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
30 // this is the maximum number of input packets that can be lost without a
32 #define CL_MAX_USERCMDS 16
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;
65 typedef struct rtlight_s
67 // shadow volumes are done entirely in model space, so there are no matrices for dealing with them... they just use the origin
69 // note that the world to light matrices are inversely scaled (divided) by lightradius
72 // matrix for transforming light filter coordinates to world coordinates
73 matrix4x4_t matrix_lighttoworld;
74 // matrix for transforming world coordinates to light filter coordinates
75 matrix4x4_t matrix_worldtolight;
76 // typically 1 1 1, can be lower (dim) or higher (overbright)
78 // size of the light (remove?)
82 // light style to monitor for brightness
84 // whether light should render shadows
86 // intensity of corona to render
88 // radius scale of corona to render (1.0 means same as light radius)
89 vec_t coronasizescale;
90 // ambient intensity to render
92 // diffuse intensity to render
94 // specular intensity to render
99 // generated properties
100 // used only for shadow volumes
107 // squared cullradius
110 // rendering properties, updated each time a light is rendered
111 // this is rtlight->color * d_lightstylevalue
113 // this is R_Shadow_Cubemap(rtlight->cubemapname)
114 rtexture_t *currentcubemap;
117 // true if this light should be compiled as a static light
119 // true if this is a compiled world light, cleared if the light changes
121 // premade shadow volumes to render for world entity
122 shadowmesh_t *static_meshchain_shadow;
123 // used for visibility testing (more exact than bbox)
125 int static_numleafpvsbytes;
126 int *static_leaflist;
127 unsigned char *static_leafpvs;
128 // surfaces seen by light
129 int static_numsurfaces;
130 int *static_surfacelist;
131 // flag bits indicating which triangles of the world model should cast
132 // shadows, and which ones should be lit
134 // this avoids redundantly scanning the triangles in each surface twice
135 // for whether they should cast shadows, once in culling and once in the
136 // actual shadowmarklist production.
137 int static_numshadowtrispvsbytes;
138 unsigned char *static_shadowtrispvs;
139 // this allows the lighting batch code to skip backfaces andother culled
140 // triangles not relevant for lighting
141 // (important on big surfaces such as terrain)
142 int static_numlighttrispvsbytes;
143 unsigned char *static_lighttrispvs;
147 typedef struct dlight_s
149 // destroy light after this time
152 // the entity that owns this light (can be NULL)
154 struct entity_render_s *ent;
156 // (worldlight: saved to .rtlights file)
158 // worldlight orientation
160 // (worldlight: saved to .rtlights file)
162 // dlight orientation/scaling/location
166 // (worldlight: saved to .rtlights file)
168 // cubemap name to use on this light
169 // (worldlight: saved to .rtlights file)
170 char cubemapname[64];
171 // make light flash while selected
174 // brightness (not really radius anymore)
175 // (worldlight: saved to .rtlights file)
177 // drop intensity this much each second
180 // intensity value which is dropped over time
183 // initial values for intensity to modify
187 // light style which controls intensity of this light
188 // (worldlight: saved to .rtlights file)
191 // (worldlight: saved to .rtlights file)
194 // (worldlight: saved to .rtlights file)
196 // radius scale of corona to render (1.0 means same as light radius)
197 // (worldlight: saved to .rtlights file)
198 vec_t coronasizescale;
199 // ambient intensity to render
200 // (worldlight: saved to .rtlights file)
202 // diffuse intensity to render
203 // (worldlight: saved to .rtlights file)
205 // specular intensity to render
206 // (worldlight: saved to .rtlights file)
209 // (worldlight: saved to .rtlights file)
211 // linked list of world lights
213 struct dlight_s *next;
214 // embedded rtlight struct for renderer
220 typedef struct frameblend_s
227 // LordHavoc: this struct is intended for the renderer but some fields are
228 // used by the client.
230 // The renderer should not rely on any changes to this struct to be persistent
231 // across multiple frames because temp entities are wiped every frame, but it
232 // is acceptable to cache things in this struct that are not critical.
234 // For example the r_cullentities_trace code does such caching.
