/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // view.c -- player eye positioning #include "quakedef.h" #ifdef SWQUAKE #include "r_local.h" #endif #include "winquake.h" #ifdef FISH void R_RenderView_fisheye(void); cvar_t ffov = SCVAR("ffov", "0"); cvar_t fviews = SCVAR("fviews", "6"); #endif /* The view is allowed to move slightly from it's true position for bobbing, but if it exceeds 8 pixels linear distance (spherical, not box), the list of entities sent from the server may not include everything in the pvs, especially when crossing a water boudnary. */ #ifdef SIDEVIEWS cvar_t vsec_enabled[SIDEVIEWS] = {SCVAR("v2_enabled", "2"), SCVAR("v3_enabled", "0"), SCVAR("v4_enabled", "0"), SCVAR("v5_enabled", "0")}; cvar_t vsec_x[SIDEVIEWS] = {SCVAR("v2_x", "0"), SCVAR("v3_x", "0.25"), SCVAR("v4_x", "0.5"), SCVAR("v5_x", "0.75")}; cvar_t vsec_y[SIDEVIEWS] = {SCVAR("v2_y", "0"), SCVAR("v3_y", "0"), SCVAR("v4_y", "0"), SCVAR("v5_y", "0")}; cvar_t vsec_scalex[SIDEVIEWS] = {SCVAR("v2_scalex", "0.25"), SCVAR("v3_scalex", "0.25"), SCVAR("v4_scalex", "0.25"), SCVAR("v5_scalex", "0.25")}; cvar_t vsec_scaley[SIDEVIEWS] = {SCVAR("v2_scaley", "0.25"), SCVAR("v3_scaley", "0.25"), SCVAR("v4_scaley", "0.25"), SCVAR("v5_scaley", "0.25")}; cvar_t vsec_yaw[SIDEVIEWS] = {SCVAR("v2_yaw", "180"), SCVAR("v3_yaw", "90"), SCVAR("v4_yaw", "270"), SCVAR("v5_yaw", "0")}; #endif cvar_t lcd_x = SCVAR("lcd_x", "0"); // FIXME: make this work sometime... cvar_t cl_rollspeed = SCVAR("cl_rollspeed", "200"); cvar_t cl_rollangle = SCVAR("cl_rollangle", "2.0"); cvar_t v_deathtilt = SCVAR("v_deathtilt", "1"); cvar_t cl_bob = SCVAR("cl_bob","0.02"); cvar_t cl_bobcycle = SCVAR("cl_bobcycle","0.6"); cvar_t cl_bobup = SCVAR("cl_bobup","0.5"); cvar_t v_kicktime = SCVAR("v_kicktime", "0.5"); cvar_t v_kickroll = SCVAR("v_kickroll", "0.6"); cvar_t v_kickpitch = SCVAR("v_kickpitch", "0.6"); cvar_t v_iyaw_cycle = SCVAR("v_iyaw_cycle", "2"); cvar_t v_iroll_cycle = SCVAR("v_iroll_cycle", "0.5"); cvar_t v_ipitch_cycle = SCVAR("v_ipitch_cycle", "1"); cvar_t v_iyaw_level = SCVAR("v_iyaw_level", "0.3"); cvar_t v_iroll_level = SCVAR("v_iroll_level", "0.1"); cvar_t v_ipitch_level = SCVAR("v_ipitch_level", "0.3"); cvar_t v_idlescale = SCVAR("v_idlescale", "0"); cvar_t crosshair = SCVARF("crosshair", "0", CVAR_ARCHIVE); cvar_t crosshaircolor = SCVARF("crosshaircolor", "79", CVAR_ARCHIVE | CVAR_RENDERERCALLBACK); cvar_t crosshairsize = SCVARF("crosshairsize", "8", CVAR_ARCHIVE); cvar_t cl_crossx = SCVARF("cl_crossx", "0", CVAR_ARCHIVE); cvar_t cl_crossy = SCVARF("cl_crossy", "0", CVAR_ARCHIVE); cvar_t crosshaircorrect = SCVARF("crosshaircorrect", "0", CVAR_SEMICHEAT); cvar_t crosshairimage = SCVARF("crosshairimage", "", CVAR_RENDERERCALLBACK); cvar_t crosshairalpha = SCVAR("crosshairalpha", "1"); cvar_t gl_cshiftpercent = SCVAR("gl_cshiftpercent", "100"); cvar_t v_bonusflash = SCVAR("v_bonusflash", "1"); cvar_t v_contentblend = SCVARF("v_contentblend", "1", CVAR_ARCHIVE); cvar_t v_damagecshift = SCVAR("v_damagecshift", "1"); cvar_t v_quadcshift = SCVAR("v_quadcshift", "1"); cvar_t v_suitcshift = SCVAR("v_suitcshift", "1"); cvar_t v_ringcshift = SCVAR("v_ringcshift", "1"); cvar_t v_pentcshift = SCVAR("v_pentcshift", "1"); cvar_t v_gunkick = SCVAR("v_gunkick", "0"); cvar_t v_viewheight = SCVAR("v_viewheight", "0"); cvar_t scr_autoid = SCVAR("scr_autoid", "0"); extern cvar_t cl_chasecam; float v_dmg_time[MAX_SPLITS], v_dmg_roll[MAX_SPLITS], v_dmg_pitch[MAX_SPLITS]; extern int in_forward, in_forward2, in_back; frame_t *view_frame; player_state_t *view_message; /* =============== V_CalcRoll =============== */ float V_CalcRoll (vec3_t angles, vec3_t velocity) { vec3_t forward, right, up; float sign; float side; float value; AngleVectors (angles, forward, right, up); side = DotProduct (velocity, right); sign = side < 0 ? -1 : 1; side = fabs(side); value = cl_rollangle.value; if (side < cl_rollspeed.value) side = side * value / cl_rollspeed.value; else side = value; return side*sign; } /* =============== V_CalcBob =============== */ float V_CalcBob (int pnum) { static double bobtime[MAX_SPLITS]; static float bob[MAX_SPLITS]; float cycle; if (cl.spectator) return 0; if (!cl.onground[pnum] || cl.paused) return bob[pnum]; // just use old value if (cl_bobcycle.value <= 0) return 0; bobtime[pnum] += host_frametime; cycle = bobtime[pnum] - (int)(bobtime[pnum]/cl_bobcycle.value)*cl_bobcycle.value; cycle /= cl_bobcycle.value; if (cycle < cl_bobup.value) cycle = M_PI * cycle / cl_bobup.value; else cycle = M_PI + M_PI*(cycle-cl_bobup.value)/(1.0 - cl_bobup.value); // bob is proportional to simulated velocity in the xy plane // (don't count Z, or jumping messes it up) bob[pnum] = sqrt(cl.simvel[pnum][0]*cl.simvel[pnum][0] + cl.simvel[pnum][1]*cl.simvel[pnum][1]) * cl_bob.value; bob[pnum] = bob[pnum]*0.3 + bob[pnum]*0.7*sin(cycle); if (bob[pnum] > 4) bob[pnum] = 4; else if (bob[pnum] < -7) bob[pnum] = -7; return bob[pnum]; } //============================================================================= cvar_t v_centermove = SCVAR("v_centermove", "0.15"); cvar_t v_centerspeed = SCVAR("v_centerspeed","500"); void V_StartPitchDrift (int pnum) { #if 1 if (cl.laststop[pnum] == cl.time) { return; // something else is keeping it from drifting } #endif if (cl.nodrift || !cl.pitchvel) { cl.pitchvel[pnum] = v_centerspeed.value; cl.nodrift[pnum] = false; cl.driftmove[pnum] = 0; } } void V_StopPitchDrift (int pnum) { cl.laststop[pnum] = cl.time; cl.nodrift[pnum] = true; cl.pitchvel[pnum] = 0; } /* =============== V_DriftPitch Moves the client pitch angle towards cl.idealpitch sent by the server. If the user is adjusting pitch manually, either with lookup/lookdown, mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped. Drifting is enabled when the center view key is hit, mlook is released and lookspring is non 0, or when =============== */ void V_DriftPitch (int pnum) { float delta, move; if (!cl.onground || cls.demoplayback ) { cl.driftmove[pnum] = 0; cl.pitchvel[pnum] = 0; return; } // don't count small mouse motion if (cl.nodrift[pnum]) { if ( fabs(cl.frames[(cls.netchan.outgoing_sequence-1)&UPDATE_MASK].cmd[pnum].forwardmove) < 200) cl.driftmove[pnum] = 0; else cl.driftmove[pnum] += host_frametime; if ( cl.driftmove[pnum] > v_centermove.value) { V_StartPitchDrift (pnum); } return; } delta = 0 - cl.viewangles[pnum][PITCH]; if (!delta) { cl.pitchvel[pnum] = 0; return; } move = host_frametime * cl.pitchvel[pnum]; cl.pitchvel[pnum] += host_frametime * v_centerspeed.value; //Con_Printf ("move: %f (%f)\n", move, host_frametime); if (delta > 0) { if (move > delta) { cl.pitchvel[pnum] = 0; move = delta; } cl.viewangles[pnum][PITCH] += move; } else if (delta < 0) { if (move > -delta) { cl.pitchvel[pnum] = 0; move = -delta; } cl.viewangles[pnum][PITCH] -= move; } } /* ============================================================================== PALETTE FLASHES ============================================================================== */ cshift_t cshift_empty = { {130,80,50}, 0 }; cshift_t cshift_water = { {130,80,50}, 128 }; cshift_t cshift_slime = { {0,25,5}, 150 }; cshift_t cshift_lava = { {255,80,0}, 150 }; cshift_t cshift_server = { {130,80,50}, 0 }; cvar_t v_gamma = SCVARF("gamma", "0.8", CVAR_ARCHIVE|CVAR_RENDERERCALLBACK); cvar_t v_contrast = SCVARF("contrast", "1.4", CVAR_ARCHIVE); qbyte gammatable[256]; // palette is sent through this unsigned short ramps[3][256]; //extern qboolean gammaworks; float v_blend[4]; // rgba 0.0 - 1.0 /* void BuildGammaTable (float g) { int i, inf; if (g == 1.0) { for (i=0 ; i<256 ; i++) gammatable[i] = i; return; } for (i=0 ; i<256 ; i++) { inf = 255 * pow ( (i+0.5)/255.5 , g ) + 0.5; if (inf < 0) inf = 0; if (inf > 255) inf = 255; gammatable[i] = inf; } }*/ void BuildGammaTable (float g, float c) { int i, inf; // g = bound (0.1, g, 3); // c = bound (1, c, 3); if (g == 1 && c == 1) { for (i = 0; i < 256; i++) gammatable[i] = i; return; } for (i = 0; i < 256; i++) { inf = 255 * pow ((i + 0.5) / 255.5 * c, g) + 0.5; if (inf < 0) inf = 0; else if (inf > 255) inf = 255; gammatable[i] = inf; } } /* ================= V_CheckGamma ================= */ #ifdef SWQUAKE void SWV_Gamma_Callback(struct cvar_s *var, char *oldvalue) { BuildGammaTable (v_gamma.value, v_contrast.value); vid.recalc_refdef = 1; // force a surface cache flush SWV_UpdatePalette (true, 0); } #endif #if defined(RGLQUAKE) || defined(D3DQUAKE) void GLV_Gamma_Callback(struct cvar_s *var, char *oldvalue) { BuildGammaTable (v_gamma.value, v_contrast.value); vid.recalc_refdef = 1; // force a surface cache flush GLV_UpdatePalette (true, 0); } #endif qboolean V_CheckGamma (void) { return false; } /* =============== V_ParseDamage =============== */ void V_ParseDamage (int pnum) { int armor, blood; vec3_t from; int i; vec3_t forward, right, up; float side; float count; armor = MSG_ReadByte (); blood = MSG_ReadByte (); for (i=0 ; i<3 ; i++) from[i] = MSG_ReadCoord (); count = blood*0.5 + armor*0.5; if (count < 10) count = 10; if (v_damagecshift.value >= 0) count *= v_damagecshift.value; cl.faceanimtime[pnum] = cl.time + 0.2; // but sbar face into pain frame cl.cshifts[CSHIFT_DAMAGE].percent += 3*count; if (cl.cshifts[CSHIFT_DAMAGE].percent < 0) cl.cshifts[CSHIFT_DAMAGE].percent = 0; if (cl.cshifts[CSHIFT_DAMAGE].percent > 150) cl.cshifts[CSHIFT_DAMAGE].percent = 150; if (armor > blood) { cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200; cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100; cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100; } else if (armor) { cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220; cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50; cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50; } else { cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255; cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0; cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0; } // // calculate view angle kicks // VectorSubtract (from, cl.simorg[pnum], from); VectorNormalize (from); AngleVectors (cl.simangles[pnum], forward, right, up); side = DotProduct (from, right); v_dmg_roll[pnum] = count*side*v_kickroll.value; side = DotProduct (from, forward); v_dmg_pitch[pnum] = count*side*v_kickpitch.value; v_dmg_time[pnum] = v_kicktime.value; } /* ================== V_cshift_f ================== */ void V_cshift_f (void) { if (Cmd_Argc() != 5 && Cmd_Argc() != 1) //this is actually to warn of a malice bug (and prevent a totally black screen) more than it is to help the user. :/ { //The 1 is so teamfortress can use it to clear. if (Cmd_FromGamecode()) //nehahra does nasty things and becomes unplayable. { cl.cshifts[CSHIFT_SERVER].destcolor[0] = 0; cl.cshifts[CSHIFT_SERVER].destcolor[1] = 0; cl.cshifts[CSHIFT_SERVER].destcolor[2] = 0; cl.cshifts[CSHIFT_SERVER].percent = 0; } Con_Printf("v_cshift: v_cshift \n"); return; } if (Cmd_FromGamecode()) { cl.cshifts[CSHIFT_SERVER].destcolor[0] = atoi(Cmd_Argv(1)); cl.cshifts[CSHIFT_SERVER].destcolor[1] = atoi(Cmd_Argv(2)); cl.cshifts[CSHIFT_SERVER].destcolor[2] = atoi(Cmd_Argv(3)); cl.cshifts[CSHIFT_SERVER].percent = atoi(Cmd_Argv(4)); return; } cshift_empty.destcolor[0] = atoi(Cmd_Argv(1)); cshift_empty.destcolor[1] = atoi(Cmd_Argv(2)); cshift_empty.destcolor[2] = atoi(Cmd_Argv(3)); cshift_empty.percent = atoi(Cmd_Argv(4)); } /* ================== V_BonusFlash_f When you run over an item, the server sends this command ================== */ void V_BonusFlash_f (void) { if (v_bonusflash.value || !Cmd_FromGamecode()) { cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215; cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186; cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69; cl.cshifts[CSHIFT_BONUS].percent = 50*v_bonusflash.value; } } /* ============= V_SetContentsColor Underwater, lava, etc each has a color shift FIXME: Uses Q1 contents ============= */ void V_SetContentsColor (int contents) { int i; switch (contents) { case Q1CONTENTS_EMPTY: cl.cshifts[CSHIFT_CONTENTS] = cshift_empty; break; case Q1CONTENTS_LAVA: cl.cshifts[CSHIFT_CONTENTS] = cshift_lava; break; case Q1CONTENTS_SOLID: case Q1CONTENTS_SLIME: cl.cshifts[CSHIFT_CONTENTS] = cshift_slime; break; default: cl.cshifts[CSHIFT_CONTENTS] = cshift_water; } cl.cshifts[CSHIFT_CONTENTS].percent *= v_contentblend.value; if (cl.cshifts[CSHIFT_SERVER].percent) { //bound contents so it can't go negative if (cl.cshifts[CSHIFT_CONTENTS].percent < 0) cl.cshifts[CSHIFT_CONTENTS].percent = 0; for (i = 0; i < 3; i++) if (cl.cshifts[CSHIFT_CONTENTS].destcolor[0] < 0) cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0; } } /* ============= V_CalcPowerupCshift ============= */ void V_CalcPowerupCshift (void) { int im = 0; int s; //we only have one palette, so combine the mask for (s = 0; s < cl.splitclients; s++) im |= cl.stats[s][STAT_ITEMS]; if (im & IT_QUAD) { cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0; cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0; cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255; cl.cshifts[CSHIFT_POWERUP].percent = 30*v_quadcshift.value; } else if (im & IT_SUIT) { cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0; cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255; cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0; cl.cshifts[CSHIFT_POWERUP].percent = 20*v_suitcshift.value; } else if (im & IT_INVISIBILITY) { cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100; cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100; cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100; cl.cshifts[CSHIFT_POWERUP].percent = 100*v_ringcshift.value; } else if (im & IT_INVULNERABILITY) { cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255; cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255; cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0; cl.cshifts[CSHIFT_POWERUP].percent = 30*v_pentcshift.value; } else cl.cshifts[CSHIFT_POWERUP].percent = 0; if (cl.cshifts[CSHIFT_POWERUP].percent<0) cl.cshifts[CSHIFT_POWERUP].percent=0; } /* ============= V_CalcBlend ============= */ #if defined(RGLQUAKE) || defined(D3DQUAKE) void GLV_CalcBlendServer (float colors[4]) { // extern qboolean gammaworks; // if (gammaworks || !v_blend[3]) if (!v_blend[3]) { //regular cshifts work through hardware gamma //server sent cshifts do not. colors[0] = cl.cshifts[CSHIFT_SERVER].destcolor[0]/255.0f; colors[1] = cl.cshifts[CSHIFT_SERVER].destcolor[1]/255.0f; colors[2] = cl.cshifts[CSHIFT_SERVER].destcolor[2]/255.0f; colors[3] = cl.cshifts[CSHIFT_SERVER].percent/255.0f; } else { float na; na = cl.cshifts[CSHIFT_SERVER].percent/255.0f; colors[3] = v_blend[3] + na*(1-v_blend[3]); //Con_Printf ("j:%i a:%f\n", j, a); na = na/colors[3]; colors[0] = v_blend[0]*(1-na) + (cl.cshifts[CSHIFT_SERVER].destcolor[0]/255.0f)*na; colors[1] = v_blend[1]*(1-na) + (cl.cshifts[CSHIFT_SERVER].destcolor[1]/255.0f)*na; colors[2] = v_blend[2]*(1-na) + (cl.cshifts[CSHIFT_SERVER].destcolor[2]/255.0f)*na; } } void GLV_CalcBlend (void) { float r, g, b, a, a2; int j; r = 0; g = 0; b = 0; a = 0; //don't apply it to the server, we'll blend the two later if the user has no hardware gamma (if they do have it, we use just the server specified value) This way we avoid winnt users having a cheat with flashbangs and stuff. for (j=0 ; j 1) v_blend[3] = 1; if (v_blend[3] < 0) v_blend[3] = 0; } /* ============= V_UpdatePalette ============= */ void GLV_UpdatePalette (qboolean force, double ftime) { // qboolean ogw; int i, j; qboolean update; // qbyte *basepal, *newpal; // qbyte pal[768]; float r,g,b,a; int ir, ig, ib; RSpeedMark(); V_CalcPowerupCshift (); update = false; for (i=0 ; i 255) ir = 255; if (ig > 255) ig = 255; if (ib > 255) ib = 255; ramps[0][i] = gammatable[ir]<<8; ramps[1][i] = gammatable[ig]<<8; ramps[2][i] = gammatable[ib]<<8; } // ogw = gammaworks; VID_ShiftPalette (NULL); // if (ogw != gammaworks) // { // Con_DPrintf("Gamma working state %i\n", gammaworks); // } } RSpeedEnd(RSPEED_PALETTEFLASHES); } #endif /* ============= V_UpdatePalette ============= */ #ifdef SWQUAKE void SWV_UpdatePalette (qboolean force, double ftime) { int i, j; qboolean update; qbyte *basepal, *newpal; qbyte pal[768]; int r,g,b; V_CalcPowerupCshift (); update = false; for (i=0 ; i>8; g += (cl.cshifts[j].percent*(cl.cshifts[j].destcolor[1]-g))>>8; b += (cl.cshifts[j].percent*(cl.cshifts[j].destcolor[2]-b))>>8; } newpal[0] = gammatable[r]; newpal[1] = gammatable[g]; newpal[2] = gammatable[b]; newpal += 3; } VID_ShiftPalette (pal); } #endif // SWQUAKE void V_ClearCShifts (void) { int i; for (i = 0; i < NUM_CSHIFTS; i++) cl.cshifts[i].percent = 0; } /* ============================================================================== VIEW RENDERING ============================================================================== */ float angledelta (float a) { a = anglemod(a); if (a > 180) a -= 360; return a; } /* ================== CalcGunAngle ================== */ void CalcGunAngle (int pnum) { float yaw, pitch, move; static float oldyaw = 0; static float oldpitch = 0; yaw = r_refdef.viewangles[YAW]; pitch = -r_refdef.viewangles[PITCH]; yaw = angledelta(yaw - r_refdef.viewangles[YAW]) * 0.4; if (yaw > 10) yaw = 10; if (yaw < -10) yaw = -10; pitch = angledelta(-pitch - r_refdef.viewangles[PITCH]) * 0.4; if (pitch > 10) pitch = 10; if (pitch < -10) pitch = -10; move = host_frametime*20; if (yaw > oldyaw) { if (oldyaw + move < yaw) yaw = oldyaw + move; } else { if (oldyaw - move > yaw) yaw = oldyaw - move; } if (pitch > oldpitch) { if (oldpitch + move < pitch) pitch = oldpitch + move; } else { if (oldpitch - move > pitch) pitch = oldpitch - move; } oldyaw = yaw; oldpitch = pitch; cl.viewent[pnum].angles[YAW] = r_refdef.viewangles[YAW] + yaw; cl.viewent[pnum].angles[PITCH] = - (r_refdef.viewangles[PITCH] + pitch); cl.viewent[pnum].angles[PITCH]*=-1; AngleVectors(cl.viewent[pnum].angles, cl.viewent[pnum].axis[0], cl.viewent[pnum].axis[1], cl.viewent[pnum].axis[2]); VectorInverse(cl.viewent[pnum].axis[1]); cl.viewent[pnum].angles[PITCH]*=-1; } /* ============== V_BoundOffsets ============== */ void V_BoundOffsets (int pnum) { // absolutely bound refresh reletive to entity clipping hull // so the view can never be inside a solid wall if (r_refdef.vieworg[0] < cl.simorg[pnum][0] - 14) r_refdef.vieworg[0] = cl.simorg[pnum][0] - 14; else if (r_refdef.vieworg[0] > cl.simorg[pnum][0] + 14) r_refdef.vieworg[0] = cl.simorg[pnum][0] + 14; if (r_refdef.vieworg[1] < cl.simorg[pnum][1] - 14) r_refdef.vieworg[1] = cl.simorg[pnum][1] - 14; else if (r_refdef.vieworg[1] > cl.simorg[pnum][1] + 14) r_refdef.vieworg[1] = cl.simorg[pnum][1] + 14; if (r_refdef.vieworg[2] < cl.simorg[pnum][2] - 22) r_refdef.vieworg[2] = cl.simorg[pnum][2] - 22; else if (r_refdef.vieworg[2] > cl.simorg[pnum][2] + 30) r_refdef.vieworg[2] = cl.simorg[pnum][2] + 30; } /* ============== V_AddIdle Idle swaying ============== */ void V_AddIdle (int pnum) { //defaults: for use if idlescale is locked and the var isn't. float yaw_cycle = 2; float roll_cycle = 0.5; float pitch_cycle = 1; float yaw_level = 0.3; float roll_level = 0.1; float pitch_level = 0.3; if (v_iyaw_cycle.flags & CVAR_SERVEROVERRIDE || !(v_idlescale.flags & CVAR_SERVEROVERRIDE)) yaw_cycle = v_iyaw_cycle.value; if (v_iroll_cycle.flags & CVAR_SERVEROVERRIDE || !(v_idlescale.flags & CVAR_SERVEROVERRIDE)) roll_cycle = v_iroll_cycle.value; if (v_ipitch_cycle.flags & CVAR_SERVEROVERRIDE || !(v_idlescale.flags & CVAR_SERVEROVERRIDE)) pitch_cycle = v_ipitch_cycle.value; if (v_iyaw_level.flags & CVAR_SERVEROVERRIDE || !(v_idlescale.flags & CVAR_SERVEROVERRIDE)) yaw_level = v_iyaw_level.value; if (v_iroll_level.flags & CVAR_SERVEROVERRIDE || !(v_idlescale.flags & CVAR_SERVEROVERRIDE)) roll_level = v_iroll_level.value; if (v_ipitch_level.flags & CVAR_SERVEROVERRIDE || !(v_idlescale.flags & CVAR_SERVEROVERRIDE)) pitch_level = v_ipitch_level.value; r_refdef.viewangles[ROLL] += v_idlescale.value * sin(cl.time*roll_cycle) * roll_level; r_refdef.viewangles[PITCH] += v_idlescale.value * sin(cl.time*pitch_cycle) * pitch_level; r_refdef.viewangles[YAW] += v_idlescale.value * sin(cl.time*yaw_cycle) * yaw_level; cl.viewent[pnum].angles[ROLL] -= v_idlescale.value * sin(cl.time*roll_cycle) * roll_level; cl.viewent[pnum].angles[PITCH] -= v_idlescale.value * sin(cl.time*pitch_cycle) * pitch_level; cl.viewent[pnum].angles[YAW] -= v_idlescale.value * sin(cl.time*yaw_cycle) * yaw_level; } /* ============== V_CalcViewRoll Roll is induced by movement and damage ============== */ void V_CalcViewRoll (int pnum) { float side; float adjspeed; side = V_CalcRoll (cl.simangles[pnum], cl.simvel[pnum]); adjspeed = fabs(cl_rollangle.value); if (adjspeed<1) adjspeed=1; if (adjspeed>45) adjspeed = 45; adjspeed*=20; if (side > cl.rollangle[pnum]) { cl.rollangle[pnum] += host_frametime * adjspeed; if (cl.rollangle[pnum] > side) cl.rollangle[pnum] = side; } else if (side < cl.rollangle[pnum]) { cl.rollangle[pnum] -= host_frametime * adjspeed; if (cl.rollangle[pnum] < side) cl.rollangle[pnum] = side; } r_refdef.viewangles[ROLL] += cl.rollangle[pnum]; if (v_dmg_time[pnum] > 