763cef2441
reworked prediction code, now more generic. added cl_lerp_smooth, cl_predict_extrapolate, cl_predict_timenudge cvars to allow tweaking player prediction/smoothness in a few different ways. cl_lerp_smooth's default changed to not smooth out live games in order to avoid unnecessary lag (was effectively set to 1, and would be 0 in vanilla). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4471 fc73d0e0-1445-4013-8a0c-d673dee63da5
365 lines
13 KiB
C
365 lines
13 KiB
C
//These are defined later in the source tree. This file should probably be moved to a later spot.
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struct pubprogfuncs_s;
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struct globalvars_s;
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struct texture_s;
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struct texnums_s;
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struct vbo_s;
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struct mesh_s;
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struct batch_s;
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struct entity_s;
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struct dlight_s;
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struct galiasbone_s;
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#ifdef HALFLIFEMODELS
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#define MAX_BONE_CONTROLLERS 5
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#endif
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#define FST_BASE 0 //base frames
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#define FS_REG 1 //regular frames
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#define FS_COUNT 2 //regular frames
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typedef struct {
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struct {
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int frame[2];
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float frametime[2];
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float lerpfrac;
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#ifdef HALFLIFEMODELS
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float subblendfrac; //hl models are weird
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#endif
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int endbone;
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} g[FS_COUNT];
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float *bonestate;
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int bonecount;
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qboolean boneabs;
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#ifdef HALFLIFEMODELS
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float bonecontrols[MAX_BONE_CONTROLLERS]; //hl special bone controllers
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#endif
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} framestate_t;
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//function prototypes
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#if defined(SERVERONLY)
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#define qrenderer QR_NONE
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#define FNC(n) (n) //FNC is defined as 'pointer if client build, direct if dedicated server'
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#else
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#define FNC(n) (*n)
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extern r_qrenderer_t qrenderer;
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extern char *q_renderername;
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mpic_t *R2D_SafeCachePic (char *path);
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mpic_t *R2D_SafePicFromWad (char *name);
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void R2D_DrawCrosshair (void);
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void R2D_ScalePic (float x, float y, float width, float height, mpic_t *pic);
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void R2D_SubPic(float x, float y, float width, float height, mpic_t *pic, float srcx, float srcy, float srcwidth, float srcheight);
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void R2D_TransPicTranslate (float x, float y, int width, int height, qbyte *pic, qbyte *translation);
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void R2D_TileClear (float x, float y, float w, float h);
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void R2D_FadeScreen (void);
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void R2D_ConsoleBackground (int firstline, int lastline, qboolean forceopaque);
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void R2D_EditorBackground (void);
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void R2D_Image(float x, float y, float w, float h, float s1, float t1, float s2, float t2, mpic_t *pic);
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void R2D_ImageColours(float r, float g, float b, float a);
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void R2D_ImagePaletteColour(unsigned int i, float a);
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void R2D_FillBlock(float x, float y, float w, float h);
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extern void (*Draw_Init) (void);
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extern void (*R_Init) (void);
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extern void (*R_DeInit) (void);
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extern void (*R_RenderView) (void); // must set r_refdef first
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extern void (*R_NewMap) (void);
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extern void (*R_PreNewMap) (void);
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extern qboolean (*VID_Init) (rendererstate_t *info, unsigned char *palette);
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extern void (*VID_DeInit) (void);
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extern char *(*VID_GetRGBInfo) (int prepad, int *truevidwidth, int *truevidheight);
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extern void (*VID_SetWindowCaption) (char *msg);
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extern void SCR_Init (void);
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extern void SCR_DeInit (void);
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extern void (*SCR_UpdateScreen) (void);
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extern void SCR_BeginLoadingPlaque (void);
