quakeforge/qw/source/r_view.c
Zephaniah E. Hull b7ee9ba07d gl_draw.c: gl_lightmode now uses a callback.
gl_dyn_part.c:
  Now uses a (non-locked) vertex array to reduce GL calls.
  Gives a slight speed gain, I'll optimize it a bit more soon.
gl_rlight.c:
  Fixed much of the dlightframecount issues.
  (This gives cleaner code and a speed up.)
gl_rmain.c: A slight reorg of the dlight call order.
gl_rmisc.c: Enable some of the vertex arrays. (vertex, texcoord, color.)
gl_rsurf.c:
  Reworked R_BuildLightMap, smaller now code wise, also more optimized,
  and it builds a 0-2 lightmap in more cases now.

  Playing with GL_UploadLightmap.

  For non-lighthalf non-mtex lightmaps use a 0-2 range.
  (Makes gl_lightmode look a /lot/ better.)

gl_screen.c: More stuff with the gl_lightmode callback.
r_view.c: R_PushDlights is called elsewhere now.
sw_rmain.c:
  Moved the R_PushDlights call.
  Also killed the unused PASSAGES define.
2001-04-06 02:57:26 +00:00

771 lines
18 KiB
C

/*
r_view.c
player eye positioning
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:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include <stdlib.h>
#include <math.h>
#include "bothdefs.h"
#include "client.h"
#include "QF/cmd.h"
#include "QF/compat.h"
#include "QF/cvar.h"
#include "host.h"
#include "QF/msg.h"
#include "pmove.h"
#include "screen.h"
#include "vid.h"
#include "view.h"
/*
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.
*/
cvar_t *cl_rollspeed;
cvar_t *cl_rollangle;
cvar_t *cl_bob;
cvar_t *cl_bobcycle;
cvar_t *cl_bobup;
cvar_t *v_kicktime;
cvar_t *v_kickroll;
cvar_t *v_kickpitch;
cvar_t *v_iyaw_cycle;
cvar_t *v_iroll_cycle;
cvar_t *v_ipitch_cycle;
cvar_t *v_iyaw_level;
cvar_t *v_iroll_level;
cvar_t *v_ipitch_level;
cvar_t *v_idlescale;
float v_dmg_time, v_dmg_roll, v_dmg_pitch;
extern int in_forward, in_forward2, in_back;
frame_t *view_frame;
player_state_t *view_message;
void BuildGammaTable (float, float);
/*
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 (void)
{
static double bobtime;
static float bob;
float cycle;
if (cl.spectator)
return 0;
if (onground == -1)
return bob; // just use old value
bobtime += host_frametime;
cycle = bobtime - (int) (bobtime / 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 =
sqrt (cl.simvel[0] * cl.simvel[0] +
cl.simvel[1] * cl.simvel[1]) * cl_bob->value;
bob = bob * 0.3 + bob * 0.7 * sin (cycle);
if (bob > 4)
bob = 4;
else if (bob < -7)
bob = -7;
return bob;
}
//=============================================================================
cvar_t *v_centermove;
cvar_t *v_centerspeed;
void
V_StartPitchDrift (void)
{
#if 1
if (cl.laststop == cl.time) {
return; // something else is keeping it from
// drifting
}
#endif
if (cl.nodrift || !cl.pitchvel) {
cl.pitchvel = v_centerspeed->value;
cl.nodrift = false;
cl.driftmove = 0;
}
}
void
V_StopPitchDrift (void)
{
cl.laststop = cl.time;
cl.nodrift = true;
cl.pitchvel = 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 (void)
{
float delta, move;
if (view_message->onground == -1 || cls.demoplayback) {
cl.driftmove = 0;
cl.pitchvel = 0;
return;
}
// don't count small mouse motion
if (cl.nodrift) {
if (fabs
(cl.frames[(cls.netchan.outgoing_sequence - 1) & UPDATE_MASK].cmd.
