Paranoia2/cl_dll/render/view.cpp

2036 lines
52 KiB
C++

//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
// view/refresh setup functions
#include "hud.h"
#include "cl_util.h"
#include "cvardef.h"
#include "usercmd.h"
#include "const.h"
#include "stringlib.h"
#include "entity_state.h"
#include "cl_entity.h"
#include "ref_params.h"
#include "in_defs.h" // PITCH YAW ROLL
#include "pm_shared.h"
#include "pm_defs.h"
#include "event_api.h"
#include "pmtrace.h"
#include "screenfade.h"
#include "shake.h"
#include "hltv.h"
#include "gl_local.h" // buz
extern int g_flashlight;
extern int g_iGunMode; // buz
void SetupFlashlight( struct ref_params_s *pparams );
cvar_t *r_test;
cvar_t *gl_extensions;
cvar_t *r_detailtextures;
cvar_t *r_lighting_ambient;
cvar_t *r_lighting_modulate;
cvar_t *r_lighting_extended;
cvar_t *r_lightstyle_lerping;
cvar_t *r_occlusion_culling;
cvar_t *r_show_lightprobes;
cvar_t *r_show_cubemaps;
cvar_t *r_show_viewleaf;
cvar_t *r_allow_mirrors;
cvar_t *r_drawentities;
cvar_t *r_draw_beams;
cvar_t *cv_crosshair;
cvar_t *r_fullbright;
cvar_t *r_overview;
cvar_t *r_dynamic;
cvar_t *r_shadows;
cvar_t *r_novis;
cvar_t *r_nocull;
cvar_t *r_lockpvs;
cvar_t *r_dof;
cvar_t *r_dof_hold_time;
cvar_t *r_dof_change_time;
cvar_t *r_dof_focal_length;
cvar_t *r_dof_fstop;
cvar_t *r_dof_debug;
cvar_t *cv_renderer;
cvar_t *cv_brdf;
cvar_t *cv_bump;
cvar_t *cv_bumpvecs;
cvar_t *cv_specular;
cvar_t *cv_cubemaps;
cvar_t *cv_deferred;
cvar_t *cv_deferred_full;
cvar_t *cv_deferred_maxlights;
cvar_t *cv_deferred_tracebmodels;
cvar_t *cv_cube_lod_bias;
cvar_t *cv_dynamiclight;
cvar_t *cv_realtime_puddles;
cvar_t *cv_shadow_offset;
cvar_t *cv_parallax;
cvar_t *cv_decals;
cvar_t *cv_gamma;
cvar_t *cv_brightness;
cvar_t *cv_water;
cvar_t *cv_decalsdebug;
cvar_t *cv_show_tbn;
cvar_t *cv_nosort;
cvar_t *r_wireframe;
cvar_t *r_lightmap;
cvar_t *r_speeds;
cvar_t *r_decals;
cvar_t *r_studio_decals;
cvar_t *r_clear;
cvar_t *r_finish;
cvar_t *r_sunshadows;
cvar_t *r_sun_allowed;
cvar_t *r_shadow_split_weight;
cvar_t *r_lightstyles;
cvar_t *r_polyoffset;
cvar_t *r_grass;
cvar_t *r_grass_alpha;
cvar_t *r_grass_lighting;
cvar_t *r_grass_shadows;
cvar_t *r_grass_fade_start;
cvar_t *r_grass_fade_dist;
cvar_t *r_shadowmap_size;
cvar_t *r_scissor_glass_debug;
cvar_t *r_scissor_light_debug;
cvar_t *r_showlightmaps;
cvar_t *r_recursion_depth;
cvar_t *r_pssm_show_split;
cvar_t *v_glows;
// Spectator Mode
float vecNewViewAngles[3];
int iHasNewViewAngles;
float vecNewViewOrigin[3];
int iHasNewViewOrigin;
int iIsSpectator;
float m_flOfs;
#ifndef M_PI
#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
#endif
extern "C"
{
int CL_IsThirdPerson( void );
void CL_CameraOffset( float *ofs );
void DLLEXPORT V_CalcRefdef( struct ref_params_s *pparams );
}
void PM_ParticleLine( float *start, float *end, int pcolor, float life, float vert);
int PM_GetVisEntInfo( int ent );
int PM_GetPhysEntInfo( int ent );
void InterpolateAngles( float * start, float * end, float * output, float frac );
float AngleBetweenVectors( const float * v1, const float * v2 );
extern float vJumpOrigin[3];
extern float vJumpAngles[3];
ref_params_t *g_pViewParams = NULL; // pointer to ref_params for use outside V_CalcRefdef
void V_DropPunchAngle ( float frametime, float *ev_punchangle );
void VectorAngles( const float *forward, float *angles );
#include "r_studioint.h"
#include "com_model.h"
extern engine_studio_api_t IEngineStudio;
/*
The view is allowed to move slightly from it's true position for bobbing,
but if it exceeds 8 pixels linear distance (spherical, not box), the list of
entities sent from the server may not include everything in the pvs, especially
when crossing a water boudnary.
*/
extern cvar_t *cl_forwardspeed;
extern cvar_t *chase_active;
extern cvar_t *scr_ofsx, *scr_ofsy, *scr_ofsz;
extern cvar_t *cl_vsmoothing;
extern cvar_t *cl_rollspeed;
extern cvar_t *cl_rollangle;
#define CAM_MODE_RELAX 1
#define CAM_MODE_FOCUS 2
#define clamp( val, min, max ) ( ((val) > (max)) ? (max) : ( ((val) < (min)) ? (min) : (val) ) ) // thx BUzer
#define HL2_BOB_CYCLE_MIN 0.1f
#define HL2_BOB_CYCLE_MAX 0.3f
#define HL2_BOB 0.1f
#define HL2_BOB_UP 0.5f
float g_lateralBob;
float g_verticalBob;
Vector v_origin, v_angles, v_cl_angles, v_sim_org, v_lastAngles;
float v_frametime, v_lastDistance;
float v_cameraRelaxAngle = 5.0f;
float v_cameraFocusAngle = 35.0f;
int v_cameraMode = CAM_MODE_FOCUS;
qboolean v_resetCamera = 1;
Vector g_CrosshairAngle; // buz
Vector ev_punchangle;
cvar_t *scr_ofsx;
cvar_t *scr_ofsy;
cvar_t *scr_ofsz;
cvar_t *v_centermove;
cvar_t *v_centerspeed;
cvar_t *cl_bobcycle;
cvar_t *cl_bob;
cvar_t *cl_bobup;
cvar_t *cl_waterdist;
cvar_t *cl_chasedist;
// These cvars are not registered (so users can't cheat), so set the ->value field directly
// Register these cvars in V_Init() if needed for easy tweaking
cvar_t v_iyaw_cycle = {"v_iyaw_cycle", "2", 0, 2};
cvar_t v_iroll_cycle = {"v_iroll_cycle", "0.5", 0, 0.5};
cvar_t v_ipitch_cycle = {"v_ipitch_cycle", "1", 0, 1};
cvar_t v_iyaw_level = {"v_iyaw_level", "0.3", 0, 0.3};
cvar_t v_iroll_level = {"v_iroll_level", "0.1", 0, 0.1};
cvar_t v_ipitch_level = {"v_ipitch_level", "0.3", 0, 0.3};
float v_idlescale; // used by TFC for concussion grenade effect
//=============================================================================
void V_NormalizeAngles( float *angles )
{
// Normalize angles
for( int i = 0; i < 3; i++ )
{
if ( angles[i] > 180.0 )
{
angles[i] -= 360.0;
}
else if ( angles[i] < -180.0 )
{
angles[i] += 360.0;
}
}
}
float Distance( const Vector &v1, const Vector &v2 )
{
return (v2 - v1).Length();
}
/*
===================
V_InterpolateAngles
Interpolate Euler angles.
