openmohaa/code/cgame/cg_view.c
2016-03-27 11:49:47 +02:00

919 lines
24 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code 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.
Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
// cg_view.c -- setup all the parameters (position, angle, etc)
// for a 3D rendering
#include "cg_local.h"
/*
=============================================================================
MODEL TESTING
The viewthing and gun positioning tools from Q2 have been integrated and
enhanced into a single model testing facility.
Model viewing can begin with either "testmodel <modelname>" or "testgun <modelname>".
The names must be the full pathname after the basedir, like
"models/weapons/v_launch/tris.md3" or "players/male/tris.md3"
Testmodel will create a fake entity 100 units in front of the current view
position, directly facing the viewer. It will remain immobile, so you can
move around it to view it from different angles.
Testgun will cause the model to follow the player around and supress the real
view weapon model. The default frame 0 of most guns is completely off screen,
so you will probably have to cycle a couple frames to see it.
"nextframe", "prevframe", "nextskin", and "prevskin" commands will change the
frame or skin of the testmodel. These are bound to F5, F6, F7, and F8 in
q3default.cfg.
If a gun is being tested, the "gun_x", "gun_y", and "gun_z" variables will let
you adjust the positioning.
Note that none of the model testing features update while the game is paused, so
it may be convenient to test with deathmatch set to 1 so that bringing down the
console doesn't pause the game.
=============================================================================
*/
/*
=================
CG_TestModel_f
Creates an entity in front of the current position, which
can then be moved around
=================
*/
void CG_TestModel_f (void) {
vec3_t angles;
char tmp[128];
memset( &cg.testModelEntity, 0, sizeof(cg.testModelEntity) );
if ( cgi.Argc() < 2 ) {
return;
}
Q_strncpyz (cg.testModelName, CG_Argv( 1 ), MAX_QPATH );
cg.testModelEntity.model = cgi.R_RegisterModel( cg.testModelName );
if ( cgi.Argc() == 3 ) {
cg.testModelEntity.backlerp = atof( CG_Argv( 2 ) );
cg.testModelEntity.frame = 1;
cg.testModelEntity.oldframe = 0;
}
if( !cg.testModelEntity.model ) {
strcpy(tmp,"models/");
strcat(tmp,cg.testModelName);
strcpy(cg.testModelName,tmp);
cg.testModelEntity.model = cgi.R_RegisterModel( cg.testModelName );
if( !cg.testModelEntity.model ) {
CG_Printf( "Can't register model\n" );
return;
}
}
VectorMA( cg.refdef.vieworg, 100, cg.refdef.viewaxis[0], cg.testModelEntity.origin );
angles[PITCH] = 0;
angles[YAW] = 180 + cg.refdefViewAngles[1];
angles[ROLL] = 0;
AnglesToAxis( angles, cg.testModelEntity.axis );
cg.testGun = qfalse;
}
void CG_TestModelAnim_f (void) {
Q_strncpyz (cg.testModelAnim, CG_Argv( 1 ), MAX_QPATH );
}
void CG_TestModelAnimSpeedScale_f(void) {
cg.testModelAnimSpeedScale = atof(CG_Argv(1));
}
/*
=================
CG_TestGun_f
Replaces the current view weapon with the given model
=================
*/
void CG_TestGun_f (void) {
CG_TestModel_f();
cg.testGun = qtrue;
cg.testModelEntity.renderfx = RF_MINLIGHT | RF_DEPTHHACK | RF_FIRST_PERSON;
}
void CG_TestModelNextFrame_f (void) {
cg.testModelEntity.frame++;