forwardmove) < 200)
cl.driftmove = 0;
else
cl.driftmove += host_frametime;
if (cl.driftmove > v_centermove->value) {
V_StartPitchDrift ();
}
return;
}
delta = 0 - cl.viewangles[PITCH];
if (!delta) {
cl.pitchvel = 0;
return;
}
move = host_frametime * cl.pitchvel;
cl.pitchvel += host_frametime * v_centerspeed->value;
//Con_Printf ("move: %f (%f)\n", move, host_frametime);
if (delta > 0) {
if (move > delta) {
cl.pitchvel = 0;
move = delta;
}
cl.viewangles[PITCH] += move;
} else if (delta < 0) {
if (move > -delta) {
cl.pitchvel = 0;
move = -delta;
}
cl.viewangles[PITCH] -= move;
}
}
/*
PALETTE FLASHES
*/
extern cvar_t *cl_cshift_bonus;
extern cvar_t *cl_cshift_contents;
extern cvar_t *cl_cshift_damage;
// extern cvar_t *cl_cshift_powerup;
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 };
cvar_t *brightness;
cvar_t *contrast;
byte gammatable[256]; // palette is sent through this
/*
V_CheckGamma
*/
qboolean
V_CheckGamma (void)
{
static float oldbrightness;
static float oldcontrast;
if ((brightness->value == oldbrightness) && contrast->value == oldcontrast)
return false;
oldbrightness = brightness->value;
oldcontrast = contrast->value;
BuildGammaTable (brightness->value, contrast->value);
vid.recalc_refdef = 1; // force a surface cache flush
return true;
}
/*
V_ParseDamage
*/
void
V_ParseDamage (void)
{
int armor, blood;
vec3_t from;
int i;
vec3_t forward, right, up;
float side;
float count;
armor = MSG_ReadByte (net_message);
blood = MSG_ReadByte (net_message);
for (i = 0; i < 3; i++)
from[i] = MSG_ReadCoord (net_message);
count = blood * 0.5 + armor * 0.5;
if (count < 10)
count = 10;
cl.faceanimtime = cl.time + 0.2; // but sbar face into pain frame
if (cl_cshift_damage->int_val
|| (atoi (Info_ValueForKey (cl.serverinfo, "cshifts")) & INFO_CSHIFT_DAMAGE)) {
cl.cshifts[CSHIFT_DAMAGE].percent += 3 * count;
cl.cshifts[CSHIFT_DAMAGE].percent = bound (0, 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, from);
VectorNormalize (from);
AngleVectors (cl.simangles, forward, right, up);
side = DotProduct (from, right);
v_dmg_roll = count * side * v_kickroll->value;
side = DotProduct (from, forward);
v_dmg_pitch = count * side * v_kickpitch->value;
v_dmg_time = v_kicktime->value;
}
/*
V_cshift_f
*/
void
V_cshift_f (void)
{
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 (!cl_cshift_bonus->int_val
&& !(atoi (Info_ValueForKey (cl.serverinfo, "cshifts")) & INFO_CSHIFT_BONUS))
return;
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_SetContentsColor
Underwater, lava, etc each has a color shift
*/
void
V_SetContentsColor (int contents)
{
if (!cl_cshift_contents->int_val
&& !(atoi (Info_ValueForKey (cl.serverinfo, "cshifts")) & INFO_CSHIFT_CONTENTS)) {
cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
return;
}
switch (contents) {
case CONTENTS_EMPTY:
cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
break;
case CONTENTS_LAVA:
cl.cshifts[CSHIFT_CONTENTS] = cshift_lava;
break;
case CONTENTS_SOLID:
case CONTENTS_SLIME:
cl.cshifts[CSHIFT_CONTENTS] = cshift_slime;
break;
default:
cl.cshifts[CSHIFT_CONTENTS] = cshift_water;
}
}
/*
VIEW RENDERING
*/
float
angledelta (float a)
{
a = anglemod (a);
if (a > 180)
a -= 360;
return a;
}
/*
CalcGunAngle
*/
void
CalcGunAngle (void)
{
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;
yaw = bound (-10, yaw, 10);
pitch = angledelta (-pitch - r_refdef.viewangles[PITCH]) * 0.4;
pitch = bound (-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.angles[YAW] = r_refdef.viewangles[YAW] + yaw;
cl.viewent.angles[PITCH] = -(r_refdef.viewangles[PITCH] + pitch);
}
/*
V_BoundOffsets
*/
void
V_BoundOffsets (void)
{
// 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[0] - 14)
r_refdef.vieworg[0] = cl.simorg[0] - 14;
else if (r_refdef.vieworg[0] > cl.simorg[0] + 14)
