]> de.git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
removed CL_UpdateEntities call in CSQC rendering code
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 8 Feb 2007 15:57:21 +0000 (15:57 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 8 Feb 2007 15:57:21 +0000 (15:57 +0000)
changed r_refdef.lights from dlight_t * to rtlight_t (no longer a pointer)
modified CL_UpdateLights to setup the r_refdef.lights[] entry instead of merely pointing to the rtlight_t in the dlight_t struct
changed csqc dlight handling to comply with the spec (R_ClearScene resets r_refdef.numlights, then VM_R_AddEntities adds all engine-based entities and lights)
moved single-frame dlight spawning for rocket glow and such from CL_UpdateNetworkEntity to CL_LinkNetworkEntity (which is called by VM_R_AddEntities)
replaced all single-frame uses of CL_AllocDLight with R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], ...) calls, this includes lights such as muzzleflash, rocket glow, .glow_size lights, tenebrae dlights, etc
renamed CL_AllocDlight to CL_AllocLightFlash
renamed CL_DecayLights to CL_DecayLightFlashes
renamed CL_UpdateLights to CL_RelinkLightFlashes
renamed CL_ParticleEffect to CL_ParticleTrail and added spawndlight/spawnparticles boolean parameters, then added a CL_ParticleEffect which calls this with true for both
removed cubemapnum field from dlight_t

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@6809 d7cf8633-e32d-0410-b094-e92efae38249

cl_main.c
cl_parse.c
cl_particles.c
client.h
clvm_cmds.c
csprogs.c
r_light.c
r_shadow.c
r_shadow.h

index fdd019a22ac4a81038daec83fac3fb0ce4b41a0e..9719b5561b8899acc25a12350c3afe8cff1610b4 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -576,7 +576,7 @@ void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float
        }
 }
 
        }
 }
 
-void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
+void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
 {
        int i;
        dlight_t *dl;
 {
        int i;
        dlight_t *dl;
@@ -615,6 +615,7 @@ dlightsetup:
        Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
        CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
        Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
        Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
        CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
        Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
+       Matrix4x4_Scale(&dl->matrix, radius, 1);
        dl->radius = radius;
        dl->color[0] = red;
        dl->color[1] = green;
        dl->radius = radius;
        dl->color[0] = red;
        dl->color[1] = green;
@@ -629,7 +630,10 @@ dlightsetup:
                dl->die = cl.time + lifetime;
        else
                dl->die = 0;
                dl->die = cl.time + lifetime;
        else
                dl->die = 0;
-       dl->cubemapnum = cubemapnum;
+       if (cubemapnum > 0)
+               dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
+       else
+               dl->cubemapname[0] = 0;
        dl->style = style;
        dl->shadow = shadowenable;
        dl->corona = corona;
        dl->style = style;
        dl->shadow = shadowenable;
        dl->corona = corona;
@@ -640,8 +644,7 @@ dlightsetup:
        dl->specularscale = specularscale;
 }
 
        dl->specularscale = specularscale;
 }
 
-// called before entity relinking
-void CL_DecayLights(void)
+void CL_DecayLightFlashes(void)
 {
        int i, oldmax;
        dlight_t *dl;
 {
        int i, oldmax;
        dlight_t *dl;
@@ -667,25 +670,17 @@ void CL_DecayLights(void)
        }
 }
 
        }
 }
 
-// called after entity relinking
-void CL_UpdateLights(void)
+// called before entity relinking
+void CL_RelinkLightFlashes(void)
 {
        int i, j, k, l;
        dlight_t *dl;
        float frac, f;
 
 {
        int i, j, k, l;
        dlight_t *dl;
        float frac, f;
 
-       r_refdef.numlights = 0;
        if (r_dynamic.integer)
        if (r_dynamic.integer)
-       {
-               for (i = 0, dl = cl.dlights;i < cl.num_dlights;i++, dl++)
-               {
+               for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++)
                        if (dl->radius)
                        if (dl->radius)
-                       {
-                               R_RTLight_Update(dl, false);
-                               r_refdef.lights[r_refdef.numlights++] = dl;
-                       }
-               }
-       }
+                               R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dl->matrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
 
 // light animations
 // 'm' is normal light, 'a' is no light, 'z' is double bright
 
 // light animations
 // 'm' is normal light, 'a' is no light, 'z' is double bright
@@ -780,10 +775,9 @@ void CL_UpdateNetworkEntity(entity_t *e)
        //matrix4x4_t dlightmatrix;
        int j, k, l;
        effectnameindex_t trailtype;
        //matrix4x4_t dlightmatrix;
        int j, k, l;
        effectnameindex_t trailtype;
-       float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, v2[3], d;
+       float origin[3], angles[3], delta[3], lerp, d;
        entity_t *t;
        model_t *model;
        entity_t *t;
        model_t *model;
-       trace_t trace;
        //entity_persistent_t *p = &e->persistent;
        //entity_render_t *r = &e->render;
        // skip inactive entities and world
        //entity_persistent_t *p = &e->persistent;
        //entity_render_t *r = &e->render;
        // skip inactive entities and world
@@ -963,7 +957,8 @@ void CL_UpdateNetworkEntity(entity_t *e)
        // make the other useful stuff
        CL_UpdateRenderEntity(&e->render);
 
        // make the other useful stuff
        CL_UpdateRenderEntity(&e->render);
 
-       // handle effects now that we know where this entity is in the world...
+       // handle particle trails and such effects now that we know where this
+       // entity is in the world...
        if (e->render.model && e->render.model->soundfromcenter)
        {
                // bmodels are treated specially since their origin is usually '0 0 0'
        if (e->render.model && e->render.model->soundfromcenter)
        {
                // bmodels are treated specially since their origin is usually '0 0 0'
@@ -974,10 +969,6 @@ void CL_UpdateNetworkEntity(entity_t *e)
        else
                Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
        trailtype = EFFECT_NONE;
        else
                Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
        trailtype = EFFECT_NONE;
-       dlightradius = 0;
-       dlightcolor[0] = 0;
-       dlightcolor[1] = 0;
-       dlightcolor[2] = 0;
        // LordHavoc: if the entity has no effects, don't check each
        if (e->render.effects)
        {
        // LordHavoc: if the entity has no effects, don't check each
        if (e->render.effects)
        {
@@ -988,55 +979,19 @@ void CL_UpdateNetworkEntity(entity_t *e)
                        else
                                CL_EntityParticles(e);
                }
                        else
                                CL_EntityParticles(e);
                }
-               if (e->render.effects & EF_DIMLIGHT)
-               {
-                       dlightradius = max(dlightradius, 200);
-                       dlightcolor[0] += 1.50f;
-                       dlightcolor[1] += 1.50f;
-                       dlightcolor[2] += 1.50f;
-               }
-               if (e->render.effects & EF_BRIGHTLIGHT)
-               {
-                       dlightradius = max(dlightradius, 400);
-                       dlightcolor[0] += 3.00f;
-                       dlightcolor[1] += 3.00f;
-                       dlightcolor[2] += 3.00f;
-               }
-               // LordHavoc: more effects
-               if (e->render.effects & EF_RED) // red
-               {
-                       dlightradius = max(dlightradius, 200);
-                       dlightcolor[0] += 1.50f;
-                       dlightcolor[1] += 0.15f;
-                       dlightcolor[2] += 0.15f;
-               }
-               if (e->render.effects & EF_BLUE) // blue
-               {
-                       dlightradius = max(dlightradius, 200);
-                       dlightcolor[0] += 0.15f;
-                       dlightcolor[1] += 0.15f;
-                       dlightcolor[2] += 1.50f;
-               }
                if (e->render.effects & EF_FLAME)
                if (e->render.effects & EF_FLAME)
-                       CL_ParticleEffect(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0);
+                       CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
                if (e->render.effects & EF_STARDUST)
                if (e->render.effects & EF_STARDUST)
-                       CL_ParticleEffect(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0);
+                       CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
                if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
                {
                        // these are only set on player entities
                        CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
                }
        }
                if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
                {
                        // these are only set on player entities
                        CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
                }
        }
-       // muzzleflash fades over time, and is offset a bit
+       // muzzleflash fades over time
        if (e->persistent.muzzleflash > 0)
        if (e->persistent.muzzleflash > 0)
-       {
-               Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
-               trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
-               tempmatrix = e->render.matrix;
-               Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
-               CL_AllocDlight(NULL, &tempmatrix, 150, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, 0, 0, 0, -1, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
                e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
                e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
-       }
        // LordHavoc: if the model has no flags, don't check each
        if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
        {
        // LordHavoc: if the model has no flags, don't check each
        if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
        {
@@ -1058,36 +1013,6 @@ void CL_UpdateNetworkEntity(entity_t *e)
                else if (e->render.model->flags & EF_TRACER3)
                        trailtype = EFFECT_TR_VORESPIKE;
        }
                else if (e->render.model->flags & EF_TRACER3)
                        trailtype = EFFECT_TR_VORESPIKE;
        }
-       // LordHavoc: customizable glow
-       if (e->state_current.glowsize)
-       {
-               // * 4 for the expansion from 0-255 to 0-1023 range,
-               // / 255 to scale down byte colors
-               dlightradius = max(dlightradius, e->state_current.glowsize * 4);
-               VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
-       }
-       // make the glow dlight
-       if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
-       {
-               //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);
-               CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
-       }
-       // custom rtlight
-       if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
-       {
-               float light[4];
-               VectorScale(e->state_current.light, (1.0f / 256.0f), light);
-               light[3] = e->state_current.light[3];
-               if (light[0] == 0 && light[1] == 0 && light[2] == 0)
-                       VectorSet(light, 1, 1, 1);
-               if (light[3] == 0)
-                       light[3] = 350;
-               // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
-               CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
-       }
        // do trails
        if (e->render.flags & RENDER_GLOWTRAIL)
                trailtype = EFFECT_TR_GLOWTRAIL;
        // do trails
        if (e->render.flags & RENDER_GLOWTRAIL)
                trailtype = EFFECT_TR_GLOWTRAIL;
@@ -1100,7 +1025,7 @@ void CL_UpdateNetworkEntity(entity_t *e)
                if (len > 0)
                        len = 1.0f / len;
                VectorScale(vel, len, vel);
                if (len > 0)
                        len = 1.0f / len;
                VectorScale(vel, len, vel);
-               CL_ParticleEffect(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor);
+               CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
        }
        VectorCopy(origin, e->persistent.trail_origin);
        // tenebrae's sprites are all additive mode (weird)
        }
        VectorCopy(origin, e->persistent.trail_origin);
        // tenebrae's sprites are all additive mode (weird)
@@ -1139,10 +1064,18 @@ void CL_UpdateEntities(void)
        entity_t *ent;
        int i;
 
