X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=cl_main.c;h=af8c3103a53c1858cfef06dfbdd2ef12ab3decab;hb=f68ef7b22979928fb6b8d2ba6b28e14c4caeb7c2;hp=b9d26a011b7d9febf9bbd45fce4ddc8d6ea7bf5e;hpb=a365ca4a79943b3757fd548c2d6416cf17e11360;p=xonotic%2Fdarkplaces.git diff --git a/cl_main.c b/cl_main.c index b9d26a01..af8c3103 100644 --- a/cl_main.c +++ b/cl_main.c @@ -21,11 +21,13 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" #include "cl_collision.h" +#include "cl_gecko.h" #include "cl_video.h" #include "image.h" #include "csprogs.h" #include "r_shadow.h" #include "libcurl.h" +#include "snd_main.h" // we need to declare some mouse variables here, because the menu system // references them even when on a unix system. @@ -52,7 +54,7 @@ cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"}; cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"}; cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" }; -cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" }; +cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" }; cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"}; @@ -62,7 +64,7 @@ cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16"," cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"}; cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"}; -cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"}; +cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"}; cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"}; cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"}; @@ -70,6 +72,8 @@ cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"}; cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"}; +cvar_t cl_deathfade = {CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value = how fast the fade is"}; + cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"}; cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"}; @@ -87,20 +91,20 @@ cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing client_static_t cls; client_state_t cl; -#define MAX_PARTICLES 32768 // default max # of particles at one time -#define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line - /* ===================== CL_ClearState ===================== */ +void CL_VM_ShutDown (void); void CL_ClearState(void) { int i; entity_t *ent; + CL_VM_ShutDown(); + // wipe the entire cl structure Mem_EmptyPool(cls.levelmempool); memset (&cl, 0, sizeof(cl)); @@ -109,31 +113,31 @@ void CL_ClearState(void) // reset the view zoom interpolation cl.mviewzoom[0] = cl.mviewzoom[1] = 1; + cl.sensitivityscale = 1.0f; + + // enable rendering of the world and such + cl.csqc_vidvars.drawworld = true; + cl.csqc_vidvars.drawenginesbar = true; + cl.csqc_vidvars.drawcrosshair = true; + + // set up the float version of the stats array for easier access to float stats + cl.statsf = (float *)cl.stats; 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 = 256; cl.max_static_entities = 256; - cl.max_temp_entities = 512; cl.max_effects = 256; cl.max_beams = 256; cl.max_dlights = MAX_DLIGHTS; cl.max_lightstyle = MAX_LIGHTSTYLES; cl.max_brushmodel_entities = MAX_EDICTS; - cl.max_particles = MAX_PARTICLES; - -// COMMANDLINEOPTION: Client: -particles changes maximum number of particles at once, default 32768 - i = COM_CheckParm ("-particles"); - if (i && i < com_argc - 1) - { - cl.max_particles = (int)(atoi(com_argv[i+1])); - if (cl.max_particles < ABSOLUTE_MIN_PARTICLES) - cl.max_particles = ABSOLUTE_MIN_PARTICLES; - } + cl.max_particles = 8192; // grows dynamically + cl.max_decals = 2048; // grows dynamically + cl.max_showlmps = 0; cl.num_dlights = 0; cl.num_effects = 0; @@ -142,13 +146,14 @@ void CL_ClearState(void) cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t)); cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char)); cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t)); - cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t)); cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t)); cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t)); cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t)); cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t)); cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int)); cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t)); + cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t)); + cl.showlmps = NULL; // LordHavoc: have to set up the baseline info for alpha and other stuff for (i = 0;i < cl.max_entities;i++) @@ -181,7 +186,6 @@ void CL_ClearState(void) ent->state_current.active = true; ent->render.model = cl.worldmodel = NULL; // no world model yet ent->render.alpha = 1; - ent->render.colormap = -1; // no special coloring ent->render.flags = RENDER_SHADOW | RENDER_LIGHT; Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1); CL_UpdateRenderEntity(&ent->render); @@ -192,6 +196,9 @@ void CL_ClearState(void) // mark all frames invalid for delta memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence)); + // set bestweapon data back to Quake data + IN_BestWeapon_ResetData(); + CL_Screen_NewMap(); } @@ -204,7 +211,7 @@ void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allo if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel"))) fail = true; for (i = 0;key[i];i++) - if (key[i] <= ' ' || key[i] == '\"') + if (ISWHITESPACE(key[i]) || key[i] == '\"') fail = true; for (i = 0;value[i];i++) if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"') @@ -279,7 +286,6 @@ void CL_ExpandEntities(int num) } } -void CL_VM_ShutDown (void); /* ===================== CL_Disconnect @@ -293,10 +299,15 @@ void CL_Disconnect(void) if (cls.state == ca_dedicated) return; + if (COM_CheckParm("-profilegameonly")) + Sys_AllowProfiling(false); + Curl_Clear_forthismap(); Con_DPrintf("CL_Disconnect\n"); + Cvar_SetValueQuick(&csqc_progcrc, -1); + Cvar_SetValueQuick(&csqc_progsize, -1); CL_VM_ShutDown(); // stop sounds (especially looping!) S_StopAllSounds (); @@ -338,9 +349,9 @@ void CL_Disconnect(void) Con_DPrint("Sending clc_disconnect\n"); MSG_WriteByte(&buf, clc_disconnect); } - NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000); - NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000); - NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000); + NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false); + NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false); + NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false); NetConn_Close(cls.netcon); cls.netcon = NULL; } @@ -432,7 +443,7 @@ static void CL_PrintEntities_f(void) modelname = ent->render.model->name; else modelname = "--no model--"; - Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha); + Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.framegroupblend[0].frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha); } } @@ -440,27 +451,56 @@ static void CL_PrintEntities_f(void) =============== CL_ModelIndexList_f -List all models in the client modelindex +List information on all models in the client modelindex =============== */ static void CL_ModelIndexList_f(void) { - int nModelIndexCnt = 1; + int i = 1; + + // Print Header + Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles"); - while(cl.model_precache[nModelIndexCnt] && nModelIndexCnt != MAX_MODELS) + while(cl.model_precache[i] && i != MAX_MODELS) { // Valid Model - Con_Printf("%i : %s\n", nModelIndexCnt, cl.model_precache[nModelIndexCnt]->name); - nModelIndexCnt++; + if(cl.model_precache[i]->loaded || i == 1) + Con_Printf("%3i: %-30s %-8s %-10i\n", i, cl.model_precache[i]->name, cl.model_precache[i]->modeldatatypestring, cl.model_precache[i]->surfmesh.num_triangles); + else + Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--"); + i++; + } +} + +/* +=============== +CL_SoundIndexList_f + +List all sounds in the client soundindex +=============== +*/ +static void CL_SoundIndexList_f(void) +{ + int i = 1; + + while(cl.sound_precache[i] && i != MAX_SOUNDS) + { // Valid Sound + Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name); + i++; } } -//static const vec3_t nomodelmins = {-16, -16, -16}; -//static const vec3_t nomodelmaxs = {16, 16, 16}; +/* +=============== +CL_UpdateRenderEntity + +Updates inversematrix, animation interpolation factors, scale, and mins/maxs +=============== +*/ void CL_UpdateRenderEntity(entity_render_t *ent) { vec3_t org; vec_t scale; - model_t *model = ent->model; + dp_model_t *model = ent->model; // update the inverse matrix for the renderer Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix); // update the animation blend state @@ -537,25 +577,26 @@ static float CL_LerpPoint(void) void CL_ClearTempEntities (void) { - cl.num_temp_entities = 0; + r_refdef.scene.numtempentities = 0; } -entity_t *CL_NewTempEntity(void) +entity_render_t *CL_NewTempEntity(double shadertime) { - entity_t *ent; + entity_render_t *render; - if (r_refdef.numentities >= r_refdef.maxentities) + if (r_refdef.scene.numentities >= r_refdef.scene.maxentities) return NULL; - if (cl.num_temp_entities >= cl.max_temp_entities) + if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities) return NULL; - ent = &cl.temp_entities[cl.num_temp_entities++]; - memset (ent, 0, sizeof(*ent)); - r_refdef.entities[r_refdef.numentities++] = &ent->render; - - ent->render.colormap = -1; // no special coloring - ent->render.alpha = 1; - VectorSet(ent->render.colormod, 1, 1, 1); - return ent; + render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++]; + memset (render, 0, sizeof(*render)); + r_refdef.scene.entities[r_refdef.scene.numentities++] = render; + + render->shadertime = shadertime; + render->alpha = 1; + VectorSet(render->colormod, 1, 1, 1); + VectorSet(render->glowmod, 1, 1, 1); + return render; } void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate) @@ -599,35 +640,19 @@ void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, int i; dlight_t *dl; - /* -// first look for an exact key match - if (ent) - { - dl = cl.dlights; - for (i = 0;i < cl.num_dlights;i++, dl++) - if (dl->ent == ent) - goto dlightsetup; - } - */ - // then look for anything else dl = cl.dlights; - for (i = 0;i < cl.num_dlights;i++, dl++) + for (i = 0;i < cl.max_dlights;i++, dl++) if (!dl->radius) - goto dlightsetup; - // if we hit the end of the active dlights and found no gaps, add a new one - if (i < MAX_DLIGHTS) - { - cl.num_dlights = i + 1; - goto dlightsetup; - } + break; // unable to find one - return; + if (i == cl.max_dlights) + return; -dlightsetup: //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius); memset (dl, 0, sizeof(*dl)); + cl.num_dlights = max(cl.num_dlights, i + 1); Matrix4x4_Normalize(&dl->matrix, matrix); dl->ent = ent; Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin); @@ -703,17 +728,29 @@ void CL_RelinkLightFlashes(void) if (r_dynamic.integer) { - for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++) + for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++) { if (dl->radius) { tempmatrix = dl->matrix; Matrix4x4_Scale(&tempmatrix, dl->radius, 1); - R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags); + // we need the corona fading to be persistent + R_RTLight_Update(&dl->rtlight, false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags); + r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight; } } } + if (!cl.lightstyle) + { + for (j = 0;j < cl.max_lightstyle;j++) + { + r_refdef.scene.rtlightstylevalue[j] = 1; + r_refdef.scene.lightstylevalue[j] = 256; + } + return; + } + // light animations // 'm' is normal light, 'a' is no light, 'z' is double bright f = cl.time * 10; @@ -721,70 +758,78 @@ void CL_RelinkLightFlashes(void) frac = f - i; for (j = 0;j < cl.max_lightstyle;j++) { - if (!cl.lightstyle || !cl.lightstyle[j].length) + if (!cl.lightstyle[j].length) { - r_refdef.lightstylevalue[j] = 256; + r_refdef.scene.rtlightstylevalue[j] = 1; + r_refdef.scene.lightstylevalue[j] = 256; continue; } k = i % cl.lightstyle[j].length; l = (i-1) % cl.lightstyle[j].length; k = cl.lightstyle[j].map[k] - 'a'; l = cl.lightstyle[j].map[l] - 'a'; - r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22); + // rtlightstylevalue is always interpolated because it has no bad + // consequences for performance + // lightstylevalue is subject to a cvar for performance reasons; + // skipping lightmap updates on most rendered frames substantially + // improves framerates (but makes light fades look bad) + r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f); + r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22; } } void CL_AddQWCTFFlagModel(entity_t *player, int skin) { + int frame = player->render.framegroupblend[0].frame; float f; - entity_t *flag; + entity_render_t *flagrender; matrix4x4_t flagmatrix; // this code taken from QuakeWorld f = 14; - if (player->render.frame2 >= 29 && player->render.frame2 <= 40) + if (frame >= 29 && frame <= 40) { - if (player->render.frame2 >= 29 && player->render.frame2 <= 34) + if (frame >= 29 && frame <= 34) { //axpain - if (player->render.frame2 == 29) f = f + 2; - else if (player->render.frame2 == 30) f = f + 8; - else if (player->render.frame2 == 31) f = f + 12; - else if (player->render.frame2 == 32) f = f + 11; - else if (player->render.frame2 == 33) f = f + 10; - else if (player->render.frame2 == 34) f = f + 4; + if (frame == 29) f = f + 2; + else if (frame == 30) f = f + 8; + else if (frame == 31) f = f + 12; + else if (frame == 32) f = f + 11; + else if (frame == 33) f = f + 10; + else if (frame == 34) f = f + 4; } - else if (player->render.frame2 >= 35 && player->render.frame2 <= 40) + else if (frame >= 35 && frame <= 40) { // pain - if (player->render.frame2 == 35) f = f + 2; - else if (player->render.frame2 == 36) f = f + 10; - else if (player->render.frame2 == 37) f = f + 10; - else if (player->render.frame2 == 38) f = f + 8; - else if (player->render.frame2 == 39) f = f + 4; - else if (player->render.frame2 == 40) f = f + 2; + if (frame == 35) f = f + 2; + else if (frame == 36) f = f + 10; + else if (frame == 37) f = f + 10; + else if (frame == 38) f = f + 8; + else if (frame == 39) f = f + 4; + else if (frame == 40) f = f + 2; } } - else if (player->render.frame2 >= 103 && player->render.frame2 <= 118) + else if (frame >= 103 && frame <= 118) { - if (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6; //nailattack - else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6; //light - else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7; //rocketattack - else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7; //shotattack + if (frame >= 103 && frame <= 104) f = f + 6; //nailattack + else if (frame >= 105 && frame <= 106) f = f + 6; //light + else if (frame >= 107 && frame <= 112) f = f + 7; //rocketattack + else if (frame >= 112 && frame <= 118) f = f + 7; //shotattack } // end of code taken from QuakeWorld - flag = CL_NewTempEntity(); - if (!flag) + flagrender = CL_NewTempEntity(player->render.shadertime); + if (!flagrender) return; - flag->render.model = cl.model_precache[cl.qw_modelindex_flag]; - flag->render.skinnum = skin; - flag->render.colormap = -1; // no special coloring - flag->render.alpha = 1; - VectorSet(flag->render.colormod, 1, 1, 1); + flagrender->model = cl.model_precache[cl.qw_modelindex_flag]; + flagrender->skinnum = skin; + flagrender->alpha = 1; + VectorSet(flagrender->colormod, 1, 1, 1); + VectorSet(flagrender->glowmod, 1, 1, 1); // attach the flag to the player matrix Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1); - Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix); - CL_UpdateRenderEntity(&flag->render); + Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix); + CL_UpdateRenderEntity(flagrender); } matrix4x4_t viewmodelmatrix; @@ -796,15 +841,32 @@ extern void V_FadeViewFlashs(void); extern void V_CalcViewBlend(void); extern void V_CalcRefdef(void); +void CL_SetEntityColormapColors(entity_render_t *ent, int colormap) +{ + const unsigned char *cbcolor; + if (colormap >= 0) + { + cbcolor = palette_rgb_pantscolormap[colormap & 