2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
25 #include "matrixlib.h"
27 // LordHavoc: 256 dynamic lights
28 #define MAX_DLIGHTS 256
30 // flags for rtlight rendering
31 #define LIGHTFLAG_NORMALMODE 1
32 #define LIGHTFLAG_REALTIMEMODE 2
34 typedef struct effect_s
43 // these are for interpolation
53 // draw this as lightning polygons, or a model?
55 struct model_s *model;
61 typedef struct rtlight_s
63 // shadow volumes are done entirely in model space, so there are no matrices for dealing with them... they just use the origin
65 // note that the world to light matrices are inversely scaled (divided) by lightradius
68 // matrix for transforming world coordinates to light filter coordinates
69 matrix4x4_t matrix_worldtolight;
70 // typically 1 1 1, can be lower (dim) or higher (overbright)
72 // size of the light (remove?)
76 // light style to monitor for brightness
78 // whether light should render shadows
80 // intensity of corona to render
82 // radius scale of corona to render (1.0 means same as light radius)
83 vec_t coronasizescale;
84 // ambient intensity to render
86 // diffuse intensity to render
88 // specular intensity to render
93 // generated properties
94 // used only for shadow volumes
101 // squared cullradius
104 // rendering properties, updated each time a light is rendered
105 // this is rtlight->color * d_lightstylevalue
107 // this is R_Shadow_Cubemap(rtlight->cubemapname)
108 rtexture_t *currentcubemap;
111 // true if this light should be compiled as a static light
113 // true if this is a compiled world light, cleared if the light changes
115 // premade shadow volumes to render for world entity
116 shadowmesh_t *static_meshchain_shadow;
117 // used for visibility testing (more exact than bbox)
119 int static_numleafpvsbytes;
120 int *static_leaflist;
121 unsigned char *static_leafpvs;
122 // surfaces seen by light
123 int static_numsurfaces;
124 int *static_surfacelist;
128 typedef struct dlight_s
130 // destroy light after this time
133 // the entity that owns this light (can be NULL)
135 struct entity_render_s *ent;
137 // (worldlight: saved to .rtlights file)
139 // worldlight orientation
141 // (worldlight: saved to .rtlights file)
143 // dlight orientation/scaling/location
147 // (worldlight: saved to .rtlights file)
149 // cubemap number to use on this light
152 // cubemap name to use on this light
154 // (worldlight: saved to .rtlights file)
155 char cubemapname[64];
156 // make light flash while selected
159 // brightness (not really radius anymore)
160 // (worldlight: saved to .rtlights file)
162 // drop radius this much each second
165 // light style which controls intensity of this light
166 // (worldlight: saved to .rtlights file)
169 // (worldlight: saved to .rtlights file)
172 // (worldlight: saved to .rtlights file)
174 // radius scale of corona to render (1.0 means same as light radius)
175 // (worldlight: saved to .rtlights file)
176 vec_t coronasizescale;
177 // ambient intensity to render
178 // (worldlight: saved to .rtlights file)
180 // diffuse intensity to render
181 // (worldlight: saved to .rtlights file)
183 // specular intensity to render
184 // (worldlight: saved to .rtlights file)
187 // (worldlight: saved to .rtlights file)
189 // linked list of world lights
191 struct dlight_s *next;
192 // embedded rtlight struct for renderer
198 typedef struct frameblend_s
205 // LordHavoc: this struct is intended for the renderer but some fields are
206 // used by the client.
