X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=client.h;h=245d590ec9dfa92c5e372eb31d753a1825cfb8ae;hp=0b16a62d0a8089b5b99bf1b778e4c0231b0e46ee;hb=3dbf0ca46d1e54ba7bc028217ae444f30f37b5af;hpb=00d8da42f76d5e04a9d11e0deaac38391132808a diff --git a/client.h b/client.h index 0b16a62d..245d590e 100644 --- a/client.h +++ b/client.h @@ -226,6 +226,12 @@ frameblend_t; // LordHavoc: this struct is intended for the renderer but some fields are // used by the client. +// +// The renderer should not rely on any changes to this struct to be persistent +// across multiple frames because temp entities are wiped every frame, but it +// is acceptable to cache things in this struct that are not critical. +// +// For example the r_cullentities_trace code does such caching. typedef struct entity_render_s { // location @@ -243,13 +249,9 @@ typedef struct entity_render_s // NULL = no model model_t *model; - // current uninterpolated animation frame (for things which do not use interpolation) - int frame; // number of the entity represents, or 0 for non-network entities int entitynumber; - // entity shirt and pants colors (-1 if not colormapped) - int colormap; - // literal colors for renderer + // literal colormap colors for renderer, if both are 0 0 0 it is not colormapped vec3_t colormap_pantscolor; vec3_t colormap_shirtcolor; // light, particles, etc @@ -284,11 +286,12 @@ typedef struct entity_render_s // 4 frame numbers (-1 if not used) and their blending scalers (0-1), if interpolation is not desired, use frame instead frameblend_t frameblend[4]; - // current lighting from map + // current lighting from map (updated ONLY by client code, not renderer) vec3_t modellight_ambient; vec3_t modellight_diffuse; // q3bsp vec3_t modellight_lightdir; // q3bsp + // FIELDS UPDATED BY RENDERER: // last time visible during trace culling double last_trace_visibility; } @@ -443,6 +446,13 @@ typedef struct capturevideostate_s fs_offset_t videofile_totalframes_offset1; fs_offset_t videofile_totalframes_offset2; fs_offset_t videofile_totalsampleframes_offset; + int videofile_ix_master_audio_inuse; + fs_offset_t videofile_ix_master_audio_inuse_offset; + fs_offset_t videofile_ix_master_audio_start_offset; + int videofile_ix_master_video_inuse; + fs_offset_t videofile_ix_master_video_inuse_offset; + fs_offset_t videofile_ix_master_video_start_offset; + fs_offset_t videofile_ix_movistart; qfile_t *videofile; qboolean active; qboolean realtime; @@ -502,12 +512,9 @@ typedef struct client_static_s // -1 = use normal cd track int forcetrack; qfile_t *demofile; - // to meter out one message a frame - int td_lastframe; - // host_framecount at start - int td_startframe; // realtime at second frame of timedemo (LordHavoc: changed to double) double td_starttime; + int td_frames; // total frames parsed double td_onesecondnexttime; double td_onesecondframes; double td_onesecondminframes; @@ -626,33 +633,54 @@ particletype_t; typedef enum { - pt_alphastatic, pt_static, pt_spark, pt_beam, pt_rain, pt_raindecal, pt_snow, pt_bubble, pt_blood, pt_smoke, pt_decal, pt_entityparticle, pt_total + pt_dead, pt_alphastatic, pt_static, pt_spark, pt_beam, pt_rain, pt_raindecal, pt_snow, pt_bubble, pt_blood, pt_smoke, pt_decal, pt_entityparticle, pt_total } ptype_t; +typedef struct decal_s +{ + // fields used by rendering: (40 bytes) + unsigned short typeindex; + unsigned short texnum; + vec3_t org; + vec3_t normal; + float size; + float alpha; // 0-255 + unsigned char color[3]; + unsigned char unused1; + + // fields not used by rendering: (36 bytes in 32bit, 40 bytes in 64bit) + float time2; // used for decal fade + unsigned int owner; // decal stuck to this entity + model_t *ownermodel; // model the decal is stuck to (used to make sure the entity is still alive) + vec3_t relativeorigin; // decal at this location in entity's coordinate space + vec3_t relativenormal; // decal oriented this way relative to entity's coordinate space +} +decal_t; + typedef struct particle_s { - particletype_t *type; - int texnum; - vec3_t org; - vec3_t vel; // velocity of particle, or orientation of decal, or end point of beam - float size; - float sizeincrease; // rate of size change per second - float alpha; // 0-255 - float alphafade; // how much alpha reduces per second - float time2; // used for snow fluttering and decal fade - float bounce; // how much bounce-back from a surface the particle hits (0 = no physics, 1 = stop and slide, 2 = keep bouncing forever, 1.5 is typical) - float gravity; // how much gravity affects this particle (1.0 = normal gravity, 0.0 = none) - float airfriction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction) - float liquidfriction; // how much liquid friction affects this object (objects with a low mass/size ratio tend to get more liquid friction) - unsigned char color[4]; - unsigned int owner; // decal stuck to this entity - model_t *ownermodel; // model the decal is stuck to (used to make sure the entity is still alive) - vec3_t relativeorigin; // decal at this location in entity's coordinate space - vec3_t relativedirection; // decal oriented this way relative to entity's coordinate space - float delayedcollisions; // time that p->bounce becomes active - float delayedspawn; // time that particle appears and begins moving - float die; // time when this particle should be removed, regardless of alpha + // fields used by rendering: (40 bytes) + unsigned short typeindex; + unsigned short texnum; + vec3_t org; + vec3_t vel; // velocity of particle, or orientation of decal, or end point of beam + float size; + float alpha; // 0-255 + unsigned char color[3]; + unsigned char qualityreduction; // enables skipping of this particle according to r_refdef.view.qualityreduction + + // fields not used by rendering: (40 bytes) + float sizeincrease; // rate of size change per second + float alphafade; // how much alpha reduces per second + float time2; // used for snow fluttering and decal fade + float bounce; // how much bounce-back from a surface the particle hits (0 = no physics, 1 = stop and slide, 2 = keep bouncing forever, 1.5 is typical) + float gravity; // how much gravity affects this particle (1.0 = normal gravity, 0.0 = none) + float airfriction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction) + float liquidfriction; // how much liquid friction affects this object (objects with a low mass/size ratio tend to get more liquid friction) + float delayedcollisions; // time that p->bounce becomes active + float delayedspawn; // time that particle appears and begins moving + float die; // time when this particle should be removed, regardless of alpha } particle_t; @@ -674,6 +702,16 @@ typedef struct cl_locnode_s } cl_locnode_t; +typedef struct showlmp_s +{ + qboolean isactive; + float x; + float y; + char label[32]; + char pic[128]; +} +showlmp_t; + // // the client_state_t structure is wiped completely at every // server signon @@ -819,6 +857,11 @@ typedef struct client_state_s int viewentity; // the real player entity (normally same as viewentity, // different than viewentity if mod uses chasecam or other tricks) + int realplayerentity; + // this is updated to match cl.viewentity whenever it is in the clients + // range, basically this is used in preference to cl.realplayerentity for + // most purposes because when spectating another player it should show + // their information rather than yours int playerentity; // max players that can be in this game int maxclients; @@ -886,35 +929,41 @@ typedef struct client_state_s int max_entities; int max_static_entities; - int max_temp_entities; int max_effects; int max_beams; int max_dlights; int max_lightstyle; int max_brushmodel_entities; int max_particles; + int max_decals; + int max_showlmps; entity_t *entities; unsigned char *entities_active; entity_t *static_entities; - entity_t *temp_entities; cl_effect_t *effects; beam_t *beams; dlight_t *dlights; lightstyle_t *lightstyle; int *brushmodel_entities; particle_t *particles; + decal_t *decals; + showlmp_t *showlmps; int num_entities; int num_static_entities; - int num_temp_entities; int num_brushmodel_entities; int num_effects; int num_beams; int num_dlights; int num_particles; + int num_decals; + int num_showlmps; + double particles_updatetime; + double decals_updatetime; int free_particle; + int free_decal; // cl_serverextension_download feature int loadmodel_current; @@ -924,6 +973,7 @@ typedef struct client_state_s int downloadsound_current; int loadsound_total; qboolean downloadcsqc; + qboolean loadcsqc; qboolean loadbegun; qboolean loadfinished; @@ -942,14 +992,17 @@ typedef struct client_state_s int qw_teamplay; // unused: indicates whether the player is spectating - // use cl.scores[cl.playerentity].qw_spectator instead + // use cl.scores[cl.playerentity-1].qw_spectator instead //qboolean qw_spectator; + // last time an input packet was sent + double lastpackettime; + // movement parameters for client prediction float movevars_wallfriction; float movevars_waterfriction; float movevars_friction; - float movevars_ticrate; + float movevars_packetinterval; // in game time (cl.time), not realtime float movevars_timescale; float movevars_gravity; float movevars_stopspeed; @@ -1095,6 +1148,7 @@ void CL_Disconnect (void); void CL_Disconnect_f (void); void CL_UpdateRenderEntity(entity_render_t *ent); +void CL_SetEntityColormapColors(entity_render_t *ent, int colormap); void CL_UpdateViewEntities(void); // @@ -1124,7 +1178,7 @@ void CL_Beam_CalculatePositions (const beam_t *b, vec3_t start, vec3_t end); void CL_ClientMovement_Replay(void); void CL_ClearTempEntities (void); -entity_t *CL_NewTempEntity (void); +entity_render_t *CL_NewTempEntity (void); void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate); @@ -1136,7 +1190,7 @@ void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allo void CL_UpdateWorld (void); void CL_WriteToServer (void); void CL_Input (void); -extern qboolean cl_ignoremousemove; +extern int cl_ignoremousemoves; float CL_KeyState (kbutton_t *key); @@ -1190,7 +1244,6 @@ extern cvar_t cl_particles_blood; extern cvar_t cl_particles_blood_alpha; extern cvar_t cl_particles_blood_bloodhack; extern cvar_t cl_particles_bulletimpacts; -extern cvar_t cl_particles_explosions_smoke; extern cvar_t cl_particles_explosions_sparks; extern cvar_t cl_particles_explosions_shell; extern cvar_t cl_particles_rain; @@ -1260,8 +1313,6 @@ void CL_ParticleRain (const vec3_t mins, const vec3_t maxs, const vec3_t dir, in void CL_EntityParticles (const entity_t *ent); void CL_ParticleExplosion (const vec3_t org); void CL_ParticleExplosion2 (const vec3_t org, int colorStart, int colorLength); -void CL_MoveParticles(void); -void R_MoveExplosions(void); void R_NewExplosion(const vec3_t org); void Debug_PolygonBegin(const char *picname, int flags, qboolean draw2d, float linewidth); @@ -1272,20 +1323,24 @@ void Debug_PolygonEnd(void); extern qboolean sb_showscores; -#define NUMCROSSHAIRS 32 -extern cachepic_t *r_crosshairs[NUMCROSSHAIRS+1]; - float FogPoint_World(const vec3_t p); float FogPoint_Model(const vec3_t p); +float FogForDistance(vec_t dist); typedef struct r_refdef_stats_s { + int renders; int entities; int entities_surfaces; int entities_triangles; int world_leafs; int world_portals; + int world_surfaces; + int world_triangles; + int lightmapupdates; + int lightmapupdatepixels; int particles; + int decals; int meshes; int meshes_elements; int lights; @@ -1300,29 +1355,96 @@ typedef struct r_refdef_stats_s } r_refdef_stats_t; -typedef struct r_refdef_s +typedef struct r_refdef_view_s { - // these fields define the basic rendering information for the world - // but not the view, which could change multiple times in one rendered - // frame (for example when rendering textures for certain effects) + // view information (changes multiple times per frame) + // if any of these variables change then r_refdef.viewcache must be regenerated + // by calling R_View_Update + // (which also updates viewport, scissor, colormask) - // these are set for water warping before - // frustum_x/frustum_y are calculated - float frustumscale_x, frustumscale_y; + // it is safe and expected to copy this into a structure on the stack and + // call the renderer recursively, then restore from the stack afterward + // (as long as R_View_Update is called) - // minimum visible distance (pixels closer than this disappear) - double nearclip; - // maximum visible distance (pixels further than this disappear in 16bpp modes, - // in 32bpp an infinite-farclip matrix is used instead) - double farclip; + // eye position information + matrix4x4_t matrix, inverse_matrix; + vec3_t origin; + vec3_t forward; + vec3_t left; + vec3_t right; + vec3_t up; + int numfrustumplanes; + mplane_t frustum[6]; + qboolean useclipplane; + qboolean usecustompvs; // uses r_refdef.viewcache.pvsbits as-is rather than computing it + mplane_t clipplane; + float frustum_x, frustum_y; + vec3_t frustumcorner[4]; + // if turned off it renders an ortho view + int useperspective; + float ortho_x, ortho_y; - // fullscreen color blend - float viewblend[4]; + // screen area to render in + int x; + int y; + int z; + int width; + int height; + int depth; + + // which color components to allow (for anaglyph glasses) + int colormask[4]; + + // global RGB color multiplier for rendering, this is required by HDR + float colorscale; + + // whether to call R_ClearScreen before rendering stuff + qboolean clear; + + // whether to draw r_showtris and such, this is only true for the main + // view render, all secondary renders (HDR, mirrors, portals, cameras, + // distortion effects, etc) omit such debugging information + qboolean showdebug; + + // these define which values to use in GL_CullFace calls to request frontface or backface culling + int cullface_front; + int cullface_back; + + // reduces render quality: + // 0 = full quality + // 1 = skip every other particle and some lights + // 2 = skip 75% of particles and some lights + int qualityreduction; +} +r_refdef_view_t; + +typedef struct r_refdef_viewcache_s +{ + // these properties are generated by R_View_Update() + + // which entities are currently visible for this viewpoint + // (the used range is 0...r_refdef.scene.numentities) + unsigned char entityvisible[MAX_EDICTS]; + // flag arrays used for visibility checking on world model + // (all other entities have no per-surface/per-leaf visibility checks) + // TODO: dynamic resize according to r_refdef.scene.worldmodel->brush.num_clusters + unsigned char world_pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps + // TODO: dynamic resize according to r_refdef.scene.worldmodel->brush.num_leafs + unsigned char world_leafvisible[32768]; // FIXME: buffer overflow on huge maps + // TODO: dynamic resize according to r_refdef.scene.worldmodel->num_surfaces + unsigned char world_surfacevisible[262144]; // FIXME: buffer overflow on huge maps + // if true, the view is currently in a leaf without pvs data + qboolean world_novis; +} +r_refdef_viewcache_t; +// TODO: really think about which fields should go into scene and which one should stay in refdef [1/7/2008 Black] +// maybe also refactor some of the functions to support different setting sources (ie. fogenabled, etc.) for different scenes +typedef struct r_refdef_scene_s { // whether to call S_ExtraUpdate during render to reduce sound chop qboolean extraupdate; - // client gameworld time for rendering time based effects + // (client gameworld) time for rendering time based effects double time; // the world @@ -1336,13 +1458,46 @@ typedef struct r_refdef_s int numentities; int maxentities; + // field of temporary entities that is reset each (client) frame + entity_render_t *tempentities; + int numtempentities; + int maxtempentities; + // renderable dynamic lights rtlight_t lights[MAX_DLIGHTS]; int numlights; + // intensities for light styles right now, controls rtlights + float rtlightstylevalue[256]; // float fraction of base light value // 8.8bit fixed point intensities for light styles - // controls intensity of dynamic lights and lightmap layers - unsigned short lightstylevalue[256]; // 8.8 fraction of base light value + // controls intensity lightmap layers + unsigned short lightstylevalue[256]; // 8.8 fraction of base light value +} r_refdef_scene_t; + +typedef struct r_refdef_s +{ + // these fields define the basic rendering information for the world + // but not the view, which could change multiple times in one rendered + // frame (for example when rendering textures for certain effects) + + // these are set for water warping before + // frustum_x/frustum_y are calculated + float frustumscale_x, frustumscale_y; + + // current view settings (these get reset a few times during rendering because of water rendering, reflections, etc) + r_refdef_view_t view; + r_refdef_viewcache_t viewcache; + + // minimum visible distance (pixels closer than this disappear) + double nearclip; + // maximum visible distance (pixels further than this disappear in 16bpp modes, + // in 32bpp an infinite-farclip matrix is used instead) + double farclip; + + // fullscreen color blend + float viewblend[4]; + + r_refdef_scene_t scene; vec3_t fogcolor; vec_t fogrange; @@ -1350,10 +1505,14 @@ typedef struct r_refdef_s vec_t fogmasktabledistmultiplier; #define FOGMASKTABLEWIDTH 1024 float fogmasktable[FOGMASKTABLEWIDTH]; + float fogmasktable_start, fogmasktable_alpha, fogmasktable_range, fogmasktable_density; float fog_density; float fog_red; float fog_green; float fog_blue; + float fog_alpha; + float fog_start; + float fog_end; qboolean fogenabled; qboolean oldgl_fogenable; @@ -1381,67 +1540,7 @@ typedef struct r_refdef_s } r_refdef_t; -typedef struct r_view_s -{ - // view information (changes multiple times per frame) - // if any of these variables change then r_viewcache must be regenerated - // by calling R_View_Update - // (which also updates viewport, scissor, colormask) - - // it is safe and expected to copy this into a structure on the stack and - // call the renderer recursively, then restore from the stack afterward - // (as long as R_View_Update is called) - - // eye position information - matrix4x4_t matrix; - vec3_t origin; - vec3_t forward; - vec3_t left; - vec3_t right; - vec3_t up; - mplane_t frustum[5]; - float frustum_x, frustum_y; - vec3_t frustumcorner[4]; - - // screen area to render in - int x; - int y; - int z; - int width; - int height; - int depth; - - // which color components to allow (for anaglyph glasses) - int colormask[4]; - - // global RGB color multiplier for rendering, this is required by HDR - float colorscale; -} -r_view_t; - -typedef struct r_viewcache_s -{ - // these properties are generated by R_View_Update() - - // which entities are currently visible for this viewpoint - // (the used range is 0...r_refdef.numentities) - unsigned char entityvisible[MAX_EDICTS]; - // flag arrays used for visibility checking on world model - // (all other entities have no per-surface/per-leaf visibility checks) - // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_clusters - unsigned char world_pvsbits[(32768+7)>>3]; - // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs - unsigned char world_leafvisible[32768]; - // TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces - unsigned char world_surfacevisible[262144]; - // if true, the view is currently in a leaf without pvs data - qboolean world_novis; -} -r_viewcache_t; - extern r_refdef_t r_refdef; -extern r_view_t r_view; -extern r_viewcache_t r_viewcache; #endif