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Xash3DArchive/engine/client/cl_view.c

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/*
cl_view.c - player rendering positioning
Copyright (C) 2009 Uncle Mike
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 3 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.
*/
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#include "common.h"
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#include "client.h"
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#include "const.h"
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#include "entity_types.h"
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#include "gl_local.h"
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#include "vgui_draw.h"
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/*
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===============
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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cl_entity_t *clent;
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clent = CL_GetLocalPlayer ();
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clgame.entities->curstate.scale = clgame.movevars.waveHeight;
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VectorCopy( cl.frame.local.client.punchangle, cl.refdef.punchangle );
clgame.viewent.curstate.modelindex = cl.frame.local.client.viewmodel;
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clgame.viewent.model = Mod_Handle( clgame.viewent.curstate.modelindex );
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clgame.viewent.curstate.number = cl.playernum + 1;
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clgame.viewent.curstate.entityType = ET_NORMAL;
clgame.viewent.index = cl.playernum + 1;
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cl.refdef.movevars = &clgame.movevars;
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cl.refdef.onground = ( cl.frame.local.client.flags & FL_ONGROUND ) ? 1 : 0;
cl.refdef.health = cl.frame.local.client.health;
cl.refdef.playernum = cl.playernum;
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cl.refdef.max_entities = clgame.maxEntities;
cl.refdef.maxclients = cl.maxclients;
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cl.refdef.time = cl.time;
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cl.refdef.frametime = cl.time - cl.oldtime;
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cl.refdef.demoplayback = cls.demoplayback;
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cl.refdef.smoothing = cl_smooth->integer;
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cl.refdef.waterlevel = cl.frame.local.client.waterlevel;
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cl.refdef.onlyClientDraw = 0; // reset clientdraw
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cl.refdef.viewsize = scr_viewsize->integer;
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cl.refdef.hardware = true; // always true
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cl.refdef.spectator = cl.spectator;
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cl.refdef.nextView = 0;
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// setup default viewport
cl.refdef.viewport[0] = cl.refdef.viewport[1] = 0;
cl.refdef.viewport[2] = scr_width->integer;
cl.refdef.viewport[3] = scr_height->integer;
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// calc FOV
cl.refdef.fov_x = cl.data.fov; // this is a final fov value
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cl.refdef.fov_y = V_CalcFov( &cl.refdef.fov_x, cl.refdef.viewport[2], cl.refdef.viewport[3] );
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if( CL_IsPredicted( ) && !cl.refdef.demoplayback )
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{
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VectorCopy( cl.predicted_origin, cl.refdef.simorg );
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VectorCopy( cl.predicted_velocity, cl.refdef.simvel );
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VectorCopy( cl.predicted_viewofs, cl.refdef.viewheight );
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}
else
{
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VectorCopy( cl.frame.local.client.origin, cl.refdef.simorg );
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VectorCopy( cl.frame.local.client.view_ofs, cl.refdef.viewheight );
VectorCopy( cl.frame.local.client.velocity, cl.refdef.simvel );
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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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int passcount = 0;
// g-cont. keep actual frame for all viewpasses
tr.framecount++;
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do
{
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clgame.dllFuncs.pfnCalcRefdef( &cl.refdef );
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R_RenderFrame( &cl.refdef, true );
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cl.refdef.onlyClientDraw = false;
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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 || ( UI_IsVisible() && !cl.background ))
return; // still loading
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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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R_ClearScene ();
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CL_AddEntities ();
V_SetupRefDef ();
}
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V_CalcRefDef ();
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}
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/*
==================
V_PreRender
==================
*/
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qboolean V_PreRender( void )
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{
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// too early
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if( !glw_state.initialized )
return false;
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if( host.state == HOST_NOFOCUS )
return false;
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if( host.state == HOST_SLEEP )
return false;
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// if the screen is disabled (loading plaque is up)
if( cls.disable_screen )
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{
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if(( host.realtime - cls.disable_screen ) > cl_timeout->value )
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{
MsgDev( D_NOTE, "V_PreRender: loading plaque timed out.\n" );
cls.disable_screen = 0.0f;
}
return false;
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}
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R_BeginFrame( !cl.refdef.paused );
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return true;
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}
/*
==================
V_PostRender
==================
*/
void V_PostRender( void )
{
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R_Set2DMode( true );
if( cls.state == ca_active )
{
CL_DrawHUD( CL_ACTIVE );
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VGui_Paint();
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}
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if( cls.scrshot_action == scrshot_inactive || cls.scrshot_action == scrshot_normal )
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{
SCR_RSpeeds();
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SCR_NetSpeeds();
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SCR_DrawFPS();
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CL_DrawDemoRecording();
R_ShowTextures();
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CL_DrawHUD( CL_CHANGELEVEL );
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Con_DrawConsole();
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UI_UpdateMenu( host.realtime );
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Con_DrawVersion();
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Con_DrawDebug(); // must be last
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S_ExtraUpdate();
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}
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SCR_MakeScreenShot();
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R_EndFrame();
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}