0) { r_refdef.viewangles[ROLL] += v_dmg_time[pnum]/v_kicktime.value*v_dmg_roll[pnum]; r_refdef.viewangles[PITCH] += v_dmg_time[pnum]/v_kicktime.value*v_dmg_pitch[pnum]; v_dmg_time[pnum] -= host_frametime; } } /* ================== V_CalcIntermissionRefdef ================== */ void V_CalcIntermissionRefdef (int pnum) { entity_t *view; float old; // view is the weapon model view = &cl.viewent[pnum]; VectorCopy (cl.simorg[pnum], r_refdef.vieworg); VectorCopy (cl.simangles[pnum], r_refdef.viewangles); view->model = NULL; // always idle in intermission old = v_idlescale.value; v_idlescale.value = 1; V_AddIdle (pnum); v_idlescale.value = old; } /* ================== V_CalcRefdef ================== */ void V_CalcRefdef (int pnum) { entity_t *view; int i; vec3_t forward, right, up; float bob; r_refdef.currentplayernum = pnum; #ifdef Q2CLIENT if (cls.protocol == CP_QUAKE2) return; #endif // view is the weapon model (only visible from inside body) view = &cl.viewent[pnum]; if (v_viewheight.value < -7) bob=-7; else if (v_viewheight.value > 4) bob=4; else if (v_viewheight.value) bob=v_viewheight.value; else bob = V_CalcBob (pnum); // refresh position from simulated origin VectorCopy (cl.simorg[pnum], r_refdef.vieworg); r_refdef.useperspective = true; r_refdef.vieworg[2] += bob; // never let it sit exactly on a node line, because a water plane can // dissapear when viewed with the eye exactly on it. // the server protocol only specifies to 1/8 pixel, so add 1/16 in each axis r_refdef.vieworg[0] += 1.0/16; r_refdef.vieworg[1] += 1.0/16; r_refdef.vieworg[2] += 1.0/16; VectorCopy (cl.simangles[pnum], r_refdef.viewangles); V_CalcViewRoll (pnum); V_AddIdle (pnum); if (view_message && view_message->flags & PF_GIB) r_refdef.vieworg[2] += 8; // gib view height else if (view_message && view_message->flags & PF_DEAD) r_refdef.vieworg[2] -= 16; // corpse view height else r_refdef.vieworg[2] += cl.viewheight[pnum]; r_refdef.vieworg[2] += cl.crouch[pnum]; if (view_message && view_message->flags & PF_DEAD && v_deathtilt.value) // PF_GIB will also set PF_DEAD { if (!cl.spectator || !cl_chasecam.value) r_refdef.viewangles[ROLL] = 80; // dead view angle } // offsets AngleVectors (cl.simangles[pnum], forward, right, up); // set up gun position VectorCopy (cl.simangles[pnum], view->angles); CalcGunAngle (pnum); VectorCopy (r_refdef.vieworg, view->origin); for (i=0 ; i<3 ; i++) { view->origin[i] += forward[i]*bob*0.4; // view->origin[i] += right[i]*sin(cl.time*5.5342452354235)*0.1; // view->origin[i] += up[i]*bob*0.8; } // fudge position around to keep amount of weapon visible // roughly equal with different FOV if (scr_viewsize.value == 110) view->origin[2] += 1; else if (scr_viewsize.value == 100) view->origin[2] += 2; else if (scr_viewsize.value == 90) view->origin[2] += 1; else if (scr_viewsize.value == 80) view->origin[2] += 0.5; if (!view_message || view_message->flags & (PF_GIB|PF_DEAD) || (unsigned int)cl.stats[pnum][STAT_WEAPON] >= MAX_MODELS) view->model = NULL; else view->model = cl.model_precache[cl.stats[pnum][STAT_WEAPON]]; view->frame = view_message?view_message->weaponframe:0; #ifdef SWQUAKE view->palremap = D_IdentityRemap(); #endif // set up the refresh position if (v_gunkick.value) r_refdef.viewangles[PITCH] += cl.punchangle[pnum]*v_gunkick.value; r_refdef.time = realtime; // smooth out stair step ups { extern model_t *loadmodel; loadmodel = cl.worldmodel; } } /* ============= DropPunchAngle ============= */ void DropPunchAngle (int pnum) { if (cl.punchangle[pnum] < 0) { cl.punchangle[pnum] += 10*host_frametime; if (cl.punchangle[pnum] > 0) cl.punchangle[pnum] = 0; } else { cl.punchangle[pnum] -= 10*host_frametime; if (cl.punchangle[pnum] < 0) cl.punchangle[pnum] = 0; } } /* ================== V_RenderView The player's clipping box goes from (-16 -16 -24) to (16 16 32) from the entity origin, so any view position inside that will be valid ================== */ extern vrect_t scr_vrect; int gl_ztrickdisabled; qboolean r_secondaryview; #ifdef SIDEVIEWS #ifdef PEXT_VIEW2 entity_t *CL_EntityNum(int num) { int i; for (i=0 ; i 4 #pragma warning "Please change this function to cope with the new MAX_SPLITS value" #endif switch(cl.splitclients) { case 1: vrect->width = scr_vrect.width; vrect->height = scr_vrect.height; vrect->x = scr_vrect.x; vrect->y = scr_vrect.y; if (scr_chatmode == 2) { vrect->height/=2; vrect->y += vrect->height; } break; case 2: //horizontal bands case 3: #ifdef GLQUAKE if (qrenderer == QR_OPENGL && glwidth > glheight * 2) { //over twice as wide as high, assume duel moniter, horizontal. vrect->width = vid.width/cl.splitclients; vrect->height = vid.height; vrect->x = 0 + vrect->width*pnum; vrect->y = 0; } else #endif { vrect->width = vid.width; vrect->height = vid.height/cl.splitclients; vrect->x = 0; vrect->y = 0 + vrect->height*pnum; } break; case 4: //4 squares vrect->width = vid.width/2; vrect->height = vid.height/2; vrect->x = (pnum&1) * vrect->width; vrect->y = (pnum&2)/2 * vrect->height; break; default: Sys_Error("cl.splitclients is invalid."); } r_refdef.fov_x = scr_fov.value; r_refdef.fov_y = CalcFov(r_refdef.fov_x, vrect->width, vrect->height); } void R_DrawNameTags(void) { int i; vec3_t center; vec3_t tagcenter; vec3_t waste, waste2; frame_t *frame; player_state_t *state; if (!cl.spectator && !cls.demoplayback) return; if (!scr_autoid.value) return; #ifdef RGLQUAKE if (qrenderer == QR_OPENGL) { void GL_Set2D (void); GL_Set2D(); } #endif frame = &cl.frames[cl.parsecount&UPDATE_MASK]; state = frame->playerstate; for (i = 0; i < MAX_CLIENTS; i++, state++) { if (state->messagenum != cl.parsecount) continue; // not present this frame if (i == cl.playernum[r_refdef.currentplayernum]) continue; // Don't draw tag for the local player if (Cam_DrawPlayer(r_refdef.currentplayernum, i) == false) continue; // Don't draw tag for players not drawn on the map if (view_frame && view_frame->playerstate[i].flags & PF_DEAD) continue; // Don't draw tag for dead people if (!TraceLineN(r_refdef.vieworg, state->origin, waste, waste2)) { VectorCopy(state->origin, tagcenter); tagcenter[2] += 32; Matrix4_Project(tagcenter, center, r_refdef.viewangles, r_refdef.vieworg, (float)r_refdef.vrect.width/r_refdef.vrect.height, r_refdef.fov_y); if (center[2] > 1) continue; Draw_FunString(center[0]*r_refdef.vrect.width+r_refdef.vrect.x, (1-center[1])*r_refdef.vrect.height+r_refdef.vrect.y, cl.players[i].name); } } } void V_RenderPlayerViews(int plnum) { #ifdef SIDEVIEWS int viewnum; #endif SCR_VRectForPlayer(&r_refdef.vrect, plnum); view_message = &view_frame->playerstate[cl.playernum[plnum]]; #ifdef NQPROT if (cls.protocol == CP_NETQUAKE) view_message->weaponframe = cl.stats[0][STAT_WEAPONFRAME]; #endif cl.simangles[plnum][ROLL] = 0; // FIXME @@@ DropPunchAngle (plnum); if (cl.intermission) { // intermission / finale rendering V_CalcIntermissionRefdef (plnum); } else { V_DriftPitch (plnum); V_CalcRefdef (plnum); } #ifdef SWQUAKE if (cl.splitclients>1) r_viewchanged = true; #endif Cam_SelfTrack(plnum); #if defined(FISH) && defined(SWQUAKE) if (ffov.value && cls.allow_fish && qrenderer == QR_SOFTWARE) R_RenderView_fisheye(); else #endif { R_RenderView (); R_DrawNameTags(); } if (scr_chatmode == 2) { extern vec3_t desired_position[MAX_SPLITS]; vec3_t dir; extern void vectoangles(vec3_t vec, vec3_t ang); gl_ztrickdisabled|=16; r_refdef.vrect.y -= r_refdef.vrect.height; vid.recalc_refdef=true; r_secondaryview = 2; VectorSubtract(r_refdef.vieworg, desired_position[plnum], dir); vectoangles(dir, r_refdef.viewangles); r_refdef.viewangles[0] = -r_refdef.viewangles[0]; //flip the pitch. :( VectorCopy(desired_position[plnum], r_refdef.vieworg); R_RenderView (); vid.recalc_refdef=true; } else gl_ztrickdisabled&=~16; #ifdef SIDEVIEWS /* //adjust main view height to strip off the rearviews at the top if (vsecwidth >= 1) { r_refdef.vrect.y -= vsecheight; r_refdef.vrect.height += vsecheight; } */ #ifdef RGLQUAKE gl_ztrickdisabled&=~1; #endif for (viewnum = 0; viewnum < SIDEVIEWS; viewnum++) if (vsec_scalex[viewnum].value>0&&vsec_scaley[viewnum].value>0 && ((vsec_enabled[viewnum].value && vsec_enabled[viewnum].value != 2 && cls.allow_rearview) //rearview if v2_enabled = 1 and not 2 || (vsec_enabled[viewnum].value && cl.stats[plnum][STAT_VIEW2]&&viewnum==0))) //v2 enabled if v2_enabled is non-zero { vrect_t oldrect; vec3_t oldangles; vec3_t oldposition; // int oldviewent; struct entity_s *e; float ofx; float ofy; gl_ztrickdisabled|=1; #ifdef SWQUAKE r_viewchanged = true; #endif vid.recalc_refdef=true; r_secondaryview = true; if (vsec_x[viewnum].value < 0) vsec_x[viewnum].value = 0; if (vsec_y[viewnum].value < 0) vsec_y[viewnum].value = 0; if (vsec_scalex[viewnum].value+vsec_x[viewnum].value > 1) continue; if (vsec_scaley[viewnum].value+vsec_y[viewnum].value > 1) continue; oldrect = r_refdef.vrect; memcpy(oldangles, r_refdef.viewangles, sizeof(vec3_t)); memcpy(oldposition, r_refdef.vieworg, sizeof(vec3_t)); ofx = r_refdef.fov_x; ofy = r_refdef.fov_y; r_refdef.vrect.x += r_refdef.vrect.width*vsec_x[viewnum].value; r_refdef.vrect.y += r_refdef.vrect.height*vsec_y[viewnum].value; r_refdef.vrect.width *= vsec_scalex[viewnum].value; r_refdef.vrect.height *= vsec_scaley[viewnum].value; #ifdef PEXT_VIEW2 //secondary view entity. e=NULL; if (viewnum==0&&cl.stats[plnum][STAT_VIEW2]) { e = CL_EntityNum (cl.stats[plnum][STAT_VIEW2]); } if (e) { float s; memcpy(r_refdef.viewangles, e->angles, sizeof(vec3_t)); memcpy(r_refdef.vieworg, e->origin, sizeof(vec3_t)); // cl.viewentity = cl.viewentity2; // s = (realtime - e->lerptime)*10; // if (s > 1) s=1; s=0; r_refdef.vieworg[0]=r_refdef.vieworg[0];//*s+(1-s)*e->lerporigin[0]; r_refdef.vieworg[1]=r_refdef.vieworg[1];//*s+(1-s)*e->lerporigin[1]; r_refdef.vieworg[2]=r_refdef.vieworg[2];//*s+(1-s)*e->lerporigin[2]; r_refdef.viewangles[0]=e->angles[0];//*s+(1-s)*e->msg_angles[1][0]; r_refdef.viewangles[1]=e->angles[1];//*s+(1-s)*e->msg_angles[1][1]; r_refdef.viewangles[2]=e->angles[2];//*s+(1-s)*e->msg_angles[1][2]; r_refdef.viewangles[PITCH] *= -1; r_secondaryview = 3; //show the player R_RenderView (); // r_framecount = old_framecount; } else #endif { //rotate the view, keeping pitch and roll. r_refdef.viewangles[YAW] += vsec_yaw[viewnum].value; r_refdef.viewangles[ROLL] += sin(vsec_yaw[viewnum].value / 180 * 3.14) * r_refdef.viewangles[PITCH]; r_refdef.viewangles[PITCH] *= -cos((vsec_yaw[viewnum].value / 180 * 3.14)+3.14); if (vsec_enabled[viewnum].value!