2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
25 #include "matrixlib.h"
27 // LordHavoc: 256 dynamic lights
28 #define MAX_DLIGHTS 256
29 // LordHavoc: this affects the lighting scale of the whole game
30 #define LIGHTOFFSET 1024.0f
31 // max lights shining on one entity
32 #define MAXENTLIGHTS 128
34 // flags for rtlight rendering
35 #define LIGHTFLAG_NORMALMODE 1
36 #define LIGHTFLAG_REALTIMEMODE 2
38 typedef struct effect_s
47 // these are for interpolation
57 // draw this as lightning polygons, or a model?
59 struct model_s *model;
62 // if this beam is owned by an entity, this is the beam start relative to
63 // that entity's matrix for per frame start updates
66 // indicates whether relativestart is valid
67 int relativestartvalid;
71 typedef struct rtlight_s
73 // shadow volumes are done entirely in model space, so there are no matrices for dealing with them... they just use the origin
75 // note that the world to light matrices are inversely scaled (divided) by lightradius
78 // matrix for transforming world coordinates to light filter coordinates
79 matrix4x4_t matrix_worldtolight;
80 // typically 1 1 1, can be lower (dim) or higher (overbright)
82 // size of the light (remove?)
86 // light style to monitor for brightness
88 // whether light should render shadows
90 // intensity of corona to render
92 // radius scale of corona to render (1.0 means same as light radius)
93 vec_t coronasizescale;
94 // ambient intensity to render
96 // diffuse intensity to render
98 // specular intensity to render
103 // generated properties
104 // used only for shadow volumes
111 // squared cullradius
114 // rendering properties, updated each time a light is rendered
115 // this is rtlight->color * d_lightstylevalue
117 // this is R_Shadow_Cubemap(rtlight->cubemapname)
118 rtexture_t *currentcubemap;
120 // lightmap renderer stuff (remove someday!)
121 // the size of the light
122 vec_t lightmap_cullradius;
123 // the size of the light, squared
124 vec_t lightmap_cullradius2;
125 // the brightness of the light
126 vec3_t lightmap_light;
127 // to avoid sudden brightness change at cullradius, subtract this
128 vec_t lightmap_subtract;
131 // true if this light should be compiled as a static light
133 // true if this is a compiled world light, cleared if the light changes
135 // premade shadow volumes to render for world entity
136 shadowmesh_t *static_meshchain_shadow;
137 // used for visibility testing (more exact than bbox)
139 int static_numleafpvsbytes;
140 int *static_leaflist;
141 unsigned char *static_leafpvs;
142 // surfaces seen by light
143 int static_numsurfaces;
144 int *static_surfacelist;
148 typedef struct dlight_s
150 // destroy light after this time
153 // the entity that owns this light (can be NULL)
155 struct entity_render_s *ent;
157 // (worldlight: saved to .rtlights file)
159 // worldlight orientation
161 // (worldlight: saved to .rtlights file)
163 // dlight orientation/scaling/location
167 // (worldlight: saved to .rtlights file)
169 // cubemap number to use on this light
172 // cubemap name to use on this light
174 // (worldlight: saved to .rtlights file)
175 char cubemapname[64];
176 // make light flash while selected
179 // brightness (not really radius anymore)
180 // (worldlight: saved to .rtlights file)
182 // drop radius this much each second
185 // light style which controls intensity of this light
186 // (worldlight: saved to .rtlights file)
189 // (worldlight: saved to .rtlights file)
192 // (worldlight: saved to .rtlights file)
194 // radius scale of corona to render (1.0 means same as light radius)
195 // (worldlight: saved to .rtlights file)
196 vec_t coronasizescale;
197 // ambient intensity to render
198 // (worldlight: saved to .rtlights file)
200 // diffuse intensity to render
201 // (worldlight: saved to .rtlights file)
203 // specular intensity to render
204 // (worldlight: saved to .rtlights file)
207 // (worldlight: saved to .rtlights file)
209 // linked list of world lights
211 struct dlight_s *next;
212 // embedded rtlight struct for renderer
218 typedef struct frameblend_s
225 // LordHavoc: this struct is intended for the renderer but some fields are
226 // used by the client.
