#define CLIENT_H
#include "matrixlib.h"
+#include "snd_main.h"
// LordHavoc: 256 dynamic lights
#define MAX_DLIGHTS 256
-// this is the maximum number of input packets that can be predicted
+/// this is the maximum number of input packets that can be predicted
#define CL_MAX_USERCMDS 256
// flags for rtlight rendering
// note that the world to light matrices are inversely scaled (divided) by lightradius
// core properties
- // matrix for transforming light filter coordinates to world coordinates
+ /// matrix for transforming light filter coordinates to world coordinates
matrix4x4_t matrix_lighttoworld;
- // matrix for transforming world coordinates to light filter coordinates
+ /// matrix for transforming world coordinates to light filter coordinates
matrix4x4_t matrix_worldtolight;
- // typically 1 1 1, can be lower (dim) or higher (overbright)
+ /// typically 1 1 1, can be lower (dim) or higher (overbright)
vec3_t color;
- // size of the light (remove?)
+ /// size of the light (remove?)
vec_t radius;
- // light filter
+ /// light filter
char cubemapname[64];
- // light style to monitor for brightness
+ /// light style to monitor for brightness
int style;
- // whether light should render shadows
+ /// whether light should render shadows
int shadow;
- // intensity of corona to render
+ /// intensity of corona to render
vec_t corona;
- // radius scale of corona to render (1.0 means same as light radius)
+ /// radius scale of corona to render (1.0 means same as light radius)
vec_t coronasizescale;
- // ambient intensity to render
+ /// ambient intensity to render
vec_t ambientscale;
- // diffuse intensity to render
+ /// diffuse intensity to render
vec_t diffusescale;
- // specular intensity to render
+ /// specular intensity to render
vec_t specularscale;
- // LIGHTFLAG_* flags
+ /// LIGHTFLAG_* flags
int flags;
// generated properties
- // used only for shadow volumes
+ /// used only for shadow volumes
vec3_t shadoworigin;
- // culling
+ /// culling
vec3_t cullmins;
vec3_t cullmaxs;
// culling
// rendering properties, updated each time a light is rendered
// this is rtlight->color * d_lightstylevalue
vec3_t currentcolor;
- // used by corona updates, due to occlusion query
+ /// used by corona updates, due to occlusion query
float corona_visibility;
unsigned int corona_queryindex_visiblepixels;
unsigned int corona_queryindex_allpixels;
- // this is R_Shadow_Cubemap(rtlight->cubemapname)
+ /// this is R_Shadow_Cubemap(rtlight->cubemapname)
rtexture_t *currentcubemap;
- // static light info
- // true if this light should be compiled as a static light
+ /// 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
+ /// true if this is a compiled world light, cleared if the light changes
int compiled;
- // premade shadow volumes to render for world entity
+ /// premade shadow volumes to render for world entity
shadowmesh_t *static_meshchain_shadow_zpass;
shadowmesh_t *static_meshchain_shadow_zfail;
- // used for visibility testing (more exact than bbox)
+ /// used for visibility testing (more exact than bbox)
int static_numleafs;
int static_numleafpvsbytes;
int *static_leaflist;
unsigned char *static_leafpvs;
- // surfaces seen by light
+ /// surfaces seen by light
int static_numsurfaces;
int *static_surfacelist;
- // flag bits indicating which triangles of the world model should cast
- // shadows, and which ones should be lit
- //
- // this avoids redundantly scanning the triangles in each surface twice
- // for whether they should cast shadows, once in culling and once in the
- // actual shadowmarklist production.
+ /// flag bits indicating which triangles of the world model should cast
+ /// shadows, and which ones should be lit
+ ///
+ /// this avoids redundantly scanning the triangles in each surface twice
+ /// for whether they should cast shadows, once in culling and once in the
+ /// actual shadowmarklist production.
