X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=client.h;h=cbc0fc02c1b3333bc16ce2881f452f8667016569;hb=a6984b2a055eb337d57a8c4198fa9a9bb238cd8c;hp=fd42d2b7bfe0c6c06be12ebdc43e80c1f79c8bd4;hpb=149a19636b5fcea9d572d56267005d94747a1690;p=xonotic%2Fdarkplaces.git diff --git a/client.h b/client.h index fd42d2b7..cbc0fc02 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, @@ -573,10 +575,37 @@ 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!) @@ -1726,10 +1755,6 @@ 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; @@ -1890,7 +1915,12 @@ 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; @@ -1960,9 +1990,6 @@ 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; @@ -2036,6 +2063,7 @@ extern const char *cl_meshentitynames[NUM_MESHENTITIES]; #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);