X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=client.h;h=245d590ec9dfa92c5e372eb31d753a1825cfb8ae;hb=682c13beba95014c89c25f8ebec398a32a831d83;hp=d03688352ab526c6c24c420911323b377b36e266;hpb=cbe31e2eb9c6202b821c67faffcbc5c31fe91b12;p=xonotic%2Fdarkplaces.git diff --git a/client.h b/client.h index d0368835..245d590e 100644 --- a/client.h +++ b/client.h @@ -226,6 +226,12 @@ frameblend_t; // LordHavoc: this struct is intended for the renderer but some fields are // used by the client. +// +// The renderer should not rely on any changes to this struct to be persistent +// across multiple frames because temp entities are wiped every frame, but it +// is acceptable to cache things in this struct that are not critical. +// +// For example the r_cullentities_trace code does such caching. typedef struct entity_render_s { // location @@ -245,9 +251,7 @@ typedef struct entity_render_s model_t *model; // number of the entity represents, or 0 for non-network entities int entitynumber; - // entity shirt and pants colors (-1 if not colormapped) - int colormap; - // literal colors for renderer + // literal colormap colors for renderer, if both are 0 0 0 it is not colormapped vec3_t colormap_pantscolor; vec3_t colormap_shirtcolor; // light, particles, etc @@ -282,11 +286,12 @@ typedef struct entity_render_s // 4 frame numbers (-1 if not used) and their blending scalers (0-1), if interpolation is not desired, use frame instead frameblend_t frameblend[4]; - // current lighting from map + // current lighting from map (updated ONLY by client code, not renderer) vec3_t modellight_ambient; vec3_t modellight_diffuse; // q3bsp vec3_t modellight_lightdir; // q3bsp + // FIELDS UPDATED BY RENDERER: // last time visible during trace culling double last_trace_visibility; } @@ -507,12 +512,9 @@ typedef struct client_static_s // -1 = use normal cd track int forcetrack; qfile_t *demofile; - // to meter out one message a frame - int td_lastframe; - // host_framecount at start - int td_startframe; // realtime at second frame of timedemo (LordHavoc: changed to double) double td_starttime; + int td_frames; // total frames parsed double td_onesecondnexttime; double td_onesecondframes; double td_onesecondminframes; @@ -631,33 +633,54 @@ particletype_t; typedef enum { - pt_alphastatic, pt_static, pt_spark, pt_beam, pt_rain, pt_raindecal, pt_snow, pt_bubble, pt_blood, pt_smoke, pt_decal, pt_entityparticle, pt_total + pt_dead, pt_alphastatic, pt_static, pt_spark, pt_beam, pt_rain, pt_raindecal, pt_snow, pt_bubble, pt_blood, pt_smoke, pt_decal, pt_entityparticle, pt_total } ptype_t; +typedef struct decal_s +{ + // fields used by rendering: (40 bytes) + unsigned short typeindex; + unsigned short texnum; + vec3_t org; + vec3_t normal; + float size; + float alpha; // 0-255 + unsigned char color[3]; + unsigned char unused1; + + // fields not used by rendering: (36 bytes in 32bit, 40 bytes in 64bit) + float time2; // used for decal fade + unsigned int owner; // decal stuck to this entity + model_t *ownermodel; // model the decal is stuck to (used to make sure the entity is still alive) + vec3_t relativeorigin; // decal at this location in entity's coordinate space + vec3_t relativenormal; // decal oriented this way relative to entity's coordinate space +} +decal_t; + typedef struct particle_s { - particletype_t *type; - int texnum; - vec3_t org; - vec3_t vel; // velocity of particle, or orientation of decal, or end point of beam - float size; - float sizeincrease; // rate of size change per second - float alpha; // 0-255 - float alphafade; // how much alpha reduces per second - float time2; // used for snow fluttering and decal fade - float bounce; // how much bounce-back from a surface the particle hits (0 = no physics, 1 = stop and slide, 2 = keep bouncing forever, 1.5 is typical) - float gravity; // how much gravity affects this particle (1.0 = normal gravity, 0.0 = none) - float airfriction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction) - float liquidfriction; // how much liquid friction affects this object (objects with a low mass/size ratio tend to get more liquid friction) - unsigned char color[4]; - unsigned int owner; // decal stuck to this entity - model_t *ownermodel; // model the decal is stuck to (used to make sure the entity is still alive) - vec3_t relativeorigin; // decal at this location in entity's coordinate space - vec3_t relativedirection; // decal oriented this way relative to entity's