/// <summary> /// R_RenderDlights /// </summary> private static void RenderDlights() { //int i; //dlight_t* l; if (_glFlashBlend.Value == 0) { return; } _DlightFrameCount = _FrameCount + 1; // because the count hasn't advanced yet for this frame GL.DepthMask(false); GL.Disable(EnableCap.Texture2D); GL.ShadeModel(ShadingModel.Smooth); GL.Enable(EnableCap.Blend); GL.BlendFunc(BlendingFactorSrc.One, BlendingFactorDest.One); for (int i = 0; i < Client.MAX_DLIGHTS; i++) { dlight_t l = Client.DLights[i]; if (l.die < Client.cl.time || l.radius == 0) { continue; } RenderDlight(l); } GL.Color3(1f, 1, 1); GL.Disable(EnableCap.Blend); GL.Enable(EnableCap.Texture2D); GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); GL.DepthMask(true); }
// CL_Init public static void Init() { InitInput(); InitTempEntities(); if (_Name == null) { _Name = new Cvar("_cl_name", "player", true); _Color = new Cvar("_cl_color", "0", true); _ShowNet = new Cvar("cl_shownet", "0"); // can be 0, 1, or 2 _NoLerp = new Cvar("cl_nolerp", "0"); _LookSpring = new Cvar("lookspring", "0", true); _LookStrafe = new Cvar("lookstrafe", "0", true); _Sensitivity = new Cvar("sensitivity", "3", true); _MPitch = new Cvar("m_pitch", "0.022", true); _MYaw = new Cvar("m_yaw", "0.022", true); _MForward = new Cvar("m_forward", "1", true); _MSide = new Cvar("m_side", "0.8", true); _UpSpeed = new Cvar("cl_upspeed", "200"); _ForwardSpeed = new Cvar("cl_forwardspeed", "200", true); _BackSpeed = new Cvar("cl_backspeed", "200", true); _SideSpeed = new Cvar("cl_sidespeed", "350"); _MoveSpeedKey = new Cvar("cl_movespeedkey", "2.0"); _YawSpeed = new Cvar("cl_yawspeed", "140"); _PitchSpeed = new Cvar("cl_pitchspeed", "150"); _AngleSpeedKey = new Cvar("cl_anglespeedkey", "1.5"); } for (int i = 0; i < _EFrags.Length; i++) { _EFrags[i] = new efrag_t(); } for (int i = 0; i < _Entities.Length; i++) { _Entities[i] = new entity_t(); } for (int i = 0; i < _StaticEntities.Length; i++) { _StaticEntities[i] = new entity_t(); } for (int i = 0; i < _DLights.Length; i++) { _DLights[i] = new dlight_t(); } // // register our commands // Cmd.Add("entities", PrintEntities_f); Cmd.Add("disconnect", Disconnect_f); Cmd.Add("record", Record_f); Cmd.Add("stop", Stop_f); Cmd.Add("playdemo", PlayDemo_f); Cmd.Add("timedemo", TimeDemo_f); }
static mplane_t _LightPlane; // lightplane /// <summary> /// R_PushDlights /// </summary> public static void PushDlights() { if (_glFlashBlend.Value != 0) { return; } _DlightFrameCount = _FrameCount + 1; // because the count hasn't advanced yet for this frame for (int i = 0; i < Client.MAX_DLIGHTS; i++) { dlight_t l = Client.DLights[i]; if (l.die < Client.cl.time || l.radius == 0) { continue; } Render.MarkLights(l, 1 << i, Client.cl.worldmodel.nodes[0]); } }
/// <summary> /// CL_DecayLights /// </summary> public static void DecayLights() { float time = (float)(cl.time - cl.oldtime); for (int i = 0; i < MAX_DLIGHTS; i++) { dlight_t dl = _DLights[i]; if (dl.die < cl.time || dl.radius == 0) { continue; } dl.radius -= time * dl.decay; if (dl.radius < 0) { dl.radius = 0; } } }
/// <summary> /// R_MarkLights /// </summary> static void MarkLights(dlight_t light, int bit, mnodebase_t node) { if (node.contents < 0) { return; } mnode_t n = (mnode_t)node; mplane_t splitplane = n.plane; float dist = Vector3.Dot(light.origin, splitplane.normal) - splitplane.dist; if (dist > light.radius) { MarkLights(light, bit, n.children[0]); return; } if (dist < -light.radius) { MarkLights(light, bit, n.children[1]); return; } // mark the polygons for (int i = 0; i < n.numsurfaces; i++) { msurface_t surf = Client.cl.worldmodel.surfaces[n.firstsurface + i]; if (surf.dlightframe != _DlightFrameCount) { surf.dlightbits = 0; surf.dlightframe = _DlightFrameCount; } surf.dlightbits |= bit; } MarkLights(light, bit, n.children[0]); MarkLights(light, bit, n.children[1]); }
