mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-23 12:52:46 +00:00
d69355f521
While there's currently only the one still, this will allow the entities to be multiply queued for multi-pass rendering (eg, shadows). As the avoidance of putting an entity in the same queue more than once relies on the entity id, all entities now come from the scene (which is stored in cl_world in the client code for nq and qw), thus the extensive changes in the clients.
829 lines
22 KiB
C
829 lines
22 KiB
C
/*
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cl_view.c
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player eye positioning
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include "QF/cmd.h"
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#include "QF/cvar.h"
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#include "QF/msg.h"
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#include "QF/screen.h"
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#include "QF/plugin/vid_render.h"
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#include "QF/scene/transform.h"
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#include "QF/simd/vec4f.h"
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#include "compat.h"
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#include "client/chase.h"
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#include "client/entities.h"
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#include "client/hud.h"
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#include "client/input.h"
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#include "client/view.h"
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#include "client/world.h"
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/*
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The view is allowed to move slightly from it's true position for bobbing,
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but if it exceeds 8 pixels linear distance (spherical, not box), the list
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of entities sent from the server may not include everything in the pvs,
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especially when crossing a water boudnary.
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*/
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cvar_t *scr_ofsx;
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cvar_t *scr_ofsy;
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cvar_t *scr_ofsz;
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cvar_t *cl_rollspeed;
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cvar_t *cl_rollangle;
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cvar_t *cl_bob;
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cvar_t *cl_bobcycle;
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cvar_t *cl_bobup;
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cvar_t *v_centermove;
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cvar_t *v_centerspeed;
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cvar_t *v_kicktime;
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cvar_t *v_kickroll;
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cvar_t *v_kickpitch;
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cvar_t *cl_cshift_bonus;
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cvar_t *cl_cshift_contents;
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cvar_t *cl_cshift_damage;
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cvar_t *cl_cshift_powerup;
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cvar_t *v_iyaw_cycle;
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cvar_t *v_iroll_cycle;
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cvar_t *v_ipitch_cycle;
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cvar_t *v_iyaw_level;
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cvar_t *v_iroll_level;
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cvar_t *v_ipitch_level;
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cvar_t *v_idlescale;
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float v_dmg_time, v_dmg_roll, v_dmg_pitch;
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vec4f_t v_idle_yaw;
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vec4f_t v_idle_roll;
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vec4f_t v_idle_pitch;
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static cshift_t cshift_empty = { {130, 80, 50}, 0};
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static cshift_t cshift_water = { {130, 80, 50}, 128};
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static cshift_t cshift_slime = { { 0, 25, 5}, 150};
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static cshift_t cshift_lava = { {255, 80, 0}, 150};
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static cshift_t cshift_bonus = { {215, 186, 60}, 50};
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static cshift_t armor_blood[] = {
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{ {255, 0, 0} }, // blood
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{ {220, 50, 50} }, // armor + blood
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{ {200, 100, 100} }, // armor > blood need two for logic
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{ {200, 100, 100} }, // armor > blood need two for logic
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};
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static cshift_t powerup[] = {
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{ { 0, 0, 0}, 0},
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{ {100, 100, 100}, 100}, // IT_INVISIBILITY
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{ {255, 255, 0}, 30}, // IT_INVULNERABILITY
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{ {255, 255, 0}, 30}, // IT_INVULNERABILITY
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{ { 0, 255, 0}, 20}, // IT_SUIT
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{ { 0, 255, 0}, 20}, // IT_SUIT
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{ { 0, 255, 0}, 20}, // IT_SUIT
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{ { 0, 255, 0}, 20}, // IT_SUIT
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{ { 0, 0, 255}, 30}, // IT_QUAD
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{ { 0, 0, 255}, 30}, // IT_QUAD
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{ {255, 0, 255}, 30}, // IT_INVULNERABILITY | IT_QUAD
