}
beam_t;
-typedef struct
+typedef struct rtlight_s
+{
+ // shadow volumes are done entirely in model space, so there are no matrices for dealing with them... they just use the origin
+
+ // note that the world to light matrices are inversely scaled (divided) by lightradius
+
+ // core properties
+ // matrix for transforming world coordinates to light filter coordinates
+ matrix4x4_t matrix_worldtolight;
+ // based on worldtolight this transforms -1 to +1 to 0 to 1 for purposes
+ // of attenuation texturing in full 3D (Z result often ignored)
+ matrix4x4_t matrix_worldtoattenuationxyz;
+ // this transforms only the Z to S, and T is always 0.5
+ matrix4x4_t matrix_worldtoattenuationz;
+ // typically 1 1 1, can be lower (dim) or higher (overbright)
+ vec3_t color;
+ // size of the light (remove?)
+ vec_t radius;
+ // light filter
+ char cubemapname[64];
+ // whether light should render shadows
+ int shadow;
+ // intensity of corona to render
+ vec_t corona;
+ // light style to monitor for brightness
+ int style;
+
+ // generated properties
+ // used only for shadow volumes
+ vec3_t shadoworigin;
+ // culling
+ vec3_t cullmins;
+ vec3_t cullmaxs;
+ // culling
+ //vec_t cullradius;
+ // squared cullradius
+ //vec_t cullradius2;
+
+ // lightmap renderer stuff (remove someday!)
+ // the size of the light
+ vec_t lightmap_cullradius;
+ // the size of the light, squared
+ vec_t lightmap_cullradius2;
+ // the brightness of the light
+ vec3_t lightmap_light;
+ // to avoid sudden brightness change at cullradius, subtract this
+ vec_t lightmap_subtract;
+
+ // static light info
+ // true if this light should be compiled as a static light
+ int isstatic;
+ // true if this is a compiled world light, cleared if the light changes
+ int compiled;
+ // premade shadow volumes and lit surfaces to render for world entity
+ shadowmesh_t *static_meshchain_shadow;
+ shadowmesh_t *static_meshchain_light;
+ // used for visibility testing (more exact than bbox)
+ int static_numclusters;
+ int static_numclusterpvsbytes;
+ int *static_clusterlist;
+ qbyte *static_clusterpvs;
+}
+rtlight_t;
+
+typedef struct dlight_s
{
+ // destroy light after this time
+ // (dlight only)
+ vec_t die;
+ // the entity that owns this light (can be NULL)
+ // (dlight only)
+ struct entity_render_s *ent;
// location
- vec3_t origin;
- // stop lighting after this time
- float die;
+ // (worldlight: saved to .rtlights file)
+ vec3_t origin;
+ // worldlight orientation
+ // (worldlight only)
+ // (worldlight: saved to .rtlights file)
+ vec3_t angles;
+ // dlight orientation/scaling/location
+ // (dlight only)
+ matrix4x4_t matrix;
// color of light
- vec3_t color;
+ // (worldlight: saved to .rtlights file)
+ vec3_t color;
+ // cubemap number to use on this light
+ // (dlight only)
+ int cubemapnum;
+ // cubemap name to use on this light
+ // (worldlight only)
+ // (worldlight: saved to .rtlights file)
+ char cubemapname[64];
+ // make light flash while selected
+ // (worldlight only)
+ int selected;
// brightness (not really radius anymore)
- float radius;
- // drop this each second
- float decay;
- // the entity that owns this light (can be NULL)
- struct entity_render_s *ent;
+ // (worldlight: saved to .rtlights file)
+ vec_t radius;
+ // drop radius this much each second
+ // (dlight only)
+ vec_t decay;
+ // light style which controls intensity of this light
+ // (worldlight: saved to .rtlights file)
+ int style;
+ // cast shadows
+ // (worldlight: saved to .rtlights file)
+ int shadow;
+ // corona intensity