207 typedef struct entity_render_s
213 // transform matrix for model to world
215 // transform matrix for world to model
216 matrix4x4_t inversematrix;
217 // opacity (alpha) of the model
219 // size the model is shown
224 // current uninterpolated animation frame (for things which do not use interpolation)
226 // entity shirt and pants colors (-1 if not colormapped)
228 // literal colors for renderer
229 vec3_t colormap_pantscolor;
230 vec3_t colormap_shirtcolor;
231 // light, particles, etc
238 // colormod tinting of models
241 // interpolated animation
243 // frame that the model is interpolating from
245 // frame that the model is interpolating to
247 // interpolation factor, usually computed from frame2time
249 // time frame1 began playing (for framegroup animations)
251 // time frame2 began playing (for framegroup animations)
254 // calculated by the renderer (but not persistent)
256 // calculated during R_AddModelEntities
258 // 4 frame numbers (-1 if not used) and their blending scalers (0-1), if interpolation is not desired, use frame instead
259 frameblend_t frameblend[4];
261 // current lighting from map
262 vec3_t modellight_ambient;
263 vec3_t modellight_diffuse; // q3bsp
264 vec3_t modellight_lightdir; // q3bsp
268 typedef struct entity_persistent_s
277 // muzzleflash fading
280 // interpolated movement
282 // start time of move
284 // time difference from start to end of move
286 // the move itself, start and end
294 typedef struct entity_s
297 // baseline state (default values)
298 entity_state_t state_baseline;
299 // previous state (interpolating from this)
300 entity_state_t state_previous;
301 // current state (interpolating to this)
302 entity_state_t state_current;
304 // used for regenerating parts of render
305 entity_persistent_t persistent;
307 // the only data the renderer should know about
308 entity_render_t render;
312 typedef struct usercmd_s
316 // intended velocities
321 vec3_t cursor_screen;
324 vec3_t cursor_impact;
325 vec3_t cursor_normal;
326 vec_t cursor_fraction;
327 int cursor_entitynumber;
334 qboolean applied; // if false we're still accumulating a move
337 typedef struct lightstyle_s
340 char map[MAX_STYLESTRING];
343 typedef struct scoreboard_s
345 char name[MAX_SCOREBOARDNAME];
347 int colors; // two 4 bit fields
350 char qw_userinfo[MAX_USERINFO_STRING];
356 char qw_skin[MAX_QPATH];
359 typedef struct cshift_s
362 float percent; // 0-256
365 #define CSHIFT_CONTENTS 0
366 #define CSHIFT_DAMAGE 1
367 #define CSHIFT_BONUS 2
368 #define CSHIFT_POWERUP 3
369 #define CSHIFT_VCSHIFT 4
370 #define NUM_CSHIFTS 5
372 #define NAME_LENGTH 64
376 // client_state_t should hold all pieces of the client state
379 #define SIGNONS 4 // signon messages to receive before connected
382 #define MAX_DEMONAME 16
384 typedef enum cactive_e
386 ca_dedicated, // a dedicated server with no ability to start a client
387 ca_disconnected, // full screen console with no connection
388 ca_connected // valid netcon, talking to a server
392 typedef enum qw_downloadtype_e
402 typedef enum capturevideoformat_e
404 CAPTUREVIDEOFORMAT_TARGA,
405 CAPTUREVIDEOFORMAT_JPEG,
406 CAPTUREVIDEOFORMAT_RAWRGB,
407 CAPTUREVIDEOFORMAT_RAWYV12
409 capturevideoformat_t;
412 // the client_static_t structure is persistent through an arbitrary number
413 // of server connections
415 typedef struct client_static_s
419 // all client memory allocations go in these pools
420 mempool_t *levelmempool;
421 mempool_t *permanentmempool;
424 // -1 = don't play demos
426 // list of demos in loop
427 char demos[MAX_DEMOS][MAX_DEMONAME];
428 // the actively playing demo (set by CL_PlayDemo_f)
431 // demo recording info must be here, because record is started before
432 // entering a map (and clearing client_state_t)
433 qboolean demorecording;
434 qboolean demoplayback;
436 // -1 = use normal cd track
439 // to meter out one message a frame
441 // host_framecount at start
443 // realtime at second frame of timedemo (LordHavoc: changed to double)
445 // LordHavoc: for measuring maxfps
446 double td_minframetime;
447 // LordHavoc: for measuring minfps
448 double td_maxframetime;
449 // LordHavoc: pausedemo
452 qboolean connect_trying;
453 int connect_remainingtries;
454 double connect_nextsendtime;
455 lhnetsocket_t *connect_mysocket;
456 lhnetaddress_t connect_address;
457 // protocol version of the server we're connected to