Frac is 0.0 to 1.0 ( i.e., should probably be clamped, but doesn't have to be )
===================
*/
void V_InterpolateAngles( float *start, float *end, float *output, float frac )
{
int i;
float ang1, ang2;
float d;
V_NormalizeAngles( start );
V_NormalizeAngles( end );
for ( i = 0 ; i < 3 ; i++ )
{
ang1 = start[i];
ang2 = end[i];
d = ang2 - ang1;
if ( d > 180 )
{
d -= 360;
}
else if ( d < -180 )
{
d += 360;
}
output[i] = ang1 + d * frac;
}
V_NormalizeAngles( output );
}
// Quakeworld bob code, this fixes jitters in the mutliplayer since the clock (pparams->time) isn't quite linear
float V_CalcBob ( struct ref_params_s *pparams )
{
static double bobtime;
static float bob;
float cycle;
static float lasttime;
Vector vel;
if ( pparams->onground == -1 ||
pparams->time == lasttime )
{
// just use old value
return bob;
}
lasttime = pparams->time;
bobtime += pparams->frametime;
cycle = bobtime - (int)( bobtime / cl_bobcycle->value ) * cl_bobcycle->value;
cycle /= cl_bobcycle->value;
if ( cycle < cl_bobup->value )
{
cycle = M_PI * cycle / cl_bobup->value;
}
else
{
cycle = M_PI + M_PI * ( cycle - cl_bobup->value )/( 1.0 - cl_bobup->value );
}
// bob is proportional to simulated velocity in the xy plane
// (don't count Z, or jumping messes it up)
VectorCopy( pparams->simvel, vel );
vel[2] = 0;
bob = sqrt( vel[0] * vel[0] + vel[1] * vel[1] ) * cl_bob->value;
bob = bob * 0.3 + bob * 0.7 * sin(cycle);
bob = min( bob, 4 );
bob = max( bob, -7 );
return bob;
}
float V_CalcNewBob ( struct ref_params_s *pparams )
{
static float bobtime;
static float lastbobtime;
float cycle;
Vector vel;
VectorCopy( pparams->simvel, vel );
vel[2] = 0;
if ( pparams->onground == -1 || pparams->time == lastbobtime )
{
return 0.0f;
}
float speed = sqrt(vel[0] * vel[0] + vel[1] * vel[1]);
speed = clamp( speed, -320, 320 );
float bob_offset = RemapVal( speed, 0, 320, 0.0f, 1.0f );
bobtime += ( pparams->time - lastbobtime ) * bob_offset;
lastbobtime = pparams->time;
//Calculate the vertical bob
cycle = bobtime - (int)(bobtime/HL2_BOB_CYCLE_MAX)*HL2_BOB_CYCLE_MAX;
cycle /= HL2_BOB_CYCLE_MAX;
if ( cycle < HL2_BOB_UP )
{
cycle = M_PI * cycle / HL2_BOB_UP;
}
else
{
cycle = M_PI + M_PI*(cycle-HL2_BOB_UP)/(1.0 - HL2_BOB_UP);
}
g_verticalBob = speed*0.015f;
g_verticalBob = g_verticalBob*0.3 + g_verticalBob*0.7*sin(cycle);
g_verticalBob = clamp( g_verticalBob, -15.0f, 4.0f );
//Calculate the lateral bob
cycle = bobtime - (int)(bobtime/HL2_BOB_CYCLE_MAX*2)*HL2_BOB_CYCLE_MAX*2;
cycle /= HL2_BOB_CYCLE_MAX*2;
if ( cycle < HL2_BOB_UP )
{
cycle = M_PI * cycle / HL2_BOB_UP;
}
else
{
cycle = M_PI + M_PI*(cycle-HL2_BOB_UP)/(1.0 - HL2_BOB_UP);
}
g_lateralBob = speed*0.004f;
g_lateralBob = g_lateralBob*0.3 + g_lateralBob*0.7*sin(cycle);
g_lateralBob = clamp( g_lateralBob, -7.0f, 4.0f );
//NOTENOTE: We don't use this return value in our case (need to restructure the calculation function setup!)
return 0.0f;
}
/*
===============
V_CalcRoll
Used by view and sv_user
===============
*/
float V_CalcRoll (Vector angles, Vector velocity, float rollangle, float rollspeed )
{
float sign;
float side;
float value;
Vector forward, right, up;
AngleVectors ( angles, forward, right, up );
side = DotProduct (velocity, right);
sign = side < 0 ? -1 : 1;
side = fabs( side );
value = rollangle;
if (side < rollspeed)
{
side = side * value / rollspeed;
}
else
{
side = value;
}
return side * sign;
}
typedef struct pitchdrift_s
{
float pitchvel;
int nodrift;
float driftmove;
double laststop;
} pitchdrift_t;
static pitchdrift_t pd;
void V_StartPitchDrift( void )
{
if ( pd.laststop == gEngfuncs.GetClientTime() )
{
return; // something else is keeping it from drifting
}
if ( pd.nodrift || !pd.pitchvel )
{
pd.pitchvel = v_centerspeed->value;
pd.nodrift = 0;
pd.driftmove = 0;
}
}
void V_StopPitchDrift ( void )
{
pd.laststop = gEngfuncs.GetClientTime();
pd.nodrift = 1;
pd.pitchvel = 0;
}
/*
===============
V_DriftPitch
Moves the client pitch angle towards idealpitch sent by the server.
If the user is adjusting pitch manually, either with lookup/lookdown,
mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
===============
*/
void V_DriftPitch ( struct ref_params_s *pparams )
{
float delta, move;
if ( gEngfuncs.IsNoClipping() || !pparams->onground || pparams->demoplayback || pparams->spectator )
{
pd.driftmove = 0;
pd.pitchvel = 0;
return;
}
// don't count small mouse motion
if (pd.nodrift)
{
if ( fabs( pparams->cmd->forwardmove ) < cl_forwardspeed->value )
pd.driftmove = 0;
else
pd.driftmove += pparams->frametime;
if ( pd.driftmove > v_centermove->value)
{
V_StartPitchDrift ();
}
return;
}
delta = pparams->idealpitch - pparams->cl_viewangles[PITCH];
if (!delta)
{
pd.pitchvel = 0;
return;
}
move = pparams->frametime * pd.pitchvel;
pd.pitchvel += pparams->frametime * v_centerspeed->value;
if (delta > 0)
{
if (move > delta)
{
pd.pitchvel = 0;
move = delta;
}
pparams->cl_viewangles[PITCH] += move;
}
else if (delta < 0)
{
if (move > -delta)
{
pd.pitchvel = 0;
move = -delta;
}
pparams->cl_viewangles[PITCH] -= move;
}
}
/*
==============================================================================
VIEW RENDERING
==============================================================================
*/
/*
==================
V_CalcGunAngle
==================
*/
void V_CalcGunAngle ( struct ref_params_s *pparams )
{
cl_entity_t *viewent;
viewent = gEngfuncs.GetViewModel();
if ( !viewent )
return;
viewent->angles[YAW] = pparams->viewangles[YAW] + pparams->crosshairangle[YAW];
viewent->angles[PITCH] = -pparams->viewangles[PITCH] + pparams->crosshairangle[PITCH] * 0.25;
viewent->angles[ROLL] -= v_idlescale * sin(pparams->time*v_iroll_cycle.value) * v_iroll_level.value;
// don't apply all of the v_ipitch to prevent normally unseen parts of viewmodel from coming into view.
viewent->angles[PITCH] -= v_idlescale * sin(pparams->time*v_ipitch_cycle.value) * (v_ipitch_level.value * 0.5);
viewent->angles[YAW] -= v_idlescale * sin(pparams->time*v_iyaw_cycle.value) * v_iyaw_level.value;
// buz: add half of the punchangle to viewmodel
viewent->angles[0] -= pparams->punchangle[0]/2;
viewent->angles[1] += pparams->punchangle[1]/2;
viewent->angles[2] += pparams->punchangle[2]/2;
VectorCopy( viewent->angles, viewent->curstate.angles );
VectorCopy( viewent->angles, viewent->latched.prevangles );
}
/*
==============
V_AddIdle
Idle swaying
==============
*/
void V_AddIdle( struct ref_params_s *pparams )
{
pparams->viewangles[ROLL] += v_idlescale * sin(pparams->time*v_iroll_cycle.value) * v_iroll_level.value;
pparams->viewangles[PITCH] += v_idlescale * sin(pparams->time*v_ipitch_cycle.value) * v_ipitch_level.value;
pparams->viewangles[YAW] += v_idlescale * sin(pparams->time*v_iyaw_cycle.value) * v_iyaw_level.value;
}
/*
==============
V_CalcViewRoll
Roll is induced by movement and damage
==============
*/
void V_CalcViewRoll ( struct ref_params_s *pparams )
{
cl_entity_t *viewentity;
viewentity = gEngfuncs.GetEntityByIndex( pparams->viewentity );
if( !viewentity ) return;
pparams->viewangles[ROLL] = V_CalcRoll (pparams->viewangles, pparams->simvel, cl_rollangle->value, cl_rollspeed->value ) * 4;
if ( pparams->health <= 0 && ( pparams->viewheight[2] != 0 ) )
{
// only roll the view if the player is dead and the viewheight[2] is nonzero
// this is so deadcam in multiplayer will work.
