948 lines
25 KiB
C++
948 lines
25 KiB
C++
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// cg_view.c -- setup all the parameters (position, angle, etc)
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// for a 3D rendering
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#include "cg_local.h"
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#include "fx_public.h"
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float cg_zoomFov;
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#define CG_CAM_ABOVE 2
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/*
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=============================================================================
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MODEL TESTING
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The viewthing and gun positioning tools from Q2 have been integrated and
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enhanced into a single model testing facility.
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Model viewing can begin with either "testmodel <modelname>" or "testgun <modelname>".
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The names must be the full pathname after the basedir, like
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"models/weapons/v_launch/tris.md3" or "players/male/tris.md3"
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Testmodel will create a fake entity 100 units in front of the current view
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position, directly facing the viewer. It will remain immobile, so you can
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move around it to view it from different angles.
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Testgun will cause the model to follow the player around and supress the real
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view weapon model. The default frame 0 of most guns is completely off screen,
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so you will probably have to cycle a couple frames to see it.
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"nextframe", "prevframe", "nextskin", and "prevskin" commands will change the
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frame or skin of the testmodel. These are bound to F5, F6, F7, and F8 in
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q3default.cfg.
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If a gun is being tested, the "gun_x", "gun_y", and "gun_z" variables will let
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you adjust the positioning.
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Note that none of the model testing features update while the game is paused, so
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it may be convenient to test with deathmatch set to 1 so that bringing down the
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console doesn't pause the game.
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=============================================================================
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*/
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/*
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=================
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CG_TestModel_f
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Creates an entity in front of the current position, which
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can then be moved around
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=================
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*/
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void CG_TestModel_f (void) {
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vec3_t angles;
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memset( &cg.testModelEntity, 0, sizeof(cg.testModelEntity) );
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if ( cgi_Argc() < 2 ) {
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return;
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}
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Q_strncpyz (cg.testModelName, CG_Argv( 1 ), MAX_QPATH );
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cg.testModelEntity.hModel = cgi_R_RegisterModel( cg.testModelName );
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if ( cgi_Argc() == 3 ) {
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cg.testModelEntity.backlerp = atof( CG_Argv( 2 ) );
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cg.testModelEntity.frame = 1;
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cg.testModelEntity.oldframe = 0;
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}
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if (! cg.testModelEntity.hModel ) {
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CG_Printf( "Can't register model\n" );
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return;
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}
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VectorMA( cg.refdef.vieworg, 100, cg.refdef.viewaxis[0], cg.testModelEntity.origin );
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angles[PITCH] = 0;
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angles[YAW] = 180 + cg.refdefViewAngles[1];
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angles[ROLL] = 0;
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AnglesToAxis( angles, cg.testModelEntity.axis );
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cg.testGun = qfalse;
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}
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/*
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=================
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CG_TestGun_f
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Replaces the current view weapon with the given model
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=================
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*/
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void CG_TestGun_f (void) {
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CG_TestModel_f();
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cg.testGun = qtrue;
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cg.testModelEntity.renderfx = RF_MINLIGHT | RF_DEPTHHACK | RF_FIRST_PERSON;
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}
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void CG_TestModelNextFrame_f (void) {
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cg.testModelEntity.frame++;
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CG_Printf( "frame %i\n", cg.testModelEntity.frame );
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}
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void CG_TestModelPrevFrame_f (void) {
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cg.testModelEntity.frame--;
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if ( cg.testModelEntity.frame < 0 ) {
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cg.testModelEntity.frame = 0;
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}
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CG_Printf( "frame %i\n", cg.testModelEntity.frame );
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}
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void CG_TestModelNextSkin_f (void) {
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cg.testModelEntity.skinNum++;
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CG_Printf( "skin %i\n", cg.testModelEntity.skinNum );
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}
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void CG_TestModelPrevSkin_f (void) {
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cg.testModelEntity.skinNum--;
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if ( cg.testModelEntity.skinNum < 0 ) {
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cg.testModelEntity.skinNum = 0;
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}
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CG_Printf( "skin %i\n", cg.testModelEntity.skinNum );
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}
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static void CG_AddTestModel (void) {
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int i;
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// re-register the model, because the level may have changed
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/* cg.testModelEntity.hModel = cgi_R_RegisterModel( cg.testModelName );
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if (! cg.testModelEntity.hModel ) {
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CG_Printf ("Can't register model\n");
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return;
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}
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*/
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// if testing a gun, set the origin reletive to the view origin
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if ( cg.testGun ) {
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VectorCopy( cg.refdef.vieworg, cg.testModelEntity.origin );
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VectorCopy( cg.refdef.viewaxis[0], cg.testModelEntity.axis[0] );
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VectorCopy( cg.refdef.viewaxis[1], cg.testModelEntity.axis[1] );
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VectorCopy( cg.refdef.viewaxis[2], cg.testModelEntity.axis[2] );
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// allow the position to be adjusted
