mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-22 20:11:40 +00:00
Some small fixes
- Use FOV from the SDK to calculate the culling frustrum (so r_nocull can be turned off now, hopefully increasing framerate) - I think I fixed thumbstick movement in second spectator follow mode - Remove Gauntlet from weapon wheel because it is shit - Some code refactoring - Hopefully made the Chaingun accessible on the weapon wheel now
This commit is contained in:
parent
9aef5b5d68
commit
7fce284d93
11 changed files with 137 additions and 173 deletions
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@ -1875,6 +1875,7 @@ CROSSHAIR
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CG_DrawCrosshair
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=================
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*/
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/*
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static void CG_DrawCrosshair(void)
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{
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float w, h;
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@ -1930,7 +1931,7 @@ static void CG_DrawCrosshair(void)
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w, h, 0, 0, 1, 1, hShader );
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trap_R_SetColor( NULL );
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}
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}*/
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/*
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=================
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@ -2550,7 +2551,6 @@ CG_DrawWeapReticle
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*/
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static void CG_DrawWeapReticle( void )
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{
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int weap;
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vec4_t light_color = {0.7, 0.7, 0.7, 1};
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vec4_t black = {0.0, 0.0, 0.0, 1};
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@ -2602,7 +2602,7 @@ static void CG_DrawVignette( void )
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return;
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}
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const float yawDelta = abs(vr->clientview_yaw_delta);
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const float yawDelta = fabsf(vr->clientview_yaw_delta);
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if (VectorLength(cg.predictedPlayerState.velocity) > 30.0 || (yawDelta > 0 && yawDelta < 20) || (yawDelta > 340))
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{
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if (currentComfortVignetteValue < comfortVignetteValue)
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@ -2783,15 +2783,13 @@ void CG_DrawActive( void ) {
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float heightOffset = 0.0f;
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float worldscale = cg.worldscale;
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if ( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW && vr->follow_mode == VRFM_THIRDPERSON))
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if ( cg.demoPlayback || CG_IsThirdPersonFollowMode(VRFM_THIRDPERSON_1))
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{
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worldscale *= SPECTATOR_WORLDSCALE_MULTIPLIER;
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//Just move camera down about 20cm
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heightOffset = -0.2f;
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}
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else if ((( cg.snap->ps.stats[STAT_HEALTH] <= 0 ) &&
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( cg.snap->ps.pm_type != PM_INTERMISSION )) ||
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(cg.snap->ps.pm_flags & PMF_FOLLOW && vr->follow_mode == VRFM_THIRDPERSON_2))
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else if (CG_IsDeathCam() || CG_IsThirdPersonFollowMode(VRFM_THIRDPERSON_2))
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{
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worldscale *= SPECTATOR2_WORLDSCALE_MULTIPLIER;
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//Just move camera down about 50cm
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@ -2818,7 +2816,7 @@ void CG_DrawActive( void ) {
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if (cg.snap->ps.stats[STAT_HEALTH] > 0 &&
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//Don't use fake positional if following another player - this is handled in the
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//VR third person code
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!( cg.demoPlayback || CG_IsThirdPersonFollowMode()))
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!( cg.demoPlayback || CG_IsThirdPersonFollowMode(VRFM_QUERY)))
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{
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vec3_t pos, hmdposition, vieworg;
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VectorClear(pos);
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@ -25,6 +25,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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#include "../game/bg_public.h"
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#include "cg_public.h"
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#include "../vr/vr_types.h"
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// The entire cgame module is unloaded and reloaded on each level change,
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// so there is NO persistant data between levels on the client side.
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@ -1267,7 +1268,8 @@ void CG_TestModelPrevSkin_f (void);
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void CG_ZoomDown_f( void );
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void CG_ZoomUp_f( void );
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void CG_AddBufferedSound( sfxHandle_t sfx);