pparams->viewangles[ROLL] = 80; // dead view angle
return;
}
}
/*
==================
V_CalcIntermissionRefdef
==================
*/
void V_CalcIntermissionRefdef ( struct ref_params_s *pparams )
{
cl_entity_t *ent, *view;
float old;
// ent is the player model ( visible when out of body )
ent = gEngfuncs.GetLocalPlayer();
// view is the weapon model (only visible from inside body )
view = gEngfuncs.GetViewModel();
VectorCopy ( pparams->simorg, pparams->vieworg );
VectorCopy ( pparams->cl_viewangles, pparams->viewangles );
view->model = NULL;
// allways idle in intermission
old = v_idlescale;
v_idlescale = 1;
V_AddIdle ( pparams );
if ( gEngfuncs.IsSpectateOnly() )
{
// in HLTV we must go to 'intermission' position by ourself
VectorCopy( gHUD.m_Spectator.m_cameraOrigin, pparams->vieworg );
VectorCopy( gHUD.m_Spectator.m_cameraAngles, pparams->viewangles );
}
v_idlescale = old;
v_cl_angles = pparams->cl_viewangles;
v_origin = pparams->vieworg;
v_angles = pparams->viewangles;
}
#define ORIGIN_BACKUP 64
#define ORIGIN_MASK ( ORIGIN_BACKUP - 1 )
typedef struct
{
Vector Origins[ORIGIN_BACKUP];
float OriginTime[ORIGIN_BACKUP];
Vector Angles[ORIGIN_BACKUP];
float AngleTime[ORIGIN_BACKUP];
int CurrentOrigin;
int CurrentAngle;
} viewinterp_t;
float m_flWeaponLag = 0.5f;
void V_CalcViewModelLag( ref_params_t *pparams, Vector &origin, Vector &angles, Vector original_angles )
{
static Vector m_vecLastFacing;
Vector vOriginalOrigin = origin;
Vector vOriginalAngles = angles;
// Calculate our drift
Vector forward, right, up;
AngleVectors( angles, forward, right, up );
if( pparams->paused ) // not in paused
return;
if ( pparams->frametime != 0.0f )
{
Vector vDifference;
vDifference = forward - m_vecLastFacing;
float flSpeed = 4.0f;
// If we start to lag too far behind, we'll increase the "catch up" speed.
// Solves the problem with fast cl_yawspeed, m_yaw or joysticks rotating quickly.
// The old code would slam lastfacing with origin causing the viewmodel to pop to a new position
float flDiff = vDifference.Length();
if (( flDiff > m_flWeaponLag ) && ( m_flWeaponLag > 0.0f ))
{
float flScale = flDiff / m_flWeaponLag;
flSpeed *= flScale;
}
m_vecLastFacing = m_vecLastFacing + vDifference * ( flSpeed * pparams->frametime );
// Make sure it doesn't grow out of control!!!
m_vecLastFacing = m_vecLastFacing.Normalize();
origin = origin + (vDifference * -1.0f) * 1.0f;
}
AngleVectors( original_angles, forward, right, up );
float pitch = original_angles[PITCH];
if ( pitch > 180.0f )
{
pitch -= 360.0f;
}
else if ( pitch < -180.0f )
{
pitch += 360.0f;
}
if ( m_flWeaponLag <= 0.0f )
{
origin = vOriginalOrigin;
angles = vOriginalAngles;
}
else
{
origin = origin + forward * ( -pitch * 0.00f );
origin = origin + right * ( -pitch * 0.00f );
origin = origin + up * ( -pitch * 0.00f );
}
}
//==========================
// V_CalcWaterLevel
//==========================
float V_CalcWaterLevel( struct ref_params_s *pparams )
{
float waterOffset = 0.0f;
if( pparams->waterlevel >= 2 )
{
int waterEntity = WATER_ENTITY( pparams->simorg );
float waterDist = cl_waterdist->value;
if( waterEntity >= 0 && waterEntity < pparams->max_entities )
{
cl_entity_t *pwater = GET_ENTITY( waterEntity );
if( pwater && ( pwater->model != NULL ))
waterDist += ( pwater->curstate.scale * 16.0f );
}
Vector point = pparams->vieworg;
// eyes are above water, make sure we're above the waves
if( pparams->waterlevel == 2 )
{
point.z -= waterDist;
for( int i = 0; i < waterDist; i++ )
{
int contents = POINT_CONTENTS( point );
if( contents > CONTENTS_WATER )
break;
point.z += 1;
}
waterOffset = (point.z + waterDist) - pparams->vieworg[2];
}
else
{
// eyes are under water. Make sure we're far enough under
point[2] += waterDist;
for( int i = 0; i < waterDist; i++ )
{
int contents = POINT_CONTENTS( point );
if( contents <= CONTENTS_WATER )
break;
point.z -= 1;
}
waterOffset = (point.z - waterDist) - pparams->vieworg[2];
}
}
return waterOffset;
}
/*
==================
V_CalcRefdef
==================
*/
void V_CalcNormalRefdef ( struct ref_params_s *pparams )
{
cl_entity_t *ent, *view;
Vector angles;
float bob;
static viewinterp_t ViewInterp;
int i;
static float oldz = 0;
static float lasttime;
Vector camAngles, camForward, camRight, camUp;
static struct model_s *savedviewmodel;
VectorCopy(pparams->crosshairangle, g_CrosshairAngle); // save it for crosshair rendering
V_DriftPitch ( pparams );
if ( gEngfuncs.IsSpectateOnly() )
{
ent = gEngfuncs.GetEntityByIndex( g_iUser2 );
}
else
{
// ent is the player model ( visible when out of body )
ent = gEngfuncs.GetLocalPlayer();
}
// view is the weapon model (only visible from inside body )
view = gEngfuncs.GetViewModel();
// save old position for light lerping
view->prevstate.origin = view->origin;
// transform the view offset by the model's matrix to get the offset from
// model origin for the view
bob = V_CalcBob ( pparams );
// refresh position
VectorCopy ( pparams->simorg, pparams->vieworg );
//pparams->vieworg[2] += ( bob );
VectorAdd( pparams->vieworg, pparams->viewheight, pparams->vieworg );
VectorCopy ( pparams->cl_viewangles, pparams->viewangles );
gEngfuncs.V_CalcShake();
gEngfuncs.V_ApplyShake( pparams->vieworg, pparams->viewangles, 1.0 );
// never let view origin 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 1/16 pixel, so add 1/32 in each axis
pparams->vieworg[0] += 1.0/32;
pparams->vieworg[1] += 1.0/32;
pparams->vieworg[2] += 1.0/32;
float waterOffset = V_CalcWaterLevel( pparams );
pparams->vieworg[2] += waterOffset;
V_CalcViewRoll ( pparams );
if( gHUD.m_flBlurAmount <= 0.0f )
{
if( g_iGunMode == 3 )
v_idlescale = 0.15f;
else v_idlescale = 0.0f;
}
V_AddIdle ( pparams );
// offsets
VectorCopy( pparams->cl_viewangles, angles );
AngleVectors ( angles, pparams->forward, pparams->right, pparams->up );
// buz: spec tank view
if (gHUD.m_SpecTank_on)
{
VectorCopy(gHUD.m_SpecTank_point, pparams->vieworg);
VectorMA(pparams->vieworg, -gHUD.m_SpecTank_distFwd, pparams->forward, pparams->vieworg);
VectorMA(pparams->vieworg, gHUD.m_SpecTank_distUp, pparams->up, pparams->vieworg);
}
// don't allow cheats in multiplayer
if ( pparams->maxclients <= 1 )
{
pparams->vieworg += scr_ofsx->value*pparams->forward + scr_ofsy->value*pparams->right + scr_ofsz->value*pparams->up;
}
Vector pl_vel;
VectorCopy(pparams->simvel, pl_vel);
float m_flSpeed = pl_vel.Length2D();
if (!(gHUD.m_iKeyBits & IN_DUCK) && !(gHUD.m_iKeyBits & IN_JUMP))
{
if ((gHUD.m_iKeyBits & IN_RUN) && (gHUD.m_iKeyBits & IN_FORWARD) && (m_flSpeed > 210.0))
{
if ( m_flOfs <= 1 )
m_flOfs += 0.05;
if(m_flOfs >= 1)
m_flOfs = 1;
}
else
{
if ( m_flOfs >=0 )
m_flOfs -=0.05;
if(m_flOfs <= 0)
m_flOfs = 0;
}
}
pparams->vieworg[2] += m_flOfs;
// Treating cam_ofs[2] as the distance
if( CL_IsThirdPerson() )
{
Vector ofs;
ofs[0] = ofs[1] = ofs[2] = 0.0;
CL_CameraOffset( (float *)&ofs );
VectorCopy( ofs, camAngles );
camAngles[ ROLL ] = 0;
AngleVectors( camAngles, camForward, camRight, camUp );
for ( i = 0; i < 3; i++ )
{
pparams->vieworg[ i ] += -ofs[2] * camForward[ i ];
}
}
// Give gun our viewangles
VectorCopy ( pparams->cl_viewangles, view->angles );
Vector lastAngles = view->angles;// save oldangles
// set up gun position
V_CalcGunAngle ( pparams );
// Use predicted origin as view origin.