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for (i=0 ; i<3 ; i++) {
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cg.testModelEntity.origin[i] += cg.refdef.viewaxis[0][i] * cg_gun_x.value;
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cg.testModelEntity.origin[i] += cg.refdef.viewaxis[1][i] * cg_gun_y.value;
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cg.testModelEntity.origin[i] += cg.refdef.viewaxis[2][i] * cg_gun_z.value;
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}
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}
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cgi_R_AddRefEntityToScene( &cg.testModelEntity );
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}
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//============================================================================
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/*
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=================
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CG_CalcVrect
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Sets the coordinates of the rendered window
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=================
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*/
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void CG_CalcVrect (void) {
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int size;
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// the intermission should allways be full screen
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if ( cg.snap && cg.snap->ps.pm_type == PM_INTERMISSION ) {
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size = 100;
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} else {
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// bound normal viewsize
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if (cg_viewsize.integer < 30) {
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cgi_Cvar_Set ("cg_viewsize","30");
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size = 30;
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} else if (cg_viewsize.integer > 100) {
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cgi_Cvar_Set ("cg_viewsize","100");
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size = 100;
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} else {
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size = cg_viewsize.integer;
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}
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}
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cg.refdef.width = cgs.glconfig.vidWidth * size * 0.01;
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cg.refdef.width &= ~1;
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cg.refdef.height = cgs.glconfig.vidHeight * size * 0.01;
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cg.refdef.height &= ~1;
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cg.refdef.x = (cgs.glconfig.vidWidth - cg.refdef.width) * 0.5;
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cg.refdef.y = (cgs.glconfig.vidHeight - cg.refdef.height) * 0.5;
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}
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//==============================================================================
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/*
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===============
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CG_OffsetThirdPersonView
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===============
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*/
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#define FOCUS_DISTANCE 512
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static void CG_OffsetThirdPersonView( void ) {
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vec3_t forward, right, up;
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vec3_t view;
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vec3_t focusAngles;
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trace_t trace;
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static vec3_t mins = { -4, -4, -4 };
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static vec3_t maxs = { 4, 4, 4 };
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vec3_t focusPoint;
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float focusDist;
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float forwardScale, sideScale;
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cg.refdef.vieworg[2] += cg.predicted_player_state.viewheight;
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VectorCopy( cg.refdefViewAngles, focusAngles );
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// if dead, look at killer
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if ( cg.predicted_player_state.stats[STAT_HEALTH] <= 0 ) {
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focusAngles[YAW] = cg.predicted_player_state.stats[STAT_DEAD_YAW];
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cg.refdefViewAngles[YAW] = cg.predicted_player_state.stats[STAT_DEAD_YAW];
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}
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if ( focusAngles[PITCH] > 45 ) {
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focusAngles[PITCH] = 45; // don't go too far overhead
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}
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AngleVectors( focusAngles, forward, NULL, NULL );
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VectorMA( cg.refdef.vieworg, FOCUS_DISTANCE, forward, focusPoint );
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VectorCopy( cg.refdef.vieworg, view );
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view[2] += 8;
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cg.refdefViewAngles[PITCH] *= 0.5;
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AngleVectors( cg.refdefViewAngles, forward, right, up );
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forwardScale = cos( cg_thirdPersonAngle.value / 180 * M_PI );
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sideScale = sin( cg_thirdPersonAngle.value / 180 * M_PI );
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VectorMA( view, -cg_thirdPersonRange.value * forwardScale, forward, view );
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VectorMA( view, -cg_thirdPersonRange.value * sideScale, right, view );
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// trace a ray from the origin to the viewpoint to make sure the view isn't
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// in a solid block. Use an 8 by 8 block to prevent the view from near clipping anything
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CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predicted_player_state.clientNum, MASK_SOLID );
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if ( trace.fraction != 1.0 ) {
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VectorCopy( trace.endpos, view );
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view[2] += (1.0 - trace.fraction) * 32;
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// try another trace to this position, because a tunnel may have the ceiling
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// close enogh that this is poking out
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CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predicted_player_state.clientNum, MASK_SOLID );
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VectorCopy( trace.endpos, view );
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}
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VectorCopy( view, cg.refdef.vieworg );
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// select pitch to look at focus point from vieword
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VectorSubtract( focusPoint, cg.refdef.vieworg, focusPoint );
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focusDist = sqrt( focusPoint[0] * focusPoint[0] + focusPoint[1] * focusPoint[1] );
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if ( focusDist < 1 ) {
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focusDist = 1; // should never happen
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}
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cg.refdefViewAngles[PITCH] = -180 / M_PI * atan2( focusPoint[2], focusDist );
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cg.refdefViewAngles[YAW] -= cg_thirdPersonAngle.value;
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}
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#define MIN_CAMERA_HEIGHT 75
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#define MIN_CAMERA_PITCH 40
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#define MAX_CAMERA_PITCH 90
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//----------------------------------------------
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static void CG_OffsetThirdPersonOverheadView( void ) {
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vec3_t view, angs;
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trace_t trace;
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static vec3_t mins = { -4, -4, -4 };
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static vec3_t maxs = { 4, 4, 4 };
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VectorCopy( cg.refdef.vieworg, view );
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// Move straight up from the player, making sure to always go at least the min camera height,
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// otherwise, the camera will clip into the head of the player.
