// LordHavoc: 256 dynamic lights
#define MAX_DLIGHTS 256
-// this is the maximum number of input packets that can be predicted
-#define CL_MAX_USERCMDS 256
+/// this is the maximum number of input packets that can be predicted
+#define CL_MAX_USERCMDS 128
// flags for rtlight rendering
#define LIGHTFLAG_NORMALMODE 1
// 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;
}
// 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];
+ // animation cache index
+ int animcacheindex;
+
// current lighting from map (updated ONLY by client code, not renderer)
vec3_t modellight_ambient;
vec3_t modellight_diffuse; // q3bsp
{
double startrealtime;
double framerate;
+ int framestep;
+ int framestepframe;
qboolean active;
qboolean realtime;
qboolean error;
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 (*endvideo) (void);
void (*videoframes) (int num);
void (*soundframe) (const portable_sampleframe_t *paintbuffer, size_t length);
PARTICLE_BILLBOARD = 0,
PARTICLE_SPARK = 1,
PARTICLE_ORIENTED_DOUBLESIDED = 2,
- PARTICLE_BEAM = 3,
+ PARTICLE_VBEAM = 3,
+ PARTICLE_HBEAM = 4,
PARTICLE_INVALID = -1
}
porientation_t;
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
// how long it has been since the previous client frame in real time
// (not game time, for that use cl.time - cl.oldtime)
double realframetime;
+
+ // fade var for fading while dead
+ float deathfade;
+
+ // motionblur alpha level variable
+ float motionbluralpha;
// copy of realtime from last recieved message, for net trouble icon
float last_received_message;
double lastpackettime;
// movement parameters for client prediction
+ unsigned int moveflags;
float movevars_wallfriction;
float movevars_waterfriction;
float movevars_friction;
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;
+ float movevars_ticrate;
// models used by qw protocol
int qw_modelindex_spike;
}
r_refdef_stats_t;
+typedef enum r_viewport_type_e
+{
+ R_VIEWPORTTYPE_ORTHO,
+ R_VIEWPORTTYPE_PERSPECTIVE,
+ R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP,
+ R_VIEWPORTTYPE_PERSPECTIVECUBESIDE,
+ R_VIEWPORTTYPE_TOTAL
+}
+r_viewport_type_t;
+
+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 x;
+ int y;
+ int z;
+ int width;
+ int height;
+ int depth;
+ r_viewport_type_t type;
+}
+r_viewport_t;
+
typedef struct r_refdef_view_s
{
// view information (changes multiple times per frame)
int width;
int height;
int depth;
+ r_viewport_t viewport;
// which color components to allow (for anaglyph glasses)
int colormask[4];