X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=cl_main.c;h=7b651685e6cdd03db3bbc2452f5e0036eebddda0;hp=7beb895af01f7198034257c8580c00e19aa5711e;hb=140a0f8e823a43dcc44f2670d48416ab48f9c243;hpb=50f3f558108be1cf9e79f516bfdb257d2b50e2c5 diff --git a/cl_main.c b/cl_main.c index 7beb895a..7b651685 100644 --- a/cl_main.c +++ b/cl_main.c @@ -54,7 +54,7 @@ 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 r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"}; @@ -441,7 +441,7 @@ 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); } } @@ -461,7 +461,7 @@ static void CL_ModelIndexList_f(void) while(cl.model_precache[i] && i != MAX_MODELS) { // Valid Model - if(cl.model_precache[i]->loaded || cl.model_precache[i]->isworldmodel) + if(cl.model_precache[i]->loaded || i == 1) 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); else Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--"); @@ -487,32 +487,13 @@ 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_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (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; @@ -564,7 +545,6 @@ void CL_UpdateRenderEntity(entity_render_t *ent) ent->maxs[1] = org[1] + 16; ent->maxs[2] = org[2] + 16; } - CL_UpdateRenderEntity_Lighting(ent); } /* @@ -598,7 +578,7 @@ void CL_ClearTempEntities (void) r_refdef.scene.numtempentities = 0; } -entity_render_t *CL_NewTempEntity(void) +entity_render_t *CL_NewTempEntity(double shadertime) { entity_render_t *render; @@ -610,6 +590,7 @@ entity_render_t *CL_NewTempEntity(void) 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); return render; @@ -750,7 +731,9 @@ 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; } } } @@ -784,43 +767,44 @@ void CL_RelinkLightFlashes(void) 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; + 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 (player->render.frame2 >= 35 && player->render.frame2 <= 40) + 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; @@ -914,10 +898,10 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat { // blend the matrices memset(&blendmatrix, 0, sizeof(blendmatrix)); - for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++) + for (j = 0;j < MAX_FRAMEBLENDS && t->render.frameblend[j].lerp > 0;j++) { matrix4x4_t tagmatrix; - Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix); + Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].subframe, e->state_current.tagindex - 1, &tagmatrix); d = t->render.frameblend[j].lerp; for (l = 0;l < 4;l++) for (k = 0;k < 4;k++) @@ -1008,27 +992,29 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat } // animation lerp - if (e->render.frame2 == frame) + 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); + e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, 0.1); + 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 @@ -1263,9 +1249,9 @@ 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); } @@ -1361,7 +1347,8 @@ void CL_LinkNetworkEntity(entity_t *e) 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++]; } // LordHavoc: if the model has no flags, don't check each if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL)) @@ -1392,17 +1379,6 @@ 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) { @@ -1417,7 +1393,20 @@ 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("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++]; + } + // 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++]; } // do trail light if (e->render.flags & RENDER_GLOWTRAIL) @@ -1528,16 +1517,24 @@ 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) @@ -1618,7 +1615,8 @@ 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++]; } if (cl_beams_polygons.integer) continue; @@ -1652,7 +1650,7 @@ 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); @@ -1684,7 +1682,7 @@ 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 @@ -1929,7 +1927,7 @@ void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name) if (!name) name = ""; namelen = strlen(name); - node = Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1); + 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);