/// <summary> /// R_RenderDlight /// </summary> static void RenderDlight(dlight_t light) { float rad = light.radius * 0.35f; Vector3 v = light.origin - Render.Origin; if (v.Length < rad) { // view is inside the dlight AddLightBlend(1, 0.5f, 0, light.radius * 0.0003f); return; } GL.Begin(PrimitiveType.TriangleFan); GL.Color3(0.2f, 0.1f, 0); v = light.origin - Render.ViewPn * rad; GL.Vertex3(v); GL.Color3(0, 0, 0); for (int i = 16; i >= 0; i--) { double a = i / 16.0 * Math.PI * 2; v = light.origin + Render.ViewRight * (float)Math.Cos(a) * rad + Render.ViewUp * (float)Math.Sin(a) * rad; GL.Vertex3(v); } GL.End(); }
/// <summary> /// CL_RelinkEntities /// </summary> static void RelinkEntities() { // determine partial update time float frac = LerpPoint(); NumVisEdicts = 0; // // interpolate player info // cl.velocity = cl.mvelocity[1] + frac * (cl.mvelocity[0] - cl.mvelocity[1]); if (cls.demoplayback) { // interpolate the angles Vector3 angleDelta = cl.mviewangles[0] - cl.mviewangles[1]; Mathlib.CorrectAngles180(ref angleDelta); cl.viewangles = cl.mviewangles[1] + frac * angleDelta; } float bobjrotate = Mathlib.AngleMod(100 * cl.time); // start on the entity after the world for (int i = 1; i < cl.num_entities; i++) { entity_t ent = _Entities[i]; if (ent.model == null) { // empty slot if (ent.forcelink) { Render.RemoveEfrags(ent); // just became empty } continue; } // if the object wasn't included in the last packet, remove it if (ent.msgtime != cl.mtime[0]) { ent.model = null; ent.FrameStartTime = 0; ent.TranslateStartTime = 0; ent.RotateStartTime = 0; continue; } Vector3 oldorg = ent.origin; if (ent.forcelink) { // the entity was not updated in the last message // so move to the final spot ent.origin = ent.msg_origins[0]; ent.angles = ent.msg_angles[0]; } else { // if the delta is large, assume a teleport and don't lerp float f = frac; Vector3 delta = ent.msg_origins[0] - ent.msg_origins[1]; if (Math.Abs(delta.X) > 100 || Math.Abs(delta.Y) > 100 || Math.Abs(delta.Z) > 100) { f = 1; // assume a teleportation, not a motion } // [email protected]: model transform interpolation // interpolation should be reset in the event of a large delta if (f >= 1) { ent.FrameStartTime = 0; ent.TranslateStartTime = 0; ent.RotateStartTime = 0; } // interpolate the origin and angles ent.origin = ent.msg_origins[1] + f * delta; Vector3 angleDelta = ent.msg_angles[0] - ent.msg_angles[1]; Mathlib.CorrectAngles180(ref angleDelta); ent.angles = ent.msg_angles[1] + f * angleDelta; } // rotate binary objects locally if ((ent.model.flags & EF.EF_ROTATE) != 0) { ent.angles.Y = bobjrotate; } if ((ent.effects & EntityEffects.EF_BRIGHTFIELD) != 0) { Render.EntityParticles(ent); } if ((ent.effects & EntityEffects.EF_MUZZLEFLASH) != 0) { dlight_t dl = AllocDlight(i); dl.origin = ent.origin; dl.origin.Z += 16; Vector3 fv, rv, uv; Mathlib.AngleVectors(ref ent.angles, out fv, out rv, out uv); dl.origin += fv * 18; dl.radius = 200 + (Sys.Random() & 31); dl.minlight = 32; dl.die = (float)cl.time + 0.1f; } if ((ent.effects & EntityEffects.EF_BRIGHTLIGHT) != 0) { dlight_t dl = AllocDlight(i); dl.origin = ent.origin; dl.origin.Z += 16; dl.radius = 400 + (Sys.Random() & 31); dl.die = (float)cl.time + 0.001f; } if ((ent.effects & EntityEffects.EF_DIMLIGHT) != 0) { dlight_t dl = AllocDlight(i); dl.origin = ent.origin; dl.radius = 200 + (Sys.Random() & 31); dl.die = (float)cl.time + 0.001f; } if ((ent.model.flags & EF.EF_GIB) != 0) { Render.RocketTrail(ref oldorg, ref ent.origin, 2); } else if ((ent.model.flags & EF.EF_ZOMGIB) != 0) { Render.RocketTrail(ref oldorg, ref ent.origin, 4); } else if ((ent.model.flags & EF.EF_TRACER) != 0) { Render.RocketTrail(ref oldorg, ref ent.origin, 3); } else if ((ent.model.flags & EF.EF_TRACER2) != 0) { Render.RocketTrail(ref oldorg, ref ent.origin, 5); } else if ((ent.model.flags & EF.EF_ROCKET) != 0) { Render.RocketTrail(ref oldorg, ref ent.origin, 0); dlight_t dl = AllocDlight(i); dl.origin = ent.origin; dl.radius = 200; dl.die = (float)cl.time + 0.01f; } else if ((ent.model.flags & EF.EF_GRENADE) != 0) { Render.RocketTrail(ref oldorg, ref ent.origin, 1); } else if ((ent.model.flags & EF.EF_TRACER3) != 0) { Render.RocketTrail(ref oldorg, ref ent.origin, 6); } ent.forcelink = false; if (i == cl.viewentity && !Chase.IsActive) { continue; } if (NumVisEdicts < MAX_VISEDICTS) { _VisEdicts[NumVisEdicts] = ent; NumVisEdicts++; } } }