cvar_t cl_locs_enable = {CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
-extern cvar_t r_equalize_entities_fullbright;
-
client_static_t cls;
client_state_t cl;
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
+ // LadyHavoc: have to set up the baseline info for alpha and other stuff
for (i = 0;i < cl.max_entities;i++)
{
cl.entities[i].state_baseline = defaultstate;
if (cl_nettimesyncboundmode.integer == 1)
cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
- // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
+ // LadyHavoc: lerp in listen games as the server is being capped below the client (usually)
if (cl.mtime[0] <= cl.mtime[1])
{
cl.time = cl.mtime[0];
{
if (!(e->render.effects & EF_FULLBRIGHT))
e->render.flags |= RENDER_LIGHT;
- else if(r_equalize_entities_fullbright.integer)
- e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
}
// hide player shadow during intermission or nehahra movie
if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
// handle particle trails and such effects now that we know where this
// entity is in the world...
trailtype = EFFECT_NONE;
- // LordHavoc: if the entity has no effects, don't check each
+ // LadyHavoc: if the entity has no effects, don't check each
if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
{
if (e->render.effects & EF_BRIGHTFIELD)
// muzzleflash fades over time
if (e->persistent.muzzleflash > 0)
e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
- // LordHavoc: if the entity has no effects, don't check each
+ // LadyHavoc: if the entity has no effects, don't check each
if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
{
if (e->render.effects & EF_GIB)
trailtype = EFFECT_TR_ROCKET;
else if (e->render.effects & EF_GRENADE)
{
- // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
+ // LadyHavoc: 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.effects & EF_TRACER3)
dlightcolor[0] = 0;
dlightcolor[1] = 0;
dlightcolor[2] = 0;
- // LordHavoc: if the entity has no effects, don't check each
+ // LadyHavoc: if the entity has no effects, don't check each
if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
{
if (e->render.effects & EF_BRIGHTFIELD)
dlightcolor[1] += 3.00f;
dlightcolor[2] += 3.00f;
}
- // LordHavoc: more effects
+ // LadyHavoc: more effects
if (e->render.effects & EF_RED) // red
{
dlightradius = max(dlightradius, 200);
trace_t trace;
matrix4x4_t tempmatrix;
Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
- trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, collision_extendmovelength.value, true, false, NULL, false, false);
+ trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
Matrix4x4_Scale(&tempmatrix, 150, 1);
R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
}
- // LordHavoc: if the model has no flags, don't check each
+ // LadyHavoc: if the model has no flags, don't check each
if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
{
if (e->render.effects & EF_GIB)
trailtype = EFFECT_TR_ROCKET;
else if (e->render.effects & EF_GRENADE)
{
- // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
+ // LadyHavoc: 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.effects & EF_TRACER3)
trailtype = EFFECT_TR_VORESPIKE;
}
- // LordHavoc: customizable glow
+ // LadyHavoc: customizable glow
if (e->state_current.glowsize)
{
// * 4 for the expansion from 0-255 to 0-1023 range,
CL_UpdateRenderEntity(&ent->render);
r_refdef.scene.worldentity = &ent->render;
r_refdef.scene.worldmodel = cl.worldmodel;
+
+ // if the world is q2bsp, animate the textures
+ if (ent->render.model && ent->render.model->brush.isq2bsp)
+ ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
}
static void CL_RelinkStaticEntities(void)
{
if (!(e->render.effects & EF_FULLBRIGHT))
e->render.flags |= RENDER_LIGHT;
- else if(r_equalize_entities_fullbright.integer)
- e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
}
// hide player shadow during intermission or nehahra movie
if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
{
if (cl_beams_quakepositionhack.integer && !chase_active.integer)
{
- // LordHavoc: this is a stupid hack from Quake that makes your
+ // LadyHavoc: this is a stupid hack from Quake that makes your
// lightning appear to come from your waist and cover less of your
// view
// in Quake this hack was applied to all players (causing the
{
vec3_t dir, localend;
vec_t len;
- // LordHavoc: this updates the beam direction to match your
+ // LadyHavoc: this updates the beam direction to match your
// viewangles
VectorSubtract(end, start, dir);
len = VectorLength(dir);
r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
}
if (cl_beams_polygons.integer)
+ {
+ CL_Beam_AddPolygons(b);
continue;
+ }
}
// calculate pitch and yaw
entrender = CL_NewTempEntity (0);
if (!entrender)
return;
- //VectorCopy (org, ent->render.origin);
entrender->model = b->model;
- //ent->render.effects = EF_FULLBRIGHT;