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extern void SCR_EndLoadingPlaque (void);
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extern void SCR_DrawConsole (qboolean noback);
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extern void SCR_SetUpToDrawConsole (void);
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extern void SCR_EraseCenterString (void);
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extern void SCR_CenterPrint (int pnum, char *str, qboolean skipgamecode);
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void R_DrawTextField(int x, int y, int w, int h, char *text, unsigned int defaultmask, unsigned int fieldflags);
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#define CPRINT_BALIGN (1<<0) //B
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#define CPRINT_TALIGN (1<<1) //T
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#define CPRINT_LALIGN (1<<2) //L
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#define CPRINT_RALIGN (1<<3) //R
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#define CPRINT_BACKGROUND (1<<4) //P
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#define CPRINT_OBITUARTY (1<<16) //O (show at 2/3rds from top)
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#define CPRINT_PERSIST (1<<17) //P (doesn't time out)
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#define CPRINT_TYPEWRITER (1<<18) // (char at a time)
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#endif
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extern void Mod_Init (void);
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extern void Mod_ClearAll (void);
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extern void Mod_Flush (qboolean force);
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extern struct model_s *Mod_ForName (char *name, qboolean crash);
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extern struct model_s *Mod_FindName (char *name);
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extern void *Mod_Extradata (struct model_s *mod); // handles caching
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extern void Mod_TouchModel (char *name);
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extern void Mod_NowLoadExternal (void);
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extern void Mod_Think (void);
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extern int Mod_SkinNumForName (struct model_s *model, char *name);
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extern int Mod_FrameNumForName (struct model_s *model, char *name);
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extern float Mod_GetFrameDuration (struct model_s *model, int framenum);
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#undef FNC
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extern qboolean Mod_GetTag (struct model_s *model, int tagnum, framestate_t *framestate, float *transforms);
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extern int Mod_TagNumForName (struct model_s *model, char *name);
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int Mod_GetNumBones(struct model_s *model, qboolean allowtags);
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int Mod_GetBoneRelations(struct model_s *model, int firstbone, int lastbone, framestate_t *fstate, float *result);
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int Mod_GetBoneParent(struct model_s *model, int bonenum);
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struct galiasbone_s *Mod_GetBoneInfo(struct model_s *model, int *numbones);
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char *Mod_GetBoneName(struct model_s *model, int bonenum);
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void Draw_FunString(float x, float y, const void *str);
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void Draw_AltFunString(float x, float y, const void *str);
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void Draw_FunStringWidth(float x, float y, const void *str, int width);
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extern int r_regsequence;
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#ifdef SERVERONLY
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#define Mod_Q1LeafPVS Mod_LeafPVS
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// qbyte *Mod_LeafPVS (struct mleaf_s *leaf, struct model_s *model, qbyte *buffer);
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#endif
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typedef struct
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{
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int regsequence;
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int width;
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int height;
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} texcom_t;
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struct texid_s
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{
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union
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{
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unsigned int num;
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#if defined(D3DQUAKE) || defined(SWQUAKE)
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void *ptr;
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#endif
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};
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texcom_t *ref;
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};
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#if 1
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typedef struct texid_s texid_t;
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#define texid_tf texid_t
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#define TEXASSIGN(d,s) d=s
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#define TEXASSIGNF(d,s) d=s
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#define TEXVALID(t) ((t).ref!=NULL)
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#else
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typedef struct texid_s texid_t[1];
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typedef struct texid_s texid_tf;
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#define TEXASSIGN(d,s) memcpy(&d,&s,sizeof(d))
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#define TEXASSIGNF(d,s) memcpy(&d,&s,sizeof(d))
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#define TEXVALID(t) 1
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#endif
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//small context for easy vbo creation.