458 // (kept outside client_state_t because it's used between levels)
459 protocolversion_t protocol;
461 // connection information
464 // network connection
467 // quakeworld stuff below
469 // value of "qport" cvar at time of connection
471 // copied from cls.netcon->qw. variables every time they change, or set by demos (which have no cls.netcon)
472 int qw_incoming_sequence;
473 int qw_outgoing_sequence;
475 // current file download buffer (only saved when file is completed)
476 char qw_downloadname[MAX_QPATH];
477 unsigned char *qw_downloadmemory;
478 int qw_downloadmemorycursize;
479 int qw_downloadmemorymaxsize;
480 int qw_downloadnumber;
481 int qw_downloadpercent;
482 qw_downloadtype_t qw_downloadtype;
484 // current file upload buffer (for uploading screenshots to server)
485 unsigned char *qw_uploaddata;
490 // this normally contains the following keys in quakeworld:
491 // password spectator name team skin topcolor bottomcolor rate noaim msg *ver *ip
492 char userinfo[MAX_USERINFO_STRING];
494 // video capture stuff
495 qboolean capturevideo_active;
496 capturevideoformat_t capturevideo_format;
497 double capturevideo_starttime;
498 double capturevideo_framerate;
499 int capturevideo_soundrate;
500 int capturevideo_frame;
501 unsigned char *capturevideo_buffer;
502 qfile_t *capturevideo_videofile;
503 qfile_t *capturevideo_soundfile;
504 short capturevideo_rgbtoyuvscaletable[3][3][256];
505 unsigned char capturevideo_yuvnormalizetable[3][256];
506 char capturevideo_basename[64];
510 extern client_static_t cls;
512 typedef struct client_movementqueue_s
522 client_movementqueue_t;
528 qboolean drawenginesbar;
529 qboolean drawcrosshair;
532 typedef struct qw_usercmd_s
535 short forwardmove, sidemove, upmove;
536 unsigned char padding1[2];
538 unsigned char buttons;
539 unsigned char impulse;
540 unsigned char padding2;
546 PARTICLE_BILLBOARD = 0,
548 PARTICLE_ORIENTED_DOUBLESIDED = 2,
561 typedef struct particletype_s
564 porientation_t orientation;
571 pt_alphastatic, pt_static, pt_spark, pt_beam, pt_rain, pt_raindecal, pt_snow, pt_bubble, pt_blood, pt_smoke, pt_decal, pt_entityparticle, pt_total
575 typedef struct particle_s
577 particletype_t *type;
580 vec3_t vel; // velocity of particle, or orientation of decal, or end point of beam
582 float sizeincrease; // rate of size change per second
583 float alpha; // 0-255
584 float alphafade; // how much alpha reduces per second
585 float time2; // used for snow fluttering and decal fade
586 float bounce; // how much bounce-back from a surface the particle hits (0 = no physics, 1 = stop and slide, 2 = keep bouncing forever, 1.5 is typical)
587 float gravity; // how much gravity affects this particle (1.0 = normal gravity, 0.0 = none)
588 float airfriction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction)
589 float liquidfriction; // how much liquid friction affects this object (objects with a low mass/size ratio tend to get more liquid friction)
590 unsigned char color[4];
591 unsigned short owner; // decal stuck to this entity
592 model_t *ownermodel; // model the decal is stuck to (used to make sure the entity is still alive)
593 vec3_t relativeorigin; // decal at this location in entity's coordinate space
594 vec3_t relativedirection; // decal oriented this way relative to entity's coordinate space
599 // the client_state_t structure is wiped completely at every
602 typedef struct client_state_s
604 // true if playing in a local game and no one else is connected
607 // when connecting to the server throw out the first couple move messages
608 // so the player doesn't accidentally do something the first frame
611 // send a clc_nop periodically until connected
614 // current input to send to the server
617 // information for local display
619 int stats[MAX_CL_STATS];
620 // last known inventory bit flags, for blinking
622 // cl.time of acquiring item, for blinking
623 float item_gettime[32];
624 // last known STAT_ACTIVEWEAPON
626 // cl.time of changing STAT_ACTIVEWEAPON
628 // use pain anim frame if cl.time < this
631 // color shifts for damage, powerups
632 cshift_t cshifts[NUM_CSHIFTS];
634 cshift_t prev_cshifts[NUM_CSHIFTS];
636 // the client maintains its own idea of view angles, which are
637 // sent to the server each frame. The server sets punchangle when
638 // the view is temporarily offset, and an angle reset commands at the start
639 // of each level and after teleporting.