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qboolean CG_IsThirdPersonFollowMode( void );
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qboolean CG_IsThirdPersonFollowMode( vrFollowMode_t followMode );
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qboolean CG_IsDeathCam( void );
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void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback );
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@ -1998,7 +1998,7 @@ static void CG_PlayerSprites( centity_t *cent ) {
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//Put a sprite over the followed player's head
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if ( cent->currentState.number == cg.snap->ps.clientNum &&
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cg.renderingThirdPerson &&
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CG_IsThirdPersonFollowMode()) {
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CG_IsThirdPersonFollowMode(VRFM_QUERY)) {
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CG_PlayerFloatSprite( cent, cgs.media.friendShader );
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return;
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}
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@ -228,8 +228,7 @@ static void CG_OffsetVRThirdPersonView( void ) {
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float scale = 1.0f;
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//Follow mode 1
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if ( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW &&
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vr->follow_mode == VRFM_THIRDPERSON))
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if ( cg.demoPlayback || CG_IsThirdPersonFollowMode(VRFM_THIRDPERSON_1))
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{
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scale *= SPECTATOR_WORLDSCALE_MULTIPLIER;
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@ -251,17 +250,15 @@ static void CG_OffsetVRThirdPersonView( void ) {
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}
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}
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//Death or follow mode 2
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else if ((( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) &&
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( cg.predictedPlayerState.pm_type != PM_INTERMISSION )) ||
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(cg.snap->ps.pm_flags & PMF_FOLLOW && vr->follow_mode == VRFM_THIRDPERSON_2))
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else if (CG_IsDeathCam() ||CG_IsThirdPersonFollowMode(VRFM_THIRDPERSON_2))
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{
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scale *= SPECTATOR2_WORLDSCALE_MULTIPLIER;
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//Move camera if the user is pushing thumbstick
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vec3_t angles, forward, right, up;
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VectorCopy(vr->offhandangles, angles);
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float deltaYaw = SHORT2ANGLE(cg.predictedPlayerState.delta_angles[YAW]);
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angles[YAW] += (vr->clientviewangles[YAW] - vr->hmdorientation[YAW]);
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float deltaYaw = CG_IsDeathCam() ? SHORT2ANGLE(cg.predictedPlayerState.delta_angles[YAW]) : 0.0f;
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angles[YAW] += deltaYaw + (vr->clientviewangles[YAW] - vr->hmdorientation[YAW]);
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AngleVectors(angles, forward, right, up);
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VectorMA(cg.vr_vieworigin, vr->thumbstick_location[THUMB_LEFT][1] * 5.0f, forward, cg.vr_vieworigin);
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VectorMA(cg.vr_vieworigin, vr->thumbstick_location[THUMB_LEFT][0] * 5.0f, right, cg.vr_vieworigin);
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@ -525,6 +522,8 @@ static int CG_CalcFov( void ) {
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float f;
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int inwater;
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/*
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if ( cg.predictedPlayerState.pm_type == PM_INTERMISSION ) {
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// if in intermission, use a fixed value
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fov_x = 90;
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@ -534,7 +533,7 @@ static int CG_CalcFov( void ) {
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// dmflag to prevent wide fov for all clients
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fov_x = 90;
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} else {
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fov_x = cg_fov.value;
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fov_x = vr->fov_x;
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if ( fov_x < 1 ) {
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fov_x = 1;
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} else if ( fov_x > 160 ) {
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@ -568,6 +567,7 @@ static int CG_CalcFov( void ) {
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x = cg.refdef.width / tan( fov_x / 360 * M_PI );
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fov_y = atan2( cg.refdef.height, x );
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fov_y = fov_y * 360 / M_PI;
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*/
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// warp if underwater
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contents = CG_PointContents( cg.refdef.vieworg, -1 );
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@ -583,9 +583,9 @@ static int CG_CalcFov( void ) {
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}
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// set it
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cg.refdef.fov_x = fov_x;
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cg.refdef.fov_y = fov_y;