+ // (worldlight: saved to .rtlights file)
+ vec_t corona;
+ // linked list of world lights
+ // (worldlight only)
+ struct dlight_s *next;
+ // embedded rtlight struct for renderer
+ // (renderer only)
+ rtlight_t rtlight;
}
dlight_t;
#define CSHIFT_DAMAGE 1
#define CSHIFT_BONUS 2
#define CSHIFT_POWERUP 3
-#define NUM_CSHIFTS 4
+#define CSHIFT_VCSHIFT 4
+#define NUM_CSHIFTS 5
#define NAME_LENGTH 64
int demonum;
// list of demos in loop
char demos[MAX_DEMOS][MAX_DEMONAME];
+ // the actively playing demo (set by CL_PlayDemo_f)
+ char demoname[64];
// demo recording info must be here, because record is started before
// entering a map (and clearing client_state_t)
int td_startframe;
// realtime at second frame of timedemo (LordHavoc: changed to double)
double td_starttime;
+ // LordHavoc: for measuring maxfps
+ double td_minframetime;
+ // LordHavoc: for measuring minfps
+ double td_maxframetime;
// LordHavoc: pausedemo
qboolean demopaused;
int protocol;
// entity database stuff
- entity_database_t entitydatabase;
- entity_database4_t *entitydatabase4;
+ // latest received entity frame number
+ int latestframenum;
+ entityframe_database_t *entitydatabase;
+ entityframe4_database_t *entitydatabase4;
}
client_state_t;
//
extern cvar_t cl_name;
extern cvar_t cl_color;
+extern cvar_t cl_rate;
extern cvar_t cl_pmodel;
extern cvar_t cl_upspeed;
extern cvar_t r_draweffects;
-extern cvar_t cl_explosions;
+extern cvar_t cl_explosions_alpha_start;
+extern cvar_t cl_explosions_alpha_end;
+extern cvar_t cl_explosions_size_start;
+extern cvar_t cl_explosions_size_end;
+extern cvar_t cl_explosions_lifetime;
extern cvar_t cl_stainmaps;
+extern cvar_t cl_stainmapsclearonload;
// these are updated by CL_ClearState
extern int cl_num_entities;
extern int cl_num_temp_entities;
extern int cl_num_brushmodel_entities;
+extern mempool_t *cl_entities_mempool;
extern entity_t *cl_entities;
extern qbyte *cl_entities_active;
extern entity_t *cl_static_entities;
extern client_state_t cl;
-extern void CL_AllocDlight (entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime);
+extern 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);
extern void CL_DecayLights (void);
//=============================================================================
void CL_SendCmd (usercmd_t *cmd);
void CL_SendMove (usercmd_t *cmd);
+void CL_ValidateState(entity_state_t *s);
+void CL_MoveLerpEntityStates(entity_t *ent);
void CL_LerpUpdate(entity_t *e);
void CL_ParseTEnt (void);
void CL_RelinkBeams (void);
float CL_KeyState (kbutton_t *key);
-char *Key_KeynumToString (int keynum);
+const char *Key_KeynumToString (int keynum);
//
// cl_demo.c
void CL_ParseParticleEffect (void);
void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
-void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent);
-void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent);
+void CL_RocketTrail (vec3_t start, vec3_t end, int type, int color, entity_t *ent);
void CL_SparkShower (vec3_t org, vec3_t dir, int count);
void CL_PlasmaBurn (vec3_t org);
void CL_BloodPuff (vec3_t org, vec3_t vel, int count);
int x, y, width, height;
float fov_x, fov_y;
- // view point
- vec3_t vieworg;
- vec3_t viewangles;
+ // these are set for water warping before
+ // fov_x/fov_y are calculated
+ float fovscale_x, fovscale_y;
+
+ // view transform
+ matrix4x4_t viewentitymatrix;
+
+ // which color components to allow (for anaglyph glasses)
+ int colormask[4];
// fullscreen color blend
float viewblend[4];
#include "cgamevm.h"
-void Host_PerformSpawnServerAndLoadGame(void);
-
#endif