X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=cl_main.c;h=4fad1003ec56325bb0092db482fc11e62dab20a4;hp=336d2883dbad1d80392ae00df84a0e0a989f8e24;hb=2075ae43356d724bae305ce8fd36ea570718b14a;hpb=3dbf0ca46d1e54ba7bc028217ae444f30f37b5af diff --git a/cl_main.c b/cl_main.c index 336d2883..4fad1003 100644 --- a/cl_main.c +++ b/cl_main.c @@ -21,7 +21,6 @@ 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" @@ -35,9 +34,13 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"}; cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"}; cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"}; +cvar_t csqc_usedemoprogs = {0, "csqc_usedemoprogs","1","use csprogs stored in demos"}; cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"}; cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"}; +cvar_t cl_lerpexcess = {0, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"}; +cvar_t cl_lerpanim_maxdelta_server = {0, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"}; +cvar_t cl_lerpanim_maxdelta_framegroups = {0, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"}; cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"}; cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"}; @@ -54,7 +57,8 @@ 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 cl_autodemo_delete = {0, "cl_autodemo_delete", "0", "Delete demos after recording. This is a bitmask, bit 1 gives the default, bit 0 the value for the current demo. Thus, the values are: 0 = disabled; 1 = delete current demo only; 2 = delete all demos except the current demo; 3 = delete all demos from now on" }; cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"}; @@ -72,6 +76,8 @@ 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 represents how fast the fade is (higher is faster)"}; + 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"}; @@ -80,12 +86,15 @@ cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1 cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"}; cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"}; +cvar_t cl_prydoncursor_notrace = {0, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"}; cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"}; cvar_t cl_locs_enable = {CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"}; cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"}; +extern cvar_t r_equalize_entities_fullbright; + client_static_t cls; client_state_t cl; @@ -100,6 +109,8 @@ 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)); @@ -111,7 +122,7 @@ void CL_ClearState(void) cl.sensitivityscale = 1.0f; // enable rendering of the world and such - cl.csqc_vidvars.drawworld = true; + cl.csqc_vidvars.drawworld = r_drawworld.integer != 0; cl.csqc_vidvars.drawenginesbar = true; cl.csqc_vidvars.drawcrosshair = true; @@ -123,21 +134,23 @@ void CL_ClearState(void) cl.num_brushmodel_entities = 0; // tweak these if the game runs out - cl.max_entities = 256; - cl.max_static_entities = 256; - cl.max_effects = 256; - cl.max_beams = 256; + cl.max_csqcrenderentities = 0; + cl.max_entities = MAX_ENITIES_INITIAL; + cl.max_static_entities = MAX_STATICENTITIES; + cl.max_effects = MAX_EFFECTS; + cl.max_beams = MAX_BEAMS; cl.max_dlights = MAX_DLIGHTS; cl.max_lightstyle = MAX_LIGHTSTYLES; cl.max_brushmodel_entities = MAX_EDICTS; - cl.max_particles = 8192; // grows dynamically - cl.max_decals = 2048; // grows dynamically + cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically + cl.max_decals = MAX_DECALS_INITIAL; // grows dynamically cl.max_showlmps = 0; cl.num_dlights = 0; cl.num_effects = 0; cl.num_beams = 0; + cl.csqcrenderentities = NULL; 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)); @@ -158,7 +171,7 @@ void CL_ClearState(void) cl.entities[i].state_current = defaultstate; } - if (gamemode == GAME_NEXUIZ) + if (IS_NEXUIZ_DERIVED(gamemode)) { VectorSet(cl.playerstandmins, -16, -16, -24); VectorSet(cl.playerstandmaxs, 16, 16, 45); @@ -183,6 +196,7 @@ void CL_ClearState(void) ent->render.alpha = 1; ent->render.flags = RENDER_SHADOW | RENDER_LIGHT; Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1); + ent->render.allowdecals = true; CL_UpdateRenderEntity(&ent->render); // noclip is turned off at start @@ -201,12 +215,13 @@ void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allo { int i; qboolean fail = false; + char vabuf[1024]; if (!allowstarkey && key[0] == '*') fail = true; 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] == '\"') @@ -223,22 +238,22 @@ void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allo if (cls.protocol == PROTOCOL_QUAKEWORLD) { MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd); - MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value)); + MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value)); } else if (!strcasecmp(key, "name")) { MSG_WriteByte(&cls.netcon->message, clc_stringcmd); - MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value)); + MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value)); } else if (!strcasecmp(key, "playermodel")) { MSG_WriteByte(&cls.netcon->message, clc_stringcmd); - MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value)); + MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value)); } else if (!strcasecmp(key, "playerskin")) { MSG_WriteByte(&cls.netcon->message, clc_stringcmd); - MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value)); + MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value)); } else if (!strcasecmp(key, "topcolor")) { @@ -251,7 +266,12 @@ void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allo else if (!strcasecmp(key, "rate")) { MSG_WriteByte(&cls.netcon->message, clc_stringcmd); - MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value)); + 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)); } } } @@ -281,7 +301,30 @@ void CL_ExpandEntities(int num) } } -void