235 typedef struct entity_render_s
241 // transform matrix for model to world
243 // transform matrix for world to model
244 matrix4x4_t inversematrix;
245 // opacity (alpha) of the model
247 // size the model is shown
252 // number of the entity represents, or 0 for non-network entities
254 // literal colormap colors for renderer, if both are 0 0 0 it is not colormapped
255 vec3_t colormap_pantscolor;
256 vec3_t colormap_shirtcolor;
257 // light, particles, etc
259 // qw CTF flags and other internal-use-only effect bits
266 // colormod tinting of models
269 // interpolated animation
271 // frame that the model is interpolating from
273 // frame that the model is interpolating to
275 // interpolation factor, usually computed from frame2time
277 // time frame1 began playing (for framegroup animations)
279 // time frame2 began playing (for framegroup animations)
282 // calculated by the renderer (but not persistent)
284 // calculated during R_AddModelEntities
286 // 4 frame numbers (-1 if not used) and their blending scalers (0-1), if interpolation is not desired, use frame instead
287 frameblend_t frameblend[4];
289 // current lighting from map (updated ONLY by client code, not renderer)
290 vec3_t modellight_ambient;
291 vec3_t modellight_diffuse; // q3bsp
292 vec3_t modellight_lightdir; // q3bsp
294 // FIELDS UPDATED BY RENDERER:
295 // last time visible during trace culling
296 double last_trace_visibility;
300 typedef struct entity_persistent_s
306 qboolean trail_allowed; // set to false by teleports, true by update code, prevents bad lerps
308 // muzzleflash fading
311 // interpolated movement
313 // start time of move
315 // time difference from start to end of move
317 // the move itself, start and end
325 typedef struct entity_s
327 // baseline state (default values)
328 entity_state_t state_baseline;
329 // previous state (interpolating from this)
330 entity_state_t state_previous;
331 // current state (interpolating to this)
332 entity_state_t state_current;
334 // used for regenerating parts of render
335 entity_persistent_t persistent;
337 // the only data the renderer should know about
338 entity_render_t render;
342 typedef struct usercmd_s
346 // intended velocities
351 vec3_t cursor_screen;
354 vec3_t cursor_impact;
355 vec3_t cursor_normal;
356 vec_t cursor_fraction;
357 int cursor_entitynumber;
361 int msec; // for qw moves
365 qboolean applied; // if false we're still accumulating a move
366 qboolean predicted; // if true the sequence should be sent as 0
369 typedef struct lightstyle_s
372 char map[MAX_STYLESTRING];
375 typedef struct scoreboard_s
377 char name[MAX_SCOREBOARDNAME];
379 int colors; // two 4 bit fields
382 char qw_userinfo[MAX_USERINFO_STRING];
388 char qw_skin[MAX_QPATH];
391 typedef struct cshift_s
394 float percent; // 0-256
397 #define CSHIFT_CONTENTS 0
398 #define CSHIFT_DAMAGE 1
399 #define CSHIFT_BONUS 2
400 #define CSHIFT_POWERUP 3
401 #define CSHIFT_VCSHIFT 4
402 #define NUM_CSHIFTS 5
404 #define NAME_LENGTH 64
408 // client_state_t should hold all pieces of the client state
411 #define SIGNONS 4 // signon messages to receive before connected
414 #define MAX_DEMONAME 16
416 typedef enum cactive_e
418 ca_dedicated, // a dedicated server with no ability to start a client
419 ca_disconnected, // full screen console with no connection
420 ca_connected // valid netcon, talking to a server
424 typedef enum qw_downloadtype_e
434 typedef enum capturevideoformat_e
436 CAPTUREVIDEOFORMAT_AVI_I420
438 capturevideoformat_t;
440 typedef struct capturevideostate_s
444 // for AVI saving some values have to be written after capture ends
445 fs_offset_t videofile_firstchunkframes_offset;
446 fs_offset_t videofile_totalframes_offset1;
447 fs_offset_t videofile_totalframes_offset2;
448 fs_offset_t videofile_totalsampleframes_offset;
449 int videofile_ix_master_audio_inuse;
450 fs_offset_t videofile_ix_master_audio_inuse_offset;
451 fs_offset_t videofile_ix_master_audio_start_offset;
452 int videofile_ix_master_video_inuse;
453 fs_offset_t videofile_ix_master_video_inuse_offset;
454 fs_offset_t videofile_ix_master_video_start_offset;
455 fs_offset_t videofile_ix_movistart;
460 capturevideoformat_t format;
463 int soundsampleframe; // for AVI saving
464 unsigned char *screenbuffer;
465 unsigned char *outbuffer;
466 sizebuf_t riffbuffer;
467 unsigned char riffbufferdata[128];
468 // note: riffindex buffer has an allocated ->data member, not static like most!
