r_stat_bloom,
r_stat_bloom_copypixels,
r_stat_bloom_drawpixels,
+ r_stat_rendertargets_used,
+ r_stat_rendertargets_pixels,
r_stat_indexbufferuploadcount,
r_stat_indexbufferuploadsize,
r_stat_vertexbufferuploadcount,
r_stat_bufferdatasize_index16,
r_stat_bufferdatasize_index32,
r_stat_bufferdatasize_uniform,
- r_stat_animcache_vertexmesh_count,
- r_stat_animcache_vertexmesh_vertices,
- r_stat_animcache_vertexmesh_maxvertices,
r_stat_animcache_skeletal_count,
r_stat_animcache_skeletal_bones,
r_stat_animcache_skeletal_maxbones,
r_stat_batch_dynamic_surfaces_because_tcmod_turbulent,
r_stat_batch_dynamic_vertices_because_tcmod_turbulent,
r_stat_batch_dynamic_triangles_because_tcmod_turbulent,
- r_stat_batch_dynamic_batches_because_interleavedarrays,
- r_stat_batch_dynamic_surfaces_because_interleavedarrays,
- r_stat_batch_dynamic_vertices_because_interleavedarrays,
- r_stat_batch_dynamic_triangles_because_interleavedarrays,
r_stat_batch_dynamic_batches_because_nogaps,
r_stat_batch_dynamic_surfaces_because_nogaps,
r_stat_batch_dynamic_vertices_because_nogaps,
typedef struct rtlight_s
{
- // shadow volumes are done entirely in model space, so there are no matrices for dealing with them... they just use the origin
-
// note that the world to light matrices are inversely scaled (divided) by lightradius
// core properties
int flags;
// generated properties
- /// used only for shadow volumes
+ /// used only for casting shadows
vec3_t shadoworigin;
/// culling
vec3_t cullmins;
int isstatic;
/// true if this is a compiled world light, cleared if the light changes
int compiled;
- /// the shadowing mode used to compile this light
- int shadowmode;
/// the size that this light should have (assuming no scene LOD kicking in to reduce it)
int shadowmapsidesize;
/// position of this light in the shadowmap atlas
int shadowmapatlasposition[2];
/// size of one side of this light in the shadowmap atlas (for omnidirectional shadowmaps this is the min corner of a 2x3 arrangement, or a 4x3 arrangement in the case of noselfshadow entities being present)
int shadowmapatlassidesize;
- /// premade shadow volumes to render for world entity
- shadowmesh_t *static_meshchain_shadow_zpass;
- shadowmesh_t *static_meshchain_shadow_zfail;
+ /// optimized and culled mesh to render for world entity shadows
shadowmesh_t *static_meshchain_shadow_shadowmap;
/// used for visibility testing (more exact than bbox)
int static_numleafs;
}
frameblend_t;
-// LordHavoc: this struct is intended for the renderer but some fields are
+// LadyHavoc: this struct is intended for the renderer but some fields are
// used by the client.
//
// The renderer should not rely on any changes to this struct to be persistent
float *animcache_tvector3f;
r_meshbuffer_t *animcache_tvector3f_vertexbuffer;
int animcache_tvector3f_bufferoffset;
- // interleaved arrays for rendering and dynamic vertex buffers for them
- r_vertexmesh_t *animcache_vertexmesh;
- r_meshbuffer_t *animcache_vertexmesh_vertexbuffer;
- int animcache_vertexmesh_bufferoffset;
// gpu-skinning shader needs transforms in a certain format, we have to
// upload this to a uniform buffer for the shader to use, and also keep a
// backup copy in system memory for the dynamic batch fallback code
int animcache_skeletaltransform3x4offset;
int animcache_skeletaltransform3x4size;
- // current lighting from map (updated ONLY by client code, not renderer)
- vec3_t modellight_ambient;
- vec3_t modellight_diffuse; // q3bsp
- vec3_t modellight_lightdir; // q3bsp
+ // CL_UpdateEntityShading reads these fields
+ // used only if RENDER_CUSTOMIZEDMODELLIGHT is set
+ vec3_t custommodellight_ambient;
+ vec3_t custommodellight_diffuse;
+ vec3_t custommodellight_lightdir;
+ // CSQC entities get their shading from the root of their attachment chain
+ float custommodellight_origin[3];
+
+ // derived lighting parameters (CL_UpdateEntityShading)
+
+ // used by MATERIALFLAG_FULLBRIGHT which is MATERIALFLAG_MODELLIGHT with
+ // this as ambient color, along with MATERIALFLAG_NORTLIGHT
+ float render_fullbright[3];
+ // color tint for the base pass glow textures if any
+ float render_glowmod[3];
+ // MATERIALFLAG_MODELLIGHT uses these parameters
+ float render_modellight_ambient[3];
+ float render_modellight_diffuse[3];
+ float render_modellight_lightdir[3];
+ float render_modellight_specular[3];
+ // lightmap rendering (not MATERIALFLAG_MODELLIGHT)
+ float render_lightmap_ambient[3];
+ float render_lightmap_diffuse[3];
+ float render_lightmap_specular[3];
+ // rtlights use these colors for the materials on this entity
+ float render_rtlight_diffuse[3];
+ float render_rtlight_specular[3];
+ // ignore lightmap and use fixed lighting settings on this entity (e.g. FULLBRIGHT)
+ qboolean render_modellight_forced;
+ // do not process per pixel lights on this entity at all (like MATERIALFLAG_NORTLIGHT)
+ qboolean render_rtlight_disabled;
+ // use the 3D lightmap from q3bsp on this entity
+ qboolean render_lightgrid;
// storage of decals on this entity
// (note: if allowdecals is set, be sure to call R_DecalSystem_Reset on removal!)