227 typedef struct entity_render_s
233 // transform matrix for model to world
235 // transform matrix for world to model
236 matrix4x4_t inversematrix;
237 // opacity (alpha) of the model
239 // size the model is shown
244 // current uninterpolated animation frame (for things which do not use interpolation)
246 // entity shirt and pants colors (-1 if not colormapped)
248 // literal colors for renderer
249 vec3_t colormap_pantscolor;
250 vec3_t colormap_shirtcolor;
251 // light, particles, etc
258 // colormod tinting of models
261 // interpolated animation
263 // frame that the model is interpolating from
265 // frame that the model is interpolating to
267 // interpolation factor, usually computed from frame2time
269 // time frame1 began playing (for framegroup animations)
271 // time frame2 began playing (for framegroup animations)
274 // calculated by the renderer (but not persistent)
276 // if visframe == r_framecount, it is visible
278 // calculated during R_AddModelEntities
280 // 4 frame numbers (-1 if not used) and their blending scalers (0-1), if interpolation is not desired, use frame instead
281 frameblend_t frameblend[4];
283 // caching results of static light traces (this is semi-persistent)
284 double entlightstime;
285 vec3_t entlightsorigin;
288 unsigned short entlights[MAXENTLIGHTS];
292 typedef struct entity_persistent_s
301 // muzzleflash fading
304 // interpolated movement
306 // start time of move
308 // time difference from start to end of move
310 // the move itself, start and end
318 typedef struct entity_s
321 // baseline state (default values)
322 entity_state_t state_baseline;
323 // previous state (interpolating from this)
324 entity_state_t state_previous;
325 // current state (interpolating to this)
326 entity_state_t state_current;
328 // used for regenerating parts of render
329 entity_persistent_t persistent;
331 // the only data the renderer should know about
332 entity_render_t render;
336 typedef struct usercmd_s
340 // intended velocities
345 vec3_t cursor_screen;
348 vec3_t cursor_impact;
349 vec3_t cursor_normal;
350 vec_t cursor_fraction;
351 int cursor_entitynumber;
358 qboolean applied; // if false we're still accumulating a move
361 typedef struct lightstyle_s
364 char map[MAX_STYLESTRING];
367 typedef struct scoreboard_s
369 char name[MAX_SCOREBOARDNAME];
371 int colors; // two 4 bit fields
374 char qw_userinfo[MAX_USERINFO_STRING];
379 char qw_skin[MAX_QPATH];
380 cachepic_t *qw_skin_cachepic; // skins are loaded as cachepics
383 typedef struct cshift_s
386 int percent; // 0-256
389 #define CSHIFT_CONTENTS 0
390 #define CSHIFT_DAMAGE 1
391 #define CSHIFT_BONUS 2
392 #define CSHIFT_POWERUP 3
393 #define CSHIFT_VCSHIFT 4
394 #define NUM_CSHIFTS 5
396 #define NAME_LENGTH 64
400 // client_state_t should hold all pieces of the client state
403 #define SIGNONS 4 // signon messages to receive before connected
406 #define MAX_DEMONAME 16
408 typedef enum cactive_e
410 ca_dedicated, // a dedicated server with no ability to start a client
411 ca_disconnected, // full screen console with no connection
412 ca_connected // valid netcon, talking to a server
416 typedef enum qw_downloadtype_e
427 // the client_static_t structure is persistent through an arbitrary number
428 // of server connections
430 typedef struct client_static_s
435 // -1 = don't play demos
437 // list of demos in loop
438 char demos[MAX_DEMOS][MAX_DEMONAME];
439 // the actively playing demo (set by CL_PlayDemo_f)
442 // demo recording info must be here, because record is started before
443 // entering a map (and clearing client_state_t)
444 qboolean demorecording;
445 qboolean demoplayback;
447 // -1 = use normal cd track
450 // to meter out one message a frame
452 // host_framecount at start
454 // realtime at second frame of timedemo (LordHavoc: changed to double)
456 // LordHavoc: for measuring maxfps
