yquake2remaster/src/client/cl_view.c
2012-06-02 10:24:52 +02:00

506 lines
12 KiB
C

/*
* 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.
*
* =======================================================================
*
* This file implements the camera, e.g the player's view
*
* =======================================================================
*/
#include "header/client.h"
void SCR_DrawCrosshair (void);
/* development tools for weapons */
int gun_frame;
struct model_s *gun_model;
cvar_t *crosshair;
cvar_t *crosshair_scale;
cvar_t *cl_testparticles;
cvar_t *cl_testentities;
cvar_t *cl_testlights;
cvar_t *cl_testblend;
cvar_t *cl_stats;
int r_numdlights;
dlight_t r_dlights[MAX_DLIGHTS];
int r_numentities;
entity_t r_entities[MAX_ENTITIES];
int r_numparticles;
particle_t r_particles[MAX_PARTICLES];
lightstyle_t r_lightstyles[MAX_LIGHTSTYLES];
char cl_weaponmodels[MAX_CLIENTWEAPONMODELS][MAX_QPATH];
int num_cl_weaponmodels;
/*
* Specifies the model that will be used as the world
*/
void V_ClearScene (void) {
r_numdlights = 0;
r_numentities = 0;
r_numparticles = 0;
}
void V_AddEntity (entity_t *ent) {
if (r_numentities >= MAX_ENTITIES)
return;
r_entities[r_numentities++] = *ent;
}
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;
}
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;
dl->color[0] = r;
dl->color[1] = g;
dl->color[2] = 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;
ls->rgb[0] = r;
ls->rgb[1] = g;
ls->rgb[2] = b;
}
/*
*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++) {
d = i*0.25f;
r = 4*((i&7)-3.5f);
u = 4*(((i>>3)&7)-3.5f);
p = &r_particles[i];
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;
p->color = 8;
p->alpha = cl_testparticles->value;
}
}
/*
* If cl_testentities is set, create 32 player models
*/
void V_TestEntities (void) {
int i, j;
float f, r;
entity_t *ent;
r_numentities = 32;
memset (r_entities, 0, sizeof(r_entities));
for (i=0 ; i<r_numentities ; i++) {
ent = &r_entities[i];
r = 64 * ( (i%4) - 1.5 );
f = 64 * (i/4) + 128;
for (j=0 ; j<3 ; j++)
ent->origin[j] = cl.refdef.vieworg[j] + cl.v_forward[j]*f +
cl.v_right[j]*r;
ent->model = cl.baseclientinfo.model;
ent->skin = cl.baseclientinfo.skin;
}
}
/*
* If cl_testlights is set, create 32 lights models
*/
void V_TestLights (void) {
int i, j;
float f, r;
dlight_t *dl;
r_numdlights = 32;
memset (r_dlights, 0, sizeof(r_dlights));
for (i=0 ; i<r_numdlights ; i++) {
dl = &r_dlights[i];
r = 64 * ( (i%4) - 1.5f );
f = 64 * (i/4.0f) + 128;
for (j=0 ; j<3 ; j++)
dl->origin[j] = cl.refdef.vieworg[j] + cl.v_forward[j]*f +
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);
dl->intensity = 200;
}
}
/*
* Call before entering a new level, or after changing dlls
*/
void CL_PrepRefresh (void) {
char mapname[32];
int i;
char name[MAX_QPATH];
float rotate;
vec3_t axis;
if (!cl.configstrings[CS_MODELS+1][0])
return;
SCR_AddDirtyPoint (0, 0);
SCR_AddDirtyPoint (viddef.width-1, viddef.height-1);
/* 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);
SCR_UpdateScreen ();
re.BeginRegistration (mapname);
Com_Printf (" \r");
/* precache status bar pics */
Com_Printf ("pics\r");
SCR_UpdateScreen ();
SCR_TouchPics ();
Com_Printf (" \r");
CL_RegisterTEntModels ();
num_cl_weaponmodels = 1;
strcpy(cl_weaponmodels[0], "weapon.md2");
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 */
if (name[0] != '*')
Com_Printf ("%s\r", name);
SCR_UpdateScreen ();