VectorCopy ( pparams->vieworg, view->origin );
// VectorAdd( view->origin, pparams->viewheight, view->origin );
// Let the viewmodel shake at about 10% of the amplitude
gEngfuncs.V_ApplyShake( view->origin, view->angles, 0.9 );
Vector forward, right;
AngleVectors( view->angles, forward, right, NULL );
V_CalcNewBob ( pparams );
// Apply bob, but scaled down to 40%
VectorMA( view->origin, g_verticalBob * 0.1f, forward, view->origin );
// Z bob a bit more
view->origin[2] += g_verticalBob * 0.1f;
// bob the angles
angles[ ROLL ]+= g_verticalBob * 0.3f;
angles[ PITCH ]-= g_verticalBob * 0.8f;
angles[ YAW ]-= g_lateralBob * 0.5f;
VectorMA( view->origin, g_lateralBob * 0.8f, right, view->origin );
for ( i = 0; i < 2; i++ )
{
pparams->viewangles[ROLL] += bob * 0.3;
pparams->viewangles[YAW] += bob * 0.2;
}
pparams->vieworg[ROLL] -= sqrt(bob * bob) * 2 * pparams->up[ ROLL ];
view->origin[ROLL] -= sqrt(bob * bob) * 2 * pparams->up[ ROLL ];
// pushing the view origin down off of the same X/Z plane as the ent's origin will give the
// gun a very nice 'shifting' effect when the player looks up/down. If there is a problem
// with view model distortion, this may be a cause. (SJB).
// g-cont. disabled to avoid IronSight issues
// view->origin[2] -= 1;
V_CalcViewModelLag( pparams, view->origin, view->angles, lastAngles );
// fudge position around to keep amount of weapon visible
// roughly equal with different FOV
if (pparams->viewsize == 110)
{
view->origin[2] += 1;
}
else if (pparams->viewsize == 100)
{
view->origin[2] += 2;
}
else if (pparams->viewsize == 90)
{
view->origin[2] += 1;
}
else if (pparams->viewsize == 80)
{
view->origin[2] += 0.5;
}
// Add in the punchangle, if any
VectorAdd ( pparams->viewangles, pparams->punchangle, pparams->viewangles );
// Include client side punch, too
VectorAdd ( pparams->viewangles, (float *)&ev_punchangle, pparams->viewangles);
V_DropPunchAngle ( pparams->frametime, (float *)&ev_punchangle );
// smooth out stair step ups
#if 1
if ( !pparams->smoothing && pparams->onground && pparams->simorg[2] - oldz > 0)
{
float steptime;
steptime = pparams->time - lasttime;
if (steptime < 0)
steptime = 0;
oldz += steptime * 120;
if (oldz > pparams->simorg[2])
oldz = pparams->simorg[2];
if (pparams->simorg[2] - oldz > 18)
oldz = pparams->simorg[2]- 18;
pparams->vieworg[2] += oldz - pparams->simorg[2];
view->origin[2] += oldz - pparams->simorg[2];
}
else
{
oldz = pparams->simorg[2];
}
#endif
SetupFlashlight( pparams ); // buz
{
static float lastorg[3];
Vector delta;
VectorSubtract( pparams->simorg, lastorg, delta );
if ( Length( delta ) != 0.0 )
{
VectorCopy( pparams->simorg, ViewInterp.Origins[ ViewInterp.CurrentOrigin & ORIGIN_MASK ] );
ViewInterp.OriginTime[ ViewInterp.CurrentOrigin & ORIGIN_MASK ] = pparams->time;
ViewInterp.CurrentOrigin++;
VectorCopy( pparams->simorg, lastorg );
}
}
// Smooth out whole view in multiplayer when on trains, lifts
if ( cl_vsmoothing && cl_vsmoothing->value && ( pparams->smoothing && ( pparams->maxclients > 1 ) ) )
{
int foundidx;
int i;
float t;
if ( cl_vsmoothing->value < 0.0 )
{
gEngfuncs.Cvar_SetValue( "cl_vsmoothing", 0.0 );
}
t = pparams->time - cl_vsmoothing->value;
for ( i = 1; i < ORIGIN_MASK; i++ )
{
foundidx = ViewInterp.CurrentOrigin - 1 - i;
if ( ViewInterp.OriginTime[ foundidx & ORIGIN_MASK ] <= t )
break;
}
if ( i < ORIGIN_MASK && ViewInterp.OriginTime[ foundidx & ORIGIN_MASK ] != 0.0 )
{
// Interpolate
Vector delta;
double frac;
double dt;
Vector neworg;
dt = ViewInterp.OriginTime[ (foundidx + 1) & ORIGIN_MASK ] - ViewInterp.OriginTime[ foundidx & ORIGIN_MASK ];
if ( dt > 0.0 )
{
frac = ( t - ViewInterp.OriginTime[ foundidx & ORIGIN_MASK] ) / dt;
frac = min( 1.0, frac );
delta = ViewInterp.Origins[(foundidx + 1) & ORIGIN_MASK] - ViewInterp.Origins[foundidx & ORIGIN_MASK];
VectorMA( ViewInterp.Origins[ foundidx & ORIGIN_MASK ], frac, delta, neworg );
// Dont interpolate large changes
if ( Length( delta ) < 64 )
{
VectorSubtract( neworg, pparams->simorg, delta );
VectorAdd( pparams->simorg, delta, pparams->simorg );
VectorAdd( pparams->vieworg, delta, pparams->vieworg );
VectorAdd( view->origin, delta, view->origin );
}
}
}
}
// Store off v_angles before munging for third person
v_angles = pparams->viewangles;
v_lastAngles = pparams->viewangles;
// v_cl_angles = pparams->cl_viewangles; // keep old user mouse angles !
