X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=client.h;h=17cce996a29216aa73ba9993e4771b58055584eb;hb=58ec4585483b36354e814171c95f61d3caf9ffb0;hp=c074d238ce200e9e3781ddf509fdf1a459c38e8a;hpb=95f5d6eff65081bdb7d9bc8a96036128a19c3596;p=xonotic%2Fdarkplaces.git diff --git a/client.h b/client.h index c074d238..17cce996 100644 --- a/client.h +++ b/client.h @@ -64,6 +64,8 @@ typedef enum r_stat_e 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, @@ -78,9 +80,6 @@ typedef enum r_stat_e 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, @@ -159,10 +158,6 @@ typedef enum r_stat_e 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, @@ -269,8 +264,6 @@ rtlight_particle_t; 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 @@ -286,7 +279,7 @@ typedef struct rtlight_s char cubemapname[64]; /// light style to monitor for brightness int style; - /// whether light should render shadows + /// whether light should render shadows (see castshadows for whether it actually does this frame) int shadow; /// intensity of corona to render vec_t corona; @@ -302,15 +295,13 @@ typedef struct rtlight_s int flags; // generated properties - /// used only for shadow volumes + /// used only for casting shadows vec3_t shadoworigin; /// culling vec3_t cullmins; vec3_t cullmaxs; - // culling - //vec_t cullradius; - // squared cullradius - //vec_t cullradius2; + /// when r_shadow_culllights_trace is set, this is refreshed by each successful trace. + double trace_timer; // rendering properties, updated each time a light is rendered // this is rtlight->color * d_lightstylevalue @@ -323,6 +314,8 @@ typedef struct rtlight_s rtexture_t *currentcubemap; /// set by R_Shadow_PrepareLight to decide whether R_Shadow_DrawLight should draw it qboolean draw; + /// set by R_Shadow_PrepareLight to indicate whether R_Shadow_DrawShadowMaps should do anything + qboolean castshadows; /// these fields are set by R_Shadow_PrepareLight for later drawing int cached_numlightentities; int cached_numlightentities_noselfshadow; @@ -352,9 +345,13 @@ typedef struct rtlight_s int compiled; /// the shadowing mode used to compile this light int shadowmode; - /// premade shadow volumes to render for world entity - shadowmesh_t *static_meshchain_shadow_zpass; - shadowmesh_t *static_meshchain_shadow_zfail; + /// 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; + /// 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; @@ -387,8 +384,11 @@ typedef struct rtlight_s rtlight_particle_t *particlecache_particles; /// bouncegrid light info - float photoncolor[3]; - float photons; + float bouncegrid_photoncolor[3]; + float bouncegrid_photons; + int bouncegrid_hits; + int bouncegrid_traces; + float bouncegrid_effectiveradius; } rtlight_t; @@ -551,10 +551,6 @@ typedef struct entity_render_s 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 @@ -564,10 +560,37 @@ typedef struct entity_render_s 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 lightgrid 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; // storage of decals on this entity // (note: if allowdecals is set, be sure to call R_DecalSystem_Reset on removal!) @@ -834,6 +857,7 @@ typedef struct client_static_s double connect_nextsendtime; lhnetsocket_t *connect_mysocket; lhnetaddress_t connect_address; + lhnetaddress_t rcon_address; // protocol version of the server we're connected to // (kept outside client_state_t because it's used between levels) protocolversion_t protocol; @@ -863,8 +887,8 @@ typedef struct client_static_s // value of "qport" cvar at time of connection int qw_qport; // copied from cls.netcon->qw. variables every time they change, or set by demos (which have no cls.netcon) - int qw_incoming_sequence; - int qw_outgoing_sequence; + unsigned int qw_incoming_sequence; + unsigned int qw_outgoing_sequence; // current file download buffer (only saved when file is completed) char qw_downloadname[MAX_QPATH]; @@ -1416,9 +1440,9 @@ typedef struct client_state_s float qw_weaponkick; - int qw_validsequence; + unsigned int qw_validsequence; - int qw_deltasequence[QW_UPDATE_BACKUP]; + unsigned int qw_deltasequence[QW_UPDATE_BACKUP]; // csqc stuff: // server entity number corresponding to a clientside entity @@ -1716,10 +1740,6 @@ void CL_ParticleExplosion (const vec3_t org); void CL_ParticleExplosion2 (const vec3_t org, int colorStart, int colorLength); void R_NewExplosion(const vec3_t org); -void Debug_PolygonBegin(const char *picname, int flags); -void Debug_PolygonVertex(float x, float y, float z, float s, float t, float r, float g, float b, float a); -void Debug_PolygonEnd(void); - #include "cl_screen.h" extern qboolean sb_showscores; @@ -1780,6 +1800,12 @@ typedef struct r_refdef_view_s 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 @@ -1880,7 +1906,12 @@ typedef struct r_refdef_scene_s { // 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; @@ -1950,14 +1981,9 @@ typedef struct r_refdef_s // 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; @@ -2010,10 +2036,29 @@ void CL_ClientMovement_PlayerMove_Frame(cl_clientmovement_state_t *s); // warpzone prediction hack (CSQC builtin) void CL_RotateMoves(const matrix4x4_t *m); +typedef enum meshname_e { + MESH_DEBUG, + MESH_CSQCPOLYGONS, + MESH_PARTICLES, + 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_UI() (&cl_meshentitymodels[MESH_UI]) +void CL_MeshEntities_AddToScene(void); +void CL_MeshEntities_Reset(void); +void CL_UpdateEntityShading(void); + void CL_NewFrameReceived(int num); void CL_ParseEntityLump(char *entitystring); void CL_FindNonSolidLocation(const vec3_t in, vec3_t out, vec_t radius); void CL_RelinkLightFlashes(void); +void CL_Beam_AddPolygons(const beam_t *b); void Sbar_ShowFPS(void); void Sbar_ShowFPS_Update(void); void Host_SaveConfig(void);