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