        entity_t *ent;
        int i;
 
-// start on the entity after the world
+       // process network entities
+       // first link the player
+       CL_UpdateNetworkEntity(cl.entities + cl.viewentity);
+
+       // set up the view
+       V_CalcRefdef();
+
+       // start on the entity after the world
+       // skip the player entity because it was already processed
        for (i = 1;i < cl.num_entities;i++)
        {
        for (i = 1;i < cl.num_entities;i++)
        {
-               if (cl.entities_active[i])
+               if (cl.entities_active[i] && i != cl.viewentity)
                {
                        ent = cl.entities + i;
                        if (ent->state_current.active)
                {
                        ent = cl.entities + i;
                        if (ent->state_current.active)
@@ -1184,6 +1117,11 @@ void CL_UpdateEntities(void)
 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
 void CL_LinkNetworkEntity(entity_t *e)
 {
 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
 void CL_LinkNetworkEntity(entity_t *e)
 {
+       effectnameindex_t trailtype;
+       vec3_t origin;
+       vec3_t dlightcolor;
+       vec_t dlightradius;
+
        // skip inactive entities and world
        if (!e->state_current.active || e == cl.entities)
                return;
        // skip inactive entities and world
        if (!e->state_current.active || e == cl.entities)
                return;
@@ -1202,6 +1140,140 @@ void CL_LinkNetworkEntity(entity_t *e)
                        return;
        }
 
                        return;
        }
 
+       // create entity dlights associated with this entity
+       if (e->render.model && e->render.model->soundfromcenter)
+       {
+               // bmodels are treated specially since their origin is usually '0 0 0'
+               vec3_t o;
+               VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
+               Matrix4x4_Transform(&e->render.matrix, o, origin);
+       }
+       else
+               Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
+       trailtype = EFFECT_NONE;
+       dlightradius = 0;
+       dlightcolor[0] = 0;
+       dlightcolor[1] = 0;
+       dlightcolor[2] = 0;
+       // LordHavoc: if the entity has no effects, don't check each
+       if (e->render.effects)
+       {
+               if (e->render.effects & EF_BRIGHTFIELD)
+               {
+                       if (gamemode == GAME_NEXUIZ)
+                               trailtype = EFFECT_TR_NEXUIZPLASMA;
+               }
+               if (e->render.effects & EF_DIMLIGHT)
+               {
+                       dlightradius = max(dlightradius, 200);
+                       dlightcolor[0] += 1.50f;
+                       dlightcolor[1] += 1.50f;
+                       dlightcolor[2] += 1.50f;
+               }
+               if (e->render.effects & EF_BRIGHTLIGHT)
+               {
+                       dlightradius = max(dlightradius, 400);
+                       dlightcolor[0] += 3.00f;
+                       dlightcolor[1] += 3.00f;
+                       dlightcolor[2] += 3.00f;
+               }
+               // LordHavoc: more effects
+               if (e->render.effects & EF_RED) // red
+               {
+                       dlightradius = max(dlightradius, 200);
+                       dlightcolor[0] += 1.50f;
+                       dlightcolor[1] += 0.15f;
+                       dlightcolor[2] += 0.15f;
+               }
+               if (e->render.effects & EF_BLUE) // blue
+               {
+                       dlightradius = max(dlightradius, 200);
+                       dlightcolor[0] += 0.15f;
+                       dlightcolor[1] += 0.15f;
+                       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);
+               if (e->render.effects & EF_STARDUST)
+                       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)
+       {
+               vec3_t v2;
+               vec3_t color;
+               trace_t trace;
+               matrix4x4_t tempmatrix;
+               Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
+               trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 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);
+       }
+       // LordHavoc: if the model has no flags, don't check each
+       if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
+       {
+               if (e->render.model->flags & EF_GIB)
+                       trailtype = EFFECT_TR_BLOOD;
+               else if (e->render.model->flags & EF_ZOMGIB)
+                       trailtype = EFFECT_TR_SLIGHTBLOOD;
+               else if (e->render.model->flags & EF_TRACER)
+                       trailtype = EFFECT_TR_WIZSPIKE;
+               else if (e->render.model->flags & EF_TRACER2)
+                       trailtype = EFFECT_TR_KNIGHTSPIKE;
+               else if (e->render.model->flags & EF_ROCKET)
+                       trailtype = EFFECT_TR_ROCKET;
+               else if (e->render.model->flags & EF_GRENADE)
+               {
+                       // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
+                       trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
+               }
+               else if (e->render.model->flags & EF_TRACER3)
+                       trailtype = EFFECT_TR_VORESPIKE;
+       }
+       // LordHavoc: customizable glow
+       if (e->state_current.glowsize)
+       {
+               // * 4 for the expansion from 0-255 to 0-1023 range,
+               // / 255 to scale down byte colors
+               dlightradius = max(dlightradius, e->state_current.glowsize * 4);
+               VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[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)
+       {
+               matrix4x4_t dlightmatrix;
+               float light[4];
+               VectorScale(e->state_current.light, (1.0f / 256.0f), light);
+               light[3] = e->state_current.light[3];
+               if (light[0] == 0 && light[1] == 0 && light[2] == 0)
+                       VectorSet(light, 1, 1, 1);
+               if (light[3] == 0)
+                       light[3] = 350;
+               // 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);
+       }
+       // 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);
+
        // 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)
        // 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)
@@ -1391,11 +1463,13 @@ void CL_RelinkBeams(void)
 
                if (b->lightning)
                {
 
                if (b->lightning)
                {
-                       if (cl_beams_lightatend.integer)
+                       if (cl_beams_lightatend.integer && r_refdef.numlights < MAX_DLIGHTS)
                        {
                                // FIXME: create a matrix from the beam start/end orientation
                        {
                                // FIXME: create a matrix from the beam start/end orientation
-                               Matrix4x4_CreateTranslate(&tempmatrix, end[0], end[1], end[2]);
-                               CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                               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);
                        }
                        if (cl_beams_polygons.integer)
                                continue;
                        }
                        if (cl_beams_polygons.integer)
                                continue;
@@ -1540,40 +1614,34 @@ int CL_ReadFromServer(void)
        r_refdef.time = cl.time;
        r_refdef.extraupdate = !r_speeds.integer;
        r_refdef.numentities = 0;
        r_refdef.time = cl.time;
        r_refdef.extraupdate = !r_speeds.integer;
        r_refdef.numentities = 0;
+       r_refdef.numlights = 0;
        r_view.matrix = identitymatrix;
 
        r_view.matrix = identitymatrix;
 