469 sizebuf_t riffindexbuffer;
471 fs_offset_t riffstackstartoffset[4];
472 short rgbtoyuvscaletable[3][3][256];
473 unsigned char yuvnormalizetable[3][256];
479 #define CL_MAX_DOWNLOADACKS 4
481 typedef struct cl_downloadack_s
488 // the client_static_t structure is persistent through an arbitrary number
489 // of server connections
491 typedef struct client_static_s
495 // all client memory allocations go in these pools
496 mempool_t *levelmempool;
497 mempool_t *permanentmempool;
500 // -1 = don't play demos
502 // list of demos in loop
503 char demos[MAX_DEMOS][MAX_DEMONAME];
504 // the actively playing demo (set by CL_PlayDemo_f)
507 // demo recording info must be here, because record is started before
508 // entering a map (and clearing client_state_t)
509 qboolean demorecording;
510 qboolean demoplayback;
512 // -1 = use normal cd track
515 // realtime at second frame of timedemo (LordHavoc: changed to double)
517 int td_frames; // total frames parsed
518 double td_onesecondnexttime;
519 double td_onesecondframes;
520 double td_onesecondminframes;
521 double td_onesecondmaxframes;
522 double td_onesecondavgframes;
523 int td_onesecondavgcount;
524 // LordHavoc: pausedemo
527 qboolean connect_trying;
528 int connect_remainingtries;
529 double connect_nextsendtime;
530 lhnetsocket_t *connect_mysocket;
531 lhnetaddress_t connect_address;
532 // protocol version of the server we're connected to
533 // (kept outside client_state_t because it's used between levels)
534 protocolversion_t protocol;
536 // connection information
539 // network connection
542 // download information
543 // (note: qw_download variables are also used)
544 cl_downloadack_t dp_downloadack[CL_MAX_DOWNLOADACKS];
546 // input sequence numbers are not reset on level change, only connect
548 int servermovesequence;
550 // quakeworld stuff below
552 // value of "qport" cvar at time of connection
554 // copied from cls.netcon->qw. variables every time they change, or set by demos (which have no cls.netcon)
555 int qw_incoming_sequence;
556 int qw_outgoing_sequence;
558 // current file download buffer (only saved when file is completed)
559 char qw_downloadname[MAX_QPATH];
560 unsigned char *qw_downloadmemory;
561 int qw_downloadmemorycursize;
562 int qw_downloadmemorymaxsize;
563 int qw_downloadnumber;
564 int qw_downloadpercent;
565 qw_downloadtype_t qw_downloadtype;
566 // transfer rate display
567 double qw_downloadspeedtime;
568 int qw_downloadspeedcount;
569 int qw_downloadspeedrate;
571 // current file upload buffer (for uploading screenshots to server)
572 unsigned char *qw_uploaddata;
577 // this normally contains the following keys in quakeworld:
578 // password spectator name team skin topcolor bottomcolor rate noaim msg *ver *ip
579 char userinfo[MAX_USERINFO_STRING];
581 // video capture stuff
582 capturevideostate_t capturevideo;
586 extern client_static_t cls;
588 typedef struct client_movementqueue_s
599 client_movementqueue_t;
605 qboolean drawenginesbar;
606 qboolean drawcrosshair;
611 PARTICLE_BILLBOARD = 0,
613 PARTICLE_ORIENTED_DOUBLESIDED = 2,
626 typedef struct particletype_s
629 porientation_t orientation;
636 pt_dead, pt_alphastatic, pt_static, pt_spark, pt_beam, pt_rain, pt_raindecal, pt_snow, pt_bubble, pt_blood, pt_smoke, pt_decal, pt_entityparticle, pt_total
640 typedef struct decal_s
642 // fields used by rendering: (40 bytes)
643 unsigned short typeindex;
644 unsigned short texnum;
648 float alpha; // 0-255
649 unsigned char color[3];
650 unsigned char unused1;
652 // fields not used by rendering: (36 bytes in 32bit, 40 bytes in 64bit)
653 float time2; // used for decal fade
654 unsigned int owner; // decal stuck to this entity
655 model_t *ownermodel; // model the decal is stuck to (used to make sure the entity is still alive)
656 vec3_t relativeorigin; // decal at this location in entity's coordinate space
657 vec3_t relativenormal; // decal oriented this way relative to entity's coordinate space
661 typedef struct particle_s
663 // fields used by rendering: (40 bytes)
664 unsigned short typeindex;
665 unsigned short texnum;
667 vec3_t vel; // velocity of particle, or orientation of decal, or end point of beam
669 float alpha; // 0-255
670 unsigned char color[3];
671 unsigned char qualityreduction; // enables skipping of this particle according to r_refdef.view.qualityreduction
673 // fields not used by rendering: (40 bytes)
674 float sizeincrease; // rate of size change per second
675 float alphafade; // how much alpha reduces per second
676 float time2; // used for snow fluttering and decal fade
677 float bounce; // how much bounce-back from a surface the particle hits (0 = no physics, 1 = stop and slide, 2 = keep bouncing forever, 1.5 is typical)
678 float gravity; // how much gravity affects this particle (1.0 = normal gravity, 0.0 = none)
679 float airfriction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction)
680 float liquidfriction; // how much liquid friction affects this object (objects with a low mass/size ratio tend to get more liquid friction)
681 float delayedcollisions; // time that p->bounce becomes active
682 float delayedspawn; // time that particle appears and begins moving
683 float die; // time when this particle should be removed, regardless of alpha
687 typedef enum cl_parsingtextmode_e
689 CL_PARSETEXTMODE_NONE,
690 CL_PARSETEXTMODE_PING,
691 CL_PARSETEXTMODE_STATUS,
692 CL_PARSETEXTMODE_STATUS_PLAYERID,
693 CL_PARSETEXTMODE_STATUS_PLAYERIP
695 cl_parsingtextmode_t;
697 typedef struct cl_locnode_s
699 struct cl_locnode_s *next;
705 typedef struct showlmp_s
716 // the client_state_t structure is wiped completely at every
719 typedef struct client_state_s
721 // true if playing in a local game and no one else is connected
724 // send a clc_nop periodically until connected
727 // current input being accumulated by mouse/joystick/etc input
729 // latest moves sent to the server that have not been confirmed yet
730 usercmd_t movecmd[CL_MAX_USERCMDS];
732 // information for local display
734 int stats[MAX_CL_STATS];
735 float *statsf; // points to stats[] array
736 // last known inventory bit flags, for blinking
738 // cl.time of acquiring item, for blinking
739 float item_gettime[32];
740 // last known STAT_ACTIVEWEAPON
742 // cl.time of changing STAT_ACTIVEWEAPON
744 // use pain anim frame if cl.time < this
746 // for stair smoothing
748 double stairsmoothtime;
750 // color shifts for damage, powerups
751 cshift_t cshifts[NUM_CSHIFTS];
753 cshift_t prev_cshifts[NUM_CSHIFTS];
755 // the client maintains its own idea of view angles, which are
756 // sent to the server each frame. The server sets punchangle when
757 // the view is temporarily offset, and an angle reset commands at the start
758 // of each level and after teleporting.
