X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=cl_main.c;h=d0a1010af7b442e4669790b5b41009b45704a11a;hp=9e1c7fb3515884f89161c464c519f72a25264611;hb=46cfccb1fef9095b35d4f6c37876a178361e3174;hpb=2bcead6482aaa294263f945688ac57541447440a diff --git a/cl_main.c b/cl_main.c index 9e1c7fb3..d0a1010a 100644 --- a/cl_main.c +++ b/cl_main.c @@ -112,6 +112,7 @@ void CL_ClearState(void) // reset the view zoom interpolation cl.mviewzoom[0] = cl.mviewzoom[1] = 1; + cl.sensitivityscale = 1.0f; // enable rendering of the world and such cl.csqc_vidvars.drawworld = true; @@ -123,13 +124,11 @@ void CL_ClearState(void) cl.num_entities = 0; cl.num_static_entities = 0; - cl.num_temp_entities = 0; cl.num_brushmodel_entities = 0; // tweak these if the game runs out cl.max_entities = 256; cl.max_static_entities = 256; - cl.max_temp_entities = 512; cl.max_effects = 256; cl.max_beams = 256; cl.max_dlights = MAX_DLIGHTS; @@ -155,7 +154,6 @@ void CL_ClearState(void) 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)); - cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t)); cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t)); cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t)); cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t)); @@ -196,7 +194,6 @@ void CL_ClearState(void) ent->state_current.active = true; ent->render.model = cl.worldmodel = NULL; // no world model yet ent->render.alpha = 1; - ent->render.colormap = -1; // no special coloring ent->render.flags = RENDER_SHADOW | RENDER_LIGHT; Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1); CL_UpdateRenderEntity(&ent->render); @@ -311,6 +308,9 @@ void CL_Disconnect(void) if (cls.state == ca_dedicated) return; + if (COM_CheckParm("-profilegameonly")) + Sys_AllowProfiling(false); + Curl_Clear_forthismap(); Con_DPrintf("CL_Disconnect\n"); @@ -496,6 +496,30 @@ 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); +} + //static const vec3_t nomodelmins = {-16, -16, -16}; //static const vec3_t nomodelmaxs = {16, 16, 16}; void CL_UpdateRenderEntity(entity_render_t *ent) @@ -549,6 +573,7 @@ void CL_UpdateRenderEntity(entity_render_t *ent) ent->maxs[1] = org[1] + 16; ent->maxs[2] = org[2] + 16; } + CL_UpdateRenderEntity_Lighting(ent); } /* @@ -579,25 +604,24 @@ static float CL_LerpPoint(void) void CL_ClearTempEntities (void) { - cl.num_temp_entities = 0; + r_refdef.scene.numtempentities = 0; } -entity_t *CL_NewTempEntity(void) +entity_render_t *CL_NewTempEntity(void) { - entity_t *ent; + entity_render_t *render; - if (r_refdef.numentities >= r_refdef.maxentities) + if (r_refdef.scene.numentities >= r_refdef.scene.maxentities) return NULL; - if (cl.num_temp_entities >= cl.max_temp_entities) + if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities) return NULL; - ent = &cl.temp_entities[cl.num_temp_entities++]; - memset (ent, 0, sizeof(*ent)); - r_refdef.entities[r_refdef.numentities++] = &ent->render; + render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++]; + memset (render, 0, sizeof(*render)); + r_refdef.scene.entities[r_refdef.scene.numentities++] = render; - ent->render.colormap = -1; // no special coloring - ent->render.alpha = 1; - VectorSet(ent->render.colormod, 1, 1, 1); - return ent; + render->alpha = 1; + VectorSet(render->colormod, 1, 1, 1); + return render; } void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate) @@ -641,35 +665,19 @@ void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, int i; dlight_t *dl; - /* -// first look for an exact key match - if (ent) - { - dl = cl.dlights; - for (i = 0;i < cl.num_dlights;i++, dl++) - if (dl->ent == ent) - goto dlightsetup; - } - */ - // then look for anything else dl = cl.dlights; - for (i = 0;i < cl.num_dlights;i++, dl++) + for (i = 0;i < cl.max_dlights;i++, dl++) if (!dl->radius) - goto dlightsetup; - // if we hit the end of the active dlights and found no gaps, add a new one - if (i < MAX_DLIGHTS) - { - cl.num_dlights = i + 1; - goto dlightsetup; - } + break; // unable to find one - return; + if (i == cl.max_dlights) + return; -dlightsetup: //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius); memset (dl, 0, sizeof(*dl)); + cl.num_dlights = max(cl.num_dlights, i + 1); Matrix4x4_Normalize(&dl->matrix, matrix); dl->ent = ent; Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin); @@ -745,13 +753,13 @@ void CL_RelinkLightFlashes(void) if (r_dynamic.integer) { - for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++) + for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++) { if (dl->radius) { tempmatrix = dl->matrix; Matrix4x4_Scale(&tempmatrix, dl->radius, 1); - R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags); + 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); } } } @@ -765,8 +773,8 @@ void CL_RelinkLightFlashes(void) { if (!cl.lightstyle || !cl.lightstyle[j].length) { - r_refdef.rtlightstylevalue[j] = 1; - r_refdef.lightstylevalue[j] = 256; + r_refdef.scene.rtlightstylevalue[j] = 1; + r_refdef.scene.lightstylevalue[j] = 256; continue; } k = i % cl.lightstyle[j].length; @@ -778,15 +786,15 @@ void CL_RelinkLightFlashes(void) // lightstylevalue is subject to a cvar for performance reasons; // skipping lightmap updates on most rendered frames substantially // improves framerates (but makes light fades look bad) - r_refdef.