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// Seems we can get away with actually using 10 degrees less on the FOV
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cg.refdef.fov_x = vr->fov_x - 10;
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cg.refdef.fov_y = vr->fov_y - 10;
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if ( !cg.zoomed ) {
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cg.zoomSensitivity = 1;
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@ -671,13 +671,6 @@ static int CG_CalcViewValues( ) {
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ps = &cg.predictedPlayerState;
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//HACK!! - should change this to a renderer function call
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//Indicate to renderer whether we are in deathcam mode, We don't want sky in death cam mode
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trap_Cvar_Set( "vr_thirdPersonSpectator", (((ps->stats[STAT_HEALTH] <= 0) &&
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( ps->pm_type != PM_INTERMISSION )) ||
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cg.demoPlayback ||
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CG_IsThirdPersonFollowMode() ? "1" : "0" ));
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// intermission view
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static float hmdYaw = 0;
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if ( ps->pm_type == PM_INTERMISSION ) {
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@ -731,9 +724,7 @@ static int CG_CalcViewValues( ) {
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}
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}
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if (( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) &&
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( cg.predictedPlayerState.pm_type != PM_INTERMISSION ) ||
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( cg.demoPlayback || CG_IsThirdPersonFollowMode()))
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if (CG_IsDeathCam() || cg.demoPlayback || CG_IsThirdPersonFollowMode(VRFM_QUERY))
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{
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//If dead, or spectating, view the map from above
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CG_OffsetVRThirdPersonView();
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@ -790,7 +781,7 @@ static int CG_CalcViewValues( ) {
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origin[2] -= cg.duckChange * (DUCK_TIME - timeDelta) / DUCK_TIME;
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}
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vec3_t forward2, end2, dir2;
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vec3_t forward2, end2;
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AngleVectors(vr->calculated_weaponangles, forward2, NULL, NULL);
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VectorMA(origin, 4096, forward2, end2);
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@ -826,7 +817,7 @@ static int CG_CalcViewValues( ) {
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angles[ROLL] = vr->hmdorientation[ROLL];
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AnglesToAxis( angles, cg.refdef.viewaxis );
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}
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else if ( cg.demoPlayback || CG_IsThirdPersonFollowMode())
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else if ( cg.demoPlayback || CG_IsThirdPersonFollowMode(VRFM_QUERY))
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{
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//If we're following someone,
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vec3_t angles;
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angles[YAW] = (cg.refdefViewAngles[YAW] - vr->hmdorientation[YAW]) + vr->weaponangles[YAW];
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AnglesToAxis(angles, cg.refdef.viewaxis);
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}
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else if ( cg.demoPlayback || CG_IsThirdPersonFollowMode())
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else if ( cg.demoPlayback || CG_IsThirdPersonFollowMode(VRFM_QUERY))
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{
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//If we're following someone,
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vec3_t angles;
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@ -936,10 +927,21 @@ static void CG_PlayBufferedSounds( void ) {
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//=========================================================================
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qboolean CG_IsThirdPersonFollowMode( void )
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qboolean CG_IsThirdPersonFollowMode( vrFollowMode_t followMode )
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{
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return cg.snap->ps.pm_flags & PMF_FOLLOW &&
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(vr->follow_mode == VRFM_THIRDPERSON || vr->follow_mode == VRFM_THIRDPERSON_2);
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if (followMode == VRFM_QUERY)
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{
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return cg.snap->ps.pm_flags & PMF_FOLLOW &&
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(vr->follow_mode == VRFM_THIRDPERSON_1 || vr->follow_mode == VRFM_THIRDPERSON_2);
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}
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return cg.snap->ps.pm_flags & PMF_FOLLOW && vr->follow_mode == followMode;
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}
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qboolean CG_IsDeathCam( void )
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{
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return (( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) &&
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( cg.predictedPlayerState.pm_type != PM_INTERMISSION ));
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}
