't check each
- if (e->render.effects)
+ if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST | EF_FLAG1QW | EF_FLAG2QW))
{
if (e->render.effects & EF_BRIGHTFIELD)
{
else
CL_EntityParticles(e);
}
- if (e->render.effects & EF_DIMLIGHT)
- {
- dlightradius = max(dlightradius, 200);
- dlightcolor[0] += 1.50f;
- dlightcolor[1] += 1.50f;
- dlightcolor[2] += 1.50f;
- }
- if (e->render.effects & EF_BRIGHTLIGHT)
- {
- dlightradius = max(dlightradius, 400);
- dlightcolor[0] += 3.00f;
- dlightcolor[1] += 3.00f;
- dlightcolor[2] += 3.00f;
- }
- // LordHavoc: more effects
- if (e->render.effects & EF_RED) // red
- {
- dlightradius = max(dlightradius, 200);
- dlightcolor[0] += 1.50f;
- dlightcolor[1] += 0.15f;
- dlightcolor[2] += 0.15f;
- }
- if (e->render.effects & EF_BLUE) // blue
- {
- dlightradius = max(dlightradius, 200);
- dlightcolor[0] += 0.15f;
- dlightcolor[1] += 0.15f;
- dlightcolor[2] += 1.50f;
- }
if (e->render.effects & EF_FLAME)
- CL_ParticleEffect(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0);
+ CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
if (e->render.effects & EF_STARDUST)
- CL_ParticleEffect(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0);
+ CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
{
// these are only set on player entities
CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
}
}
- // muzzleflash fades over time, and is offset a bit
+ // muzzleflash fades over time
if (e->persistent.muzzleflash > 0)
- {
- Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
- trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
- tempmatrix = e->render.matrix;
- Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
- CL_AllocDlight(NULL, &tempmatrix, 150, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, 0, 0, 0, -1, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
- }
// LordHavoc: if the model has no flags, don't check each
if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
{
else if (e->render.model->flags & EF_TRACER3)
trailtype = EFFECT_TR_VORESPIKE;
}
- // LordHavoc: customizable glow
- if (e->state_current.glowsize)
- {
- // * 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), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
- }
- // make the glow dlight
- if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
- {
- //dlightmatrix = e->render.matrix;
- // hack to make glowing player light shine on their gun
- //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
- // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
- 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);
- }
- // custom rtlight
- if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
- {
- 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 = EFFECT_TR_GLOWTRAIL;
if (len > 0)
len = 1.0f / len;
VectorScale(vel, len, vel);
- CL_ParticleEffect(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor);
+ CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
}
VectorCopy(origin, e->persistent.trail_origin);
- // 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 && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
- e->render.flags |= RENDER_SHADOW;
- if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
- cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number;
}
entity_t *ent;
int i;
-// start on the entity after the world
+ // process network entities
+ // first link the player
+ CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32);
+
+ // set up the view
+ V_CalcRefdef();
+
+ // start on the entity after the world
+ // skip the player entity because it was already processed
for (i = 1;i < cl.num_entities;i++)
{
if (cl.entities_active[i])
{
ent = cl.entities + i;
if (ent->state_current.active)
- CL_UpdateNetworkEntity(ent);
+ {
+ CL_UpdateNetworkEntity(ent, 32);
+ // view models should never create light/trails
+ if (!(ent->render.flags & RENDER_VIEWMODEL))
+ CL_UpdateNetworkEntityTrail(ent);
+ if (ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
+ cl.brushmodel_entities[cl.num_brushmodel_entities++] = ent->state_current.number;
+ }
else
cl.entities_active[i] = false;
}
else
ent->state_current.modelindex = 0;
}
+ ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
+ ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
// reset animation interpolation on weaponmodel if model changed
if (ent->state_previous.modelindex != ent->state_current.modelindex)
ent->render.frame1time = ent->render.frame2time = cl.time;
ent->render.framelerp = 1;
}
- CL_UpdateNetworkEntity(ent);
+ CL_UpdateNetworkEntity(ent, 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)
{
+ effectnameindex_t trailtype;
+ vec3_t origin;
+ vec3_t dlightcolor;
+ vec_t dlightradius;
+
// skip inactive entities and world
if (!e->state_current.active || e == cl.entities)
return;
return;
}
+ // create entity dlights associated with this entity
+ 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
+ Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
+ trailtype = EFFECT_NONE;
+ dlightradius = 0;
+ dlightcolor[0] = 0;
+ dlightcolor[1] = 0;
+ dlightcolor[2] = 0;
+ // LordHavoc: if the entity has no effects, don't check each
+ if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
+ {
+ if (e->render.effects & EF_BRIGHTFIELD)
+ {
+ if (gamemode == GAME_NEXUIZ)
+ trailtype = EFFECT_TR_NEXUIZPLASMA;
+ }
+ if (e->render.effects & EF_DIMLIGHT)
+ {
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 1.50f;
+ dlightcolor[1] += 1.50f;
+ dlightcolor[2] += 1.50f;
+ }
+ if (e->render.effects & EF_BRIGHTLIGHT)
+ {
+ dlightradius = max(dlightradius, 400);
+ dlightcolor[0] += 3.00f;
+ dlightcolor[1] += 3.00f;
+ dlightcolor[2] += 3.00f;
+ }
+ // LordHavoc: more effects
+ if (e->render.effects & EF_RED) // red
+ {
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 1.50f;
+ dlightcolor[1] += 0.15f;
+ dlightcolor[2] += 0.15f;
+ }
+ if (e->render.effects & EF_BLUE) // blue
+ {
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 0.15f;
+ dlightcolor[1] += 0.15f;
+ dlightcolor[2] += 1.50f;
+ }
+ if (e->render.effects & EF_FLAME)
+ CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
+ if (e->render.effects & EF_STARDUST)
+ CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
+ }
+ // muzzleflash fades over time, and is offset a bit
+ if (e->persistent.muzzleflash > 0 && r_refdef.numlights < MAX_DLIGHTS)
+ {
+ vec3_t v2;
+ vec3_t color;
+ trace_t trace;
+ matrix4x4_t tempmatrix;
+ Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
+ trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
+ Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
+ Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
+ Matrix4x4_Scale(&tempmatrix, 150, 1);
+ VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
+ R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ }
+ // LordHavoc: if the model has no flags, don't check each
+ if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
+ {
+ if (e->render.model->flags & EF_GIB)
+ trailtype = EFFECT_TR_BLOOD;
+ else if (e->render.model->flags & EF_ZOMGIB)
+ trailtype = EFFECT_TR_SLIGHTBLOOD;
+ else if (e->render.model->flags & EF_TRACER)
+ trailtype = EFFECT_TR_WIZSPIKE;
+ else if (e->render.model->flags & EF_TRACER2)
+ trailtype = EFFECT_TR_KNIGHTSPIKE;
+ else if (e->render.model->flags & EF_ROCKET)
+ trailtype = EFFECT_TR_ROCKET;
+ else if (e->render.model->flags & EF_GRENADE)
+ {
+ // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
+ trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
+ }
+ else if (e->render.model->flags & EF_TRACER3)
+ trailtype = EFFECT_TR_VORESPIKE;
+ }
+ // LordHavoc: customizable glow
+ if (e->state_current.glowsize)
+ {
+ // * 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), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
+ }
+ // make the glow dlight
+ if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.numlights < MAX_DLIGHTS)
+ {
+ matrix4x4_t dlightmatrix;
+ Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
+ // hack to make glowing player light shine on their gun
+ //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
+ // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
+ Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
+ R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ }
+ // custom rtlight
+ if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.numlights < MAX_DLIGHTS)
+ {
+ matrix4x4_t dlightmatrix;
+ 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?
+ Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
+ Matrix4x4_Scale(&dlightmatrix, light[3], 1);
+ R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ }
+ // do trail light
+ if (e->render.flags & RENDER_GLOWTRAIL)
+ trailtype = EFFECT_TR_GLOWTRAIL;
+ if (trailtype)
+ CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
+
// 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)
// if the model was not loaded when the static entity was created we
// need to re-fetch the model pointer
e->render.model = cl.model_precache[e->state_baseline.modelindex];
+ CL_UpdateRenderEntity(&e->render);
// 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;
if (b->lightning)
{
- if (cl_beams_lightatend.integer)
+ if (cl_beams_lightatend.integer && r_refdef.numlights < MAX_DLIGHTS)
{
// FIXME: create a matrix from the beam start/end orientation
- Matrix4x4_CreateTranslate(&tempmatrix, end[0], end[1], end[2]);
- 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);
+ vec3_t dlightcolor;
+ VectorSet(dlightcolor, 0.3, 0.7, 1);
+ Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
+ R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
}
if (cl_beams_polygons.integer)
continue;
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]);
}
+
+ // interpolate the angles if playing a demo or spectating someone
+ if (cls.demoplayback || cl.fixangle[0])
+ {
+ for (i = 0;i < 3;i++)
+ {
+ float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
+ if (d > 180)
+ d -= 360;
+ else if (d < -180)
+ d += 360;
+ cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
+ }
+ }
}
void CSQC_RelinkAllEntities (int drawmask)
Read all incoming data from the server
===============
*/
-extern void CL_ClientMovement_Replay(void);
extern void CL_StairSmoothing(void);//view.c
int CL_ReadFromServer(void)
r_refdef.time = cl.time;
r_refdef.extraupdate = !r_speeds.integer;
r_refdef.numentities = 0;
+ r_refdef.numlights = 0;
r_view.matrix = identitymatrix;
+ cl.num_brushmodel_entities = 0;
+
if (cls.state == ca_connected && cls.signon == SIGNONS)
{
// prepare for a new frame
CL_LerpPlayer(CL_LerpPoint());
- CL_DecayLights();
+ CL_DecayLightFlashes();
CL_ClearTempEntities();
V_DriftPitch();
V_FadeViewFlashs();
- // move particles
- CL_MoveParticles();
- R_MoveExplosions();
-
- // predict current player location
- CL_ClientMovement_Replay();
-
- cl.num_brushmodel_entities = 0;
- // process network entities
- // first link the player
- CL_UpdateNetworkEntity(cl.entities + cl.viewentity);
- // set up the view
- V_CalcRefdef();
- if (!csqc_loaded)
- {
- // now link the rest of the network entities
- // (this is instead done in VM_R_RenderScene if csqc is loaded)
- CL_UpdateEntities();
- }
+ // now update all the network entities and the view matrix
+ CL_UpdateEntities();
+ CL_RelinkLightFlashes();
CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
- CL_UpdateLights();
CL_StairSmoothing();
- // update the r_refdef time again because cl.time may have changed
+ // move particles
+ CL_MoveParticles();
+ R_MoveExplosions();
+
+ // update the r_refdef time again because cl.time may have changed in
+ // CL_LerpPoint()
r_refdef.time = cl.time;
}
Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
}
+void CL_AreaStats_f(void)
+{
+ World_PrintAreaStats(&cl.world, "client");
+}
+
/*
===========
CL_Shutdown
// LordHavoc: added pausedemo
Cmd_AddCommand ("pausedemo", CL_PauseDemo_f, "pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)");
+ Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
+
Cvar_RegisterVariable(&r_draweffects);
Cvar_RegisterVariable(&cl_explosions_alpha_start);
Cvar_RegisterVariable(&cl_explosions_alpha_end);