cl_view.c neu kommentiert und formatiert

This commit is contained in:
Yamagi Burmeister 2010-06-18 15:01:18 +00:00
parent 7f86a17ddf
commit ca2e9c48e7

View file

@ -1,35 +1,29 @@
/*
Copyright (C) 1997-2001 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// cl_view.c -- player rendering positioning
* Copyright (C) 1997-2001 Id Software, Inc.
*
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free
* Software Foundation; either version 2 of the License, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE.
*
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with
* this program; if not, write to the Free Software Foundation, Inc., 59
* Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
*/
#include "header/client.h"
//=============
//
// development tools for weapons
//
int gun_frame;
/* development tools for weapons */
int gun_frame;
struct model_s *gun_model;
//=============
cvar_t *crosshair;
cvar_t *crosshair_scale;
cvar_t *cl_testparticles;
@ -55,62 +49,39 @@ char cl_weaponmodels[MAX_CLIENTWEAPONMODELS][MAX_QPATH];
int num_cl_weaponmodels;
/*
====================
V_ClearScene
Specifies the model that will be used as the world
====================
*/
void V_ClearScene (void)
{
* Specifies the model that will be used as the world
*/
void V_ClearScene (void) {
r_numdlights = 0;
r_numentities = 0;
r_numparticles = 0;
}
/*
=====================
V_AddEntity
=====================
*/
void V_AddEntity (entity_t *ent)
{
void V_AddEntity (entity_t *ent) {
if (r_numentities >= MAX_ENTITIES)
return;
r_entities[r_numentities++] = *ent;
}
/*
=====================
V_AddParticle
=====================
*/
void V_AddParticle (vec3_t org, unsigned int color, float alpha)
{
void V_AddParticle (vec3_t org, unsigned int color, float alpha) {
particle_t *p;
if (r_numparticles >= MAX_PARTICLES)
return;
p = &r_particles[r_numparticles++];
VectorCopy (org, p->origin);
p->color = color;
p->alpha = alpha;
}
/*
=====================
V_AddLight
=====================
*/
void V_AddLight (vec3_t org, float intensity, float r, float g, float b)
{
void V_AddLight (vec3_t org, float intensity, float r, float g, float b) {
dlight_t *dl;
if (r_numdlights >= MAX_DLIGHTS)
return;
dl = &r_dlights[r_numdlights++];
VectorCopy (org, dl->origin);
dl->intensity = intensity;
@ -119,18 +90,12 @@ void V_AddLight (vec3_t org, float intensity, float r, float g, float b)
dl->color[2] = b;
}
/*
=====================
V_AddLightStyle
=====================
*/
void V_AddLightStyle (int style, float r, float g, float b)
{
void V_AddLightStyle (int style, float r, float g, float b) {
lightstyle_t *ls;
if (style < 0 || style > MAX_LIGHTSTYLES)
Com_Error (ERR_DROP, "Bad light style %i", style);
ls = &r_lightstyles[style];
ls->white = r+g+b;
@ -140,21 +105,16 @@ void V_AddLightStyle (int style, float r, float g, float b)
}
/*
================
V_TestParticles
If cl_testparticles is set, create 4096 particles in the view
================
*/
void V_TestParticles (void)
{
*If cl_testparticles is set, create 4096 particles in the view
*/
void V_TestParticles (void) {
particle_t *p;
int i, j;
float d, r, u;
r_numparticles = MAX_PARTICLES;