0xF]; + VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor); + cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4]; + VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor); + } + else + { + VectorClear(ent->colormap_pantscolor); + VectorClear(ent->colormap_shirtcolor); + } +} + // note this is a recursive function, recursionlimit should be 32 or so on the initial call void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate) { const matrix4x4_t *matrix; matrix4x4_t blendmatrix, tempmatrix, matrix2; - int j, k, l; + int j, k, l, frame; float origin[3], angles[3], delta[3], lerp, d; entity_t *t; - model_t *model; + dp_model_t *model; //entity_persistent_t *p = &e->persistent; //entity_render_t *r = &e->render; // skip inactive entities and world @@ -817,44 +879,17 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat e->render.flags = e->state_current.flags; e->render.effects = e->state_current.effects; VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod); + VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod); + if(e >= cl.entities && e < cl.entities + cl.num_entities) + e->render.entitynumber = e - cl.entities; + else + e->render.entitynumber = 0; if (e->state_current.flags & RENDER_COLORMAPPED) - { - int cb; - unsigned char *cbcolor; - e->render.colormap = e->state_current.colormap; - cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12; - cbcolor = (unsigned char *) (&palette_complete[cb]); - e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f); - e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f); - e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f); - cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12; - cbcolor = (unsigned char *) (&palette_complete[cb]); - e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f); - e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f); - e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f); - } - else if (e->state_current.colormap && cl.scores != NULL) - { - int cb; - unsigned char *cbcolor; - e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it - cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12; - cbcolor = (unsigned char *) (&palette_complete[cb]); - e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f); - e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f); - e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f); - cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12; - cbcolor = (unsigned char *) (&palette_complete[cb]); - e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f); - e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f); - e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f); - } + CL_SetEntityColormapColors(&e->render, e->state_current.colormap); + else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL) + CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors); else - { - e->render.colormap = -1; // no special coloring - VectorClear(e->render.colormap_pantscolor); - VectorClear(e->render.colormap_shirtcolor); - } + CL_SetEntityColormapColors(&e->render, -1); e->render.skinnum = e->state_current.skin; if (e->state_current.tagentity) { @@ -878,10 +913,10 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat { // blend the matrices memset(&blendmatrix, 0, sizeof(blendmatrix)); - for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++) + for (j = 0;j < MAX_FRAMEBLENDS && t->render.frameblend[j].lerp > 0;j++) { matrix4x4_t tagmatrix; - Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix); + Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].subframe, e->state_current.tagindex - 1, &tagmatrix); d = t->render.frameblend[j].lerp; for (l = 0;l < 4;l++) for (k = 0;k < 4;k++) @@ -896,7 +931,10 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat else if (e->render.flags & RENDER_VIEWMODEL) { // view-relative entity (guns and such) - matrix = &viewmodelmatrix; + if (e->render.effects & EF_NOGUNBOB) + matrix = &r_refdef.view.matrix; // really attached to view + else + matrix = &viewmodelmatrix; // attached to gun bob matrix } else { @@ -914,11 +952,7 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat interpolate = false; if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0])) { - lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]); - lerp = bound(0, lerp, 1); - if (!interpolate) - lerp = 1; - VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin); + VectorCopy(cl.movement_origin, origin); VectorSet(angles, 0, cl.viewangles[1], 0); } else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1) @@ -940,50 +974,65 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat } // model setup and some modelflags - if(e->state_current.modelindex < MAX_MODELS) + frame = e->state_current.frame; + if (e->state_current.modelindex < MAX_MODELS) e->render.model = cl.model_precache[e->state_current.modelindex]; + else + e->render.model = NULL; if (e->render.model) { + if (e->render.skinnum >= e->render.model->numskins) + e->render.skinnum = 0; + if (frame >= e->render.model->numframes) + frame = 0; + // models can set flags such as EF_ROCKET + // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET + if (!