unsigned int corona_queryindex_allpixels;
/// this is R_Shadow_Cubemap(rtlight->cubemapname)
rtexture_t *currentcubemap;
+ /// set by R_Shadow_PrepareLight to decide whether R_Shadow_DrawLight should draw it
+ qboolean draw;
+ /// these fields are set by R_Shadow_PrepareLight for later drawing
+ int cached_numlightentities;
+ int cached_numlightentities_noselfshadow;
+ int cached_numshadowentities;
+ int cached_numshadowentities_noselfshadow;
+ int cached_numsurfaces;
+ struct entity_render_s **cached_lightentities;
+ struct entity_render_s **cached_lightentities_noselfshadow;
+ struct entity_render_s **cached_shadowentities;
+ struct entity_render_s **cached_shadowentities_noselfshadow;
+ unsigned char *cached_shadowtrispvs;
+ unsigned char *cached_lighttrispvs;
+ int *cached_surfacelist;
+ // reduced light cullbox from GetLightInfo
+ vec3_t cached_cullmins;
+ vec3_t cached_cullmaxs;
+ // current shadow-caster culling planes based on view
+ // (any geometry outside these planes can not contribute to the visible
+ // shadows in any way, and thus can be culled safely)
+ int cached_numfrustumplanes;
+ mplane_t cached_frustumplanes[5]; // see R_Shadow_ComputeShadowCasterCullingPlanes
/// static light info
/// true if this light should be compiled as a static light
vec3_t mins, maxs;
// subframe numbers (-1 if not used) and their blending scalers (0-1), if interpolation is not desired, use subframeblend[0].subframe
frameblend_t frameblend[MAX_FRAMEBLENDS];
+ // skeletal animation data (if skeleton.relativetransforms is not NULL, it overrides frameblend)
+ skeleton_t *skeleton;
- // animation cache index
- int animcacheindex;
+ // animation cache (pointers allocated using R_FrameData_Alloc)
+ // ONLY valid during R_RenderView! may be NULL (not cached)
+ float *animcache_vertex3f;
+ float *animcache_normal3f;
+ float *animcache_svector3f;
+ float *animcache_tvector3f;
// current lighting from map (updated ONLY by client code, not renderer)
vec3_t modellight_ambient;
float qw_entertime;
int qw_ping;
int qw_packetloss;
+ int qw_movementloss;
int qw_spectator;
char qw_team[8];
char qw_skin[MAX_QPATH];
// entity database stuff
// latest received entity frame numbers
-#define LATESTFRAMENUMS 3
+#define LATESTFRAMENUMS 32
+ int latestframenumsposition;
int latestframenums[LATESTFRAMENUMS];
+ int latestsendnums[LATESTFRAMENUMS];
entityframe_database_t *entitydatabase;
entityframe4_database_t *entitydatabase4;
entityframeqw_database_t *entitydatabaseqw;
typedef struct r_viewport_s
{
- double m[16];
matrix4x4_t cameramatrix; // from entity (transforms from camera entity to world)
matrix4x4_t viewmatrix; // actual matrix for rendering (transforms to viewspace)
matrix4x4_t projectmatrix; // actual projection matrix (transforms from viewspace to screen)
int height;
int depth;
r_viewport_type_t type;
+ float screentodepth[2]; // used by deferred renderer to calculate linear depth from device depth coordinates
}
r_viewport_t;