]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_main.c
Add CL_MeshEntities_*, every frame in the client all MESH_ entities are added to...
[xonotic/darkplaces.git] / cl_main.c
index 94562c275b4e95bed839b2cee5f65f6ed03b8f31..b13cb5f4085914d2a0d8fd293830e0555ed1cf20 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -171,7 +171,7 @@ void CL_ClearState(void)
                cl.entities[i].state_current = defaultstate;
        }
 
-       if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
+       if (IS_NEXUIZ_DERIVED(gamemode))
        {
                VectorSet(cl.playerstandmins, -16, -16, -24);
                VectorSet(cl.playerstandmaxs, 16, 16, 45);
@@ -268,6 +268,11 @@ void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allo
                        MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
                        MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value));
                }
+               else if (!strcasecmp(key, "rate_burstsize"))
+               {
+                       MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
+                       MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value));
+               }
        }
 }
 
@@ -383,9 +388,9 @@ void CL_Disconnect(void)
                        Con_DPrint("Sending clc_disconnect\n");
                        MSG_WriteByte(&buf, clc_disconnect);
                }
-               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_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
+               NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
+               NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
                NetConn_Close(cls.netcon);
                cls.netcon = NULL;
        }
@@ -423,7 +428,9 @@ void CL_EstablishConnection(const char *host, int firstarg)
                return;
 
        // clear menu's connect error message
+#ifdef CONFIG_MENU
        M_Update_Return_Reason("");
+#endif
        cls.demonum = -1;
 
        // stop demo loop in case this fails
@@ -457,12 +464,16 @@ void CL_EstablishConnection(const char *host, int firstarg)
                        *cls.connect_userinfo = 0;
                }
 
+#ifdef CONFIG_MENU
                M_Update_Return_Reason("Trying to connect...");
+#endif
        }
        else
        {
                Con_Print("Unable to find a suitable network socket to connect to server.\n");
+#ifdef CONFIG_MENU
                M_Update_Return_Reason("No network");
+#endif
        }
 }
 
@@ -552,7 +563,7 @@ void CL_UpdateRenderEntity(entity_render_t *ent)
        // update the inverse matrix for the renderer
        Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
        // update the animation blend state
-       VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model);
+       VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
        // we need the matrix origin to center the box
        Matrix4x4_OriginFromMatrix(&ent->matrix, org);
        // update entity->render.scale because the renderer needs it
@@ -927,7 +938,7 @@ static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean int
        const matrix4x4_t *matrix;
        matrix4x4_t blendmatrix, tempmatrix, matrix2;
        int frame;
-       float origin[3], angles[3], lerp;
+       vec_t origin[3], angles[3], lerp;
        entity_t *t;
        entity_render_t *r;
        //entity_persistent_t *p = &e->persistent;
@@ -1207,15 +1218,15 @@ static void CL_UpdateNetworkEntityTrail(entity_t *e)
        {
                if (e->render.effects & EF_BRIGHTFIELD)
                {
-                       if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
+                       if (IS_NEXUIZ_DERIVED(gamemode))
                                trailtype = EFFECT_TR_NEXUIZPLASMA;
                        else
                                CL_EntityParticles(e);
                }
                if (e->render.effects & EF_FLAME)
-                       CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL);
+                       CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL, 1);
                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, NULL, NULL);
+                       CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL, 1);
        }
        if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
        {
@@ -1262,7 +1273,7 @@ static void CL_UpdateNetworkEntityTrail(entity_t *e)
                        len = 1.0f / len;
                VectorScale(vel, len, vel);
                // pass time as count so that trails that are time based (such as an emitter) will emit properly as long as they don't use trailspacing
-               CL_ParticleTrail(trailtype, bound(0, cl.time - cl.oldtime, 0.1), e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true, NULL, NULL);
+               CL_ParticleTrail(trailtype, bound(0, cl.time - cl.oldtime, 0.1), e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true, NULL, NULL, 1);
        }
        // now that the entity has survived one trail update it is allowed to
        // leave a real trail on later frames
@@ -1434,7 +1445,7 @@ static void CL_LinkNetworkEntity(entity_t *e)
        {
                if (e->render.effects & EF_BRIGHTFIELD)
                {
-                       if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
+                       if (IS_NEXUIZ_DERIVED(gamemode))
                                trailtype = EFFECT_TR_NEXUIZPLASMA;
                }
                if (e->render.effects & EF_DIMLIGHT)
@@ -1467,9 +1478,9 @@ static void CL_LinkNetworkEntity(entity_t *e)
                        dlightcolor[2] += 1.50f;
                }
                if (e->render.effects & EF_FLAME)
-                       CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL);
+                       CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
                if (e->render.effects & EF_STARDUST)
-                       CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL);
+                       CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
        }
        // muzzleflash fades over time, and is offset a bit
        if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
@@ -1479,7 +1490,7 @@ static void CL_LinkNetworkEntity(entity_t *e)
                trace_t trace;
                matrix4x4_t tempmatrix;
                Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
-               trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false, false);
+               trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
                Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
                Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
                Matrix4x4_Scale(&tempmatrix, 150, 1);
@@ -1520,7 +1531,7 @@ static void CL_LinkNetworkEntity(entity_t *e)
        if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
        {
                matrix4x4_t dlightmatrix;
-               float light[4];
+               vec4_t light;
                VectorScale(e->state_current.light, (1.0f / 256.0f), light);
                light[3] = e->state_current.light[3];
                if (light[0] == 0 && light[1] == 0 && light[2] == 0)
@@ -1551,7 +1562,7 @@ static void CL_LinkNetworkEntity(entity_t *e)
        if (e->state_current.traileffectnum)
                trailtype = (effectnameindex_t)e->state_current.traileffectnum;
        if (trailtype)
-               CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL);
+               CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
 