CG_Printf( "frame %i\n", cg.testModelEntity.frame );
}
void CG_TestModelPrevFrame_f (void) {
cg.testModelEntity.frame--;
if ( cg.testModelEntity.frame < 0 ) {
cg.testModelEntity.frame = 0;
}
CG_Printf( "frame %i\n", cg.testModelEntity.frame );
}
void CG_TestModelNextSkin_f (void) {
cg.testModelEntity.skinNum++;
CG_Printf( "skin %i\n", cg.testModelEntity.skinNum );
}
void CG_TestModelPrevSkin_f (void) {
cg.testModelEntity.skinNum--;
if ( cg.testModelEntity.skinNum < 0 ) {
cg.testModelEntity.skinNum = 0;
}
CG_Printf( "skin %i\n", cg.testModelEntity.skinNum );
}
static void CG_AddTestModel (void) {
int i;
tiki_t *tiki;
// re-register the model, because the level may have changed
cg.testModelEntity.model = cgi.R_RegisterModel( cg.testModelName );
tiki = cgi.TIKI_RegisterModel( cg.testModelName );
if( !cg.testModelEntity.model ) {
CG_Printf ("Can't register model\n");
return;
}
// if testing a gun, set the origin reletive to the view origin
if ( cg.testGun ) {
VectorCopy( cg.refdef.vieworg, cg.testModelEntity.origin );
VectorCopy( cg.refdef.viewaxis[0], cg.testModelEntity.axis[0] );
VectorCopy( cg.refdef.viewaxis[1], cg.testModelEntity.axis[1] );
VectorCopy( cg.refdef.viewaxis[2], cg.testModelEntity.axis[2] );
// allow the position to be adjusted
for (i=0 ; i<3 ; i++) {
cg.testModelEntity.origin[i] += cg.refdef.viewaxis[0][i] * cg_gun_x->value;
cg.testModelEntity.origin[i] += cg.refdef.viewaxis[1][i] * cg_gun_y->value;
cg.testModelEntity.origin[i] += cg.refdef.viewaxis[2][i] * cg_gun_z->value;
}
}
if( tiki ) {
int animIndex;
cg.testModelEntity.bones = cgi.TIKI_GetBones(tiki->numBones);
ClearBounds(cg.testModelEntity.bounds[0],cg.testModelEntity.bounds[1]);
cg.testModelEntity.radius = 0;
animIndex = cgi.TIKI_GetAnimIndex(tiki,cg.testModelAnim);
if(cg.testModelAnim[0]) {
float t = cg.time / 1000.f;
if(cg.testModelAnimSpeedScale != 0.f) {
t *= cg.testModelAnimSpeedScale;
}
cgi.TIKI_AppendFrameBoundsAndRadius(tiki,animIndex,t,&cg.testModelEntity.radius,cg.testModelEntity.bounds);
cgi.TIKI_SetChannels(tiki,animIndex,t,1,cg.testModelEntity.bones);
} else {
cgi.TIKI_AppendFrameBoundsAndRadius(tiki,0,0,&cg.testModelEntity.radius,cg.testModelEntity.bounds);
cgi.TIKI_SetChannels(tiki,0,0,1,cg.testModelEntity.bones);
}
cgi.TIKI_Animate(tiki,cg.testModelEntity.bones);
}
cgi.R_AddRefEntityToScene( &cg.testModelEntity );
}
//============================================================================
/*
=================
CG_CalcVrect
Sets the coordinates of the rendered window
=================
*/
static void CG_CalcVrect (void) {
int size;
// bound normal viewsize
if (cg_viewsize->integer < 30) {
cgi.Cvar_Set ("cg_viewsize","30");
size = 30;
} else if (cg_viewsize->integer > 100) {
cgi.Cvar_Set ("cg_viewsize","100");
size = 100;
} else {
size = cg_viewsize->integer;
}
cg.refdef.width = cgs.glconfig.vidWidth*size/100;
cg.refdef.width &= ~1;
cg.refdef.height = cgs.glconfig.vidHeight*size/100;
cg.refdef.height &= ~1;
cg.refdef.x = (cgs.glconfig.vidWidth - cg.refdef.width)/2;
cg.refdef.y = (cgs.glconfig.vidHeight - cg.refdef.height)/2;
}
//==============================================================================
/*
===============
CG_OffsetThirdPersonView
===============
*/
#define FOCUS_DISTANCE 512
static void CG_OffsetThirdPersonView( void ) {
