#include "quakedef.h"
#include "cl_collision.h"
+#include "cl_gecko.h"
#include "cl_video.h"
#include "image.h"
#include "csprogs.h"
cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
-cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
+cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
client_state_t cl;
#define MAX_PARTICLES 32768 // default max # of particles at one time
+#define MAX_DECALS 32768 // default max # of decals at one time
#define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line
/*
cl.max_lightstyle = MAX_LIGHTSTYLES;
cl.max_brushmodel_entities = MAX_EDICTS;
cl.max_particles = MAX_PARTICLES;
+ cl.max_decals = MAX_DECALS;
+ cl.max_showlmps = 0;
// COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
i = COM_CheckParm ("-particles");
cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
+ cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
+ cl.showlmps = NULL;
// LordHavoc: have to set up the baseline info for alpha and other stuff
for (i = 0;i < cl.max_entities;i++)
// mark all frames invalid for delta
memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
+ // set bestweapon data back to Quake data
+ IN_BestWeapon_ResetData();
+
CL_Screen_NewMap();
}
{
if (!cl.lightstyle || !cl.lightstyle[j].length)
{
+ r_refdef.rtlightstylevalue[j] = 1;
r_refdef.lightstylevalue[j] = 256;
continue;
}
l = (i-1) % cl.lightstyle[j].length;
k = cl.lightstyle[j].map[k] - 'a';
l = cl.lightstyle[j].map[l] - 'a';
- r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
+ // rtlightstylevalue is always interpolated because it has no bad
+ // consequences for performance
+ // lightstylevalue is subject to a cvar for performance reasons;
+ // skipping lightmap updates on most rendered frames substantially
+ // improves framerates (but makes light fades look bad)
+ r_refdef.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
+ r_refdef.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
}
}
{
unsigned char *cbcolor;
e->render.colormap = e->state_current.colormap;
- cbcolor = (unsigned char *) (&palette_pantscolormap[e->render.colormap & 0xF]);
+ cbcolor = palette_rgb_pantscolormap[e->render.colormap & 0xF];
e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
- cbcolor = (unsigned char *) (&palette_shirtcolormap[(e->render.colormap & 0xF0) >> 4]);
+ cbcolor = palette_rgb_shirtcolormap[(e->render.colormap & 0xF0) >> 4];
e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
{
unsigned char *cbcolor;
e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
- cbcolor = (unsigned char *) (&palette_pantscolormap[e->render.colormap & 0xF]);
+ cbcolor = palette_rgb_pantscolormap[e->render.colormap & 0xF];
e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
- cbcolor = (unsigned char *) (&palette_shirtcolormap[(e->render.colormap & 0xF0) >> 4]);
+ cbcolor = palette_rgb_shirtcolormap[(e->render.colormap & 0xF0) >> 4];
e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
// * 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);
+ VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[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)
CL_RelinkLightFlashes();
CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
- // move particles
+ // move decals, particles, and any other effects
+ CL_MoveDecals();
CL_MoveParticles();
R_MoveExplosions();
}
CL_Screen_Init();
CL_Video_Init();
+#ifdef SUPPORT_GECKO
+ CL_Gecko_Init();
+#endif
}