if ( CL_IsThirdPerson() )
{
VectorCopy( camAngles, pparams->viewangles);
float pitch = camAngles[ 0 ];
// Normalize angles
if ( pitch > 180 )
pitch -= 360.0;
else if ( pitch < -180 )
pitch += 360;
// Player pitch is inverted
pitch /= -3.0;
// Slam local player's pitch value
ent->angles[ 0 ] = pitch;
ent->curstate.angles[ 0 ] = pitch;
ent->prevstate.angles[ 0 ] = pitch;
ent->latched.prevangles[ 0 ] = pitch;
}
// override all previous settings if the viewent isn't the client
if ( pparams->viewentity > pparams->maxclients )
{
cl_entity_t *viewentity;
viewentity = gEngfuncs.GetEntityByIndex( pparams->viewentity );
if ( viewentity )
{
VectorCopy( viewentity->origin, pparams->vieworg );
VectorCopy( viewentity->angles, pparams->viewangles );
// Store off overridden viewangles
v_angles = pparams->viewangles;
}
}
lasttime = pparams->time;
v_origin = pparams->vieworg;
}
void V_SmoothInterpolateAngles( float * startAngle, float * endAngle, float * finalAngle, float degreesPerSec )
{
float absd,frac,d,threshhold;
V_NormalizeAngles( startAngle );
V_NormalizeAngles( endAngle );
for ( int i = 0 ; i < 3 ; i++ )
{
d = endAngle[i] - startAngle[i];
if ( d > 180.0f )
{
d -= 360.0f;
}
else if ( d < -180.0f )
{
d += 360.0f;
}
absd = fabs(d);
if ( absd > 0.01f )
{
frac = degreesPerSec * v_frametime;
threshhold= degreesPerSec / 4;
if ( absd < threshhold )
{
float h = absd / threshhold;
h *= h;
frac*= h; // slow down last degrees
}
if ( frac > absd )
{
finalAngle[i] = endAngle[i];
}
else
{
if ( d>0)
finalAngle[i] = startAngle[i] + frac;
else
finalAngle[i] = startAngle[i] - frac;
}
}
else
{
finalAngle[i] = endAngle[i];
}
}
V_NormalizeAngles( finalAngle );
}
// Get the origin of the Observer based around the target's position and angles
void V_GetChaseOrigin( float * angles, float * origin, float distance, float * returnvec )
{
Vector vecEnd;
Vector forward;
Vector vecStart;
pmtrace_t * trace;
int maxLoops = 8;
int ignoreent = -1; // first, ignore no entity
cl_entity_t * ent = NULL;
// Trace back from the target using the player's view angles
AngleVectors(angles, forward, NULL, NULL);
VectorScale(forward,-1,forward);
VectorCopy( origin, vecStart );
VectorMA(vecStart, distance , forward, vecEnd);
while ( maxLoops > 0)
{
trace = gEngfuncs.PM_TraceLine( vecStart, vecEnd, PM_TRACELINE_PHYSENTSONLY, 2, ignoreent );
// WARNING! trace->ent is is the number in physent list not the normal entity number
if ( trace->ent <= 0)
break; // we hit the world or nothing, stop trace
ent = gEngfuncs.GetEntityByIndex( PM_GetPhysEntInfo( trace->ent ) );
if ( ent == NULL )
break;
// hit non-player solid BSP , stop here
if ( ent->curstate.solid == SOLID_BSP && !ent->player )
break;
// if close enought to end pos, stop, otherwise continue trace
if( Distance(trace->endpos, vecEnd ) < 1.0f )
{
break;
}
else
{
ignoreent = trace->ent; // ignore last hit entity
VectorCopy( trace->endpos, vecStart);
}
maxLoops--;
}
VectorMA( trace->endpos, 4, trace->plane.normal, returnvec );
v_lastDistance = Distance(trace->endpos, origin); // real distance without offset
}
void V_GetSingleTargetCam(cl_entity_t * ent1, float * angle, float * origin)
{
float newAngle[3]; float newOrigin[3];
int flags = gHUD.m_Spectator.m_iObserverFlags;
// see is target is a dead player
qboolean deadPlayer = ent1->player && (ent1->curstate.solid == SOLID_NOT);
float dfactor = ( flags & DRC_FLAG_DRAMATIC )? -1.0f : 1.0f;
float distance = 112.0f + ( 16.0f * dfactor ); // get close if dramatic;
// go away in final scenes or if player just died
if ( flags & DRC_FLAG_FINAL )
distance*=2.0f;
else if ( deadPlayer )
distance*=1.5f;
// let v_lastDistance float smoothly away
v_lastDistance+= v_frametime * 32.0f; // move unit per seconds back
if ( distance > v_lastDistance )
distance = v_lastDistance;
VectorCopy(ent1->origin, newOrigin);
if ( ent1->player )
{
if ( deadPlayer )
newOrigin[2]+= 2; //laying on ground
else
newOrigin[2]+= 17; // head level of living player
}
else
newOrigin[2]+= 8; // object, tricky, must be above bomb in CS
// we have no second target, choose view direction based on
// show front of primary target
VectorCopy(ent1->angles, newAngle);
// show dead players from front, normal players back
if ( flags & DRC_FLAG_FACEPLAYER )
newAngle[1]+= 180.0f;
newAngle[0]+= 12.5f * dfactor; // lower angle if dramatic
// if final scene (bomb), show from real high pos
if ( flags & DRC_FLAG_FINAL )
newAngle[0] = 22.5f;
// choose side of object/player
if ( flags & DRC_FLAG_SIDE )
newAngle[1]+=22.5f;
else
newAngle[1]-=22.5f;
V_SmoothInterpolateAngles( v_lastAngles, newAngle, angle, 120.0f );
// HACK, if player is dead don't clip against his dead body, can't check this
V_GetChaseOrigin( angle, newOrigin, distance, origin );
}
float MaxAngleBetweenAngles( float * a1, float * a2 )
{
float d, maxd = 0.0f;
V_NormalizeAngles( a1 );
V_NormalizeAngles( a2 );
for ( int i = 0 ; i < 3 ; i++ )
{
d = a2[i] - a1[i];
if ( d > 180 )
{
d -= 360;
}
else if ( d < -180 )
{
d += 360;
}
d = fabs(d);
if ( d > maxd )
maxd=d;
}
return maxd;
}
void V_GetDoubleTargetsCam(cl_entity_t * ent1, cl_entity_t * ent2,float * angle, float * origin)
{
float newAngle[3]; float newOrigin[3]; float tempVec[3];
int flags = gHUD.m_Spectator.m_iObserverFlags;
float dfactor = ( flags & DRC_FLAG_DRAMATIC )? -1.0f : 1.0f;
float distance = 112.0f + ( 16.0f * dfactor ); // get close if dramatic;
// go away in final scenes or if player just died
if ( flags & DRC_FLAG_FINAL )
distance*=2.0f;
// let v_lastDistance float smoothly away
v_lastDistance+= v_frametime * 32.0f; // move unit per seconds back
if ( distance > v_lastDistance )
distance = v_lastDistance;
VectorCopy(ent1->origin, newOrigin);
if ( ent1->player )
newOrigin[2]+= 17; // head level of living player
else
newOrigin[2]+= 8; // object, tricky, must be above bomb in CS
// get new angle towards second target
VectorSubtract( ent2->origin, ent1->origin, newAngle );
VectorAngles( newAngle, newAngle );
newAngle[0] = -newAngle[0];
// set angle diffrent in Dramtaic scenes
newAngle[0]+= 15.5f * dfactor; // lower angle if dramatic
if ( flags & DRC_FLAG_SIDE )
newAngle[1]+=22.5f;
else
newAngle[1]-=22.5f;
float d = MaxAngleBetweenAngles( v_lastAngles, newAngle );
if ( ( d < v_cameraFocusAngle) && ( v_cameraMode == CAM_MODE_RELAX ) )
{
// difference is to small and we are in relax camera mode, keep viewangles
VectorCopy(v_lastAngles, newAngle );
}