+       cl.num_brushmodel_entities = 0;
+
        if (cls.state == ca_connected && cls.signon == SIGNONS)
        {
                // prepare for a new frame
                CL_LerpPlayer(CL_LerpPoint());
        if (cls.state == ca_connected && cls.signon == SIGNONS)
        {
                // prepare for a new frame
                CL_LerpPlayer(CL_LerpPoint());
-               CL_DecayLights();
+               CL_DecayLightFlashes();
                CL_ClearTempEntities();
                V_DriftPitch();
                V_FadeViewFlashs();
 
                CL_ClearTempEntities();
                V_DriftPitch();
                V_FadeViewFlashs();
 
-               // move particles
-               CL_MoveParticles();
-               R_MoveExplosions();
-
-               cl.num_brushmodel_entities = 0;
-               // process network entities
-               // first link the player
-               CL_UpdateNetworkEntity(cl.entities + cl.viewentity);
-               // set up the view
-               V_CalcRefdef();
-               if (!csqc_loaded)
-               {
-                       // now link the rest of the network entities
-                       // (this is instead done in VM_R_RenderScene if csqc is loaded)
-                       CL_UpdateEntities();
-               }
+               // now update all the network entities
+               CL_UpdateEntities();
 
 
+               CL_RelinkLightFlashes();
                CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
 
                CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
 
-               CL_UpdateLights();
                CL_StairSmoothing();
 
                CL_StairSmoothing();
 
-               // update the r_refdef time again because cl.time may have changed
+               // move particles
+               CL_MoveParticles();
+               R_MoveExplosions();
+
+               // update the r_refdef time again because cl.time may have changed in
+               // CL_LerpPoint()
                r_refdef.time = cl.time;
        }
 
                r_refdef.time = cl.time;
        }
 
index d2dbea235dad842318eac53ab7aef521983e6326..64cd45b2b757fb2520e65ce9af653af51724d3f9 100644 (file)
@@ -2227,7 +2227,7 @@ void CL_ParseTempEntity(void)
                        color[2] = MSG_ReadCoord(cls.protocol) * (2.0f / 1.0f);
                        CL_ParticleExplosion(pos);
                        Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
                        color[2] = MSG_ReadCoord(cls.protocol) * (2.0f / 1.0f);
                        CL_ParticleExplosion(pos);
                        Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       CL_AllocDlight(NULL, &tempmatrix, 350, color[0], color[1], color[2], 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                       CL_AllocLightFlash(NULL, &tempmatrix, 350, color[0], color[1], color[2], 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
                        S_StartSound(-1, 0, cl.sfx_r_exp3, pos, 1, 1);
                        break;
 
                        S_StartSound(-1, 0, cl.sfx_r_exp3, pos, 1, 1);
                        break;
 
@@ -2240,7 +2240,7 @@ void CL_ParseTempEntity(void)
                        color[1] = MSG_ReadByte() * (2.0f / 255.0f);
                        color[2] = MSG_ReadByte() * (2.0f / 255.0f);
                        Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
                        color[1] = MSG_ReadByte() * (2.0f / 255.0f);
                        color[2] = MSG_ReadByte() * (2.0f / 255.0f);
                        Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       CL_AllocDlight(NULL, &tempmatrix, 350, color[0], color[1], color[2], 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                       CL_AllocLightFlash(NULL, &tempmatrix, 350, color[0], color[1], color[2], 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
                        S_StartSound(-1, 0, cl.sfx_r_exp3, pos, 1, 1);
                        break;
 
                        S_StartSound(-1, 0, cl.sfx_r_exp3, pos, 1, 1);
                        break;
 
@@ -2267,7 +2267,7 @@ void CL_ParseTempEntity(void)
                        color[1] = MSG_ReadByte() * (2.0f / 255.0f);
                        color[2] = MSG_ReadByte() * (2.0f / 255.0f);
                        Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
                        color[1] = MSG_ReadByte() * (2.0f / 255.0f);
                        color[2] = MSG_ReadByte() * (2.0f / 255.0f);
                        Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       CL_AllocDlight(NULL, &tempmatrix, radius, color[0], color[1], color[2], radius / velspeed, velspeed, 0, -1, true, 1, 0.25, 1, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                       CL_AllocLightFlash(NULL, &tempmatrix, radius, color[0], color[1], color[2], radius / velspeed, velspeed, 0, -1, true, 1, 0.25, 1, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
                        break;
 
                case TE_FLAMEJET:
                        break;
 
                case TE_FLAMEJET:
@@ -2326,7 +2326,7 @@ void CL_ParseTempEntity(void)
                        color[1] = tempcolor[1] * (2.0f / 255.0f);
                        color[2] = tempcolor[2] * (2.0f / 255.0f);
                        Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
                        color[1] = tempcolor[1] * (2.0f / 255.0f);
                        color[2] = tempcolor[2] * (2.0f / 255.0f);
                        Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-                       CL_AllocDlight(NULL, &tempmatrix, 350, color[0], color[1], color[2], 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                       CL_AllocLightFlash(NULL, &tempmatrix, 350, color[0], color[1], color[2], 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
                        S_StartSound(-1, 0, cl.sfx_r_exp3, pos, 1, 1);
                        break;
 
                        S_StartSound(-1, 0, cl.sfx_r_exp3, pos, 1, 1);
                        break;
 
index 60facd4da1a8b984287ff8064f437b88a7a962a6..a80a28b59e1cb8c2e8580ed7071adca7b73633e9 100644 (file)
@@ -22,6 +22,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "cl_collision.h"
 #include "image.h"
 
 #include "cl_collision.h"
 #include "image.h"
+#include "r_shadow.h"
 
 // must match ptype_t values
 particletype_t particletype[pt_total] =
 
 // must match ptype_t values
 particletype_t particletype[pt_total] =
@@ -536,7 +537,7 @@ void CL_SpawnDecalParticleForPoint(const vec3_t org, float maxdist, float size,
 }
 
 static void CL_Sparks(const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, float sparkcount, float smokecount);
 }
 