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if ( cg_thirdPersonRange.value < MIN_CAMERA_HEIGHT )
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{
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view[2] += MIN_CAMERA_HEIGHT;
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}
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else
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{
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view[2] += cg_thirdPersonRange.value;
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}
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// Now adjust the camera angles, but we shouldn't adjust the viewAngles...only the viewAxis
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VectorCopy( cg.refdefViewAngles, angs );
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angs[PITCH] = cg_thirdPersonAngle.integer;
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// Simple clamp to weed out any really obviously nasty angles
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if ( angs[PITCH] < MIN_CAMERA_PITCH )
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{
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angs[PITCH] = MIN_CAMERA_PITCH;
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}
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else if ( angs[PITCH] > MAX_CAMERA_PITCH )
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{
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angs[PITCH] = MAX_CAMERA_PITCH;
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}
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// Convert our new desired camera angles and store them where they will get used by the engine
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// when setting up the actual camera view.
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AnglesToAxis( angs, cg.refdef.viewaxis );
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cg.refdefViewAngles[PITCH] = 0;
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g_entities[0].client->ps.delta_angles[PITCH] = 0;
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// Trace a ray from the origin to the viewpoint to make sure the view isn't
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// in a solid block.
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CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predicted_player_state.clientNum, MASK_SOLID );
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if ( trace.fraction != 1.0 )
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{
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VectorCopy( trace.endpos, cg.refdef.vieworg );
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}
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else
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{
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VectorCopy( view, cg.refdef.vieworg );
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}
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}
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// this causes a compiler bug on mac MrC compiler
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static void CG_StepOffset( void ) {
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int timeDelta;
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// smooth out stair climbing
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timeDelta = cg.time - cg.stepTime;
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if ( timeDelta < STEP_TIME ) {
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cg.refdef.vieworg[2] -= cg.stepChange
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* (STEP_TIME - timeDelta) / STEP_TIME;
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}
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}
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/*
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===============
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CG_OffsetFirstPersonView
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===============
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*/
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static void CG_OffsetFirstPersonView( void ) {
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float *origin;
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float *angles;
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float bob;
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float ratio;
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float delta;
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float speed;
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float f;
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vec3_t predictedVelocity;
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int timeDelta;
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if ( cg.snap->ps.pm_type == PM_INTERMISSION ) {
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return;
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}
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origin = cg.refdef.vieworg;
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angles = cg.refdefViewAngles;
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// if dead, fix the angle and don't add any kick