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{ {255, 0, 255}, 30}, // IT_INVULNERABILITY | IT_QUAD
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{ {255, 0, 255}, 30}, // IT_INVULNERABILITY | IT_QUAD
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{ {255, 0, 255}, 30}, // IT_INVULNERABILITY | IT_QUAD
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{ {255, 0, 255}, 30}, // IT_INVULNERABILITY | IT_QUAD
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{ {255, 0, 255}, 30}, // IT_INVULNERABILITY | IT_QUAD
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};
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#define sqr(x) ((x) * (x))
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float
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V_CalcRoll (const vec3_t angles, vec4f_t velocity)
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{
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float side, sign, value;
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vec3_t forward, right, up;
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AngleVectors (angles, forward, right, up);
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side = DotProduct (velocity, right);
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sign = side < 0 ? -1 : 1;
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side = fabs (side);
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value = cl_rollangle->value;
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if (side < cl_rollspeed->value)
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side = side * value / cl_rollspeed->value;
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else
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side = value;
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return side * sign;
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}
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static float
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V_CalcBob (viewstate_t *vs)
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{
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vec4f_t velocity = vs->velocity;
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float cycle;
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static double bobtime;
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static float bob;
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if (!vs->bob_enabled)
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return 0;
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if (vs->onground == -1)
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return bob; // just use old value
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bobtime += vs->frametime;
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cycle = bobtime - (int) (bobtime / cl_bobcycle->value) *
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cl_bobcycle->value;
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cycle /= cl_bobcycle->value;
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if (cycle < cl_bobup->value)
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cycle = cycle / cl_bobup->value;
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else
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cycle = 1 + (cycle - cl_bobup->value) / (1.0 - cl_bobup->value);
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// bob is proportional to velocity in the xy plane
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// (don't count Z, or jumping messes it up)
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velocity[2] = 0;
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bob = sqrt (dotf (velocity, velocity)[0]) * cl_bob->value;
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bob = bob * 0.3 + bob * 0.7 * sin (cycle * M_PI);
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if (bob > 4)
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bob = 4;
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else if (bob < -7)
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bob = -7;
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return bob;
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}
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void
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V_StartPitchDrift (viewstate_t *vs)
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{
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if (vs->laststop == vs->time) {
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return; // something else is keeping it from drifting
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}
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if (vs->nodrift || !vs->pitchvel) {
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vs->pitchvel = v_centerspeed->value;
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vs->nodrift = false;
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vs->driftmove = 0;
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}
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}
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static void
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V_StartPitchDrift_f (void *data)
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{
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V_StartPitchDrift (data);
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}
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void
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V_StopPitchDrift (viewstate_t *vs)
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{
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vs->laststop = vs->time;
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vs->nodrift = true;
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vs->pitchvel = 0;
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}
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/*
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V_DriftPitch
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Moves the client pitch angle towards vs->idealpitch sent by the server.
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If the user is adjusting pitch manually, either with lookup/lookdown,
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mlook and mouse, or klook and keyboard, pitch drifting is constantly
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stopped.