 static void CL_Sparks(const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, float sparkcount, float smokecount);
-void CL_ParticleEffect_Fallback(int effectnameindex, float count, const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, entity_t *ent, int palettecolor)
+void CL_ParticleEffect_Fallback(int effectnameindex, float count, const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, entity_t *ent, int palettecolor, qboolean spawndlight, qboolean spawnparticles)
 {
        vec3_t center;
        matrix4x4_t tempmatrix;
 {
        vec3_t center;
        matrix4x4_t tempmatrix;
@@ -602,7 +603,7 @@ void CL_ParticleEffect_Fallback(int effectnameindex, float count, const vec3_t o
                // bullet hole
                if (cl_stainmaps.integer) R_Stain(center, 32, 96, 96, 96, 24, 128, 128, 128, 24);
                CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
                // bullet hole
                if (cl_stainmaps.integer) R_Stain(center, 32, 96, 96, 96, 24, 128, 128, 128, 24);
                CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
-               CL_AllocDlight(NULL, &tempmatrix, 100, 0.15f, 0.15f, 1.5f, 500, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+               CL_AllocLightFlash(NULL, &tempmatrix, 100, 0.15f, 0.15f, 1.5f, 500, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
        }
        else if (effectnameindex == EFFECT_TE_SUPERSPIKE)
        {
        }
        else if (effectnameindex == EFFECT_TE_SUPERSPIKE)
        {
@@ -635,7 +636,7 @@ void CL_ParticleEffect_Fallback(int effectnameindex, float count, const vec3_t o
                // bullet hole
                if (cl_stainmaps.integer) R_Stain(center, 32, 96, 96, 96, 24, 128, 128, 128, 24);
                CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
                // bullet hole
                if (cl_stainmaps.integer) R_Stain(center, 32, 96, 96, 96, 24, 128, 128, 128, 24);
                CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
-               CL_AllocDlight(NULL, &tempmatrix, 100, 0.15f, 0.15f, 1.5f, 500, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+               CL_AllocLightFlash(NULL, &tempmatrix, 100, 0.15f, 0.15f, 1.5f, 500, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
        }
        else if (effectnameindex == EFFECT_TE_BLOOD)
        {
        }
        else if (effectnameindex == EFFECT_TE_BLOOD)
        {
@@ -658,7 +659,7 @@ void CL_ParticleEffect_Fallback(int effectnameindex, float count, const vec3_t o
                // plasma scorch mark
                if (cl_stainmaps.integer) R_Stain(center, 48, 96, 96, 96, 32, 128, 128, 128, 32);
                CL_SpawnDecalParticleForPoint(center, 6, 6, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
                // plasma scorch mark
                if (cl_stainmaps.integer) R_Stain(center, 48, 96, 96, 96, 32, 128, 128, 128, 32);
                CL_SpawnDecalParticleForPoint(center, 6, 6, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
-               CL_AllocDlight(NULL, &tempmatrix, 200, 1, 1, 1, 1000, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+               CL_AllocLightFlash(NULL, &tempmatrix, 200, 1, 1, 1, 1000, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
        }
        else if (effectnameindex == EFFECT_TE_GUNSHOT)
        {
        }
        else if (effectnameindex == EFFECT_TE_GUNSHOT)
        {
@@ -685,17 +686,17 @@ void CL_ParticleEffect_Fallback(int effectnameindex, float count, const vec3_t o
                // bullet hole
                if (cl_stainmaps.integer) R_Stain(center, 32, 96, 96, 96, 24, 128, 128, 128, 24);
                CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
                // bullet hole
                if (cl_stainmaps.integer) R_Stain(center, 32, 96, 96, 96, 24, 128, 128, 128, 24);
                CL_SpawnDecalParticleForPoint(center, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
-               CL_AllocDlight(NULL, &tempmatrix, 100, 0.15f, 0.15f, 1.5f, 500, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+               CL_AllocLightFlash(NULL, &tempmatrix, 100, 0.15f, 0.15f, 1.5f, 500, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
        }
        else if (effectnameindex == EFFECT_TE_EXPLOSION)
        {
                CL_ParticleExplosion(center);
        }
        else if (effectnameindex == EFFECT_TE_EXPLOSION)
        {
                CL_ParticleExplosion(center);
-               CL_AllocDlight(NULL, &tempmatrix, 350, 4.0f, 2.0f, 0.50f, 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+               CL_AllocLightFlash(NULL, &tempmatrix, 350, 4.0f, 2.0f, 0.50f, 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
        }
        else if (effectnameindex == EFFECT_TE_EXPLOSIONQUAD)
        {
                CL_ParticleExplosion(center);
        }
        else if (effectnameindex == EFFECT_TE_EXPLOSIONQUAD)
        {
                CL_ParticleExplosion(center);
-               CL_AllocDlight(NULL, &tempmatrix, 350, 2.5f, 2.0f, 4.0f, 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+               CL_AllocLightFlash(NULL, &tempmatrix, 350, 2.5f, 2.0f, 4.0f, 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
        }
        else if (effectnameindex == EFFECT_TE_TAREXPLOSION)
        {
        }
        else if (effectnameindex == EFFECT_TE_TAREXPLOSION)
        {
@@ -712,10 +713,10 @@ void CL_ParticleEffect_Fallback(int effectnameindex, float count, const vec3_t o
                }
                else
                        CL_ParticleExplosion(center);
                }
                else
                        CL_ParticleExplosion(center);
-               CL_AllocDlight(NULL, &tempmatrix, 600, 1.6f, 0.8f, 2.0f, 1200, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+               CL_AllocLightFlash(NULL, &tempmatrix, 600, 1.6f, 0.8f, 2.0f, 1200, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
        }
        else if (effectnameindex == EFFECT_TE_SMALLFLASH)
        }
        else if (effectnameindex == EFFECT_TE_SMALLFLASH)
-               CL_AllocDlight(NULL, &tempmatrix, 200, 2, 2, 2, 1000, 0.2, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+               CL_AllocLightFlash(NULL, &tempmatrix, 200, 2, 2, 2, 1000, 0.2, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
        else if (effectnameindex == EFFECT_TE_FLAMEJET)
        {
                count *= cl_particles_quality.value;
        else if (effectnameindex == EFFECT_TE_FLAMEJET)
        {
                count *= cl_particles_quality.value;
@@ -763,7 +764,7 @@ void CL_ParticleEffect_Fallback(int effectnameindex, float count, const vec3_t o
                        }
                }
                particle(particletype + pt_static, particlepalette[14], particlepalette[14], tex_particle, 30, 0, 256, 512, 0, 0, center[0], center[1], center[2], 0, 0, 0, 0, 0, 0, 0);
                        }
                }
                particle(particletype + pt_static, particlepalette[14], particlepalette[14], tex_particle, 30, 0, 256, 512, 0, 0, center[0], center[1], center[2], 0, 0, 0, 0, 0, 0, 0);
-               CL_AllocDlight(NULL, &tempmatrix, 200, 2.0f, 2.0f, 2.0f, 400, 99.0f, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+               CL_AllocLightFlash(NULL, &tempmatrix, 200, 2.0f, 2.0f, 2.0f, 400, 99.0f, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
        }
        else if (effectnameindex == EFFECT_TE_TEI_G3)
                particle(particletype + pt_beam, 0xFFFFFF, 0xFFFFFF, tex_beam, 8, 0, 256, 256, 0, 0, originmins[0], originmins[1], originmins[2], originmaxs[0], originmaxs[1], originmaxs[2], 0, 0, 0, 0);
        }
        else if (effectnameindex == EFFECT_TE_TEI_G3)
                particle(particletype + pt_beam, 0xFFFFFF, 0xFFFFFF, tex_beam, 8, 0, 256, 256, 0, 0, originmins[0], originmins[1], originmins[2], originmaxs[0], originmaxs[1], originmaxs[2], 0, 0, 0, 0);
@@ -779,7 +780,7 @@ void CL_ParticleEffect_Fallback(int effectnameindex, float count, const vec3_t o
        else if (effectnameindex == EFFECT_TE_TEI_BIGEXPLOSION)
        {
                CL_ParticleExplosion(center);
        else if (effectnameindex == EFFECT_TE_TEI_BIGEXPLOSION)
        {
                CL_ParticleExplosion(center);
-               CL_AllocDlight(NULL, &tempmatrix, 500, 2.5f, 2.0f, 1.0f, 500, 9999, 0, -1, true, 1, 0.25, 0.5, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+               CL_AllocLightFlash(NULL, &tempmatrix, 500, 2.5f, 2.0f, 1.0f, 500, 9999, 0, -1, true, 1, 0.25, 0.5, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
        }
        else if (effectnameindex == EFFECT_TE_TEI_PLASMAHIT)
        {
        }
        else if (effectnameindex == EFFECT_TE_TEI_PLASMAHIT)
        {
@@ -793,21 +794,21 @@ void CL_ParticleEffect_Fallback(int effectnameindex, float count, const vec3_t o
                if (cl_particles_sparks.integer)
                        for (f = 0;f < count;f += 1.0f / cl_particles_quality.value)
                                particle(particletype + pt_spark, 0x2030FF, 0x80C0FF, tex_particle, 2.0f, 0, lhrandom(64, 255), 512, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 0, 0, 0, 465);
                if (cl_particles_sparks.integer)
                        for (f = 0;f < count;f += 1.0f / cl_particles_quality.value)
                                particle(particletype + pt_spark, 0x2030FF, 0x80C0FF, tex_particle, 2.0f, 0, lhrandom(64, 255), 512, 0, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 0, 0, 0, 465);
-               CL_AllocDlight(NULL, &tempmatrix, 500, 0.6f, 1.2f, 2.0f, 2000, 9999, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+               CL_AllocLightFlash(NULL, &tempmatrix, 500, 0.6f, 1.2f, 2.0f, 2000, 9999, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
        }
        else if (effectnameindex == EFFECT_EF_FLAME)
        {
                count *= 300 * cl_particles_quality.value;
                while (count-- > 0)
                        particle(particletype + pt_smoke, 0x6f0f00, 0xe3974f, tex_particle, 4, 0, lhrandom(64, 128), 384, -1, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 1, 4, 16, 128);
        }
        else if (effectnameindex == EFFECT_EF_FLAME)
        {
                count *= 300 * cl_particles_quality.value;
                while (count-- > 0)
                        particle(particletype + pt_smoke, 0x6f0f00, 0xe3974f, tex_particle, 4, 0, lhrandom(64, 128), 384, -1, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 1, 4, 16, 128);
-               CL_AllocDlight(NULL, &tempmatrix, 200, 2.0f, 1.5f, 0.5f, 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+               CL_AllocLightFlash(NULL, &tempmatrix, 200, 2.0f, 1.5f, 0.5f, 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
        }
        else if (effectnameindex == EFFECT_EF_STARDUST)
        {
                count *= 200 * cl_particles_quality.value;
                while (count-- > 0)
                        particle(particletype + pt_static, 0x903010, 0xFFD030, tex_particle, 4, 0, lhrandom(64, 128), 128, 1, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 0.2, 0.8, 16, 128);
        }
        else if (effectnameindex == EFFECT_EF_STARDUST)
        {
                count *= 200 * cl_particles_quality.value;
                while (count-- > 0)
                        particle(particletype + pt_static, 0x903010, 0xFFD030, tex_particle, 4, 0, lhrandom(64, 128), 128, 1, 0, lhrandom(originmins[0], originmaxs[0]), lhrandom(originmins[1], originmaxs[1]), lhrandom(originmins[2], originmaxs[2]), lhrandom(velocitymins[0], velocitymaxs[0]), lhrandom(velocitymins[1], velocitymaxs[1]), lhrandom(velocitymins[2], velocitymaxs[2]), 0.2, 0.8, 16, 128);
-               CL_AllocDlight(NULL, &tempmatrix, 200, 1.0f, 0.7f, 0.3f, 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+               CL_AllocLightFlash(NULL, &tempmatrix, 200, 1.0f, 0.7f, 0.3f, 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
        }
        else if (!strncmp(particleeffectname[effectnameindex], "TR_", 3))
        {
        }
        else if (!strncmp(particleeffectname[effectnameindex], "TR_", 3))
        {
@@ -815,17 +816,33 @@ void CL_ParticleEffect_Fallback(int effectnameindex, float count, const vec3_t o
                float len, dec, qd;
                int smoke, blood, bubbles, r, color;
 