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if ( cg.snap->ps.stats[STAT_HEALTH] <= 0 ) {
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angles[ROLL] = 40;
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angles[PITCH] = -15;
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angles[YAW] = cg.snap->ps.stats[STAT_DEAD_YAW];
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origin[2] += cg.predicted_player_state.viewheight;
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return;
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}
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// add angles based on weapon kick
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VectorAdd (angles, cg.kick_angles, angles);
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// add angles based on damage kick
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if ( cg.damageTime ) {
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ratio = cg.time - cg.damageTime;
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if ( ratio < DAMAGE_DEFLECT_TIME ) {
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ratio /= DAMAGE_DEFLECT_TIME;
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angles[PITCH] += ratio * cg.v_dmg_pitch;
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angles[ROLL] += ratio * cg.v_dmg_roll;
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} else {
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ratio = 1.0 - ( ratio - DAMAGE_DEFLECT_TIME ) / DAMAGE_RETURN_TIME;
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if ( ratio > 0 ) {
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angles[PITCH] += ratio * cg.v_dmg_pitch;
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angles[ROLL] += ratio * cg.v_dmg_roll;
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}
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}
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}
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// add pitch based on fall kick
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#if 0
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ratio = ( cg.time - cg.landTime) / FALL_TIME;
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if (ratio < 0)
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ratio = 0;
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angles[PITCH] += ratio * cg.fall_value;
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#endif
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// add angles based on velocity
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VectorCopy( cg.predicted_player_state.velocity, predictedVelocity );
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delta = DotProduct ( predictedVelocity, cg.refdef.viewaxis[0]);
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angles[PITCH] += delta * cg_runpitch.value;
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delta = DotProduct ( predictedVelocity, cg.refdef.viewaxis[1]);
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angles[ROLL] -= delta * cg_runroll.value;
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// add angles based on bob
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// make sure the bob is visible even at low speeds
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speed = cg.xyspeed > 200 ? cg.xyspeed : 200;
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delta = cg.bobfracsin * cg_bobpitch.value * speed;
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if (cg.predicted_player_state.pm_flags & PMF_DUCKED)
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delta *= 3; // crouching
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angles[PITCH] += delta;
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delta = cg.bobfracsin * cg_bobroll.value * speed;
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if (cg.predicted_player_state.pm_flags & PMF_DUCKED)
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||
|
delta *= 3; // crouching accentuates roll
|
||
|
if (cg.bobcycle & 1)
|
||
|
delta = -delta;
|
||
|
angles[ROLL] += delta;
|
||
|
|
||
|
//===================================
|
||
|
|
||
|
// add view height
|
||
|
origin[2] += cg.predicted_player_state.viewheight;
|
||
|
|
||
|
// smooth out duck height changes
|
||
|
timeDelta = cg.time - cg.duckTime;
|
||
|
if ( timeDelta < DUCK_TIME) {
|
||
|
cg.refdef.vieworg[2] -= cg.duckChange * (DUCK_TIME - timeDelta) / DUCK_TIME;
|
||
|
}
|
||
|
|
||
|
// add bob height
|
||
|
bob = cg.bobfracsin * cg.xyspeed * cg_bobup.value;
|
||
|
if (bob > 6) {
|
||
|
bob = 6;
|
||
|
}
|
||
|
|
||
|
origin[2] += bob;
|
||
|
|
||
|
|
||
|
// add fall height
|
||
|
delta = cg.time - cg.landTime;
|
||
|
if ( delta < LAND_DEFLECT_TIME ) {
|
||
|
f = delta / LAND_DEFLECT_TIME;
|
||
|
cg.refdef.vieworg[2] += cg.landChange * f;
|
||
|
} else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) {
|
||
|
delta -= LAND_DEFLECT_TIME;
|
||
|
f = 1.0 - ( delta / LAND_RETURN_TIME );
|
||
|
cg.refdef.vieworg[2] += cg.landChange * f;
|
||
|
}
|
||
|
|
||
|
// add step offset
|
||
|
CG_StepOffset();
|
||
|
|
||
|
if(cg.snap->ps.leanofs != 0)
|
||
|
{
|
||
|
vec3_t right;
|
||
|
//add leaning offset
|
||
|
//FIXME: when crouching, this bounces up and down?!