else if ( (d < v_cameraRelaxAngle) && (v_cameraMode == CAM_MODE_FOCUS) )
{
// we catched up with our target, relax again
v_cameraMode = CAM_MODE_RELAX;
}
else
{
// target move too far away, focus camera again
v_cameraMode = CAM_MODE_FOCUS;
}
// and smooth view, if not a scene cut
if ( v_resetCamera || (v_cameraMode == CAM_MODE_RELAX) )
{
VectorCopy( newAngle, angle );
}
else
{
V_SmoothInterpolateAngles( v_lastAngles, newAngle, angle, 180.0f );
}
V_GetChaseOrigin( newAngle, newOrigin, distance, origin );
// move position up, if very close at target
if ( v_lastDistance < 64.0f )
origin[2]+= 16.0f*( 1.0f - (v_lastDistance / 64.0f ) );
// calculate angle to second target
VectorSubtract( ent2->origin, origin, tempVec );
VectorAngles( tempVec, tempVec );
tempVec[0] = -tempVec[0];
/* take middle between two viewangles
InterpolateAngles( newAngle, tempVec, newAngle, 0.5f); */
}
void V_GetDirectedChasePosition(cl_entity_t* ent1, cl_entity_t * ent2,float * angle, float * origin)
{
if ( v_resetCamera )
{
v_lastDistance = 4096.0f;
// v_cameraMode = CAM_MODE_FOCUS;
}
if ( ( ent2 == (cl_entity_t*)0xFFFFFFFF ) || ( ent1->player && (ent1->curstate.solid == SOLID_NOT) ) )
{
// we have no second target or player just died
V_GetSingleTargetCam(ent1, angle, origin);
}
else if ( ent2 )
{
// keep both target in view
V_GetDoubleTargetsCam( ent1, ent2, angle, origin );
}
else
{
// second target disappeard somehow (dead)
// keep last good viewangle
float newOrigin[3];
int flags = gHUD.m_Spectator.m_iObserverFlags;
float dfactor = ( flags & DRC_FLAG_DRAMATIC )? -1.0f : 1.0f;
float distance = 112.0f + ( 16.0f * dfactor ); // get close if dramatic;
// go away in final scenes or if player just died
if ( flags & DRC_FLAG_FINAL )
distance*=2.0f;
// let v_lastDistance float smoothly away
v_lastDistance+= v_frametime * 32.0f; // move unit per seconds back
if ( distance > v_lastDistance )
distance = v_lastDistance;
VectorCopy(ent1->origin, newOrigin);
if ( ent1->player )
newOrigin[2]+= 17; // head level of living player
else
newOrigin[2]+= 8; // object, tricky, must be above bomb in CS
V_GetChaseOrigin( angle, newOrigin, distance, origin );
}
VectorCopy(angle, v_lastAngles);
}
void V_GetChasePos(int target, float * cl_angles, float * origin, float * angles)
{
cl_entity_t * ent = NULL;
if ( target )
{
ent = gEngfuncs.GetEntityByIndex( target );
};
if (!ent)
{
// just copy a save in-map position
VectorCopy ( vJumpAngles, angles );
VectorCopy ( vJumpOrigin, origin );
return;
}
if ( gHUD.m_Spectator.m_autoDirector->value )
{
if ( g_iUser3 )
V_GetDirectedChasePosition( ent, gEngfuncs.GetEntityByIndex( g_iUser3 ),
angles, origin );
else
V_GetDirectedChasePosition( ent, ( cl_entity_t*)0xFFFFFFFF,
angles, origin );
}
else
{
if ( cl_angles == NULL ) // no mouse angles given, use entity angles ( locked mode )
{
VectorCopy ( ent->angles, angles);
angles[0]*=-1;
}
else
VectorCopy ( cl_angles, angles);
VectorCopy ( ent->origin, origin);
origin[2]+= 28; // DEFAULT_VIEWHEIGHT - some offset
V_GetChaseOrigin( angles, origin, cl_chasedist->value, origin );
}
v_resetCamera = false;
}
void V_ResetChaseCam()
{
v_resetCamera = true;
}
void V_GetInEyePos(int target, float * origin, float * angles )
{
if ( !target)
{
// just copy a save in-map position
VectorCopy ( vJumpAngles, angles );
VectorCopy ( vJumpOrigin, origin );
return;
};
cl_entity_t * ent = gEngfuncs.GetEntityByIndex( target );
if ( !ent )
return;
VectorCopy ( ent->origin, origin );
VectorCopy ( ent->angles, angles );
angles[PITCH]*=-3.0f; // see CL_ProcessEntityUpdate()
if ( ent->curstate.solid == SOLID_NOT )
{
angles[ROLL] = 80; // dead view angle
origin[2]+= -8 ; // PM_DEAD_VIEWHEIGHT
}
else if (ent->curstate.usehull == 1 )
origin[2]+= 12; // VEC_DUCK_VIEW;
else
// exacty eye position can't be caluculated since it depends on
// client values like cl_bobcycle, this offset matches the default values
origin[2]+= 28; // DEFAULT_VIEWHEIGHT
}
void V_GetMapFreePosition( float * cl_angles, float * origin, float * angles )
{
Vector forward;
Vector zScaledTarget;
VectorCopy(cl_angles, angles);
// modify angles since we don't wanna see map's bottom
angles[0] = 51.25f + 38.75f*(angles[0]/90.0f);
zScaledTarget[0] = gHUD.m_Spectator.m_mapOrigin[0];
zScaledTarget[1] = gHUD.m_Spectator.m_mapOrigin[1];
zScaledTarget[2] = gHUD.m_Spectator.m_mapOrigin[2] * (( 90.0f - angles[0] ) / 90.0f );
AngleVectors(angles, forward, NULL, NULL);
VectorNormalize(forward);
VectorMA(zScaledTarget, -( 4096.0f / gHUD.m_Spectator.m_mapZoom ), forward , origin);
}
void V_GetMapChasePosition(int target, float * cl_angles, float * origin, float * angles)
{
Vector forward;
if ( target )
{
cl_entity_t * ent = gEngfuncs.GetEntityByIndex( target );
if ( gHUD.m_Spectator.m_autoDirector->value )
{
// this is done to get the angles made by director mode
V_GetChasePos(target, cl_angles, origin, angles);
VectorCopy(ent->origin, origin);
// keep fix chase angle horizontal
angles[0] = 45.0f;
}
else
{
VectorCopy(cl_angles, angles);
VectorCopy(ent->origin, origin);
// modify angles since we don't wanna see map's bottom
angles[0] = 51.25f + 38.75f*(angles[0]/90.0f);
}
}
else
{
// keep out roaming position, but modify angles
VectorCopy(cl_angles, angles);
angles[0] = 51.25f + 38.75f*(angles[0]/90.0f);
}
origin[2] *= (( 90.0f - angles[0] ) / 90.0f );
angles[2] = 0.0f; // don't roll angle (if chased player is dead)
AngleVectors(angles, forward, NULL, NULL);
VectorNormalize(forward);
VectorMA(origin, -1536, forward, origin);
}
int V_FindViewModelByWeaponModel(int weaponindex)
{
static char * modelmap[][2] = {
{ "models/p_crowbar.mdl", "models/v_crowbar.mdl" },
{ "models/p_9mmhandgun.mdl", "models/v_9mmhandgun.mdl" },
{ "models/p_grenade.mdl", "models/v_grenade.mdl" },
{ "models/p_9mmAR.mdl", "models/v_9mmAR.mdl" },
{ "models/p_rpg.mdl", "models/v_rpg.mdl" },
{ "models/p_shotgun.mdl", "models/v_shotgun.mdl" },
{ NULL, NULL } };
struct model_s * weaponModel = IEngineStudio.GetModelByIndex( weaponindex );
if ( weaponModel )
{
int len = strlen( weaponModel->name );
int i = 0;
while ( modelmap[i] != NULL )
{
if ( !strnicmp( weaponModel->name, modelmap[i][0], len ) )
{
return gEngfuncs.pEventAPI->EV_FindModelIndex( modelmap[i][1] );
}
i++;
}
}
return 0;
}
/*
==================
V_CalcSpectatorRefdef
==================
*/
void V_CalcSpectatorRefdef ( struct ref_params_s * pparams )
{
static Vector velocity ( 0.0f, 0.0f, 0.0f);
