X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=client.h;h=6be9d5a5e3e95041472b6d9af3baa2c6c029f49c;hb=4e1f3f76d5fe7befe20034a730630c314d45956b;hp=4230c6a82d27819abfee3aa1b0497b4b83330df9;hpb=28f64beb60928fdcf2a8932a4971ce547fd98062;p=xonotic%2Fdarkplaces.git diff --git a/client.h b/client.h index 4230c6a8..6be9d5a5 100644 --- a/client.h +++ b/client.h @@ -307,10 +307,8 @@ typedef struct rtlight_s /// 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 @@ -395,8 +393,11 @@ 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; @@ -572,10 +573,37 @@ 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!) @@ -1725,10 +1753,6 @@ 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; @@ -1889,7 +1913,12 @@ 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; @@ -1959,9 +1988,6 @@ 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; @@ -2019,10 +2045,29 @@ 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);