|
||
|
cg.refdefViewAngles[2] += (float)cg.snap->ps.leanofs/2;
|
||
|
AngleVectors(cg.refdefViewAngles, NULL, right, NULL);
|
||
|
VectorMA(cg.refdef.vieworg, (float)cg.snap->ps.leanofs, right, cg.refdef.vieworg);
|
||
|
}
|
||
|
|
||
|
// pivot the eye based on a neck length
|
||
|
#if 0
|
||
|
{
|
||
|
#define NECK_LENGTH 8
|
||
|
vec3_t forward, up;
|
||
|
|
||
|
cg.refdef.vieworg[2] -= NECK_LENGTH;
|
||
|
AngleVectors( cg.refdefViewAngles, forward, NULL, up );
|
||
|
VectorMA( cg.refdef.vieworg, 3, forward, cg.refdef.vieworg );
|
||
|
VectorMA( cg.refdef.vieworg, NECK_LENGTH, up, cg.refdef.vieworg );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
{
|
||
|
centity_t *playerCent = &cg_entities[0];
|
||
|
|
||
|
if ( playerCent && playerCent->gent && playerCent->gent->client )
|
||
|
{
|
||
|
VectorCopy( cg.refdef.vieworg, playerCent->gent->client->renderInfo.eyePoint );
|
||
|
VectorCopy( cg.refdefViewAngles, playerCent->gent->client->renderInfo.eyeAngles );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//======================================================================
|
||
|
|
||
|
void CG_ZoomDown_f( void )
|
||
|
{
|
||
|
// Ignore zoom requests when yer paused
|
||
|
if ( cg_paused.integer || in_camera )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//Captain Proton has no zoom technology
|
||
|
if ( cg.weaponSelect == WP_PROTON_GUN )
|
||
|
{
|
||
|
cg.zoomLocked = qfalse;
|
||
|
cg.zoomed = qfalse;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// The zoom hasn't been started yet, so do it now
|
||
|
if ( !cg.zoomed )
|
||
|
{
|
||
|
cg.zoomLocked = qfalse;
|
||
|
cg.zoomed = qtrue;
|
||
|
cg_zoomFov = cg_fov.value;
|
||
|
cg.zoomTime = cg.time;
|
||
|
cgi_S_StartSound( cg.refdef.vieworg, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.zoomStart );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Can only snap out of the zoom mode if it has already been locked (CG_ZoomUp_f has been called)
|
||
|
if ( cg.zoomLocked )
|
||
|
{
|
||
|
// Snap out of zoom mode
|
||
|
cg.zoomed = qfalse;
|
||
|
cg.zoomTime = cg.time;
|
||
|
cgi_S_StartSound( cg.refdef.vieworg, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.zoomEnd );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CG_ZoomUp_f( void )
|
||
|
{
|
||
|
// Ignore zoom requests when yer paused
|
||
|
if ( cg_paused.integer || in_camera )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( cg.zoomed ) {
|
||
|
// Freeze the zoom mode
|
||
|
cg.zoomLocked = qtrue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
====================
|
||
|
CG_CalcFovFromX
|
||
|
|
||
|
Calcs Y FOV from given X FOV
|
||
|
====================
|
||
|
*/
|
||
|
#define WAVE_AMPLITUDE 1
|
||
|
#define WAVE_FREQUENCY 0.4
|
||
|
|
||
|
qboolean CG_CalcFOVFromX( float fov_x )
|
||
|
{
|
||
|
float x;
|
||
|
// float phase;
|
||
|
// float v;
|
||
|
// int contents;
|
||
|
float fov_y;
|
||
|
qboolean inwater;
|
||
|
|
||
|
x = cg.refdef.width / tan( fov_x / 360 * M_PI );
|
||
|
fov_y = atan2( cg.refdef.height, x );
|
||
|
fov_y = fov_y * 360 / M_PI;
|
||
|
|
||
|
// there's a problem with this, it only takes the leafbrushes into account, not the entity brushes,
|
||
|
// so if you give slime/water etc properties to a func_door area brush in order to move the whole water
|
||
|
// level up/down this doesn't take into account the door position, so warps the view the whole time
|
||
|
// whether the water is up or not. Fortunately there's only one slime area in Trek that you can be under,
|
||
|
// so lose it...
|
||
|
#if 0
|
||
|
/*
|
||
|
// warp if underwater
|
||
|
contents = CG_PointContents( cg.refdef.vieworg, -1 );
|
||
|
if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ){
|
||
|
phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2;
|
||
|
v = WAVE_AMPLITUDE * sin( phase );
|
||
|
fov_x += v;
|
||
|
fov_y -= v;
|
||
|
inwater = qtrue;
|
||
|
}
|
||
|
else {
|
||
|
inwater = qfalse;
|
||
|
}
|
||
|
*/
|
||
|
#else
|
||
|
inwater = qfalse;
|
||
|
#endif
|
||
|
|
||
|
|
||
|
// set it
|
||
|
cg.refdef.fov_x = fov_x;
|
||
|
cg.refdef.fov_y = fov_y;
|
||
|
|
||
|
return (inwater);
|
||
|
}
|
||
|
/*
|
||
|
====================
|
||
|
CG_CalcFov
|
||
|
|
||
|
Fixed fov at intermissions, otherwise account for fov variable and zooms.