- //ent->render.angles[0] = pitch;
- //ent->render.angles[1] = yaw;
- //ent->render.angles[2] = rand()%360;
Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
CL_UpdateRenderEntity(entrender);
VectorMA(org, 30, dist, org);
CL_RelinkStaticEntities();
CL_RelinkBeams();
CL_RelinkEffects();
+ CL_RelinkLightFlashes();
// link stuff
if (drawmask & ENTMASK_ENGINE)
// update view blend
V_CalcViewBlend();
+
+ CL_MeshEntities_AddToScene();
}
/*
// update the engine-based viewmodel
CL_UpdateViewModel();
- CL_RelinkLightFlashes();
- CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
+ // when csqc is loaded, it will call this in CSQC_UpdateView
+ if (!cl.csqc_loaded)
+ CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
// decals, particles, and explosions will be updated during rneder
}
r_refdef.scene.time = cl.time;
}
-// LordHavoc: pausedemo command
+// LadyHavoc: pausedemo command
static void CL_PauseDemo_f (void)
{
cls.demopaused = !cls.demopaused;
CL_Locs_Clear_f();
- // try maps/something.loc first (LordHavoc: where I think they should be)
+ // try maps/something.loc first (LadyHavoc: where I think they should be)
dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
if (!filedata)
{
- // try proquake name as well (LordHavoc: I hate path mangling)
+ // try proquake name as well (LadyHavoc: I hate path mangling)
dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
if (!filedata)
}
}
+entity_t cl_meshentities[NUM_MESHENTITIES];
+dp_model_t cl_meshentitymodels[NUM_MESHENTITIES];
+const char *cl_meshentitynames[NUM_MESHENTITIES] =
+{
+ "MESH_DEBUG",
+ "MESH_CSQC_POLYGONS",
+ "MESH_PARTICLES",
+ "MESH_UI",
+};
+
+static void CL_MeshEntities_Restart(void)
+{
+ int i;
+ entity_t *ent;
+ for (i = 0; i < NUM_MESHENTITIES; i++)
+ {
+ ent = cl_meshentities + i;
+ Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
+ }
+}
+
+static void CL_MeshEntities_Init(void)
+{
+ int i;
+ entity_t *ent;
+ for (i = 0; i < NUM_MESHENTITIES; i++)
+ {
+ ent = cl_meshentities + i;
+ ent->state_current.active = true;
+ ent->render.model = cl_meshentitymodels + i;
+ ent->render.alpha = 0.999999f; // not quite 1 so that MATERIALFLAG_ALPHA is always set.
+ ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
+ ent->render.framegroupblend[0].lerp = 1;
+ ent->render.frameblend[0].lerp = 1;
+ VectorSet(ent->render.colormod, 1, 1, 1);
+ VectorSet(ent->render.glowmod, 1, 1, 1);
+ VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
+ VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
+ VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
+ VectorSet(ent->render.render_fullbright, 1, 1, 1);
+ VectorSet(ent->render.render_glowmod, 0, 0, 0);
+ VectorSet(ent->render.render_modellight_ambient, 1, 1, 1);
+ VectorSet(ent->render.render_modellight_diffuse, 0, 0, 0);
+ VectorSet(ent->render.render_modellight_specular, 0, 0, 0);
+ VectorSet(ent->render.render_modellight_lightdir, 0, 0, 1);
+ VectorSet(ent->render.render_lightmap_ambient, 0, 0, 0);
+ VectorSet(ent->render.render_lightmap_diffuse, 1, 1, 1);
+ VectorSet(ent->render.render_lightmap_specular, 1, 1, 1);
+ VectorSet(ent->render.render_rtlight_diffuse, 1, 1, 1);
+ VectorSet(ent->render.render_rtlight_specular, 1, 1, 1);
+
+ Matrix4x4_CreateIdentity(&ent->render.matrix);
+ CL_UpdateRenderEntity(&ent->render);
+ }
+ R_RegisterModule("cl_meshentities", CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
+}
+
+void CL_MeshEntities_AddToScene(void)
+{
+ int i;
+ entity_t *ent;
+ for (i = 0; i < NUM_MESHENTITIES && r_refdef.scene.numentities < r_refdef.scene.maxentities; i++)
+ {
+ ent = cl_meshentities + i;
+ if (ent->render.model->num_surfaces == 0)
+ continue;
+ Mod_Mesh_Finalize(ent->render.model);
+ VectorCopy(ent->render.model->normalmins, ent->render.mins);
+ VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
+ r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
+ }
+}
+
+void CL_MeshEntities_Reset(void)
+{
+ int i;
+ entity_t *ent;
+ for (i = 0; i < NUM_MESHENTITIES && r_refdef.scene.numentities < r_refdef.scene.maxentities; i++)
+ {
+ ent = cl_meshentities + i;
+ Mod_Mesh_Reset(ent->render.model);
+ }
+}
+
+static void CL_MeshEntities_Shutdown(void)
+{
+}
+
+extern cvar_t r_overheadsprites_pushback;
+extern cvar_t r_fullbright_directed_pitch_relative;
+extern cvar_t r_fullbright_directed_pitch;
+extern cvar_t r_fullbright_directed_ambient;
+extern cvar_t r_fullbright_directed_diffuse;
+extern cvar_t r_fullbright_directed;
+extern cvar_t r_hdr_glowintensity;
+
+static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
+{
+ vec3_t angles;
+
+ VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value);
+ VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value);
+
+ // Use cl.viewangles and not r_refdef.view.forward here so it is the
+ // same for all stereo views, and to better handle pitches outside
+ // [-90, 90] (in_pitch_* cvars allow that).