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Drifting is enabled when the center view key is hit, mlook is released
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and lookspring is non 0, or when
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*/
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static void
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V_DriftPitch (viewstate_t *vs)
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{
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float delta, move;
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float forwardmove = vs->movecmd[0];
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if (noclip_anglehack || vs->onground == -1 || !vs->drift_enabled) {
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vs->driftmove = 0;
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vs->pitchvel = 0;
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return;
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}
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// don't count small mouse motion
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if (vs->nodrift) {
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if (fabs (forwardmove) < cl_forwardspeed->value)
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vs->driftmove = 0;
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else
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vs->driftmove += vs->frametime;
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if (vs->driftmove > v_centermove->value) {
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V_StartPitchDrift (vs);
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}
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return;
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}
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delta = vs->idealpitch - vs->player_angles[PITCH];
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if (!delta) {
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vs->pitchvel = 0;
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return;
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}
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move = vs->frametime * vs->pitchvel;
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vs->pitchvel += vs->frametime * v_centerspeed->value;
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if (delta > 0) {
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if (move > delta) {
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vs->pitchvel = 0;
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move = delta;
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}
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vs->player_angles[PITCH] += move;
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} else if (delta < 0) {
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if (move > -delta) {
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vs->pitchvel = 0;
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move = -delta;
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}
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vs->player_angles[PITCH] -= move;
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}
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}
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/* PALETTE FLASHES */
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void
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V_ParseDamage (qmsg_t *net_message, viewstate_t *vs)
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{
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float count, side;
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int armor, blood;
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vec4f_t origin = vs->player_origin;
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vec_t *angles = vs->player_angles;
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vec3_t from, forward, right, up;
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armor = MSG_ReadByte (net_message);
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blood = MSG_ReadByte (net_message);
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MSG_ReadCoordV (net_message, from);
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count = blood * 0.5 + armor * 0.5;
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if (count < 10)
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count = 10;
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if (cl_cshift_damage->int_val
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|| (vs->force_cshifts & INFO_CSHIFT_DAMAGE)) {
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cshift_t *cshift = &vs->cshifts[CSHIFT_DAMAGE];
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int percent = cshift->percent;
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*cshift = armor_blood[(2 * (armor > blood)) + (armor > 0)];
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cshift->percent = percent + 3 * count;
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cshift->percent = bound (0, cshift->percent, 150);
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cshift->initialpct = cshift->percent;
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cshift->time = vs->time;
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}
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// calculate view angle kicks
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VectorSubtract (from, origin, from);
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VectorNormalize (from);
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AngleVectors (angles, forward, right, up);
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side = DotProduct (from, right);
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v_dmg_roll = count * side * v_kickroll->value;
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side = DotProduct (from, forward);
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v_dmg_pitch = count * side * v_kickpitch->value;
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v_dmg_time = v_kicktime->value;
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}
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static void
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V_cshift_f (void)
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{
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cshift_empty.destcolor[0] = atoi (Cmd_Argv (1));
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cshift_empty.destcolor[1] = atoi (Cmd_Argv (2));
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cshift_empty.destcolor[2] = atoi (Cmd_Argv (3));
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cshift_empty.percent = atoi (Cmd_Argv (4));
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}
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/*
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V_BonusFlash_f
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When you run over an item, the server sends this command
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*/
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static void
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V_BonusFlash_f (void *data)
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{
