Made spectator / follow mode use similar view to death cam

This commit is contained in:
Simon 2022-03-02 23:26:57 +00:00
parent 55c06408ed
commit 76f2b49ee0
8 changed files with 72 additions and 35 deletions

View File

@ -2725,10 +2725,17 @@ void CG_DrawActive( stereoFrame_t stereoView ) {
vec3_t baseOrg;
VectorCopy( cg.refdef.vieworg, baseOrg );
float worldscale = trap_Cvar_VariableValue("vr_worldscale") *
(( cg.snap->ps.stats[STAT_HEALTH] <= 0 ) &&
( cg.snap->ps.pm_type != PM_INTERMISSION ) ? DEATH_WORLDSCALE_MULTIPLIER : 1.0f);
float worldscale = trap_Cvar_VariableValue("vr_worldscale");
if (cg.snap->ps.pm_type == PM_SPECTATOR ||
(cg.snap->ps.pm_flags & PMF_FOLLOW))
{
worldscale *= SPECTATOR_WORLDSCALE_MULTIPLIER;
}
else if (( cg.snap->ps.stats[STAT_HEALTH] <= 0 ) &&
( cg.snap->ps.pm_type != PM_INTERMISSION ))
{
worldscale *= DEATH_WORLDSCALE_MULTIPLIER;
}
float ipd = trap_Cvar_VariableValue("r_stereoSeparation") / 1000.0f;
float separation = worldscale * (ipd / 2) * (stereoView == STEREO_LEFT ? -1.0f : 1.0f);

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@ -77,7 +77,8 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#define NUM_CROSSHAIRS 10
//multiplying size you go to when dead looking down on the match
#define DEATH_WORLDSCALE_MULTIPLIER 40
#define DEATH_WORLDSCALE_MULTIPLIER 40
#define SPECTATOR_WORLDSCALE_MULTIPLIER 10
#define PLAYER_HEIGHT 48
@ -631,7 +632,6 @@ typedef struct {
float v_dmg_time;
float v_dmg_pitch;
float v_dmg_roll;
vec3_t v_death_origin;
// temp working variables for player view
float bobfracsin;