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);
num_cl_weaponmodels++;
}
} 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);
SCR_UpdateScreen ();
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 ();
}
Com_Printf (" \r");
for (i=0 ; i<MAX_CLIENTS ; i++) {
if (!cl.configstrings[CS_PLAYERSKINS+i][0])
continue;
Com_Printf ("client %i\r", i);
SCR_UpdateScreen ();
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);
SCR_UpdateScreen ();
rotate = (float)atof (cl.configstrings[CS_SKYROTATE]);
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 */
re.EndRegistration ();
/* 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 */
#if defined(OGG) || defined(CDA)
/* start the cd track */
if (Cvar_VariableValue("cd_shuffle")) {
#ifdef CDA
CDAudio_RandomPlay();
#endif
} else {
#ifdef CDA
CDAudio_Play ((int)strtol(cl.configstrings[CS_CDTRACK], (char **)NULL, 10), true);
#endif
#ifdef OGG
/* OGG/Vorbis */
if ((int)strtol(cl.configstrings[CS_CDTRACK], (char **)NULL, 10) < 10) {
char tmp[3] = "0";
OGG_ParseCmd(strcat(tmp, cl.configstrings[CS_CDTRACK]));
} else {
OGG_ParseCmd(cl.configstrings[CS_CDTRACK]);
}
#endif
}
#endif
}
float CalcFov (float fov_x, float width, float height) {
float a;
float x;
if (fov_x < 1 || fov_x > 179)
Com_Error (ERR_DROP, "Bad fov: %f", fov_x);
x = width/ (float)tan(fov_x/360*M_PI);
a = (float)atan(height/x);
a = a*360/M_PI;
return a;
}
/* 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) {
gun_frame--;
if (gun_frame < 0)
gun_frame = 0;
Com_Printf ("frame %i\n", gun_frame);
}
void V_Gun_Model_f (void) {
char name[MAX_QPATH];
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);
}
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;
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) ) {
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. */
CL_AddEntities ();
if (cl_testparticles->value)
V_TestParticles ();
if (cl_testentities->value)
V_TestEntities ();
if (cl_testlights->value)
V_TestLights ();
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 );
}
/* 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;
cl.refdef.x = scr_vrect.x;
cl.refdef.y = scr_vrect.y;
cl.refdef.width = scr_vrect.width;
cl.refdef.height = scr_vrect.height;
cl.refdef.fov_y = CalcFov (cl.refdef.fov_x, (float)cl.refdef.width, (float)cl.refdef.height);
cl.refdef.time = cl.time*0.001f;
cl.refdef.areabits = cl.frame.areabits;
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) {
VectorClear (cl.refdef.blend);
}
cl.refdef.num_entities = r_numentities;
cl.refdef.entities = r_entities;
cl.refdef.num_particles = r_numparticles;
cl.refdef.particles = r_particles;
cl.refdef.num_dlights = r_numdlights;
cl.refdef.dlights = r_dlights;
cl.refdef.lightstyles = r_lightstyles;
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 );
}
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_DrawCrosshair ();
}
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]);
}
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);
Cmd_AddCommand ("viewpos", V_Viewpos_f);
crosshair = Cvar_Get ("crosshair", "0", CVAR_ARCHIVE);
crosshair_scale = Cvar_Get ("crosshair_scale", "1", CVAR_ARCHIVE);
cl_testblend = Cvar_Get ("cl_testblend", "0", 0);
cl_testparticles = Cvar_Get ("cl_testparticles", "0", 0);
cl_testentities = Cvar_Get ("cl_testentities", "0", 0);
cl_testlights = Cvar_Get ("cl_testlights", "0", 0);
cl_stats = Cvar_Get ("cl_stats", "0", 0);
}