Xash3D FWGS engine.
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/*
cl_view.c - player rendering positioning
Copyright (C) 2009 Uncle Mike
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 3 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.
*/
#include "common.h"
#include "client.h"
#include "const.h"
#include "entity_types.h"
#include "gl_local.h"
#include "vgui_draw.h"
/*
===============
V_CalcViewRect
calc frame rectangle (Quake1 style)
===============
*/
void V_CalcViewRect( void )
{
qboolean full = false;
int sb_lines;
float size;
// intermission is always full screen
if( cl.intermission ) size = 120.0f;
else size = scr_viewsize->value;
if( size >= 120.0f )
sb_lines = 0; // no status bar at all
else if( size >= 110.0f )
sb_lines = 24; // no inventory
else sb_lines = 48;
if( scr_viewsize->value >= 100.0 )
{
full = true;
size = 100.0f;
}
else size = scr_viewsize->value;
if( cl.intermission )
{
size = 100.0f;
sb_lines = 0;
full = true;
}
size /= 100.0;
clgame.viewport[2] = glState.width * size;
clgame.viewport[3] = glState.height * size;
if( clgame.viewport[3] > glState.height - sb_lines )
clgame.viewport[3] = glState.height - sb_lines;
if( clgame.viewport[3] > glState.height )
clgame.viewport[3] = glState.height;
clgame.viewport[0] = ( glState.width - clgame.viewport[2] ) / 2;
if( full ) clgame.viewport[1] = 0;
else clgame.viewport[1] = ( glState.height - sb_lines - clgame.viewport[3] ) / 2;
}
/*
===============
V_SetupViewModel
===============
*/
void V_SetupViewModel( void )
{
cl_entity_t *view = &clgame.viewent;
player_info_t *info = &cl.players[cl.playernum];
if( !cl.local.weaponstarttime )
cl.local.weaponstarttime = cl.time;
// setup the viewent variables
view->curstate.colormap = (info->topcolor & 0xFFFF)|((info->bottomcolor << 8) & 0xFFFF);
view->curstate.number = cl.playernum + 1;
view->index = cl.playernum + 1;
view->model = CL_ModelHandle( cl.local.viewmodel );
view->curstate.modelindex = cl.local.viewmodel;
view->curstate.sequence = cl.local.weaponsequence;
view->curstate.rendermode = kRenderNormal;
// alias models has another animation methods
if( view->model && view->model->type == mod_studio )
{
view->curstate.animtime = cl.local.weaponstarttime;
view->curstate.frame = 0.0f;
}
}
/*
===============
V_SetRefParams
===============
*/
void V_SetRefParams( ref_params_t *fd )
{
memset( fd, 0, sizeof( ref_params_t ));
// probably this is not needs
VectorCopy( RI.vieworg, fd->vieworg );
VectorCopy( RI.viewangles, fd->viewangles );
fd->frametime = host.frametime;
fd->time = cl.time;
fd->intermission = cl.intermission;
fd->paused = (cl.paused != 0);
fd->spectator = (cls.spectator != 0);
fd->onground = (cl.local.onground != -1);
fd->waterlevel = cl.local.waterlevel;
VectorCopy( cl.simvel, fd->simvel );
VectorCopy( cl.simorg, fd->simorg );
VectorCopy( cl.viewheight, fd->viewheight );
fd->idealpitch = cl.local.idealpitch;
VectorCopy( cl.viewangles, fd->cl_viewangles );
fd->health = cl.local.health;
VectorCopy( cl.crosshairangle, fd->crosshairangle );
fd->viewsize = scr_viewsize->value;
VectorCopy( cl.punchangle, fd->punchangle );
fd->maxclients = cl.maxclients;
fd->viewentity = cl.viewentity;
fd->playernum = cl.playernum;
fd->max_entities = clgame.maxEntities;
fd->demoplayback = cls.demoplayback;
fd->hardware = 1; // OpenGL
if( cl.first_frame )
{
cl.first_frame = false; // now can be unlocked
fd->smoothing = true; // NOTE: currently this used to prevent ugly un-duck effect while level is changed
}
else fd->smoothing = cl.local.pushmsec; // enable smoothing in multiplayer by server request (AMX uses)
// get pointers to movement vars and user cmd
fd->movevars = &clgame.movevars;
fd->cmd = cl.cmd;
// setup viewport
fd->viewport[0] = clgame.viewport[0];
fd->viewport[1] = clgame.viewport[1];
fd->viewport[2] = clgame.viewport[2];
fd->viewport[3] = clgame.viewport[3];
fd->onlyClientDraw = 0; // reset clientdraw
fd->nextView = 0; // reset nextview
}
/*
===============
V_MergeOverviewRefdef
merge refdef with overview settings
===============
*/
void V_RefApplyOverview( ref_viewpass_t *rvp )
{
ref_overview_t *ov = &clgame.overView;
float aspect;
float size_x, size_y;
vec2_t mins, maxs;
if( !CL_IsDevOverviewMode( ))
return;
// NOTE: Xash3D may use 16:9 or 16:10 aspects
aspect = (float)glState.width / (float)glState.height;
size_x = fabs( 8192.0f / ov->flZoom );
size_y = fabs( 8192.0f / (ov->flZoom * aspect ));