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viewstate_t *vs = data;
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if (!cl_cshift_bonus->int_val
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&& !(vs->force_cshifts & INFO_CSHIFT_BONUS))
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return;
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vs->cshifts[CSHIFT_BONUS] = cshift_bonus;
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vs->cshifts[CSHIFT_BONUS].initialpct = vs->cshifts[CSHIFT_BONUS].percent;
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vs->cshifts[CSHIFT_BONUS].time = vs->time;
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}
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/*
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V_SetContentsColor
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Underwater, lava, etc each has a color shift
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*/
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void
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V_SetContentsColor (viewstate_t *vs, int contents)
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{
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if (!cl_cshift_contents->int_val
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&& !(vs->force_cshifts & INFO_CSHIFT_CONTENTS)) {
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vs->cshifts[CSHIFT_CONTENTS] = cshift_empty;
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return;
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}
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switch (contents) {
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case CONTENTS_EMPTY:
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vs->cshifts[CSHIFT_CONTENTS] = cshift_empty;
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break;
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case CONTENTS_LAVA:
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vs->cshifts[CSHIFT_CONTENTS] = cshift_lava;
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break;
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case CONTENTS_SOLID:
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case CONTENTS_SLIME:
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vs->cshifts[CSHIFT_CONTENTS] = cshift_slime;
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break;
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default:
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vs->cshifts[CSHIFT_CONTENTS] = cshift_water;
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}
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}
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static void
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V_CalcPowerupCshift (viewstate_t *vs)
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{
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vs->cshifts[CSHIFT_POWERUP] = powerup[vs->powerup_index];
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}
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/*
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V_CalcBlend
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LordHavoc made this a real, true alpha blend. Cleaned it up
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a bit, but otherwise this is his code. --KB
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*/
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static void
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V_CalcBlend (viewstate_t *vs)
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{
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float a2, a3;
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float r = 0, g = 0, b = 0, a = 0;
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int i;
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for (i = 0; i < NUM_CSHIFTS; i++) {
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a2 = vs->cshifts[i].percent / 255.0;
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if (!a2)
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continue;
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a2 = min (a2, 1.0);
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r += (vs->cshifts[i].destcolor[0] - r) * a2;
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g += (vs->cshifts[i].destcolor[1] - g) * a2;
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b += (vs->cshifts[i].destcolor[2] - b) * a2;
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a3 = (1.0 - a) * (1.0 - a2);
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a = 1.0 - a3;
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}
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// LordHavoc: saturate color
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if (a) {
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a2 = 1.0 / a;
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r *= a2;
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g *= a2;
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b *= a2;
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}
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vs->cshift_color[0] = min (r, 255.0) / 255.0;
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vs->cshift_color[1] = min (g, 255.0) / 255.0;
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vs->cshift_color[2] = min (b, 255.0) / 255.0;
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vs->cshift_color[3] = bound (0.0, a, 1.0);
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}
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static void
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V_DropCShift (cshift_t *cs, double time, float droprate)
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{
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if (cs->time < 0) {
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cs->percent = 0;
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} else {
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cs->percent = cs->initialpct - (time - cs->time) * droprate;
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if (cs->percent <= 0) {
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cs->percent = 0;
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cs->time = -1;
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}
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}
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}
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void
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V_PrepBlend (viewstate_t *vs)
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{
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int i, j;
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if (cl_cshift_powerup->int_val
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|| (vs->force_cshifts & INFO_CSHIFT_POWERUP))
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V_CalcPowerupCshift (vs);
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vs->cshift_changed = false;
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for (i = 0; i < NUM_CSHIFTS; i++) {
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if (vs->cshifts[i].percent != vs->prev_cshifts[i].percent) {
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vs->cshift_changed = true;
