/* 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. */ #include "common.h" #include "client.h" #include "const.h" #include "entity_types.h" #include "gl_local.h" #include "vgui_draw.h" /* =============== V_SetupRefDef update refdef values each frame =============== */ void V_SetupRefDef( void ) { cl_entity_t *clent; int size; int sb_lines; clent = CL_GetLocalPlayer (); clgame.entities->curstate.scale = clgame.movevars.waveHeight; VectorCopy( cl.frame.local.client.punchangle, cl.refdef.punchangle ); clgame.viewent.curstate.modelindex = cl.frame.local.client.viewmodel; clgame.viewent.model = Mod_Handle( clgame.viewent.curstate.modelindex ); clgame.viewent.curstate.number = cl.playernum + 1; clgame.viewent.curstate.entityType = ET_NORMAL; clgame.viewent.index = cl.playernum + 1; cl.refdef.movevars = &clgame.movevars; 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; cl.refdef.max_entities = clgame.maxEntities; cl.refdef.maxclients = cl.maxclients; cl.refdef.time = cl.time; cl.refdef.frametime = cl.time - cl.oldtime; cl.refdef.demoplayback = cls.demoplayback; cl.refdef.smoothing = cl_smooth->integer; cl.refdef.viewsize = scr_viewsize->integer; cl.refdef.waterlevel = cl.frame.local.client.waterlevel; cl.refdef.onlyClientDraw = 0; // reset clientdraw cl.refdef.hardware = true; // always true cl.refdef.spectator = (clent->curstate.spectator != 0); cl.refdef.nextView = 0; SCR_AddDirtyPoint( 0, 0 ); SCR_AddDirtyPoint( scr_width->integer - 1, scr_height->integer - 1 ); if( cl.refdef.viewsize >= 120 ) sb_lines = 0; // no status bar at all else if( cl.refdef.viewsize >= 110 ) sb_lines = 24; // no inventory else sb_lines = 48; size = min( scr_viewsize->integer, 100 ); cl.refdef.viewport[2] = scr_width->integer * size / 100; cl.refdef.viewport[3] = scr_height->integer * size / 100; if( cl.refdef.viewport[3] > scr_height->integer - sb_lines ) cl.refdef.viewport[3] = scr_height->integer - sb_lines; if( cl.refdef.viewport[3] > scr_height->integer ) cl.refdef.viewport[3] = scr_height->integer; cl.refdef.viewport[2] &= ~7; cl.refdef.viewport[3] &= ~1; cl.refdef.viewport[0] = (scr_width->integer - cl.refdef.viewport[2]) / 2; cl.refdef.viewport[1] = (scr_height->integer - sb_lines - cl.refdef.viewport[3]) / 2; // calc FOV cl.refdef.fov_x = cl.data.fov; // this is a final fov value cl.refdef.fov_y = V_CalcFov( &cl.refdef.fov_x, cl.refdef.viewport[2], cl.refdef.viewport[3] ); // adjust FOV for widescreen if( glState.wideScreen && r_adjust_fov->integer ) V_AdjustFov( &cl.refdef.fov_x, &cl.refdef.fov_y, cl.refdef.viewport[2], cl.refdef.viewport[3], false ); if( CL_IsPredicted( ) && !cl.refdef.demoplayback ) { VectorCopy( cl.predicted_origin, cl.refdef.simorg ); VectorCopy( cl.predicted_velocity, cl.refdef.simvel ); VectorCopy( cl.predicted_viewofs, cl.refdef.viewheight ); } else { VectorCopy( cl.frame.local.client.origin, cl.refdef.simorg ); VectorCopy( cl.frame.local.client.view_ofs, cl.refdef.viewheight ); VectorCopy( cl.frame.local.client.velocity, cl.refdef.simvel ); } } /* =============== V_SetupOverviewState Get initial