for (i=0 ; i<r_numparticles ; i++)
{
for (i=0 ; i<r_numparticles ; i++) {
d = i*0.25f;
r = 4*((i&7)-3.5f);
u = 4*(((i>>3)&7)-3.5f);
@ -162,7 +122,7 @@ void V_TestParticles (void)
for (j=0 ; j<3 ; j++)
p->origin[j] = cl.refdef.vieworg[j] + cl.v_forward[j]*d +
cl.v_right[j]*r + cl.v_up[j]*u;
cl.v_right[j]*r + cl.v_up[j]*u;
p->color = 8;
p->alpha = cl_testparticles->value;
@ -170,14 +130,9 @@ void V_TestParticles (void)
}
/*
================
V_TestEntities
If cl_testentities is set, create 32 player models
================
*/
void V_TestEntities (void)
{
* If cl_testentities is set, create 32 player models
*/
void V_TestEntities (void) {
int i, j;
float f, r;
entity_t *ent;
@ -185,8 +140,7 @@ void V_TestEntities (void)
r_numentities = 32;
memset (r_entities, 0, sizeof(r_entities));
for (i=0 ; i<r_numentities ; i++)
{
for (i=0 ; i<r_numentities ; i++) {
ent = &r_entities[i];
r = 64 * ( (i%4) - 1.5 );
@ -194,7 +148,7 @@ void V_TestEntities (void)
for (j=0 ; j<3 ; j++)
ent->origin[j] = cl.refdef.vieworg[j] + cl.v_forward[j]*f +
cl.v_right[j]*r;
cl.v_right[j]*r;
ent->model = cl.baseclientinfo.model;
ent->skin = cl.baseclientinfo.skin;
@ -202,14 +156,9 @@ void V_TestEntities (void)
}
/*
================
V_TestLights
If cl_testlights is set, create 32 lights models
================
*/
void V_TestLights (void)
{
* If cl_testlights is set, create 32 lights models
*/
void V_TestLights (void) {
int i, j;
float f, r;
dlight_t *dl;
@ -217,8 +166,7 @@ void V_TestLights (void)
r_numdlights = 32;
memset (r_dlights, 0, sizeof(r_dlights));
for (i=0 ; i<r_numdlights ; i++)
{
for (i=0 ; i<r_numdlights ; i++) {
dl = &r_dlights[i];
r = 64 * ( (i%4) - 1.5f );
@ -226,7 +174,8 @@ void V_TestLights (void)
for (j=0 ; j<3 ; j++)
dl->origin[j] = cl.refdef.vieworg[j] + cl.v_forward[j]*f +
cl.v_right[j]*r;
cl.v_right[j]*r;
dl->color[0] = (float)(((i%6)+1) & 1);
dl->color[1] = (float)((((i%6)+1) & 2)>>1);
dl->color[2] = (float)((((i%6)+1) & 4)>>2);
@ -234,17 +183,10 @@ void V_TestLights (void)
}
}
//===================================================================
/*
=================
CL_PrepRefresh
Call before entering a new level, or after changing dlls
=================
*/
void CL_PrepRefresh (void)
{
* Call before entering a new level, or after changing dlls
*/
void CL_PrepRefresh (void) {
char mapname[32];
int i;
char name[MAX_QPATH];
@ -252,23 +194,23 @@ void CL_PrepRefresh (void)
vec3_t axis;
if (!cl.configstrings[CS_MODELS+1][0])
return; // no map loaded
return;
SCR_AddDirtyPoint (0, 0);
SCR_AddDirtyPoint (viddef.width-1, viddef.height-1);
// let the render dll load the map
strcpy (mapname, cl.configstrings[CS_MODELS+1] + 5); // skip "maps/"
mapname[strlen(mapname)-4] = 0; // cut off ".bsp"
/* let the refresher load the map */
strcpy (mapname, cl.configstrings[CS_MODELS+1] + 5); /* skip "maps/" */
mapname[strlen(mapname)-4] = 0; /* cut off ".bsp" */
// register models, pics, and skins
Com_Printf ("Map: %s\r", mapname);
/* register models, pics, and skins */
Com_Printf ("Map: %s\r", mapname);
SCR_UpdateScreen ();
re.BeginRegistration (mapname);
Com_Printf (" \r");
// precache status bar pics