CL_VM_ShutDown (void); +void CL_ExpandCSQCRenderEntities(int num) +{ + int i; + int oldmaxcsqcrenderentities; + entity_render_t *oldcsqcrenderentities; + if (num >= cl.max_csqcrenderentities) + { + if (num >= MAX_EDICTS) + Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS); + oldmaxcsqcrenderentities = cl.max_csqcrenderentities; + oldcsqcrenderentities = cl.csqcrenderentities; + cl.max_csqcrenderentities = (num & ~255) + 256; + cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t)); + if (oldcsqcrenderentities) + { + memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t)); + for (i = 0;i < r_refdef.scene.numentities;i++) + if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities)) + r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities); + Mem_Free(oldcsqcrenderentities); + } + } +} + /* ===================== CL_Disconnect @@ -302,6 +345,8 @@ void CL_Disconnect(void) Con_DPrintf("CL_Disconnect\n"); + Cvar_SetValueQuick(&csqc_progcrc, -1); + Cvar_SetValueQuick(&csqc_progsize, -1); CL_VM_ShutDown(); // stop sounds (especially looping!) S_StopAllSounds (); @@ -343,13 +388,14 @@ 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; } cls.state = ca_disconnected; + cl.islocalgame = false; cls.demoplayback = cls.timedemo = false; cls.signon = 0; @@ -372,13 +418,19 @@ CL_EstablishConnection Host should be either "local" or a net address ===================== */ -void CL_EstablishConnection(const char *host) +void CL_EstablishConnection(const char *host, int firstarg) { if (cls.state == ca_dedicated) return; + // don't connect to a server if we're benchmarking a demo + if (COM_CheckParm("-benchmark")) + 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 @@ -391,28 +443,37 @@ void CL_EstablishConnection(const char *host) // make sure the client ports are open before attempting to connect NetConn_UpdateSockets(); - // run a network frame - //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End(); - if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address))) { cls.connect_trying = true; cls.connect_remainingtries = 3; cls.connect_nextsendtime = 0; + + // only NOW, set connect_userinfo + if(firstarg >= 0) + { + int i; + *cls.connect_userinfo = 0; + for(i = firstarg; i+2 <= Cmd_Argc(); i += 2) + InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(i), Cmd_Argv(i+1)); + } + else if(firstarg < -1) + { + // -1: keep as is (reconnect) + // -2: clear + *cls.connect_userinfo = 0; + } + +#ifdef CONFIG_MENU M_Update_Return_Reason("Trying to connect..."); - // run several network frames to jump into the game quickly - //if (sv.active) - //{ - // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End(); - // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End(); - // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End(); - // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End(); - //} +#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 } } @@ -437,7 +498,7 @@ 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.frame2, (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); } } @@ -450,17 +511,21 @@ List information on all models in the client modelindex */ static void CL_ModelIndexList_f(void) { - int i = 1; + int i; + dp_model_t *model; // Print Header Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles"); - while(cl.model_precache[i] && i != MAX_MODELS) - { // Valid Model - if(cl.model_precache[i]->loaded || cl.model_precache[i]->isworldmodel) - 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); + for (i = -MAX_MODELS;i < MAX_MODELS;i++) + { + model = CL_GetModelByIndex(i); + if (!model) + continue; + if(model->loaded || i == 1) + Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles); else - Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--"); + Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--"); i++; } } @@ -483,41 +548,22 @@ static void CL_SoundIndexList_f(void) } } -static void CL_UpdateRenderEntity_Lighting(entity_render_t *ent) -{ - vec3_t tempdiffusenormal; - - // fetch the lighting from the worldmodel data - VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f)); - VectorClear(ent->modellight_diffuse); - VectorClear(tempdiffusenormal); - if ((ent->flags & RENDER_LIGHT) && cl.worldmodel && cl.worldmodel->brush.LightPoint) - { - vec3_t org; - Matrix4x4_OriginFromMatrix(&ent->matrix, org); - cl.worldmodel->brush.LightPoint(cl.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal); - } - else // highly rare - VectorSet(ent->modellight_ambient, 1, 1, 1); - - // move the light direction into modelspace coordinates for lighting code - Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir); - if(VectorLength2(ent->modellight_lightdir) <= 0) - VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here - VectorNormalize(ent->modellight_lightdir); -} +/* +=============== +CL_UpdateRenderEntity -//static const vec3_t nomodelmins = {-16, -16, -16}; -//static const vec3_t nomodelmaxs = {16, 16, 16}; +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 - R_LerpAnimation(ent); + 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 @@ -560,7 +606,6 @@ void CL_UpdateRenderEntity(entity_render_t *ent) ent->maxs[1] = org[1] + 16; ent->maxs[2] = org[2] + 16; } - CL_UpdateRenderEntity_Lighting(ent); } /* @@ -586,28 +631,41 @@ static float CL_LerpPoint(void) } f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]); - return bound(0, f, 1); + return bound(0, f, 1 + cl_lerpexcess.value); } void CL_ClearTempEntities (void) { r_refdef.scene.numtempentities = 0; + // grow tempentities buffer on request + if (r_refdef.scene.expandtempentities) + { + Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2); + r_refdef.scene.maxtempentities *= 2; + r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities); + r_refdef.scene.expandtempentities = false; + } } -entity_render_t *CL_NewTempEntity(void) +entity_render_t *CL_NewTempEntity(double shadertime) { entity_render_t *render; if (r_refdef.scene.numentities >= r_refdef.scene.maxentities) return NULL; if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities) + { + r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already return NULL; + } 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; } @@ -698,7 +756,7 @@ void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, dl->specularscale = specularscale; } -void CL_DecayLightFlashes(void) +static void CL_DecayLightFlashes(void) { int i, oldmax; dlight_t *dl; @@ -746,11 +804,23 @@ void CL_RelinkLightFlashes(void) { tempmatrix = dl->matrix; Matrix4x4_Scale(&tempmatrix, dl->radius, 1); - R_RTLight_Update(&r_refdef.scene.lights[r_refdef.scene.