457 double td_minframetime;
458 // LordHavoc: for measuring minfps
459 double td_maxframetime;
460 // LordHavoc: pausedemo
463 qboolean connect_trying;
464 int connect_remainingtries;
465 double connect_nextsendtime;
466 lhnetsocket_t *connect_mysocket;
467 lhnetaddress_t connect_address;
468 // protocol version of the server we're connected to
469 // (kept outside client_state_t because it's used between levels)
470 protocolversion_t protocol;
472 // connection information
475 // network connection
478 // quakeworld stuff below
480 // value of "qport" cvar at time of connection
483 // current file download buffer (only saved when file is completed)
484 char qw_downloadname[MAX_QPATH];
485 unsigned char *qw_downloadmemory;
486 int qw_downloadmemorycursize;
487 int qw_downloadmemorymaxsize;
488 int qw_downloadnumber;
489 int qw_downloadpercent;
490 qw_downloadtype_t qw_downloadtype;
492 // current file upload buffer (for uploading screenshots to server)
493 unsigned char *qw_uploaddata;
498 // this normally contains the following keys in quakeworld:
499 // password spectator name team skin topcolor bottomcolor rate noaim msg *ver *ip
500 char userinfo[MAX_USERINFO_STRING];
504 extern client_static_t cls;
506 typedef struct client_movementqueue_s
516 client_movementqueue_t;
522 qboolean drawenginesbar;
523 qboolean drawcrosshair;
526 typedef struct qw_usercmd_s
529 short forwardmove, sidemove, upmove;
530 unsigned char padding1[2];
532 unsigned char buttons;
533 unsigned char impulse;
534 unsigned char padding2;
539 // the client_state_t structure is wiped completely at every
542 typedef struct client_state_s
544 // true if playing in a local game and no one else is connected
547 // when connecting to the server throw out the first couple move messages
548 // so the player doesn't accidentally do something the first frame
551 // send a clc_nop periodically until connected
554 // current input to send to the server
557 // information for local display
559 int stats[MAX_CL_STATS];
560 // last known inventory bit flags, for blinking
562 // cl.time of acquiring item, for blinking
563 float item_gettime[32];
564 // last known STAT_ACTIVEWEAPON
566 // cl.time of changing STAT_ACTIVEWEAPON
568 // use pain anim frame if cl.time < this
571 // color shifts for damage, powerups
572 cshift_t cshifts[NUM_CSHIFTS];
574 cshift_t prev_cshifts[NUM_CSHIFTS];
576 // the client maintains its own idea of view angles, which are
577 // sent to the server each frame. The server sets punchangle when
578 // the view is temporarily offset, and an angle reset commands at the start
579 // of each level and after teleporting.
581 // mviewangles is read from demo
582 // viewangles is either client controlled or lerped from mviewangles
583 vec3_t mviewangles[2], viewangles;
584 // update by server, used by qc to do weapon recoil
585 vec3_t mpunchangle[2], punchangle;
586 // update by server, can be used by mods to kick view around
587 vec3_t mpunchvector[2], punchvector;
588 // update by server, used for lean+bob (0 is newest)
589 vec3_t mvelocity[2], velocity;
590 // update by server, can be used by mods for zooming
591 vec_t mviewzoom[2], viewzoom;
593 // client movement simulation
594 // these fields are only updated by CL_ClientMovement (called by CL_SendMove after parsing each network packet)
596 // this is set true by svc_time parsing and causes a new movement to be
597 // queued for prediction purposes
598 qboolean movement_needupdate;
599 // indicates the queue has been updated and should be replayed
600 qboolean movement_replay;
601 // simulated data (this is valid even if cl.movement is false)
602 vec3_t movement_origin;
603 vec3_t movement_oldorigin;
604 vec3_t movement_velocity;
605 // queue of proposed moves
606 int movement_numqueue;
607 client_movementqueue_t movement_queue[64];