|
||
|
====================
|
||
|
*/
|
||
|
|
||
|
static qboolean CG_CalcFov( void ) {
|
||
|
float fov_x;
|
||
|
float f;
|
||
|
|
||
|
if ( cg.predicted_player_state.pm_type == PM_INTERMISSION ) {
|
||
|
// if in intermission, use a fixed value
|
||
|
fov_x = 80;
|
||
|
} else {
|
||
|
// user selectable
|
||
|
fov_x = cg_fov.value;
|
||
|
if ( fov_x < 1 ) {
|
||
|
fov_x = 1;
|
||
|
} else if ( fov_x > 160 ) {
|
||
|
fov_x = 160;
|
||
|
}
|
||
|
|
||
|
// Disable zooming when in third person
|
||
|
if ( cg.zoomed && !cg.renderingThirdPerson )
|
||
|
{
|
||
|
if ( !cg.zoomLocked )
|
||
|
{
|
||
|
// Interpolate current zoom level
|
||
|
cg_zoomFov = cg_fov.value - ((float)( cg.time - cg.zoomTime ) / ZOOM_IN_TIME + ZOOM_START_PERCENT)
|
||
|
* ( cg_fov.value - MAX_ZOOM_FOV );
|
||
|
|
||
|
// Clamp zoomFov
|
||
|
if ( cg_zoomFov < MAX_ZOOM_FOV )
|
||
|
cg_zoomFov = MAX_ZOOM_FOV;
|
||
|
else if ( cg_zoomFov > cg_fov.value )
|
||
|
cg_zoomFov = cg_fov.value;
|
||
|
else
|
||
|
{//still zooming
|
||
|
static zoomSoundTime = 0;
|
||
|
|
||
|
if ( zoomSoundTime < cg.time )
|
||
|
{
|
||
|
cgi_S_StartSound( cg.refdef.vieworg, ENTITYNUM_WORLD, CHAN_LOCAL, cgs.media.zoomLoop );
|
||
|
zoomSoundTime = cg.time + 300;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
fov_x = cg_zoomFov;
|
||
|
} else {
|
||
|
f = ( cg.time - cg.zoomTime ) / ZOOM_OUT_TIME;
|
||
|
if ( f > 1.0 ) {
|
||
|
fov_x = fov_x;
|
||
|
} else {
|
||
|
fov_x = cg_zoomFov + f * ( fov_x - cg_zoomFov );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return ( CG_CalcFOVFromX( fov_x ) );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
CG_DamageBlendBlob
|
||
|
|
||
|
===============
|
||
|
*/
|
||
|
static void CG_DamageBlendBlob( void )
|
||
|
{
|
||
|
int t;
|
||
|
int maxTime;
|
||
|
refEntity_t ent;
|
||
|
|
||
|
if ( !cg.damageValue ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// ragePro systems can't fade blends, so don't obscure the screen
|
||
|
if ( cgs.glconfig.hardwareType == GLHW_RAGEPRO ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
maxTime = DAMAGE_TIME;
|
||
|
t = cg.time - cg.damageTime;
|
||
|
if ( t <= 0 || t >= maxTime ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
memset( &ent, 0, sizeof( ent ) );
|
||
|
ent.reType = RT_SPRITE;
|
||
|
ent.renderfx = RF_FIRST_PERSON;
|
||
|
|
||
|
VectorMA( cg.refdef.vieworg, 8, cg.refdef.viewaxis[0], ent.origin );
|
||
|
VectorMA( ent.origin, cg.damageX * -8, cg.refdef.viewaxis[1], ent.origin );
|
||
|
VectorMA( ent.origin, cg.damageY * 8, cg.refdef.viewaxis[2], ent.origin );
|
||
|
|
||
|
ent.radius = cg.damageValue * 3 * ( 1.0 - ((float)t / maxTime) );
|
||
|
ent.customShader = cgs.media.borgEyeFlareShader;
|
||
|
ent.shaderRGBA[0] = 180 * ( 1.0 - ((float)t / maxTime) );
|
||
|
ent.shaderRGBA[1] = 50 * ( 1.0 - ((float)t / maxTime) );
|
||
|
ent.shaderRGBA[2] = 50 * ( 1.0 - ((float)t / maxTime) );
|
||
|
ent.shaderRGBA[3] = 255;
|
||
|
|
||
|
cgi_R_AddRefEntityToScene( &ent );
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
CG_CalcViewValues
|
||
|
|
||
|
Sets cg.refdef view values
|
||
|
===============
|
||
|
*/
|
||
|
static qboolean CG_CalcViewValues( void ) {
|