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/*
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// update cvars
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CG_UpdateCvars();
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//HACK!! - should change this to a renderer function call
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//Indicate to renderer whether we are in deathcam mode, We don't want sky in death cam mode
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trap_Cvar_Set( "vr_thirdPersonSpectator", (CG_IsDeathCam() ||
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cg.demoPlayback ||
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CG_IsThirdPersonFollowMode(VRFM_QUERY) ? "1" : "0" ));
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// if we are only updating the screen as a loading
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// pacifier, don't even try to read snapshots
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if ( cg.infoScreenText[0] != 0 ) {
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// decide on third person view
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cg.renderingThirdPerson = cg.predictedPlayerState.pm_type == PM_SPECTATOR ||
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cg.demoPlayback || CG_IsThirdPersonFollowMode() ||
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cg.demoPlayback || CG_IsThirdPersonFollowMode(VRFM_QUERY) ||
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cg_thirdPerson.integer;
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// build cg.refdef
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@ -2076,24 +2076,24 @@ void CG_DrawWeaponSelector( void )
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CG_CalculateVRWeaponPosition(controllerOrigin, controllerAngles);
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VectorSubtract(vr->weaponposition, cg.weaponSelectorOrigin, controllerOffset);
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vec3_t holsterAngles, holsterOrigin, beamOrigin, holsterForward, holsterRight, holsterUp;
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CG_CalculateVRPositionInWorld(cg.weaponSelectorOrigin, cg.weaponSelectorOffset, cg.weaponSelectorAngles, holsterOrigin, holsterAngles);
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vec3_t wheelAngles, wheelOrigin, beamOrigin, wheelForward, wheelRight, wheelUp;
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CG_CalculateVRPositionInWorld(cg.weaponSelectorOrigin, cg.weaponSelectorOffset, cg.weaponSelectorAngles, wheelOrigin, wheelAngles);
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AngleVectors(holsterAngles, holsterForward, holsterRight, holsterUp);
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AngleVectors(wheelAngles, wheelForward, wheelRight, wheelUp);
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if (selectorMode == WS_CONTROLLER)
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{
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VectorCopy(controllerOrigin, holsterOrigin);
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VectorCopy(controllerOrigin, wheelOrigin);
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}
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else
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{
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// Do not shift weapon wheel down in order to fit inside comfort vignette
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//VectorMA(holsterOrigin, -3.0f, holsterUp, holsterOrigin);
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//VectorMA(wheelOrigin, -3.0f, wheelUp, wheelOrigin);
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}
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VectorCopy(holsterOrigin, beamOrigin);
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VectorMA(holsterOrigin, ((DEPTH*2.0f)*((selectorMode == WS_CONTROLLER) ? frac : 1.0f)), holsterForward, holsterOrigin);
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VectorCopy(holsterOrigin, selectorOrigin);
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VectorCopy(wheelOrigin, beamOrigin);
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VectorMA(wheelOrigin, ((DEPTH*2.0f)*((selectorMode == WS_CONTROLLER) ? frac : 1.0f)), wheelForward, wheelOrigin);
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VectorCopy(wheelOrigin, selectorOrigin);
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const int switchThumbsticks = (int)trap_Cvar_VariableValue("vr_switchThumbsticks");
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const int thumb = switchThumbsticks !=0 ? THUMB_LEFT : THUMB_RIGHT;
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float y = 0.0f;
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if (selectorMode == WS_CONTROLLER)
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{
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x = (sinf(DEG2RAD(holsterAngles[YAW] - controllerAngles[YAW])) / sinf(DEG2RAD(22.5f)));
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y = ((holsterAngles[PITCH] - controllerAngles[PITCH]) / 22.5f);
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x = (sinf(DEG2RAD(wheelAngles[YAW] - controllerAngles[YAW])) / sinf(DEG2RAD(22.5f)));
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y = ((wheelAngles[PITCH] - controllerAngles[PITCH]) / 22.5f);
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float len = length(x, y);
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if (len > 1.0f)
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@ -2127,8 +2127,8 @@ void CG_DrawWeaponSelector( void )
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y = thumbstickAxisY;
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}
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VectorMA(selectorOrigin, RAD * x, holsterRight, selectorOrigin);
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VectorMA(selectorOrigin, RAD * y, holsterUp, selectorOrigin);
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VectorMA(selectorOrigin, RAD * x, wheelRight, selectorOrigin);
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VectorMA(selectorOrigin, RAD * y, wheelUp, selectorOrigin);
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{