coordinate space - float delayedcollisions; // time that p->bounce becomes active - float delayedspawn; // time that particle appears and begins moving - float die; // time when this particle should be removed, regardless of alpha + // fields used by rendering: (40 bytes) + unsigned short typeindex; + unsigned short texnum; + vec3_t org; + vec3_t vel; // velocity of particle, or orientation of decal, or end point of beam + float size; + float alpha; // 0-255 + unsigned char color[3]; + unsigned char qualityreduction; // enables skipping of this particle according to r_refdef.view.qualityreduction + + // fields not used by rendering: (40 bytes) + float sizeincrease; // rate of size change per second + float alphafade; // how much alpha reduces per second + float time2; // used for snow fluttering and decal fade + float bounce; // how much bounce-back from a surface the particle hits (0 = no physics, 1 = stop and slide, 2 = keep bouncing forever, 1.5 is typical) + float gravity; // how much gravity affects this particle (1.0 = normal gravity, 0.0 = none) + float airfriction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction) + float liquidfriction; // how much liquid friction affects this object (objects with a low mass/size ratio tend to get more liquid friction) + float delayedcollisions; // time that p->bounce becomes active + float delayedspawn; // time that particle appears and begins moving + float die; // time when this particle should be removed, regardless of alpha } particle_t; @@ -679,6 +702,16 @@ typedef struct cl_locnode_s } cl_locnode_t; +typedef struct showlmp_s +{ + qboolean isactive; + float x; + float y; + char label[32]; + char pic[128]; +} +showlmp_t; + // // the client_state_t structure is wiped completely at every // server signon @@ -896,35 +929,41 @@ typedef struct client_state_s int max_entities; int max_static_entities; - int max_temp_entities; int max_effects; int max_beams; int max_dlights; int max_lightstyle; int max_brushmodel_entities; int max_particles; + int max_decals; + int max_showlmps; entity_t *entities; unsigned char *entities_active; entity_t *static_entities; - entity_t *temp_entities; cl_effect_t *effects; beam_t *beams; dlight_t *dlights; lightstyle_t *lightstyle; int *brushmodel_entities; particle_t *particles; + decal_t *decals; + showlmp_t *showlmps; int num_entities; int num_static_entities; - int num_temp_entities; int num_brushmodel_entities; int num_effects; int num_beams; int num_dlights; int num_particles; + int num_decals; + int num_showlmps; + double particles_updatetime; + double decals_updatetime; int free_particle; + int free_decal; // cl_serverextension_download feature int loadmodel_current; @@ -956,11 +995,14 @@ typedef struct client_state_s // use cl.scores[cl.playerentity-1].qw_spectator instead //qboolean qw_spectator; + // last time an input packet was sent + double lastpackettime; + // movement parameters for client prediction float movevars_wallfriction; float movevars_waterfriction; float movevars_friction; - float movevars_ticrate; + float movevars_packetinterval; // in game time (cl.time), not realtime float movevars_timescale; float movevars_gravity; float movevars_stopspeed; @@ -1106,6 +1148,7 @@ void CL_Disconnect (void); void CL_Disconnect_f (void); void CL_UpdateRenderEntity(entity_render_t *ent); +void CL_SetEntityColormapColors(entity_render_t *ent, int colormap); void CL_UpdateViewEntities(void); // @@ -1135,7 +1178,7 @@ void CL_Beam_CalculatePositions (const beam_t *b, vec3_t start, vec3_t end); void CL_ClientMovement_Replay(void); void CL_ClearTempEntities (void); -entity_t *CL_NewTempEntity (void); +entity_render_t *CL_NewTempEntity (void); void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate); @@ -1147,7 +1190,7 @@ void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allo void CL_UpdateWorld (void); void CL_WriteToServer (void); void CL_Input (void); -extern qboolean cl_ignoremousemove; +extern int cl_ignoremousemoves; float CL_KeyState (kbutton_t *key); @@ -1201,7 +1244,6 @@ extern cvar_t cl_particles_blood; extern cvar_t cl_particles_blood_alpha; extern cvar_t cl_particles_blood_bloodhack; extern cvar_t cl_particles_bulletimpacts; -extern cvar_t cl_particles_explosions_smoke; extern cvar_t cl_particles_explosions_sparks; extern cvar_t cl_particles_explosions_shell; extern cvar_t cl_particles_rain; @@ -1271,8 +1313,6 @@ void CL_ParticleRain (const vec3_t mins, const vec3_t maxs, const vec3_t