mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-11 21:31:30 +00:00
84a24dbb34
This is actually a better solution to the renderer directly accessing
client code than provided by 7e078c7f9c
.
Essentially, V_RenderView should not have been calling R_RenderView, and
CL_UpdateScreen should have been calling V_RenderView directly. The
issue was that the renderers expected the world entity model to be valid
at all times. Now, R_RenderView checks the world entity model's validity
and immediately bails if it is not, and R_ClearState (which is called
whenever the client disconnects and thus no longer has a world to
render) clears the world entity model. Thus R_RenderView can (and is)
now called unconditionally from within the renderer, simplifying
renderer-specific variants.
790 lines
20 KiB
C
790 lines
20 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/simd/vec4f.h"
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#include "QF/plugin/vid_render.h"
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#include "QF/scene/entity.h"
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#include "compat.h"
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#include "nq/include/chase.h"
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#include "nq/include/client.h"
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#include "nq/include/host.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 *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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cshift_t cshift_empty = { {130, 80, 50}, 0};
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cshift_t cshift_water = { {130, 80, 50}, 128};
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cshift_t cshift_slime = { {0, 25, 5}, 150};
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cshift_t cshift_lava = { {255, 80, 0}, 150};
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cshift_t cshift_bonus = { {215, 186, 60}, 50};
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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 (void)
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{
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vec4f_t velocity = cl.viewstate.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 (cl.spectator)
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return 0;
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if (cl.viewstate.onground == -1)
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return bob; // just use old value
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bobtime += cl.viewstate.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 (void)
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{
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if (cl.laststop == cl.time) {
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return; // something else is keeping it from drifting
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}
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if (cl.nodrift || !cl.pitchvel) {
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cl.pitchvel = v_centerspeed->value;
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cl.nodrift = false;
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cl.driftmove = 0;
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}
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}
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void
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V_StopPitchDrift (void)
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{
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cl.laststop = cl.time;
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cl.nodrift = true;
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cl.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 cl.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 (void)
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{
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float delta, move;
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float forwardmove = cl.viewstate.movecmd[0];
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if (noclip_anglehack || cl.viewstate.onground == -1 || cls.demoplayback) {
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cl.driftmove = 0;
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cl.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 (cl.nodrift) {
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if (fabs (forwardmove) < cl_forwardspeed->value)
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cl.driftmove = 0;
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else
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cl.driftmove += cl.viewstate.frametime;
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if (cl.driftmove > v_centermove->value) {
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V_StartPitchDrift ();
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}
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return;
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}
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delta = cl.idealpitch - cl.viewstate.angles[PITCH];
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if (!delta) {
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cl.pitchvel = 0;
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return;
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}
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move = cl.viewstate.frametime * cl.pitchvel;
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cl.pitchvel += cl.viewstate.frametime * v_centerspeed->value;
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if (delta > 0) {
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if (move > delta) {
