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Xash3DArchive/engine/client/cl_view.c

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/*
Copyright (C) 1997-2001 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// cl_view.c -- player rendering positioning
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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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/*
====================
V_ClearScene
Specifies the model that will be used as the world
====================
*/
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void V_ClearScene( void )
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{
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re->ClearScene();
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}
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/*
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====================
V_CalcFov
====================
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*/
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float V_CalcFov( float fov_x, float width, float height )
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{
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float fov_y, x, rad = 360.0f * M_PI;
// check to avoid division by zero
if( fov_x == 0 ) Host_Error( "V_CalcFov: null fov!\n" );
// make sure that fov in-range
fov_x = bound( 1, fov_x, 179 );
x = width / tan( fov_x / rad );
fov_y = atan2( height, x );
fov_y = (fov_y * rad);
return fov_y;
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}
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/*
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===============
V_SetupRefDef
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update refdef values each frame
===============
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*/
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void V_SetupRefDef( void )
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{
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int i;
float lerp, backlerp;
frame_t *oldframe;
entity_state_t *ps, *ops;
// find the previous frame to interpolate from
ps = &cl.frame.ps;
i = (cl.frame.serverframe - 1) & UPDATE_MASK;
oldframe = &cl.frames[i];
if( oldframe->serverframe != cl.frame.serverframe-1 || !oldframe->valid )
oldframe = &cl.frame; // previous frame was dropped or invalid
ops = &oldframe->ps;
// see if the player entity was teleported this frame
if( ps->ed_flags & ESF_NO_PREDICTION )
ops = ps; // don't interpolate
lerp = cl.refdef.lerpfrac;
if( cl.time > cl.frame.servertime )
{
if( cl_showclamp->integer )
MsgDev( D_NOTE, "cl_highclamp %i\n", cl.time - cl.frame.servertime );
cl.time = cl.frame.servertime;
cl.refdef.lerpfrac = 1.0f;
}
else if( cl.time < cl.frame.servertime - Host_FrameTime())
{
if( cl_showclamp->integer )
MsgDev( D_NOTE, "cl_lowclamp %i\n", cl.frame.servertime - Host_FrameTime() - cl.time );
cl.time = cl.frame.servertime - Host_FrameTime();
cl.refdef.lerpfrac = 0.0f;
}
else cl.refdef.lerpfrac = 1.0 - (cl.frame.servertime - cl.time) * 0.01f;
// interpolate field of view
cl.data.fov = ops->fov + cl.refdef.lerpfrac * ( ps->fov - ops->fov );
VectorCopy( ps->velocity, cl.refdef.velocity );
VectorCopy( ps->origin, cl.refdef.origin );
VectorCopy( ops->origin, cl.refdef.prev.origin );
VectorCopy( ps->angles, cl.refdef.angles );
VectorCopy( ops->angles, cl.refdef.prev.angles );
VectorCopy( ps->viewoffset, cl.refdef.viewheight );
VectorCopy( ops->viewoffset, cl.refdef.prev.viewheight );
VectorCopy( ps->punch_angles, cl.refdef.punchangle );
VectorCopy( ops->punch_angles, cl.refdef.prev.punchangle );
cl.refdef.movevars = &clgame.movevars;
if( ps->flags & FL_ONGROUND )
cl.refdef.onground = EDICT_NUM( ps->groundent );
else cl.refdef.onground = NULL;
cl.refdef.clientnum = cl.playernum; // not a entity num
cl.refdef.viewmodel = ps->viewmodel;
cl.refdef.health = ps->health;
cl.refdef.num_entities = clgame.numEntities;
cl.refdef.max_entities = clgame.maxEntities;
cl.refdef.max_clients = clgame.maxClients;
cl.refdef.oldtime = (cl.oldtime * 0.001f);
cl.refdef.time = (cl.time * 0.001f); // cl.time for right lerping
cl.refdef.frametime = cls.frametime;
cl.refdef.demoplayback = cls.demoplayback;
cl.refdef.demorecord = cls.demorecording;
cl.refdef.paused = cl_paused->integer;
cl.refdef.predicting = cl_predict->integer;
// invalid values
cl.refdef.waterlevel = 0; // FIXME: calc it again
cl.refdef.smoothing = 0; // FIXME: detect right settings
cl.refdef.viewentity = NULL; // remove ???
VectorClear( cl.refdef.crosshairangle );
// calculate the origin
if( cl.refdef.predicting && !cl.refdef.demoplayback )
{
// use predicted values
int delta;
backlerp = 1.0 - lerp;
for( i = 0; i < 3; i++ )
{
cl.refdef.vieworg[i] = cl.predicted_origin[i] + ops->viewoffset[i]
+ cl.refdef.lerpfrac * (ps->viewoffset[i] - ops->viewoffset[i]) - backlerp * cl.prediction_error[i];
}
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// smooth out stair climbing
delta = cls.realtime - cl.predicted_step_time;
if( delta < Host_FrameTime()) cl.refdef.vieworg[2] -= cl.predicted_step * (Host_FrameTime() - delta) * 0.01f;
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// in-game use predicted values
for( i = 0; i < 3; i++ ) cl.refdef.viewangles[i] = cl.predicted_angles[i];
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}
}
/*
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===============
V_ApplyRefDef
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apply pre-calculated values
===============
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*/
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void V_ApplyRefDef( void )
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{
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cl.refdef.areabits = cl.frame.areabits;
cl.refdef.fov_y = V_CalcFov( cl.refdef.fov_x, cl.refdef.viewport[2], cl.refdef.viewport[3] );
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if( cl.frame.ps.renderfx == kRenderFxUnderwater )
{
float f = com.sin( cl.time * 0.001 * 0.4 * (M_PI * 2.7));
cl.refdef.fov_x += f;
cl.refdef.fov_y -= f;
}
if( cl.viewent.v.modelindex )
{
re->AddRefEntity( &cl.viewent, ED_VIEWMODEL, cl.refdef.lerpfrac );
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}
}
/*
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===============
V_CalcRefDef
sets cl.refdef view values
===============
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*/
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void V_CalcRefDef( void )
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{
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cls.dllFuncs.pfnCalcRefdef( &cl.refdef );
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}
//============================================================================
/*
==================
V_RenderView
==================
*/
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void V_RenderView( void )
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{
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if( !cl.video_prepped ) return; // still loading
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// an invalid frame will just use the exact previous refdef
// we can't use the old frame if the video mode has changed, though...
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if( cl.frame.valid && (cl.force_refdef || !cl_paused->value ))
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{
cl.force_refdef = false;
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V_ClearScene();
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// build a refresh entity list and calc cl.sim*
// this also calls CL_CalcViewValues which loads
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// refdef.forward, etc.
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CL_AddEntities ();
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V_SetupRefDef ();
V_CalcRefDef ();
V_ApplyRefDef ();
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}
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re->RenderFrame( &cl.refdef );
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}
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/*
==================
V_PreRender
==================
*/
bool V_PreRender( void )
{
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// too early
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if( !re ) return false;
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re->BeginFrame();
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SCR_FillRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, g_color_table[0] );
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return true;
}
/*
==================
V_PostRender
==================
*/
void V_PostRender( void )
{
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SCR_DrawNet();
SCR_DrawFPS();
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UI_Draw();
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Con_DrawConsole();
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re->EndFrame();
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}