vec3_t forward, right, up;
vec3_t view;
vec3_t focusAngles;
trace_t trace;
static vec3_t mins = { -4, -4, -4 };
static vec3_t maxs = { 4, 4, 4 };
vec3_t focusPoint;
float focusDist;
float forwardScale, sideScale;
cg.refdef.vieworg[2] += cg.predictedPlayerState.viewheight;
VectorCopy( cg.refdefViewAngles, focusAngles );
// if dead, look at killer
if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) {
focusAngles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW];
cg.refdefViewAngles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW];
}
if ( focusAngles[PITCH] > 45 ) {
focusAngles[PITCH] = 45; // don't go too far overhead
}
AngleVectors( focusAngles, forward, NULL, NULL );
VectorMA( cg.refdef.vieworg, FOCUS_DISTANCE, forward, focusPoint );
VectorCopy( cg.refdef.vieworg, view );
view[2] += 8;
cg.refdefViewAngles[PITCH] *= 0.5;
AngleVectors( cg.refdefViewAngles, forward, right, up );
forwardScale = cos( cg_thirdPersonAngle->value / 180 * M_PI );
sideScale = sin( cg_thirdPersonAngle->value / 180 * M_PI );
VectorMA( view, -cg_thirdPersonRange->value * forwardScale, forward, view );
VectorMA( view, -cg_thirdPersonRange->value * sideScale, right, view );
// trace a ray from the origin to the viewpoint to make sure the view isn't
// in a solid block. Use an 8 by 8 block to prevent the view from near clipping anything
if (!cg_cameraMode->integer) {
CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID );
if ( trace.fraction != 1.0 ) {
VectorCopy( trace.endpos, view );
view[2] += (1.0 - trace.fraction) * 32;
// try another trace to this position, because a tunnel may have the ceiling
// close enogh that this is poking out
CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID );
VectorCopy( trace.endpos, view );
}
}
VectorCopy( view, cg.refdef.vieworg );
// select pitch to look at focus point from vieword
VectorSubtract( focusPoint, cg.refdef.vieworg, focusPoint );
focusDist = sqrt( focusPoint[0] * focusPoint[0] + focusPoint[1] * focusPoint[1] );
if ( focusDist < 1 ) {
focusDist = 1; // should never happen
}
cg.refdefViewAngles[PITCH] = -180 / M_PI * atan2( focusPoint[2], focusDist );
cg.refdefViewAngles[YAW] -= cg_thirdPersonAngle->value;
}
// this causes a compiler bug on mac MrC compiler
static void CG_StepOffset( void ) {
int timeDelta;
// smooth out stair climbing
timeDelta = cg.time - cg.stepTime;
if ( timeDelta < STEP_TIME ) {
cg.refdef.vieworg[2] -= cg.stepChange
* (STEP_TIME - timeDelta) / STEP_TIME;
}
}
/*
===============
CG_OffsetFirstPersonView
===============
*/
static void CG_OffsetFirstPersonView( void ) {
float *origin;
float *angles;
float bob;
float ratio;
float delta;
float f;
int timeDelta;
vec3_t tmp;
vec3_t right;
trace_t trace;
vec3_t mins = { -8, -8, -8 };
vec3_t maxs = { 8, 8, 8 };
matrix_t m;
vec3_t pos, v;
origin = cg.refdef.vieworg;
angles = cg.refdefViewAngles;
// if dead, fix the angle and don't add any kick
if ( cg.snap->ps.stats[STAT_HEALTH] <= 0 ) {
angles[ROLL] = 40;
angles[PITCH] = -15;
angles[YAW] = cg.snap->ps.stats[STAT_DEAD_YAW];
origin[2] += cg.predictedPlayerState.viewheight;
return;
}
// add angles based on weapon kick
VectorAdd (angles, cg.kick_angles, angles);
// add angles based on damage kick
if ( cg.damageTime ) {
ratio = cg.time - cg.damageTime;
if ( ratio < DAMAGE_DEFLECT_TIME ) {