760 // mviewangles is read from demo
761 // viewangles is either client controlled or lerped from mviewangles
762 vec3_t mviewangles[2], viewangles;
763 // update by server, used by qc to do weapon recoil
764 vec3_t mpunchangle[2], punchangle;
765 // update by server, can be used by mods to kick view around
766 vec3_t mpunchvector[2], punchvector;
767 // update by server, used for lean+bob (0 is newest)
768 vec3_t mvelocity[2], velocity;
769 // update by server, can be used by mods for zooming
770 vec_t mviewzoom[2], viewzoom;
771 // if true interpolation the mviewangles and other interpolation of the
772 // player is disabled until the next network packet
773 // this is used primarily by teleporters, and when spectating players
774 // special checking of the old fixangle[1] is used to differentiate
775 // between teleporting and spectating
776 qboolean fixangle[2];
778 // client movement simulation
779 // these fields are only updated by CL_ClientMovement (called by CL_SendMove after parsing each network packet)
780 // set by CL_ClientMovement_Replay functions
781 qboolean movement_predicted;
782 // if true the CL_ClientMovement_Replay function will update origin, etc
783 qboolean movement_replay;
784 // this is set true by svc_time parsing and causes a new movement to be
785 // queued for prediction purposes
786 qboolean movement_needupdate;
787 // timestamps of latest two predicted moves for interpolation
788 double movement_time[4];
789 // simulated data (this is valid even if cl.movement is false)
790 vec3_t movement_origin;
791 vec3_t movement_oldorigin;
792 vec3_t movement_velocity;
793 // queue of proposed moves
794 int movement_numqueue;
795 client_movementqueue_t movement_queue[256];
796 // whether the replay should allow a jump at the first sequence
797 qboolean movement_replay_canjump;
799 // pitch drifting vars
806 //[515]: added for csqc purposes
807 float sensitivityscale;
808 csqc_vidvars_t csqc_vidvars; //[515]: these parms must be set to true by default
809 qboolean csqc_wantsmousemove;
810 struct model_s *csqc_model_precache[MAX_MODELS];
812 // local amount for smoothing stepups
821 qboolean oldonground;
822 double lastongroundtime;
823 double hitgroundtime;
825 // don't change view angle, full screen, etc
827 // latched at intermission start
828 double completed_time;
830 // the timestamp of the last two messages
833 // clients view of time, time should be between mtime[0] and mtime[1] to
834 // generate a lerp point for other data, oldtime is the previous frame's
835 // value of time, frametime is the difference between time and oldtime
836 // note: cl.time may be beyond cl.mtime[0] if packet loss is occuring, it
837 // is only forcefully limited when a packet is received
838 double time, oldtime;
839 // how long it has been since the previous client frame in real time
840 // (not game time, for that use cl.time - cl.oldtime)
841 double realframetime;
843 // copy of realtime from last recieved message, for net trouble icon
844 float last_received_message;
846 // information that is static for the entire time connected to a server
847 struct model_s *model_precache[MAX_MODELS];
848 struct sfx_s *sound_precache[MAX_SOUNDS];
850 // FIXME: this is a lot of memory to be keeping around, this really should be dynamically allocated and freed somehow
851 char model_name[MAX_MODELS][MAX_QPATH];
852 char sound_name[MAX_SOUNDS][MAX_QPATH];
854 // for display on solo scoreboard
856 // cl_entitites[cl.viewentity] = player
858 // the real player entity (normally same as viewentity,
859 // different than viewentity if mod uses chasecam or other tricks)
860 int realplayerentity;
861 // this is updated to match cl.viewentity whenever it is in the clients
862 // range, basically this is used in preference to cl.realplayerentity for
863 // most purposes because when spectating another player it should show
864 // their information rather than yours
866 // max players that can be in this game
868 // type of game (deathmatch, coop, singleplayer)
871 // models and sounds used by engine code (particularly cl_parse.c)
873 model_t *model_bolt2;
874 model_t *model_bolt3;
877 sfx_t *sfx_knighthit;
883 // indicates that the file "sound/misc/talk2.wav" was found (for use by team chat messages)
884 qboolean foundtalk2wav;
886 // refresh related state