r_refdef.vieworg[0] = cl.simorg[0] + 14;
if (r_refdef.vieworg[1] < cl.simorg[1] - 14)
r_refdef.vieworg[1] = cl.simorg[1] - 14;
else if (r_refdef.vieworg[1] > cl.simorg[1] + 14)
r_refdef.vieworg[1] = cl.simorg[1] + 14;
if (r_refdef.vieworg[2] < cl.simorg[2] - 22)
r_refdef.vieworg[2] = cl.simorg[2] - 22;
else if (r_refdef.vieworg[2] > cl.simorg[2] + 30)
r_refdef.vieworg[2] = cl.simorg[2] + 30;
}
/*
V_AddIdle
Idle swaying
*/
void
V_AddIdle (void)
{
r_refdef.viewangles[ROLL] +=
v_idlescale->value * sin (cl.time * v_iroll_cycle->value) *
v_iroll_level->value;
r_refdef.viewangles[PITCH] +=
v_idlescale->value * sin (cl.time * v_ipitch_cycle->value) *
v_ipitch_level->value;
r_refdef.viewangles[YAW] +=
v_idlescale->value * sin (cl.time * v_iyaw_cycle->value) *
v_iyaw_level->value;
cl.viewent.angles[ROLL] -=
v_idlescale->value * sin (cl.time * v_iroll_cycle->value) *
v_iroll_level->value;
cl.viewent.angles[PITCH] -=
v_idlescale->value * sin (cl.time * v_ipitch_cycle->value) *
v_ipitch_level->value;
cl.viewent.angles[YAW] -=
v_idlescale->value * sin (cl.time * v_iyaw_cycle->value) *
v_iyaw_level->value;
}
/*
V_CalcViewRoll
Roll is induced by movement and damage
*/
void
V_CalcViewRoll (void)
{
float side;
side = V_CalcRoll (cl.simangles, cl.simvel);
r_refdef.viewangles[ROLL] += side;
if (v_dmg_time > 0) {
r_refdef.viewangles[ROLL] +=
v_dmg_time / v_kicktime->value * v_dmg_roll;
r_refdef.viewangles[PITCH] +=
v_dmg_time / v_kicktime->value * v_dmg_pitch;
v_dmg_time -= host_frametime;
}
}
/*
V_CalcIntermissionRefdef
*/
void
V_CalcIntermissionRefdef (void)
{
entity_t *view;
float old;
// view is the weapon model
view = &cl.viewent;
VectorCopy (cl.simorg, r_refdef.vieworg);
VectorCopy (cl.simangles, r_refdef.viewangles);
view->model = NULL;
// always idle in intermission
old = v_idlescale->value;
Cvar_SetValue (v_idlescale, 1);
V_AddIdle ();
Cvar_SetValue (v_idlescale, old);
}
/*
V_CalcRefdef
*/
void
V_CalcRefdef (void)
{
entity_t *view;
int i;
vec3_t forward, right, up;
float bob;
static float oldz = 0;
int zofs = 22;
if (cl.stdver)
zofs = cl.stats[STAT_VIEWHEIGHT];
V_DriftPitch ();
// view is the weapon model (only visible from inside body)
view = &cl.viewent;
bob = V_CalcBob ();
// refresh position from simulated origin
VectorCopy (cl.simorg, r_refdef.vieworg);
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, r_refdef.viewangles);
V_CalcViewRoll ();
V_AddIdle ();
if (view_message->flags & PF_GIB)
r_refdef.vieworg[2] += 8; // gib view height
else if (view_message->flags & PF_DEAD)
r_refdef.vieworg[2] -= 16; // corpse view height
else
r_refdef.vieworg[2] += zofs; // view height
if (view_message->flags & PF_DEAD) // PF_GIB will also set PF_DEAD
r_refdef.viewangles[ROLL] = 80; // dead view angle
// offsets
AngleVectors (cl.simangles, forward, right, up);
// set up gun position
VectorCopy (cl.simangles, view->angles);
CalcGunAngle ();
VectorCopy (cl.simorg, view->origin);
view->origin[2] += zofs;
for (i = 0; i < 3; i++) {
view->origin[i] += forward[i] * bob * 0.4;
// view->origin[i] += right[i]*bob*0.4;
// view->origin[i] += up[i]*bob*0.8;
}
view->origin[2] += bob;
// fudge position around to keep amount of weapon visible
// roughly equal with different FOV
if (cl_sbar->int_val == 0 &&scr_viewsize->int_val >= 100)
;
else if (scr_viewsize->int_val == 110)
view->origin[2] += 1;
else if (scr_viewsize->int_val == 100)
view->origin[2] += 2;
else if (scr_viewsize->int_val == 90)
view->origin[2] += 1;
else if (scr_viewsize->int_val == 80)
view->origin[2] += 0.5;
if (view_message->flags & (PF_GIB | PF_DEAD))
view->model = NULL;
else
view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
view->frame = view_message->weaponframe;
view->colormap = vid.colormap;
// LordHavoc: make gun visible
view->alpha = 1;