}
qw_downloadtype_t;
+#ifdef CONFIG_VIDEO_CAPTURE
typedef enum capturevideoformat_e
{
CAPTUREVIDEOFORMAT_AVI_I420,
void *formatspecific;
}
capturevideostate_t;
+#endif
#define CL_MAX_DOWNLOADACKS 4
// -1 = use normal cd track
int forcetrack;
qfile_t *demofile;
- // realtime at second frame of timedemo (LordHavoc: changed to double)
+ // realtime at second frame of timedemo (LadyHavoc: changed to double)
double td_starttime;
int td_frames; // total frames parsed
double td_onesecondnexttime;
double td_onesecondmaxfps;
double td_onesecondavgfps;
int td_onesecondavgcount;
- // LordHavoc: pausedemo
+ // LadyHavoc: pausedemo
qboolean demopaused;
// sound mixer statistics for showsound display
// extra user info for the "connect" command
char connect_userinfo[MAX_USERINFO_STRING];
+#ifdef CONFIG_VIDEO_CAPTURE
// video capture stuff
capturevideostate_t capturevideo;
+#endif
// crypto channel
crypto_t crypto;
}
ptype_t;
-typedef struct decal_s
-{
- // fields used by rendering: (44 bytes)
- unsigned short typeindex;
- unsigned short texnum;
- unsigned int decalsequence;
- vec3_t org;
- vec3_t normal;
- float size;
- 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 int owner; // decal stuck to this entity
- dp_model_t *ownermodel; // model the decal is stuck to (used to make sure the entity is still alive)
- vec3_t relativeorigin; // decal at this location in entity's coordinate space
- vec3_t relativenormal; // decal oriented this way relative to entity's coordinate space
-}
-decal_t;
-
typedef struct particle_s
{
// for faster batch rendering, particles are rendered in groups by effect (resulting in less perfect sorting but far less state changes)
sfx_t *sfx_ric3;
sfx_t *sfx_r_exp3;
// indicates that the file "sound/misc/talk2.wav" was found (for use by team chat messages)
- qboolean foundtalk2wav;
+ qboolean foundteamchatsound;
// refresh related state
int max_lightstyle;
int max_brushmodel_entities;
int max_particles;
- int max_decals;
int max_showlmps;
entity_t *entities;
lightstyle_t *lightstyle;
int *brushmodel_entities;
particle_t *particles;
- decal_t *decals;
showlmp_t *showlmps;
int num_entities;
//
// cvars
//
-extern cvar_t cl_name;
+extern cvar_t name;
extern cvar_t cl_color;
-extern cvar_t cl_rate;
-extern cvar_t cl_rate_burstsize;
-extern cvar_t cl_pmodel;
-extern cvar_t cl_playermodel;
-extern cvar_t cl_playerskin;
+extern cvar_t rate;
+extern cvar_t rate_burstsize;
+extern cvar_t pmodel;
+extern cvar_t playermodel;
+extern cvar_t playerskin;
extern cvar_t rcon_password;
extern cvar_t rcon_address;
extern client_state_t cl;
-extern void CL_AllocLightFlash (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);
+extern void CL_AllocLightFlash (entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, char *cubemapname, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags);
cl_locnode_t *CL_Locs_FindNearest(const vec3_t point);
void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point);
void CL_EstablishConnection(const char *host, int firstarg);
void CL_Disconnect (void);
-void CL_Disconnect_f (void);
+void CL_Disconnect_f(cmd_state_t *cmd);
void CL_UpdateRenderEntity(entity_render_t *ent);
void CL_SetEntityColormapColors(entity_render_t *ent, int colormap);
void CL_PasteDemo(unsigned char **buf, fs_offset_t *filesize);
void CL_NextDemo(void);
-void CL_Stop_f(void);
-void CL_Record_f(void);
-void CL_PlayDemo_f(void);
-void CL_TimeDemo_f(void);
