X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=cl_main.c;h=e5f6fef1cd9c2166375966332043f379e6e7968a;hp=3b659c596972031ef6f15a7d8b3f188a90a15895;hb=0254ae31b9a4800d63f8d89507e5a9b31de455ea;hpb=a9c78f0e29accdafe13371463fd9f219091848b2 diff --git a/cl_main.c b/cl_main.c index 3b659c59..e5f6fef1 100644 --- a/cl_main.c +++ b/cl_main.c @@ -38,6 +38,8 @@ cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprog 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_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 +56,8 @@ 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 +75,8 @@ 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"}; @@ -80,30 +85,32 @@ 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; -#define MAX_PARTICLES 32768 // default max # of particles at one time -#define MAX_DECALS 32768 // default max # of decals at one time -#define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line - /* ===================== CL_ClearState ===================== */ +void CL_VM_ShutDown (void); 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)); @@ -115,7 +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; @@ -124,39 +131,29 @@ 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_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 = MAX_PARTICLES; - cl.max_decals = MAX_DECALS; + cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically + cl.max_decals = MAX_DECALS_INITIAL; // grows dynamically cl.max_showlmps = 0; -// COMMANDLINEOPTION: Client: -particles changes maximum number of particles at once, default 32768 - i = COM_CheckParm ("-particles"); - if (i && i < com_argc - 1) - { - cl.max_particles = (int)(atoi(com_argv[i+1])); - if (cl.max_particles < ABSOLUTE_MIN_PARTICLES) - cl.max_particles = ABSOLUTE_MIN_PARTICLES; - } - 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)); - 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)); @@ -174,7 +171,7 @@ void CL_ClearState(void) cl.entities[i].state_current = defaultstate; } - if (gamemode == GAME_NEXUIZ) + if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC) { VectorSet(cl.playerstandmins, -16, -16, -24); VectorSet(cl.playerstandmaxs, 16, 16, 45); @@ -199,6 +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 @@ -222,7 +220,7 @@ void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allo 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] == '\"') @@ -297,7 +295,30 @@ 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 @@ -318,6 +339,8 @@ 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 (); @@ -388,7 +411,7 @@ 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; @@ -415,7 +438,24 @@ void CL_EstablishConnection(const char *host) 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; + } + M_Update_Return_Reason("Trying to connect..."); + // run several network frames to jump into the game quickly //if (sv.active) //{ @@ -453,7 +493,7 @@ 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); } } @@ -466,17 +506,19 @@ 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->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++; } } @@ -499,41 +541,22 @@ 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); // we need the matrix origin to center the box Matrix4x4_OriginFromMatrix(&ent->matrix, org); // update entity->render.scale because the renderer needs it @@ -576,7 +599,6 @@ void CL_UpdateRenderEntity(entity_render_t *ent) ent->maxs[1] = org[1] + 16; ent->maxs[2] = org[2] + 16; } - CL_UpdateRenderEntity_Lighting(ent); } /* @@ -607,24 +629,37 @@ static float CL_LerpPoint(void) void CL_ClearTempEntities (void) { - cl.num_temp_entities = 0; + 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_t *CL_NewTempEntity(void) +entity_render_t *CL_NewTempEntity(double shadertime) { - 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) + { + r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already 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.alpha = 1; - VectorSet(ent->render.colormod, 1, 1, 1); - return ent; + render->shadertime = shadertime; + render->alpha = 1; + VectorSet(render->colormod, 1, 1, 1); + VectorSet(render->glowmod, 1, 1, 1); + return render; } void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate) @@ -756,17 +791,29 @@ 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); + // 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; @@ -774,10 +821,18 @@ 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.rtlightstylevalue[j] = 1; - r_refdef.lightstylevalue[j] = 256; + 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; @@ -789,61 +844,63 @@ 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) { + int frame = player->render.framegroupblend[0].frame; float f; - entity_t *flag; + 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 - flag = CL_NewTempEntity(); - if (!flag) + flagrender = CL_NewTempEntity(player->render.shadertime); + if (!flagrender) return; - flag->render.model = cl.model_precache[cl.qw_modelindex_flag]; - flag->render.skinnum = skin; - flag->render.alpha = 1; - VectorSet(flag->render.colormod, 1, 1, 1); + 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(&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; @@ -877,10 +934,10 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat { 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; + float 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 @@ -893,7 +950,11 @@ 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) @@ -909,33 +970,36 @@ 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) @@ -962,11 +1026,7 @@ 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) @@ -974,11 +1034,23 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat // 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 { @@ -989,10 +1061,7 @@ 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) @@ -1007,11 +1076,15 @@ 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)) { @@ -1021,27 +1094,35 @@ 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); + 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 @@ -1063,13 +1144,18 @@ 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) @@ -1078,8 +1164,17 @@ 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; // make the other useful stuff + e->render.allowdecals = true; CL_UpdateRenderEntity(&e->render); } @@ -1108,15 +1203,15 @@ void CL_UpdateNetworkEntityTrail(entity_t *e) { if (e->render.effects & EF_BRIGHTFIELD) { - if (gamemode == GAME_NEXUIZ) + if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC) 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); 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); } if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW)) { @@ -1160,7 +1255,7 @@ 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); + CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true, NULL, NULL); } // now that the entity has survived one trail update it is allowed to // leave a real trail on later frames @@ -1218,6 +1313,8 @@ void CL_UpdateNetworkCollisionEntities(void) } } +extern void R_DecalSystem_Reset(decalsystem_t *decalsystem); + /* =============== CL_UpdateNetworkEntities @@ -1242,7 +1339,10 @@ void CL_UpdateNetworkEntities(void) CL_UpdateNetworkEntityTrail(ent); } else + { + R_DecalSystem_Reset(&ent->render.decalsystem); cl.entities_active[i] = false; + } } } } @@ -1254,7 +1354,7 @@ void CL_UpdateViewModel(void) 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]; @@ -1274,9 +1374,9 @@ 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); } @@ -1299,7 +1399,13 @@ 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 @@ -1322,7 +1428,7 @@ void CL_LinkNetworkEntity(entity_t *e) { if (e->render.effects & EF_BRIGHTFIELD) { - if (gamemode == GAME_NEXUIZ) + if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC) trailtype = EFFECT_TR_NEXUIZPLASMA; } if (e->render.effects & EF_DIMLIGHT) @@ -1355,24 +1461,25 @@ 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); 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); } // 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; 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, 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.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.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)) @@ -1403,19 +1510,8 @@ 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.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.lights[r_refdef.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]; @@ -1428,22 +1524,31 @@ 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.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];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 (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); - // 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.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); } @@ -1457,31 +1562,40 @@ 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.worldentity = &ent->render; - r_refdef.worldmodel = cl.worldmodel; + 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]; + 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); + e->render.allowdecals = true; CL_UpdateRenderEntity(&e->render); - r_refdef.entities[r_refdef.numentities++] = &e->render; + r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render; } } @@ -1513,7 +1627,7 @@ 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++) @@ -1539,27 +1653,33 @@ 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(e->starttime))) { // 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->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) - ent->render.model = cl.model_precache[e->modelindex]; - else - ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)]; - ent->render.alpha = 1; - VectorSet(ent->render.colormod, 1, 1, 1); + entrender->model = CL_GetModelByIndex(e->modelindex); + entrender->alpha = 1; + VectorSet(entrender->colormod, 1, 1, 1); + VectorSet(entrender->glowmod, 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); } } } @@ -1604,7 +1724,7 @@ 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 +1743,14 @@ 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.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) continue; @@ -1663,17 +1784,17 @@ void CL_RelinkBeams(void) d = VectorNormalizeLength(dist); while (d > 0) { - ent = CL_NewTempEntity (); - if (!ent) + entrender = CL_NewTempEntity (0); + 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 +1808,7 @@ 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++) { @@ -1695,16 +1816,17 @@ 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(0))) continue; // normal stuff - ent->render.model = cl.model_precache[cl.qw_modelindex_spike]; - ent->render.alpha = 1; - VectorSet(ent->render.colormod, 1, 1, 1); + 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(&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); } } @@ -1765,11 +1887,12 @@ 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_refdef.scene.extraupdate = !r_speeds.integer; + r_refdef.scene.numentities = 0; + r_refdef.scene.numlights = 0; r_refdef.view.matrix = identitymatrix; - + r_refdef.view.quality = 1; + cl.num_brushmodel_entities = 0; if (cls.state == ca_connected && cls.signon == SIGNONS) @@ -1804,13 +1927,10 @@ void CL_UpdateWorld(void) CL_RelinkLightFlashes(); CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS); - // move decals, particles, and any other effects - CL_MoveDecals(); - CL_MoveParticles(); - R_MoveExplosions(); + // decals, particles, and explosions will be updated during rneder } - r_refdef.time = cl.time; + r_refdef.scene.time = cl.time; } // LordHavoc: pausedemo command @@ -1832,12 +1952,10 @@ 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) @@ -1852,8 +1970,38 @@ 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 @@ -1866,12 +2014,13 @@ 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_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.quality = 1; CL_UpdateScreen(); } timedelta = Sys_DoubleTime() - timestart; @@ -1929,9 +2078,10 @@ 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) @@ -1941,7 +2091,7 @@ 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); @@ -2006,10 +2156,9 @@ 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 @@ -2084,14 +2233,12 @@ 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; @@ -2109,10 +2256,10 @@ 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)) @@ -2129,7 +2276,7 @@ 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) @@ -2140,10 +2287,10 @@ 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++; } } @@ -2225,13 +2372,18 @@ 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); 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); + + // 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 (); @@ -2248,6 +2400,9 @@ void CL_Init (void) Cvar_RegisterVariable (&cl_anglespeedkey); Cvar_RegisterVariable (&cl_shownet); Cvar_RegisterVariable (&cl_nolerp); + 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); @@ -2275,8 +2430,10 @@ 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)"); @@ -2300,6 +2457,7 @@ void CL_Init (void) Cvar_RegisterVariable(&cl_dlights_decaybrightness); Cvar_RegisterVariable(&cl_prydoncursor); + Cvar_RegisterVariable(&cl_prydoncursor_notrace); Cvar_RegisterVariable(&cl_deathnoviewmodel); @@ -2322,9 +2480,7 @@ void CL_Init (void) CL_Screen_Init(); CL_Video_Init(); -#ifdef SUPPORT_GECKO CL_Gecko_Init(); -#endif }