641 // mviewangles is read from demo
642 // viewangles is either client controlled or lerped from mviewangles
643 vec3_t mviewangles[2], viewangles;
644 // update by server, used by qc to do weapon recoil
645 vec3_t mpunchangle[2], punchangle;
646 // update by server, can be used by mods to kick view around
647 vec3_t mpunchvector[2], punchvector;
648 // update by server, used for lean+bob (0 is newest)
649 vec3_t mvelocity[2], velocity;
650 // update by server, can be used by mods for zooming
651 vec_t mviewzoom[2], viewzoom;
652 // if true interpolation the mviewangles and other interpolation of the
653 // player is disabled until the next network packet
654 // this is used primarily by teleporters, and when spectating players
655 // special checking of the old fixangle[1] is used to differentiate
656 // between teleporting and spectating
657 qboolean fixangle[2];
659 // client movement simulation
660 // these fields are only updated by CL_ClientMovement (called by CL_SendMove after parsing each network packet)
661 // set by CL_ClientMovement_Replay functions
662 qboolean movement_predicted;
663 // this is set true by svc_time parsing and causes a new movement to be
664 // queued for prediction purposes
665 qboolean movement_needupdate;
666 // indicates the queue has been updated and should be replayed
667 qboolean movement_replay;
668 // timestamps of latest two predicted moves for interpolation
669 double movement_time[2];
670 // simulated data (this is valid even if cl.movement is false)
671 vec3_t movement_origin;
672 vec3_t movement_oldorigin;
673 vec3_t movement_velocity;
674 // queue of proposed moves
675 int movement_numqueue;
676 client_movementqueue_t movement_queue[256];
678 int servermovesequence;
679 // whether the replay should allow a jump at the first sequence
680 qboolean movement_replay_canjump;
682 // pitch drifting vars
689 //[515]: added for csqc purposes
690 float sensitivityscale;
691 csqc_vidvars_t csqc_vidvars; //[515]: these parms must be set to true by default
692 qboolean csqc_wantsmousemove;
693 struct model_s *csqc_model_precache[MAX_MODELS];
695 // local amount for smoothing stepups
704 qboolean oldonground;
705 double lastongroundtime;
706 double hitgroundtime;
708 // don't change view angle, full screen, etc
710 // latched at intermission start
711 double completed_time;
713 // the timestamp of the last two messages
716 // clients view of time, time should be between mtime[0] and mtime[1] to
717 // generate a lerp point for other data, oldtime is the previous frame's
718 // value of time, frametime is the difference between time and oldtime
719 double time, oldtime;
720 // how long it has been since the previous client frame in real time
721 // (not game time, for that use cl.time - cl.oldtime)
722 double realframetime;
724 // copy of realtime from last recieved message, for net trouble icon
725 float last_received_message;
727 // information that is static for the entire time connected to a server
728 struct model_s *model_precache[MAX_MODELS];
729 struct sfx_s *sound_precache[MAX_SOUNDS];
731 // FIXME: this is a lot of memory to be keeping around, this really should be dynamically allocated and freed somehow
732 char model_name[MAX_MODELS][MAX_QPATH];
733 char sound_name[MAX_SOUNDS][MAX_QPATH];