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; @@ -758,12 +828,20 @@ 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.scene.rtlightstylevalue[j] = 1; r_refdef.scene.lightstylevalue[j] = 256; continue; } + // static lightstyle "=value" + if (cl.lightstyle[j].map[0] == '=') + { + r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1); + if ( r_lerplightstyles.integer || ((int)f - f) < 0.01) + r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j]; + continue; + } k = i % cl.lightstyle[j].length; l = (i-1) % cl.lightstyle[j].length; k = cl.lightstyle[j].map[k] - 'a'; @@ -778,67 +856,65 @@ void CL_RelinkLightFlashes(void) } } -void CL_AddQWCTFFlagModel(entity_t *player, int skin) +static void CL_AddQWCTFFlagModel(entity_t *player, int skin) { + int frame = player->render.framegroupblend[0].frame; float f; 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; - } - else if (player->render.frame2 >= 35 && player->render.frame2 <= 40) + 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 (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 - flagrender = CL_NewTempEntity(); + flagrender = CL_NewTempEntity(player->render.shadertime); if (!flagrender) return; - flagrender->model = cl.model_precache[cl.qw_modelindex_flag]; + flagrender->model = CL_GetModelByIndex(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(&flagrender->matrix, &player->render.matrix, &flagmatrix); CL_UpdateRenderEntity(flagrender); } -matrix4x4_t viewmodelmatrix; +matrix4x4_t viewmodelmatrix_withbob; +matrix4x4_t viewmodelmatrix_nobob; static const vec3_t muzzleflashorigin = {18, 0, 0}; -extern void V_DriftPitch(void); -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; @@ -857,14 +933,14 @@ void CL_SetEntityColormapColors(entity_render_t *ent, int colormap) } // 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) +static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate) { const matrix4x4_t *matrix; matrix4x4_t blendmatrix, tempmatrix, matrix2; - int j, k, l, frame; - float origin[3], angles[3], delta[3], lerp, d; + int frame; + vec_t origin[3], angles[3], lerp; entity_t *t; - model_t *model; + entity_render_t *r; //entity_persistent_t *p = &e->persistent; //entity_render_t *r = &e->render; // skip inactive entities and world @@ -877,7 +953,11 @@ 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); - e->render.entitynumber = e - cl.entities; + 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) CL_SetEntityColormapColors(&e->render, e->state_current.colormap); else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL) @@ -893,42 +973,45 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat return; t = cl.entities + e->state_current.tagentity; // if the tag entity is inactive, skip it - if (!t->state_current.active) - return; - // update the parent first - CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate); + if (t->state_current.active) + { + // update the parent first + CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate); + r = &t->render; + } + else + { + // it may still be a CSQC entity... trying to use its + // info from last render frame (better than nothing) + if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity]) + return; + r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity]; + if(!r->entitynumber) + return; // neither CSQC nor legacy entity... can't attach + } // make relative to the entity - matrix = &t->render.matrix; + matrix = &r->matrix; // some properties of the tag entity carry over - e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL); + e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL); // if a valid tagindex is used, make it relative to that tag instead - // FIXME: use a model function to get tag info (need to handle skeletal) - if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model)) + if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model) { - // blend the matrices - memset(&blendmatrix, 0, sizeof(blendmatrix)); - for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++) + if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error { - matrix4x4_t tagmatrix; - Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix); - d = t->render.frameblend[j].lerp; - for (l = 0;l < 4;l++) - for (k = 0;k < 4;k++) - blendmatrix.m[l][k] += d * tagmatrix.m[l][k]; + // concat the tag matrices onto the entity matrix + Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix); + // use the constructed tag matrix + matrix = &tempmatrix; } - // concat the tag matrices onto the entity matrix - Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix); - // use the constructed tag matrix - matrix = &tempmatrix; } } else if (e->render.flags & RENDER_VIEWMODEL) { // view-relative entity (guns and such) if (e->render.effects & EF_NOGUNBOB) - matrix = &r_refdef.view.matrix; // really attached to view + matrix = &viewmodelmatrix_nobob; // really attached to view else - matrix = &viewmodelmatrix; // attached to gun bob matrix + matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix } else { @@ -946,23 +1029,31 @@ 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) + else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value) { // interpolate the origin and angles lerp = max(0, lerp); VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin); +#if 0 + // this fails at the singularity of euler angles VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta); if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360; if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360; if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360; VectorMA(e->persistent.oldangles, lerp, delta, angles); +#else + { + vec3_t f0, u0, f1, u1; + AngleVectors(e->persistent.oldangles, f0, NULL, u0); + AngleVectors(e->persistent.newangles, f1, NULL, u1); + VectorMAM(1-lerp, f0, lerp, f1, f0); + VectorMAM(1-lerp, u0, lerp, u1, u0); + AnglesFromVectors(angles, f0, u0, false); + } +#endif } else { @@ -973,10 +1064,7 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat // model setup and some modelflags 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; + e->render.model = CL_GetModelByIndex(e->state_current.modelindex); if (e->render.model) { if (e->render.skinnum >= e->render.model->numskins) @@ -991,11 +1079,15 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat if (e->render.model->type == mod_alias) angles[0] = -angles[0]; 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]; + // NOTE: this must be synced to SV_GetPitchSign! if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL)) { @@ -1005,27 +1097,45 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat } // animation lerp - if (e->render.frame2 == frame) + e->render.skeleton = NULL; + if (e->render.flags & RENDER_COMPLEXANIMATION) + { + e->render.framegroupblend[0] = e->state_current.framegroupblend[0]; + e->render.framegroupblend[1] = e->state_current.framegroupblend[1]; + e->render.framegroupblend[2] = e->state_current.framegroupblend[2]; + e->render.framegroupblend[3] = e->state_current.framegroupblend[3]; + if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms) + e->render.skeleton = &e->state_current.skeletonobject; + } + else 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); + float maxdelta = cl_lerpanim_maxdelta_server.value; + if(e->render.model) + if(e->render.model->animscenes) + if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1) + maxdelta = cl_lerpanim_maxdelta_framegroups.value; + maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]); + e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta); + 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.frame2 = 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 @@ -1047,13 +1157,18 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat // 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; + e->render.flags |= RENDER_ADDITIVE; // player model is only shown with chase_active on if (e->state_current.number == cl.viewentity) e->render.flags |= RENDER_EXTERIORMODEL; // either fullbright or lit - if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer) - e->render.flags |= RENDER_LIGHT; + if(!r_fullbright.integer) + { + if (!(e->render.effects & EF_FULLBRIGHT)) + e->render.flags |= RENDER_LIGHT; + else if(r_equalize_entities_fullbright.integer) + e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE; + } // hide player shadow during intermission or nehahra movie if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1) @@ -1062,13 +1177,24 @@ 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; + if (e->render.effects & EF_NODEPTHTEST) + e->render.flags |= RENDER_NODEPTHTEST; + if (e->render.effects & EF_ADDITIVE) + e->render.flags |= RENDER_ADDITIVE; + if (e->render.effects & EF_DOUBLESIDED) + e->render.flags |= RENDER_DOUBLESIDED; + if (e->render.effects & EF_DYNAMICMODELLIGHT) + e->render.flags |= RENDER_DYNAMICMODELLIGHT; // make the other useful stuff + e->render.allowdecals = true; CL_UpdateRenderEntity(&e->render); } // creates light and trails from an entity -void CL_UpdateNetworkEntityTrail(entity_t *e) +static void CL_UpdateNetworkEntityTrail(entity_t *e) { effectnameindex_t trailtype; vec3_t origin; @@ -1092,15 +1218,15 @@ void CL_UpdateNetworkEntityTrail(entity_t *e) { if (e->render.effects & EF_BRIGHTFIELD) { - if (gamemode == GAME_NEXUIZ) + 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); + 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); + 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)) { @@ -1134,6 +1260,8 @@ void CL_UpdateNetworkEntityTrail(entity_t *e) // do trails if (e->render.flags & RENDER_GLOWTRAIL) trailtype = EFFECT_TR_GLOWTRAIL; + if (e->state_current.traileffectnum) + trailtype = (effectnameindex_t)e->state_current.traileffectnum; // check if a trail is allowed (it is not after a teleport for example) if (trailtype && e->persistent.trail_allowed) { @@ -1144,7 +1272,8 @@ void CL_UpdateNetworkEntityTrail(entity_t *e) if (len > 0) len = 1.0f / len; VectorScale(vel, len, vel); - CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true); + // 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, 1); } // now that the entity has survived one trail update it is allowed to // leave a real trail on later frames @@ -1180,7 +1309,7 @@ void CL_UpdateViewEntities(void) CL_UpdateNetworkCollisionEntities =============== */ -void CL_UpdateNetworkCollisionEntities(void) +static void CL_UpdateNetworkCollisionEntities(void) { entity_t *ent; int i; @@ -1207,7 +1336,7 @@ void CL_UpdateNetworkCollisionEntities(void) CL_UpdateNetworkEntities =============== */ -void CL_UpdateNetworkEntities(void) +static void CL_UpdateNetworkEntities(void) { entity_t *ent; int i; @@ -1226,19 +1355,22 @@ void CL_UpdateNetworkEntities(void) CL_UpdateNetworkEntityTrail(ent); } else + { + R_DecalSystem_Reset(&ent->render.decalsystem); cl.entities_active[i] = false; + } } } } -void