888 // cl_entitites[0].model
889 struct model_s *worldmodel;
895 int cdtrack, looptrack;
900 scoreboard_t *scores;
902 // keep track of svc_print parsing state (analyzes ping reports and status reports)
903 cl_parsingtextmode_t parsingtextmode;
904 int parsingtextplayerindex;
905 // set by scoreboard code when sending ping command, this causes the next ping results to be hidden
906 // (which could eat the wrong ping report if the player issues one
907 // manually, but they would still see a ping report, just a later one
908 // caused by the scoreboard code rather than the one they intentionally
910 int parsingtextexpectingpingforscores;
912 // entity database stuff
913 // latest received entity frame numbers
914 #define LATESTFRAMENUMS 3
915 int latestframenums[LATESTFRAMENUMS];
916 entityframe_database_t *entitydatabase;
917 entityframe4_database_t *entitydatabase4;
918 entityframeqw_database_t *entitydatabaseqw;
920 // keep track of quake entities because they need to be killed if they get stale
922 unsigned char isquakeentity[MAX_EDICTS];
924 // bounding boxes for clientside movement
925 vec3_t playerstandmins;
926 vec3_t playerstandmaxs;
927 vec3_t playercrouchmins;
928 vec3_t playercrouchmaxs;
931 int max_static_entities;
936 int max_brushmodel_entities;
942 unsigned char *entities_active;
943 entity_t *static_entities;
944 cl_effect_t *effects;
947 lightstyle_t *lightstyle;
948 int *brushmodel_entities;
949 particle_t *particles;
954 int num_static_entities;
955 int num_brushmodel_entities;
963 double particles_updatetime;
964 double decals_updatetime;
968 // cl_serverextension_download feature
969 int loadmodel_current;
970 int downloadmodel_current;
972 int loadsound_current;
973 int downloadsound_current;
975 qboolean downloadcsqc;
978 qboolean loadfinished;
982 // local copy of the server infostring
983 char qw_serverinfo[MAX_SERVERINFO_STRING];
985 // time of last qw "pings" command sent to server while showing scores
986 double last_ping_request;
988 // used during connect
991 // updated from serverinfo
994 // unused: indicates whether the player is spectating
995 // use cl.scores[cl.playerentity-1].qw_spectator instead
996 //qboolean qw_spectator;
998 // last time an input packet was sent
999 double lastpackettime;
1001 // movement parameters for client prediction
1002 float movevars_wallfriction;
1003 float movevars_waterfriction;
1004 float movevars_friction;
1005 float movevars_packetinterval; // in game time (cl.time), not realtime
1006 float movevars_timescale;
1007 float movevars_gravity;
1008 float movevars_stopspeed;
1009 float movevars_maxspeed;
1010 float movevars_spectatormaxspeed;
1011 float movevars_accelerate;
1012 float movevars_airaccelerate;
1013 float movevars_wateraccelerate;
1014 float movevars_entgravity;
1015 float movevars_jumpvelocity;
1016 float movevars_edgefriction;
1017 float movevars_maxairspeed;
1018 float movevars_stepheight;
1019 float movevars_airaccel_qw;
1020 float movevars_airaccel_sideways_friction;
1022 // models used by qw protocol
1023 int qw_modelindex_spike;
1024 int qw_modelindex_player;
1025 int qw_modelindex_flag;
1026 int qw_modelindex_s_explod;
1028 vec3_t qw_intermission_origin;
1029 vec3_t qw_intermission_angles;
1031 // 255 is the most nails the QW protocol could send
1033 vec_t qw_nails[255][6];
1035 float qw_weaponkick;
1037 int qw_validsequence;
1039 int qw_deltasequence[QW_UPDATE_BACKUP];
1042 // server entity number corresponding to a clientside entity
1043 unsigned short csqc_server2csqcentitynumber[MAX_EDICTS];
1044 qboolean csqc_loaded;
1047 qboolean csqc_usecsqclistener;
1048 matrix4x4_t csqc_listenermatrix;
1049 char csqc_printtextbuf[MAX_INPUTLINE];
1051 // collision culling data
1054 // loc file stuff (points and boxes describing locations in the level)
1055 cl_locnode_t *locnodes;
1056 // this is updated to cl.movement_origin whenever health is < 1
1057 // used by %d print in say/say_team messages if cl_locs_enable is on
1058 vec3_t lastdeathorigin;
1060 // processing buffer used by R_BuildLightMap, reallocated as needed,
1061 // freed on each level change
1062 size_t buildlightmapmemorysize;
1063 unsigned char *buildlightmapmemory;
1070 extern cvar_t cl_name;
1071 extern cvar_t cl_color;
1072 extern cvar_t cl_rate;
1073 extern cvar_t cl_pmodel;