Com_Printf ("pics\r");
/* precache status bar pics */
Com_Printf ("pics\r");
SCR_UpdateScreen ();
SCR_TouchPics ();
Com_Printf (" \r");
@ -278,104 +220,99 @@ void CL_PrepRefresh (void)
num_cl_weaponmodels = 1;
strcpy(cl_weaponmodels[0], "weapon.md2");
for (i=1 ; i<MAX_MODELS && cl.configstrings[CS_MODELS+i][0] ; i++)
{
for (i=1 ; i<MAX_MODELS && cl.configstrings[CS_MODELS+i][0] ; i++) {
strcpy (name, cl.configstrings[CS_MODELS+i]);
name[37] = 0; // never go beyond one line
name[37] = 0; /* never go beyond one line */
if (name[0] != '*')
Com_Printf ("%s\r", name);
Com_Printf ("%s\r", name);
SCR_UpdateScreen ();
Sys_SendKeyEvents (); // pump message loop
if (name[0] == '#')
{
// special player weapon model
if (num_cl_weaponmodels < MAX_CLIENTWEAPONMODELS)
{
Sys_SendKeyEvents ();
if (name[0] == '#') {
/* special player weapon model */
if (num_cl_weaponmodels < MAX_CLIENTWEAPONMODELS) {
strncpy(cl_weaponmodels[num_cl_weaponmodels], cl.configstrings[CS_MODELS+i]+1,
sizeof(cl_weaponmodels[num_cl_weaponmodels]) - 1);
sizeof(cl_weaponmodels[num_cl_weaponmodels]) - 1);
num_cl_weaponmodels++;
}
}
else
{
} else {
cl.model_draw[i] = re.RegisterModel (cl.configstrings[CS_MODELS+i]);
if (name[0] == '*')
cl.model_clip[i] = CM_InlineModel (cl.configstrings[CS_MODELS+i]);
else
cl.model_clip[i] = NULL;
}
if (name[0] != '*')
Com_Printf (" \r");
}
Com_Printf ("images\r", i);
Com_Printf ("images\r", i);
SCR_UpdateScreen ();
for (i=1 ; i<MAX_IMAGES && cl.configstrings[CS_IMAGES+i][0] ; i++)
{
for (i=1 ; i<MAX_IMAGES && cl.configstrings[CS_IMAGES+i][0] ; i++) {
cl.image_precache[i] = re.RegisterPic (cl.configstrings[CS_IMAGES+i]);
Sys_SendKeyEvents (); // pump message loop
Sys_SendKeyEvents ();
}
Com_Printf (" \r");
for (i=0 ; i<MAX_CLIENTS ; i++)
{
for (i=0 ; i<MAX_CLIENTS ; i++) {
if (!cl.configstrings[CS_PLAYERSKINS+i][0])
continue;
Com_Printf ("client %i\r", i);
Com_Printf ("client %i\r", i);
SCR_UpdateScreen ();
Sys_SendKeyEvents (); // pump message loop
Sys_SendKeyEvents ();
CL_ParseClientinfo (i);
Com_Printf (" \r");
}
CL_LoadClientinfo (&cl.baseclientinfo, "unnamed\\male/grunt");
// set sky textures and speed
Com_Printf ("sky\r", i);
/* set sky textures and speed */
Com_Printf ("sky\r", i);
SCR_UpdateScreen ();
rotate = (float)atof (cl.configstrings[CS_SKYROTATE]);
sscanf (cl.configstrings[CS_SKYAXIS], "%f %f %f",
&axis[0], &axis[1], &axis[2]);
sscanf (cl.configstrings[CS_SKYAXIS], "%f %f %f",
&axis[0], &axis[1], &axis[2]);
re.SetSky (cl.configstrings[CS_SKY], rotate, axis);
Com_Printf (" \r");
// the renderer can now free unneeded stuff
/* the renderer can now free unneeded stuff */
re.EndRegistration ();
// clear any lines of console text
/* clear any lines of console text */
Con_ClearNotify ();
SCR_UpdateScreen ();
cl.refresh_prepped = true;
cl.force_refdef = true; // make sure we have a valid refdef
cl.force_refdef = true; /* make sure we have a valid refdef */
// start the cd track
if (Cvar_VariableValue("cd_shuffle")){
CDAudio_RandomPlay();
}
else{
CDAudio_Play (atoi(cl.configstrings[CS_CDTRACK]), true);
/* start the cd track */
if (Cvar_VariableValue("cd_shuffle")) {