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typedef struct
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{
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size_t maxsize;
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size_t pos;
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int vboid[2];
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void *fallback;
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} vbobctx_t;
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typedef struct vboarray_s
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{
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union
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{
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void *dummy;
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#ifdef GLQUAKE
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struct
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{
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int vbo;
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void *addr;
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} gl;
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#endif
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#if defined(D3D9QUAKE) || defined(D3D11QUAKE)
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struct
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{
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void *buff;
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unsigned int offs;
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} d3d;
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#endif
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};
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} vboarray_t;
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//scissor rects
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typedef struct
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{
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float x;
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float y;
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float width;
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float height;
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double dmin;
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double dmax;
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} srect_t;
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typedef struct texnums_s {
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texid_t base;
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texid_t bump;
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texid_t specular;
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texid_t upperoverlay;
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texid_t loweroverlay;
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texid_t fullbright;
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} texnums_t;
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typedef enum uploadfmt
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{
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TF_INVALID,
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TF_RGBA32, /*rgba byte order*/
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TF_BGRA32, /*bgra byte order*/
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TF_RGBX32, /*rgb byte order, with extra wasted byte after blue*/
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TF_BGRX32, /*rgb byte order, with extra wasted byte after blue*/
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TF_RGB24, /*rgb byte order, no alpha channel nor pad, and regular top down*/
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TF_BGR24, /*bgr byte order, no alpha channel nor pad, and regular top down*/
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TF_BGR24_FLIP, /*bgr byte order, no alpha channel nor pad, and bottom up*/
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TF_LUM8, /*8bit greyscale image*/
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TF_SOLID8, /*8bit quake-palette image*/
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TF_TRANS8, /*8bit quake-palette image, index 255=transparent*/
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TF_TRANS8_FULLBRIGHT, /*fullbright 8 - fullbright texels have alpha 255, everything else 0*/
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TF_HEIGHT8, /*image data is greyscale, convert to a normalmap and load that, uploaded alpha contains the original heights*/
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TF_HEIGHT8PAL, /*source data is palette values rather than actual heights, generate a fallback heightmap*/
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TF_H2_T7G1, /*8bit data, odd indexes give greyscale transparence*/
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TF_H2_TRANS8_0, /*8bit data, 0 is transparent, not 255*/
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TF_H2_T4A4, /*8bit data, weird packing*/
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/*anything below requires a palette*/
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TF_PALETTES,
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TF_8PAL24,
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TF_8PAL32
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} uploadfmt_t;
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//not all modes accept meshes - STENCIL(intentional) and DEPTHONLY(not implemented)
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typedef enum backendmode_e
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{
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BEM_STANDARD, //regular mode to draw surfaces akin to q3 (aka: legacy mode). lightmaps+delux+ambient
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BEM_DEPTHONLY, //just a quick depth pass. textures used only for alpha test (shadowmaps).
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BEM_WIREFRAME, //for debugging or something
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BEM_STENCIL, //used for drawing shadow volumes to the stencil buffer.
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BEM_DEPTHDARK, //a quick depth pass. textures used only for alpha test. additive textures still shown as normal.
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BEM_CREPUSCULAR, //sky is special, everything else completely black
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BEM_DEPTHNORM, //all opaque stuff drawn using 'depthnorm' shader
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BEM_FOG, //drawing a fog volume
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BEM_LIGHT, //we have a valid light
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BEM_SMAPLIGHTSPOT, //we have a spot light using a shadowmap
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BEM_SMAPLIGHT //we have a light using a shadowmap
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} backendmode_t;
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typedef struct rendererinfo_s {
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char *description;
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char *name[4];
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r_qrenderer_t rtype;
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void (*Draw_Init) (void);
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void (*Draw_Shutdown) (void);
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texid_tf (*IMG_LoadTexture) (char *identifier, int width, int height, uploadfmt_t fmt, void *data, unsigned int flags);
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texid_tf (*IMG_LoadTexture8Pal24) (char *identifier, int width, int height, qbyte *data, qbyte *palette24, unsigned int flags);
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texid_tf (*IMG_LoadTexture8Pal32) (char *identifier, int width, int height, qbyte *data, qbyte *palette32, unsigned int flags);
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texid_tf (*IMG_LoadCompressed) (char *name);
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texid_tf (*IMG_FindTexture) (char *identifier, unsigned int flags);
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texid_tf (*IMG_AllocNewTexture) (char *identifier, int w, int h, unsigned int flags);
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void (*IMG_Upload) (texid_t tex, char *name, uploadfmt_t fmt, void *data, void *palette, int width, int height, unsigned int flags);
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void (*IMG_DestroyTexture) (texid_t tex);
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void (*R_Init) (void); //FIXME - merge implementations
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void (*R_DeInit) (void); //FIXME - merge implementations
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void (*R_RenderView) (void); // must set r_refdef first
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void (*R_NewMap) (void); //FIXME - merge implementations
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void (*R_PreNewMap) (void); //FIXME - merge implementations
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qboolean (*VID_Init) (rendererstate_t *info, unsigned char *palette);
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void (*VID_DeInit) (void);
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qboolean (*VID_ApplyGammaRamps) (unsigned short *ramps);
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char *(*VID_GetRGBInfo) (int prepad, int *truevidwidth, int *truevidheight);
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void (*VID_SetWindowCaption) (char *msg);
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void (*SCR_UpdateScreen) (void);
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//Select the current render mode and modifier flags
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void (*BE_SelectMode)(backendmode_t mode);
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/*Draws an entire mesh list from a VBO. vbo can be null, in which case the chain may be drawn without batching.