ratio /= DAMAGE_DEFLECT_TIME;
angles[PITCH] += ratio * cg.v_dmg_pitch;
angles[ROLL] += ratio * cg.v_dmg_roll;
} else {
ratio = 1.0 - ( ratio - DAMAGE_DEFLECT_TIME ) / DAMAGE_RETURN_TIME;
if ( ratio > 0 ) {
angles[PITCH] += ratio * cg.v_dmg_pitch;
angles[ROLL] += ratio * cg.v_dmg_roll;
}
}
}
// add pitch based on fall kick
#if 0
ratio = ( cg.time - cg.landTime) / FALL_TIME;
if (ratio < 0)
ratio = 0;
angles[PITCH] += ratio * cg.fall_value;
#endif
#if 0
// add angles based on velocity
VectorCopy( cg.predictedPlayerState.velocity, predictedVelocity );
delta = DotProduct ( predictedVelocity, cg.refdef.viewaxis[0]);
angles[PITCH] += delta * cg_runpitch->value;
delta = DotProduct ( predictedVelocity, cg.refdef.viewaxis[1]);
angles[ROLL] -= delta * cg_runroll->value;
// add angles based on bob
// make sure the bob is visible even at low speeds
speed = cg.xyspeed > 200 ? cg.xyspeed : 200;
delta = cg.bobfracsin * cg_bobpitch->value * speed;
if (cg.predictedPlayerState.pm_flags & PMF_DUCKED)
delta *= 3; // crouching
angles[PITCH] += delta;
delta = cg.bobfracsin * cg_bobroll->value * speed;
if (cg.predictedPlayerState.pm_flags & PMF_DUCKED)
delta *= 3; // crouching accentuates roll
if (cg.bobcycle & 1)
delta = -delta;
angles[ROLL] += delta;
#endif
//===================================
// add view height
origin[ 2 ] += cg.predictedPlayerState.viewheight;
// smooth out duck height changes
timeDelta = cg.time - cg.duckTime;
if ( timeDelta < DUCK_TIME) {
cg.refdef.vieworg[ 2 ] -= cg.duckChange
* ( DUCK_TIME - timeDelta ) / DUCK_TIME;
}
if( cg.predictedPlayerState.groundEntityNum != ENTITYNUM_NONE )
{
float vel = VectorLength( cg.predictedPlayerState.velocity );
cg.fCurrentViewBobPhase = ( ( ( float )cg.frametime ) / 1000 ) * M_PI
* ( vel * 0.001500000013038516 + 0.8999999761581421 ) * 2 + cg.fCurrentViewBobPhase;
if( cg.fCurrentViewBobAmp != 0.0 )
vel = vel * 0.5;
cg.fCurrentViewBobAmp = vel;
if( cg.predictedPlayerState.fLeanAngle != 0.f ) {
cg.fCurrentViewBobAmp = cg.fCurrentViewBobAmp * 0.75;
}
cg.fCurrentViewBobAmp = ( 1.0 - fabs( cg.refdefViewAngles[ 0 ] ) * 0.01111111138015985 * 0.5 )
* 0.5
* cg.fCurrentViewBobAmp;
}
else if( cg.fCurrentViewBobAmp > 0.0 )
{
float f;
f = ( ( float )cg.frametime ) * 0.001 * cg.fCurrentViewBobAmp;
cg.fCurrentViewBobAmp -= ( f + f );
}
if( cg.fCurrentViewBobAmp > 0.0 ) {
}
// add bob values
VectorClear( pos );
bob = cg.fCurrentViewBobAmp * ( sin( cg.fCurrentViewBobPhase - 0.9424778335276408 + cg.fCurrentViewBobPhase - 0.9424778335276408 + 3.141592653589793 )
+ sin( ( cg.fCurrentViewBobPhase - 0.9424778335276408 ) * 4.0 + 1.570796326794897 ) * 0.125 ) * 0.05f;
pos[ 1 ] = -( sin( cg.fCurrentViewBobPhase + 0.3141592700403172 ) * cg.fCurrentViewBobAmp * 0.05f ) * 1.5f;
MatrixFromAngles( m, cg.refdefViewAngles[ 0 ], cg.refdefViewAngles[ 1 ], cg.refdefViewAngles[ 2 ] );
MatrixTransformPoint( m, pos, v );
VectorSubtract( origin, v, origin );
origin[ 2 ] += bob;
// add fall height
delta = cg.time - cg.landTime;
if ( delta < LAND_DEFLECT_TIME ) {
f = delta / LAND_DEFLECT_TIME;
cg.refdef.vieworg[2] += cg.landChange * f;
} else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) {
delta -= LAND_DEFLECT_TIME;
f = 1.0 - ( delta / LAND_RETURN_TIME );
cg.refdef.vieworg[2] += cg.landChange * f;
}
// add step offset
CG_StepOffset();