                float len, dec, qd;
                int smoke, blood, bubbles, r, color;
 
-               if (effectnameindex == EFFECT_TR_ROCKET)
-                       CL_AllocDlight(&ent->render, &ent->render.matrix, 200, 3.0f, 1.5f, 0.5f, 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
-               else if (effectnameindex == EFFECT_TR_VORESPIKE)
+               if (spawndlight && r_refdef.numlights < MAX_DLIGHTS)
                {
                {
-                       if (gamemode == GAME_PRYDON && !cl_particles_quake.integer)
-                               CL_AllocDlight(&ent->render, &ent->render.matrix, 100, 0.3f, 0.6f, 1.2f, 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
-                       else
-                               CL_AllocDlight(&ent->render, &ent->render.matrix, 200, 1.2f, 0.5f, 1.0f, 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                       vec4_t light;
+                       Vector4Set(light, 0, 0, 0, 0);
+
+                       if (effectnameindex == EFFECT_TR_ROCKET)
+                               Vector4Set(light, 3.0f, 1.5f, 0.5f, 200);
+                       else if (effectnameindex == EFFECT_TR_VORESPIKE)
+                       {
+                               if (gamemode == GAME_PRYDON && !cl_particles_quake.integer)
+                                       Vector4Set(light, 0.3f, 0.6f, 1.2f, 100);
+                               else
+                                       Vector4Set(light, 1.2f, 0.5f, 1.0f, 200);
+                       }
+                       else if (effectnameindex == EFFECT_TR_NEXUIZPLASMA)
+                               Vector4Set(light, 0.75f, 1.5f, 3.0f, 200);
+
+                       if (light[3])
+                       {
+                               matrix4x4_t tempmatrix;
+                               Matrix4x4_CreateFromQuakeEntity(&tempmatrix, originmaxs[0], originmaxs[1], originmaxs[2], 0, 0, 0, light[3]);
+                               R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, light, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                       }
                }
                }
-               else if (effectnameindex == EFFECT_TR_NEXUIZPLASMA)
-                       CL_AllocDlight(&ent->render, &ent->render.matrix, 200, 0.75f, 1.5f, 3.0f, 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+
+               if (!spawnparticles)
+                       return;
 
                if (originmaxs[0] == originmins[0] && originmaxs[1] == originmins[1] && originmaxs[2] == originmins[2])
                        return;
 
                if (originmaxs[0] == originmins[0] && originmaxs[1] == originmins[1] && originmaxs[2] == originmins[2])
                        return;
@@ -997,7 +1014,11 @@ void CL_ParticleEffect_Fallback(int effectnameindex, float count, const vec3_t o
                Con_Printf("CL_ParticleEffect_Fallback: no fallback found for effect %s\n", particleeffectname[effectnameindex]);
 }
 
                Con_Printf("CL_ParticleEffect_Fallback: no fallback found for effect %s\n", particleeffectname[effectnameindex]);
 }
 
-void CL_ParticleEffect(int effectnameindex, float pcount, const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, entity_t *ent, int palettecolor)
+// this is also called on point effects with spawndlight = true and
+// spawnparticles = true
+// it is called CL_ParticleTrail because most code does not want to supply
+// these parameters, only trail handling does
+void CL_ParticleTrail(int effectnameindex, float pcount, const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, entity_t *ent, int palettecolor, qboolean spawndlight, qboolean spawnparticles)
 {
        vec3_t center;
        qboolean found = false;
 {
        vec3_t center;
        qboolean found = false;
@@ -1039,16 +1060,31 @@ void CL_ParticleEffect(int effectnameindex, float pcount, const vec3_t originmin
                                        continue;
 
                                // spawn a dlight if requested
                                        continue;
 
                                // spawn a dlight if requested
-                               if (info->lightradiusstart > 0)
+                               if (info->lightradiusstart > 0 && spawndlight)
                                {
                                        matrix4x4_t tempmatrix;
                                        if (info->trailspacing > 0)
                                                Matrix4x4_CreateTranslate(&tempmatrix, originmaxs[0], originmaxs[1], originmaxs[2]);
                                        else
                                                Matrix4x4_CreateTranslate(&tempmatrix, center[0], center[1], center[2]);
                                {
                                        matrix4x4_t tempmatrix;
                                        if (info->trailspacing > 0)
                                                Matrix4x4_CreateTranslate(&tempmatrix, originmaxs[0], originmaxs[1], originmaxs[2]);
                                        else
                                                Matrix4x4_CreateTranslate(&tempmatrix, center[0], center[1], center[2]);
-                                       CL_AllocDlight(NULL, &tempmatrix, info->lightradiusstart, info->lightcolor[0], info->lightcolor[1], info->lightcolor[2], info->lightradiusfade, info->lighttime, info->lightcubemapnum, -1, info->lightshadow, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                                       if (info->lighttime > 0 && info->lightradiusfade > 0)
+                                       {
+                                               // light flash (explosion, etc)
+                                               // called when effect starts
+                                               CL_AllocLightFlash(NULL, &tempmatrix, info->lightradiusstart, info->lightcolor[0], info->lightcolor[1], info->lightcolor[2], info->lightradiusfade, info->lighttime, info->lightcubemapnum, -1, info->lightshadow, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                                       }
+                                       else
+                                       {
+                                               // glowing entity
+                                               // called by CL_LinkNetworkEntity
+                                               Matrix4x4_Scale(&tempmatrix, info->lightradiusstart, 1);
+                                               R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, info->lightcolor, -1, info->lightcubemapnum > 0 ? va("cubemaps/%i", info->lightcubemapnum) : NULL, info->lightshadow, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+                                       }
                                }
 
                                }
 
+                               if (!spawnparticles)
+                                       continue;
+
                                // spawn particles
                                tex = info->tex[0];
                                if (info->tex[1] > info->tex[0])
                                // spawn particles
                                tex = info->tex[0];
                                if (info->tex[1] > info->tex[0])
@@ -1106,7 +1142,12 @@ void CL_ParticleEffect(int effectnameindex, float pcount, const vec3_t originmin
                }
        }
        if (!found)
                }
        }
        if (!found)
-               CL_ParticleEffect_Fallback(effectnameindex, pcount, originmins, originmaxs, velocitymins, velocitymaxs, ent, palettecolor);
+               CL_ParticleEffect_Fallback(effectnameindex, pcount, originmins, originmaxs, velocitymins, velocitymaxs, ent, palettecolor, spawndlight, spawnparticles);
+}
+
+void CL_ParticleEffect(int effectnameindex, float pcount, const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, entity_t *ent, int palettecolor)
+{
+       CL_ParticleTrail(effectnameindex, pcount, originmins, originmaxs, velocitymins, velocitymaxs, ent, palettecolor, true, true);
 }
 