735 // for display on solo scoreboard
737 // cl_entitites[cl.viewentity] = player
739 // the real player entity (normally same as viewentity,
740 // different than viewentity if mod uses chasecam or other tricks)
742 // max players that can be in this game
744 // type of game (deathmatch, coop, singleplayer)
747 // models and sounds used by engine code (particularly cl_parse.c)
749 model_t *model_bolt2;
750 model_t *model_bolt3;
753 sfx_t *sfx_knighthit;
760 // refresh related state
762 // cl_entitites[0].model
763 struct model_s *worldmodel;
769 int cdtrack, looptrack;
774 scoreboard_t *scores;
776 // entity database stuff
777 // latest received entity frame numbers
778 #define LATESTFRAMENUMS 3
779 int latestframenums[LATESTFRAMENUMS];
780 entityframe_database_t *entitydatabase;
781 entityframe4_database_t *entitydatabase4;
782 entityframeqw_database_t *entitydatabaseqw;
784 // keep track of quake entities because they need to be killed if they get stale
786 unsigned char isquakeentity[MAX_EDICTS];
788 // bounding boxes for clientside movement
789 vec3_t playerstandmins;
790 vec3_t playerstandmaxs;
791 vec3_t playercrouchmins;
792 vec3_t playercrouchmaxs;
795 int max_csqcentities;
796 int max_static_entities;
797 int max_temp_entities;
802 int max_brushmodel_entities;
806 entity_t *csqcentities; //[515]: csqc
807 unsigned char *entities_active;
808 unsigned char *csqcentities_active; //[515]: csqc
809 entity_t *static_entities;
810 entity_t *temp_entities;
811 cl_effect_t *effects;
814 lightstyle_t *lightstyle;
815 int *brushmodel_entities;
816 particle_t *particles;
819 int num_csqcentities; //[515]: csqc
820 int num_static_entities;
821 int num_temp_entities;
822 int num_brushmodel_entities;
832 // local copy of the server infostring
833 char qw_serverinfo[MAX_SERVERINFO_STRING];
835 // time of last qw "pings" command sent to server while showing scores
836 double last_ping_request;
838 // used during connect
841 // updated from serverinfo
844 // indicates whether the player is spectating
845 qboolean qw_spectator;
847 // movement parameters for client prediction
848 float qw_movevars_gravity;
849 float qw_movevars_stopspeed;
850 float qw_movevars_maxspeed; // can change during play
851 float qw_movevars_spectatormaxspeed;
852 float qw_movevars_accelerate;
853 float qw_movevars_airaccelerate;
854 float qw_movevars_wateraccelerate;
855 float qw_movevars_friction;
856 float qw_movevars_waterfriction;
857 float qw_movevars_entgravity; // can change during play
859 // models used by qw protocol
860 int qw_modelindex_spike;
861 int qw_modelindex_player;
862 int qw_modelindex_flag;
863 int qw_modelindex_s_explod;
865 vec3_t qw_intermission_origin;
866 vec3_t qw_intermission_angles;
868 // 255 is the most nails the QW protocol could send
870 vec_t qw_nails[255][6];
874 int qw_validsequence;
876 qw_usercmd_t qw_moves[QW_UPDATE_BACKUP];
878 int qw_deltasequence[QW_UPDATE_BACKUP];
885 extern cvar_t cl_name;
886 extern cvar_t cl_color;
887 extern cvar_t cl_rate;
888 extern cvar_t cl_pmodel;
889 extern cvar_t cl_playermodel;
890 extern cvar_t cl_playerskin;
892 extern cvar_t rcon_password;
893 extern cvar_t rcon_address;
895 extern cvar_t cl_upspeed;
896 extern cvar_t cl_forwardspeed;