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vs->prev_cshifts[i].percent = vs->cshifts[i].percent;
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}
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for (j = 0; j < 3; j++) {
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if (vs->cshifts[i].destcolor[j] != vs->prev_cshifts[i].destcolor[j])
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{
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vs->cshift_changed = true;
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vs->prev_cshifts[i].destcolor[j] = vs->cshifts[i].destcolor[j];
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}
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}
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}
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// drop the damage value
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V_DropCShift (&vs->cshifts[CSHIFT_DAMAGE], vs->time, 150);
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// drop the bonus value
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V_DropCShift (&vs->cshifts[CSHIFT_BONUS], vs->time, 100);
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if (!vs->cshift_changed && !r_data->vid->recalc_refdef)
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return;
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V_CalcBlend (vs);
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}
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/* VIEW RENDERING */
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static void
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CalcGunAngle (viewstate_t *vs)
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{
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vec4f_t rotation = Transform_GetWorldRotation (vs->camera_transform);
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//FIXME make child of camera
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Transform_SetWorldRotation (vs->weapon_entity->transform, rotation);
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}
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static void
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V_BoundOffsets (viewstate_t *vs)
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{
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vec4f_t offset = Transform_GetWorldPosition (vs->camera_transform);
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offset -= vs->player_origin;
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// absolutely bound refresh reletive to entity clipping hull
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// so the view can never be inside a solid wall
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offset[0] = bound (-14, offset[0], 14);
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offset[1] = bound (-14, offset[1], 14);
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offset[2] = bound (-22, offset[2], 30);
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Transform_SetWorldPosition (vs->camera_transform,
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vs->player_origin + offset);
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}
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static vec4f_t
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idle_quat (vec4f_t axis, cvar_t *cycle, cvar_t *level, double time)
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{
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vec4f_t identity = { 0, 0, 0, 1 };
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if (!level || !cycle) {
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return identity;
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}
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float scale = sin (time * cycle->value);
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float ang = scale * level->value * v_idlescale->value;
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float c = cos (ang * M_PI / 360);
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float s = sin (ang * M_PI / 360);
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return axis * s + identity * c;
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}
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/*
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V_AddIdle
|
|
|
|
Idle swaying
|
|
*/
|
|
static void
|
|
V_AddIdle (viewstate_t *vs)
|
|
{
|
|
vec4f_t roll = idle_quat ((vec4f_t) { 1, 0, 0, 0},
|
|
v_iroll_cycle, v_iroll_level, vs->time);
|
|
vec4f_t pitch = idle_quat ((vec4f_t) { 0, 1, 0, 0},
|
|
v_ipitch_cycle, v_ipitch_level, vs->time);
|
|
vec4f_t yaw = idle_quat ((vec4f_t) { 0, 0, 1, 0},
|
|
v_iyaw_cycle, v_iyaw_level, vs->time);
|
|
vec4f_t rot = normalf (qmulf (yaw, qmulf (pitch, roll)));
|
|
|
|
// rotate the view
|
|
vec4f_t rotation = Transform_GetWorldRotation (vs->camera_transform);
|
|
Transform_SetWorldRotation (vs->camera_transform, qmulf (rot, rotation));
|
|
|
|
// counter-rotate the weapon
|
|
rot = qmulf (qconjf (rot),
|
|
Transform_GetWorldRotation (vs->weapon_entity->transform));
|
|
Transform_SetWorldRotation (vs->weapon_entity->transform, rot);
|
|
}
|
|
|
|
/*
|
|
V_CalcViewRoll
|
|
|
|
Roll is induced by movement and damage
|
|
*/
|
|
static void
|
|
V_CalcViewRoll (viewstate_t *vs)
|
|
{
|
|
vec_t *angles = vs->player_angles;
|
|
vec4f_t velocity = vs->velocity;
|
|
vec3_t ang = { };
|
|
|
|
ang[ROLL] = V_CalcRoll (angles, velocity);
|
|
|
|
if (v_dmg_time > 0) {
|
|
ang[ROLL] += v_dmg_time / v_kicktime->value * v_dmg_roll;
|
|
ang[PITCH] += v_dmg_time / v_kicktime->value * v_dmg_pitch;
|
|
v_dmg_time -= vs->frametime;
|
|
}
|
|
|
|
if (vs->flags & VF_DEAD) { // VF_GIB will also set VF_DEAD
|
|
ang[ROLL] = 80; // dead view angle
|
|
}
|
|
|
|
vec4f_t rot;
|
|
AngleQuat (ang, &rot[0]);//FIXME
|
|
vec4f_t rotation = Transform_GetWorldRotation (vs->camera_transform);
|
|
Transform_SetWorldRotation (vs->camera_transform, qmulf (rotation, rot));
|
|
}
|
|
|
|
static void
|
|
V_CalcIntermissionRefdef (viewstate_t *vs)
|
|
{
|
|
// vs->player_entity is the player model (visible when out of body)
|
|
entity_t *ent = vs->player_entity;
|
|
entity_t *view;
|
|
float old;
|
|
vec4f_t origin = Transform_GetWorldPosition (ent->transform);
|
|
vec4f_t rotation = Transform_GetWorldRotation (ent->transform);
|
|
|
|
// view is the weapon model (visible only from inside body)
|
|
view = vs->weapon_entity;
|
|
|
|
Transform_SetWorldPosition (vs->camera_transform, origin);
|
|
Transform_SetWorldRotation (vs->camera_transform, rotation);
|
|
view->renderer.model = NULL;
|
|
|
|
// always idle in intermission
|
|
old = v_idlescale->value;
|
|
Cvar_SetValue (v_idlescale, 1);
|
|
V_AddIdle (vs);
|
|
Cvar_SetValue (v_idlescale, old);
|
|
}
|
|
|
|
static void
|
|
V_CalcRefdef (viewstate_t *vs)
|
|
{
|
|
// view is the weapon model (visible only from inside body)
|
|
entity_t *view = vs->weapon_entity;
|
|
float bob;
|
|
static float oldz = 0;
|
|
vec4f_t forward = {}, right = {}, up = {};
|
|
vec4f_t origin = vs->player_origin;
|
|
vec_t *viewangles = vs->player_angles;
|
|
|
|
V_DriftPitch (vs);
|
|
|
|
bob = V_CalcBob (vs);
|
|
|
|
// refresh position
|
|
origin = origin;
|
|
origin[2] += vs->height + bob;
|
|
|
|
// never let it sit exactly on a node line, because a water plane can
|
|
// disappear when viewed with the eye exactly on it.