        // don't show entities with no modelindex (note: this still shows
        // entities which have a modelindex that resolved to a NULL model)
@@ -1575,6 +1586,10 @@ static void CL_RelinkWorld(void)
        CL_UpdateRenderEntity(&ent->render);
        r_refdef.scene.worldentity = &ent->render;
        r_refdef.scene.worldmodel = cl.worldmodel;
+
+       // if the world is q2bsp, animate the textures
+       if (ent->render.model && ent->render.model->brush.isq2bsp)
+               ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
 }
 
 static void CL_RelinkStaticEntities(void)
@@ -1600,7 +1615,7 @@ static void CL_RelinkStaticEntities(void)
                        e->render.flags |= RENDER_SHADOW;
                VectorSet(e->render.colormod, 1, 1, 1);
                VectorSet(e->render.glowmod, 1, 1, 1);
-               VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model);
+               VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
                e->render.allowdecals = true;
                CL_UpdateRenderEntity(&e->render);
                r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
@@ -1795,12 +1810,7 @@ void CL_RelinkBeams(void)
                        entrender = CL_NewTempEntity (0);
                        if (!entrender)
                                return;
-                       //VectorCopy (org, ent->render.origin);
                        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(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
                        CL_UpdateRenderEntity(entrender);
                        VectorMA(org, 30, dist, org);
@@ -1872,6 +1882,7 @@ void CSQC_RelinkAllEntities (int drawmask)
        CL_RelinkStaticEntities();
        CL_RelinkBeams();
        CL_RelinkEffects();
+       CL_RelinkLightFlashes();
 
        // link stuff
        if (drawmask & ENTMASK_ENGINE)
@@ -1884,6 +1895,8 @@ void CSQC_RelinkAllEntities (int drawmask)
 
        // update view blend
        V_CalcViewBlend();
+
+       CL_MeshEntities_AddToScene();
 }
 
 /*
@@ -1932,7 +1945,6 @@ void CL_UpdateWorld(void)
                // update the engine-based viewmodel
                CL_UpdateViewModel();
 