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refEntity_t blob;
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@ -2154,38 +2154,39 @@ void CG_DrawWeaponSelector( void )
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}
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#ifdef MISSIONPACK
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float iconAngles[WP_NUM_WEAPONS] = {0.0f, 30.0f, 60.0f, 90.0f, 120.0f, 150.0f, 180.0f, 210.0f, 240.0f, 270.0f, 300.0f, 330.0f, 360.0f, 390.0f};
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float wheelIconAngles[WP_NUM_WEAPONS] = {0.0f, 45.0f, 90.0f, 120.0f, 150.0f, 180.0f, 210.0f, 240.0f, 270.0f, 300.0f, 330.0f, 360.0f, 390.0f};
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#else
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float iconAngles[WP_NUM_WEAPONS] = {0.0f, 30.0f, 60.0f, 90.0f, 135.0f, 180.0f, 225.0f, 270.0f, 315.0f, 360.0f, 390.0f};
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float wheelIconAngles[WP_NUM_WEAPONS] = {0.0f, 45.0f, 90.0f, 135.0f, 180.0f, 225.0f, 270.0f, 315.0f, 360.0f, 390.0f};
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#endif
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qboolean selected = qfalse;
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int w = 0;
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for (int index = 0; index < WP_NUM_WEAPONS-1; ++index)
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int angleIndex = 0;
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for (int weaponId = 1; weaponId < WP_NUM_WEAPONS; ++weaponId)
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{
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if ((index+1) == WP_GRAPPLING_HOOK)
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if (weaponId == WP_GRAPPLING_HOOK ||
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weaponId == WP_GAUNTLET)
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{
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continue;
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}
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//increment now we know we aren't looking at an invalid weapon id
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++w;
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++angleIndex;
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CG_RegisterWeapon(w);
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CG_RegisterWeapon(weaponId);
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{
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qboolean selectable = CG_WeaponSelectable(w) && cg.snap->ps.ammo[ w ];
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qboolean selectable = CG_WeaponSelectable(weaponId) && cg.snap->ps.ammo[weaponId];
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//first calculate holster slot position
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//first calculate wheel slot position
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vec3_t angles, iconOrigin,iconBackground,iconForeground;
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VectorClear(angles);
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angles[YAW] = holsterAngles[YAW];
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angles[PITCH] = holsterAngles[PITCH];
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angles[ROLL] = iconAngles[w];
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angles[YAW] = wheelAngles[YAW];
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angles[PITCH] = wheelAngles[PITCH];
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angles[ROLL] = wheelIconAngles[angleIndex];
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vec3_t forward, up;
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AngleVectors(angles, forward, NULL, up);
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VectorMA(holsterOrigin, (RAD*frac), up, iconOrigin);
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VectorMA(wheelOrigin, (RAD*frac), up, iconOrigin);
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VectorMA(iconOrigin, 0.2f, forward, iconBackground);
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VectorMA(iconOrigin, -0.2f, forward, iconForeground);
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@ -2198,9 +2199,9 @@ void CG_DrawWeaponSelector( void )
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frac == 1.0f &&
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selectable)
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||||
{
|
||||
if (cg.weaponSelectorSelection != w)
|
||||
if (cg.weaponSelectorSelection != weaponId)
|
||||
{
|
||||
cg.weaponSelectorSelection = w;
|
||||
cg.weaponSelectorSelection = weaponId;
|
||||
trap_HapticEvent("selector_icon", 0, 0, 100, 0, 0);
|
||||
}
|
||||
|
||||
|
@ -2215,16 +2216,16 @@ void CG_DrawWeaponSelector( void )
|
|||
float angle = AngleNormalize360(RAD2DEG(a));
|
||||
float angle360 = angle + 360; // HACK - Account for the icon at the top
|
||||
|
||||
float low = ((iconAngles[w-1]+iconAngles[w])/2.0f);
|
||||
float high = ((iconAngles[w]+iconAngles[w+1])/2.0f);
|
||||
float low = ((wheelIconAngles[angleIndex-1]+wheelIconAngles[angleIndex])/2.0f);
|
||||
float high = ((wheelIconAngles[angleIndex]+wheelIconAngles[angleIndex+1])/2.0f);
|
||||
|
||||
if (((angle > low && angle <= high) || (angle360 > low && angle360 <= high)) &&
|
||||
(length(vr->thumbstick_location[thumb][0], vr->thumbstick_location[thumb][1]) > 0.5f) &&
|
||||
selectable)
|
||||
{
|
||||
if (cg.weaponSelectorSelection != w)
|
||||
if (cg.weaponSelectorSelection != weaponId)
|
||||
{
|
||||
cg.weaponSelectorSelection = w;
|
||||
cg.weaponSelectorSelection = weaponId;
|
||||
trap_HapticEvent("selector_icon", 0, 0, 100, 0, 0);
|
||||
}
|
||||
|
||||
|
@ -2232,7 +2233,7 @@ void CG_DrawWeaponSelector( void )
|
|||
}
|
||||
}
|
||||
|
||||
if (cg.weaponSelectorSelection == w)
|
||||
if (cg.weaponSelectorSelection == weaponId)
|
||||
{
|
||||
refEntity_t sprite;
|
||||
memset( &sprite, 0, sizeof( sprite ) );
|
||||
|
@ -2250,52 +2251,36 @@ void CG_DrawWeaponSelector( void )
|
|||
|
||||
if (!cg_weaponSelectorSimple2DIcons.integer)
|
||||
{
|
||||
/* if (selectable)
|
||||
{
|
||||
refEntity_t blob;
|
||||
memset( &blob, 0, sizeof( blob ) );
|
||||
VectorCopy( iconOrigin, blob.origin );
|