609 int servermovesequence;
611 // pitch drifting vars
618 //[515]: added for csqc purposes
619 float sensitivityscale;
620 csqc_vidvars_t csqc_vidvars; //[515]: these parms must be set to true by default
621 qboolean csqc_wantsmousemove;
622 struct model_s *csqc_model_precache[MAX_MODELS];
624 // local amount for smoothing stepups
633 qboolean oldonground;
634 double lastongroundtime;
635 double hitgroundtime;
637 // don't change view angle, full screen, etc
639 // latched at intermission start
642 // the timestamp of the last two messages
645 // clients view of time, time should be between mtime[0] and mtime[1] to
646 // generate a lerp point for other data, oldtime is the previous frame's
647 // value of time, frametime is the difference between time and oldtime
648 double time, oldtime, frametime;
650 // copy of realtime from last recieved message, for net trouble icon
651 float last_received_message;
653 // information that is static for the entire time connected to a server
654 struct model_s *model_precache[MAX_MODELS];
655 struct sfx_s *sound_precache[MAX_SOUNDS];
657 // FIXME: this is a lot of memory to be keeping around, this really should be dynamically allocated and freed somehow
658 char model_name[MAX_MODELS][MAX_QPATH];
659 char sound_name[MAX_SOUNDS][MAX_QPATH];
661 // for display on solo scoreboard
663 // cl_entitites[cl.viewentity] = player
665 // the real player entity (normally same as viewentity,
666 // different than viewentity if mod uses chasecam or other tricks)
668 // max players that can be in this game
670 // type of game (deathmatch, coop, singleplayer)
673 // models and sounds used by engine code (particularly cl_parse.c)
675 model_t *model_bolt2;
676 model_t *model_bolt3;
679 sfx_t *sfx_knighthit;
686 // refresh related state
688 // cl_entitites[0].model
689 struct model_s *worldmodel;
695 int cdtrack, looptrack;
700 scoreboard_t *scores;
702 // entity database stuff
703 // latest received entity frame numbers
704 #define LATESTFRAMENUMS 3
705 int latestframenums[LATESTFRAMENUMS];
706 entityframe_database_t *entitydatabase;
707 entityframe4_database_t *entitydatabase4;
708 entityframeqw_database_t *entitydatabaseqw;
712 // local copy of the server infostring
713 char qw_serverinfo[MAX_SERVERINFO_STRING];
715 // used during connect
718 // indicates whether the player is spectating
719 qboolean qw_spectator;
721 // movement parameters for client prediction
722 float qw_movevars_gravity;
723 float qw_movevars_stopspeed;
724 float qw_movevars_maxspeed; // can change during play
725 float qw_movevars_spectatormaxspeed;
726 float qw_movevars_accelerate;
727 float qw_movevars_airaccelerate;
728 float qw_movevars_wateraccelerate;
729 float qw_movevars_friction;
730 float qw_movevars_waterfriction;
731 float qw_movevars_entgravity; // can change during play
733 // models used by qw protocol
734 int qw_modelindex_spike;
735 int qw_modelindex_player;
736 int qw_modelindex_flag;
737 int qw_modelindex_s_explod;
739 vec3_t qw_intermission_origin;
740 vec3_t qw_intermission_angles;
742 // 255 is the most nails the QW protocol could send
744 vec_t qw_nails[255][6];
746 int qw_validsequence;
748 qw_usercmd_t qw_moves[QW_UPDATE_BACKUP];
755 extern cvar_t cl_name;
756 extern cvar_t cl_color;
757 extern cvar_t cl_rate;
758 extern cvar_t cl_pmodel;
759 extern cvar_t cl_playermodel;
760 extern cvar_t cl_playerskin;
762 extern cvar_t rcon_password;
763 extern cvar_t rcon_address;
765 extern cvar_t cl_upspeed;
766 extern cvar_t cl_forwardspeed;
767 extern cvar_t cl_backspeed;
768 extern cvar_t cl_sidespeed;
770 extern cvar_t cl_movespeedkey;
772 extern cvar_t cl_yawspeed;
773 extern cvar_t cl_pitchspeed;
775 extern cvar_t cl_anglespeedkey;
777 extern cvar_t cl_autofire;
779 extern cvar_t csqc_progname; //[515]: csqc crc check and right csprogs name according to progs.dat
780 extern cvar_t csqc_progcrc;