static int lastWeaponModelIndex = 0;
static int lastViewModelIndex = 0;
cl_entity_t * ent = gEngfuncs.GetEntityByIndex( g_iUser2 );
pparams->onlyClientDraw = false;
// refresh position
VectorCopy ( pparams->simorg, v_sim_org );
// get old values
VectorCopy ( pparams->cl_viewangles, v_cl_angles );
VectorCopy ( pparams->viewangles, v_angles );
VectorCopy ( pparams->vieworg, v_origin );
if ( ( g_iUser1 == OBS_IN_EYE || gHUD.m_Spectator.m_pip->value == INSET_IN_EYE ) && ent )
{
// calculate player velocity
float timeDiff = ent->curstate.msg_time - ent->prevstate.msg_time;
if ( timeDiff > 0 )
{
Vector distance;
VectorSubtract(ent->prevstate.origin, ent->curstate.origin, distance);
VectorScale(distance, 1/timeDiff, distance );
velocity[0] = velocity[0]*0.9f + distance[0]*0.1f;
velocity[1] = velocity[1]*0.9f + distance[1]*0.1f;
velocity[2] = velocity[2]*0.9f + distance[2]*0.1f;
VectorCopy(velocity, pparams->simvel);
}
// predict missing client data and set weapon model ( in HLTV mode or inset in eye mode )
if ( gEngfuncs.IsSpectateOnly() )
{
V_GetInEyePos( g_iUser2, pparams->simorg, pparams->cl_viewangles );
pparams->health = 1;
cl_entity_t * gunModel = gEngfuncs.GetViewModel();
if ( lastWeaponModelIndex != ent->curstate.weaponmodel )
{
// weapon model changed
lastWeaponModelIndex = ent->curstate.weaponmodel;
lastViewModelIndex = V_FindViewModelByWeaponModel( lastWeaponModelIndex );
if ( lastViewModelIndex )
{
gEngfuncs.pfnWeaponAnim(0,0); // reset weapon animation
}
else
{
// model not found
gunModel->model = NULL; // disable weapon model
lastWeaponModelIndex = lastViewModelIndex = 0;
}
}
if ( lastViewModelIndex )
{
gunModel->model = IEngineStudio.GetModelByIndex( lastViewModelIndex );
gunModel->curstate.modelindex = lastViewModelIndex;
gunModel->curstate.frame = 0;
gunModel->curstate.colormap = 0;
gunModel->index = g_iUser2;
}
else
{
gunModel->model = NULL; // disable weaopn model
}
}
else
{
// only get viewangles from entity
VectorCopy ( ent->angles, pparams->cl_viewangles );
pparams->cl_viewangles[PITCH]*=-3.0f; // see CL_ProcessEntityUpdate()
}
}
v_frametime = pparams->frametime;
if ( pparams->nextView == 0 )
{
// first renderer cycle, full screen
switch( g_iUser1 )
{
case OBS_CHASE_LOCKED:
V_GetChasePos( g_iUser2, NULL, v_origin, v_angles );
break;
case OBS_CHASE_FREE:
V_GetChasePos( g_iUser2, v_cl_angles, v_origin, v_angles );
break;
case OBS_ROAMING:
VectorCopy (v_cl_angles, v_angles);
VectorCopy (v_sim_org, v_origin);
break;
case OBS_IN_EYE:
V_CalcNormalRefdef ( pparams );
break;
case OBS_MAP_FREE:
pparams->onlyClientDraw = true;
V_GetMapFreePosition( v_cl_angles, v_origin, v_angles );
break;
case OBS_MAP_CHASE:
pparams->onlyClientDraw = true;
V_GetMapChasePosition( g_iUser2, v_cl_angles, v_origin, v_angles );
break;
}
if ( gHUD.m_Spectator.m_pip->value )
pparams->nextView = 1; // force a second renderer view
gHUD.m_Spectator.m_iDrawCycle = 0;
}
else
{
// second renderer cycle, inset window
// set inset parameters
pparams->viewport[0] = XRES(gHUD.m_Spectator.m_OverviewData.insetWindowX); // change viewport to inset window
pparams->viewport[1] = YRES(gHUD.m_Spectator.m_OverviewData.insetWindowY);
pparams->viewport[2] = XRES(gHUD.m_Spectator.m_OverviewData.insetWindowWidth);
pparams->viewport[3] = YRES(gHUD.m_Spectator.m_OverviewData.insetWindowHeight);
pparams->nextView = 0; // on further view
// override some settings in certain modes
switch( (int)gHUD.m_Spectator.m_pip->value )
{
case INSET_CHASE_FREE:
V_GetChasePos( g_iUser2, v_cl_angles, v_origin, v_angles );
break;
case INSET_IN_EYE:
V_CalcNormalRefdef ( pparams );
break;
case INSET_MAP_FREE:
pparams->onlyClientDraw = true;
V_GetMapFreePosition( v_cl_angles, v_origin, v_angles );
break;
case INSET_MAP_CHASE:
pparams->onlyClientDraw = true;
if( g_iUser1 == OBS_ROAMING )
V_GetMapChasePosition( 0, v_cl_angles, v_origin, v_angles );
else
V_GetMapChasePosition( g_iUser2, v_cl_angles, v_origin, v_angles );
break;
}
gHUD.m_Spectator.m_iDrawCycle = 1;
}
// write back new values into pparams
VectorCopy ( v_cl_angles, pparams->cl_viewangles );
VectorCopy ( v_angles, pparams->viewangles );
VectorCopy ( v_origin, pparams->vieworg );
}
void DLLEXPORT V_CalcRefdef( struct ref_params_s *pparams )
{
g_pViewParams = pparams;
// intermission / finale rendering
if ( pparams->intermission )
{
V_CalcIntermissionRefdef ( pparams );
}
else if ( pparams->spectator || g_iUser1 ) // g_iUser true if in spectator mode
{
V_CalcSpectatorRefdef ( pparams );
}
else if ( !pparams->paused )
{
V_CalcNormalRefdef ( pparams );
}
}
/*
=============
V_DropPunchAngle
=============
*/
void V_DropPunchAngle ( float frametime, float *ev_punchangle )
{
float len;
len = VectorNormalize ( ev_punchangle );
len -= (10.0 + len * 0.5) * frametime;
len = max( len, 0.0 );
VectorScale ( ev_punchangle, len, ev_punchangle );
}
/*
=============
V_PunchAxis
Client side punch effect
=============
*/
void V_PunchAxis( int axis, float punch )
{
// ev_punchangle[ axis ] = punch; // buz - disable
}
/*
=============
V_Init
=============
*/
void V_Init (void)
{
gEngfuncs.pfnAddCommand ("centerview", V_StartPitchDrift );
gEngfuncs.pfnAddCommand ("buildcubemaps", CL_BuildCubemaps_f );
ADD_COMMAND( "gpu_mem_usage", GL_GpuMemUsage_f );
scr_ofsx = CVAR_REGISTER( "scr_ofsx","0", 0 );
scr_ofsy = CVAR_REGISTER( "scr_ofsy","0", 0 );
scr_ofsz = CVAR_REGISTER( "scr_ofsz","0", 0 );
v_centermove = CVAR_REGISTER( "v_centermove", "0.15", 0 );
v_centerspeed = CVAR_REGISTER( "v_centerspeed","500", 0 );
cl_bobcycle = CVAR_REGISTER( "cl_bobcycle","0.8", 0 );// best default for my experimental gun wag (sjb)
cl_bob = CVAR_REGISTER( "cl_bob","0.01", 0 );// best default for my experimental gun wag (sjb)
cl_bobup = CVAR_REGISTER( "cl_bobup","0.5", 0 );
cl_waterdist = CVAR_REGISTER( "cl_waterdist","4", FCVAR_ARCHIVE );
cl_chasedist = CVAR_REGISTER( "cl_chasedist","112", FCVAR_ARCHIVE );
r_shadows = CVAR_REGISTER( "r_shadows", "0", FCVAR_CLIENTDLL|FCVAR_ARCHIVE );
r_shadow_split_weight = CVAR_REGISTER( "r_pssm_split_weight", "0.9", FCVAR_ARCHIVE );
r_pssm_show_split = CVAR_REGISTER( "r_pssm_show_split", "0", 0 ); // debug feature
r_scissor_glass_debug = CVAR_REGISTER( "r_scissor_glass_debug", "0", FCVAR_ARCHIVE );
r_scissor_light_debug = CVAR_REGISTER( "r_scissor_light_debug", "0", FCVAR_ARCHIVE );
r_recursion_depth = CVAR_REGISTER( "gl_recursion_depth", "1", FCVAR_ARCHIVE );