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cl.pitchvel = 0;
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move = delta;
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}
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cl.viewstate.angles[PITCH] += move;
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} else if (delta < 0) {
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if (move > -delta) {
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cl.pitchvel = 0;
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move = -delta;
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}
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cl.viewstate.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 (void)
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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 = cl.viewstate.origin;
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vec_t *angles = cl.viewstate.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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cl.faceanimtime = cl.time + 0.2; // but sbar face into pain frame
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if (cl_cshift_damage->int_val
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|| (cl.sv_cshifts & INFO_CSHIFT_DAMAGE)) {
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cshift_t *cshift = &cl.cshifts[CSHIFT_DAMAGE];
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cshift->percent += 3 * count;
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cshift->percent =
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bound (0, cshift->percent, 150);
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if (armor > blood) {
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cshift->destcolor[0] = 200;
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cshift->destcolor[1] = 100;
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cshift->destcolor[2] = 100;
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} else if (armor) {
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cshift->destcolor[0] = 220;
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cshift->destcolor[1] = 50;
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cshift->destcolor[2] = 50;
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} else {
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cshift->destcolor[0] = 255;
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cshift->destcolor[1] = 0;
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cshift->destcolor[2] = 0;
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}
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cshift->initialpct = cshift->percent;
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cshift->time = cl.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)
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{
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if (!cl_cshift_bonus->int_val
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&& !(cl.sv_cshifts & INFO_CSHIFT_BONUS))
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return;
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cl.cshifts[CSHIFT_BONUS] = cshift_bonus;
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cl.cshifts[CSHIFT_BONUS].initialpct = cl.cshifts[CSHIFT_BONUS].percent;
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cl.cshifts[CSHIFT_BONUS].time = cl.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 (int contents)
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{
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if (!cl_cshift_contents->int_val
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&& !(cl.sv_cshifts & INFO_CSHIFT_CONTENTS)) {
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cl.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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cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
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break;
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case CONTENTS_LAVA:
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cl.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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cl.cshifts[CSHIFT_CONTENTS] = cshift_slime;
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break;
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default:
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cl.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 (void)
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{
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if (!cl.stats[STAT_ITEMS] & (IT_SUIT || IT_INVISIBILITY || IT_QUAD
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|| IT_INVULNERABILITY))
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{
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cl.cshifts[CSHIFT_POWERUP].percent = 0;
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return;
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}
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if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY &&
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cl.stats[STAT_ITEMS] & IT_QUAD) {
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cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
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cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
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cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
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cl.cshifts[CSHIFT_POWERUP].percent = 30;
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} else if (cl.stats[STAT_ITEMS] & IT_QUAD) {
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cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