overview values =============== */ void V_SetupOverviewState( void ) { ref_overview_t *ov = &clgame.overView; float mapAspect, screenAspect, aspect; ov->rotated = ( world.size[1] <= world.size[0] ) ? true : false; // calculate nearest aspect mapAspect = world.size[!ov->rotated] / world.size[ov->rotated]; screenAspect = (float)glState.width / (float)glState.height; aspect = max( mapAspect, screenAspect ); ov->zNear = world.maxs[2]; ov->zFar = world.mins[2]; ov->flZoom = ( 8192.0f / world.size[ov->rotated] ) / aspect; VectorAverage( world.mins, world.maxs, ov->origin ); } /* =============== V_WriteOverviewScript Create overview scrip file =============== */ void V_WriteOverviewScript( void ) { ref_overview_t *ov = &clgame.overView; string filename; file_t *f; Q_snprintf( filename, sizeof( filename ), "overviews/%s.txt", clgame.mapname ); f = FS_Open( filename, "w", false ); if( !f ) return; FS_Printf( f, "// overview description file for %s.bsp\n\n", clgame.mapname ); FS_Print( f, "global\n{\n" ); FS_Printf( f, "\tZOOM\t%.2f\n", ov->flZoom ); FS_Printf( f, "\tORIGIN\t%.f\t%.f\t%.f\n", ov->origin[0], ov->origin[1], ov->zFar + 1 ); FS_Printf( f, "\tROTATED\t%i\n", ov->rotated ? 1 : 0 ); FS_Print( f, "}\n\nlayer\n{\n" ); FS_Printf( f, "\tIMAGE\t\"overviews/%s.bmp\"\n", clgame.mapname ); FS_Printf( f, "\tHEIGHT\t%.f\n", ov->zFar + 1 ); // ??? FS_Print( f, "}\n" ); FS_Close( f ); } /* =============== V_ProcessOverviewCmds Transform user movement into overview adjust =============== */ void V_ProcessOverviewCmds( usercmd_t *cmd ) { ref_overview_t *ov = &clgame.overView; int sign = 1; if( !gl_overview->integer ) return; if( ov->flZoom < 0.0f ) sign = -1; if( cmd->upmove > 0.0f ) ov->zNear += 1.0f; else if( cmd->upmove < 0.0f ) ov->zNear -= 1.0f; if( cmd->buttons & IN_JUMP ) ov->zFar += 1.0f; else if( cmd->buttons & IN_DUCK ) ov->zFar -= 1.0f; if( cmd->buttons & IN_FORWARD ) ov->origin[ov->rotated] -= sign * 1.0f; else if( cmd->buttons & IN_BACK ) ov->origin[ov->rotated] += sign * 1.0f; if( ov->rotated ) { if( cmd->buttons & ( IN_RIGHT|IN_MOVERIGHT )) ov->origin[0] -= sign * 1.0f; else if( cmd->buttons & ( IN_LEFT|IN_MOVELEFT )) ov->origin[0] += sign * 1.0f; } else { if( cmd->buttons & ( IN_RIGHT|IN_MOVERIGHT )) ov->origin[1] += sign * 1.0f; else if( cmd->buttons & ( IN_LEFT|IN_MOVELEFT )) ov->origin[1] -= sign * 1.0f; } if( cmd->buttons & IN_ATTACK ) ov->flZoom += 0.01f; else if( cmd->buttons & IN_ATTACK2 ) ov->flZoom -= 0.01f; if( ov->flZoom == 0.0f ) ov->flZoom = 0.0001f; // to prevent disivion by zero } /* =============== V_MergeOverviewRefdef merge refdef with overview settings =============== */ void V_MergeOverviewRefdef( ref_params_t *fd ) { ref_overview_t *ov = &clgame.overView; float aspect; float size_x, size_y; vec2_t mins, maxs; if( !gl_overview->integer ) return; // NOTE: Xash3D may use 16:9 or 16:10 aspects aspect = (float)glState.width / (float)glState.height; size_x = fabs( 8192.0f / ov->flZoom ); size_y = fabs( 8192.0f / (ov->flZoom * aspect )); // compute rectangle ov->xLeft = -(size_x / 2); ov->xRight = (size_x / 2); ov->xTop = -(size_y / 2); ov->xBottom = (size_y / 2); if( gl_overview->integer == 1 ) { Con_NPrintf( 0, " Overview: Zoom %.2f, Map Origin (%.2f, %.2f, %.2f), Z Min %.2f, Z Max %.2f, Rotated %i\n", ov->flZoom, ov->origin[0], ov->origin[1], ov->origin[2], ov->zNear, ov->zFar, ov->rotated ); } VectorCopy( ov->origin, fd->vieworg ); fd->vieworg[2] = ov->zFar + ov->zNear; Vector2Copy( fd->vieworg, mins ); Vector2Copy( fd->vieworg, maxs ); mins[!ov->rotated] += ov->xLeft; maxs[!ov->rotated] += ov->xRight; mins[ov->rotated] += ov->xTop; maxs[ov->rotated] += ov->xBottom; fd->viewangles[0] = 90.0f; fd->viewangles[1] = 90.0f; fd->viewangles[2] = (ov->rotated) ? (ov->flZoom < 0.0f) ? 180.0f : 0.0f : (ov->flZoom < 0.0f) ? -90.0f : 90.0f; Mod_SetOrthoBounds( mins, maxs ); } /* =============== V_CalcRefDef sets cl.refdef view values =============== */ void V_CalcRefDef( void ) { R_Set2DMode( false ); tr.framecount++; // g-cont. keep actual frame for all viewpasses do { clgame.dllFuncs.pfnCalcRefdef( &cl.refdef ); V_MergeOverviewRefdef( &cl.refdef ); R_RenderFrame( &cl.refdef, true ); cl.refdef.onlyClientDraw = false; } while( cl.refdef.nextView ); // Xash3D extension. draw debug triangles on a server SV_DrawDebugTriangles (); SCR_AddDirtyPoint( cl.refdef.viewport[0], cl.refdef.viewport[1] ); SCR_AddDirtyPoint( cl.refdef.viewport[0] + cl.refdef.viewport[2] - 1, cl.refdef.viewport[1] + cl.refdef.viewport[3] - 1 ); } //============================================================================ /* ================== V_RenderView ================== */ void V_RenderView( void ) { if( !cl.video_prepped || ( UI_IsVisible() && !cl.background )) return; // still loading if( cl.frame.valid && ( cl.force_refdef || !cl.refdef.paused )) { cl.force_refdef = false; R_ClearScene (); CL_AddEntities (); V_SetupRefDef (); } V_CalcRefDef (); } /* ================== V_PreRender ================== */ qboolean V_PreRender( void ) { // too early if( !glw_state.initialized ) return false; if( host.state == HOST_NOFOCUS ) return false; if( host.state == HOST_SLEEP ) return false; // if the screen is disabled (loading plaque is up) if( cls.disable_screen ) { if(( host.realtime - cls.disable_screen ) > cl_timeout->value ) { MsgDev( D_NOTE, "V_PreRender: loading plaque timed out.\n" ); cls.disable_screen = 0.0f; } return false; } R_BeginFrame( !cl.refdef.paused ); return true; } /* ================== V_PostRender ================== */ void V_PostRender( void ) { qboolean draw_2d = false; R_Set2DMode( true ); if( cls.state == ca_active ) { SCR_TileClear(); CL_DrawHUD( CL_ACTIVE ); VGui_Paint(); } switch( cls.scrshot_action ) { case scrshot_inactive: case scrshot_normal: case scrshot_snapshot: draw_2d = true; break; } if( draw_2d ) { SCR_RSpeeds(); SCR_NetSpeeds(); SCR_DrawFPS(); SV_DrawOrthoTriangles(); CL_DrawDemoRecording(); R_ShowTextures(); CL_DrawHUD( CL_CHANGELEVEL ); Con_DrawConsole(); UI_UpdateMenu( host.realtime ); Con_DrawVersion(); Con_DrawDebug(); // must be last S_ExtraUpdate(); } SCR_MakeScreenShot(); R_EndFrame(); }