+void CL_Stop_f(cmd_state_t *cmd);
+void CL_Record_f(cmd_state_t *cmd);
+void CL_PlayDemo_f(cmd_state_t *cmd);
+void CL_TimeDemo_f(cmd_state_t *cmd);
+
+void CL_Demo_Init(void);
//
// cl_parse.c
//
// view
//
-void V_StartPitchDrift (void);
+void V_StartPitchDrift_f(cmd_state_t *cmd);
void V_StopPitchDrift (void);
void V_Init (void);
vec3_t frustumcorner[4];
// if turned off it renders an ortho view
int useperspective;
+ // allows visibility culling based on the view origin (e.g. pvs and R_CanSeeBox)
+ // this is turned off by:
+ // r_trippy
+ // !r_refdef.view.useperspective
+ // (sometimes) r_refdef.view.useclipplane
+ int usevieworiginculling;
float ortho_x, ortho_y;
// screen area to render in
// controls intensity lightmap layers
unsigned short lightstylevalue[MAX_LIGHTSTYLES]; // 8.8 fraction of base light value
- float ambient;
+ // adds brightness to the whole scene, separate from lightmapintensity
+ // see CL_UpdateEntityShading
+ float ambientintensity;
+ // brightness of lightmap and modellight lighting on materials
+ // see CL_UpdateEntityShading
+ float lightmapintensity;
qboolean rtworld;
qboolean rtworldshadows;
// true during envmap command capture
qboolean envmap;
- // brightness of world lightmaps and related lighting
- // (often reduced when world rtlights are enabled)
- float lightmapintensity;
// whether to draw world lights realtime, dlights realtime, and their shadows
float polygonfactor;
float polygonoffset;
- float shadowpolygonfactor;
- float shadowpolygonoffset;
// how long R_RenderView took on the previous frame
double lastdrawscreentime;
void CL_RotateMoves(const matrix4x4_t *m);
typedef enum meshname_e {
- MESH_DEBUG,
- MESH_CSQCPOLYGONS,
- MESH_PARTICLES,
+ MESH_SCENE, // CSQC R_PolygonBegin, potentially also engine particles and debug stuff
MESH_UI,
NUM_MESHENTITIES,
} meshname_t;
extern entity_t cl_meshentities[NUM_MESHENTITIES];
extern dp_model_t cl_meshentitymodels[NUM_MESHENTITIES];
extern const char *cl_meshentitynames[NUM_MESHENTITIES];
-#define CL_Mesh_Debug() (&cl_meshentitymodels[MESH_DEBUG])
-#define CL_Mesh_CSQC() (&cl_meshentitymodels[MESH_CSQCPOLYGONS])
-#define CL_Mesh_Particles() (&cl_meshentitymodels[MESH_PARTICLES])
+#define CL_Mesh_Scene() (&cl_meshentitymodels[MESH_SCENE])
#define CL_Mesh_UI() (&cl_meshentitymodels[MESH_UI])
-void CL_MeshEntities_AddToScene(void);
-void CL_MeshEntities_Reset(void);
+void CL_MeshEntities_Scene_Clear(void);
+void CL_MeshEntities_Scene_AddRenderEntity(void);
+void CL_MeshEntities_Scene_FinalizeRenderEntity(void);
+void CL_UpdateEntityShading(void);
void CL_NewFrameReceived(int num);
void CL_ParseEntityLump(char *entitystring);
void Sbar_ShowFPS(void);
void Sbar_ShowFPS_Update(void);
void Host_SaveConfig(void);
-void Host_LoadConfig_f(void);
+void Host_LoadConfig_f(cmd_state_t *cmd);
void CL_UpdateMoveVars(void);
void SCR_CaptureVideo_SoundFrame(const portable_sampleframe_t *paintbuffer, size_t length);
void V_DriftPitch(void);
void V_CalcViewBlend(void);
void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qboolean teleported, qboolean clonground, qboolean clcmdjump, float clstatsviewheight, qboolean cldead, qboolean clintermission, const vec3_t clvelocity);
void V_CalcRefdef(void);
-void CL_Locs_Reload_f(void);
+void V_MakeViewIsometric(void);
+void V_MakeViewIsometric(void);
+void V_StartPitchDrift(void);
+void CL_Locs_Reload_f(cmd_state_t *cmd);
#endif