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cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
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cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
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cl.cshifts[CSHIFT_POWERUP].percent = 30;
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} else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY) {
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cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
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cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
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cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
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cl.cshifts[CSHIFT_POWERUP].percent = 30;
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} else if (cl.stats[STAT_ITEMS] & IT_SUIT) {
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cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
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cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
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cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
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cl.cshifts[CSHIFT_POWERUP].percent = 20;
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} else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY) {
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cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
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cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
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cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
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cl.cshifts[CSHIFT_POWERUP].percent = 100;
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} else {
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cl.cshifts[CSHIFT_POWERUP].percent = 0;
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}
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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 (void)
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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 = cl.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 += (cl.cshifts[i].destcolor[0] - r) * a2;
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g += (cl.cshifts[i].destcolor[1] - g) * a2;
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b += (cl.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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r_data->vid->cshift_color[0] = min (r, 255.0) / 255.0;
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r_data->vid->cshift_color[1] = min (g, 255.0) / 255.0;
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r_data->vid->cshift_color[2] = min (b, 255.0) / 255.0;
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r_data->vid->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, 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 - (cl.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 (void)
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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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|| (cl.sv_cshifts & INFO_CSHIFT_POWERUP))
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V_CalcPowerupCshift ();
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r_data->vid->cshift_changed = false;
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for (i = 0; i < NUM_CSHIFTS; i++) {
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if (cl.cshifts[i].percent != cl.prev_cshifts[i].percent) {
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r_data->vid->cshift_changed = true;
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cl.prev_cshifts[i].percent = cl.cshifts[i].percent;
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}
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for (j = 0; j < 3; j++) {
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if (cl.cshifts[i].destcolor[j] != cl.prev_cshifts[i].destcolor[j])
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{
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r_data->vid->cshift_changed = true;
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cl.prev_cshifts[i].destcolor[j] = cl.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 (&cl.cshifts[CSHIFT_DAMAGE], 150);
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// drop the bonus value
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V_DropCShift (&cl.cshifts[CSHIFT_BONUS], 100);
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if (!r_data->vid->cshift_changed && !r_data->vid->recalc_refdef)
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return;
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V_CalcBlend ();
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}
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/* VIEW RENDERING */
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static void
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CalcGunAngle (void)
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{
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vec4f_t rotation = r_data->refdef->viewrotation;
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//FIXME make child of camera
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Transform_SetWorldRotation (cl.viewent.transform, rotation);
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}
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static void
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V_BoundOffsets (void)
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{
