]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_main.c
cleaned up R_RenderView setup code a bit, and shuffled SCR_CalcRefdef stuff to SCR_Up...
[xonotic/darkplaces.git] / cl_main.c
index 5b736f60826d01e62143163a91042faa1d2d3f7e..e45180f064f2edc27f33344c7ce7df265e5b808a 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -224,11 +224,13 @@ void CL_EstablishConnection(const char *host)
        m_return_reason[0] = 0;
        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)))
        {
-               // stop demo loop in case this fails
-               CL_Disconnect();
-
                cls.connect_trying = true;
                cls.connect_remainingtries = 3;
                cls.connect_nextsendtime = 0;
@@ -412,7 +414,7 @@ void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float
        }
 }
 
-void CL_AllocDlight(entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime)
+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)
 {
        int i;
        dlight_t *dl;
@@ -440,9 +442,15 @@ void CL_AllocDlight(entity_render_t *ent, vec3_t org, float radius, float red, f
 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));
+       dl->matrix = *matrix;
        dl->ent = ent;
-       CL_FindNonSolidLocation(org, dl->origin, 6);
-       //VectorCopy(org, dl->origin);
+       dl->origin[0] = dl->matrix.m[0][3];
+       dl->origin[1] = dl->matrix.m[1][3];
+       dl->origin[2] = dl->matrix.m[2][3];
+       CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
+       dl->matrix.m[0][3] = dl->origin[0];
+       dl->matrix.m[1][3] = dl->origin[1];
+       dl->matrix.m[2][3] = dl->origin[2];
        dl->radius = radius;
        dl->color[0] = red;
        dl->color[1] = green;
@@ -452,6 +460,10 @@ dlightsetup:
                dl->die = cl.time + lifetime;
        else
                dl->die = 0;
+       dl->cubemapnum = cubemapnum;
+       dl->style = style;
+       dl->shadow = shadowenable;
+       dl->corona = corona;
 }
 