(e->render.effects & 0xFF800000)) + e->render.effects |= e->render.model->effects; // if model is alias or this is a tenebrae-like dlight, reverse pitch direction if (e->render.model->type == mod_alias) angles[0] = -angles[0]; - if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL))) - { - angles[1] = ANGLEMOD(100*cl.time); - 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 - e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE); if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number) + { VectorScale(e->render.colormod, 2, e->render.colormod); + VectorScale(e->render.glowmod, 2, e->render.glowmod); + } } // if model is alias or this is a tenebrae-like dlight, reverse pitch direction else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) angles[0] = -angles[0]; + if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL)) + { + angles[1] = ANGLEMOD(100*cl.time); + if (cl_itembobheight.value) + origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value; + } + // animation lerp - if (e->render.frame2 == e->state_current.frame) + if (e->render.framegroupblend[0].frame == frame) { // update frame lerp fraction - e->render.framelerp = 1; - if (e->render.frame2time > e->render.frame1time) + e->render.framegroupblend[0].lerp = 1; + e->render.framegroupblend[1].lerp = 0; + if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start) { // 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); + e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, 0.1); + e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1); + e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp; } } 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; + e->render.framegroupblend[1] = e->render.framegroupblend[0]; + e->render.framegroupblend[1].lerp = 1; + e->render.framegroupblend[0].frame = frame; + e->render.framegroupblend[0].start = cl.time; + e->render.framegroupblend[0].lerp = 0; } // set up the render matrix @@ -1003,9 +1052,6 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat 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); - // 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; @@ -1023,6 +1069,11 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat e->render.flags |= RENDER_SHADOW; if (e->render.flags & RENDER_VIEWMODEL) e->render.flags |= RENDER_NOSELFSHADOW; + if (e->render.effects & EF_NOSELFSHADOW) + e->render.flags |= RENDER_NOSELFSHADOW; + + // make the other useful stuff + CL_UpdateRenderEntity(&e->render); } // creates light and trails from an entity @@ -1046,7 +1097,7 @@ void CL_UpdateNetworkEntityTrail(entity_t *e) // entity is in the world... trailtype = EFFECT_NONE; // LordHavoc: if the entity has no effects, don't check each - if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST | EF_FLAG1QW | EF_FLAG2QW)) + if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST)) { if (e->render.effects & EF_BRIGHTFIELD) { @@ -1059,40 +1110,41 @@ void CL_UpdateNetworkEntityTrail(entity_t *e) 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_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); - } + } + if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW)) + { + // these are only set on player entities + CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0); } // muzzleflash fades over time if (e->persistent.muzzleflash > 0) 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->render.flags & RENDER_VIEWMODEL)) + // LordHavoc: if the entity has no effects, don't check each + if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL)) { - if (e->render.model->flags & EF_GIB) + if (e->render.effects & EF_GIB) trailtype = EFFECT_TR_BLOOD; - else if (e->render.model->flags & EF_ZOMGIB) + else if (e->render.effects & EF_ZOMGIB) trailtype = EFFECT_TR_SLIGHTBLOOD; - else if (e->render.model->flags & EF_TRACER) + else if (e->render.effects & EF_TRACER) trailtype = EFFECT_TR_WIZSPIKE; - else if (e->render.model->flags & EF_TRACER2) + else if (e->render.effects & EF_TRACER2) trailtype = EFFECT_TR_KNIGHTSPIKE; - else if (e->render.model->flags & EF_ROCKET) + else if (e->render.effects & EF_ROCKET) trailtype = EFFECT_TR_ROCKET; - else if (e->render.model->flags & EF_GRENADE) + else if (e->render.effects & 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) + else if (e->render.effects & EF_TRACER3) trailtype = EFFECT_TR_VORESPIKE; } // do trails if (e->render.flags & RENDER_GLOWTRAIL) trailtype = EFFECT_TR_GLOWTRAIL; - if (trailtype) + // check if a trail is allowed (it is not after a teleport for example) + if (trailtype && e->persistent.trail_allowed) { float len; vec3_t vel; @@ -1103,6 +1155,9 @@ void CL_UpdateNetworkEntityTrail(entity_t *e) VectorScale(vel, len, vel); CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true); } + // now that the entity has survived one trail update it is allowed to + // leave a real trail on later frames + e->persistent.trail_allowed = true; VectorCopy(origin, e->persistent.trail_origin); } @@ -1192,7 +1247,7 @@ void CL_UpdateViewModel(void) ent->state_previous = ent->state_current; ent->state_current = defaultstate; ent->state_current.time = cl.time; - ent->state_current.number = -1; + ent->state_current.number = (unsigned short)-1; ent->state_current.active = true; ent->state_current.modelindex = cl.stats[STAT_WEAPON]; ent->state_current.frame = cl.stats[STAT_WEAPONFRAME]; @@ -1207,14 +1262,14 @@ void CL_UpdateViewModel(void) 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)); + ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB)); // 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; + ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame; + ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time; + ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0; } CL_UpdateNetworkEntity(ent, 32, true); } @@ -1230,12 +1285,7 @@ void CL_LinkNetworkEntity(entity_t *e) // skip inactive entities and world if (!e->state_current.active || e == cl.entities) return; - if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity) - { - if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap) - return; - } - else + if (e->state_current.tagentity) { // if the tag entity is currently impossible, skip it if (e->state_current.tagentity >= cl.num_entities) @@ -1303,39 +1353,40 @@ void CL_LinkNetworkEntity(entity_t *e) 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) + if (e->persistent.muzzleflash > 0 && r_refdef.scene.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); + trace = CL_TraceLine(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); + R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); + r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++]; } // LordHavoc: if the model has no flags, don't check each - if (e->render.model && e->render.model->flags && !(e->render.flags & RENDER_VIEWMODEL)) + if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL)) { - if (e->render.model->flags & EF_GIB) + if (e->render.effects & EF_GIB) trailtype = EFFECT_TR_BLOOD; - else if (e->render.model->flags & EF_ZOMGIB) + else if (e->render.effects & EF_ZOMGIB) trailtype = EFFECT_TR_SLIGHTBLOOD; - else if (e->render.model->flags & EF_TRACER) + else if (e->render.effects & EF_TRACER) trailtype = EFFECT_TR_WIZSPIKE; - else if (e->render.model->flags & EF_TRACER2) + else if (e->render.effects & EF_TRACER2) trailtype = EFFECT_TR_KNIGHTSPIKE; - else if (e->render.model->flags & EF_ROCKET) + else if (e->render.effects & EF_ROCKET) trailtype = EFFECT_TR_ROCKET; - else if (e->render.model->flags & EF_GRENADE) + else if (e->render.effects & 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) + else if (e->render.effects & EF_TRACER3) trailtype = EFFECT_TR_VORESPIKE; } // LordHavoc: customizable glow @@ -1344,21 +1395,10 @@ void CL_LinkNetworkEntity(entity_t *e) // * 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); + VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor); } // custom rtlight - if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.numlights < MAX_DLIGHTS) + if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS) { matrix4x4_t dlightmatrix; float light[4]; @@ -1371,7 +1411,20 @@ void CL_LinkNetworkEntity(entity_t *e) // 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); + R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.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); + r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++]; + } + // make the glow dlight + else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.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.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); + r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++]; } // do trail light if (e->render.flags & RENDER_GLOWTRAIL) @@ -1379,10 +1432,14 @@ void CL_LinkNetworkEntity(entity_t *e) if (trailtype) CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false); + // don't show viewmodels in certain situations + if (e->render.flags & RENDER_VIEWMODEL) + if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap) + return; // 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) - r_refdef.entities[r_refdef.numentities++] = &e->render; + if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities) + r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render; //if (cl.viewentity && e->state_current.number == cl.viewentity) // Matrix4x4_Print(&e->render.matrix); } @@ -1392,26 +1449,26 @@ void CL_RelinkWorld(void) entity_t *ent = &cl.entities[0]; // FIXME: this should be done at load ent->render.matrix = identitymatrix; - CL_UpdateRenderEntity(&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; + VectorSet(ent->render.glowmod, 1, 1, 1); + CL_UpdateRenderEntity(&ent->render); + r_refdef.scene.worldentity = &ent->render; + r_refdef.scene.worldmodel = cl.worldmodel; } static void CL_RelinkStaticEntities(void) { int i; entity_t *e; - for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++) + for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++) { e->render.flags = 0; // 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); // either fullbright or lit if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer) e->render.flags |= RENDER_LIGHT; @@ -1419,8 +1476,10 @@ static void CL_RelinkStaticEntities(void) if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1)) e->render.flags |= RENDER_SHADOW; VectorSet(e->render.colormod, 1, 1, 1); + VectorSet(e->render.glowmod, 1, 1, 1); R_LerpAnimation(&e->render); - r_refdef.entities[r_refdef.numentities++] = &e->render; + CL_UpdateRenderEntity(&e->render); + r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render; } } @@ -1452,7 +1511,7 @@ static void CL_RelinkEffects(void) { int i, intframe; cl_effect_t *e; - entity_t *ent; + entity_render_t *entrender; float frame; for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++) @@ -1478,29 +1537,36 @@ static void CL_RelinkEffects(void) // 