CL_UpdateViewModel(void) +static void CL_UpdateViewModel(void) { entity_t *ent; ent = &cl.viewent; 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]; @@ -1258,20 +1390,21 @@ void CL_UpdateViewModel(void) // reset animation interpolation on weaponmodel if model changed if (ent->state_previous.modelindex != ent->state_current.modelindex) { - 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); } // 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) +static void CL_LinkNetworkEntity(entity_t *e) { effectnameindex_t trailtype; vec3_t origin; vec3_t dlightcolor; vec_t dlightradius; + char vabuf[1024]; // skip inactive entities and world if (!e->state_current.active || e == cl.entities) @@ -1283,7 +1416,13 @@ void CL_LinkNetworkEntity(entity_t *e) return; // if the tag entity is inactive, skip it if (!cl.entities[e->state_current.tagentity].state_current.active) - return; + { + if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity]) + return; + if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber) + return; + // if we get here, it's properly csqc networked and attached + } } // create entity dlights associated with this entity @@ -1306,7 +1445,7 @@ void CL_LinkNetworkEntity(entity_t *e) { if (e->render.effects & EF_BRIGHTFIELD) { - if (gamemode == GAME_NEXUIZ) + if (IS_NEXUIZ_DERIVED(gamemode)) trailtype = EFFECT_TR_NEXUIZPLASMA; } if (e->render.effects & EF_DIMLIGHT) @@ -1339,9 +1478,9 @@ void CL_LinkNetworkEntity(entity_t *e) dlightcolor[2] += 1.50f; } if (e->render.effects & EF_FLAME) - CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false); + 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, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false); + 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) @@ -1351,12 +1490,13 @@ void CL_LinkNetworkEntity(entity_t *e) 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, 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); VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f); - R_RTLight_Update(&r_refdef.scene.lights[r_refdef.scene.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];r_refdef.scene.numlights++; } // LordHavoc: if the model has no flags, don't check each if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL)) @@ -1387,22 +1527,11 @@ void CL_LinkNetworkEntity(entity_t *e) dlightradius = max(dlightradius, e->state_current.glowsize * 4); VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[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.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.lights[r_refdef.scene.numlights++], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); - } // custom rtlight 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) @@ -1412,18 +1541,29 @@ 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.scene.lights[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_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va(vabuf, sizeof(vabuf), "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];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];r_refdef.scene.numlights++; } // do trail light if (e->render.flags & RENDER_GLOWTRAIL) trailtype = EFFECT_TR_GLOWTRAIL; + if (e->state_current.traileffectnum) + trailtype = (effectnameindex_t)e->state_current.traileffectnum; if (trailtype) - CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false); + CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1); - // 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.scene.numentities < r_refdef.scene.maxentities) @@ -1432,7 +1572,7 @@ void CL_LinkNetworkEntity(entity_t *e) // Matrix4x4_Print(&e->render.matrix); } -void CL_RelinkWorld(void) +static void CL_RelinkWorld(void) { entity_t *ent = &cl.entities[0]; // FIXME: this should be done at load @@ -1441,9 +1581,15 @@ void CL_RelinkWorld(void) if (!r_fullbright.integer) ent->render.flags |= RENDER_LIGHT; VectorSet(ent->render.colormod, 1, 1, 1); + VectorSet(ent->render.glowmod, 1, 1, 1); + ent->render.allowdecals = true; 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) @@ -1455,15 +1601,22 @@ static void CL_RelinkStaticEntities(void) 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]; + e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex); // either fullbright or lit - if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer) - e->render.flags |= RENDER_LIGHT; + if(!r_fullbright.integer) + { + if (!(e->render.effects & EF_FULLBRIGHT)) + e->render.flags |= RENDER_LIGHT; + else if(r_equalize_entities_fullbright.integer) + e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE; + } // hide player shadow during intermission or nehahra movie 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); - R_LerpAnimation(&e->render); + VectorSet(e->render.glowmod, 1, 1, 1); + 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; } @@ -1523,24 +1676,30 @@ 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 && (entrender = CL_NewTempEntity())) + if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime))) { // interpolation stuff - entrender->frame1 = intframe; - entrender->frame2 = intframe + 1; - if (entrender->frame2 >= e->endframe) - entrender->frame2 = -1; // disappear - entrender->framelerp = frame - intframe; - entrender->frame1time = e->frame1time; - entrender->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) - entrender->model = cl.model_precache[e->modelindex]; - else - entrender->model = cl.csqc_model_precache[-(e->modelindex+1)]; + entrender->model = CL_GetModelByIndex(e->modelindex); 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); @@ -1613,10 +1772,14 @@ void CL_RelinkBeams(void) 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.scene.lights[r_refdef.scene.