X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=cl_main.c;h=05a36f55b1d87f14b58acafda9daba5ce61a0d2b;hb=5fbf1b000aeab4cc583f562a35cf0dddef63aa52;hp=fdd019a22ac4a81038daec83fac3fb0ce4b41a0e;hpb=a7ff55a9330f06f7d7c8bfaade76cb854e18afc0;p=xonotic%2Fdarkplaces.git diff --git a/cl_main.c b/cl_main.c index fdd019a2..05a36f55 100644 --- a/cl_main.c +++ b/cl_main.c @@ -500,14 +500,11 @@ static float CL_LerpPoint(void) { 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) - if (cl.mtime[0] <= cl.mtime[1] || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)) + if (cl.mtime[0] <= cl.mtime[1]) { cl.time = cl.mtime[0]; return 1; @@ -576,7 +573,7 @@ void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float } } -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; @@ -615,6 +612,7 @@ dlightsetup: 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; @@ -629,7 +627,10 @@ dlightsetup: 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; @@ -640,8 +641,7 @@ dlightsetup: dl->specularscale = specularscale; } -// called before entity relinking -void CL_DecayLights(void) +void CL_DecayLightFlashes(void) { int i, oldmax; dlight_t *dl; @@ -667,25 +667,17 @@ void CL_DecayLights(void) } } -// 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 @@ -760,10 +752,6 @@ void CL_AddQWCTFFlagModel(entity_t *player, int skin) CL_UpdateRenderEntity(&flag->render); } -#define MAXVIEWMODELS 32 -entity_t *viewmodels[MAXVIEWMODELS]; -int numviewmodels; - matrix4x4_t viewmodelmatrix; static const vec3_t muzzleflashorigin = {18, 0, 0}; @@ -771,24 +759,24 @@ 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; @@ -833,17 +821,9 @@ void CL_UpdateNetworkEntity(entity_t *e) 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; @@ -851,8 +831,8 @@ void CL_UpdateNetworkEntity(entity_t *e) // 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 @@ -878,12 +858,22 @@ void CL_UpdateNetworkEntity(entity_t *e) 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.timenonlerp - cl.movement_time[2]) / (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; @@ -956,30 +946,70 @@ void CL_UpdateNetworkEntity(entity_t *e) } // 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) { @@ -988,55 +1018,19 @@ void CL_UpdateNetworkEntity(entity_t *e) 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))) { @@ -1058,36 +1052,6 @@ void CL_UpdateNetworkEntity(entity_t *e) 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; @@ -1100,32 +1064,9 @@ void CL_UpdateNetworkEntity(entity_t *e) 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; } @@ -1139,14 +1080,29 @@ void CL_UpdateEntities(void) 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; } @@ -1170,6 +1126,8 @@ void CL_UpdateEntities(void) 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) @@ -1178,12 +1136,17 @@ void CL_UpdateEntities(void) 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; @@ -1202,6 +1165,140 @@ void CL_LinkNetworkEntity(entity_t *e) 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_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 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) @@ -1391,11 +1488,13 @@ void CL_RelinkBeams(void) 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; @@ -1540,40 +1639,34 @@ 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(); - - 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; } @@ -1636,6 +1729,11 @@ static void CL_TimeRefresh_f (void) Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta); } +void CL_AreaStats_f(void) +{ + World_PrintAreaStats(&cl.world, "client"); +} + /* =========== CL_Shutdown @@ -1710,6 +1808,8 @@ void CL_Init (void) // 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);