897 extern cvar_t cl_backspeed;
898 extern cvar_t cl_sidespeed;
900 extern cvar_t cl_movespeedkey;
902 extern cvar_t cl_yawspeed;
903 extern cvar_t cl_pitchspeed;
905 extern cvar_t cl_anglespeedkey;
907 extern cvar_t cl_autofire;
909 extern cvar_t csqc_progname; //[515]: csqc crc check and right csprogs name according to progs.dat
910 extern cvar_t csqc_progcrc;
912 extern cvar_t cl_shownet;
913 extern cvar_t cl_nolerp;
915 extern cvar_t cl_pitchdriftspeed;
916 extern cvar_t lookspring;
917 extern cvar_t lookstrafe;
918 extern cvar_t sensitivity;
920 extern cvar_t freelook;
922 extern cvar_t m_pitch;
924 extern cvar_t m_forward;
925 extern cvar_t m_side;
927 extern cvar_t cl_autodemo;
928 extern cvar_t cl_autodemo_nameformat;
930 extern cvar_t r_draweffects;
932 extern cvar_t cl_explosions_alpha_start;
933 extern cvar_t cl_explosions_alpha_end;
934 extern cvar_t cl_explosions_size_start;
935 extern cvar_t cl_explosions_size_end;
936 extern cvar_t cl_explosions_lifetime;
937 extern cvar_t cl_stainmaps;
938 extern cvar_t cl_stainmaps_clearonload;
940 extern cvar_t cl_prydoncursor;
942 extern client_state_t cl;
944 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);
946 //=============================================================================
952 void CL_Shutdown (void);
955 void CL_EstablishConnection(const char *host);
957 void CL_Disconnect (void);
958 void CL_Disconnect_f (void);
960 void CL_BoundingBoxForEntity(entity_render_t *ent);
965 typedef struct kbutton_s
967 int down[2]; // key nums holding it down
968 int state; // low bit is down state
972 extern kbutton_t in_mlook, in_klook;
973 extern kbutton_t in_strafe;
974 extern kbutton_t in_speed;
976 void CL_InitInput (void);
977 void CL_SendMove (void);
979 void CL_ValidateState(entity_state_t *s);
980 void CL_MoveLerpEntityStates(entity_t *ent);
981 void CL_LerpUpdate(entity_t *e);
982 void CL_ParseTEnt (void);
983 void CL_NewBeam (int ent, vec3_t start, vec3_t end, model_t *m, int lightning);
984 void CL_RelinkBeams (void);
985 void CL_Beam_CalculatePositions (const beam_t *b, vec3_t start, vec3_t end);
987 void CL_ClearTempEntities (void);
988 entity_t *CL_NewTempEntity (void);
990 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate);
992 void CL_ClearState (void);
993 void CL_ExpandEntities(int num);
994 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet);
997 int CL_ReadFromServer (void);
998 void CL_WriteToServer (void);
1000 extern qboolean cl_ignoremousemove;
1003 float CL_KeyState (kbutton_t *key);
1004 const char *Key_KeynumToString (int keynum);
1005 int Key_StringToKeynum (const char *str);
1010 void CL_StopPlayback(void);
1011 void CL_ReadDemoMessage(void);
1012 void CL_WriteDemoMessage(void);
1014 void CL_NextDemo(void);
1015 void CL_Stop_f(void);
1016 void CL_Record_f(void);
1017 void CL_PlayDemo_f(void);
1018 void CL_TimeDemo_f(void);
1023 void CL_Parse_Init(void);
1024 void CL_Parse_Shutdown(void);
1025 void CL_ParseServerMessage(void);
1026 void CL_Parse_DumpPacket(void);
1027 void CL_Parse_ErrorCleanUp(void);
1028 void QW_CL_StartUpload(unsigned char *data, int size);
1029 extern cvar_t qport;
1034 void V_StartPitchDrift (void);
1035 void V_StopPitchDrift (void);
1038 float V_CalcRoll (vec3_t angles, vec3_t velocity);