||||
AnglesToAxis(vec3_origin, blob.axis);
|
||||
float sphereScale = (SCALE*frac) + 0.05f + (cg.weaponSelectorSelection == w ? 0.035f : 0);
|
||||
VectorScale( blob.axis[0], sphereScale, blob.axis[0] );
|
||||
VectorScale( blob.axis[1], sphereScale, blob.axis[1] );
|
||||
VectorScale( blob.axis[2], sphereScale, blob.axis[2] );
|
||||
blob.nonNormalizedAxes = qtrue;
|
||||
blob.hModel = cgs.media.smallSphereModel;
|
||||
blob.customShader = cgs.media.invisShader;
|
||||
trap_R_AddRefEntityToScene( &blob );
|
||||
}*/
|
||||
|
||||
refEntity_t ent;
|
||||
memset(&ent, 0, sizeof(ent));
|
||||
VectorCopy(iconOrigin, ent.origin);
|
||||
|
||||
//Shift the weapon model a bit to be in the sphere
|
||||
if (w == WP_GAUNTLET)
|
||||
if (weaponId == WP_GAUNTLET)
|
||||
{
|
||||
SCALE = 0.065f;
|
||||
VectorMA(ent.origin, 0.3f, holsterUp, ent.origin);
|
||||
VectorMA(ent.origin, 0.15f, holsterRight, ent.origin);
|
||||
VectorMA(ent.origin, -0.15f, holsterForward, ent.origin);
|
||||
VectorMA(ent.origin, 0.3f, wheelUp, ent.origin);
|
||||
VectorMA(ent.origin, 0.15f, wheelRight, ent.origin);
|
||||
VectorMA(ent.origin, -0.15f, wheelForward, ent.origin);
|
||||
}
|
||||
else
|
||||
{
|
||||
VectorMA(ent.origin, 0.3f, holsterForward, ent.origin);
|
||||
VectorMA(ent.origin, -0.2f, holsterRight, ent.origin);
|
||||
VectorMA(ent.origin, 0.5f, holsterUp, ent.origin);
|
||||
VectorMA(ent.origin, 0.3f, wheelForward, ent.origin);
|
||||
VectorMA(ent.origin, -0.2f, wheelRight, ent.origin);
|
||||
VectorMA(ent.origin, 0.5f, wheelUp, ent.origin);
|
||||
}
|
||||
|
||||
vec3_t iconAngles;
|
||||
VectorCopy(holsterAngles, iconAngles);
|
||||
VectorCopy(wheelAngles, iconAngles);
|
||||
iconAngles[PITCH] = 10;
|
||||
iconAngles[YAW] -= 145.0f;
|
||||
if (w == WP_GAUNTLET)
|
||||
if (weaponId == WP_GAUNTLET)
|
||||
{
|
||||
iconAngles[ROLL] -= 90.0f;
|
||||
}
|
||||
|
||||
float weaponScale = ((SCALE+0.02f)*frac) +
|
||||
(cg.weaponSelectorSelection == w ? 0.04f : 0);
|
||||
(cg.weaponSelectorSelection == weaponId ? 0.04f : 0);
|
||||
|
||||
AnglesToAxis(iconAngles, ent.axis);
|
||||
VectorScale(ent.axis[0], weaponScale, ent.axis[0]);
|
||||
|
@ -2303,7 +2288,7 @@ void CG_DrawWeaponSelector( void )
|
|||
VectorScale(ent.axis[2], weaponScale, ent.axis[2]);
|
||||
ent.nonNormalizedAxes = qtrue;
|
||||
|
||||
if( w == WP_RAILGUN ) {
|
||||
if( weaponId == WP_RAILGUN ) {
|
||||
clientInfo_t *ci = &cgs.clientinfo[cg.predictedPlayerState.clientNum];
|
||||
if( cg_entities[cg.predictedPlayerState.clientNum].pe.railFireTime + 1500 > cg.time ) {
|
||||
int scale = 255 * ( cg.time - cg_entities[cg.predictedPlayerState.clientNum].pe.railFireTime ) / 1500;
|
||||
|
@ -2317,23 +2302,23 @@ void CG_DrawWeaponSelector( void )
|
|||
}
|
||||
}
|
||||
|
||||
ent.hModel = cg_weapons[w].weaponModel;
|
||||
ent.hModel = cg_weapons[weaponId].weaponModel;
|
||||
if (!selectable)
|
||||
{
|
||||
ent.customShader = cgs.media.invisShader;
|
||||
}
|
||||
trap_R_AddRefEntityToScene(&ent);
|
||||
|
||||
if ( cg_weapons[w].barrelModel )
|
||||
if ( cg_weapons[weaponId].barrelModel )
|
||||
{
|
||||
refEntity_t barrel;
|
||||
memset(&barrel, 0, sizeof(barrel));
|
||||
barrel.hModel = cg_weapons[w].barrelModel;
|
||||
barrel.hModel = cg_weapons[weaponId].barrelModel;
|
||||
vec3_t barrelAngles;
|
||||
VectorClear(barrelAngles);
|
||||
barrelAngles[ROLL] = AngleNormalize360((cg.time - cg.weaponSelectorTime) * 0.9f);
|
||||
AnglesToAxis(barrelAngles, barrel.axis);
|
||||
CG_PositionRotatedEntityOnTag(&barrel, &ent, cg_weapons[w].weaponModel,
|
||||
CG_PositionRotatedEntityOnTag(&barrel, &ent, cg_weapons[weaponId].weaponModel,
|
||||
"tag_barrel");
|
||||
if (!selectable)
|
||||
{
|
||||
|
@ -2350,8 +2335,8 @@ void CG_DrawWeaponSelector( void )
|
|||
|
||||
VectorCopy(iconOrigin, sprite.origin);
|
||||
sprite.reType = RT_SPRITE;
|
||||
sprite.customShader = cg_weapons[w].weaponIcon;
|
||||
sprite.radius = 0.6f + (cg.weaponSelectorSelection == w ? 0.1f : 0);
|
||||
sprite.customShader = cg_weapons[weaponId].weaponIcon;
|
||||
sprite.radius = 0.6f + (cg.weaponSelectorSelection == weaponId ? 0.1f : 0);
|
||||
sprite.shaderRGBA[0] = 255;
|
||||
sprite.shaderRGBA[1] = 255;
|
||||
sprite.shaderRGBA[2] = 255;
|
||||
|
@ -2363,7 +2348,7 @@ void CG_DrawWeaponSelector( void )
|
|||
VectorCopy( iconBackground, sprite.origin );
|
||||
sprite.reType = RT_SPRITE;
|
||||
sprite.customShader = cgs.media.selectShader;
|
||||
sprite.radius = 0.7f + (cg.weaponSelectorSelection == w ? 0.1f : 0);
|
||||
sprite.radius = 0.7f + (cg.weaponSelectorSelection == weaponId ? 0.1f : 0);
|
||||
sprite.shaderRGBA[0] = 255;
|
||||
sprite.shaderRGBA[1] = 255;
|
||||
sprite.shaderRGBA[2] = 255;
|
||||
|
|
|
@ -1359,7 +1359,7 @@ void R_Register( void )
|
|||
r_norefresh = ri.Cvar_Get ("r_norefresh", "0", CVAR_CHEAT);
|
||||
r_drawentities = ri.Cvar_Get ("r_drawentities", "1", CVAR_CHEAT );
|
||||
r_ignore = ri.Cvar_Get( "r_ignore", "1", CVAR_CHEAT );
|
||||
r_nocull = ri.Cvar_Get ("r_nocull", "1", CVAR_CHEAT);
|
||||
r_nocull = ri.Cvar_Get ("r_nocull", "0", CVAR_CHEAT);
|
||||
r_novis = ri.Cvar_Get ("r_novis", "0", CVAR_CHEAT);
|
||||
r_showcluster = ri.Cvar_Get ("r_showcluster", "0", CVAR_CHEAT);
|
||||
r_speeds = ri.Cvar_Get ("r_speeds", "0", CVAR_CHEAT);
|
||||
|
|
|
@ -207,7 +207,7 @@ int R_CullLocalBox(vec3_t localBounds[2]) {
|
|||
int anyBack;
|
||||
int front, back;
|
||||
|
||||
if ( r_nocull->integer ) {
|
||||
if ( r_nocull->integer || vr_thirdPersonSpectator->integer ) {
|
||||
return CULL_CLIP;
|
||||
}
|
||||
|
||||
|
@ -258,7 +258,7 @@ int R_CullLocalBox(vec3_t localBounds[2]) {
|
|||
vec3_t v;
|
||||
vec3_t worldBounds[2];
|
||||
|
||||
if(r_nocull->integer)
|
||||
if(r_nocull->integer || vr_thirdPersonSpectator->integer)
|
||||
{
|
||||
return CULL_CLIP;
|
||||
}
|
||||
|
@ -352,7 +352,7 @@ int R_CullPointAndRadiusEx( const vec3_t pt, float radius, const cplane_t* frust
|
|||
const cplane_t *frust;
|
||||
qboolean mightBeClipped = qfalse;
|
||||
|
||||
if ( r_nocull->integer ) {
|
||||
if ( r_nocull->integer || vr_thirdPersonSpectator->integer) {
|
||||
return CULL_CLIP;
|
||||
}
|
||||
|
||||
|
@ -678,75 +678,38 @@ static void R_SetFarClip( void )
|
|||
=================
|
||||
R_SetupFrustum
|
||||
|
||||
Set up the culling frustum planes for the current view using the results we got from computing the first two rows of
|
||||
the projection matrix.