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())) + if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime))) { // interpolation stuff - 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; + entrender->framegroupblend[0].frame = intframe; + entrender->framegroupblend[0].lerp = 1 - frame - intframe; + entrender->framegroupblend[0].start = e->frame1time; + if (intframe + 1 >= e->endframe) + { + entrender->framegroupblend[1].frame = 0; // disappear + entrender->framegroupblend[1].lerp = 0; + entrender->framegroupblend[1].start = 0; + } + else + { + entrender->framegroupblend[1].frame = intframe + 1; + entrender->framegroupblend[1].lerp = frame - intframe; + entrender->framegroupblend[1].start = e->frame2time; + } // normal stuff if(e->modelindex < MAX_MODELS) - ent->render.model = cl.model_precache[e->modelindex]; + entrender->model = cl.model_precache[e->modelindex]; else - ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)]; - 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); - CL_UpdateRenderEntity(&ent->render); + entrender->model = cl.csqc_model_precache[-(e->modelindex+1)]; + entrender->alpha = 1; + VectorSet(entrender->colormod, 1, 1, 1); + VectorSet(entrender->glowmod, 1, 1, 1); + + Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1); + CL_UpdateRenderEntity(entrender); } } } @@ -1534,7 +1600,7 @@ void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end) len = VectorLength(dir); VectorNormalize(dir); VectorSet(localend, len, 0, 0); - Matrix4x4_Transform(&r_view.matrix, localend, end); + Matrix4x4_Transform(&r_refdef.view.matrix, localend, end); } } } @@ -1545,8 +1611,8 @@ void CL_RelinkBeams(void) beam_t *b; vec3_t dist, org, start, end; float d; - entity_t *ent; - float yaw, pitch; + entity_render_t *entrender; + double yaw, pitch; float forward; matrix4x4_t tempmatrix; @@ -1564,13 +1630,14 @@ void CL_RelinkBeams(void) if (b->lightning) { - if (cl_beams_lightatend.integer && r_refdef.numlights < MAX_DLIGHTS) + if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS) { // FIXME: create a matrix from the beam start/end orientation 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); + R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); + r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++]; } if (cl_beams_polygons.integer) continue; @@ -1589,12 +1656,12 @@ void CL_RelinkBeams(void) } else { - yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI); + yaw = atan2(dist[1], dist[0]) * 180 / M_PI; if (yaw < 0) yaw += 360; forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]); - pitch = (int) (atan2(dist[2], forward) * 180 / M_PI); + pitch = atan2(dist[2], forward) * 180 / M_PI; if (pitch < 0) pitch += 360; } @@ -1604,17 +1671,17 @@ void CL_RelinkBeams(void) d = VectorNormalizeLength(dist); while (d > 0) { - ent = CL_NewTempEntity (); - if (!ent) + entrender = CL_NewTempEntity (0); + if (!entrender) return; //VectorCopy (org, ent->render.origin); - ent->render.model = b->model; + entrender->model = b->model; //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); - CL_UpdateRenderEntity(&ent->render); + Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1); + CL_UpdateRenderEntity(entrender); VectorMA(org, 30, dist, org); d -= 30; } @@ -1628,7 +1695,7 @@ static void CL_RelinkQWNails(void) { int i; vec_t *v; - entity_t *ent; + entity_render_t *entrender; for (i = 0;i < cl.qw_num_nails;i++) { @@ -1636,17 +1703,17 @@ static void CL_RelinkQWNails(void) // if we're drawing effects, get a new temp entity // (NewTempEntity adds it to the render entities list for us) - if (!(ent = CL_NewTempEntity())) + if (!(entrender = CL_NewTempEntity(0))) continue; // normal stuff - ent->render.model = cl.model_precache[cl.qw_modelindex_spike]; - ent->render.colormap = -1; // no special coloring - ent->render.alpha = 1; - VectorSet(ent->render.colormod, 1, 1, 1); + entrender->model = cl.model_precache[cl.qw_modelindex_spike]; + entrender->alpha = 1; + VectorSet(entrender->colormod, 1, 1, 1); + VectorSet(entrender->glowmod, 1, 1, 1); - Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1); - CL_UpdateRenderEntity(&ent->render); + Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1); + CL_UpdateRenderEntity(entrender); } } @@ -1707,10 +1774,11 @@ Update client game world for a new frame */ void CL_UpdateWorld(void) { - r_refdef.extraupdate = !r_speeds.integer; - r_refdef.numentities = 0; - r_refdef.numlights = 0; - r_view.matrix = identitymatrix; + r_refdef.scene.extraupdate = !r_speeds.integer; + r_refdef.scene.numentities = 0; + r_refdef.scene.numlights = 0; + r_refdef.view.matrix = identitymatrix; + r_refdef.view.quality = 1; cl.num_brushmodel_entities = 0; @@ -1746,12 +1814,10 @@ void CL_UpdateWorld(void) CL_RelinkLightFlashes(); CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS); - // move particles - CL_MoveParticles(); - R_MoveExplosions(); + // decals, particles, and explosions will be updated during rneder } - r_refdef.time = cl.time; + r_refdef.scene.time = cl.time; } // LordHavoc: pausedemo command @@ -1773,13 +1839,26 @@ static void CL_Fog_f (void) { if (Cmd_Argc () == 1) { - Con_Printf("\"fog\" is \"%f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue); + Con_Printf("\"fog\" is \"%f %f %f %f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end); return; } - r_refdef.fog_density = atof(Cmd_Argv(1)); - r_refdef.fog_red = atof(Cmd_Argv(2)); - r_refdef.fog_green = atof(Cmd_Argv(3)); - r_refdef.fog_blue = atof(Cmd_Argv(4)); + r_refdef.fog_start = 0; + r_refdef.fog_end = 16384; + r_refdef.fog_alpha = 1; + if(Cmd_Argc() > 1) + r_refdef.fog_density = atof(Cmd_Argv(1)); + if(Cmd_Argc() > 2) + r_refdef.fog_red = atof(Cmd_Argv(2)); + if(Cmd_Argc() > 3) + r_refdef.fog_green = atof(Cmd_Argv(3)); + if(Cmd_Argc() > 4) + r_refdef.fog_blue = atof(Cmd_Argv(4)); + if(Cmd_Argc() > 5) + r_refdef.fog_alpha = atof(Cmd_Argv(5)); + if(Cmd_Argc() > 6) + r_refdef.fog_start = atof(Cmd_Argv(6)); + if(Cmd_Argc() > 7) + r_refdef.fog_end = atof(Cmd_Argv(7)); } /* @@ -1794,12 +1873,13 @@ static void CL_TimeRefresh_f (void) int i; float timestart, timedelta; - r_refdef.extraupdate = false; + r_refdef.scene.extraupdate = false; timestart = Sys_DoubleTime(); for (i = 0;i < 128;i++) { - Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, r_view.origin[0], r_view.origin[1], r_view.origin[2], 0, i / 128.0 * 360.0, 0, 1); + Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, r_refdef.view.origin[0], r_refdef.view.origin[1], r_refdef.view.origin[2], 0, i / 128.0 * 360.0, 0, 1); + r_refdef.view.quality = 1; CL_UpdateScreen(); } timedelta = Sys_DoubleTime() - timestart; @@ -1857,9 +1937,10 @@ void CL_Locs_FreeNode(cl_locnode_t *node) { *pointer = node->next; Mem_Free(node); + return; } } - Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node); + Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node); } void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name) @@ -1869,7 +1950,7 @@ void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name) if (!name) name = ""; namelen = strlen(name); - node = Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1); + node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1); VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2])); VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2])); node->name = (char *)(node + 1); @@ -1906,7 +1987,7 @@ void CL_Locs_Add_f(void) void CL_Locs_RemoveNearest_f(void) { cl_locnode_t *loc; - loc = CL_Locs_FindNearest(r_view.origin); + loc = CL_Locs_FindNearest(r_refdef.view.origin); if (loc) CL_Locs_FreeNode(loc); else @@ -1937,7 +2018,7 @@ void CL_Locs_Save_f(void) FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename)); strlcat(locfilename, ".loc", sizeof(locfilename)); - outfile = FS_Open(locfilename, "w", false, false); + outfile = FS_OpenRealFile(locfilename, "w", false); if (!outfile) return; // if any boxes are used then this is a proquake-format loc file, which @@ -2037,10 +2118,10 @@ void CL_Locs_Reload_f(void) if (text < textend) text++; // trim trailing whitespace - while (lineend > linestart && lineend[-1] <= ' ') + while (lineend > linestart && ISWHITESPACE(lineend[-1])) lineend--; // trim leading whitespace - while (linestart < lineend && *linestart <= ' ') + while (linestart < lineend && ISWHITESPACE(*linestart)) linestart++; // check if this is a comment if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2)) @@ -2057,7 +2138,7 @@ void CL_Locs_Reload_f(void) else maxs[i - 3] = atof(linetext); // now advance past the number - while (linetext < lineend && *linetext > ' ' && *linetext != ',') + while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',') linetext++; // advance through whitespace if (linetext < lineend) @@ -2068,10 +2149,10 @@ void CL_Locs_Reload_f(void) limit = 6; // note: comma can be followed by whitespace } - if (*linetext <= ' ') + if (ISWHITESPACE(*linetext)) { // skip whitespace - while (linetext < lineend && *linetext <= ' ') + while (linetext < lineend && ISWHITESPACE(*linetext)) linetext++; } } @@ -2138,6 +2219,7 @@ CL_Shutdown */ void CL_Shutdown (void) { + CL_Screen_Shutdown(); CL_Particles_Shutdown(); CL_Parse_Shutdown(); @@ -2157,8 +2239,11 @@ void CL_Init (void) memset(&r_refdef, 0, sizeof(r_refdef)); // max entities sent to renderer per frame - r_refdef.maxentities = MAX_EDICTS + 256 + 512; - r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities); + r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512; + r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities); + + r_refdef.scene.maxtempentities = 4096; // FIXME: make this grow + r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities); CL_InitInput (); @@ -2175,6 +2260,7 @@ void CL_Init (void) Cvar_RegisterVariable (&cl_anglespeedkey); Cvar_RegisterVariable (&cl_shownet); Cvar_RegisterVariable (&cl_nolerp); + Cvar_RegisterVariable (&cl_deathfade); Cvar_RegisterVariable (&lookspring); Cvar_RegisterVariable (&lookstrafe); Cvar_RegisterVariable (&sensitivity); @@ -2196,12 +2282,14 @@ void CL_Init (void) Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log"); // Support Client-side Model Index List - Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list all models in the client modelindex"); + Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex"); + // Support Client-side Sound Index List + Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex"); Cvar_RegisterVariable (&cl_autodemo); Cvar_RegisterVariable (&cl_autodemo_nameformat); - Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)"); + Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist maxdist]])"); // 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)"); @@ -2247,6 +2335,7 @@ void CL_Init (void) CL_Screen_Init(); CL_Video_Init(); + CL_Gecko_Init(); }