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f); - r_refdef.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22; + r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f); + r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22; } } void CL_AddQWCTFFlagModel(entity_t *player, int skin) { float f; - entity_t *flag; + entity_render_t *flagrender; matrix4x4_t flagmatrix; // this code taken from QuakeWorld @@ -821,19 +829,18 @@ void CL_AddQWCTFFlagModel(entity_t *player, int skin) } // end of code taken from QuakeWorld - flag = CL_NewTempEntity(); - if (!flag) + flagrender = CL_NewTempEntity(); + if (!flagrender) return; - flag->render.model = cl.model_precache[cl.qw_modelindex_flag]; - flag->render.skinnum = skin; - flag->render.colormap = -1; // no special coloring - flag->render.alpha = 1; - VectorSet(flag->render.colormod, 1, 1, 1); + flagrender->model = cl.model_precache[cl.qw_modelindex_flag]; + flagrender->skinnum = skin; + flagrender->alpha = 1; + VectorSet(flagrender->colormod, 1, 1, 1); // attach the flag to the player matrix Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1); - Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix); - CL_UpdateRenderEntity(&flag->render); + Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix); + CL_UpdateRenderEntity(flagrender); } matrix4x4_t viewmodelmatrix; @@ -845,6 +852,23 @@ 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; + if (colormap >= 0) + { + cbcolor = palette_rgb_pantscolormap[colormap & 0xF]; + VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor); + cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4]; + VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor); + } + else + { + VectorClear(ent->colormap_pantscolor); + VectorClear(ent->colormap_shirtcolor); + } +} + // 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) { @@ -868,37 +892,11 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod); e->render.entitynumber = e - cl.entities; if (e->state_current.flags & RENDER_COLORMAPPED) - { - unsigned char *cbcolor; - e->render.colormap = e->state_current.colormap; - cbcolor = palette_rgb_pantscolormap[e->render.colormap & 0xF]; - e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f); - e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f); - e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f); - cbcolor = palette_rgb_shirtcolormap[(e->render.colormap & 0xF0) >> 4]; - e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f); - e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f); - e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f); - } - else if (e->state_current.colormap && cl.scores != NULL && e->state_current.colormap <= cl.maxclients) - { - unsigned char *cbcolor; - e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it - cbcolor = palette_rgb_pantscolormap[e->render.colormap & 0xF]; - e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f); - e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f); - e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f); - cbcolor = palette_rgb_shirtcolormap[(e->render.colormap & 0xF0) >> 4]; - e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f); - e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f); - e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f); - } + CL_SetEntityColormapColors(&e->render, e->state_current.colormap); + else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL) + CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors); else - { - e->render.colormap = -1; // no special coloring - VectorClear(e->render.colormap_pantscolor); - VectorClear(e->render.colormap_shirtcolor); - } + CL_SetEntityColormapColors(&e->render, -1); e->render.skinnum = e->state_current.skin; if (e->state_current.tagentity) { @@ -941,7 +939,7 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat { // view-relative entity (guns and such) if (e->render.effects & EF_NOGUNBOB) - matrix = &r_view.matrix; // really attached to view + matrix = &r_refdef.view.matrix; // really attached to view else matrix = &viewmodelmatrix; // attached to gun bob matrix } @@ -1060,9 +1058,6 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale); } - // make the other useful stuff - CL_UpdateRenderEntity(&e->render); - // 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; @@ -1080,6 +1075,9 @@ 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; + + // make the other useful stuff + CL_UpdateRenderEntity(&e->render); } // creates light and trails from an entity @@ -1359,7 +1357,7 @@ void CL_LinkNetworkEntity(entity_t *e) CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false); } // muzzleflash fades over time, and is offset a bit - if (e->persistent.muzzleflash > 0 && r_refdef.numlights < MAX_DLIGHTS) + if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS) { vec3_t v2; vec3_t color; @@ -1371,7 +1369,7 @@ 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.lights[r_refdef.numlights++], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); + 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); } // LordHavoc: if the model has no flags, don't check each if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL)) @@ -1403,7 +1401,7 @@ void CL_LinkNetworkEntity(entity_t *e) 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.numlights < MAX_DLIGHTS) + 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); @@ -1411,10 +1409,10 @@ void CL_LinkNetworkEntity(entity_t *e) //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.lights[r_refdef.numlights++], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); + 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.numlights < MAX_DLIGHTS) + if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS) { matrix4x4_t dlightmatrix; float light[4]; @@ -1427,7 +1425,7 @@ 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.lights[r_refdef.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.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); } // do trail light if (e->render.flags & RENDER_GLOWTRAIL) @@ -1441,8 +1439,8 @@ void CL_LinkNetworkEntity(entity_t *e) 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.numentities < r_refdef.maxentities) - r_refdef.entities[r_refdef.numentities++] = &e->render; + if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities) + r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render; //if (cl.viewentity && e->state_current.number == cl.viewentity) // Matrix4x4_Print(&e->render.matrix); } @@ -1452,26 +1450,25 @@ void CL_RelinkWorld(void) entity_t *ent = &cl.entities[0]; // FIXME: this should be done at load ent->render.matrix = identitymatrix; - CL_UpdateRenderEntity(&ent->render); ent->render.flags = RENDER_SHADOW; if (!r_fullbright.integer) ent->render.flags |= RENDER_LIGHT; VectorSet(ent->render.colormod, 1, 1, 1); - r_refdef.worldentity = &ent->render; - r_refdef.worldmodel = cl.worldmodel; + CL_UpdateRenderEntity(&ent->render); + r_refdef.scene.worldentity = &ent->render; + r_refdef.scene.worldmodel = cl.worldmodel; } static void CL_RelinkStaticEntities(void) { int i; entity_t *e; - for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++) + for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++) { 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]; - CL_UpdateRenderEntity(&e->render); // either fullbright or lit if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer) e->render.flags |= RENDER_LIGHT; @@ -1480,7 +1477,8 @@ static void CL_RelinkStaticEntities(void) e->render.flags |= RENDER_SHADOW; VectorSet(e->render.colormod, 1, 1, 1); R_LerpAnimation(&e->render); - r_refdef.entities[r_refdef.numentities++] = &e->render; + CL_UpdateRenderEntity(&e->render); + r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render; } } @@ -1512,7 +1510,7 @@ static void CL_RelinkEffects(void) { int i, intframe; cl_effect_t *e; - entity_t *ent; + entity_render_t *entrender; float frame; for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++) @@ -1538,28 +1536,27 @@ 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 && (ent = CL_NewTempEntity())) + if (r_draweffects.integer && (entrender = CL_NewTempEntity())) { // interpolation stuff - ent->render.frame1 = intframe; - ent->render.frame2 = intframe + 1; - if (ent->render.frame2 >= e->endframe) - ent->render.frame2 = -1; // disappear - ent->render.framelerp = frame - intframe; - ent->render.frame1time = e->frame1time; - ent->render.frame2time = e->frame2time; + 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; // normal stuff if(e->modelindex < MAX_MODELS) - ent->render.model = cl.model_precache[e->modelindex]; + entrender->model = cl.model_precache[e->modelindex]; else - ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)]; - ent->render.colormap = -1; // no special coloring - ent->render.alpha = 1; - VectorSet(ent->render.colormod, 1, 1, 1); + entrender->model = cl.csqc_model_precache[-(e->modelindex+1)]; + entrender->alpha = 1; + VectorSet(entrender->colormod, 1, 1, 1); - Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1); - CL_UpdateRenderEntity(&ent->render); + Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1); + CL_UpdateRenderEntity(entrender); } } } @@ -1593,7 +1590,7 @@ void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end) len = VectorLength(dir); VectorNormalize(dir); VectorSet(localend, len, 0, 0); - Matrix4x4_Transform(&r_view.matrix, localend, end); + Matrix4x4_Transform(&r_refdef.view.matrix, localend, end); } } } @@ -1604,7 +1601,7 @@ void CL_RelinkBeams(void) beam_t *b; vec3_t dist, org, start, end; float