|
||||
Setup that culling frustum planes for the current view
|
||||
=================
|
||||
*/
|
||||
void R_SetupFrustum (viewParms_t *dest, float xmin, float xmax, float ymax, float zProj, float zFar, float stereoSep)
|
||||
{
|
||||
vec3_t ofsorigin;
|
||||
float oppleg, adjleg, length;
|
||||
void R_SetupFrustum( void ) {
|
||||
int i;
|
||||
|
||||
if(stereoSep == 0 && xmin == -xmax)
|
||||
{
|
||||
// symmetric case can be simplified
|
||||
VectorCopy(dest->or.origin, ofsorigin);
|
||||
float xs, xc;
|
||||
float ang;
|
||||
|
||||
length = sqrt(xmax * xmax + zProj * zProj);
|
||||
oppleg = xmax / length;
|
||||
adjleg = zProj / length;
|
||||
ang = tr.viewParms.fovX / 180 * M_PI * 0.5f;
|
||||
xs = sinf( ang );
|
||||
xc = cosf( ang );
|
||||
|
||||
VectorScale(dest->or.axis[0], oppleg, dest->frustum[0].normal);
|
||||
VectorMA(dest->frustum[0].normal, adjleg, dest->or.axis[1], dest->frustum[0].normal);
|
||||
VectorScale( tr.viewParms.or.axis[0], xs, tr.viewParms.frustum[0].normal );
|
||||
VectorMA( tr.viewParms.frustum[0].normal, xc, tr.viewParms.or.axis[1], tr.viewParms.frustum[0].normal );
|
||||
|
||||
VectorScale(dest->or.axis[0], oppleg, dest->frustum[1].normal);
|
||||
VectorMA(dest->frustum[1].normal, -adjleg, dest->or.axis[1], dest->frustum[1].normal);
|
||||
}
|
||||
else
|
||||
{
|
||||
// In stereo rendering, due to the modification of the projection matrix, dest->or.origin is not the
|
||||
// actual origin that we're rendering so offset the tip of the view pyramid.
|
||||
VectorMA(dest->or.origin, stereoSep, dest->or.axis[1], ofsorigin);
|
||||
|
||||
oppleg = xmax + stereoSep;
|
||||
length = sqrt(oppleg * oppleg + zProj * zProj);
|
||||
VectorScale(dest->or.axis[0], oppleg / length, dest->frustum[0].normal);
|
||||
VectorMA(dest->frustum[0].normal, zProj / length, dest->or.axis[1], dest->frustum[0].normal);
|
||||
VectorScale( tr.viewParms.or.axis[0], xs, tr.viewParms.frustum[1].normal );
|
||||
VectorMA( tr.viewParms.frustum[1].normal, -xc, tr.viewParms.or.axis[1], tr.viewParms.frustum[1].normal );
|
||||
|
||||
oppleg = xmin + stereoSep;
|
||||
length = sqrt(oppleg * oppleg + zProj * zProj);
|
||||
VectorScale(dest->or.axis[0], -oppleg / length, dest->frustum[1].normal);
|
||||
VectorMA(dest->frustum[1].normal, -zProj / length, dest->or.axis[1], dest->frustum[1].normal);
|
||||
}
|
||||
ang = tr.viewParms.fovY / 180 * M_PI * 0.5f;
|
||||
xs = sin( ang );
|
||||
xc = cos( ang );
|
||||
|
||||
length = sqrt(ymax * ymax + zProj * zProj);
|
||||
oppleg = ymax / length;
|
||||
adjleg = zProj / length;
|
||||
VectorScale( tr.viewParms.or.axis[0], xs, tr.viewParms.frustum[2].normal );
|
||||
VectorMA( tr.viewParms.frustum[2].normal, xc, tr.viewParms.or.axis[2], tr.viewParms.frustum[2].normal );
|
||||
|
||||
VectorScale(dest->or.axis[0], oppleg, dest->frustum[2].normal);
|
||||
VectorMA(dest->frustum[2].normal, adjleg, dest->or.axis[2], dest->frustum[2].normal);
|
||||
VectorScale( tr.viewParms.or.axis[0], xs, tr.viewParms.frustum[3].normal );
|
||||
VectorMA( tr.viewParms.frustum[3].normal, -xc, tr.viewParms.or.axis[2], tr.viewParms.frustum[3].normal );
|
||||
|
||||
VectorScale(dest->or.axis[0], oppleg, dest->frustum[3].normal);
|
||||
VectorMA(dest->frustum[3].normal, -adjleg, dest->or.axis[2], dest->frustum[3].normal);
|
||||
|
||||
for (i=0 ; i<4 ; i++) {
|
||||
dest->frustum[i].type = PLANE_NON_AXIAL;
|
||||
dest->frustum[i].dist = DotProduct (ofsorigin, dest->frustum[i].normal);
|
||||
SetPlaneSignbits( &dest->frustum[i] );
|
||||
}
|
||||
|
||||
if (zFar != 0.0f)
|
||||
{
|
||||
vec3_t farpoint;
|
||||
|
||||
VectorMA(ofsorigin, zFar, dest->or.axis[0], farpoint);
|
||||
VectorScale(dest->or.axis[0], -1.0f, dest->frustum[4].normal);
|
||||
|
||||
dest->frustum[4].type = PLANE_NON_AXIAL;
|
||||
dest->frustum[4].dist = DotProduct (farpoint, dest->frustum[4].normal);
|
||||
SetPlaneSignbits( &dest->frustum[4] );
|
||||
dest->flags |= VPF_FARPLANEFRUSTUM;
|
||||
for ( i = 0 ; i < 4 ; i++ ) {
|
||||
tr.viewParms.frustum[i].type = PLANE_NON_AXIAL;
|
||||
tr.viewParms.frustum[i].dist = DotProduct( tr.viewParms.or.origin, tr.viewParms.frustum[i].normal );
|
||||
SetPlaneSignbits( &tr.viewParms.frustum[i] );
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -810,7 +773,7 @@ void R_SetupProjection(viewParms_t *dest, float zProj, float zFar, qboolean comp
|
|||
|
||||
// Now that we have all the data for the projection matrix we can also setup the view frustum.