View File

@ -220,21 +220,32 @@ static void CG_CalcVrect (void) {
/*
===============
CG_OffsetDeathView
CG_OffsetVRThirdPersonView
===============
*/
static void CG_OffsetDeathView( void ) {
static void CG_OffsetVRThirdPersonView( void ) {
float scale = 1.0f;
vec3_t position_delta;
VectorNegate(vr->hmdposition_delta, position_delta);
CG_ConvertFromVR(position_delta, NULL, position_delta);
position_delta[2] = 0;
VectorScale(position_delta, (DEATH_WORLDSCALE_MULTIPLIER / 2), position_delta);
if (cg.predictedPlayerState.pm_type == PM_SPECTATOR ||
(cg.predictedPlayerState.pm_flags & PMF_FOLLOW))
{
scale *= SPECTATOR_WORLDSCALE_MULTIPLIER;
}
else if (( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) &&
( cg.predictedPlayerState.pm_type != PM_INTERMISSION ))
{
scale *= DEATH_WORLDSCALE_MULTIPLIER;
}
VectorAdd(cg.v_death_origin, position_delta, cg.v_death_origin);
VectorCopy(cg.v_death_origin, cg.refdef.vieworg);
cg.refdef.vieworg[2] += DEATH_WORLDSCALE_MULTIPLIER * cg.predictedPlayerState.viewheight;
{
vec3_t position;
VectorCopy(vr->hmdposition, position);
CG_ConvertFromVR(position, NULL, position);
position[2] = 0;
VectorScale(position, scale, position);
VectorAdd(cg.refdef.vieworg, position, cg.refdef.vieworg);
}
}
/*
@ -255,8 +266,6 @@ static void CG_OffsetThirdPersonView( void ) {
float focusDist;
float forwardScale, sideScale;
VectorCopy(cg.refdef.vieworg, cg.v_death_origin);
cg.refdef.vieworg[2] += cg.predictedPlayerState.viewheight;
VectorCopy( cg.refdefViewAngles, focusAngles );
@ -348,8 +357,6 @@ static void CG_OffsetFirstPersonView( void ) {
origin = cg.refdef.vieworg;
angles = cg.refdefViewAngles;
VectorCopy(cg.refdef.vieworg, cg.v_death_origin);
float hitRollCoeff = trap_Cvar_VariableValue("vr_rollWhenHit");
// add angles based on damage kick
@ -638,8 +645,9 @@ static int CG_CalcViewValues( stereoFrame_t stereoView ) {
//HACK!! - should change this to a renderer function call
//Indicate to renderer whether we are in deathcam mode, We don't want sky in death cam mode
trap_Cvar_Set( "vr_deathCam", ((ps->stats[STAT_HEALTH] <= 0) &&
( ps->pm_type != PM_INTERMISSION )) ? "1" : "0" );
trap_Cvar_Set( "vr_noSkybox", (((ps->stats[STAT_HEALTH] <= 0) &&
( ps->pm_type != PM_INTERMISSION )) || ps->pm_type == PM_SPECTATOR ||
(ps->pm_flags & PMF_FOLLOW)) ? "1" : "0" );
// intermission view
static float hmdYaw = 0;
@ -694,9 +702,11 @@ static int CG_CalcViewValues( stereoFrame_t stereoView ) {
}
}
if (cg.snap->ps.stats[STAT_HEALTH] <= 0) {
//If dead, view the map from above
CG_OffsetDeathView();
if (cg.snap->ps.stats[STAT_HEALTH] <= 0 ||
ps->pm_type == PM_SPECTATOR ||
ps->pm_flags & PMF_FOLLOW) {
//If dead, or spectating, view the map from above
CG_OffsetVRThirdPersonView();
} else if ( cg.renderingThirdPerson ) {
// back away from character
CG_OffsetThirdPersonView();
@ -705,7 +715,7 @@ static int CG_CalcViewValues( stereoFrame_t stereoView ) {
CG_OffsetFirstPersonView();
}
if (stereoView == STEREO_LEFT)
if (!cgs.localServer && stereoView == STEREO_LEFT)
{
VectorCopy(vr->calculated_weaponangles, vr->last_calculated_weaponangles);
@ -769,7 +779,17 @@ static int CG_CalcViewValues( stereoFrame_t stereoView ) {
VectorCopy(cg.refdefViewAngles, angles);
angles[ROLL] = vr->hmdorientation[ROLL];
AnglesToAxis( angles, cg.refdef.viewaxis );
} else {
}
else if (ps->pm_flags & PMF_FOLLOW)
{
//If we're following someone,
vec3_t angles;
VectorCopy(vr->hmdorientation, angles);
angles[YAW] = vr->clientviewangles[YAW];
AnglesToAxis(angles, cg.refdef.viewaxis);
}
else
{
//We are connected to a multiplayer server, so make the appropriate adjustment to the view
//angles as we send orientation to the server that includes the weapon angles
vec3_t angles;
@ -783,7 +803,7 @@ static int CG_CalcViewValues( stereoFrame_t stereoView ) {
vec3_t angles;
angles[ROLL] = vr->hmdorientation[ROLL];
angles[PITCH] = vr->weaponangles[PITCH];
angles[YAW] = (cg.refdefViewAngles[YAW] - vr->hmdorientation[YAW]) + vr->last_calculated_weaponangles[YAW];
angles[YAW] = (cg.refdefViewAngles[YAW] - vr->hmdorientation[YAW]) + vr->weaponangles[YAW];
AnglesToAxis(angles, cg.refdef.viewaxis);
} else {
AnglesToAxis(cg.refdefViewAngles, cg.refdef.viewaxis);
@ -906,8 +926,9 @@ void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demo
CG_PredictPlayerState();
// decide on third person view
cg.renderingThirdPerson = cg.snap->ps.persistant[PERS_TEAM] != TEAM_SPECTATOR
&& cg_thirdPerson.integer;
cg.renderingThirdPerson = cg.predictedPlayerState.pm_type == PM_SPECTATOR ||
cg.predictedPlayerState.pm_flags & PMF_FOLLOW ||
cg_thirdPerson.integer;
// build cg.refdef
inwater = CG_CalcViewValues( stereoView );

