X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=client.h;h=1f815d72dec306b2fb1d7846ae60495456a9d566;hb=da0612b4ffbcdd7552c9b2cbb510f1ecd6da1e97;hp=8b69151c0572e60ae1a015448875af4e0522523e;hpb=7f14f85a7c33e861d57032518c7a32915a089b68;p=xonotic%2Fdarkplaces.git diff --git a/client.h b/client.h index 8b69151c..1f815d72 100644 --- a/client.h +++ b/client.h @@ -57,7 +57,7 @@ typedef struct effect_s } cl_effect_t; -typedef struct +typedef struct beam_s { int entity; // draw this as lightning polygons, or a model? @@ -117,6 +117,12 @@ typedef struct rtlight_s // squared cullradius //vec_t cullradius2; + // rendering properties, updated each time a light is rendered + // this is rtlight->color * d_lightstylevalue + vec3_t currentcolor; + // this is R_Shadow_Cubemap(rtlight->cubemapname) + rtexture_t *currentcubemap; + // lightmap renderer stuff (remove someday!) // the size of the light vec_t lightmap_cullradius; @@ -132,14 +138,13 @@ typedef struct rtlight_s int isstatic; // true if this is a compiled world light, cleared if the light changes int compiled; - // premade shadow volumes and lit surfaces to render for world entity + // premade shadow volumes to render for world entity shadowmesh_t *static_meshchain_shadow; - shadowmesh_t *static_meshchain_light; // used for visibility testing (more exact than bbox) int static_numleafs; int static_numleafpvsbytes; int *static_leaflist; - qbyte *static_leafpvs; + unsigned char *static_leafpvs; // surfaces seen by light int static_numsurfaces; int *static_surfacelist; @@ -244,8 +249,11 @@ typedef struct entity_render_s model_t *model; // current uninterpolated animation frame (for things which do not use interpolation) int frame; - // entity shirt and pants colors + // entity shirt and pants colors (-1 if not colormapped) int colormap; + // literal colors for renderer + vec3_t colormap_pantscolor; + vec3_t colormap_shirtcolor; // light, particles, etc int effects; // for Alias models @@ -330,7 +338,7 @@ typedef struct entity_s } entity_t; -typedef struct +typedef struct usercmd_s { vec3_t viewangles; @@ -354,20 +362,20 @@ typedef struct int sequence; } usercmd_t; -typedef struct +typedef struct lightstyle_s { int length; char map[MAX_STYLESTRING]; } lightstyle_t; -typedef struct +typedef struct scoreboard_s { char name[MAX_SCOREBOARDNAME]; int frags; int colors; // two 4 bit fields } scoreboard_t; -typedef struct +typedef struct cshift_s { int destcolor[3]; int percent; // 0-256 @@ -404,7 +412,7 @@ cactive_t; // the client_static_t structure is persistent through an arbitrary number // of server connections // -typedef struct +typedef struct client_static_s { cactive_t state; @@ -450,7 +458,7 @@ typedef struct netconn_t *netcon; // writing buffer to send to server sizebuf_t message; - qbyte message_buf[1024]; + unsigned char message_buf[1024]; } client_static_t; @@ -472,7 +480,7 @@ client_movementqueue_t; // the client_state_t structure is wiped completely at every // server signon // -typedef struct +typedef struct client_state_s { // true if playing in a local game and no one else is connected int islocalgame; @@ -553,6 +561,11 @@ typedef struct qboolean onground; qboolean inwater; + // used by bob + qboolean oldonground; + double lastongroundtime; + double hitgroundtime; + // don't change view angle, full screen, etc int intermission; // latched at intermission start @@ -585,6 +598,19 @@ typedef struct // type of game (deathmatch, coop, singleplayer) int gametype; + // models and sounds used by engine code (particularly cl_parse.c) + model_t *model_bolt; + model_t *model_bolt2; + model_t *model_bolt3; + model_t *model_beam; + sfx_t *sfx_wizhit; + sfx_t *sfx_knighthit; + sfx_t *sfx_tink1; + sfx_t *sfx_ric1; + sfx_t *sfx_ric2; + sfx_t *sfx_ric3; + sfx_t *sfx_r_exp3; + // refresh related state // cl_entitites[0].model @@ -677,7 +703,7 @@ extern int cl_num_brushmodel_entities; extern mempool_t *cl_mempool; extern entity_t *cl_entities; -extern qbyte *cl_entities_active; +extern unsigned char *cl_entities_active; extern entity_t *cl_static_entities; extern entity_t *cl_temp_entities; extern int *cl_brushmodel_entities; @@ -690,7 +716,6 @@ extern lightstyle_t *cl_lightstyle; extern client_state_t cl; 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); -extern void CL_DecayLights (void); //============================================================================= @@ -715,7 +740,7 @@ extern cvar_t cl_beams_lightatend; // // cl_input // -typedef struct +typedef struct kbutton_s { int down[2]; // key nums holding it down int state; // low bit is down state @@ -787,12 +812,6 @@ float V_CalcRoll (vec3_t angles, vec3_t velocity); void V_UpdateBlends (void); void V_ParseDamage (void); - -// -// cl_tent -// -void CL_InitTEnts (void); - // // cl_part // @@ -800,6 +819,7 @@ void CL_InitTEnts (void); extern cvar_t cl_particles; extern cvar_t cl_particles_quality; extern cvar_t cl_particles_size; +extern cvar_t cl_particles_quake; extern cvar_t cl_particles_bloodshowers; extern cvar_t cl_particles_blood; extern cvar_t cl_particles_blood_alpha; @@ -851,15 +871,15 @@ void R_NewExplosion(vec3_t org); #include "cl_screen.h" -typedef struct +typedef struct refdef_s { // area to render in int x, y, width, height; - float fov_x, fov_y; + float frustum_x, frustum_y; // these are set for water warping before - // fov_x/fov_y are calculated - float fovscale_x, fovscale_y; + // frustum_x/frustum_y are calculated + float frustumscale_x, frustumscale_y; // view transform matrix4x4_t viewentitymatrix; @@ -887,15 +907,23 @@ typedef struct int numentities; int maxentities; + // renderable dynamic lights + dlight_t *lights[MAX_DLIGHTS]; + int numlights; + + // 8.8bit fixed point intensities for light styles + // controls intensity of dynamic lights and lightmap layers + unsigned short lightstylevalue[256]; // 8.8 fraction of base light value + // 2D art drawing queue // TODO: get rid of this - qbyte *drawqueue; + unsigned char *drawqueue; int drawqueuesize; int maxdrawqueuesize; } refdef_t; -refdef_t r_refdef; +extern refdef_t r_refdef; #include "cgamevm.h"