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Xash3DArchive/engine/client/cl_view.c

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//=======================================================================
// Copyright XashXT Group 2009 <20>
// 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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===============
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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edict_t *clent;
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clent = CL_GetLocalPlayer ();
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// UNDONE: temporary place for detect waterlevel
CL_CheckWater( clent );
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VectorCopy( clent->v.punchangle, cl.refdef.punchangle );
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cl.refdef.movevars = &clgame.movevars;
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cl.refdef.onground = clent->v.groundentity;
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cl.refdef.areabits = cl.frame.areabits;
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cl.refdef.health = clent->v.health;
cl.refdef.movetype = clent->v.movetype;
cl.refdef.idealpitch = clent->v.ideal_pitch;
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cl.refdef.num_entities = clgame.globals->numEntities;
cl.refdef.max_entities = clgame.globals->maxEntities;
cl.refdef.maxclients = clgame.globals->maxClients;
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cl.refdef.time = cl.time * 0.001f;
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cl.refdef.frametime = cls.frametime;
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cl.refdef.demoplayback = cls.demoplayback;
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cl.refdef.smoothing = cl_predict->integer ? false : true;
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cl.refdef.waterlevel = clent->v.waterlevel;
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cl.refdef.flags = cl.render_flags;
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cl.refdef.viewsize = 120; // FIXME if you can
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cl.refdef.nextView = 0;
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// calculate the origin
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if( cl_predict->integer && !cl.refdef.demoplayback )
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{
// use predicted values
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uint i, delta;
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float backlerp = 1.0 - cl.lerpFrac;
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for( i = 0; i < 3; i++ )
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{
cl.refdef.simorg[i] = cl.predicted_origin[i] - backlerp * cl.prediction_error[i];
cl.refdef.viewheight[i] = cl.predicted_viewofs[i] - backlerp * cl.prediction_error[i];
}
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// smooth out stair climbing
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delta = cls.realtime - cl.predicted_step_time;
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if( delta < cl.serverframetime )
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cl.refdef.simorg[2] -= cl.predicted_step * ((cl.serverframetime - delta) / (float)cl.serverframetime);
VectorCopy( cl.predicted_viewofs, cl.refdef.viewheight );
VectorCopy( cl.predicted_velocity, cl.refdef.simvel );
}
else
{
VectorCopy( clent->v.origin, cl.refdef.simorg );
VectorCopy( clent->v.view_ofs, cl.refdef.viewheight );
VectorCopy( clent->v.velocity, cl.refdef.simvel );
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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_AddViewModel( void )
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{
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if( cl.refdef.nextView ) return; // add viewmodel only at firstperson pass
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if( !cl.frame.valid || cl.refdef.paused ) return;
re->AddRefEntity( &clgame.viewent, ED_VIEWMODEL );
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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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do
{
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clgame.dllFuncs.pfnCalcRefdef( &cl.refdef );
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V_AddViewModel();
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re->RenderFrame( &cl.refdef );
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} while( cl.refdef.nextView );
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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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// update cl_globalvars
clgame.globals->time = cl.time * 0.001f; // clamped
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clgame.globals->frametime = cls.frametime; // used by input code
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if( cl.frame.valid && (cl.force_refdef || !cl.refdef.paused ))
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{
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cl.force_refdef = false;
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V_ClearScene ();
CL_AddEntities ();
V_SetupRefDef ();
}
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V_CalcRefDef ();
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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( !cl.refdef.paused );
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return true;
}
/*
==================
V_PostRender
==================
*/
void V_PostRender( void )
{
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if( cls.scrshot_action == scrshot_inactive )
{
SCR_RSpeeds();
SCR_DrawNet();
SCR_DrawFPS();
UI_UpdateMenu( cls.realtime );
Con_DrawConsole();
}
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SCR_MakeScreenShot();
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re->EndFrame();
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}