782 extern cvar_t cl_shownet;
783 extern cvar_t cl_nolerp;
785 extern cvar_t cl_pitchdriftspeed;
786 extern cvar_t lookspring;
787 extern cvar_t lookstrafe;
788 extern cvar_t sensitivity;
790 extern cvar_t freelook;
792 extern cvar_t m_pitch;
794 extern cvar_t m_forward;
795 extern cvar_t m_side;
797 extern cvar_t r_draweffects;
799 extern cvar_t cl_explosions_alpha_start;
800 extern cvar_t cl_explosions_alpha_end;
801 extern cvar_t cl_explosions_size_start;
802 extern cvar_t cl_explosions_size_end;
803 extern cvar_t cl_explosions_lifetime;
804 extern cvar_t cl_stainmaps;
805 extern cvar_t cl_stainmaps_clearonload;
807 extern cvar_t cl_prydoncursor;
809 extern vec3_t cl_playerstandmins;
810 extern vec3_t cl_playerstandmaxs;
811 extern vec3_t cl_playercrouchmins;
812 extern vec3_t cl_playercrouchmaxs;
814 extern mempool_t *cl_mempool;
816 extern int cl_max_entities;
817 extern int cl_max_csqcentities;
818 extern int cl_max_static_entities;
819 extern int cl_max_temp_entities;
820 extern int cl_max_effects;
821 extern int cl_max_beams;
822 extern int cl_max_dlights;
823 extern int cl_max_lightstyle;
824 extern int cl_max_brushmodel_entities;
825 extern int cl_activedlights;
827 extern entity_t *cl_entities;
828 extern entity_t *cl_csqcentities; //[515]: csqc
829 extern unsigned char *cl_entities_active;
830 extern unsigned char *cl_csqcentities_active; //[515]: csqc
831 extern entity_t *cl_static_entities;
832 extern entity_t *cl_temp_entities;
833 extern cl_effect_t *cl_effects;
834 extern beam_t *cl_beams;
835 extern dlight_t *cl_dlights;
836 extern lightstyle_t *cl_lightstyle;
837 extern int *cl_brushmodel_entities;
839 // these are updated by CL_ClearState
840 extern int cl_num_entities;
841 extern int cl_num_csqcentities; //[515]: csqc
842 extern int cl_num_static_entities;
843 extern int cl_num_temp_entities;
844 extern int cl_num_brushmodel_entities;
846 extern client_state_t cl;
848 extern void CL_AllocDlight (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);
850 //=============================================================================
856 void CL_Shutdown (void);
859 void CL_EstablishConnection(const char *host);
861 void CL_Disconnect (void);
862 void CL_Disconnect_f (void);
864 void CL_BoundingBoxForEntity(entity_render_t *ent);
866 extern cvar_t cl_beams_polygons;
867 extern cvar_t cl_beams_relative;
868 extern cvar_t cl_beams_lightatend;
873 typedef struct kbutton_s
875 int down[2]; // key nums holding it down
876 int state; // low bit is down state
880 extern kbutton_t in_mlook, in_klook;
881 extern kbutton_t in_strafe;
882 extern kbutton_t in_speed;
884 void CL_InitInput (void);
885 void CL_SendMove (void);
887 void CL_ValidateState(entity_state_t *s);
888 void CL_MoveLerpEntityStates(entity_t *ent);
889 void CL_LerpUpdate(entity_t *e);
890 void CL_ParseTEnt (void);
891 void CL_RelinkBeams (void);
893 void CL_ClearTempEntities (void);
894 entity_t *CL_NewTempEntity (void);
896 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate);
898 void CL_ClearState (void);
899 void CL_ExpandEntities(int num);
902 int CL_ReadFromServer (void);
903 void CL_WriteToServer (void);
905 extern qboolean cl_ignoremousemove;
908 float CL_KeyState (kbutton_t *key);
909 const char *Key_KeynumToString (int keynum);
910 int Key_StringToKeynum (const char *str);
915 void CL_StopPlayback(void);
916 void CL_ReadDemoMessage(void);
917 void CL_WriteDemoMessage(void);
919 void CL_NextDemo(void);
920 void CL_Stop_f(void);
921 void CL_Record_f(void);
922 void CL_PlayDemo_f(void);
923 void CL_TimeDemo_f(void);
928 void CL_Parse_Init(void);
929 void CL_Parse_Shutdown(void);
930 void CL_ParseServerMessage(void);
931 void CL_Parse_DumpPacket(void);
932 void CL_Parse_ErrorCleanUp(void);
933 void QW_CL_StartUpload(unsigned char *data, int size);
939 void V_StartPitchDrift (void);
