// LordHavoc: 256 dynamic lights
#define MAX_DLIGHTS 256
-// LordHavoc: this affects the lighting scale of the whole game
-#define LIGHTOFFSET 1024.0f
-// max lights shining on one entity
-#define MAXENTLIGHTS 128
// flags for rtlight rendering
#define LIGHTFLAG_NORMALMODE 1
// this is R_Shadow_Cubemap(rtlight->cubemapname)
rtexture_t *currentcubemap;
- // lightmap renderer stuff (remove someday!)
- // the size of the light
- vec_t lightmap_cullradius;
- // the size of the light, squared
- vec_t lightmap_cullradius2;
- // the brightness of the light
- vec3_t lightmap_light;
- // to avoid sudden brightness change at cullradius, subtract this
- vec_t lightmap_subtract;
-
// static light info
// true if this light should be compiled as a static light
int isstatic;
// 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];
- // caching results of static light traces (this is semi-persistent)
- double entlightstime;
- vec3_t entlightsorigin;
- int entlightsframe;
- int numentlights;
- unsigned short entlights[MAXENTLIGHTS];
+ // current lighting from map
+ vec3_t modellight_ambient;
+ vec3_t modellight_diffuse; // q3bsp
+ vec3_t modellight_lightdir; // q3bsp
}
entity_render_t;
{
cactive_t state;
- // all client memory allocations go in this pool
- mempool_t *mempool;
+ // all client memory allocations go in these pools
+ mempool_t *levelmempool;
+ mempool_t *permanentmempool;
// demo loop control
// -1 = don't play demos
extern cvar_t m_forward;
extern cvar_t m_side;
+extern cvar_t cl_autodemo;
+extern cvar_t cl_autodemo_nameformat;
+
extern cvar_t r_draweffects;
extern cvar_t cl_explosions_alpha_start;
// controls intensity of dynamic lights and lightmap layers
unsigned short lightstylevalue[256]; // 8.8 fraction of base light value
- // 2D art drawing queue
- // TODO: get rid of this
- unsigned char *drawqueue;
- int drawqueuesize;
- int maxdrawqueuesize;
+ qboolean draw2dstage;
}
refdef_t;