view->colormod[0] = view->colormod[1] = view->colormod[2] = 1;
// set up the refresh position
r_refdef.viewangles[PITCH] += cl.punchangle;
// smooth out stair step ups
if ((cl.onground != -1) && (cl.simorg[2] - oldz > 0)) {
float steptime;
steptime = host_frametime;
oldz += steptime * 80;
if (oldz > cl.simorg[2])
oldz = cl.simorg[2];
if (cl.simorg[2] - oldz > 12)
oldz = cl.simorg[2] - 12;
r_refdef.vieworg[2] += oldz - cl.simorg[2];
view->origin[2] += oldz - cl.simorg[2];
} else
oldz = cl.simorg[2];
}
/*
DropPunchAngle
*/
void
DropPunchAngle (void)
{
cl.punchangle -= 10 * host_frametime;
if (cl.punchangle < 0)
cl.punchangle = 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;
void
V_RenderView (void)
{
// if (cl.simangles[ROLL])
// Sys_Error ("cl.simangles[ROLL]"); // DEBUG
cl.simangles[ROLL] = 0; // FIXME @@@
if (cls.state != ca_active)
return;
view_frame = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
view_message = &view_frame->playerstate[cl.playernum];
DropPunchAngle ();
if (cl.intermission) { // intermission / finale rendering
V_CalcIntermissionRefdef ();
} else {
V_CalcRefdef ();
}
R_RenderView ();
}
//============================================================================
/*
V_Init
*/
void
V_Init (void)
{
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)");
Cmd_AddCommand ("bf", V_BonusFlash_f, "Background flash, used when you pick up an item");
Cmd_AddCommand ("centerview", V_StartPitchDrift, "Centers the player's view ahead after +lookup or +lookdown \n"
"Will not work while mlook is active or freelook is 1.");
BuildGammaTable (1.0, 1.0); // no gamma yet
}
void
V_Init_Cvars (void)
{
v_centermove = Cvar_Get ("v_centermove", "0.15", CVAR_NONE, 0, "How far the player must move forward before the view re-centers");
v_centerspeed = Cvar_Get ("v_centerspeed", "500", CVAR_NONE, 0, "How quickly you return to a center view after a lookup or lookdown");
v_iyaw_cycle = Cvar_Get ("v_iyaw_cycle", "2", CVAR_NONE, 0, "How far you tilt right and left when v_idlescale is enabled");
v_iroll_cycle = Cvar_Get ("v_iroll_cycle", "0.5", CVAR_NONE, 0, "How quickly you tilt right and left when v_idlescale is enabled");
v_ipitch_cycle = Cvar_Get ("v_ipitch_cycle", "1", CVAR_NONE, 0, "How quickly you lean forwards and backwards when v_idlescale is enabled");
v_iyaw_level = Cvar_Get ("v_iyaw_level", "0.3", CVAR_NONE, 0, "How far you tilt right and left when v_idlescale is enabled");
v_iroll_level = Cvar_Get ("v_iroll_level", "0.1", CVAR_NONE, 0, "How far you tilt right and left when v_idlescale is enabled");
v_ipitch_level = Cvar_Get ("v_ipitch_level", "0.3", CVAR_NONE, 0, "How far you lean forwards and backwards when v_idlescale is enabled");
v_idlescale = Cvar_Get ("v_idlescale", "0", CVAR_NONE, 0, "Toggles whether the view remains idle");
cl_rollspeed = Cvar_Get ("cl_rollspeed", "200", CVAR_NONE, 0, "How quickly you straighten out after strafing");
cl_rollangle = Cvar_Get ("cl_rollangle", "2.0", CVAR_NONE, 0, "How much your screen tilts when strafing");
cl_bob = Cvar_Get ("cl_bob", "0.02", CVAR_NONE, 0, "How much your weapon moves up and down when walking");
cl_bobcycle = Cvar_Get ("cl_bobcycle", "0.6", CVAR_NONE, 0, "How quickly your weapon moves up and down when walking");
cl_bobup = Cvar_Get ("cl_bobup", "0.5", CVAR_NONE, 0, "How long your weapon stays up before cycling when walking");
v_kicktime = Cvar_Get ("v_kicktime", "0.5", CVAR_NONE, 0, "How long the kick from an attack lasts");
v_kickroll = Cvar_Get ("v_kickroll", "0.6", CVAR_NONE, 0, "How much you lean when hit");
v_kickpitch = Cvar_Get ("v_kickpitch", "0.6", CVAR_NONE, 0, "How much you look up when hit");
brightness = Cvar_Get ("brightness", "1", CVAR_ARCHIVE, 0, "Brightness level");
contrast = Cvar_Get ("contrast", "1", CVAR_ARCHIVE, 0, "Contrast level");
}