940 void V_StopPitchDrift (void);
943 float V_CalcRoll (vec3_t angles, vec3_t velocity);
944 void V_UpdateBlends (void);
945 void V_ParseDamage (void);
951 extern cvar_t cl_particles;
952 extern cvar_t cl_particles_quality;
953 extern cvar_t cl_particles_size;
954 extern cvar_t cl_particles_quake;
955 extern cvar_t cl_particles_bloodshowers;
956 extern cvar_t cl_particles_blood;
957 extern cvar_t cl_particles_blood_alpha;
958 extern cvar_t cl_particles_blood_bloodhack;
959 extern cvar_t cl_particles_bulletimpacts;
960 extern cvar_t cl_particles_explosions_bubbles;
961 extern cvar_t cl_particles_explosions_smoke;
962 extern cvar_t cl_particles_explosions_sparks;
963 extern cvar_t cl_particles_explosions_shell;
964 extern cvar_t cl_particles_smoke;
965 extern cvar_t cl_particles_smoke_alpha;
966 extern cvar_t cl_particles_smoke_alphafade;
967 extern cvar_t cl_particles_sparks;
968 extern cvar_t cl_particles_bubbles;
969 extern cvar_t cl_decals;
970 extern cvar_t cl_decals_time;
971 extern cvar_t cl_decals_fadetime;
973 void CL_Particles_Clear(void);
974 void CL_Particles_Init(void);
975 void CL_Particles_Shutdown(void);
977 void CL_ParseParticleEffect (void);
978 void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
979 void CL_RocketTrail (vec3_t start, vec3_t end, int type, int color, entity_t *ent);
980 void CL_SparkShower (vec3_t org, vec3_t dir, int count, vec_t gravityscale, vec_t radius);
981 void CL_Smoke (vec3_t org, vec3_t dir, int count, vec_t radius);
982 void CL_BulletMark (vec3_t org);
983 void CL_PlasmaBurn (vec3_t org);
984 void CL_BloodPuff (vec3_t org, vec3_t vel, int count);
985 void CL_Stardust (vec3_t mins, vec3_t maxs, int count);
986 void CL_FlameCube (vec3_t mins, vec3_t maxs, int count);
987 void CL_Flames (vec3_t org, vec3_t vel, int count);
988 void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count);
989 void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel);
990 void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type);
991 void CL_EntityParticles (entity_t *ent);
992 void CL_BlobExplosion (vec3_t org);
993 void CL_ParticleExplosion (vec3_t org);
994 void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength);
995 void CL_LavaSplash (vec3_t org);
996 void CL_TeleportSplash (vec3_t org);
997 void CL_BeamParticle (const vec3_t start, const vec3_t end, vec_t radius, float red, float green, float blue, float alpha, float lifetime);
998 void CL_Tei_Smoke(const vec3_t pos, const vec3_t dir, int count);
999 void CL_Tei_PlasmaHit(const vec3_t pos, const vec3_t dir, int count);
1000 void CL_MoveParticles(void);
1001 void R_MoveExplosions(void);
1002 void R_NewExplosion(vec3_t org);
1004 #include "cl_screen.h"
1006 typedef struct refdef_s
1008 // area to render in
1009 int x, y, width, height;
1010 float frustum_x, frustum_y;
1012 // these are set for water warping before
1013 // frustum_x/frustum_y are calculated
1014 float frustumscale_x, frustumscale_y;
1017 matrix4x4_t viewentitymatrix;
1019 // which color components to allow (for anaglyph glasses)
1022 // fullscreen color blend
1025 // whether to call S_ExtraUpdate during render to reduce sound chop
1026 qboolean extraupdate;
1028 // client gameworld time for rendering time based effects
1032 entity_render_t *worldentity;
1034 // same as worldentity->model
1035 model_t *worldmodel;
1037 // renderable entities (excluding world)
1038 entity_render_t **entities;
1042 // renderable dynamic lights
1043 dlight_t *lights[MAX_DLIGHTS];
1046 // 8.8bit fixed point intensities for light styles
1047 // controls intensity of dynamic lights and lightmap layers
1048 unsigned short lightstylevalue[256]; // 8.8 fraction of base light value
1050 // 2D art drawing queue
1051 // TODO: get rid of this
1052 unsigned char *drawqueue;
1054 int maxdrawqueuesize;
1058 extern refdef_t r_refdef;
1060 #include "cgamevm.h"