]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - client.h
Fix engine not starting on Windows if linked against SDL > 2.0.5
[xonotic/darkplaces.git] / client.h
index 4230c6a82d27819abfee3aa1b0497b4b83330df9..17cce996a29216aa73ba9993e4771b58055584eb 100644 (file)
--- a/client.h
+++ b/client.h
@@ -64,6 +64,8 @@ typedef enum r_stat_e
        r_stat_bloom,
        r_stat_bloom_copypixels,
        r_stat_bloom_drawpixels,
+       r_stat_rendertargets_used,
+       r_stat_rendertargets_pixels,
        r_stat_indexbufferuploadcount,
        r_stat_indexbufferuploadsize,
        r_stat_vertexbufferuploadcount,
@@ -78,9 +80,6 @@ typedef enum r_stat_e
        r_stat_bufferdatasize_index16,
        r_stat_bufferdatasize_index32,
        r_stat_bufferdatasize_uniform,
-       r_stat_animcache_vertexmesh_count,
-       r_stat_animcache_vertexmesh_vertices,
-       r_stat_animcache_vertexmesh_maxvertices,
        r_stat_animcache_skeletal_count,
        r_stat_animcache_skeletal_bones,
        r_stat_animcache_skeletal_maxbones,
@@ -159,10 +158,6 @@ typedef enum r_stat_e
        r_stat_batch_dynamic_surfaces_because_tcmod_turbulent,
        r_stat_batch_dynamic_vertices_because_tcmod_turbulent,
        r_stat_batch_dynamic_triangles_because_tcmod_turbulent,
-       r_stat_batch_dynamic_batches_because_interleavedarrays,
-       r_stat_batch_dynamic_surfaces_because_interleavedarrays,
-       r_stat_batch_dynamic_vertices_because_interleavedarrays,
-       r_stat_batch_dynamic_triangles_because_interleavedarrays,
        r_stat_batch_dynamic_batches_because_nogaps,
        r_stat_batch_dynamic_surfaces_because_nogaps,
        r_stat_batch_dynamic_vertices_because_nogaps,
@@ -269,8 +264,6 @@ rtlight_particle_t;
 
 typedef struct rtlight_s
 {
-       // shadow volumes are done entirely in model space, so there are no matrices for dealing with them...  they just use the origin
-
        // note that the world to light matrices are inversely scaled (divided) by lightradius
 
        // core properties
@@ -302,15 +295,13 @@ typedef struct rtlight_s
        int flags;
 
        // generated properties
-       /// used only for shadow volumes
+       /// used only for casting shadows
        vec3_t shadoworigin;
        /// culling
        vec3_t cullmins;
        vec3_t cullmaxs;
-       // culling
-       //vec_t cullradius;
-       // squared cullradius
-       //vec_t cullradius2;
+       /// when r_shadow_culllights_trace is set, this is refreshed by each successful trace.
+       double trace_timer;
 
        // rendering properties, updated each time a light is rendered
        // this is rtlight->color * d_lightstylevalue
@@ -360,9 +351,7 @@ typedef struct rtlight_s
        int shadowmapatlasposition[2];
        /// size of one side of this light in the shadowmap atlas (for omnidirectional shadowmaps this is the min corner of a 2x3 arrangement, or a 4x3 arrangement in the case of noselfshadow entities being present)
        int shadowmapatlassidesize;
-       /// premade shadow volumes to render for world entity
-       shadowmesh_t *static_meshchain_shadow_zpass;
-       shadowmesh_t *static_meshchain_shadow_zfail;
+       /// optimized and culled mesh to render for world entity shadows
        shadowmesh_t *static_meshchain_shadow_shadowmap;
        /// used for visibility testing (more exact than bbox)
        int static_numleafs;
@@ -395,8 +384,11 @@ typedef struct rtlight_s
        rtlight_particle_t *particlecache_particles;
 
        /// bouncegrid light info
-       float photoncolor[3];
-       float photons;
+       float bouncegrid_photoncolor[3];
+       float bouncegrid_photons;
+       int bouncegrid_hits;
+       int bouncegrid_traces;
+       float bouncegrid_effectiveradius;
 }
 rtlight_t;
 
@@ -559,10 +551,6 @@ typedef struct entity_render_s
        float          *animcache_tvector3f;
        r_meshbuffer_t *animcache_tvector3f_vertexbuffer;
        int             animcache_tvector3f_bufferoffset;
-       // interleaved arrays for rendering and dynamic vertex buffers for them
-       r_vertexmesh_t *animcache_vertexmesh;
-       r_meshbuffer_t *animcache_vertexmesh_vertexbuffer;
-       int             animcache_vertexmesh_bufferoffset;
        // gpu-skinning shader needs transforms in a certain format, we have to
        // upload this to a uniform buffer for the shader to use, and also keep a
        // backup copy in system memory for the dynamic batch fallback code
@@ -572,10 +560,37 @@ typedef struct entity_render_s
        int animcache_skeletaltransform3x4offset;
        int animcache_skeletaltransform3x4size;
 