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];r_refdef.scene.numlights++; } if (cl_beams_polygons.integer) + { + CL_Beam_AddPolygons(b); continue; + } } // calculate pitch and yaw @@ -1647,15 +1810,10 @@ void CL_RelinkBeams(void) d = VectorNormalizeLength(dist); while (d > 0) { - entrender = CL_NewTempEntity (); + 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); @@ -1679,20 +1837,21 @@ 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 (!(entrender = CL_NewTempEntity())) + if (!(entrender = CL_NewTempEntity(0))) continue; // normal stuff - entrender->model = cl.model_precache[cl.qw_modelindex_spike]; + entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike); entrender->alpha = 1; VectorSet(entrender->colormod, 1, 1, 1); + VectorSet(entrender->glowmod, 1, 1, 1); Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1); CL_UpdateRenderEntity(entrender); } } -void CL_LerpPlayer(float frac) +static void CL_LerpPlayer(float frac) { int i; @@ -1726,6 +1885,7 @@ void CSQC_RelinkAllEntities (int drawmask) CL_RelinkStaticEntities(); CL_RelinkBeams(); CL_RelinkEffects(); + CL_RelinkLightFlashes(); // link stuff if (drawmask & ENTMASK_ENGINE) @@ -1738,6 +1898,8 @@ void CSQC_RelinkAllEntities (int drawmask) // update view blend V_CalcViewBlend(); + + CL_MeshEntities_AddToScene(); } /* @@ -1753,8 +1915,8 @@ void CL_UpdateWorld(void) r_refdef.scene.numentities = 0; r_refdef.scene.numlights = 0; r_refdef.view.matrix = identitymatrix; - r_refdef.view.qualityreduction = 0; - + r_refdef.view.quality = 1; + cl.num_brushmodel_entities = 0; if (cls.state == ca_connected && cls.signon == SIGNONS) @@ -1786,8 +1948,9 @@ void CL_UpdateWorld(void) // update the engine-based viewmodel CL_UpdateViewModel(); - CL_RelinkLightFlashes(); - CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS); + // when csqc is loaded, it will call this in CSQC_UpdateView + if (!cl.csqc_loaded) + CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS); // decals, particles, and explosions will be updated during rneder } @@ -1814,12 +1977,10 @@ static void CL_Fog_f (void) { if (Cmd_Argc () == 1) { - 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); + Con_Printf("\"fog\" is \"%f %f %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, r_refdef.fog_height, r_refdef.fog_fadedepth); return; } - r_refdef.fog_start = 0; - r_refdef.fog_end = 16384; - r_refdef.fog_alpha = 1; + FOG_clear(); // so missing values get good defaults if(Cmd_Argc() > 1) r_refdef.fog_density = atof(Cmd_Argv(1)); if(Cmd_Argc() > 2) @@ -1834,8 +1995,38 @@ static void CL_Fog_f (void) r_refdef.fog_start = atof(Cmd_Argv(6)); if(Cmd_Argc() > 7) r_refdef.fog_end = atof(Cmd_Argv(7)); + if(Cmd_Argc() > 8) + r_refdef.fog_height = atof(Cmd_Argv(8)); + if(Cmd_Argc() > 9) + r_refdef.fog_fadedepth = atof(Cmd_Argv(9)); } +/* +====================== +CL_FogHeightTexture_f +====================== +*/ +static void CL_Fog_HeightTexture_f (void) +{ + if (Cmd_Argc () < 11) + { + Con_Printf("\"fog_heighttexture\" is \"%f %f %f %f %f %f %f %f %f %s\"\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, r_refdef.fog_height, r_refdef.fog_fadedepth, r_refdef.fog_height_texturename); + return; + } + FOG_clear(); // so missing values get good defaults + 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_alpha = atof(Cmd_Argv(5)); + r_refdef.fog_start = atof(Cmd_Argv(6)); + r_refdef.fog_end = atof(Cmd_Argv(7)); + r_refdef.fog_height = atof(Cmd_Argv(8)); + r_refdef.fog_fadedepth = atof(Cmd_Argv(9)); + strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(10), sizeof(r_refdef.fog_height_texturename)); +} + + /* ==================== CL_TimeRefresh_f @@ -1846,23 +2037,23 @@ For program optimization static void CL_TimeRefresh_f (void) { int i; - float timestart, timedelta; + double timestart, timedelta; r_refdef.scene.extraupdate = false; - timestart = Sys_DoubleTime(); + timestart = Sys_DirtyTime(); for (i = 0;i < 128;i++) { 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.qualityreduction = 0; + r_refdef.view.quality = 1; CL_UpdateScreen(); } - timedelta = Sys_DoubleTime() - timestart; + timedelta = Sys_DirtyTime() - timestart; Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta); } -void CL_AreaStats_f(void) +static void CL_AreaStats_f(void) { World_PrintAreaStats(&cl.world, "client"); } @@ -1902,7 +2093,7 @@ void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point) dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]); } -void CL_Locs_FreeNode(cl_locnode_t *node) +static void CL_Locs_FreeNode(cl_locnode_t *node) { cl_locnode_t **pointer, **next; for (pointer = &cl.locnodes;*pointer;pointer = next) @@ -1912,19 +2103,20 @@ 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) +static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name) { cl_locnode_t *node, **pointer; int namelen; if (!name) name = ""; - namelen = strlen(name); - node = Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1); + 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])); node->name = (char *)(node + 1); @@ -1936,7 +2128,7 @@ void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name) *pointer = node; } -void CL_Locs_Add_f(void) +static void CL_Locs_Add_f(void) { vec3_t mins, maxs; if (Cmd_Argc() != 5 && Cmd_Argc() != 8) @@ -1958,7 +2150,7 @@ void CL_Locs_Add_f(void) CL_Locs_AddNode(mins, mins, Cmd_Argv(4)); } -void CL_Locs_RemoveNearest_f(void) +static void CL_Locs_RemoveNearest_f(void) { cl_locnode_t *loc; loc = CL_Locs_FindNearest(r_refdef.view.origin); @@ -1968,13 +2160,13 @@ void CL_Locs_RemoveNearest_f(void) Con_Printf("no loc point or box found for your location\n"); } -void CL_Locs_Clear_f(void) +static void CL_Locs_Clear_f(void) { while (cl.locnodes) CL_Locs_FreeNode(cl.locnodes); } -void CL_Locs_Save_f(void) +static void CL_Locs_Save_f(void) { cl_locnode_t *loc; qfile_t *outfile; @@ -1989,10 +2181,9 @@ void CL_Locs_Save_f(void) Con_Printf("No level loaded!