// add kick offset
VectorAdd (origin, cg.kick_origin, origin);
// pivot the eye based on a neck length
#if 0
{
#define NECK_LENGTH 8
vec3_t forward, up;
cg.refdef.vieworg[2] -= NECK_LENGTH;
AngleVectors( cg.refdefViewAngles, forward, NULL, up );
VectorMA( cg.refdef.vieworg, 3, forward, cg.refdef.vieworg );
VectorMA( cg.refdef.vieworg, NECK_LENGTH, up, cg.refdef.vieworg );
}
#endif
// add leaning rotation
cg.refdefViewAngles[ROLL] = cg.predictedPlayerState.fLeanAngle * 0.300000011920929;
// add leaning offset
#if 0
a[0] = cg.refdefViewAngles[0];
a[1] = cg.refdefViewAngles[1];
a[2] = 0;
AngleVectors(a,forward,0,0);
//VectorCopy(cg.refdef.vieworg,tmp);
RotatePointAroundVector(tmp, forward, vec3_origin, cg.predictedPlayerState.fLeanAngle);
VectorAdd(tmp,cg.refdef.vieworg,cg.refdef.vieworg);
#else
//add leaning offset
AngleVectors( cg.refdefViewAngles, 0, right, 0 );
VectorMA( cg.refdef.vieworg, cg.predictedPlayerState.fLeanAngle*0.5f, right, tmp );
CG_Trace(&trace,cg.refdef.vieworg,mins,maxs,tmp,-1,CONTENTS_SOLID);
VectorCopy(trace.endpos,cg.refdef.vieworg);
// fLeanAngle range: <-40,40>
//CG_Printf("Leanangle: %f\n",cg.predictedPlayerState.fLeanAngle);
#endif
}
//======================================================================
void CG_ZoomDown_f( void ) {
if ( cg.zoomed ) {
return;
}
cg.zoomed = qtrue;
cg.zoomTime = cg.time;
}
void CG_ZoomUp_f( void ) {
if ( !cg.zoomed ) {
return;
}
cg.zoomed = qfalse;
cg.zoomTime = cg.time;
}
/*
====================
CG_CalcFov
Fixed fov at intermissions, otherwise account for fov variable and zooms.
====================
*/
#define WAVE_AMPLITUDE 1
#define WAVE_FREQUENCY 0.4
static int CG_CalcFov( void ) {
float x;
float phase;
float v;
int contents;
float fov_x, fov_y;
int inwater;
#if 0
if ( cg.predictedPlayerState.pm_type == PM_INTERMISSION ) {
// if in intermission, use a fixed value
fov_x = 90;
} else {
// user selectable
if ( cgs.dmflags & DF_FIXED_FOV ) {
// dmflag to prevent wide fov for all clients
fov_x = 90;
} else {
fov_x = cg_fov->value;
if ( fov_x < 1 ) {
fov_x = 1;
} else if ( fov_x > 160 ) {
fov_x = 160;
}
}
// account for zooms
zoomFov = cg_zoomFov->value;
if ( zoomFov < 1 ) {
zoomFov = 1;
} else if ( zoomFov > 160 ) {
zoomFov = 160;
}
if ( cg.zoomed ) {
f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME;
if ( f > 1.0 ) {
fov_x = zoomFov;
} else {
fov_x = fov_x + f * ( zoomFov - fov_x );
}
} else {
f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME;
if ( f > 1.0 ) {
fov_x = fov_x;
} else {
fov_x = zoomFov + f * ( fov_x - zoomFov );
}
}
}
#else
// su44: use FOV value send by MoHAA server
if(cg.snap)
fov_x = cg.snap->ps.fov;
else
fov_x = 90;
#endif
x = cg.refdef.width / tan( fov_x / 360 * M_PI );
fov_y = atan2( cg.refdef.height, x );
fov_y = fov_y * 360 / M_PI;
// warp if underwater
contents = CG_PointContents( cg.refdef.vieworg, -1 );
if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ){
phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2;
v = WAVE_AMPLITUDE * sin( phase );
fov_x += v;
fov_y -= v;
inwater = qtrue;
}
else {
inwater = qfalse;
}
// set it
cg.refdef.fov_x = fov_x;
cg.refdef.fov_y = fov_y;
if ( !cg.zoomed ) {
cg.zoomSensitivity = 1;
} else {
cg.zoomSensitivity = cg.refdef.fov_y / 75.0;
}
return inwater;
}
/*
===============
CG_DamageBlendBlob