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Rules for using a list: Every mesh must be part of the same VBO, shader, lightmap, and must have the same pointers set*/
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void (*BE_DrawMesh_List)(shader_t *shader, int nummeshes, struct mesh_s **mesh, struct vbo_s *vbo, struct texnums_s *texnums, unsigned int be_flags);
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void (*BE_DrawMesh_Single)(shader_t *shader, struct mesh_s *meshchain, struct vbo_s *vbo, struct texnums_s *texnums, unsigned int be_flags);
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void (*BE_SubmitBatch)(struct batch_s *batch);
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struct batch_s *(*BE_GetTempBatch)(void);
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//Asks the backend to invoke DrawMeshChain for each surface, and to upload lightmaps as required
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void (*BE_DrawWorld) (qboolean drawworld, qbyte *vis);
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//called at init, force the display to the right defaults etc
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void (*BE_Init)(void);
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//Generates an optimised VBO, one for each texture on the map
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void (*BE_GenBrushModelVBO)(struct model_s *mod);
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//Destroys the given vbo
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void (*BE_ClearVBO)(struct vbo_s *vbo);
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//Uploads all modified lightmaps
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void (*BE_UploadAllLightmaps)(void);
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void (*BE_SelectEntity)(struct entity_s *ent);
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void (*BE_SelectDLight)(struct dlight_s *dl, vec3_t colour);
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void (*BE_Scissor)(srect_t *rect);
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/*check to see if an ent should be drawn for the selected light*/
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qboolean (*BE_LightCullModel)(vec3_t org, struct model_s *model);
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void (*BE_VBO_Begin)(vbobctx_t *ctx, unsigned int maxsize);
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void (*BE_VBO_Data)(vbobctx_t *ctx, void *data, unsigned int size, vboarray_t *varray);
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void (*BE_VBO_Finish)(vbobctx_t *ctx, void *edata, unsigned int esize, vboarray_t *earray);
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void (*BE_VBO_Destroy)(vboarray_t *vearray);
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char *alignment;
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} rendererinfo_t;
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#define rf currentrendererstate.renderer
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#define R_LoadTexture rf->IMG_LoadTexture
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#define R_LoadTexture8Pal24 rf->IMG_LoadTexture8Pal24
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#define R_LoadTexture8Pal32 rf->IMG_LoadTexture8Pal32
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#define R_LoadCompressed rf->IMG_LoadCompressed
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#define R_FindTexture rf->IMG_FindTexture
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#define R_AllocNewTexture rf->IMG_AllocNewTexture
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#define R_Upload rf->IMG_Upload
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#define R_DestroyTexture rf->IMG_DestroyTexture
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#define BE_Init rf->BE_Init
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#define BE_SelectMode rf->BE_SelectMode
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#define BE_GenBrushModelVBO rf->BE_GenBrushModelVBO
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#define BE_ClearVBO rf->BE_ClearVBO
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#define BE_UploadAllLightmaps rf->BE_UploadAllLightmaps
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#define BE_LightCullModel rf->BE_LightCullModel
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#define BE_SelectEntity rf->BE_SelectEntity
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#define BE_SelectDLight rf->BE_SelectDLight
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#define BE_GetTempBatch rf->BE_GetTempBatch
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#define BE_SubmitBatch rf->BE_SubmitBatch
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#define BE_DrawMesh_List rf->BE_DrawMesh_List
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#define BE_DrawMesh_Single rf->BE_DrawMesh_Single
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#define BE_SubmitMeshes rf->BE_SubmitMeshes
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#define BE_DrawWorld rf->BE_DrawWorld
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#define BE_VBO_Begin rf->BE_VBO_Begin
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#define BE_VBO_Data rf->BE_VBO_Data
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#define BE_VBO_Finish rf->BE_VBO_Finish
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#define BE_VBO_Destroy rf->BE_VBO_Destroy
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#define BE_Scissor rf->BE_Scissor
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