\n"); return; } - FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename)); - strlcat(locfilename, ".loc", sizeof(locfilename)); + dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension); - 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 @@ -2067,14 +2258,12 @@ void CL_Locs_Reload_f(void) CL_Locs_Clear_f(); // try maps/something.loc first (LordHavoc: where I think they should be) - FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename)); - strlcat(locfilename, ".loc", sizeof(locfilename)); + dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension); filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize); if (!filedata) { // try proquake name as well (LordHavoc: I hate path mangling) - FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename)); - strlcat(locfilename, ".loc", sizeof(locfilename)); + dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename); filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize); if (!filedata) return; @@ -2092,10 +2281,10 @@ 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)) @@ -2112,7 +2301,7 @@ 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) @@ -2123,10 +2312,10 @@ 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++; } } @@ -2186,6 +2375,309 @@ 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", +}; + +static 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]); + } +} + +static 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 = 0.999999f; // not quite 1 so that MATERIALFLAG_ALPHA is always set. + ent->render.flags = RENDER_SHADOW | 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.custommodellight_ambient, 1, 1, 1); + VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0); + VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1); + VectorSet(ent->render.render_fullbright, 1, 1, 1); + VectorSet(ent->render.render_glowmod, 0, 0, 0); + VectorSet(ent->render.render_modellight_ambient, 1, 1, 1); + VectorSet(ent->render.render_modellight_diffuse, 0, 0, 0); + VectorSet(ent->render.render_modellight_specular, 0, 0, 0); + VectorSet(ent->render.render_modellight_lightdir, 0, 0, 1); + VectorSet(ent->render.render_lightmap_ambient, 0, 0, 0); + VectorSet(ent->render.render_lightmap_diffuse, 1, 1, 1); + VectorSet(ent->render.render_lightmap_specular, 1, 1, 1); + VectorSet(ent->render.render_rtlight_diffuse, 1, 1, 1); + VectorSet(ent->render.render_rtlight_specular, 1, 1, 1); + + Matrix4x4_CreateIdentity(&ent->render.matrix); + CL_UpdateRenderEntity(&ent->render); + } + 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); + } +} + +static void CL_MeshEntities_Shutdown(void) +{ +} + +extern cvar_t r_overheadsprites_pushback; +extern cvar_t r_fullbright_directed_pitch_relative; +extern cvar_t r_fullbright_directed_pitch; +extern cvar_t r_fullbright_directed_ambient; +extern cvar_t r_fullbright_directed_diffuse; +extern cvar_t r_fullbright_directed; +extern cvar_t r_equalize_entities_minambient; +extern cvar_t r_equalize_entities_to; +extern cvar_t r_equalize_entities_by; +extern cvar_t r_hdr_glowintensity; + +static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal) +{ + vec3_t angles; + + VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value); + VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value); + + // Use cl.viewangles and not r_refdef.view.forward here so it is the + // same for all stereo views, and to better handle pitches outside + // [-90, 90] (in_pitch_* cvars allow that). + VectorCopy(cl.viewangles, angles); + if (r_fullbright_directed_pitch_relative.integer) { + angles[PITCH] += r_fullbright_directed_pitch.value; + } + else { + angles[PITCH] = r_fullbright_directed_pitch.value; + } + AngleVectors(angles, worldspacenormal, NULL, NULL); + VectorNegate(worldspacenormal, worldspacenormal); +} + +static void CL_UpdateEntityShading_Entity(entity_render_t *ent) +{ + float shadingorigin[3], f, fa, fd, fdd, a[3], c[3], dir[3]; + int q; + + for (q = 0; q < 3; q++) + a[q] = c[q] = dir[q] = 0; + + ent->render_modellight_forced = false; + ent->render_rtlight_disabled = false; + + // pick an appropriate value for render_modellight_origin - if this is an + // attachment we want to use the parent's render_modellight_origin so that + // shading is the same (also important for r_shadows to cast shadows in the + // same direction) + if (VectorLength2(ent->custommodellight_origin)) + { + // CSQC entities always provide this (via CL_GetTagMatrix) + for (q = 0; q < 3; q++) + shadingorigin[q] = ent->custommodellight_origin[q]; + } + else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities) + { + // network entity - follow attachment chain back to a root entity, + int entnum = ent->entitynumber, recursion; + for (recursion = 32; recursion > 0; --recursion) + { + int parentnum = cl.entities[entnum].state_current.tagentity; + if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum]) + break; + entnum = parentnum; + } + // grab the root entity's origin + Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin); + } + else + { + // not a CSQC entity (which sets custommodellight_origin), not a network + // entity - so it's probably not attached to anything + Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin); + } + + if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer) + { + // intentionally EF_FULLBRIGHT entity + // the only type that is not scaled by r_refdef.scene.lightmapintensity + // CSQC can still provide its own customized modellight values + ent->render_rtlight_disabled = true; + ent->render_modellight_forced = true; + if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT) + { + // custom colors provided by CSQC + for (q = 0; q < 3; q++) + { + a[q] = ent->custommodellight_ambient[q]; + c[q] = ent->custommodellight_diffuse[q]; + dir[q] = ent->custommodellight_lightdir[q]; + } + } + else if (r_fullbright_directed.integer) + CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir); + else + for (q = 0; q < 3; q++) + a[q] = 1; + } + else + { + // fetch the lighting from the worldmodel data + + // CSQC can provide its own customized modellight values + if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT) + { + ent->render_modellight_forced = true; + for (q = 0; q < 3; q++) + { + a[q] = ent->custommodellight_ambient[q]; + c[q] = ent->custommodellight_diffuse[q]; + dir[q] = ent->custommodellight_lightdir[q]; + } + } + else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT)) + { + if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites + shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value; + R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity); + ent->render_modellight_forced = true; + ent->render_rtlight_disabled = true; + } + else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint) + R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity); + else if (r_fullbright_directed.integer) + CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir); + else + R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity); + + if (ent->flags & RENDER_EQUALIZE) + { + // first fix up ambient lighting... + if (r_equalize_entities_minambient.value > 0) + { + fd = 0.299f * ent->render_modellight_diffuse[0] + 0.587f * ent->render_modellight_diffuse[1] + 0.114f * ent->render_modellight_diffuse[2]; + if (fd > 0) + { + fa = (0.299f * ent->render_modellight_ambient[0] + 0.587f * ent->render_modellight_ambient[1] + 0.114f * ent->render_modellight_ambient[2]); + if (fa < r_equalize_entities_minambient.value * fd) + { + // solve: + // fa'/fd' = minambient + // fa'+0.25*fd' = fa+0.25*fd + // ... + // fa' = fd' * minambient + // fd'*(0.25+minambient) = fa+0.25*fd + // ... + // fd' = (fa+0.25*fd) * 1 / (0.25+minambient) + // fa' = (fa+0.25*fd) * minambient / (0.25+minambient) + // ... + fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value); + f = fdd / fd; // f>0 because all this is additive; f<1 because fdd 0 && r_equalize_entities_by.value != 0) + { + fa = 0.299f * a[0] + 0.587f * a[1] + 0.114f * a[2]; + fd = 0.299f * c[0] + 0.587f * c[1] + 0.114f * c[2]; + f = fa + 0.25 * fd; + if (f > 0) + { + // adjust brightness and saturation to target + float l2 = r_equalize_entities_by.value, l1 = 1 - l2; + for (q = 0; q < 3; q++) + { + a[q] = l1 * a[q] + l2 * (fa / f); + c[q] = l1 * c[q] + l2 * (fd / f); + } + } + } + } + } + + for (q = 0; q < 3; q++) + { + ent->render_fullbright[q] = ent->colormod[q]; + ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value; + ent->render_modellight_ambient[q] = a[q] * ent->colormod[q]; + ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q]; + ent->render_modellight_specular[q] = c[q]; + ent->render_modellight_lightdir[q] = dir[q]; + ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity; + ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity; + ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity; + ent->render_rtlight_diffuse[q] = ent->colormod[q]; + ent->render_rtlight_specular[q] = 1; + } + + // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2 + if (ent->render_modellight_forced) + for (q = 0; q < 3; q++) + ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q; + if (ent->render_rtlight_disabled) + for (q = 0; q < 3; q++) + ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q; + + if (VectorLength2(ent->render_modellight_lightdir) == 0) + VectorSet(ent->render_modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here + VectorNormalize(ent->render_modellight_lightdir); +} + + +void CL_UpdateEntityShading(void) +{ + int i; + CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity); + for (i = 0; i < r_refdef.scene.numentities; i++) + CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]); +} + /* =========== CL_Shutdown @@ -2196,6 +2688,7 @@ void CL_Shutdown (void) CL_Screen_Shutdown(); CL_Particles_Shutdown(); CL_Parse_Shutdown(); + CL_MeshEntities_Shutdown(); Mem_FreePool (&cls.permanentmempool); Mem_FreePool (&cls.levelmempool); @@ -2208,6 +2701,7 @@ CL_Init */ void CL_Init (void) { + cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL); cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL); @@ -2216,7 +2710,8 @@ void CL_Init (void) 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 = 512; + // max temp entities + r_refdef.scene.maxtempentities = MAX_TEMPENTITIES; r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities); CL_InitInput (); @@ -2234,6 +2729,10 @@ void CL_Init (void) Cvar_RegisterVariable (&cl_anglespeedkey); Cvar_RegisterVariable (&cl_shownet); Cvar_RegisterVariable (&cl_nolerp); + Cvar_RegisterVariable (&cl_lerpexcess); + Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server); + Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups); + Cvar_RegisterVariable (&cl_deathfade); Cvar_RegisterVariable (&lookspring); Cvar_RegisterVariable (&lookstrafe); Cvar_RegisterVariable (&sensitivity); @@ -2261,8 +2760,10 @@ void CL_Init (void) Cvar_RegisterVariable (&cl_autodemo); Cvar_RegisterVariable (&cl_autodemo_nameformat); + Cvar_RegisterVariable (&cl_autodemo_delete); - Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist maxdist]])"); + Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])"); + Cmd_AddCommand ("fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)"); // 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)"); @@ -2286,6 +2787,7 @@ void CL_Init (void) Cvar_RegisterVariable(&cl_dlights_decaybrightness); Cvar_RegisterVariable(&cl_prydoncursor); + Cvar_RegisterVariable(&cl_prydoncursor_notrace); Cvar_RegisterVariable(&cl_deathnoviewmodel); @@ -2306,10 +2808,7 @@ void CL_Init (void) CL_Parse_Init(); CL_Particles_Init(); CL_Screen_Init(); + CL_MeshEntities_Init(); CL_Video_Init(); - CL_Gecko_Init(); } - - -