1074 extern cvar_t cl_playermodel;
1075 extern cvar_t cl_playerskin;
1077 extern cvar_t rcon_password;
1078 extern cvar_t rcon_address;
1080 extern cvar_t cl_upspeed;
1081 extern cvar_t cl_forwardspeed;
1082 extern cvar_t cl_backspeed;
1083 extern cvar_t cl_sidespeed;
1085 extern cvar_t cl_movespeedkey;
1087 extern cvar_t cl_yawspeed;
1088 extern cvar_t cl_pitchspeed;
1090 extern cvar_t cl_anglespeedkey;
1092 extern cvar_t cl_autofire;
1094 extern cvar_t cl_shownet;
1095 extern cvar_t cl_nolerp;
1096 extern cvar_t cl_nettimesyncfactor;
1097 extern cvar_t cl_nettimesyncboundmode;
1098 extern cvar_t cl_nettimesyncboundtolerance;
1100 extern cvar_t cl_pitchdriftspeed;
1101 extern cvar_t lookspring;
1102 extern cvar_t lookstrafe;
1103 extern cvar_t sensitivity;
1105 extern cvar_t freelook;
1107 extern cvar_t m_pitch;
1108 extern cvar_t m_yaw;
1109 extern cvar_t m_forward;
1110 extern cvar_t m_side;
1112 extern cvar_t cl_autodemo;
1113 extern cvar_t cl_autodemo_nameformat;
1115 extern cvar_t r_draweffects;
1117 extern cvar_t cl_explosions_alpha_start;
1118 extern cvar_t cl_explosions_alpha_end;
1119 extern cvar_t cl_explosions_size_start;
1120 extern cvar_t cl_explosions_size_end;
1121 extern cvar_t cl_explosions_lifetime;
1122 extern cvar_t cl_stainmaps;
1123 extern cvar_t cl_stainmaps_clearonload;
1125 extern cvar_t cl_prydoncursor;
1127 extern cvar_t cl_locs_enable;
1129 extern client_state_t cl;
1131 extern void CL_AllocLightFlash (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);
1133 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point);
1134 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point);
1136 //=============================================================================
1142 void CL_Shutdown (void);
1143 void CL_Init (void);
1145 void CL_EstablishConnection(const char *host);
1147 void CL_Disconnect (void);
1148 void CL_Disconnect_f (void);
1150 void CL_UpdateRenderEntity(entity_render_t *ent);
1151 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap);
1152 void CL_UpdateViewEntities(void);
1157 typedef struct kbutton_s
1159 int down[2]; // key nums holding it down
1160 int state; // low bit is down state
1164 extern kbutton_t in_mlook, in_klook;
1165 extern kbutton_t in_strafe;
1166 extern kbutton_t in_speed;
1168 void CL_InitInput (void);
1169 void CL_SendMove (void);
1171 void CL_ValidateState(entity_state_t *s);
1172 void CL_MoveLerpEntityStates(entity_t *ent);
1173 void CL_LerpUpdate(entity_t *e);
1174 void CL_ParseTEnt (void);
1175 void CL_NewBeam (int ent, vec3_t start, vec3_t end, model_t *m, int lightning);
1176 void CL_RelinkBeams (void);
1177 void CL_Beam_CalculatePositions (const beam_t *b, vec3_t start, vec3_t end);
1178 void CL_ClientMovement_Replay(void);
1180 void CL_ClearTempEntities (void);
1181 entity_render_t *CL_NewTempEntity (void);
1183 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate);
1185 void CL_ClearState (void);
1186 void CL_ExpandEntities(int num);
1187 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet);
1190 void CL_UpdateWorld (void);
1191 void CL_WriteToServer (void);
1192 void CL_Input (void);
1193 extern int cl_ignoremousemoves;
1196 float CL_KeyState (kbutton_t *key);
1197 const char *Key_KeynumToString (int keynum);
1198 int Key_StringToKeynum (const char *str);
1203 void CL_StopPlayback(void);
1204 void CL_ReadDemoMessage(void);
1205 void CL_WriteDemoMessage(sizebuf_t *mesage);
1207 void CL_NextDemo(void);
1208 void CL_Stop_f(void);
1209 void CL_Record_f(void);
1210 void CL_PlayDemo_f(void);
1211 void CL_TimeDemo_f(void);
1216 void CL_Parse_Init(void);
1217 void CL_Parse_Shutdown(void);
1218 void CL_ParseServerMessage(void);
1219 void CL_Parse_DumpPacket(void);
1220 void CL_Parse_ErrorCleanUp(void);
1221 void QW_CL_StartUpload(unsigned char *data, int size);
1222 extern cvar_t qport;
1227 void V_StartPitchDrift (void);
1228 void V_StopPitchDrift (void);
1231 float V_CalcRoll (vec3_t angles, vec3_t velocity);
1232 void V_UpdateBlends (void);
1233 void V_ParseDamage (void);
1239 extern cvar_t cl_particles;
1240 extern cvar_t cl_particles_quality;
1241 extern cvar_t cl_particles_size;
1242 extern cvar_t cl_particles_quake;
1243 extern cvar_t cl_particles_blood;
1244 extern cvar_t cl_particles_blood_alpha;
1245 extern cvar_t cl_particles_blood_bloodhack;