 void CL_DecayLights(void)
@@ -484,9 +496,9 @@ extern void V_CalcRefdef(void);
 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
 void CL_LinkNetworkEntity(entity_t *e)
 {
-       matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
+       matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2, dlightmatrix;
        int j, k, l, trailtype, temp;
-       float origin[3], angles[3], delta[3], lerp, dlightcolor[3], mins[3], maxs[3], v[3], v2[3], d;
+       float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v[3], v2[3], d;
        entity_t *t;
        model_t *model;
        //entity_persistent_t *p = &e->persistent;
@@ -635,6 +647,7 @@ void CL_LinkNetworkEntity(entity_t *e)
                origin[1] = e->render.matrix.m[1][3];
                origin[2] = e->render.matrix.m[2][3];
                trailtype = -1;
+               dlightradius = 0;
                dlightcolor[0] = 0;
                dlightcolor[1] = 0;
                dlightcolor[2] = 0;
@@ -645,9 +658,10 @@ void CL_LinkNetworkEntity(entity_t *e)
                        {
                                if (gamemode == GAME_NEXUIZ)
                                {
-                                       dlightcolor[0] += 100.0f;
-                                       dlightcolor[1] += 200.0f;
-                                       dlightcolor[2] += 400.0f;
+                                       dlightradius = max(dlightradius, 200);
+                                       dlightcolor[0] += 0.390625f;
+                                       dlightcolor[1] += 0.781250f;
+                                       dlightcolor[2] += 1.562500f;
                                        trailtype = 8;
                                }
                                else
@@ -657,28 +671,32 @@ void CL_LinkNetworkEntity(entity_t *e)
                                e->persistent.muzzleflash = 100.0f;
                        if (e->render.effects & EF_DIMLIGHT)
                        {
-                               dlightcolor[0] += 200.0f;
-                               dlightcolor[1] += 200.0f;
-                               dlightcolor[2] += 200.0f;
+                               dlightradius = max(dlightradius, 200);
+                               dlightcolor[0] += 0.781250f;
+                               dlightcolor[1] += 0.781250f;
+                               dlightcolor[2] += 0.781250f;
                        }
                        if (e->render.effects & EF_BRIGHTLIGHT)
                        {
-                               dlightcolor[0] += 400.0f;
-                               dlightcolor[1] += 400.0f;
-                               dlightcolor[2] += 400.0f;
+                               dlightradius = max(dlightradius, 400);
+                               dlightcolor[0] += 1.562500f;
+                               dlightcolor[1] += 1.562500f;
+                               dlightcolor[2] += 1.562500f;
                        }
                        // LordHavoc: more effects
                        if (e->render.effects & EF_RED) // red
                        {
-                               dlightcolor[0] += 200.0f;
-                               dlightcolor[1] +=  20.0f;
-                               dlightcolor[2] +=  20.0f;
+                               dlightradius = max(dlightradius, 200);
+                               dlightcolor[0] += 0.781250f;
+                               dlightcolor[1] += 0.078125f;
+                               dlightcolor[2] += 0.078125f;
                        }
                        if (e->render.effects & EF_BLUE) // blue
                        {
-                               dlightcolor[0] +=  20.0f;
-                               dlightcolor[1] +=  20.0f;
-                               dlightcolor[2] += 200.0f;
+                               dlightradius = max(dlightradius, 200);
+                               dlightcolor[0] += 0.078125f;
+                               dlightcolor[1] += 0.078125f;
+                               dlightcolor[2] += 0.781250f;
                        }
                        if (e->render.effects & EF_FLAME)
                        {
@@ -691,7 +709,8 @@ void CL_LinkNetworkEntity(entity_t *e)
                                // how many flames to make
                                temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
                                CL_FlameCube(mins, maxs, temp);
-                               d = lhrandom(200, 250);
+                               d = lhrandom(0.75f, 1);
+                               dlightradius = max(dlightradius, 200);
                                dlightcolor[0] += d * 1.0f;
                                dlightcolor[1] += d * 0.7f;
                                dlightcolor[2] += d * 0.3f;
@@ -707,7 +726,8 @@ void CL_LinkNetworkEntity(entity_t *e)
                                // how many particles to make
                                temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
                                CL_Stardust(mins, maxs, temp);
-                               d = 100;
+                               d = 0.390625f;
+                               dlightradius = max(dlightradius, 200);
                                dlightcolor[0] += d * 1.0f;
                                dlightcolor[1] += d * 0.7f;
                                dlightcolor[2] += d * 0.3f;
@@ -718,7 +738,11 @@ void CL_LinkNetworkEntity(entity_t *e)
                {
                        Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
                        CL_TraceLine(origin, v2, v, NULL, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY);
-                       CL_AllocDlight(NULL, v, e->persistent.muzzleflash, 1, 1, 1, 0, 0);
+                       tempmatrix = e->render.matrix;
+                       tempmatrix.m[0][3] = v[0];
+                       tempmatrix.m[1][3] = v[1];
+                       tempmatrix.m[2][3] = v[2];
+                       CL_AllocDlight(NULL, &tempmatrix, e->persistent.muzzleflash, 1, 1, 1, 0, 0, 0, 0, true, 1);
                        e->persistent.muzzleflash -= cl.frametime * 1000;
                }
                // LordHavoc: if the model has no flags, don't check each
@@ -731,23 +755,26 @@ void CL_LinkNetworkEntity(entity_t *e)