 /*
 }
 
 /*
index 01d443301dc1563a7aa43f22fe80a03ac4ca4f5e..6bbaf39d5484d23b7ce2528c81acb102382c72d9 100644 (file)
--- a/client.h
+++ b/client.h
@@ -150,11 +150,7 @@ typedef struct dlight_s
        // color of light
        // (worldlight: saved to .rtlights file)
        vec3_t color;
        // color of light
        // (worldlight: saved to .rtlights file)
        vec3_t color;
-       // cubemap number to use on this light
-       // (dlight only)
-       int cubemapnum;
        // cubemap name to use on this light
        // cubemap name to use on this light
-       // (worldlight only)
        // (worldlight: saved to .rtlights file)
        char cubemapname[64];
        // make light flash while selected
        // (worldlight: saved to .rtlights file)
        char cubemapname[64];
        // make light flash while selected
@@ -201,7 +197,7 @@ typedef struct dlight_s
        // (worldlight only)
        struct dlight_s *next;
        // embedded rtlight struct for renderer
        // (worldlight only)
        struct dlight_s *next;
        // embedded rtlight struct for renderer
-       // (renderer only)
+       // (worldlight only)
        rtlight_t rtlight;
 }
 dlight_t;
        rtlight_t rtlight;
 }
 dlight_t;
@@ -997,7 +993,7 @@ extern cvar_t cl_prydoncursor;
 
 extern client_state_t cl;
 
 
 extern client_state_t cl;
 
-extern void CL_AllocDlight (entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags);
+extern void CL_AllocLightFlash (entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags);
 
 //=============================================================================
 
 
 //=============================================================================
 
@@ -1170,6 +1166,7 @@ effectnameindex_t;
 int CL_ParticleEffectIndexForName(const char *name);
 const char *CL_ParticleEffectNameForIndex(int i);
 void CL_ParticleEffect(int effectindex, float pcount, const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, entity_t *ent, int palettecolor);
 int CL_ParticleEffectIndexForName(const char *name);
 const char *CL_ParticleEffectNameForIndex(int i);
 void CL_ParticleEffect(int effectindex, float pcount, const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, entity_t *ent, int palettecolor);
+void CL_ParticleTrail(int effectindex, float pcount, const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, entity_t *ent, int palettecolor, qboolean spawndlight, qboolean spawnparticles);
 void CL_ParseParticleEffect (void);
 void CL_ParticleCube (const vec3_t mins, const vec3_t maxs, const vec3_t dir, int count, int colorbase, vec_t gravity, vec_t randomvel);
 void CL_ParticleRain (const vec3_t mins, const vec3_t maxs, const vec3_t dir, int count, int colorbase, int type);
 void CL_ParseParticleEffect (void);
 void CL_ParticleCube (const vec3_t mins, const vec3_t maxs, const vec3_t dir, int count, int colorbase, vec_t gravity, vec_t randomvel);
 void CL_ParticleRain (const vec3_t mins, const vec3_t maxs, const vec3_t dir, int count, int colorbase, int type);
@@ -1254,7 +1251,7 @@ typedef struct r_refdef_s
        int maxentities;
 
        // renderable dynamic lights
        int maxentities;
 
        // renderable dynamic lights
-       dlight_t *lights[MAX_DLIGHTS];
+       rtlight_t lights[MAX_DLIGHTS];
        int numlights;
 
        // 8.8bit fixed point intensities for light styles
        int numlights;
 
        // 8.8bit fixed point intensities for light styles
index 0c52ef5f021c4061338897aa38f1166ef384af47..d814234b026ad9d72d06617db24492fa036df148 100644 (file)
@@ -1,12 +1,12 @@
 #include "prvm_cmds.h"
 #include "csprogs.h"
 #include "cl_collision.h"
 #include "prvm_cmds.h"
 #include "csprogs.h"
 #include "cl_collision.h"
+#include "r_shadow.h"
 
 //============================================================================
 // Client
 //[515]: unsolved PROBLEMS
 //- finish player physics code (cs_runplayerphysics)
 
 //============================================================================
 // Client
 //[515]: unsolved PROBLEMS
 //- finish player physics code (cs_runplayerphysics)
-//- fix R_AddDynamicLight
 //- EntWasFreed ?
 //- RF_DEPTHHACK is not like it should be
 //- add builtin that sets cl.viewangles instead of reading "input_angles" global
 //- EntWasFreed ?
 //- RF_DEPTHHACK is not like it should be
 //- add builtin that sets cl.viewangles instead of reading "input_angles" global
@@ -772,11 +772,14 @@ static void CSQC_R_RecalcView (void)
        Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, csqc_origin[0], csqc_origin[1], csqc_origin[2], csqc_angles[0], csqc_angles[1], csqc_angles[2], cl_viewmodel_scale.value);
 }
 
        Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, csqc_origin[0], csqc_origin[1], csqc_origin[2], csqc_angles[0], csqc_angles[1], csqc_angles[2], cl_viewmodel_scale.value);
 }
 
+void CL_RelinkLightFlashes(void);
 //#300 void() clearscene (EXT_CSQC)
 void VM_R_ClearScene (void)
 {
        VM_SAFEPARMCOUNT(0, VM_R_ClearScene);
 //#300 void() clearscene (EXT_CSQC)
 void VM_R_ClearScene (void)
 {
        VM_SAFEPARMCOUNT(0, VM_R_ClearScene);
+       // clear renderable entity and light lists
        r_refdef.numentities = 0;
        r_refdef.numentities = 0;
+       r_refdef.numlights = 0;
 }
 
 //#301 void(float mask) addentities (EXT_CSQC)
 }
 
 //#301 void(float mask) addentities (EXT_CSQC)
@@ -789,6 +792,7 @@ void VM_R_AddEntities (void)
        VM_SAFEPARMCOUNT(1, VM_R_AddEntities);
        drawmask = (int)PRVM_G_FLOAT(OFS_PARM0);
        CSQC_RelinkAllEntities(drawmask);
        VM_SAFEPARMCOUNT(1, VM_R_AddEntities);
        drawmask = (int)PRVM_G_FLOAT(OFS_PARM0);
        CSQC_RelinkAllEntities(drawmask);
+       CL_RelinkLightFlashes();
 
        *prog->time = cl.time;
        for(i=1;i<prog->num_edicts;i++)
 
        *prog->time = cl.time;
        for(i=1;i<prog->num_edicts;i++)
@@ -915,8 +919,6 @@ void VM_R_SetView (void)
 void VM_R_RenderScene (void) //#134
 {
        VM_SAFEPARMCOUNT(0, VM_R_RenderScene);
 void VM_R_RenderScene (void) //#134
 {
        VM_SAFEPARMCOUNT(0, VM_R_RenderScene);
-       // update all renderable network entities
-       CL_UpdateEntities();
        R_RenderView();
 }
 
        R_RenderView();
 }
 
@@ -924,14 +926,17 @@ void VM_R_RenderScene (void) //#134
 void VM_R_AddDynamicLight (void)
 {
        float           *pos, *col;
 void VM_R_AddDynamicLight (void)
 {
        float           *pos, *col;
-       matrix4x4_t     tempmatrix;
+       matrix4x4_t     matrix;
        VM_SAFEPARMCOUNT(3, VM_R_AddDynamicLight);
 
        VM_SAFEPARMCOUNT(3, VM_R_AddDynamicLight);
 
+       // if we've run out of dlights, just return
+       if (r_refdef.numlights >= MAX_DLIGHTS)
+               return;
+
        pos = PRVM_G_VECTOR(OFS_PARM0);
        col = PRVM_G_VECTOR(OFS_PARM2);
        pos = PRVM_G_VECTOR(OFS_PARM0);
        col = PRVM_G_VECTOR(OFS_PARM2);
-       Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
-       CL_AllocDlight(NULL, &tempmatrix, PRVM_G_FLOAT(OFS_PARM1), col[0], col[1], col[2], 500, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
-       //CL_AllocDlight(NULL, &tempmatrix, PRVM_G_FLOAT(OFS_PARM1), col[0], col[1], col[2], 500, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+       Matrix4x4_CreateFromQuakeEntity(&matrix, pos[0], pos[1], pos[2], 0, 0, 0, PRVM_G_FLOAT(OFS_PARM1));
+       R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &matrix, col, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
 }
 
 //============================================================================
 }
 