|
|
// server protocol specifies to only 1/8 pixel, so add 1/16 in each axis
|
|
origin += (vec4f_t) { 1.0/16, 1.0/16, 1.0/16, 0};
|
|
|
|
vec4f_t rotation;
|
|
AngleQuat (vs->player_angles, &rotation[0]);//FIXME
|
|
Transform_SetWorldRotation (vs->camera_transform, rotation);
|
|
V_CalcViewRoll (vs);
|
|
V_AddIdle (vs);
|
|
|
|
// offsets
|
|
//FIXME semi-duplicates AngleQuat (also, vec3_t vs vec4f_t)
|
|
AngleVectors (viewangles, &forward[0], &right[0], &up[0]);
|
|
|
|
// don't allow cheats in multiplayer
|
|
// FIXME check for dead
|
|
if (vs->voffs_enabled) {
|
|
origin += scr_ofsx->value * forward
|
|
+ scr_ofsy->value * right
|
|
+ scr_ofsz->value * up;
|
|
}
|
|
|
|
V_BoundOffsets (vs);
|
|
|
|
// set up gun position
|
|
vec4f_t gun_origin = vs->player_origin;
|
|
CalcGunAngle (vs);
|
|
|
|
gun_origin += (vec4f_t) { 0, 0, vs->height, 0 };
|
|
gun_origin += forward * bob * 0.4f + (vec4f_t) { 0, 0, bob, 0 };
|
|
|
|
// fudge position around to keep amount of weapon visible
|
|
// roughly equal with different FOV
|
|
if (hud_sbar->int_val == 0 && r_data->scr_viewsize->int_val >= 100) {
|
|
;
|
|
} else if (r_data->scr_viewsize->int_val == 110) {
|
|
gun_origin += (vec4f_t) { 0, 0, 1, 0};
|
|
} else if (r_data->scr_viewsize->int_val == 100) {
|
|
gun_origin += (vec4f_t) { 0, 0, 2, 0};
|
|
} else if (r_data->scr_viewsize->int_val == 90) {
|
|
gun_origin += (vec4f_t) { 0, 0, 1, 0};
|
|
} else if (r_data->scr_viewsize->int_val == 80) {
|
|
gun_origin += (vec4f_t) { 0, 0, 0.5, 0};
|
|
}
|
|
|
|
model_t *model = vs->weapon_model;
|
|
if (vs->flags & (VF_GIB | VF_DEAD)) {
|
|
model = NULL;
|
|
}
|
|
if (view->renderer.model != model) {
|
|
view->animation.pose2 = -1;
|
|
}
|
|
view->renderer.model = model;
|
|
view->animation.frame = vs->weaponframe;
|
|
view->renderer.skin = 0;
|
|
|
|
// set up the refresh position
|
|
Transform_SetWorldRotation (vs->camera_transform,
|
|
qmulf (vs->punchangle, rotation));
|
|
|
|
// smooth out stair step ups
|
|
if ((vs->onground != -1) && (gun_origin[2] - oldz > 0)) {
|
|
float steptime;
|
|
|
|
steptime = vs->frametime;
|
|
|
|
oldz += steptime * 80;
|
|
if (oldz > gun_origin[2])
|
|
oldz = gun_origin[2];
|
|
if (gun_origin[2] - oldz > 12)
|
|
oldz = gun_origin[2] - 12;
|
|
origin[2] += oldz - gun_origin[2];
|
|
gun_origin[2] += oldz - gun_origin[2];
|
|
} else {
|
|
oldz = gun_origin[2];
|
|
}
|
|
Transform_SetWorldPosition (vs->camera_transform, origin);
|
|
{
|
|
// FIXME sort out the alias model specific negation
|
|
vec3_t ang = {-viewangles[0], viewangles[1], viewangles[2]};