r_showlightmaps = CVAR_REGISTER( "r_showlightmaps", "0", 0 );
// setup some engine cvars for custom rendering
r_test = CVAR_GET_POINTER( "gl_test" );
cv_nosort = CVAR_GET_POINTER( "gl_nosort" );
r_overview = CVAR_GET_POINTER( "dev_overview" );
r_fullbright = CVAR_GET_POINTER( "r_fullbright" );
r_drawentities = CVAR_GET_POINTER( "r_drawentities" );
gl_extensions = CVAR_GET_POINTER( "gl_allow_extensions" );
r_finish = CVAR_GET_POINTER( "gl_finish" );
cv_crosshair = CVAR_GET_POINTER( "crosshair" );
r_lighting_ambient = CVAR_GET_POINTER( "r_lighting_ambient" );
r_lighting_modulate = CVAR_GET_POINTER( "r_lighting_modulate" );
r_lightstyle_lerping= CVAR_GET_POINTER( "cl_lightstyle_lerping" );
r_lighting_extended = CVAR_GET_POINTER( "r_lighting_extended" );
r_draw_beams = CVAR_GET_POINTER( "cl_draw_beams" );
r_detailtextures = CVAR_GET_POINTER( "r_detailtextures" );
r_speeds = CVAR_GET_POINTER( "r_speeds" );
r_novis = CVAR_GET_POINTER( "r_novis" );
r_nocull = CVAR_GET_POINTER( "r_nocull" );
r_lockpvs = CVAR_GET_POINTER( "r_lockpvs" );
r_wireframe = CVAR_GET_POINTER( "gl_wireframe" );
r_lightmap = CVAR_GET_POINTER( "r_lightmap" );
r_decals = CVAR_GET_POINTER( "r_decals" );
r_clear = CVAR_GET_POINTER( "gl_clear" );
r_dynamic = CVAR_GET_POINTER( "r_dynamic" );
cv_gamma = CVAR_GET_POINTER( "gamma" );
cv_brightness = CVAR_GET_POINTER( "brightness" );
r_polyoffset = CVAR_GET_POINTER( "gl_polyoffset" );
v_glows = CVAR_REGISTER( "gl_glows", "1", FCVAR_ARCHIVE );
r_dof = CVAR_REGISTER( "r_dof", "1", FCVAR_ARCHIVE );
r_dof_hold_time = CVAR_REGISTER( "r_dof_hold_time", "0.2", FCVAR_ARCHIVE );
r_dof_change_time = CVAR_REGISTER( "r_dof_change_time", "0.8", FCVAR_ARCHIVE );
r_dof_focal_length = CVAR_REGISTER( "r_dof_focal_length", "600.0", FCVAR_ARCHIVE );
r_dof_fstop = CVAR_REGISTER( "r_dof_fstop", "8", FCVAR_ARCHIVE );
r_dof_debug = CVAR_REGISTER( "r_dof_debug", "0", FCVAR_ARCHIVE );
cv_renderer = CVAR_REGISTER( "gl_renderer", "1", FCVAR_CLIENTDLL|FCVAR_ARCHIVE );
cv_bump = CVAR_REGISTER( "gl_bump", "1", FCVAR_ARCHIVE );
cv_bumpvecs = CVAR_REGISTER( "bump_vecs", "0", 0 );
cv_specular = CVAR_REGISTER( "gl_specular", "1", FCVAR_ARCHIVE );
cv_dynamiclight = CVAR_REGISTER( "gl_dynlight", "1", FCVAR_ARCHIVE );
cv_parallax = CVAR_REGISTER( "gl_parallax", "1", FCVAR_ARCHIVE );
cv_shadow_offset = CVAR_REGISTER( "gl_shadow_offset", "0.02", FCVAR_ARCHIVE );
cv_deferred = CVAR_REGISTER( "gl_deferred", "0", FCVAR_ARCHIVE );
cv_deferred_full = CVAR_REGISTER( "gl_deferred_fullres_shadows", "0", FCVAR_ARCHIVE );
cv_deferred_maxlights = CVAR_REGISTER( "gl_deferred_maxlights", "8", FCVAR_ARCHIVE|FCVAR_LATCH );
cv_deferred_tracebmodels = CVAR_REGISTER( "gl_deferred_tracebmodels", "0", FCVAR_ARCHIVE );
cv_cubemaps = CVAR_REGISTER( "gl_cubemap_reflection", "1", FCVAR_ARCHIVE );
cv_cube_lod_bias = CVAR_REGISTER( "gl_cube_lod_bias", "3", FCVAR_ARCHIVE );
cv_water = CVAR_REGISTER( "gl_waterblur", "1", FCVAR_ARCHIVE );
cv_decalsdebug = CVAR_REGISTER( "gl_decals_debug", "0", FCVAR_ARCHIVE );
cv_realtime_puddles = CVAR_REGISTER( "gl_realtime_puddles", "0", FCVAR_ARCHIVE );
r_sunshadows = CVAR_REGISTER( "gl_sun_shadows", "0", FCVAR_ARCHIVE );
r_sun_allowed = CVAR_REGISTER( "r_sun_allowed", "1", FCVAR_ARCHIVE );
r_shadowmap_size = CVAR_REGISTER( "gl_shadowmap_size", "512", FCVAR_ARCHIVE );
r_occlusion_culling = CVAR_REGISTER( "r_occlusion_culling", "0", FCVAR_ARCHIVE );
r_show_lightprobes = CVAR_REGISTER( "r_show_lightprobes", "0", FCVAR_ARCHIVE );
r_show_cubemaps = CVAR_REGISTER( "r_show_cubemaps", "0", FCVAR_ARCHIVE );
r_show_viewleaf = CVAR_REGISTER( "r_show_viewleaf", "0", FCVAR_ARCHIVE );
cv_decals = CVAR_REGISTER( "gl_decals", "1", FCVAR_ARCHIVE );
r_lightstyles = CVAR_REGISTER( "gl_lightstyles", "1", FCVAR_ARCHIVE );
r_allow_mirrors = CVAR_REGISTER( "gl_allow_mirrors", "1", FCVAR_ARCHIVE );
r_studio_decals = CVAR_REGISTER( "r_studio_decals", "32", FCVAR_ARCHIVE );
cv_show_tbn = CVAR_REGISTER( "gl_show_basis", "0", FCVAR_ARCHIVE );
cv_brdf = CVAR_REGISTER( "r_lighting_brdf", "1", FCVAR_ARCHIVE );
r_grass = CVAR_REGISTER( "r_grass", "1", FCVAR_ARCHIVE );
r_grass_alpha = CVAR_REGISTER( "r_grass_alpha", "0.5", FCVAR_ARCHIVE );
r_grass_lighting = CVAR_REGISTER( "r_grass_lighting", "1", FCVAR_ARCHIVE );
r_grass_shadows = CVAR_REGISTER( "r_grass_shadows", "1", FCVAR_ARCHIVE );
r_grass_fade_start = CVAR_REGISTER( "r_grass_fade_start", "1024", FCVAR_ARCHIVE );
r_grass_fade_dist = CVAR_REGISTER( "r_grass_fade_dist", "2048", FCVAR_ARCHIVE );
}
//===============================
// buz: flashlight managenemt
//===============================
void SetupFlashlight( struct ref_params_s *pparams )
{
if( !g_flashlight )
return;
static float add = 0.0f;
float addideal = 0.0f;
pmtrace_t ptr;
Vector origin = pparams->vieworg + Vector( 0.0f, 0.0f, 6.0f ) + (pparams->right * 5.0f) + (pparams->forward * 2.0f);
Vector vecEnd = origin + (pparams->forward * 700.0f);
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
gEngfuncs.pEventAPI->EV_PlayerTrace( origin, vecEnd, PM_NORMAL, -1, &ptr );
const char *texName = gEngfuncs.pEventAPI->EV_TraceTexture( ptr.ent, origin, vecEnd );
if( ptr.fraction < 1.0f )
addideal = (1.0f - ptr.fraction) * 30.0f;
float speed = (add - addideal) * 10.0f;
if( speed < 0 ) speed *= -1.0f;
if( add < addideal )
{
add += pparams->frametime * speed;
if( add > addideal ) add = addideal;
}
else if( add > addideal )
{
add -= pparams->frametime * speed;
if( add < addideal ) add = addideal;
}
CDynLight *flashlight = CL_AllocDlight( FLASHLIGHT_KEY );
R_SetupLightParams( flashlight, origin, pparams->viewangles, 700.0f, 35.0f + add, LIGHT_SPOT );
R_SetupLightTexture( flashlight, tr.flashlightTexture );
flashlight->color = Vector( 1.4f, 1.4f, 1.4f ); // make model dymanic lighting happy
flashlight->die = pparams->time + 0.05f;
if( texName && ( !Q_strnicmp( texName, "reflect", 7 ) || !Q_strnicmp( texName, "mirror", 6 )) && r_allow_mirrors->value )
{
CDynLight *flashlight2 = CL_AllocDlight( FLASHLIGHT_KEY + 1 );
float d = 2.0f * DotProduct( pparams->forward, ptr.plane.normal );
Vector angles, dir = (pparams->forward - ptr.plane.normal) * d;
VectorAngles( dir, angles );
R_SetupLightParams( flashlight2, ptr.endpos, angles, 700.0f, 35.0f + add, LIGHT_SPOT );
R_SetupLightTexture( flashlight2, tr.flashlightTexture );
flashlight2->color = Vector( 1.4f, 1.4f, 1.4f ); // make model dymanic lighting happy
flashlight2->die = pparams->time + 0.01f;
}
}