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https://github.com/DrBeef/ioq3quest.git
synced 2024-11-26 14:01:26 +00:00
Greatly improved performance of railgun core "high" setting
also, make sure only the HUD is decoupled, keep other things coupled to view angles (like intermission scoreboard)
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parent
90059c4bbc
commit
cbd1850cd6
2 changed files with 40 additions and 26 deletions
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@ -2909,22 +2909,32 @@ void CG_DrawActive( void ) {
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float dist = (trap_Cvar_VariableValue("vr_hudDepth")+2) * 6 * scale;
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float radius = dist / 3.0f;
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float viewYaw = SHORT2ANGLE(cg.predictedPlayerState.delta_angles[YAW]) + (vr->clientviewangles[YAW] - vr->hmdorientation[YAW]);
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static float hmd_yaw_x = 0.0f;
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static float hmd_yaw_y = 1.0f;
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if (cg.snap->ps.stats[STAT_HEALTH] > 0 &&
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cg.snap->ps.pm_type != PM_INTERMISSION)
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{
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hmd_yaw_x = 0.95f * hmd_yaw_x + 0.05f * cosf(DEG2RAD(vr->hmdorientation[YAW]));
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hmd_yaw_y = 0.95f * hmd_yaw_y + 0.05f * sinf(DEG2RAD(vr->hmdorientation[YAW]));
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float viewYaw = SHORT2ANGLE(cg.predictedPlayerState.delta_angles[YAW]) +
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(vr->clientviewangles[YAW] - vr->hmdorientation[YAW]);
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static float hmd_yaw_x = 0.0f;
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static float hmd_yaw_y = 1.0f;
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{
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hmd_yaw_x = 0.97f * hmd_yaw_x + 0.03f * cosf(DEG2RAD(vr->hmdorientation[YAW]));
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hmd_yaw_y = 0.97f * hmd_yaw_y + 0.03f * sinf(DEG2RAD(vr->hmdorientation[YAW]));
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}
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angles[YAW] = viewYaw + RAD2DEG(atan2(hmd_yaw_y, hmd_yaw_x));
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angles[PITCH] = 0;
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angles[ROLL] = 0;
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AngleVectors(angles, forward, right, up);
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VectorMA(cg.refdef.vieworg, dist, forward, endpos);
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VectorMA(endpos, trap_Cvar_VariableValue("vr_hudYOffset") / 20, up, endpos);
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}
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else
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{
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//Lock to face
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VectorMA(cg.refdef.vieworg, dist, cg.refdef.viewaxis[0], endpos);
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}
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angles[YAW] = viewYaw + RAD2DEG(atan2(hmd_yaw_y, hmd_yaw_x));
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angles[PITCH] = 0;
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angles[ROLL] = 0;
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AngleVectors(angles, forward, right, up);
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VectorMA(cg.refdef.vieworg, dist, forward, endpos);
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VectorMA(endpos, trap_Cvar_VariableValue("vr_hudYOffset") / 20, up, endpos);
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memset(&ent, 0, sizeof(ent));
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ent.reType = RT_SPRITE;
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@ -534,7 +534,9 @@ CG_RailTrail
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==========================
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*/
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void CG_RailTrail (clientInfo_t *ci, vec3_t start, vec3_t end) {
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vec3_t axis[36], move, move2, vec, temp;
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#define NUM_PARTICLE_PER_ROTATION 18
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vec3_t axis[NUM_PARTICLE_PER_ROTATION], move, move2, vec, vec2, temp;
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float len;
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int i, j, skip;
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@ -586,33 +588,35 @@ void CG_RailTrail (clientInfo_t *ci, vec3_t start, vec3_t end) {
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VectorSubtract (end, start, vec);
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len = VectorNormalize (vec);
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PerpendicularVector(temp, vec);
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for (i = 0 ; i < 36; i++)
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for (i = 0 ; i < NUM_PARTICLE_PER_ROTATION; i++)
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{
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RotatePointAroundVector(axis[i], vec, temp, i * 10);//banshee 2.4 was 10
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RotatePointAroundVector(axis[i], vec, temp, i * (360.0f / NUM_PARTICLE_PER_ROTATION));//banshee 2.4 was 10
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}
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VectorMA(move, 20, vec, move);
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VectorScale (vec, SPACING, vec);
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VectorMA(move, (360.0f / NUM_PARTICLE_PER_ROTATION), vec, move);
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VectorScale (vec, SPACING, vec2);
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skip = -1;
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j = 18;
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for (i = 0; i < len; i += SPACING)
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j = 0;
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int spacing = SPACING;
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for (i = 0; i < len; i += spacing, spacing++)
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{
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if (i != skip)
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{
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skip = i + SPACING;
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VectorScale (vec, spacing, vec2);
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skip = i + spacing;
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le = CG_AllocLocalEntity();
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re = &le->refEntity;
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le->leFlags = LEF_PUFF_DONT_SCALE;
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le->leType = LE_MOVE_SCALE_FADE;
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le->startTime = cg.time;
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le->endTime = cg.time + (i>>1) + 600;
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le->endTime = cg.time + (i>>1) + 500;
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le->lifeRate = 1.0 / (le->endTime - le->startTime);
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re->shaderTime = cg.time / 1000.0f;
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re->reType = RT_SPRITE;
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re->radius = 1.1f;
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re->radius = 1.2f;
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re->customShader = cgs.media.railRingsShader;
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re->shaderRGBA[0] = ci->color2[0] * 255;
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@ -637,9 +641,9 @@ void CG_RailTrail (clientInfo_t *ci, vec3_t start, vec3_t end) {
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le->pos.trDelta[2] = axis[j][2]*6;
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}
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VectorAdd (move, vec, move);
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VectorAdd (move, vec2, move);
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j = (j + ROTATION) % 36;
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j = (j + ROTATION) % NUM_PARTICLE_PER_ROTATION;
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}
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}
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