 //============================================================================
@@ -1358,7 +1363,7 @@ void VM_CL_te_explosionrgb (void)
        CL_FindNonSolidLocation(pos, pos2, 10);
        CL_ParticleExplosion(pos2);
        Matrix4x4_CreateTranslate(&tempmatrix, pos2[0], pos2[1], pos2[2]);
        CL_FindNonSolidLocation(pos, pos2, 10);
        CL_ParticleExplosion(pos2);
        Matrix4x4_CreateTranslate(&tempmatrix, pos2[0], pos2[1], pos2[2]);
-       CL_AllocDlight(NULL, &tempmatrix, 350, PRVM_G_VECTOR(OFS_PARM1)[0], PRVM_G_VECTOR(OFS_PARM1)[1], PRVM_G_VECTOR(OFS_PARM1)[2], 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+       CL_AllocLightFlash(NULL, &tempmatrix, 350, PRVM_G_VECTOR(OFS_PARM1)[0], PRVM_G_VECTOR(OFS_PARM1)[1], PRVM_G_VECTOR(OFS_PARM1)[2], 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
 }
 
 // #408 void(vector mincorner, vector maxcorner, vector vel, float howmany, float color, float gravityflag, float randomveljitter) te_particlecube (DP_TE_PARTICLECUBE)
 }
 
 // #408 void(vector mincorner, vector maxcorner, vector vel, float howmany, float color, float gravityflag, float randomveljitter) te_particlecube (DP_TE_PARTICLECUBE)
@@ -1484,7 +1489,7 @@ void VM_CL_te_customflash (void)
        pos = PRVM_G_VECTOR(OFS_PARM0);
        CL_FindNonSolidLocation(pos, pos2, 4);
        Matrix4x4_CreateTranslate(&tempmatrix, pos2[0], pos2[1], pos2[2]);
        pos = PRVM_G_VECTOR(OFS_PARM0);
        CL_FindNonSolidLocation(pos, pos2, 4);
        Matrix4x4_CreateTranslate(&tempmatrix, pos2[0], pos2[1], pos2[2]);
-       CL_AllocDlight(NULL, &tempmatrix, PRVM_G_FLOAT(OFS_PARM1), PRVM_G_VECTOR(OFS_PARM3)[0], PRVM_G_VECTOR(OFS_PARM3)[1], PRVM_G_VECTOR(OFS_PARM3)[2], PRVM_G_FLOAT(OFS_PARM1) / PRVM_G_FLOAT(OFS_PARM2), PRVM_G_FLOAT(OFS_PARM2), 0, -1, true, 1, 0.25, 1, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+       CL_AllocLightFlash(NULL, &tempmatrix, PRVM_G_FLOAT(OFS_PARM1), PRVM_G_VECTOR(OFS_PARM3)[0], PRVM_G_VECTOR(OFS_PARM3)[1], PRVM_G_VECTOR(OFS_PARM3)[2], PRVM_G_FLOAT(OFS_PARM1) / PRVM_G_FLOAT(OFS_PARM2), PRVM_G_FLOAT(OFS_PARM2), 0, -1, true, 1, 0.25, 1, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
 }
 
 // #418 void(vector org) te_gunshot (DP_TE_STANDARDEFFECTBUILTINS)
 }
 
 // #418 void(vector org) te_gunshot (DP_TE_STANDARDEFFECTBUILTINS)
@@ -1627,7 +1632,7 @@ void VM_CL_te_explosion2 (void)
        color[1] = tempcolor[1] * (2.0f / 255.0f);
        color[2] = tempcolor[2] * (2.0f / 255.0f);
        Matrix4x4_CreateTranslate(&tempmatrix, pos2[0], pos2[1], pos2[2]);
        color[1] = tempcolor[1] * (2.0f / 255.0f);
        color[2] = tempcolor[2] * (2.0f / 255.0f);
        Matrix4x4_CreateTranslate(&tempmatrix, pos2[0], pos2[1], pos2[2]);
-       CL_AllocDlight(NULL, &tempmatrix, 350, color[0], color[1], color[2], 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+       CL_AllocLightFlash(NULL, &tempmatrix, 350, color[0], color[1], color[2], 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
        S_StartSound(-1, 0, cl.sfx_r_exp3, pos2, 1, 1);
 }
 
        S_StartSound(-1, 0, cl.sfx_r_exp3, pos2, 1, 1);
 }
 
index 96ac42dbd97ac93fda5a00fcecf402460c665f13..54684f95b8e5723c3e1ee167df043b526b3e7e79 100644 (file)
--- a/csprogs.c
+++ b/csprogs.c
@@ -321,7 +321,10 @@ qboolean CL_VM_UpdateView (void)
                //VectorCopy(cl.viewangles, oldangles);
                *prog->time = cl.time;
                CSQC_SetGlobals();
                //VectorCopy(cl.viewangles, oldangles);
                *prog->time = cl.time;
                CSQC_SetGlobals();
+               // clear renderable entity and light lists to prevent crashes if the
+               // CSQC_UpdateView function does not call R_ClearScene as it should
                r_refdef.numentities = 0;
                r_refdef.numentities = 0;
+               r_refdef.numlights = 0;
                PRVM_ExecuteProgram (prog->globals.client->CSQC_UpdateView, CL_F_UPDATEVIEW);
                //VectorCopy(oldangles, cl.viewangles);
        CSQC_END
                PRVM_ExecuteProgram (prog->globals.client->CSQC_UpdateView, CL_F_UPDATEVIEW);
                //VectorCopy(oldangles, cl.viewangles);
        CSQC_END
index 5b2b34961e824c2acdaf6ede61d1a0195907e742..4ba71dc8df933248cc2c7fb501a57e21280dbc42 100644 (file)
--- a/r_light.c
+++ b/r_light.c
@@ -77,6 +77,7 @@ void R_DrawCoronas(void)
        int i, lnum, flag;
        float cscale, scale, viewdist, dist;
        dlight_t *light;
        int i, lnum, flag;
        float cscale, scale, viewdist, dist;
        dlight_t *light;
+       rtlight_t *rtlight;
        if (r_coronas.value < 0.01)
                return;
        R_Mesh_Matrix(&identitymatrix);
        if (r_coronas.value < 0.01)
                return;
        R_Mesh_Matrix(&identitymatrix);
@@ -93,17 +94,17 @@ void R_DrawCoronas(void)
        }
        for (i = 0;i < r_refdef.numlights;i++)
        {
        }
        for (i = 0;i < r_refdef.numlights;i++)
        {
-               light = r_refdef.lights[i];
-               if ((light->flags & flag) && light->corona * r_coronas.value > 0 && (dist = (DotProduct(light->origin, r_view.forward) - viewdist)) >= 24.0f && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_view.origin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1)
+               rtlight = &r_refdef.lights[i];
+               if ((rtlight->flags & flag) && rtlight->corona * r_coronas.value > 0 && (dist = (DotProduct(rtlight->shadoworigin, r_view.forward) - viewdist)) >= 24.0f && CL_TraceBox(rtlight->shadoworigin, vec3_origin, vec3_origin, r_view.origin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1)
                {
                {
-                       cscale = light->corona * r_coronas.value * 0.25f;
-                       scale = light->rtlight.radius * light->rtlight.coronasizescale;
+                       cscale = rtlight->corona * r_coronas.value * 0.25f;
+                       scale = rtlight->radius * rtlight->coronasizescale;
                        if (gl_flashblend.integer)
                        {
                                cscale *= 4.0f;
                                scale *= 2.0f;
                        }
                        if (gl_flashblend.integer)
                        {
                                cscale *= 4.0f;
                                scale *= 2.0f;
                        }
-                       R_DrawSprite(GL_ONE, GL_ONE, lightcorona, NULL, true, light->origin, r_view.right, r_view.up, scale, -scale, -scale, scale, light->color[0] * cscale, light->color[1] * cscale, light->color[2] * cscale, 1);
+                       R_DrawSprite(GL_ONE, GL_ONE, lightcorona, NULL, true, rtlight->shadoworigin, r_view.right, r_view.up, scale, -scale, -scale, scale, rtlight->color[0] * cscale, rtlight->color[1] * cscale, rtlight->color[2] * cscale, 1);
                }
        }
 }
                }
        }
 }
@@ -133,14 +134,14 @@ void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffu
        {
                int i;
                float f, v[3];
        {
                int i;
                float f, v[3];
-               dlight_t *light;
+               rtlight_t *light;
                for (i = 0;i < r_refdef.numlights;i++)
                {
                for (i = 0;i < r_refdef.numlights;i++)
                {
-                       light = r_refdef.lights[i];
-                       Matrix4x4_Transform(&light->rtlight.matrix_worldtolight, p, v);
+                       light = &r_refdef.lights[i];
+                       Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
                        f = 1 - VectorLength2(v);
                        f = 1 - VectorLength2(v);
-                       if (f > 0 && CL_TraceBox(p, vec3_origin, vec3_origin, light->origin, false, NULL, SUPERCONTENTS_SOLID, false).fraction == 1)
-                               VectorMA(ambientcolor, f, light->rtlight.currentcolor, ambientcolor);
+                       if (f > 0 && CL_TraceBox(p, vec3_origin, vec3_origin, light->shadoworigin, false, NULL, SUPERCONTENTS_SOLID, false).fraction == 1)
+                               VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);
                }
        }
 }
                }
        }
 }
index 3f570a5d0b3da8d4f543cb457450eeebe3ede192..93e677e0568fa2313d6d0d5140e5ee317fa54316 100644 (file)
@@ -2135,16 +2135,33 @@ void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist)
        }
 }
 