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vec4f_t offset = r_data->refdef->viewposition
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- cl.viewstate.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);
|
|
offset[1] = bound (-14, offset[1], 14);
|
|
offset[2] = bound (-22, offset[2], 30);
|
|
r_data->refdef->viewposition = cl.viewstate.origin + offset;
|
|
}
|
|
|
|
static vec4f_t
|
|
idle_quat (vec4f_t axis, cvar_t *cycle, cvar_t *level)
|
|
{
|
|
vec4f_t identity = { 0, 0, 0, 1 };
|
|
if (!level || !cycle) {
|
|
return identity;
|
|
}
|
|
float scale = sin (cl.time * cycle->value);
|
|
float ang = scale * level->value * v_idlescale->value;
|
|
float c = cos (ang * M_PI / 360);
|
|
float s = sin (ang * M_PI / 360);
|
|
return axis * s + identity * c;
|
|
}
|
|
|
|
/*
|
|
V_AddIdle
|
|
|
|
Idle swaying
|
|
*/
|
|
static void
|
|
V_AddIdle (void)
|
|
{
|
|
vec4f_t roll = idle_quat ((vec4f_t) { 1, 0, 0, 0},
|
|
v_iroll_cycle, v_iroll_level);
|
|
vec4f_t pitch = idle_quat ((vec4f_t) { 0, 1, 0, 0},
|
|
v_ipitch_cycle, v_ipitch_level);
|
|
vec4f_t yaw = idle_quat ((vec4f_t) { 0, 0, 1, 0},
|
|
v_iyaw_cycle, v_iyaw_level);
|
|
vec4f_t rot = normalf (qmulf (yaw, qmulf (pitch, roll)));
|
|
|
|
// rotate the view
|
|
r_data->refdef->viewrotation = qmulf (rot, r_data->refdef->viewrotation);
|
|
|
|
// counter-rotate the weapon
|
|
rot = qmulf (qconjf (rot),
|
|
Transform_GetWorldRotation (cl.viewent.transform));
|
|
Transform_SetWorldRotation (cl.viewent.transform, rot);
|
|
}
|
|
|
|
/*
|
|
V_CalcViewRoll
|
|
|
|
Roll is induced by movement and damage
|
|
*/
|
|
static void
|
|
V_CalcViewRoll (void)
|
|
{
|
|
vec_t *angles = cl.viewstate.angles;
|
|
vec4f_t velocity = cl.viewstate.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 -= cl.viewstate.frametime;
|
|
}
|
|
|
|
if (cl.viewstate.flags & VF_DEAD) { // VF_GIB will also set VF_DEAD
|
|
ang[ROLL] = 80; // dead view angle
|
|
}
|
|
|
|
vec4f_t rot;
|
|
AngleQuat (ang, &rot[0]);//FIXME
|
|
r_data->refdef->viewrotation = qmulf (r_data->refdef->viewrotation, rot);
|
|
}
|
|
|
|
static void
|
|
V_CalcIntermissionRefdef (void)
|
|
{
|
|
// ent is the player model (visible when out of body)
|
|
entity_t *ent = &cl_entities[cl.viewentity];
|
|
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 = &cl.viewent;
|
|
|
|
r_data->refdef->viewposition = origin;
|
|
r_data->refdef->viewrotation = rotation;
|
|
view->renderer.model = NULL;
|
|
|
|
// always idle in intermission
|
|
old = v_idlescale->value;
|
|
Cvar_SetValue (v_idlescale, 1);
|
|
V_AddIdle ();
|
|
Cvar_SetValue (v_idlescale, old);
|
|
}
|
|
|
|
static void
|
|
V_CalcRefdef (void)
|
|
{
|
|
// view is the weapon model (visible only from inside body)
|
|
entity_t *view = &cl.viewent;
|
|
float bob;
|
|
static float oldz = 0;
|
|
vec4f_t forward = {}, right = {}, up = {};
|
|
vec4f_t origin = cl.viewstate.origin;
|
|
vec_t *viewangles = cl.viewstate.angles;
|
|
|
|
V_DriftPitch ();
|
|
|
|
bob = V_CalcBob ();
|
|
|
|
// refresh position
|
|
r_data->refdef->viewposition = origin;
|
|
r_data->refdef->viewposition[2] += cl.viewheight + 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
|
|
r_data->refdef->viewposition += (vec4f_t) { 1.0/16, 1.0/16, 1.0/16, 0};
|
|
|
|
AngleQuat (cl.viewstate.angles, &r_data->refdef->viewrotation[0]);//FIXME
|
|
V_CalcViewRoll ();
|
|
V_AddIdle ();
|
|
|
|
// 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 (cl.maxclients == 1) {
|
|
r_data->refdef->viewposition += scr_ofsx->value * forward
|
|
+ scr_ofsy->value * right
|
|
+ scr_ofsz->value * up;
|
|
}
|
|
|
|
V_BoundOffsets ();
|
|
|
|
// set up gun position
|
|
CalcGunAngle ();
|
|
|
|
origin += (vec4f_t) { 0, 0, cl.viewheight, 0 };
|
|
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) {
|
|
origin += (vec4f_t) { 0, 0, 1, 0};
|
|
} else if (r_data->scr_viewsize->int_val == 100) {
|
|
origin += (vec4f_t) { 0, 0, 2, 0};
|
|
} else if (r_data->scr_viewsize->int_val == 90) {
|
|
origin += (vec4f_t) { 0, 0, 1, 0};
|
|
} else if (r_data->scr_viewsize->int_val == 80) {
|
|
origin += (vec4f_t) { 0, 0, 0.5, 0};
|
|
}
|
|
|
|
model_t *model = cl.model_precache[cl.stats[STAT_WEAPON]];
|
|
if (view->renderer.model != model) {
|
|
view->animation.pose2 = -1;
|
|
}
|
|
view->renderer.model = model;
|
|
view->animation.frame = cl.stats[STAT_WEAPONFRAME];
|
|
view->renderer.skin = 0;
|
|
|
|
// set up the refresh position
|
|
r_data->refdef->viewrotation = qmulf (cl.viewstate.punchangle,
|
|
r_data->refdef->viewrotation);
|
|
|
|
// smooth out stair step ups
|
|
if ((cl.viewstate.onground != -1) && (origin[2] - oldz > 0)) {
|
|
float steptime;
|
|
|
|
steptime = cl.viewstate.frametime;
|
|
|
|
oldz += steptime * 80;
|
|
if (oldz > origin[2])
|
|
oldz = origin[2];
|
|
if (origin[2] - oldz > 12)
|
|
oldz = origin[2] - 12;
|
|
r_data->refdef->viewposition[2] += oldz - origin[2];
|
|
origin[2] += oldz - origin[2];
|
|
} else {
|
|
oldz = origin[2];
|
|
}
|
|
{
|
|
// FIXME sort out the alias model specific negation
|
|
vec3_t ang = {-viewangles[0], viewangles[1], viewangles[2]};
|
|
CL_TransformEntity (view, 1, ang, origin);
|
|
}
|
|
|
|
if (cl.chase && chase_active->int_val) {
|
|
Chase_Update ();
|
|
}
|
|
}
|
|
|
|
/*
|
|
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 (void)
|
|
{
|
|
if (cls.state != ca_active) {
|
|
r_data->refdef->viewposition = (vec4f_t) { 0, 0, 0, 1 };
|
|
r_data->refdef->viewrotation = (vec4f_t) { 0, 0, 0, 1 };
|
|
return;
|
|
}
|
|
|
|
if (cl.intermission) { // intermission / finale rendering
|
|
V_CalcIntermissionRefdef ();
|
|
} else {
|
|
V_CalcRefdef ();
|
|
}
|
|
}
|
|
|
|
void
|
|
V_Init (void)
|
|
{
|
|
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.");
|
|
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)");
|
|
}
|
|
|
|
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");
|
|
}
|