X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=cl_main.c;h=387dd63377e4c0f2de70910d2750fef2d9432ccf;hb=03e040262964d69c24733989c189dc60f40d2db2;hp=b387273f45b2abc8eab3f33167b74446c97aecd1;hpb=da1f3bd0165cd1cbee4415335be7eeaecbf65e99;p=xonotic%2Fdarkplaces.git diff --git a/cl_main.c b/cl_main.c index b387273f..387dd633 100644 --- a/cl_main.c +++ b/cl_main.c @@ -46,7 +46,6 @@ cvar_t freelook = {CVAR_SAVE, "freelook", "1"}; 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"}; @@ -54,6 +53,7 @@ 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"}; @@ -61,6 +61,8 @@ cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0"}; cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"}; +cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0"}; + mempool_t *cl_refdef_mempool; mempool_t *cl_entities_mempool; @@ -109,6 +111,8 @@ void CL_ClearState(void) // 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); @@ -144,9 +148,9 @@ void CL_ClearState(void) // 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; } CL_CGVM_Clear(); @@ -168,7 +172,7 @@ void CL_Disconnect(void) Con_DPrintf("CL_Disconnect\n"); // stop sounds (especially looping!) - S_StopAllSounds (true); + S_StopAllSounds (); // clear contents blends cl.cshifts[0].percent = 0; @@ -222,19 +226,20 @@ void CL_EstablishConnection(const char *host) 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(); - + 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; + M_Update_Return_Reason("Trying to connect..."); if (sv.active) { NetConn_ClientFrame(); @@ -250,7 +255,7 @@ void CL_EstablishConnection(const char *host) 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"); } } @@ -387,6 +392,7 @@ entity_t *CL_NewTempEntity(void) ent->render.colormap = -1; // no special coloring ent->render.scale = 1; ent->render.alpha = 1; + VectorSet(ent->render.colormod, 1, 1, 1); return ent; } @@ -415,7 +421,7 @@ 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) +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; @@ -465,6 +471,11 @@ dlightsetup: dl->style = style; dl->shadow = shadowenable; dl->corona = corona; + dl->flags = flags; + dl->coronasizescale = coronasizescale; + dl->ambientscale = ambientscale; + dl->diffusescale = diffusescale; + dl->specularscale = specularscale; } void CL_DecayLights(void) @@ -511,6 +522,18 @@ void CL_LinkNetworkEntity(entity_t *e) // skip inactive entities and world if (!e->state_current.active || e == cl_entities) 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; + 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; + VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod); if (e->render.flags & RENDER_VIEWMODEL) { if (!r_drawviewmodel.integer || chase_active.integer || envmap) @@ -521,7 +544,7 @@ void CL_LinkNetworkEntity(entity_t *e) if (e == &cl.viewent && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && 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 @@ -533,7 +556,10 @@ void CL_LinkNetworkEntity(entity_t *e) 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; // if a valid tagindex is used, make it relative to that tag instead + // 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) && e->state_current.tagindex <= t->render.model->alias.aliasnum_tags) { // blend the matrices @@ -552,74 +578,26 @@ void CL_LinkNetworkEntity(entity_t *e) 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 (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1) { - // 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); - } + // 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) { @@ -633,10 +611,39 @@ void CL_LinkNetworkEntity(entity_t *e) 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 + if (e->render.model->flags2 & EF_FULLBRIGHT) + e->render.effects |= EF_FULLBRIGHT; + if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e - cl_entities) + 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 @@ -744,7 +751,7 @@ void CL_LinkNetworkEntity(entity_t *e) 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); + 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 @@ -789,8 +796,8 @@ void CL_LinkNetworkEntity(entity_t *e) if (gamemode == GAME_PRYDON) { dlightradius = max(dlightradius, 100); - dlightcolor[0] += 0.50f; - dlightcolor[1] += 0.50f; + dlightcolor[0] += 0.30f; + dlightcolor[1] += 0.60f; dlightcolor[2] += 1.20f; } else @@ -817,7 +824,7 @@ void CL_LinkNetworkEntity(entity_t *e) // hack to make glowing player light shine on their gun //if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/) // dlightmatrix.m[2][3] += 30; - CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, 0, true, 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); } // custom rtlight if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) @@ -829,34 +836,37 @@ void CL_LinkNetworkEntity(entity_t *e) VectorSet(light, 1, 1, 1); if (light[3] == 0) light[3] = 350; - 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); - } - // trails need the previous frame - if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex) - { - 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); + // 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 - cl_entities == 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; + // 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) 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; // 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) @@ -877,16 +887,36 @@ void CL_RelinkWorld(void) // 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; + Mod_CheckLoaded(e->render.model); + 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; } } @@ -902,7 +932,7 @@ static void CL_RelinkNetworkEntities(void) 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; @@ -911,7 +941,7 @@ static void CL_RelinkNetworkEntities(void) ent->state_current.flags = RENDER_VIEWMODEL; if (cl.stats[STAT_HEALTH] <= 0 || 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; @@ -919,12 +949,21 @@ static void CL_RelinkNetworkEntities(void) 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 < MAX_EDICTS;i++) { if (cl_entities_active[i]) { + ent = cl_entities + i; if (ent->state_current.active) CL_LinkNetworkEntity(ent); else @@ -978,9 +1017,11 @@ static void CL_RelinkEffects(void) 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); } } @@ -1006,7 +1047,7 @@ void CL_RelinkBeams(void) // if coming from the player, update the start position //if (b->entity == cl.viewentity) // VectorCopy (cl_entities[cl.viewentity].render.origin, b->start); - if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid) + if (cl_beams_relative.integer && b->entity == cl.viewentity && 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; @@ -1047,7 +1088,7 @@ void CL_RelinkBeams(void) { // 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; @@ -1086,12 +1127,13 @@ void CL_RelinkBeams(void) 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; @@ -1104,10 +1146,13 @@ void CL_LerpPlayer(float frac) 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) { @@ -1135,6 +1180,8 @@ 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; cl_num_brushmodel_entities = 0; @@ -1176,10 +1223,10 @@ int CL_ReadFromServer(void) CL_SendCmd ================= */ -void CL_SendCmd(usercmd_t *cmd) +void CL_SendCmd(void) { if (cls.signon == SIGNONS) - CL_SendMove(cmd); + CL_SendMove(); if (cls.demoplayback) { @@ -1229,6 +1276,51 @@ static void CL_Fog_f (void) 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(); + + SZ_Free (&cls.message); + + Mem_FreePool (&cl_entities_mempool); + Mem_FreePool (&cl_refdef_mempool); +} + /* ================= CL_Init @@ -1236,8 +1328,8 @@ CL_Init */ void CL_Init (void) { - cl_entities_mempool = Mem_AllocPool("client entities"); - cl_refdef_mempool = Mem_AllocPool("refdef"); + cl_entities_mempool = Mem_AllocPool("client entities", 0, NULL); + cl_refdef_mempool = Mem_AllocPool("refdef", 0, NULL); memset(&r_refdef, 0, sizeof(r_refdef)); // max entities sent to renderer per frame @@ -1250,7 +1342,6 @@ void CL_Init (void) SZ_Alloc (&cls.message, 1024, "cls.message"); CL_InitInput (); - CL_InitTEnts (); // // register our commands @@ -1291,18 +1382,22 @@ void CL_Init (void) 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); + + Cmd_AddCommand("timerefresh", CL_TimeRefresh_f); + CL_Parse_Init(); CL_Particles_Init(); CL_Screen_Init(); @@ -1311,3 +1406,5 @@ void CL_Init (void) CL_Video_Init(); } + +