CDAudio_RandomPlay();
} else {
CDAudio_Play (atoi(cl.configstrings[CS_CDTRACK]), true);
/* OGG/Vorbis */
if (atoi(cl.configstrings[CS_CDTRACK]) < 10)
{
if (atoi(cl.configstrings[CS_CDTRACK]) < 10) {
char tmp[3] = "0";
OGG_ParseCmd(strcat(tmp, cl.configstrings[CS_CDTRACK]));
}
else
{
} else {
OGG_ParseCmd(cl.configstrings[CS_CDTRACK]);
}
}
}
}
/*
====================
CalcFov
====================
*/
float CalcFov (float fov_x, float width, float height)
{
float CalcFov (float fov_x, float width, float height) {
float a;
float x;
@ -391,60 +328,48 @@ float CalcFov (float fov_x, float width, float height)
return a;
}
//============================================================================
// gun frame debugging functions
void V_Gun_Next_f (void)
{
/* gun frame debugging functions */
void V_Gun_Next_f (void) {
gun_frame++;
Com_Printf ("frame %i\n", gun_frame);
}
void V_Gun_Prev_f (void)
{
void V_Gun_Prev_f (void) {
gun_frame--;
if (gun_frame < 0)
gun_frame = 0;
Com_Printf ("frame %i\n", gun_frame);
}
void V_Gun_Model_f (void)
{
void V_Gun_Model_f (void) {
char name[MAX_QPATH];
if (Cmd_Argc() != 2)
{
if (Cmd_Argc() != 2) {
gun_model = NULL;
return;
}
Com_sprintf (name, sizeof(name), "models/%s/tris.md2", Cmd_Argv(1));
gun_model = re.RegisterModel (name);
}
//============================================================================
/*
=================
SCR_DrawCrosshair
=================
*/
void SCR_DrawCrosshair (void)
{
void SCR_DrawCrosshair (void) {
if (!crosshair->value)
return;
if (crosshair->modified)
{
if (crosshair->modified) {
crosshair->modified = false;
SCR_TouchPics ();
}
if (crosshair_scale->modified)
{
if (crosshair_scale->modified) {
crosshair_scale->modified=false;
if (crosshair_scale->value>5)
Cvar_SetValue("crosshair_scale", 5);
else if (crosshair_scale->value<0.25)
Cvar_SetValue("crosshair_scale", 0.25);
}
@ -453,71 +378,65 @@ void SCR_DrawCrosshair (void)
return;
re.DrawPic (scr_vrect.x + ((scr_vrect.width - crosshair_width)>>1)
, scr_vrect.y + ((scr_vrect.height - crosshair_height)>>1), crosshair_pic);
, scr_vrect.y + ((scr_vrect.height - crosshair_height)>>1), crosshair_pic);
}
/*
==================
V_RenderView
==================
*/
void V_RenderView( float stereo_separation )
{
void V_RenderView( float stereo_separation ) {
extern int entitycmpfnc( const entity_t *, const entity_t * );
if (cls.state != ca_active)
return;
if (!cl.refresh_prepped)
return; // still loading
return;
if (cl_timedemo->value)
{
if (cl_timedemo->value) {
if (!cl.timedemo_start)
cl.timedemo_start = Sys_Milliseconds ();
cl.timedemo_frames++;
}
// an invalid frame will just use the exact previous refdef
// we can't use the old frame if the video mode has changed, though...
if ( cl.frame.valid && (cl.force_refdef || !cl_paused->value) )
{
/* an invalid frame will just use the exact previous refdef
we can't use the old frame if the video mode has changed, though... */
if ( cl.frame.valid && (cl.force_refdef || !cl_paused->value) ) {
cl.force_refdef = false;
V_ClearScene ();
// build a refresh entity list and calc cl.sim*
// this also calls CL_CalcViewValues which loads
// v_forward, etc.