1246 extern cvar_t cl_particles_bulletimpacts;
1247 extern cvar_t cl_particles_explosions_sparks;
1248 extern cvar_t cl_particles_explosions_shell;
1249 extern cvar_t cl_particles_rain;
1250 extern cvar_t cl_particles_snow;
1251 extern cvar_t cl_particles_smoke;
1252 extern cvar_t cl_particles_smoke_alpha;
1253 extern cvar_t cl_particles_smoke_alphafade;
1254 extern cvar_t cl_particles_sparks;
1255 extern cvar_t cl_particles_bubbles;
1256 extern cvar_t cl_decals;
1257 extern cvar_t cl_decals_time;
1258 extern cvar_t cl_decals_fadetime;
1260 void CL_Particles_Clear(void);
1261 void CL_Particles_Init(void);
1262 void CL_Particles_Shutdown(void);
1264 typedef enum effectnameindex_s
1268 EFFECT_TE_GUNSHOTQUAD,
1270 EFFECT_TE_SPIKEQUAD,
1271 EFFECT_TE_SUPERSPIKE,
1272 EFFECT_TE_SUPERSPIKEQUAD,
1274 EFFECT_TE_KNIGHTSPIKE,
1275 EFFECT_TE_EXPLOSION,
1276 EFFECT_TE_EXPLOSIONQUAD,
1277 EFFECT_TE_TAREXPLOSION,
1279 EFFECT_TE_LAVASPLASH,
1280 EFFECT_TE_SMALLFLASH,
1285 EFFECT_TE_PLASMABURN,
1287 EFFECT_TE_TEI_SMOKE,
1288 EFFECT_TE_TEI_BIGEXPLOSION,
1289 EFFECT_TE_TEI_PLASMAHIT,
1295 EFFECT_TR_SLIGHTBLOOD,
1296 EFFECT_TR_KNIGHTSPIKE,
1297 EFFECT_TR_VORESPIKE,
1298 EFFECT_TR_NEHAHRASMOKE,
1299 EFFECT_TR_NEXUIZPLASMA,
1300 EFFECT_TR_GLOWTRAIL,
1301 EFFECT_SVC_PARTICLE,
1306 int CL_ParticleEffectIndexForName(const char *name);
1307 const char *CL_ParticleEffectNameForIndex(int i);
1308 void CL_ParticleEffect(int effectindex, float pcount, const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, entity_t *ent, int palettecolor);
1309 void CL_ParticleTrail(int effectindex, float pcount, const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, entity_t *ent, int palettecolor, qboolean spawndlight, qboolean spawnparticles);
1310 void CL_ParseParticleEffect (void);
1311 void CL_ParticleCube (const vec3_t mins, const vec3_t maxs, const vec3_t dir, int count, int colorbase, vec_t gravity, vec_t randomvel);
1312 void CL_ParticleRain (const vec3_t mins, const vec3_t maxs, const vec3_t dir, int count, int colorbase, int type);
1313 void CL_EntityParticles (const entity_t *ent);
1314 void CL_ParticleExplosion (const vec3_t org);
1315 void CL_ParticleExplosion2 (const vec3_t org, int colorStart, int colorLength);
1316 void R_NewExplosion(const vec3_t org);
1318 void Debug_PolygonBegin(const char *picname, int flags, qboolean draw2d, float linewidth);
1319 void Debug_PolygonVertex(float x, float y, float z, float s, float t, float r, float g, float b, float a);
1320 void Debug_PolygonEnd(void);
1322 #include "cl_screen.h"
1324 extern qboolean sb_showscores;
1326 float FogPoint_World(const vec3_t p);
1327 float FogPoint_Model(const vec3_t p);
1328 float FogForDistance(vec_t dist);
1330 typedef struct r_refdef_stats_s
1334 int entities_surfaces;
1335 int entities_triangles;
1339 int world_triangles;
1340 int lightmapupdates;
1341 int lightmapupdatepixels;
1345 int meshes_elements;
1348 int lights_scissored;
1349 int lights_lighttriangles;
1350 int lights_shadowtriangles;
1351 int lights_dynamicshadowtriangles;
1353 int bloom_copypixels;
1354 int bloom_drawpixels;
1358 typedef struct r_refdef_view_s
1360 // view information (changes multiple times per frame)
1361 // if any of these variables change then r_refdef.viewcache must be regenerated
1362 // by calling R_View_Update
1363 // (which also updates viewport, scissor, colormask)
1365 // it is safe and expected to copy this into a structure on the stack and
1366 // call the renderer recursively, then restore from the stack afterward
1367 // (as long as R_View_Update is called)
1369 // eye position information
1370 matrix4x4_t matrix, inverse_matrix;
1376 int numfrustumplanes;
1377 mplane_t frustum[6];
1378 qboolean useclipplane;
1379 qboolean usecustompvs; // uses r_refdef.viewcache.pvsbits as-is rather than computing it
1381 float frustum_x, frustum_y;
1382 vec3_t frustumcorner[4];
1383 // if turned off it renders an ortho view
1385 float ortho_x, ortho_y;
1387 // screen area to render in
1395 // which color components to allow (for anaglyph glasses)
1398 // global RGB color multiplier for rendering, this is required by HDR
1401 // whether to call R_ClearScreen before rendering stuff
1404 // whether to draw r_showtris and such, this is only true for the main
1405 // view render, all secondary renders (HDR, mirrors, portals, cameras,