int static_numshadowtrispvsbytes;
unsigned char *static_shadowtrispvs;
- // this allows the lighting batch code to skip backfaces andother culled
- // triangles not relevant for lighting
- // (important on big surfaces such as terrain)
+ /// this allows the lighting batch code to skip backfaces andother culled
+ /// triangles not relevant for lighting
+ /// (important on big surfaces such as terrain)
int static_numlighttrispvsbytes;
unsigned char *static_lighttrispvs;
}
}
dlight_t;
-typedef struct frameblend_s
+#define MAX_FRAMEGROUPBLENDS 4
+typedef struct framegroupblend_s
{
+ // animation number and blend factor
+ // (for most models this is the frame number)
int frame;
float lerp;
+ // time frame began playing (for framegroup animations)
+ double start;
+}
+framegroupblend_t;
+
+// this is derived from processing of the framegroupblend array
+// note: technically each framegroupblend can produce two of these, but that
+// never happens in practice because no one blends between more than 2
+// framegroups at once
+#define MAX_FRAMEBLENDS MAX_FRAMEGROUPBLENDS
+typedef struct frameblend_s
+{
+ int subframe;
+ float lerp;
}
frameblend_t;
// colormod tinting of models
float colormod[3];
- // interpolated animation
+ // interpolated animation - active framegroups and blend factors
+ framegroupblend_t framegroupblend[MAX_FRAMEGROUPBLENDS];
- // frame that the model is interpolating from
- int frame1;
- // frame that the model is interpolating to
- int frame2;
- // interpolation factor, usually computed from frame2time
- float framelerp;
- // time frame1 began playing (for framegroup animations)
- double frame1time;
- // time frame2 began playing (for framegroup animations)
- double frame2time;
// time of last model change (for shader animations)
double shadertime;
// calculated during R_AddModelEntities
vec3_t mins, maxs;
- // 4 frame numbers (-1 if not used) and their blending scalers (0-1), if interpolation is not desired, use frame instead
- frameblend_t frameblend[4];
+ // 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];
// current lighting from map (updated ONLY by client code, not renderer)
vec3_t modellight_ambient;
typedef struct capturevideostate_s
{
- double starttime;
+ double startrealtime;
double framerate;
- // for AVI saving some values have to be written after capture ends
- fs_offset_t videofile_firstchunkframes_offset;
- fs_offset_t videofile_totalframes_offset1;
- fs_offset_t videofile_totalframes_offset2;
- fs_offset_t videofile_totalsampleframes_offset;
- int videofile_ix_master_audio_inuse;
- fs_offset_t videofile_ix_master_audio_inuse_offset;
- fs_offset_t videofile_ix_master_audio_start_offset;
- int videofile_ix_master_video_inuse;
- fs_offset_t videofile_ix_master_video_inuse_offset;
- fs_offset_t videofile_ix_master_video_start_offset;
- fs_offset_t videofile_ix_movistart;
- fs_offset_t position;
- qfile_t *videofile;
+ int framestep;
+ int framestepframe;
qboolean active;
qboolean realtime;
qboolean error;
- qboolean canseek;
- capturevideoformat_t format;
int soundrate;
int soundchannels;
int frame;
- int soundsampleframe; // for AVI saving
+ double starttime;
+ double lastfpstime;
+ int lastfpsframe;
+ int soundsampleframe;
unsigned char *screenbuffer;
unsigned char *outbuffer;
- sizebuf_t riffbuffer;
- unsigned char riffbufferdata[128];
- // note: riffindex buffer has an allocated ->data member, not static like most!
- sizebuf_t riffindexbuffer;
- int riffstacklevel;
- fs_offset_t riffstackstartoffset[4];
- fs_offset_t riffstacksizehint[4];
- const char *riffstackfourcc[4];
+ char basename[MAX_QPATH];
+ int width, height;
+
+ // precomputed RGB to YUV tables
+ // converts the RGB values to YUV (see cap_avi.c for how to use them)
short rgbtoyuvscaletable[3][3][256];
unsigned char yuvnormalizetable[3][256];
- char basename[64];
- int width, height;
+
+ // precomputed gamma ramp (only needed if the capturevideo module uses RGB output)
+ // note: to map from these values to RGB24, you have to multiply by 255.0/65535.0, then add 0.5, then cast to integer
+ unsigned short vidramp[256 * 3];
+
+ // stuff to be filled in by the video format module
+ capturevideoformat_t format;
+ const char *formatextension;
+ qfile_t *videofile;
+ // always use this:
+ // cls.capturevideo.videofile = FS_OpenRealFile(va("%s.%s", cls.capturevideo.basename, cls.capturevideo.formatextension), "wb", false);
+ void (*endvideo) (void);
+ void (*videoframes) (int num);
+ void (*soundframe) (const portable_sampleframe_t *paintbuffer, size_t length);
+
+ // format specific data
void *formatspecific;
}
capturevideostate_t;
PARTICLE_BILLBOARD = 0,
PARTICLE_SPARK = 1,
PARTICLE_ORIENTED_DOUBLESIDED = 2,
- PARTICLE_BEAM = 3,
+ PARTICLE_VBEAM = 3,
+ PARTICLE_HBEAM = 4,
PARTICLE_INVALID = -1
}
porientation_t;
typedef struct decal_s
{
- // fields used by rendering: (40 bytes)
+ // fields used by rendering: (44 bytes)
unsigned short typeindex;
unsigned short texnum;
vec3_t org;
float alpha; // 0-255
unsigned char color[3];
unsigned char unused1;
+ int clusterindex; // cheap culling by pvs
// fields not used by rendering: (36 bytes in 32bit, 40 bytes in 64bit)
float time2; // used for decal fade
unsigned char color[3];
unsigned char qualityreduction; // enables skipping of this particle according to r_refdef.view.qualityreduction
float stretch; // only for sparks
+ int staincolor;
+ signed char staintexnum;
+ float stainsizefactor;
// fields not used by rendering: (40 bytes)
float sizeincrease; // rate of size change per second
float movevars_stepheight;
float movevars_airaccel_qw;
float movevars_airaccel_sideways_friction;
+ float movevars_airstopaccelerate;
+ float movevars_airstrafeaccelerate;
+ float movevars_maxairstrafespeed;
+ float movevars_aircontrol;
+ float movevars_warsowbunny_airforwardaccel;
+ float movevars_warsowbunny_accel;
+ float movevars_warsowbunny_topspeed;
+ float movevars_warsowbunny_turnaccel;
+ float movevars_warsowbunny_backtosideratio;
// models used by qw protocol
int qw_modelindex_spike;
void CL_Parse_ErrorCleanUp(void);
void QW_CL_StartUpload(unsigned char *data, int size);
extern cvar_t qport;
+void CL_KeepaliveMessage(qboolean readmessages); // call this during loading of large content
//
// view