/* build a refresh entity list and calc cl.sim*
this also calls CL_CalcViewValues which loads
v_forward, etc. */
CL_AddEntities ();
if (cl_testparticles->value)
V_TestParticles ();
if (cl_testentities->value)
V_TestEntities ();
if (cl_testlights->value)
V_TestLights ();
if (cl_testblend->value)
{
if (cl_testblend->value) {
cl.refdef.blend[0] = 1;
cl.refdef.blend[1] = 0.5;
cl.refdef.blend[2] = 0.25;
cl.refdef.blend[3] = 0.5;
}
// offset vieworg appropriately if we're doing stereo separation
if ( stereo_separation != 0 )
{
vec3_t tmp;
VectorScale( cl.v_right, stereo_separation, tmp );
VectorAdd( cl.refdef.vieworg, tmp, cl.refdef.vieworg );
/* offset vieworg appropriately if
we're doing stereo separation */
if ( stereo_separation != 0 ) {
vec3_t tmp;
VectorScale( cl.v_right, stereo_separation, tmp );
VectorAdd( cl.refdef.vieworg, tmp, cl.refdef.vieworg );
}
// never let it sit exactly on a node line, because a water plane can
// dissapear when viewed with the eye exactly on it.
// the server protocol only specifies to 1/8 pixel, so add 1/16 in each axis
/* never let it sit exactly on a node line, because a water plane can
dissapear when viewed with the eye exactly on it.
the server protocol only specifies to 1/8 pixel, so add 1/16 in each axis */
cl.refdef.vieworg[0] += 1.0/16;
cl.refdef.vieworg[1] += 1.0/16;
cl.refdef.vieworg[2] += 1.0/16;
@ -533,12 +452,14 @@ void V_RenderView( float stereo_separation )
if (!cl_add_entities->value)
r_numentities = 0;
if (!cl_add_particles->value)
r_numparticles = 0;
if (!cl_add_lights->value)
r_numdlights = 0;
if (!cl_add_blend->value)
{
if (!cl_add_blend->value) {
VectorClear (cl.refdef.blend);
}
@ -552,44 +473,33 @@ void V_RenderView( float stereo_separation )
cl.refdef.rdflags = cl.frame.playerstate.rdflags;
// sort entities for better cache locality
qsort( cl.refdef.entities, cl.refdef.num_entities, sizeof( cl.refdef.entities[0] ), (int (*)(const void *, const void *))entitycmpfnc );
/* sort entities for better cache locality */
qsort( cl.refdef.entities, cl.refdef.num_entities, sizeof( cl.refdef.entities[0] ), (int (*)(const void *, const void *))entitycmpfnc );
}
re.RenderFrame (&cl.refdef);
if (cl_stats->value)
Com_Printf ("ent:%i lt:%i part:%i\n", r_numentities, r_numdlights, r_numparticles);
if ( log_stats->value && ( log_stats_file != 0 ) )
fprintf( log_stats_file, "%i,%i,%i,",r_numentities, r_numdlights, r_numparticles);
SCR_AddDirtyPoint (scr_vrect.x, scr_vrect.y);
SCR_AddDirtyPoint (scr_vrect.x+scr_vrect.width-1,
scr_vrect.y+scr_vrect.height-1);
scr_vrect.y+scr_vrect.height-1);
SCR_DrawCrosshair ();
}
/*
=============
V_Viewpos_f
=============
*/
void V_Viewpos_f (void)
{
void V_Viewpos_f (void) {
Com_Printf ("(%i %i %i) : %i\n", (int)cl.refdef.vieworg[0],
(int)cl.refdef.vieworg[1], (int)cl.refdef.vieworg[2],
(int)cl.refdef.viewangles[YAW]);
(int)cl.refdef.vieworg[1], (int)cl.refdef.vieworg[2],
(int)cl.refdef.viewangles[YAW]);
}
/*
=============
V_Init
=============
*/
void V_Init (void)
{
void V_Init (void) {
Cmd_AddCommand ("gun_next", V_Gun_Next_f);
Cmd_AddCommand ("gun_prev", V_Gun_Prev_f);
Cmd_AddCommand ("gun_model", V_Gun_Model_f);