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@ -255,8 +255,17 @@ void CG_ConvertFromVR(vec3_t in, vec3_t offset, vec3_t out)
}
}
static void CG_CalculateWeaponPosition( vec3_t origin, vec3_t angles );
void CG_CalculateVRWeaponPosition( vec3_t origin, vec3_t angles )
{
if (cg.predictedPlayerState.pm_type == PM_SPECTATOR ||
cg.predictedPlayerState.pm_flags & PMF_FOLLOW)
{
CG_CalculateWeaponPosition(origin, angles);
return;
}
float worldscale = trap_Cvar_VariableValue("vr_worldscale");
if (!cgs.localServer)

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@ -74,7 +74,7 @@ cvar_t *r_measureOverdraw;
cvar_t *r_inGameVideo;
cvar_t *r_fastsky;
cvar_t *vr_deathCam;
cvar_t *vr_noSkybox;
cvar_t *r_drawSun;
cvar_t *r_dynamiclight;
cvar_t *r_dlightBacks;
@ -1312,7 +1312,7 @@ void R_Register( void )
r_useFlush = ri.Cvar_Get( "r_useFlush", "1", CVAR_ARCHIVE );
r_ignoreGLErrors = ri.Cvar_Get( "r_ignoreGLErrors", "1", CVAR_ARCHIVE );
r_fastsky = ri.Cvar_Get( "r_fastsky", "0", CVAR_ARCHIVE );
vr_deathCam = ri.Cvar_Get( "vr_deathCam", "0", CVAR_TEMP );
vr_noSkybox = ri.Cvar_Get( "vr_noSkybox", "0", CVAR_TEMP );
r_inGameVideo = ri.Cvar_Get( "r_inGameVideo", "1", CVAR_ARCHIVE );
r_drawSun = ri.Cvar_Get( "r_drawSun", "0", CVAR_ARCHIVE );
r_dynamiclight = ri.Cvar_Get( "r_dynamiclight", "0", CVAR_ARCHIVE );

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@ -1701,7 +1701,7 @@ extern cvar_t *r_lodscale;
extern cvar_t *r_inGameVideo; // controls whether in game video should be draw
extern cvar_t *r_fastsky; // controls whether sky should be cleared or drawn
extern cvar_t *vr_deathCam; //
extern cvar_t *vr_noSkybox; //
extern cvar_t *r_drawSun; // controls drawing of sun quad
extern cvar_t *r_dynamiclight; // dynamic lights enabled/disabled
extern cvar_t *r_dlightBacks; // dlight non-facing surfaces for continuity

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@ -843,7 +843,7 @@ Other things could be stuck in here, like birds in the sky, etc
================
*/
void RB_StageIteratorSky( void ) {
if ( r_fastsky->integer || vr_deathCam->integer ) {
if ( r_fastsky->integer || vr_noSkybox->integer ) {
return;
}

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@ -214,7 +214,7 @@ void VR_ClearFrameBuffer( GLuint frameBuffer, int width, int height)
glEnable( GL_SCISSOR_TEST );
glViewport( 0, 0, width, height );
if (Cvar_VariableIntegerValue("vr_deathCam"))
if (Cvar_VariableIntegerValue("vr_noSkybox"))
{
//Blood red.. ish
glClearColor( 0.12f, 0.0f, 0.05f, 1.0f );