+ VectorCopy(cl.viewangles, angles);
+ if (r_fullbright_directed_pitch_relative.integer) {
+ angles[PITCH] += r_fullbright_directed_pitch.value;
+ }
+ else {
+ angles[PITCH] = r_fullbright_directed_pitch.value;
+ }
+ AngleVectors(angles, worldspacenormal, NULL, NULL);
+ VectorNegate(worldspacenormal, worldspacenormal);
+}
+
+static void CL_UpdateEntityShading_Entity(entity_render_t *ent)
+{
+ float shadingorigin[3], a[3], c[3], dir[3];
+ int q;
+
+ for (q = 0; q < 3; q++)
+ a[q] = c[q] = dir[q] = 0;
+
+ ent->render_modellight_forced = false;
+ ent->render_rtlight_disabled = false;
+
+ // pick an appropriate value for render_modellight_origin - if this is an
+ // attachment we want to use the parent's render_modellight_origin so that
+ // shading is the same (also important for r_shadows to cast shadows in the
+ // same direction)
+ if (VectorLength2(ent->custommodellight_origin))
+ {
+ // CSQC entities always provide this (via CL_GetTagMatrix)
+ for (q = 0; q < 3; q++)
+ shadingorigin[q] = ent->custommodellight_origin[q];
+ }
+ else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities)
+ {
+ // network entity - follow attachment chain back to a root entity,
+ int entnum = ent->entitynumber, recursion;
+ for (recursion = 32; recursion > 0; --recursion)
+ {
+ int parentnum = cl.entities[entnum].state_current.tagentity;
+ if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum])
+ break;
+ entnum = parentnum;
+ }
+ // grab the root entity's origin
+ Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin);
+ }
+ else
+ {
+ // not a CSQC entity (which sets custommodellight_origin), not a network
+ // entity - so it's probably not attached to anything
+ Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin);
+ }
+
+ if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer)
+ {
+ // intentionally EF_FULLBRIGHT entity
+ // the only type that is not scaled by r_refdef.scene.lightmapintensity
+ // CSQC can still provide its own customized modellight values
+ ent->render_rtlight_disabled = true;
+ ent->render_modellight_forced = true;
+ if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
+ {
+ // custom colors provided by CSQC
+ for (q = 0; q < 3; q++)
+ {
+ a[q] = ent->custommodellight_ambient[q];
+ c[q] = ent->custommodellight_diffuse[q];
+ dir[q] = ent->custommodellight_lightdir[q];
+ }
+ }
+ else if (r_fullbright_directed.integer)
+ CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
+ else
+ for (q = 0; q < 3; q++)
+ a[q] = 1;
+ }
+ else
+ {
+ // fetch the lighting from the worldmodel data
+
+ // CSQC can provide its own customized modellight values
+ if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
+ {
+ ent->render_modellight_forced = true;
+ for (q = 0; q < 3; q++)
+ {
+ a[q] = ent->custommodellight_ambient[q];
+ c[q] = ent->custommodellight_diffuse[q];
+ dir[q] = ent->custommodellight_lightdir[q];
+ }
+ }
+ else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
+ {
+ if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
+ shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value;
+ R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
+ ent->render_modellight_forced = true;
+ ent->render_rtlight_disabled = true;
+ }
+ else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
+ R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
+ else if (r_fullbright_directed.integer)
+ CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
+ else
+ R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
+ }
+
+ for (q = 0; q < 3; q++)
+ {
+ ent->render_fullbright[q] = ent->colormod[q];
+ ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value;
+ ent->render_modellight_ambient[q] = a[q] * ent->colormod[q];
+ ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q];
+ ent->render_modellight_specular[q] = c[q];
+ ent->render_modellight_lightdir[q] = dir[q];
+ ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity;
+ ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity;
+ ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity;
+ ent->render_rtlight_diffuse[q] = ent->colormod[q];
+ ent->render_rtlight_specular[q] = 1;
+ }
+
+ // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2
+ if (ent->render_modellight_forced)
+ for (q = 0; q < 3; q++)
+ ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q;
+ if (ent->render_rtlight_disabled)
+ for (q = 0; q < 3; q++)
+ ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q;
+
+ if (VectorLength2(ent->render_modellight_lightdir) == 0)
+ VectorSet(ent->render_modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
+ VectorNormalize(ent->render_modellight_lightdir);
+}
+
+
+void CL_UpdateEntityShading(void)
+{
+ int i;
+ CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity);
+ for (i = 0; i < r_refdef.scene.numentities; i++)
+ CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]);
+}
+
/*
===========
CL_Shutdown
CL_Screen_Shutdown();
CL_Particles_Shutdown();
CL_Parse_Shutdown();
+ CL_MeshEntities_Shutdown();
Mem_FreePool (&cls.permanentmempool);
Mem_FreePool (&cls.levelmempool);
Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
Cmd_AddCommand ("fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)");
- // LordHavoc: added pausedemo
+ // LadyHavoc: added pausedemo
Cmd_AddCommand ("pausedemo", CL_PauseDemo_f, "pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)");
Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
CL_Parse_Init();
CL_Particles_Init();
CL_Screen_Init();
+ CL_MeshEntities_Init();
CL_Video_Init();
}