                        else if (e->render.model->flags & EF_TRACER)
                        {
                                trailtype = 3;
-                               dlightcolor[0] += 0x10;
-                               dlightcolor[1] += 0x40;
-                               dlightcolor[2] += 0x10;
+                               dlightradius = max(dlightradius, 100);
+                               dlightcolor[0] += 0.060000f;
+                               dlightcolor[1] += 0.250000f;
+                               dlightcolor[2] += 0.062500f;
                        }
                        else if (e->render.model->flags & EF_TRACER2)
                        {
                                trailtype = 5;
-                               dlightcolor[0] += 0x50;
-                               dlightcolor[1] += 0x30;
-                               dlightcolor[2] += 0x10;
+                               dlightradius = max(dlightradius, 100);
+                               dlightcolor[0] += 0.312500f;
+                               dlightcolor[1] += 0.187500f;
+                               dlightcolor[2] += 0.062500f;
                        }
                        else if (e->render.model->flags & EF_ROCKET)
                        {
                                trailtype = 0;
-                               dlightcolor[0] += 200.0f;
-                               dlightcolor[1] += 160.0f;
-                               dlightcolor[2] +=  80.0f;
+                               dlightradius = max(dlightradius, 200);
+                               dlightcolor[0] += 0.781250f;
+                               dlightcolor[1] += 0.625000f;
+                               dlightcolor[2] += 0.312500f;
                        }
                        else if (e->render.model->flags & EF_GRENADE)
                        {
@@ -757,9 +784,10 @@ void CL_LinkNetworkEntity(entity_t *e)
                        else if (e->render.model->flags & EF_TRACER3)
                        {
                                trailtype = 6;
-                               dlightcolor[0] += 0x50;
-                               dlightcolor[1] += 0x20;
-                               dlightcolor[2] += 0x40;
+                               dlightradius = max(dlightradius, 200);
+                               dlightcolor[0] += 0.312500f;
+                               dlightcolor[1] += 0.125000f;
+                               dlightcolor[2] += 0.250000f;
                        }
                }
                // LordHavoc: customizable glow
@@ -767,16 +795,25 @@ void CL_LinkNetworkEntity(entity_t *e)
                {
                        // * 4 for the expansion from 0-255 to 0-1023 range,
                        // / 255 to scale down byte colors
-                       VectorMA(dlightcolor, e->state_current.glowsize * (4.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
+                       dlightradius = max(dlightradius, e->state_current.glowsize * 4);
+                       VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
+               }
+               if (e->state_current.light[3])
+               {
+                       dlightradius = max(dlightradius, e->state_current.light[3]);
+                       if (VectorLength2(dlightcolor) == 0)
+                               (dlightcolor[0] += 1, dlightcolor[1] += 1, dlightcolor[2] += 1);
+                       else
+                               VectorMA(dlightcolor, (1.0f/256.0f), e->state_current.light, dlightcolor);
                }
                // make the dlight
-               if ((dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && !e->state_current.tagentity)
+               if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
                {
-                       VectorCopy(origin, v);
+                       dlightmatrix = e->render.matrix;
                        // hack to make glowing player light shine on their gun
                        if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
-                               v[2] += 30;
-                       CL_AllocDlight(&e->render, v, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0);
+                               dlightmatrix.m[2][3] += 30;
+                       CL_AllocDlight(&e->render, &dlightmatrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, e->state_current.skin >= 16 ? e->state_current.skin : 0, e->state_current.lightstyle, !(e->state_current.lightpflags & 1), 1);
                }
                // trails need the previous frame
                if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex)
@@ -806,6 +843,8 @@ void CL_LinkNetworkEntity(entity_t *e)
                        r_refdef.entities[r_refdef.numentities++] = &e->render;
                if (cl_num_entities < e->state_current.number + 1)
                        cl_num_entities = e->state_current.number + 1;
+               //if (cl.viewentity && e - cl_entities == cl.viewentity)
+               //      Matrix4x4_Print(&e->render.matrix);
        }
 }
 
@@ -855,7 +894,7 @@ static void CL_RelinkNetworkEntities(void)
        else if (cl.items & IT_INVISIBILITY)
        {
                if (gamemode == GAME_TRANSFUSION)
-                       ent->state_current.alpha = 0.5;
+                       ent->state_current.alpha = 128;
                else
                        ent->state_current.modelindex = 0;
        }
@@ -937,6 +976,7 @@ void CL_RelinkBeams(void)
        entity_t *ent;
        float yaw, pitch;
        float forward;
+       matrix4x4_t tempmatrix;
 
        for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
        {
@@ -984,7 +1024,11 @@ void CL_RelinkBeams(void)
                if (b->lightning)
                {
                        if (cl_beams_lightatend.integer)
-                               CL_AllocDlight (NULL, b->end, 200, 0.3, 0.7, 1, 0, 0);
+                       {
+                               // 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);
+                       }
                        if (cl_beams_polygons.integer)
                                continue;
                }
@@ -1089,6 +1133,7 @@ int CL_ReadFromServer(void)
 
                // move particles
                CL_MoveParticles();
+               R_MoveExplosions();
 
                // link stuff
                CL_RelinkWorld();