1406 // distortion effects, etc) omit such debugging information
1409 // these define which values to use in GL_CullFace calls to request frontface or backface culling
1413 // reduces render quality:
1415 // 1 = skip every other particle and some lights
1416 // 2 = skip 75% of particles and some lights
1417 int qualityreduction;
1421 typedef struct r_refdef_viewcache_s
1423 // these properties are generated by R_View_Update()
1425 // which entities are currently visible for this viewpoint
1426 // (the used range is 0...r_refdef.scene.numentities)
1427 unsigned char entityvisible[MAX_EDICTS];
1428 // flag arrays used for visibility checking on world model
1429 // (all other entities have no per-surface/per-leaf visibility checks)
1430 // TODO: dynamic resize according to r_refdef.scene.worldmodel->brush.num_clusters
1431 unsigned char world_pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
1432 // TODO: dynamic resize according to r_refdef.scene.worldmodel->brush.num_leafs
1433 unsigned char world_leafvisible[32768]; // FIXME: buffer overflow on huge maps
1434 // TODO: dynamic resize according to r_refdef.scene.worldmodel->num_surfaces
1435 unsigned char world_surfacevisible[262144]; // FIXME: buffer overflow on huge maps
1436 // if true, the view is currently in a leaf without pvs data
1437 qboolean world_novis;
1439 r_refdef_viewcache_t;
1441 // TODO: really think about which fields should go into scene and which one should stay in refdef [1/7/2008 Black]
1442 // maybe also refactor some of the functions to support different setting sources (ie. fogenabled, etc.) for different scenes
1443 typedef struct r_refdef_scene_s {
1444 // whether to call S_ExtraUpdate during render to reduce sound chop
1445 qboolean extraupdate;
1447 // (client gameworld) time for rendering time based effects
1451 entity_render_t *worldentity;
1453 // same as worldentity->model
1454 model_t *worldmodel;
1456 // renderable entities (excluding world)
1457 entity_render_t **entities;
1461 // field of temporary entities that is reset each (client) frame
1462 entity_render_t *tempentities;
1463 int numtempentities;
1464 int maxtempentities;
1466 // renderable dynamic lights
1467 rtlight_t lights[MAX_DLIGHTS];
1470 // intensities for light styles right now, controls rtlights
1471 float rtlightstylevalue[256]; // float fraction of base light value
1472 // 8.8bit fixed point intensities for light styles
1473 // controls intensity lightmap layers
1474 unsigned short lightstylevalue[256]; // 8.8 fraction of base light value
1477 typedef struct r_refdef_s
1479 // these fields define the basic rendering information for the world
1480 // but not the view, which could change multiple times in one rendered
1481 // frame (for example when rendering textures for certain effects)
1483 // these are set for water warping before
1484 // frustum_x/frustum_y are calculated
1485 float frustumscale_x, frustumscale_y;
1487 // current view settings (these get reset a few times during rendering because of water rendering, reflections, etc)
1488 r_refdef_view_t view;
1489 r_refdef_viewcache_t viewcache;
1491 // minimum visible distance (pixels closer than this disappear)
1493 // maximum visible distance (pixels further than this disappear in 16bpp modes,
1494 // in 32bpp an infinite-farclip matrix is used instead)
1497 // fullscreen color blend
1500 r_refdef_scene_t scene;
1504 vec_t fograngerecip;
1505 vec_t fogmasktabledistmultiplier;
1506 #define FOGMASKTABLEWIDTH 1024
1507 float fogmasktable[FOGMASKTABLEWIDTH];
1508 float fogmasktable_start, fogmasktable_alpha, fogmasktable_range, fogmasktable_density;
1516 qboolean fogenabled;
1517 qboolean oldgl_fogenable;
1519 qboolean draw2dstage;
1521 // true during envmap command capture
1524 // brightness of world lightmaps and related lighting
1525 // (often reduced when world rtlights are enabled)
1526 float lightmapintensity;
1527 // whether to draw world lights realtime, dlights realtime, and their shadows
1529 qboolean rtworldshadows;
1531 qboolean rtdlightshadows;
1532 float polygonfactor;
1533 float polygonoffset;
1534 float shadowpolygonfactor;
1535 float shadowpolygonoffset;
1537 // rendering stats for r_speeds display
1538 // (these are incremented in many places)
1539 r_refdef_stats_t stats;
1543 extern r_refdef_t r_refdef;