1039 void V_UpdateBlends (void);
1040 void V_ParseDamage (void);
1046 extern cvar_t cl_particles;
1047 extern cvar_t cl_particles_quality;
1048 extern cvar_t cl_particles_size;
1049 extern cvar_t cl_particles_quake;
1050 extern cvar_t cl_particles_blood;
1051 extern cvar_t cl_particles_blood_alpha;
1052 extern cvar_t cl_particles_blood_bloodhack;
1053 extern cvar_t cl_particles_bulletimpacts;
1054 extern cvar_t cl_particles_explosions_bubbles;
1055 extern cvar_t cl_particles_explosions_smoke;
1056 extern cvar_t cl_particles_explosions_sparks;
1057 extern cvar_t cl_particles_explosions_shell;
1058 extern cvar_t cl_particles_smoke;
1059 extern cvar_t cl_particles_smoke_alpha;
1060 extern cvar_t cl_particles_smoke_alphafade;
1061 extern cvar_t cl_particles_sparks;
1062 extern cvar_t cl_particles_bubbles;
1063 extern cvar_t cl_decals;
1064 extern cvar_t cl_decals_time;
1065 extern cvar_t cl_decals_fadetime;
1067 void CL_Particles_Clear(void);
1068 void CL_Particles_Init(void);
1069 void CL_Particles_Shutdown(void);
1071 typedef enum effectnameindex_s
1075 EFFECT_TE_GUNSHOTQUAD,
1077 EFFECT_TE_SPIKEQUAD,
1078 EFFECT_TE_SUPERSPIKE,
1079 EFFECT_TE_SUPERSPIKEQUAD,
1081 EFFECT_TE_KNIGHTSPIKE,
1082 EFFECT_TE_EXPLOSION,
1083 EFFECT_TE_EXPLOSIONQUAD,
1084 EFFECT_TE_TAREXPLOSION,
1086 EFFECT_TE_LAVASPLASH,
1087 EFFECT_TE_SMALLFLASH,
1092 EFFECT_TE_PLASMABURN,
1094 EFFECT_TE_TEI_SMOKE,
1095 EFFECT_TE_TEI_BIGEXPLOSION,
1096 EFFECT_TE_TEI_PLASMAHIT,
1102 EFFECT_TR_SLIGHTBLOOD,
1103 EFFECT_TR_KNIGHTSPIKE,
1104 EFFECT_TR_VORESPIKE,
1105 EFFECT_TR_NEHAHRASMOKE,
1106 EFFECT_TR_NEXUIZPLASMA,
1107 EFFECT_TR_GLOWTRAIL,
1108 EFFECT_SVC_PARTICLE,
1113 int CL_ParticleEffectIndexForName(const char *name);
1114 const char *CL_ParticleEffectNameForIndex(int i);
1115 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);
1116 void CL_ParseParticleEffect (void);
1117 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);
1118 void CL_ParticleRain (const vec3_t mins, const vec3_t maxs, const vec3_t dir, int count, int colorbase, int type);
1119 void CL_EntityParticles (const entity_t *ent);
1120 void CL_ParticleExplosion (const vec3_t org);
1121 void CL_ParticleExplosion2 (const vec3_t org, int colorStart, int colorLength);
1122 void CL_MoveParticles(void);
1123 void R_MoveExplosions(void);
1124 void R_NewExplosion(const vec3_t org);
1126 #include "cl_screen.h"
1128 #define NUMCROSSHAIRS 32
1129 extern cachepic_t *r_crosshairs[NUMCROSSHAIRS+1];
1131 #define FOGTABLEWIDTH 1024
1132 extern int fogtableindex;
1133 #define VERTEXFOGTABLE(dist) (fogtableindex = (int)((dist) * r_refdef.fogtabledistmultiplier), r_refdef.fogtable[bound(0, fogtableindex, FOGTABLEWIDTH - 1)])
1135 typedef struct r_refdef_stats_s
1138 int entities_surfaces;
1139 int entities_triangles;
1144 int meshes_elements;
1147 int lights_scissored;
1148 int lights_lighttriangles;
1149 int lights_shadowtriangles;
1150 int lights_dynamicshadowtriangles;
1152 int bloom_copypixels;
1153 int bloom_drawpixels;
1157 typedef struct r_refdef_s
1159 // these fields define the basic rendering information for the world
1160 // but not the view, which could change multiple times in one rendered
1161 // frame (for example when rendering textures for certain effects)
1163 // these are set for water warping before