|
||||
if(computeFrustum)
|
||||
R_SetupFrustum(dest, xmin, xmax, ymax, zProj, zFar, stereoSep);
|
||||
R_SetupFrustum( );//dest, xmin, xmax, ymax, zProj, zFar, stereoSep);
|
||||
}
|
||||
|
||||
/*
|
||||
|
|
|
@ -32,7 +32,7 @@ added to the sorting list.
|
|||
================
|
||||
*/
|
||||
static qboolean R_CullSurface( msurface_t *surf ) {
|
||||
if ( r_nocull->integer || surf->cullinfo.type == CULLINFO_NONE) {
|
||||
if ( (r_nocull->integer || vr_thirdPersonSpectator->integer) || surf->cullinfo.type == CULLINFO_NONE) {
|
||||
return qfalse;
|
||||
}
|
||||
|
||||
|
@ -407,14 +407,14 @@ static void R_RecursiveWorldNode( mnode_t *node, uint32_t planeBits, uint32_t dl
|
|||
|
||||
// if the node wasn't marked as potentially visible, exit
|
||||
// pvs is skipped for depth shadows
|
||||
if (!r_nocull->integer && !(tr.viewParms.flags & VPF_DEPTHSHADOW) && node->visCounts[tr.visIndex] != tr.visCounts[tr.visIndex]) {
|
||||
if (!vr_thirdPersonSpectator->integer && !(tr.viewParms.flags & VPF_DEPTHSHADOW) && node->visCounts[tr.visIndex] != tr.visCounts[tr.visIndex]) {
|
||||
return;
|
||||
}
|
||||
|
||||
// if the bounding volume is outside the frustum, nothing
|
||||
// inside can be visible OPTIMIZE: don't do this all the way to leafs?
|
||||
|
||||
if ( !r_nocull->integer ) {
|
||||
if ( !r_nocull->integer && !vr_thirdPersonSpectator->integer ) {
|
||||
int r;
|
||||
|
||||
if ( planeBits & 1 ) {
|
||||
|
|
|
@ -9,6 +9,9 @@
|
|||
#define THUMB_RIGHT 1
|
||||
|
||||
typedef struct {
|
||||
float fov_x;
|
||||
float fov_y;
|
||||
|
||||
qboolean weapon_stabilised;
|
||||
qboolean weapon_zoomed;
|
||||
qboolean show_console;
|
||||
|
|
|
@ -49,6 +49,9 @@ void VR_GetResolution(engine_t* engine, int *pWidth, int *pHeight)
|
|||
{
|
||||
*pWidth = width = vrapi_GetSystemPropertyInt(&engine->java, VRAPI_SYS_PROP_SUGGESTED_EYE_TEXTURE_WIDTH) * SUPER_SAMPLE;
|
||||
*pHeight = height = vrapi_GetSystemPropertyInt(&engine->java, VRAPI_SYS_PROP_SUGGESTED_EYE_TEXTURE_HEIGHT) * SUPER_SAMPLE;
|
||||
|
||||
vr.fov_x = vrapi_GetSystemPropertyInt( &engine->java, VRAPI_SYS_PROP_SUGGESTED_EYE_FOV_DEGREES_X);
|
||||
vr.fov_y = vrapi_GetSystemPropertyInt( &engine->java, VRAPI_SYS_PROP_SUGGESTED_EYE_FOV_DEGREES_Y);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -39,10 +39,12 @@ typedef enum {
|
|||
} weaponSelectorType_t;
|
||||
|
||||
typedef enum {
|
||||
VRFM_THIRDPERSON, //Camera will auto move to keep up with player
|
||||
VRFM_THIRDPERSON_1, //Camera will auto move to keep up with player
|
||||
VRFM_THIRDPERSON_2, //Camera is completely free movement with the thumbstick
|
||||
VRFM_FIRSTPERSON, //Obvious isn't it?..
|
||||
VRFM_NUM_FOLLOWMODES
|
||||
VRFM_NUM_FOLLOWMODES,
|
||||
|
||||
VRFM_QUERY = 99 //Used to query which mode is active
|
||||
} vrFollowMode_t;
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Reference in a new issue