===============
*/
static void CG_DamageBlendBlob( void ) {
//int t;
//int maxTime;
//refEntity_t ent;
//if ( !cg.damageValue ) {
// return;
//}
////if (cg.cameraMode) {
//// return;
////}
//// ragePro systems can't fade blends, so don't obscure the screen
//if ( cgs.glconfig.hardwareType == GLHW_RAGEPRO ) {
// return;
//}
//maxTime = DAMAGE_TIME;
//t = cg.time - cg.damageTime;
//if ( t <= 0 || t >= maxTime ) {
// return;
//}
//memset( &ent, 0, sizeof( ent ) );
//ent.reType = RT_SPRITE;
//ent.renderfx = RF_FIRST_PERSON;
//VectorMA( cg.refdef.vieworg, 8, cg.refdef.viewaxis[0], ent.origin );
//VectorMA( ent.origin, cg.damageX * -8, cg.refdef.viewaxis[1], ent.origin );
//VectorMA( ent.origin, cg.damageY * 8, cg.refdef.viewaxis[2], ent.origin );
//ent.radius = cg.damageValue * 3;
//ent.customShader = cgs.media.viewBloodShader;
//ent.shaderRGBA[0] = 255;
//ent.shaderRGBA[1] = 255;
//ent.shaderRGBA[2] = 255;
//ent.shaderRGBA[3] = 200 * ( 1.0 - ((float)t / maxTime) );
//cgi.R_AddRefEntityToScene( &ent );
}
/*
===============
CG_CalcViewValues
Sets cg.refdef view values
===============
*/
static int CG_CalcViewValues( void ) {
playerState_t *ps;
memset( &cg.refdef, 0, sizeof( cg.refdef ) );
// su44: copy MoHAA fog data
VectorCopy(cg.farplane_color,cg.refdef.farplane_color);
cg.refdef.farplane_cull = cg.farplane_cull;
cg.refdef.farplane_distance = cg.farplane_distance;
// strings for in game rendering
// Q_strncpyz( cg.refdef.text[0], "Park Ranger", sizeof(cg.refdef.text[0]) );
// Q_strncpyz( cg.refdef.text[1], "19", sizeof(cg.refdef.text[1]) );
// calculate size of 3D view
CG_CalcVrect();
ps = &cg.predictedPlayerState;
/*
if (cg.cameraMode) {
vec3_t origin, angles;
if (cgi.getCameraInfo(cg.time, &origin, &angles)) {
VectorCopy(origin, cg.refdef.vieworg);
angles[ROLL] = 0;
VectorCopy(angles, cg.refdefViewAngles);
AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
return CG_CalcFov();
} else {
cg.cameraMode = qfalse;
}
}
*/
cg.bobcycle = ( ps->bobCycle & 128 ) >> 7;
cg.bobfracsin = fabs( sin( ( ps->bobCycle & 127 ) / 127.0 * M_PI ) );
cg.xyspeed = sqrt( ps->velocity[0] * ps->velocity[0] +
ps->velocity[1] * ps->velocity[1] );
VectorCopy( ps->origin, cg.refdef.vieworg );
VectorCopy( ps->viewangles, cg.refdefViewAngles );
if (cg_cameraOrbit->integer) {
if (cg.time > cg.nextOrbitTime) {
cg.nextOrbitTime = cg.time + cg_cameraOrbitDelay->integer;
cg_thirdPersonAngle->value += cg_cameraOrbit->value;
}
}
// add error decay
if ( cg_errorDecay->value > 0 ) {
int t;
float f;
t = cg.time - cg.predictedErrorTime;
f = ( cg_errorDecay->value - t ) / cg_errorDecay->value;
if ( f > 0 && f < 1 ) {
VectorMA( cg.refdef.vieworg, f, cg.predictedError, cg.refdef.vieworg );
} else {
cg.predictedErrorTime = 0;
}
}
if ( cg.renderingThirdPerson ) {
// back away from character
CG_OffsetThirdPersonView();
} else {
// offset for local bobbing and kicks
CG_OffsetFirstPersonView();
}
// position eye reletive to origin
AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
if ( cg.hyperspace ) {
cg.refdef.rdflags |= RDF_NOWORLDMODEL | RDF_HYPERSPACE;
}
// field of view
return CG_CalcFov();
}
//=========================================================================
/*
=================
CG_DrawActiveFrame
Generates and draws a game scene and status information at the given time.