// compute rectangle
ov->xLeft = -(size_x / 2);
ov->xRight = (size_x / 2);
ov->yTop = -(size_y / 2);
ov->yBottom = (size_y / 2);
if( CL_IsDevOverviewMode() == 1 )
{
Con_NPrintf( 0, " Overview: Zoom %.2f, Map Origin (%.2f, %.2f, %.2f), Z Min %.2f, Z Max %.2f, Rotated %i\n",
ov->flZoom, ov->origin[0], ov->origin[1], ov->origin[2], ov->zNear, ov->zFar, ov->rotated );
}
VectorCopy( ov->origin, rvp->vieworigin );
rvp->vieworigin[2] = ov->zFar + ov->zNear;
Vector2Copy( rvp->vieworigin, mins );
Vector2Copy( rvp->vieworigin, maxs );
mins[!ov->rotated] += ov->xLeft;
maxs[!ov->rotated] += ov->xRight;
mins[ov->rotated] += ov->yTop;
maxs[ov->rotated] += ov->yBottom;
rvp->viewangles[0] = 90.0f;
rvp->viewangles[1] = 90.0f;
rvp->viewangles[2] = (ov->rotated) ? (ov->flZoom < 0.0f) ? 180.0f : 0.0f : (ov->flZoom < 0.0f) ? -90.0f : 90.0f;
SetBits( rvp->flags, RF_DRAW_OVERVIEW );
Mod_SetOrthoBounds( mins, maxs );
}
/*
=============
V_GetRefParams
=============
*/
void V_GetRefParams( ref_params_t *fd, ref_viewpass_t *rvp )
{
// part1: deniable updates
VectorCopy( fd->simvel, cl.simvel );
VectorCopy( fd->simorg, cl.simorg );
VectorCopy( fd->punchangle, cl.punchangle );
VectorCopy( fd->viewheight, cl.viewheight );
// part2: really used updates
VectorCopy( fd->crosshairangle, cl.crosshairangle );
VectorCopy( fd->cl_viewangles, cl.viewangles );
// setup ref_viewpass
rvp->viewport[0] = fd->viewport[0];
rvp->viewport[1] = fd->viewport[1];
rvp->viewport[2] = fd->viewport[2];
rvp->viewport[3] = fd->viewport[3];
VectorCopy( fd->vieworg, rvp->vieworigin );
VectorCopy( fd->viewangles, rvp->viewangles );
rvp->viewentity = fd->viewentity;
// calc FOV
rvp->fov_x = bound( 10.0f, cl.local.scr_fov, 150.0f ); // this is a final fov value
// first we need to compute FOV and other things that needs for frustum properly work
rvp->fov_y = V_CalcFov( &rvp->fov_x, clgame.viewport[2], clgame.viewport[3] );
// adjust FOV for widescreen
if( glState.wideScreen && r_adjust_fov->value )
V_AdjustFov( &rvp->fov_x, &rvp->fov_y, clgame.viewport[2], clgame.viewport[3], false );
rvp->flags = 0;
if( fd->onlyClientDraw )
SetBits( rvp->flags, RF_ONLY_CLIENTDRAW );
SetBits( rvp->flags, RF_DRAW_WORLD );
}
/*
==================
V_PreRender
==================
*/
qboolean V_PreRender( void )
{
// too early
if( !glw_state.initialized )
return false;
if( host.status == HOST_NOFOCUS )
return false;
if( host.status == HOST_SLEEP )
return false;
// if the screen is disabled (loading plaque is up)
if( cls.disable_screen )
{
if(( host.realtime - cls.disable_screen ) > cl_timeout->value )
{
Con_Reportf( "V_PreRender: loading plaque timed out\n" );
cls.disable_screen = 0.0f;
}
return false;
}
R_BeginFrame( !cl.paused );
return true;
}
//============================================================================
/*
==================
V_RenderView
==================
*/
void V_RenderView( void )
{
ref_params_t rp;
ref_viewpass_t rvp;
int viewnum = 0;
if( !cl.video_prepped || ( UI_IsVisible() && !cl.background ))
return; // still loading
V_CalcViewRect (); // compute viewport rectangle
V_SetRefParams( &rp );
V_SetupViewModel ();
R_Set2DMode( false );
SCR_DirtyScreen();
GL_BackendStartFrame ();
do
{
clgame.dllFuncs.pfnCalcRefdef( &rp );
V_GetRefParams( &rp, &rvp );
V_RefApplyOverview( &rvp );
if( viewnum == 0 && FBitSet( rvp.flags, RF_ONLY_CLIENTDRAW ))
{
pglClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
pglClear( GL_COLOR_BUFFER_BIT );
}
R_RenderFrame( &rvp );
viewnum++;
} while( rp.nextView );
// draw debug triangles on a server
SV_DrawDebugTriangles ();
GL_BackendEndFrame ();
}
/*
==================
V_PostRender
==================
*/
void V_PostRender( void )
{
static double oldtime;
qboolean draw_2d = false;
R_AllowFog( false );
R_Set2DMode( true );
if( cls.state == ca_active && cls.signon == SIGNONS && cls.scrshot_action != scrshot_mapshot )
{
SCR_TileClear();
CL_DrawHUD( CL_ACTIVE );
VGui_Paint();
}
switch( cls.scrshot_action )
{
case scrshot_inactive:
case scrshot_normal:
case scrshot_snapshot:
draw_2d = true;
break;
}
if( draw_2d )
{
SCR_RSpeeds();
SCR_NetSpeeds();
SCR_DrawNetGraph();
SV_DrawOrthoTriangles();
CL_DrawDemoRecording();
CL_DrawHUD( CL_CHANGELEVEL );
R_ShowTextures();
Con_DrawConsole();
UI_UpdateMenu( host.realtime );
Con_DrawVersion();
Con_DrawDebug(); // must be last
S_ExtraUpdate();
}
SCR_MakeScreenShot();
R_AllowFog( true );
R_EndFrame();
}