dir, in void CL_EntityParticles (const entity_t *ent); void CL_ParticleExplosion (const vec3_t org); void CL_ParticleExplosion2 (const vec3_t org, int colorStart, int colorLength); -void CL_MoveParticles(void); -void R_MoveExplosions(void); void R_NewExplosion(const vec3_t org); void Debug_PolygonBegin(const char *picname, int flags, qboolean draw2d, float linewidth); @@ -1283,20 +1323,24 @@ void Debug_PolygonEnd(void); extern qboolean sb_showscores; -#define NUMCROSSHAIRS 32 -extern cachepic_t *r_crosshairs[NUMCROSSHAIRS+1]; - float FogPoint_World(const vec3_t p); float FogPoint_Model(const vec3_t p); +float FogForDistance(vec_t dist); typedef struct r_refdef_stats_s { + int renders; int entities; int entities_surfaces; int entities_triangles; int world_leafs; int world_portals; + int world_surfaces; + int world_triangles; + int lightmapupdates; + int lightmapupdatepixels; int particles; + int decals; int meshes; int meshes_elements; int lights; @@ -1311,91 +1355,10 @@ typedef struct r_refdef_stats_s } r_refdef_stats_t; -typedef struct r_refdef_s -{ - // these fields define the basic rendering information for the world - // but not the view, which could change multiple times in one rendered - // frame (for example when rendering textures for certain effects) - - // these are set for water warping before - // frustum_x/frustum_y are calculated - float frustumscale_x, frustumscale_y; - - // minimum visible distance (pixels closer than this disappear) - double nearclip; - // maximum visible distance (pixels further than this disappear in 16bpp modes, - // in 32bpp an infinite-farclip matrix is used instead) - double farclip; - - // fullscreen color blend - float viewblend[4]; - - // whether to call S_ExtraUpdate during render to reduce sound chop - qboolean extraupdate; - - // client gameworld time for rendering time based effects - double time; - - // the world - entity_render_t *worldentity; - - // same as worldentity->model - model_t *worldmodel; - - // renderable entities (excluding world) - entity_render_t **entities; - int numentities; - int maxentities; - - // renderable dynamic lights - rtlight_t lights[MAX_DLIGHTS]; - int numlights; - - // 8.8bit fixed point intensities for light styles - // controls intensity of dynamic lights and lightmap layers - unsigned short lightstylevalue[256]; // 8.8 fraction of base light value - - vec3_t fogcolor; - vec_t fogrange; - vec_t fograngerecip; - vec_t fogmasktabledistmultiplier; -#define FOGMASKTABLEWIDTH 1024 - float fogmasktable[FOGMASKTABLEWIDTH]; - float fog_density; - float fog_red; - float fog_green; - float fog_blue; - qboolean fogenabled; - qboolean oldgl_fogenable; - - qboolean draw2dstage; - - // true during envmap command capture - qboolean envmap; - - // brightness of world lightmaps and related lighting - // (often reduced when world rtlights are enabled) - float lightmapintensity; - // whether to draw world lights realtime, dlights realtime, and their shadows - qboolean rtworld; - qboolean rtworldshadows; - qboolean rtdlight; - qboolean rtdlightshadows; - float polygonfactor; - float polygonoffset; - float shadowpolygonfactor; - float shadowpolygonoffset; - - // rendering stats for r_speeds display - // (these are incremented in many places) - r_refdef_stats_t stats; -} -r_refdef_t; - -typedef struct r_view_s +typedef struct r_refdef_view_s { // view information (changes multiple times per frame) - // if any of these variables change then r_viewcache must be regenerated + // if any of these variables change then r_refdef.viewcache must be regenerated // by calling R_View_Update // (which also updates viewport, scissor, colormask) @@ -1413,7 +1376,7 @@ typedef struct r_view_s int numfrustumplanes; mplane_t frustum[6]; qboolean useclipplane; - qboolean usecustompvs; // uses r_viewcache.pvsbits as-is rather than computing it + qboolean usecustompvs; // uses r_refdef.viewcache.pvsbits as-is rather than computing it mplane_t clipplane; float frustum_x, frustum_y; vec3_t frustumcorner[4]; @@ -1446,32 +1409,138 @@ typedef struct r_view_s // these define which values to use in GL_CullFace calls to request frontface or backface culling int cullface_front; int cullface_back; + + // reduces render quality: + // 0 = full quality + // 1 = skip every other particle and some lights + // 2 = skip 75% of particles and some lights + int qualityreduction; } -r_view_t; +r_refdef_view_t; -typedef struct r_viewcache_s +typedef struct r_refdef_viewcache_s { // these properties are generated by R_View_Update() // which entities are currently visible for this viewpoint - // (the used range is 0...r_refdef.numentities) + // (the used range is 0...r_refdef.scene.numentities) unsigned char entityvisible[MAX_EDICTS]; // flag arrays used for visibility checking on world model // (all other entities have no per-surface/per-leaf visibility checks) - // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_clusters + // TODO: dynamic resize according to r_refdef.scene.worldmodel->brush.num_clusters unsigned char world_pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps - // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs + // TODO: dynamic resize according to r_refdef.scene.worldmodel->brush.num_leafs unsigned char world_leafvisible[32768]; // FIXME: buffer overflow on huge maps - // TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces + // TODO: dynamic resize according to r_refdef.scene.worldmodel->num_surfaces unsigned char world_surfacevisible[262144]; // FIXME: buffer overflow on huge maps // if true, the view is currently in a leaf without pvs data qboolean world_novis; } -r_viewcache_t; +r_refdef_viewcache_t; + +// TODO: really think about which fields should go into scene and which one should stay in refdef [1/7/2008 Black] +// maybe also refactor some of the functions to support different setting sources (ie. fogenabled, etc.) for different scenes +typedef struct r_refdef_scene_s { + // whether to call S_ExtraUpdate during render to reduce sound chop + qboolean extraupdate; + + // (client gameworld) time for rendering time based effects + double time; + + // the world + entity_render_t *worldentity; + + // same as worldentity->model + model_t *worldmodel; + + // renderable entities (excluding world) + entity_render_t **entities; + int numentities; + int maxentities; + + // field of temporary entities that is reset each (client) frame + entity_render_t *tempentities; + int numtempentities; + int maxtempentities; + + // renderable dynamic lights + rtlight_t lights[MAX_DLIGHTS]; + int numlights; + + // intensities for light styles right now, controls rtlights + float rtlightstylevalue[256]; // float fraction of base light value + // 8.8bit fixed point intensities for light styles + // controls intensity lightmap layers + unsigned short lightstylevalue[256]; // 8.8 fraction of base light value +} r_refdef_scene_t; + +typedef struct r_refdef_s +{ + // these fields define the basic rendering information for the world + // but not the view, which could change multiple times in one rendered + // frame (for example when rendering textures for certain effects) + + // these are set for water warping before + // frustum_x/frustum_y are calculated + float frustumscale_x, frustumscale_y; + + // current view settings (these get reset a few times during rendering because of water rendering, reflections, etc) + r_refdef_view_t view; + r_refdef_viewcache_t viewcache; + + // minimum visible distance (pixels closer than this disappear) + double nearclip; + // maximum visible distance (pixels further than this disappear in 16bpp modes, + // in 32bpp an infinite-farclip matrix is used instead) + double farclip; + + // fullscreen color blend + float viewblend[4]; + + r_refdef_scene_t scene; + + vec3_t fogcolor; + vec_t fogrange; + vec_t fograngerecip; + vec_t fogmasktabledistmultiplier; +#define FOGMASKTABLEWIDTH 1024 + float fogmasktable[FOGMASKTABLEWIDTH]; + float fogmasktable_start, fogmasktable_alpha, fogmasktable_range, fogmasktable_density; + float fog_density; + float fog_red; + float fog_green; + float fog_blue; + float fog_alpha; + float fog_start; + float fog_end; + qboolean fogenabled; + qboolean oldgl_fogenable; + + qboolean draw2dstage; + + // true during envmap command capture + qboolean envmap; + + // brightness of world lightmaps and related lighting + // (often reduced when world rtlights are enabled) + float lightmapintensity; + // whether to draw world lights realtime, dlights realtime, and their shadows + qboolean rtworld; + qboolean rtworldshadows; + qboolean rtdlight; + qboolean rtdlightshadows; + float polygonfactor; + float polygonoffset; + float shadowpolygonfactor; + float shadowpolygonoffset; + + // rendering stats for r_speeds display + // (these are incremented in many places) + r_refdef_stats_t stats; +} +r_refdef_t; extern r_refdef_t r_refdef; -extern r_view_t r_view; -extern r_viewcache_t r_viewcache; #endif