||
|
playerState_t *ps;
|
||
|
|
||
|
memset( &cg.refdef, 0, sizeof( cg.refdef ) );
|
||
|
|
||
|
// calculate size of 3D view
|
||
|
CG_CalcVrect();
|
||
|
|
||
|
ps = &cg.predicted_player_state;
|
||
|
|
||
|
// intermission view
|
||
|
if ( ps->pm_type == PM_INTERMISSION ) {
|
||
|
VectorCopy( ps->origin, cg.refdef.vieworg );
|
||
|
VectorCopy( ps->viewangles, cg.refdefViewAngles );
|
||
|
AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
|
||
|
return CG_CalcFov();
|
||
|
}
|
||
|
|
||
|
cg.bobcycle = ( ps->bobCycle & 128 ) >> 7;
|
||
|
cg.bobfracsin = fabs( sin( ( ps->bobCycle & 127 ) / 127.0 * M_PI ) );
|
||
|
cg.xyspeed = sqrt( ps->velocity[0] * ps->velocity[0] +
|
||
|
ps->velocity[1] * ps->velocity[1] );
|
||
|
|
||
|
|
||
|
VectorCopy( ps->origin, cg.refdef.vieworg );
|
||
|
VectorCopy( ps->viewangles, cg.refdefViewAngles );
|
||
|
|
||
|
// add error decay
|
||
|
if ( cg_errorDecay.value > 0 ) {
|
||
|
int t;
|
||
|
float f;
|
||
|
|
||
|
t = cg.time - cg.predictedErrorTime;
|
||
|
f = ( cg_errorDecay.value - t ) / cg_errorDecay.value;
|
||
|
if ( f > 0 && f < 1 ) {
|
||
|
VectorMA( cg.refdef.vieworg, f, cg.predictedError, cg.refdef.vieworg );
|
||
|
} else {
|
||
|
cg.predictedErrorTime = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( cg.renderingThirdPerson ) {
|
||
|
// back away from character
|
||
|
if ( cg_thirdPerson.integer == CG_CAM_ABOVE)
|
||
|
{
|
||
|
CG_OffsetThirdPersonOverheadView();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
CG_OffsetThirdPersonView();
|
||
|
}
|
||
|
} else {
|
||
|
// offset for local bobbing and kicks
|
||
|
CG_OffsetFirstPersonView();
|
||
|
}
|
||
|
|
||
|
// shake the camera if necessary
|
||
|
CGCam_UpdateShake( cg.refdef.vieworg, cg.refdefViewAngles );
|
||
|
|
||
|
// Doing this when the camera is directly above will look bad
|
||
|
if ( cg_thirdPerson.integer != CG_CAM_ABOVE )
|
||
|
{
|
||
|
// position eye reletive to origin
|
||
|
AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
|
||
|
}
|
||
|
|
||
|
if ( cg.hyperspace ) {
|
||
|
cg.refdef.rdflags |= RDF_NOWORLDMODEL | RDF_HYPERSPACE;
|
||
|
}
|
||
|
|
||
|
// field of view
|
||
|
return CG_CalcFov();
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
=====================
|
||
|
CG_PowerupTimerSounds
|
||
|
=====================
|
||
|
*/
|
||
|
static void CG_PowerupTimerSounds( void ) {
|
||
|
/* int i;
|
||
|
int t;
|
||
|
|
||
|
// powerup timers going away
|
||
|
for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
|
||
|
t = cg.snap->ps.powerups[i];
|
||
|
if ( t <= cg.time ) {
|
||
|
continue;
|
||
|
}
|
||
|
if ( t - cg.time >= POWERUP_BLINKS * POWERUP_BLINK_TIME ) {
|
||
|
continue;
|
||
|
}
|
||
|
if ( ( t - cg.time ) / POWERUP_BLINK_TIME != ( t - cg.oldTime ) / POWERUP_BLINK_TIME ) {
|
||
|
cgi_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_ITEM, cgs.media.wearOffSound );
|
||
|
}
|
||
|
}
|
||
|
*/
|
||
|
}
|
||
|
|
||
|
//=========================================================================
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
CG_DrawActiveFrame
|
||
|
|
||
|
Generates and draws a game scene and status information at the given time.