d; - entity_t *ent; + entity_render_t *entrender; double yaw, pitch; float forward; matrix4x4_t tempmatrix; @@ -1623,13 +1620,13 @@ void CL_RelinkBeams(void) if (b->lightning) { - if (cl_beams_lightatend.integer && r_refdef.numlights < MAX_DLIGHTS) + if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS) { // FIXME: create a matrix from the beam start/end orientation 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.lights[r_refdef.numlights++], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); + 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); } if (cl_beams_polygons.integer) continue; @@ -1663,17 +1660,17 @@ void CL_RelinkBeams(void) d = VectorNormalizeLength(dist); while (d > 0) { - ent = CL_NewTempEntity (); - if (!ent) + entrender = CL_NewTempEntity (); + if (!entrender) return; //VectorCopy (org, ent->render.origin); - ent->render.model = b->model; + 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(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1); - CL_UpdateRenderEntity(&ent->render); + Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1); + CL_UpdateRenderEntity(entrender); VectorMA(org, 30, dist, org); d -= 30; } @@ -1687,7 +1684,7 @@ static void CL_RelinkQWNails(void) { int i; vec_t *v; - entity_t *ent; + entity_render_t *entrender; for (i = 0;i < cl.qw_num_nails;i++) { @@ -1695,17 +1692,16 @@ 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 (!(ent = CL_NewTempEntity())) + if (!(entrender = CL_NewTempEntity())) continue; // normal stuff - ent->render.model = cl.model_precache[cl.qw_modelindex_spike]; - ent->render.colormap = -1; // no special coloring - ent->render.alpha = 1; - VectorSet(ent->render.colormod, 1, 1, 1); + entrender->model = cl.model_precache[cl.qw_modelindex_spike]; + entrender->alpha = 1; + VectorSet(entrender->colormod, 1, 1, 1); - Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1); - CL_UpdateRenderEntity(&ent->render); + Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1); + CL_UpdateRenderEntity(entrender); } } @@ -1766,10 +1762,10 @@ Update client game world for a new frame */ void CL_UpdateWorld(void) { - r_refdef.extraupdate = !r_speeds.integer; - r_refdef.numentities = 0; - r_refdef.numlights = 0; - r_view.matrix = identitymatrix; + r_refdef.scene.extraupdate = !r_speeds.integer; + r_refdef.scene.numentities = 0; + r_refdef.scene.numlights = 0; + r_refdef.view.matrix = identitymatrix; cl.num_brushmodel_entities = 0; @@ -1811,7 +1807,7 @@ void CL_UpdateWorld(void) R_MoveExplosions(); } - r_refdef.time = cl.time; + r_refdef.scene.time = cl.time; } // LordHavoc: pausedemo command @@ -1833,13 +1829,26 @@ static void CL_Fog_f (void) { if (Cmd_Argc () == 1) { - Con_Printf("\"fog\" is \"%f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue); + 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); return; } - 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_start = 0; + r_refdef.fog_end = 16384; + r_refdef.fog_alpha = 1; + if(Cmd_Argc() > 1) + r_refdef.fog_density = atof(Cmd_Argv(1)); + if(Cmd_Argc() > 2) + r_refdef.fog_red = atof(Cmd_Argv(2)); + if(Cmd_Argc() > 3) + r_refdef.fog_green = atof(Cmd_Argv(3)); + if(Cmd_Argc() > 4) + r_refdef.fog_blue = atof(Cmd_Argv(4)); + if(Cmd_Argc() > 5) + r_refdef.fog_alpha = atof(Cmd_Argv(5)); + if(Cmd_Argc() > 6) + r_refdef.fog_start = atof(Cmd_Argv(6)); + if(Cmd_Argc() > 7) + r_refdef.fog_end = atof(Cmd_Argv(7)); } /* @@ -1854,12 +1863,12 @@ static void CL_TimeRefresh_f (void) int i; float timestart, timedelta; - r_refdef.extraupdate = false; + r_refdef.scene.extraupdate = false; timestart = Sys_DoubleTime(); for (i = 0;i < 128;i++) { - Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, r_view.origin[0], r_view.origin[1], r_view.origin[2], 0, i / 128.0 * 360.0, 0, 1); + 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); CL_UpdateScreen(); } timedelta = Sys_DoubleTime() - timestart; @@ -1966,7 +1975,7 @@ void CL_Locs_Add_f(void) void CL_Locs_RemoveNearest_f(void) { cl_locnode_t *loc; - loc = CL_Locs_FindNearest(r_view.origin); + loc = CL_Locs_FindNearest(r_refdef.view.origin); if (loc) CL_Locs_FreeNode(loc); else @@ -2218,8 +2227,11 @@ void CL_Init (void) memset(&r_refdef, 0, sizeof(r_refdef)); // max entities sent to renderer per frame - r_refdef.maxentities = MAX_EDICTS + 256 + 512; - r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities); + 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; + r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities); CL_InitInput (); @@ -2264,7 +2276,7 @@ void CL_Init (void) Cvar_RegisterVariable (&cl_autodemo); Cvar_RegisterVariable (&cl_autodemo_nameformat); - Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)"); + Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist maxdist]])"); // 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)"); @@ -2310,9 +2322,7 @@ void CL_Init (void) CL_Screen_Init(); CL_Video_Init(); -#ifdef SUPPORT_GECKO CL_Gecko_Init(); -#endif }