=================
*/
void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ) {
int inwater;
int i;
cg.time = serverTime;
cg.demoPlayback = demoPlayback;
// update cvars
CG_UpdateCvars();
// if we are only updating the screen as a loading
// pacifier, don't even try to read snapshots
if ( cg.infoScreenText[0] != 0 ) {
CG_DrawInformation();
return;
}
// any looped sounds will be respecified as entities
// are added to the render list
cgi.S_ClearLoopingSounds(qfalse);
// clear all the render lists
cgi.R_ClearScene();
// set up cg.snap and possibly cg.nextSnap
CG_ProcessSnapshots();
// if we haven't received any snapshots yet, all
// we can draw is the information screen
if ( !cg.snap || ( cg.snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) ) {
CG_DrawInformation();
return;
}
// let the client system know what our weapon and zoom settings are
cgi.SetUserCmdValue( CG_WeaponCommandButtonBits(), cg.zoomSensitivity );
// this counter will be bumped for every valid scene we generate
cg.clientFrame++;
// update cg.predictedPlayerState
CG_PredictPlayerState();
// decide on third person view
cg.renderingThirdPerson = cg_thirdPerson->integer || (cg.snap->ps.stats[STAT_HEALTH] <= 0);
// build cg.refdef
inwater = CG_CalcViewValues();
// first person blend blobs, done after AnglesToAxis
if ( !cg.renderingThirdPerson ) {
CG_DamageBlendBlob();
}
// build the render lists
if ( !cg.hyperspace ) {
CG_AddPacketEntities(); // adter calcViewValues, so predicted player state is correct
CG_AddBulletTracers();
CG_AddBulletImpacts();
CG_AddBeams();
CG_AddMarks();
CG_AddParticles ();
CG_AddLocalEntities();
}
// process MoHAA clientside events
CG_ProcessPendingEvents();
CG_AddViewWeapon( &cg.predictedPlayerState );
// finish up the rest of the refdef
if( cg.testModelEntity.model ) {
CG_AddTestModel();
}
cg.refdef.time = cg.time;
memcpy( cg.refdef.areamask, cg.snap->areamask, sizeof( cg.refdef.areamask ) );
// update audio positions
cgi.S_Respatialize( cg.snap->ps.clientNum, cg.refdef.vieworg, cg.refdef.viewaxis, inwater );
// make sure the lagometerSample and frame timing isn't done twice when in stereo
if ( stereoView != STEREO_RIGHT ) {
cg.frametime = cg.time - cg.oldTime;
if ( cg.frametime < 0 ) {
cg.frametime = 0;
}
cg.oldTime = cg.time;
CG_AddLagometerFrameInfo();
}
if (cg_timescale->value != cg_timescaleFadeEnd->value) {
if (cg_timescale->value < cg_timescaleFadeEnd->value) {
cg_timescale->value += cg_timescaleFadeSpeed->value * ((float)cg.frametime) / 1000;
if (cg_timescale->value > cg_timescaleFadeEnd->value)
cg_timescale->value = cg_timescaleFadeEnd->value;
}
else {
cg_timescale->value -= cg_timescaleFadeSpeed->value * ((float)cg.frametime) / 1000;
if (cg_timescale->value < cg_timescaleFadeEnd->value)
cg_timescale->value = cg_timescaleFadeEnd->value;
}
if (cg_timescaleFadeSpeed->value) {
cgi.Cvar_Set("timescale", va("%f", cg_timescale->value));
}
}
// actually issue the rendering calls
CG_DrawActive( stereoView );
if ( cg_stats->integer ) {
CG_Printf( "cg.clientFrame:%i\n", cg.clientFrame );
}
// bones pointers are no longer valid
for( i = 0; i < MAX_ENTITIES; i++) {
cg_entities[i].bones = 0;
}
}