        }
 }
 
-void R_RTLight_Update(dlight_t *light, int isstatic)
+void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, qboolean shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
 {
 {
-       double scale;
-       rtlight_t *rtlight = &light->rtlight;
+       // if this light has been compiled before, free the associated data
        R_RTLight_Uncompile(rtlight);
        R_RTLight_Uncompile(rtlight);
+
+       // clear it completely to avoid any lingering data
        memset(rtlight, 0, sizeof(*rtlight));
 
        memset(rtlight, 0, sizeof(*rtlight));
 
-       VectorCopy(light->origin, rtlight->shadoworigin);
-       VectorCopy(light->color, rtlight->color);
-       rtlight->radius = light->radius;
+       // copy the properties
+       Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, matrix);
+       Matrix4x4_OriginFromMatrix(matrix, rtlight->shadoworigin);
+       rtlight->radius = Matrix4x4_ScaleFromMatrix(matrix);
+       VectorCopy(color, rtlight->color);
+       rtlight->cubemapname[0] = 0;
+       if (cubemapname && cubemapname[0])
+               strlcpy(rtlight->cubemapname, cubemapname, sizeof(rtlight->cubemapname));
+       rtlight->shadow = shadow;
+       rtlight->corona = corona;
+       rtlight->style = style;
+       rtlight->isstatic = isstatic;
+       rtlight->coronasizescale = coronasizescale;
+       rtlight->ambientscale = ambientscale;
+       rtlight->diffusescale = diffusescale;
+       rtlight->specularscale = specularscale;
+       rtlight->flags = flags;
+
+       // compute derived data
        //rtlight->cullradius = rtlight->radius;
        //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
        rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
        //rtlight->cullradius = rtlight->radius;
        //rtlight->cullradius2 = rtlight->radius * rtlight->radius;
        rtlight->cullmins[0] = rtlight->shadoworigin[0] - rtlight->radius;
@@ -2153,26 +2170,6 @@ void R_RTLight_Update(dlight_t *light, int isstatic)
        rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
        rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
        rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
        rtlight->cullmaxs[0] = rtlight->shadoworigin[0] + rtlight->radius;
        rtlight->cullmaxs[1] = rtlight->shadoworigin[1] + rtlight->radius;
        rtlight->cullmaxs[2] = rtlight->shadoworigin[2] + rtlight->radius;
-       rtlight->cubemapname[0] = 0;
-       if (light->cubemapname[0])
-               strlcpy(rtlight->cubemapname, light->cubemapname, sizeof(rtlight->cubemapname));
-       else if (light->cubemapnum > 0)
-               sprintf(rtlight->cubemapname, "cubemaps/%i", light->cubemapnum);
-       rtlight->shadow = light->shadow;
-       rtlight->corona = light->corona;
-       rtlight->style = light->style;
-       rtlight->isstatic = isstatic;
-       rtlight->coronasizescale = light->coronasizescale;
-       rtlight->ambientscale = light->ambientscale;
-       rtlight->diffusescale = light->diffusescale;
-       rtlight->specularscale = light->specularscale;
-       rtlight->flags = light->flags;
-       Matrix4x4_Invert_Simple(&rtlight->matrix_worldtolight, &light->matrix);
-       // this has to scale both rotate and translate because this is an already
-       // inverted matrix (it transforms from world to light space, not the other
-       // way around)
-       scale = 1.0 / rtlight->radius;
-       Matrix4x4_Scale(&rtlight->matrix_worldtolight, scale, scale);
 }
 
 // compiles rtlight geometry
 }
 
 // compiles rtlight geometry
@@ -2552,7 +2549,7 @@ void R_ShadowVolumeLighting(qboolean visible)
                                R_DrawRTLight(&light->rtlight, visible);
        if (r_refdef.rtdlight)
                for (lnum = 0;lnum < r_refdef.numlights;lnum++)
                                R_DrawRTLight(&light->rtlight, visible);
        if (r_refdef.rtdlight)
                for (lnum = 0;lnum < r_refdef.numlights;lnum++)
-                       R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible);
+                       R_DrawRTLight(&r_refdef.lights[lnum], visible);
 
        R_Shadow_RenderMode_End();
 }
 
        R_Shadow_RenderMode_End();
 }
@@ -2776,6 +2773,17 @@ dlight_t *R_Shadow_NewWorldLight(void)
 
 void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
 {
 
 void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, vec3_t color, vec_t radius, vec_t corona, int style, int shadowenable, const char *cubemapname, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
 {
+       matrix4x4_t matrix;
+       // validate parameters
+       if (style < 0 || style >= MAX_LIGHTSTYLES)
+       {
+               Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
+               style = 0;
+       }
+       if (!cubemapname)
+               cubemapname = "";
+
+       // copy to light properties
        VectorCopy(origin, light->origin);
        light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
        light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
        VectorCopy(origin, light->origin);
        light->angles[0] = angles[0] - 360 * floor(angles[0] / 360);
        light->angles[1] = angles[1] - 360 * floor(angles[1] / 360);
@@ -2785,24 +2793,18 @@ void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, ve
        light->color[2] = max(color[2], 0);
        light->radius = max(radius, 0);
        light->style = style;
        light->color[2] = max(color[2], 0);
        light->radius = max(radius, 0);
        light->style = style;
-       if (light->style < 0 || light->style >= MAX_LIGHTSTYLES)
-       {
-               Con_Printf("R_Shadow_NewWorldLight: invalid light style number %i, must be >= 0 and < %i\n", light->style, MAX_LIGHTSTYLES);
-               light->style = 0;
-       }
        light->shadow = shadowenable;
        light->corona = corona;
        light->shadow = shadowenable;
        light->corona = corona;
-       if (!cubemapname)
-               cubemapname = "";
        strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
        light->coronasizescale = coronasizescale;
        light->ambientscale = ambientscale;
        light->diffusescale = diffusescale;
        light->specularscale = specularscale;
        light->flags = flags;
        strlcpy(light->cubemapname, cubemapname, sizeof(light->cubemapname));
        light->coronasizescale = coronasizescale;
        light->ambientscale = ambientscale;
        light->diffusescale = diffusescale;
        light->specularscale = specularscale;
        light->flags = flags;
-       Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
 
 
-       R_RTLight_Update(light, true);
+       // update renderable light data
+       Matrix4x4_CreateFromQuakeEntity(&matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], light->radius);
+       R_RTLight_Update(&light->rtlight, true, &matrix, light->color, light->style, light->cubemapname[0] ? light->cubemapname : NULL, light->shadow, light->corona, light->coronasizescale, light->ambientscale, light->diffusescale, light->specularscale, light->flags);
 }
 
 void R_Shadow_FreeWorldLight(dlight_t *light)
 }
 
 void R_Shadow_FreeWorldLight(dlight_t *light)
index 5d59009bf7eb64fa5f1a2f1c86dcda41cad933cf..05b7281252e18f89465344e0cb57ee0d77b47b26 100644 (file)
@@ -76,7 +76,7 @@ void R_Shadow_UpdateWorldLightSelection(void);
 
 extern rtlight_t *r_shadow_compilingrtlight;
 
 
 extern rtlight_t *r_shadow_compilingrtlight;
 
-void R_RTLight_Update(dlight_t *light, int isstatic);
+void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, qboolean shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags);
 void R_RTLight_Compile(rtlight_t *rtlight);
 void R_RTLight_Uncompile(rtlight_t *rtlight);
 
 void R_RTLight_Compile(rtlight_t *rtlight);
 void R_RTLight_Uncompile(rtlight_t *rtlight);