1164 // frustum_x/frustum_y are calculated
1165 float frustumscale_x, frustumscale_y;
1167 // minimum visible distance (pixels closer than this disappear)
1169 // maximum visible distance (pixels further than this disappear in 16bpp modes,
1170 // in 32bpp an infinite-farclip matrix is used instead)
1173 // fullscreen color blend
1176 // whether to call S_ExtraUpdate during render to reduce sound chop
1177 qboolean extraupdate;
1179 // client gameworld time for rendering time based effects
1183 entity_render_t *worldentity;
1185 // same as worldentity->model
1186 model_t *worldmodel;
1188 // renderable entities (excluding world)
1189 entity_render_t **entities;
1193 // renderable dynamic lights
1194 dlight_t *lights[MAX_DLIGHTS];
1197 // 8.8bit fixed point intensities for light styles
1198 // controls intensity of dynamic lights and lightmap layers
1199 unsigned short lightstylevalue[256]; // 8.8 fraction of base light value
1203 vec_t fograngerecip;
1204 vec_t fogtabledistmultiplier;
1205 float fogtable[FOGTABLEWIDTH];
1210 qboolean fogenabled;
1211 qboolean oldgl_fogenable;
1213 qboolean draw2dstage;
1215 // true during envmap command capture
1218 // brightness of world lightmaps and related lighting
1219 // (often reduced when world rtlights are enabled)
1220 float lightmapintensity;
1221 // whether to draw world lights realtime, dlights realtime, and their shadows
1223 qboolean rtworldshadows;
1225 qboolean rtdlightshadows;
1226 float polygonfactor;
1227 float polygonoffset;
1228 float shadowpolygonfactor;
1229 float shadowpolygonoffset;
1231 // rendering stats for r_speeds display
1232 // (these are incremented in many places)
1233 r_refdef_stats_t stats;
1237 typedef struct r_view_s
1239 // view information (changes multiple times per frame)
1240 // if any of these variables change then r_viewcache must be regenerated
1241 // by calling R_View_Update
1242 // (which also updates viewport, scissor, colormask)
1244 // it is safe and expected to copy this into a structure on the stack and
1245 // call the renderer recursively, then restore from the stack afterward
1246 // (as long as R_View_Update is called)
1248 // eye position information
1255 mplane_t frustum[5];
1256 float frustum_x, frustum_y;
1258 // screen area to render in
1266 // which color components to allow (for anaglyph glasses)
1271 typedef struct r_viewcache_s
1273 // these properties are generated by R_View_Update()
1275 // which entities are currently visible for this viewpoint
1276 // (the used range is 0...r_refdef.numentities)
1277 unsigned char entityvisible[MAX_EDICTS];
1278 // flag arrays used for visibility checking on world model
1279 // (all other entities have no per-surface/per-leaf visibility checks)
1280 // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_clusters
1281 unsigned char world_pvsbits[(32768+7)>>3];
1282 // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs
1283 unsigned char world_leafvisible[32768];
1284 // TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces
1285 unsigned char world_surfacevisible[262144];
1286 // if true, the view is currently in a leaf without pvs data
1287 qboolean world_novis;
1291 extern r_refdef_t r_refdef;
1292 extern r_view_t r_view;
1293 extern r_viewcache_t r_viewcache;