X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=client.h;h=13d285939852f6c8f2de6c4ee362aebbfd050f7c;hb=946a7c133e92aa10b091e124a32c6a2e0738af99;hp=468c8e1727986d8e521d756e308afc699f6fcf2b;hpb=1cf3ca527c99b74bf7616dcf74e3854b58d0d553;p=xonotic%2Fdarkplaces.git diff --git a/client.h b/client.h index 468c8e17..13d28593 100644 --- a/client.h +++ b/client.h @@ -70,20 +70,122 @@ typedef struct } beam_t; -typedef struct +typedef struct rtlight_s +{ + // shadow volumes are done entirely in model space, so there are no matrices for dealing with them... they just use the origin + + // note that the world to light matrices are inversely scaled (divided) by lightradius + + // core properties + // matrix for transforming world coordinates to light filter coordinates + matrix4x4_t matrix_worldtolight; + // based on worldtolight this transforms -1 to +1 to 0 to 1 for purposes + // of attenuation texturing in full 3D (Z result often ignored) + matrix4x4_t matrix_worldtoattenuationxyz; + // this transforms only the Z to S, and T is always 0.5 + matrix4x4_t matrix_worldtoattenuationz; + // typically 1 1 1, can be lower (dim) or higher (overbright) + vec3_t color; + // size of the light (remove?) + vec_t radius; + // light filter + char cubemapname[64]; + // whether light should render shadows + int shadow; + // intensity of corona to render + vec_t corona; + // light style to monitor for brightness + int style; + + // generated properties + // used only for shadow volumes + vec3_t shadoworigin; + // culling + vec3_t cullmins; + vec3_t cullmaxs; + // culling + //vec_t cullradius; + // squared cullradius + //vec_t cullradius2; + + // 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; + // true if this is a compiled world light, cleared if the light changes + int compiled; + // premade shadow volumes and lit surfaces to render for world entity + shadowmesh_t *static_meshchain_shadow; + shadowmesh_t *static_meshchain_light; + // used for visibility testing (more exact than bbox) + int static_numclusters; + int static_numclusterpvsbytes; + int *static_clusterlist; + qbyte *static_clusterpvs; +} +rtlight_t; + +typedef struct dlight_s { + // destroy light after this time + // (dlight only) + vec_t die; + // the entity that owns this light (can be NULL) + // (dlight only) + struct entity_render_s *ent; // location - vec3_t origin; - // stop lighting after this time - float die; + // (worldlight: saved to .rtlights file) + vec3_t origin; + // worldlight orientation + // (worldlight only) + // (worldlight: saved to .rtlights file) + vec3_t angles; + // dlight orientation/scaling/location + // (dlight only) + matrix4x4_t matrix; // color of light - vec3_t color; + // (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 + // (worldlight only) + // (worldlight: saved to .rtlights file) + char cubemapname[64]; + // make light flash while selected + // (worldlight only) + int selected; // brightness (not really radius anymore) - float radius; - // drop this each second - float decay; - // the entity that owns this light (can be NULL) - struct entity_render_s *ent; + // (worldlight: saved to .rtlights file) + vec_t radius; + // drop radius this much each second + // (dlight only) + vec_t decay; + // light style which controls intensity of this light + // (worldlight: saved to .rtlights file) + int style; + // cast shadows + // (worldlight: saved to .rtlights file) + int shadow; + // corona intensity + // (worldlight: saved to .rtlights file) + vec_t corona; + // linked list of world lights + // (worldlight only) + struct dlight_s *next; + // embedded rtlight struct for renderer + // (renderer only) + rtlight_t rtlight; } dlight_t; @@ -267,6 +369,8 @@ typedef struct int demonum; // list of demos in loop char demos[MAX_DEMOS][MAX_DEMONAME]; + // the actively playing demo (set by CL_PlayDemo_f) + char demoname[64]; // demo recording info must be here, because record is started before // entering a map (and clearing client_state_t) @@ -282,6 +386,10 @@ typedef struct int td_startframe; // realtime at second frame of timedemo (LordHavoc: changed to double) double td_starttime; + // LordHavoc: for measuring maxfps + double td_minframetime; + // LordHavoc: for measuring minfps + double td_maxframetime; // LordHavoc: pausedemo qboolean demopaused; @@ -432,8 +540,10 @@ typedef struct int protocol; // entity database stuff - entity_database_t entitydatabase; - entity_database4_t *entitydatabase4; + // latest received entity frame number + int latestframenum; + entityframe_database_t *entitydatabase; + entityframe4_database_t *entitydatabase4; } client_state_t; @@ -444,6 +554,7 @@ extern mempool_t *cl_scores_mempool; // extern cvar_t cl_name; extern cvar_t cl_color; +extern cvar_t cl_rate; extern cvar_t cl_pmodel; extern cvar_t cl_upspeed; @@ -477,8 +588,13 @@ extern cvar_t m_side; extern cvar_t r_draweffects; -extern cvar_t cl_explosions; +extern cvar_t cl_explosions_alpha_start; +extern cvar_t cl_explosions_alpha_end; +extern cvar_t cl_explosions_size_start; +extern cvar_t cl_explosions_size_end; +extern cvar_t cl_explosions_lifetime; extern cvar_t cl_stainmaps; +extern cvar_t cl_stainmapsclearonload; // these are updated by CL_ClearState extern int cl_num_entities; @@ -486,6 +602,7 @@ extern int cl_num_static_entities; extern int cl_num_temp_entities; extern int cl_num_brushmodel_entities; +extern mempool_t *cl_entities_mempool; extern entity_t *cl_entities; extern qbyte *cl_entities_active; extern entity_t *cl_static_entities; @@ -499,7 +616,7 @@ extern lightstyle_t *cl_lightstyle; extern client_state_t cl; -extern void CL_AllocDlight (entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime); +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); extern void CL_DecayLights (void); //============================================================================= @@ -539,6 +656,8 @@ void CL_InitInput (void); void CL_SendCmd (usercmd_t *cmd); void CL_SendMove (usercmd_t *cmd); +void CL_ValidateState(entity_state_t *s); +void CL_MoveLerpEntityStates(entity_t *ent); void CL_LerpUpdate(entity_t *e); void CL_ParseTEnt (void); void CL_RelinkBeams (void); @@ -605,8 +724,7 @@ void CL_Particles_Init(void); void CL_ParseParticleEffect (void); void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count); -void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent); -void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent); +void CL_RocketTrail (vec3_t start, vec3_t end, int type, int color, entity_t *ent); void CL_SparkShower (vec3_t org, vec3_t dir, int count); void CL_PlasmaBurn (vec3_t org); void CL_BloodPuff (vec3_t org, vec3_t vel, int count); @@ -637,9 +755,16 @@ typedef struct int x, y, width, height; float fov_x, fov_y; + // these are set for water warping before + // fov_x/fov_y are calculated + float fovscale_x, fovscale_y; + // view transform matrix4x4_t viewentitymatrix; + // which color components to allow (for anaglyph glasses) + int colormask[4]; + // fullscreen color blend float viewblend[4];