|
|
CL_TransformEntity (view, 1, ang, gun_origin);
|
|
}
|
|
}
|
|
|
|
static void
|
|
DropPunchAngle (viewstate_t *vs)
|
|
{
|
|
vec4f_t punch = vs->punchangle;
|
|
float ps = magnitude3f (punch)[0];
|
|
if (ps < 1e-3) {
|
|
// < 0.2 degree rotation, not worth worrying about
|
|
//ensure the quaternion is normalized
|
|
vs->punchangle = (vec4f_t) { 0, 0, 0, 1 };
|
|
return;
|
|
}
|
|
float pc = punch[3];
|
|
float ds = 0.0871557427 * vs->frametime;
|
|
float dc = sqrt (1 - ds * ds);
|
|
float s = ps * dc - pc * ds;
|
|
float c = pc * dc + ps * ds;
|
|
if (s <= 0 || c >= 1) {
|
|
vs->punchangle = (vec4f_t) { 0, 0, 0, 1 };
|
|
} else {
|
|
punch *= s / ps;
|
|
punch[3] = c;
|
|
}
|
|
}
|
|
|
|
/*
|
|
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
|
|
*/
|
|
void
|
|
V_RenderView (viewstate_t *vs)
|
|
{
|
|
if (!vs->active) {
|
|
vec4f_t base = { 0, 0, 0, 1 };
|
|
Transform_SetWorldPosition (vs->camera_transform, base);
|
|
Transform_SetWorldRotation (vs->camera_transform, base);
|
|
return;
|
|
}
|
|
|
|
if (vs->decay_punchangle) {
|
|
DropPunchAngle (vs);
|
|
}
|
|
if (vs->intermission) { // intermission / finale rendering
|
|
V_CalcIntermissionRefdef (vs);
|
|
} else {
|
|
if (vs->chase && chase_active->int_val) {
|
|
Chase_Update (vs->chasestate);
|
|
} else {
|
|
V_CalcRefdef (vs);
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
V_Init (viewstate_t *viewstate)
|
|
{
|
|
Cmd_AddDataCommand ("bf", V_BonusFlash_f, viewstate,
|
|
"Background flash, used when you pick up an item");
|
|
Cmd_AddDataCommand ("centerview", V_StartPitchDrift_f, viewstate,
|
|
"Centers the player's "
|
|
"view ahead after +lookup or +lookdown\n"
|
|
"Will not work while mlook is active or freelook is 1.");
|
|
Cmd_AddCommand ("v_cshift", V_cshift_f, "This adjusts all of the colors "
|
|
"currently being displayed.\n"
|
|
"Used when you are underwater, hit, have the Ring of "
|
|
"Shadows, or Quad Damage. (v_cshift r g b intensity)");
|
|
|
|
viewstate->camera_transform = Transform_New (cl_world.scene, 0);
|
|
}
|
|
|
|
void
|
|
V_Init_Cvars (void)
|
|
{
|
|
v_centermove = Cvar_Get ("v_centermove", "0.15", CVAR_NONE, NULL,
|
|
"How far the player must move forward before the "
|
|
"view re-centers");
|
|
v_centerspeed = Cvar_Get ("v_centerspeed", "500", CVAR_NONE, NULL,
|
|
"How quickly you return to a center view after "
|
|
"a lookup or lookdown");
|
|
v_iyaw_cycle = Cvar_Get ("v_iyaw_cycle", "2", CVAR_NONE, NULL,
|
|
"How far you tilt right and left when "
|
|
"v_idlescale is enabled");