=2) { R_RenderView (); } } r_refdef.vrect = oldrect; memcpy(r_refdef.viewangles, oldangles, sizeof(vec3_t)); memcpy(r_refdef.vieworg, oldposition, sizeof(vec3_t)); r_refdef.fov_x = ofx; r_refdef.fov_y = ofy; #ifdef SWQUAKE r_viewchanged = true; #endif vid.recalc_refdef=true; } #endif r_secondaryview = 0; } void V_RenderView (void) { int viewnum; #ifdef PEXT_BULLETENS //avoid redoing the bulleten boards for rear view as well. static qboolean alreadyrendering = false; #endif R_LessenStains(); if (cls.state != ca_active) return; if (r_worldentity.model) { RSpeedMark(); CL_AllowIndependantSendCmd(false); //work out which packet entities are solid CL_SetSolidEntities (); CL_EmitEntities(); // Set up prediction for other players CL_SetUpPlayerPrediction(false); // do client side motion prediction CL_PredictMove (); // Set up prediction for other players CL_SetUpPlayerPrediction(true); // build a refresh entity list // CL_EmitEntities (); CL_AllowIndependantSendCmd(true); RSpeedEnd(RSPEED_LINKENTITIES); } view_frame = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK]; R_PushDlights (); #ifdef PEXT_BULLETENS if (!alreadyrendering) R_SetupBulleten (); alreadyrendering=true; #endif if (cl.splitclients>1) gl_ztrickdisabled|=8; else gl_ztrickdisabled&=~8; r_secondaryview = 0; for (viewnum = 0; viewnum < cl.splitclients; viewnum++) { V_RenderPlayerViews(viewnum); } #ifdef PEXT_BULLETENS alreadyrendering=false; #endif } //============================================================================ /* ============= V_Init ============= */ void V_Init (void) { #define VIEWVARS "View variables" #ifdef SIDEVIEWS int i; #endif Cmd_AddCommand ("v_cshift", V_cshift_f); Cmd_AddCommand ("bf", V_BonusFlash_f); // Cmd_AddCommand ("centerview", V_StartPitchDrift); Cvar_Register (&v_centermove, VIEWVARS); Cvar_Register (&v_centerspeed, VIEWVARS); Cvar_Register (&v_idlescale, VIEWVARS); Cvar_Register (&v_iyaw_cycle, VIEWVARS); Cvar_Register (&v_iroll_cycle, VIEWVARS); Cvar_Register (&v_ipitch_cycle, VIEWVARS); Cvar_Register (&v_iyaw_level, VIEWVARS); Cvar_Register (&v_iroll_level, VIEWVARS); Cvar_Register (&v_ipitch_level, VIEWVARS); Cvar_Register (&v_contentblend, VIEWVARS); Cvar_Register (&v_damagecshift, VIEWVARS); Cvar_Register (&v_quadcshift, VIEWVARS); Cvar_Register (&v_suitcshift, VIEWVARS); Cvar_Register (&v_ringcshift, VIEWVARS); Cvar_Register (&v_pentcshift, VIEWVARS); Cvar_Register (&v_gunkick, VIEWVARS); Cvar_Register (&v_bonusflash, VIEWVARS); Cvar_Register (&v_viewheight, VIEWVARS); Cvar_Register (&crosshaircolor, VIEWVARS); Cvar_Register (&crosshair, VIEWVARS); Cvar_Register (&crosshairsize, VIEWVARS); Cvar_Register (&crosshaircorrect, VIEWVARS); Cvar_Register (&crosshairimage, VIEWVARS); Cvar_Register (&crosshairalpha, VIEWVARS); Cvar_Register (&cl_crossx, VIEWVARS); Cvar_Register (&cl_crossy, VIEWVARS); Cvar_Register (&gl_cshiftpercent, VIEWVARS); Cvar_Register (&cl_rollspeed, VIEWVARS); Cvar_Register (&cl_rollangle, VIEWVARS); Cvar_Register (&cl_bob, VIEWVARS); Cvar_Register (&cl_bobcycle, VIEWVARS); Cvar_Register (&cl_bobup, VIEWVARS); Cvar_Register (&v_kicktime, VIEWVARS); Cvar_Register (&v_kickroll, VIEWVARS); Cvar_Register (&v_kickpitch, VIEWVARS); Cvar_Register (&v_deathtilt, VIEWVARS); Cvar_Register (&scr_autoid, VIEWVARS); #ifdef SIDEVIEWS #define SECONDARYVIEWVARS "Secondary view vars" for (i = 0; i < SIDEVIEWS; i++) { Cvar_Register (&vsec_enabled[i], SECONDARYVIEWVARS); Cvar_Register (&vsec_x[i], SECONDARYVIEWVARS); Cvar_Register (&vsec_y[i], SECONDARYVIEWVARS); Cvar_Register (&vsec_scalex[i], SECONDARYVIEWVARS); Cvar_Register (&vsec_scaley[i], SECONDARYVIEWVARS); Cvar_Register (&vsec_yaw[i], SECONDARYVIEWVARS); } #endif #ifdef FISH Cvar_Register (&ffov, VIEWVARS); Cvar_Register (&fviews, VIEWVARS); #endif BuildGammaTable (1.0, 1.0); // no gamma yet Cvar_Register (&v_gamma, VIEWVARS); Cvar_Register (&v_contrast, VIEWVARS); } #if defined(FISH) && defined(SWQUAKE) typedef unsigned char B; #define BOX_FRONT 0 #define BOX_BEHIND 2 #define BOX_LEFT 3 #define BOX_RIGHT 1 #define BOX_TOP 4 #define BOX_BOTTOM 5 #define PI 3.141592654 #define DEG(x) (x / PI * 180.0) #define RAD(x) (x * PI / 180.0) struct my_coords { double x, y, z; }; struct my_angles { double yaw, pitch, roll; }; void x_rot(struct my_coords *c, double pitch); void y_rot(struct my_coords *c, double yaw); void z_rot(struct my_coords *c, double roll); void my_get_angles(struct my_coords *in_o, struct my_coords *in_u, struct my_angles *a); // get_ypr() void get_ypr(double yaw, double pitch, double roll, int side, struct my_angles *a) { struct my_coords o, u; // get 'o' (observer) and 'u' ('this_way_up') depending on box side switch(side) { case BOX_FRONT: //printf("(FRONT)"); o.x = 0.0; o.y = 0.0; o.z = 1.0; u.x = 0.0; u.y = 1.0; u.z = 0.0; break; case BOX_BEHIND: //printf("(BEHIND)"); o.x = 0.0; o.y = 0.0; o.z = -1.0; u.x = 0.0; u.y = 1.0; u.z = 0.0; break; case BOX_LEFT: //printf("(LEFT)"); o.x = -1.0; o.y = 0.0; o.z = 0.0; u.x = -1.0; u.y = 1.0; u.z = 0.0; break; case BOX_RIGHT: o.x = 1.0; o.y = 0.0; o.z = 0.0; //printf("(RIGHT)"); u.x = 0.0; u.y = 1.0; u.z = 0.0; break; case BOX_TOP: //printf("(TOP)"); o.x = 0.0; o.y = -1.0; o.z = 0.0; u.x = 0.0; u.y = 0.0; u.z = -1.0; break; case BOX_BOTTOM: //printf("(BOTTOM)"); o.x = 0.0; o.y = 1.0; o.z = 0.0; u.x = 0.0; u.y = 0.0; u.z = -1.0; break; } //printf(" - [inputs: yaw = %.4f, pitch = %.4f, roll = %.4f]\n", yaw, pitch, roll); z_rot(&o, roll); z_rot(&u, roll); x_rot(&o, pitch); x_rot(&u, pitch); y_rot(&o, yaw); y_rot(&u, yaw); my_get_angles(&o, &u, a); /* normalise angles */ while (a->yaw < 0.0) a->yaw += 360.0; while (a->yaw > 360.0) a->yaw -= 360.0; while (a->pitch < 0.0) a->pitch += 360.0; while (a->pitch > 360.0) a->pitch -= 360.0; while (a->roll < 0.0) a->roll += 360.0; while (a->roll > 360.0) a->roll -= 360.0; //printf("get_ypr -> %.4f, %.4f, %.4f\n", a->yaw, a->pitch, a->roll); } /* my_get_angles */ void my_get_angles(struct my_coords *in_o, struct my_coords *in_u, struct my_angles *a) { double rad_yaw, rad_pitch; struct my_coords o, u; a->pitch = 0.0; a->yaw = 0.0; a->roll = 0.0; // make a copy of the coords o.x = in_o->x; o.y = in_o->y; o.z = in_o->z; u.x = in_u->x; u.y = in_u->y; u.z = in_u->z; //printf("%.4f, %.4f, %.4f - \n", o.x, o.y, o.z); // special case when looking straight up or down if ((o.x == 0.0) && (o.z == 0.0)) { // printf("special!\n"); a->yaw = 0.0; if (o.y > 0.0) { a->pitch = -90.0; a->roll = 180.0 - DEG(atan2(u.x, u.z)); } // down else { a->pitch = 90.0; a->roll = DEG(atan2(u.x, u.z)); } // up return; } /******************************************************************************/ // get yaw angle and then rotate o and u so that yaw = 0 rad_yaw = atan2(-o.x, o.z); a->yaw = DEG(rad_yaw); y_rot(&o, -rad_yaw); y_rot(&u, -rad_yaw); //printf("%.4f, %.4f, %.4f - stage 1\n", o.x, o.y, o.z); // get pitch and then rotate o and u so that pitch = 0 rad_pitch = atan2(-o.y, o.z); a->pitch = DEG(rad_pitch); x_rot(&o, -rad_pitch); x_rot(&u, -rad_pitch); //printf("%.4f, %.4f, %.4f - stage 2\n", u.x, u.y, u.z); // get roll a->roll = DEG(-atan2(u.x, u.y)); //printf("yaw = %.4f, pitch = %.4f, roll = %.4f\n", a->yaw, a->pitch, a->roll); } /*******************************************************************************/ /* x_rot (pitch) */ void x_rot(struct my_coords *c, double pitch) { double nx, ny, nz; nx = c->x; ny = (c->y * cos(pitch)) - (c->z * sin(pitch)); nz = (c->y * sin(pitch)) + (c->z * cos(pitch)); c->x = nx; c->y = ny; c->z = nz; /*printf("x_rot: %.4f, %.4f, %.4f\n", c->x, c->y, c->z);*/ } /* y_rot (yaw) */ void y_rot(struct my_coords *c, double yaw) { double nx, ny, nz; nx = (c->x * cos(yaw)) - (c->z * sin(yaw)); ny = c->y; nz = (c->x * sin(yaw)) + (c->z * cos(yaw)); c->x = nx; c->y = ny; c->z = nz; } /* z_rot (roll) */ void z_rot(struct my_coords *c, double roll) { double nx, ny, nz; nx = (c->x * cos(roll)) - (c->y * sin(roll)); ny = (c->x * sin(roll)) + (c->y * cos(roll)); nz = c->z; c->x = nx; c->y = ny; c->z = nz; } void rendercopy(int *dest) { int *p = (int*)vid.buffer; int x, y; int nw = (vid.width/4) * r_pixbytes; R_PushDlights(); R_RenderView(); for(y = 0;y abs_y) { if (abs_x > abs_z) { side = ((sx > 0.0) ? BOX_RIGHT : BOX_LEFT); } else { side = ((sz > 0.0) ? BOX_FRONT : BOX_BEHIND); } } else { if (abs_y > abs_z) { side = ((sy > 0.0) ? BOX_TOP : BOX_BOTTOM); } else { side = ((sz > 0.0) ? BOX_FRONT : BOX_BEHIND); } } #define RC(x) ((x / 2.06) + 0.5) #define R2(x) RC(x)//((x / 2.03) + 0.5) // scale up our vector [x,y,z] to the box switch(side) { case BOX_FRONT: xs = RC( sx / sz); ys = R2( sy / sz); break; case BOX_BEHIND: xs = RC(-sx / -sz); ys = R2( sy / -sz); break; case BOX_LEFT: xs = RC( sz / -sx); ys = R2( sy / -sx); break; case BOX_RIGHT: xs = RC(-sz / sx); ys = R2( sy / sx); break; case BOX_TOP: xs = RC( sx / sy); ys = R2( sz / -sy); break; //bot case BOX_BOTTOM: xs = RC(-sx / sy); ys = R2( sz / -sy); break; //top?? } if (xs < 0.0) xs = 0.0; if (xs >= 1.0) xs = 0.999; if (ys < 0.0) ys = 0.0; if (ys >= 1.0) ys = 0.999; *buf++=scrp+((((int)(xs*(double)width))+ ((int)(ys*(double)height))*width)+ side*width*height)*r_pixbytes; }; }; void renderside(B* bufs, double yaw, double pitch, double roll, int side) { struct my_angles a; get_ypr(RAD(yaw), RAD(pitch), RAD(roll), side, &a); if (side == BOX_RIGHT) { a.roll = -a.roll; a.pitch = -a.pitch; } if (side == BOX_LEFT) { a.roll = -a.roll; a.pitch = -a.pitch; } if (side == BOX_TOP) { a.yaw += 180.0; a.pitch = 180.0 - a.pitch; } r_refdef.viewangles[YAW] = a.yaw; r_refdef.viewangles[PITCH] = a.pitch; r_refdef.viewangles[ROLL] = a.roll; rendercopy((int *)bufs); }; //extern int istimedemo; void R_RenderView_fisheye(void) { int width = vid.width; //r_refdef.vrect.width; int height = vid.height; //r_refdef.vrect.height; int scrsize = width*height*r_pixbytes; int fov = (int)ffov.value; int views = (int)fviews.value; double yaw = r_refdef.viewangles[YAW]; double pitch = r_refdef.viewangles[PITCH]; double roll = 0;//r_refdef.viewangles[ROLL]; static int pwidth = -1; static int pheight = -1; static int pfov = -1; static int pviews = -1; static B *scrbufs = NULL; static B **offs = NULL; //Con_Printf("renderfisheye: %d %d %d\n",vid.height,vid.width,vid.rowbytes); Cvar_Set(&scr_fov, "90"); Cvar_Set(&scr_viewsize, "120"); if(fov<1) fov = 1; if(pwidth!=width || pheight!=height || pfov!=fov) { if(scrbufs) BZ_Free(scrbufs); if(offs) BZ_Free(offs); scrbufs = (B*)BZ_Malloc(scrsize*6); // front|right|back|left|top|bottom offs = (B**)BZ_Malloc(scrsize*sizeof(B*)); if(!scrbufs || !offs) Sys_Error("Out of mem"); // the rude way pwidth = width; pheight = height; pfov = fov; fisheyelookuptable(offs,width,height,scrbufs,((double)fov)*PI/180.0); }; if(views!=pviews) { int i; pviews = views; for(i = 0;i