-               CL_RelinkLightFlashes();
                CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
 
                // decals, particles, and explosions will be updated during rneder
@@ -2098,7 +2110,7 @@ static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
        int namelen;
        if (!name)
                name = "";
-       namelen = strlen(name);
+       namelen = (int)strlen(name);
        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]));
@@ -2358,6 +2370,83 @@ void CL_Locs_Reload_f(void)
        }
 }
 
+entity_t cl_meshentities[NUM_MESHENTITIES];
+dp_model_t cl_meshentitymodels[NUM_MESHENTITIES];
+const char *cl_meshentitynames[NUM_MESHENTITIES] =
+{
+       "MESH_DEBUG",
+       "MESH_CSQC_POLYGONS",
+       "MESH_PARTICLES",
+       "MESH_UI",
+};
+
+void CL_MeshEntities_Restart(void)
+{
+       int i;
+       entity_t *ent;
+       for (i = 0; i < NUM_MESHENTITIES; i++)
+       {
+               ent = cl_meshentities + i;
+               Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
+       }
+}
+
+void CL_MeshEntities_Init(void)
+{
+       int i;
+       entity_t *ent;
+       for (i = 0; i < NUM_MESHENTITIES; i++)
+       {
+               ent = cl_meshentities + i;
+               ent->state_current.active = true;
+               ent->render.model = cl_meshentitymodels + i;
+               ent->render.alpha = 1;
+               ent->render.flags = RENDER_LIGHT;
+               ent->render.framegroupblend[0].lerp = 1;
+               ent->render.frameblend[0].lerp = 1;
+               VectorSet(ent->render.colormod, 1, 1, 1);
+               VectorSet(ent->render.glowmod, 1, 1, 1);
+               VectorSet(ent->render.modellight_ambient, 1, 1, 1);
+               VectorSet(ent->render.modellight_diffuse, 0, 0, 0);
+               VectorSet(ent->render.modellight_lightdir, 0, 0, 1);
+               Matrix4x4_CreateIdentity(&ent->render.matrix);
+               CL_UpdateRenderEntity(&ent->render);
+       }
+       cl_meshentities[MESH_CSQCPOLYGONS].render.flags = RENDER_SHADOW | RENDER_LIGHT;
+       R_RegisterModule("cl_meshentities", CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
+}
+
+void CL_MeshEntities_AddToScene(void)
+{
+       int i;
+       entity_t *ent;
+       for (i = 0; i < NUM_MESHENTITIES && r_refdef.scene.numentities < r_refdef.scene.maxentities; i++)
+       {
+               ent = cl_meshentities + i;
+               if (ent->render.model->num_surfaces == 0)
+                       continue;
+               Mod_Mesh_Finalize(ent->render.model);
+               VectorCopy(ent->render.model->normalmins, ent->render.mins);
+               VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
+               r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
+       }
+}
+
+void CL_MeshEntities_Reset(void)
+{
+       int i;
+       entity_t *ent;
+       for (i = 0; i < NUM_MESHENTITIES && r_refdef.scene.numentities < r_refdef.scene.maxentities; i++)
+       {
+               ent = cl_meshentities + i;
+               Mod_Mesh_Reset(ent->render.model);
+       }
+}
+
+void CL_MeshEntities_Shutdown(void)
+{
+}
+
 /*
 ===========
 CL_Shutdown
@@ -2368,6 +2457,7 @@ void CL_Shutdown (void)
        CL_Screen_Shutdown();
        CL_Particles_Shutdown();
        CL_Parse_Shutdown();
+       CL_MeshEntities_Shutdown();
 
        Mem_FreePool (&cls.permanentmempool);
        Mem_FreePool (&cls.levelmempool);
@@ -2487,6 +2577,7 @@ void CL_Init (void)
        CL_Parse_Init();
        CL_Particles_Init();
        CL_Screen_Init();
+       CL_MeshEntities_Init();
 
        CL_Video_Init();
 }