-       // 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
+       // CL_UpdateEntityShading reads these fields
+       // used only if RENDER_CUSTOMIZEDMODELLIGHT is set
+       vec3_t custommodellight_ambient;
+       vec3_t custommodellight_diffuse;
+       vec3_t custommodellight_lightdir;
+       // CSQC entities get their shading from the root of their attachment chain
+       float custommodellight_origin[3];
+
+       // derived lighting parameters (CL_UpdateEntityShading)
+
+       // used by MATERIALFLAG_FULLBRIGHT which is MATERIALFLAG_MODELLIGHT with
+       // this as ambient color, along with MATERIALFLAG_NORTLIGHT
+       float render_fullbright[3];
+       // color tint for the base pass glow textures if any
+       float render_glowmod[3];
+       // MATERIALFLAG_MODELLIGHT uses these parameters
+       float render_modellight_ambient[3];
+       float render_modellight_diffuse[3];
+       float render_modellight_lightdir[3];
+       float render_modellight_specular[3];
+       // lightmap rendering (not MATERIALFLAG_MODELLIGHT)
+       float render_lightmap_ambient[3];
+       float render_lightmap_diffuse[3];
+       float render_lightmap_specular[3];
+       // rtlights use these colors for the materials on this entity
+       float render_rtlight_diffuse[3];
+       float render_rtlight_specular[3];
+       // ignore lightmap and use lightgrid on this entity (e.g. FULLBRIGHT)
+       qboolean render_modellight_forced;
+       // do not process per pixel lights on this entity at all (like MATERIALFLAG_NORTLIGHT)
+       qboolean render_rtlight_disabled;
 
        // storage of decals on this entity
        // (note: if allowdecals is set, be sure to call R_DecalSystem_Reset on removal!)
@@ -1725,10 +1740,6 @@ void CL_ParticleExplosion (const vec3_t org);
 void CL_ParticleExplosion2 (const vec3_t org, int colorStart, int colorLength);
 void R_NewExplosion(const vec3_t org);
 
-void Debug_PolygonBegin(const char *picname, int flags);
-void Debug_PolygonVertex(float x, float y, float z, float s, float t, float r, float g, float b, float a);
-void Debug_PolygonEnd(void);
-
 #include "cl_screen.h"
 
 extern qboolean sb_showscores;
@@ -1789,6 +1800,12 @@ typedef struct r_refdef_view_s
        vec3_t frustumcorner[4];
        // if turned off it renders an ortho view
        int useperspective;
+       // allows visibility culling based on the view origin (e.g. pvs and R_CanSeeBox)
+       // this is turned off by:
+       // r_trippy
+       // !r_refdef.view.useperspective
+       // (sometimes) r_refdef.view.useclipplane
+       int usevieworiginculling;
        float ortho_x, ortho_y;
 
        // screen area to render in
@@ -1889,7 +1906,12 @@ typedef struct r_refdef_scene_s {
        // controls intensity lightmap layers
        unsigned short lightstylevalue[MAX_LIGHTSTYLES];        // 8.8 fraction of base light value
 
-       float ambient;
+       // adds brightness to the whole scene, separate from lightmapintensity
+       // see CL_UpdateEntityShading
+       float ambientintensity;
+       // brightness of lightmap and modellight lighting on materials
+       // see CL_UpdateEntityShading
+       float lightmapintensity;
 
        qboolean rtworld;
        qboolean rtworldshadows;
@@ -1959,14 +1981,9 @@ typedef struct r_refdef_s
        // 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
        float polygonfactor;
        float polygonoffset;
-       float shadowpolygonfactor;
-       float shadowpolygonoffset;
 
        // how long R_RenderView took on the previous frame
        double lastdrawscreentime;
@@ -2019,10 +2036,29 @@ void CL_ClientMovement_PlayerMove_Frame(cl_clientmovement_state_t *s);
 // warpzone prediction hack (CSQC builtin)
 void CL_RotateMoves(const matrix4x4_t *m);
 
+typedef enum meshname_e {
+       MESH_DEBUG,
+       MESH_CSQCPOLYGONS,
+       MESH_PARTICLES,
+       MESH_UI,
+       NUM_MESHENTITIES,
+} meshname_t;
+extern entity_t cl_meshentities[NUM_MESHENTITIES];
+extern dp_model_t cl_meshentitymodels[NUM_MESHENTITIES];
+extern const char *cl_meshentitynames[NUM_MESHENTITIES];
+#define CL_Mesh_Debug() (&cl_meshentitymodels[MESH_DEBUG])
+#define CL_Mesh_CSQC() (&cl_meshentitymodels[MESH_CSQCPOLYGONS])
+#define CL_Mesh_Particles() (&cl_meshentitymodels[MESH_PARTICLES])
+#define CL_Mesh_UI() (&cl_meshentitymodels[MESH_UI])
+void CL_MeshEntities_AddToScene(void);
+void CL_MeshEntities_Reset(void);
+void CL_UpdateEntityShading(void);
+
 void CL_NewFrameReceived(int num);
 void CL_ParseEntityLump(char *entitystring);
 void CL_FindNonSolidLocation(const vec3_t in, vec3_t out, vec_t radius);
 void CL_RelinkLightFlashes(void);
+void CL_Beam_AddPolygons(const beam_t *b);
 void Sbar_ShowFPS(void);
 void Sbar_ShowFPS_Update(void);
 void Host_SaveConfig(void);