|
||
|
=================
|
||
|
*/
|
||
|
extern void CG_BuildSolidList( void );
|
||
|
void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView ) {
|
||
|
qboolean inwater = qfalse;
|
||
|
|
||
|
cg.time = serverTime;
|
||
|
|
||
|
CG_BuildSolidList();
|
||
|
// update cvars
|
||
|
CG_UpdateCvars();
|
||
|
|
||
|
// if we are only updating the screen as a loading
|
||
|
// pacifier, don't even try to read snapshots
|
||
|
if ( cg.infoScreenText[0] != 0 ) {
|
||
|
CG_DrawInformation();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// any looped sounds will be respecified as entities
|
||
|
// are added to the render list
|
||
|
cgi_S_ClearLoopingSounds();
|
||
|
|
||
|
// clear all the render lists
|
||
|
cgi_R_ClearScene();
|
||
|
|
||
|
// set up cg.snap and possibly cg.nextSnap
|
||
|
CG_ProcessSnapshots();
|
||
|
|
||
|
// if we haven't received any snapshots yet, all
|
||
|
// we can draw is the information screen
|
||
|
if ( !cg.snap ) {
|
||
|
CG_DrawInformation();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// let the client system know what our weapon and zoom settings are
|
||
|
cgi_SetUserCmdValue( cg.weaponSelect, cg.refdef.fov_y / 75.0 );
|
||
|
|
||
|
// this counter will be bumped for every valid scene we generate
|
||
|
cg.clientFrame++;
|
||
|
|
||
|
// update cg.predicted_player_state
|
||
|
CG_PredictPlayerState();
|
||
|
|
||
|
// decide on third person view
|
||
|
cg.renderingThirdPerson = cg_thirdPerson.integer || (cg.snap->ps.stats[STAT_HEALTH] <= 0);
|
||
|
|
||
|
if ( in_camera )
|
||
|
{
|
||
|
// The camera takes over the view
|
||
|
CGCam_RenderScene();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//Finish any fading that was happening
|
||
|
CGCam_UpdateFade();
|
||
|
// build cg.refdef
|
||
|
inwater = CG_CalcViewValues();
|
||
|
}
|
||
|
|
||
|
//This is done from the vieworg to get origin for non-attenuated sounds
|
||
|
cgi_S_UpdateAmbientSet( CG_ConfigString( CS_AMBIENT_SET ), cg.refdef.vieworg );
|
||
|
|
||
|
// first person blend blobs, done after AnglesToAxis
|
||
|
if ( !cg.renderingThirdPerson ) {
|
||
|
CG_DamageBlendBlob();
|
||
|
}
|
||
|
|
||
|
// build the render lists
|
||
|
if ( !cg.hyperspace ) {
|
||
|
CG_AddPacketEntities(); // adter calcViewValues, so predicted player state is correct
|
||
|
CG_AddMarks();
|
||
|
CG_AddLocalEntities();
|
||
|
}
|
||
|
|
||
|
// Don't draw the in-view weapon when in camera mode
|
||
|
if ( !in_camera && !cg_pano.integer )
|
||
|
CG_AddViewWeapon( &cg.predicted_player_state );
|
||
|
|
||
|
// finish up the rest of the refdef
|
||
|
if ( cg.testModelEntity.hModel ) {
|
||
|
CG_AddTestModel();
|
||
|
}
|
||
|
|
||
|
cg.refdef.time = cg.time;
|
||
|
memcpy( cg.refdef.areamask, cg.snap->areamask, sizeof( cg.refdef.areamask ) );
|
||
|
|
||
|
// update audio positions
|
||
|
cgi_S_Respatialize( cg.snap->ps.clientNum, cg.refdef.vieworg, cg.refdef.viewaxis, inwater );
|
||
|
|
||
|
// warning sounds when powerup is wearing off
|
||
|
CG_PowerupTimerSounds();
|
||
|
|
||
|
// make sure the lagometerSample and frame timing isn't done twice when in stereo
|
||
|
if ( stereoView != STEREO_RIGHT ) {
|
||
|
cg.frametime = cg.time - cg.oldTime;
|
||
|
cg.oldTime = cg.time;
|
||
|
}
|
||
|
|
||
|
//Add all effects
|
||
|
if (cg.frametime >= 0) {
|
||
|
FX_Add();
|
||
|
}
|
||
|
|
||
|
if ( cg_pano.integer ) { // let's grab a panorama!
|
||
|
cg.levelShot = qtrue; //hide the 2d
|
||
|
VectorClear(cg.refdefViewAngles);
|
||
|
cg.refdefViewAngles[YAW] = -360 * cg_pano.integer/cg_panoNumShots.integer; //choose angle
|
||
|
AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
|
||
|
CG_DrawActive( stereoView );
|
||
|
cg.levelShot = qfalse;
|
||
|
} else {
|
||
|
// actually issue the rendering calls
|
||
|
CG_DrawActive( stereoView );
|
||
|
}
|
||
|
}
|
||
|
|