|
|
v_iroll_cycle = Cvar_Get ("v_iroll_cycle", "0.5", CVAR_NONE, NULL,
|
|
"How quickly you tilt right and left when "
|
|
"v_idlescale is enabled");
|
|
v_ipitch_cycle = Cvar_Get ("v_ipitch_cycle", "1", CVAR_NONE, NULL,
|
|
"How quickly you lean forwards and backwards "
|
|
"when v_idlescale is enabled");
|
|
v_iyaw_level = Cvar_Get ("v_iyaw_level", "0.3", CVAR_NONE, NULL,
|
|
"How far you tilt right and left when "
|
|
"v_idlescale is enabled");
|
|
v_iroll_level = Cvar_Get ("v_iroll_level", "0.1", CVAR_NONE, NULL,
|
|
"How far you tilt right and left when "
|
|
"v_idlescale is enabled");
|
|
v_ipitch_level = Cvar_Get ("v_ipitch_level", "0.3", CVAR_NONE, NULL,
|
|
"How far you lean forwards and backwards when "
|
|
"v_idlescale is enabled");
|
|
v_idlescale = Cvar_Get ("v_idlescale", "0", CVAR_NONE, NULL,
|
|
"Toggles whether the view remains idle");
|
|
|
|
scr_ofsx = Cvar_Get ("scr_ofsx", "0", CVAR_NONE, NULL, "None");
|
|
scr_ofsy = Cvar_Get ("scr_ofsy", "0", CVAR_NONE, NULL, "None");
|
|
scr_ofsz = Cvar_Get ("scr_ofsz", "0", CVAR_NONE, NULL, "None");
|
|
cl_rollspeed = Cvar_Get ("cl_rollspeed", "200", CVAR_NONE, NULL,
|
|
"How quickly you straighten out after strafing");
|
|
cl_rollangle = Cvar_Get ("cl_rollangle", "2.0", CVAR_NONE, NULL,
|
|
"How much your screen tilts when strafing");
|
|
cl_bob = Cvar_Get ("cl_bob", "0.02", CVAR_NONE, NULL,
|
|
"How much your weapon moves up and down when walking");
|
|
cl_bobcycle = Cvar_Get ("cl_bobcycle", "0.6", CVAR_NONE, NULL,
|
|
"How quickly your weapon moves up and down when "
|
|
"walking");
|
|
cl_bobup = Cvar_Get ("cl_bobup", "0.5", CVAR_NONE, NULL,
|
|
"How long your weapon stays up before cycling when "
|
|
"walking");
|
|
v_kicktime = Cvar_Get ("v_kicktime", "0.5", CVAR_NONE, NULL,
|
|
"How long the kick from an attack lasts");
|
|
v_kickroll = Cvar_Get ("v_kickroll", "0.6", CVAR_NONE, NULL,
|
|
"How much you lean when hit");
|
|
v_kickpitch = Cvar_Get ("v_kickpitch", "0.6", CVAR_NONE, NULL,
|
|
"How much you look up when hit");
|
|
cl_cshift_bonus = Cvar_Get ("cl_cshift_bonus", "1", CVAR_ARCHIVE, NULL,
|
|
"Show bonus flash on item pickup");
|
|
cl_cshift_contents = Cvar_Get ("cl_cshift_content", "1", CVAR_ARCHIVE,
|
|
NULL, "Shift view colors for contents "
|
|
"(water, slime, etc)");
|
|
cl_cshift_damage = Cvar_Get ("cl_cshift_damage", "1", CVAR_ARCHIVE, NULL,
|
|
"Shift view colors on damage");
|
|
cl_cshift_powerup = Cvar_Get ("cl_cshift_powerup", "1", CVAR_ARCHIVE, NULL,
|
|
"Shift view colors for powerups");
|
|
}
|