/* 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 #include "common.h" #include "client.h" //============= // // development tools for weapons // int gun_frame; model_t *gun_model; //============= cvar_t *crosshair; cvar_t *cl_testparticles; cvar_t *cl_testentities; cvar_t *cl_testlights; cvar_t *cl_testblend; cvar_t *cl_stats; int r_numdlights; dlight_t r_dlights[MAX_DLIGHTS]; int r_numentities; entity_t r_entities[MAX_ENTITIES]; int r_numparticles; particle_t r_particles[MAX_PARTICLES]; lightstyle_t r_lightstyles[MAX_LIGHTSTYLES]; char cl_weaponmodels[MAX_CLIENTWEAPONMODELS][MAX_QPATH]; int num_cl_weaponmodels; int entitycmpfnc( const entity_t *a, const entity_t *b ) { // all other models are sorted by model then skin if ( a->model == b->model ) { return ((int)a->image - (int)b->image); } else { return ((int)a->model - (int)b->model); } } /* ==================== V_ClearScene Specifies the model that will be used as the world ==================== */ void V_ClearScene (void) { r_numdlights = 0; r_numentities = 0; r_numparticles = 0; } /* ================= void V_CalcRect( void ) Sets scr_vrect, the coordinates of the rendered window ================= */ void V_CalcRect( void ) { scr_vrect.width = scr_width->integer; scr_vrect.width &= ~7; scr_vrect.height = scr_height->integer; scr_vrect.height &= ~1; scr_vrect.y = scr_vrect.x = 0; } /* ===================== V_AddEntity ===================== */ void V_AddEntity (entity_t *ent) { if (r_numentities >= MAX_ENTITIES) return; r_entities[r_numentities++] = *ent; } /* ===================== V_AddParticle ===================== */ void V_AddParticle (vec3_t org, int color, float alpha) { particle_t *p; if (r_numparticles >= MAX_PARTICLES) return; p = &r_particles[r_numparticles++]; VectorCopy (org, p->origin); p->color = color; p->alpha = alpha; } /* ===================== V_AddLight ===================== */ void V_AddLight (vec3_t org, float intensity, float r, float g, float b) { dlight_t *dl; if (r_numdlights >= MAX_DLIGHTS) return; dl = &r_dlights[r_numdlights++]; VectorCopy (org, dl->origin); dl->intensity = intensity; dl->color[0] = r; dl->color[1] = g; dl->color[2] = b; } /* ===================== V_AddLightStyle ===================== */ void V_AddLightStyle( int style, float r, float g, float b ) { lightstyle_t *ls; if (style < 0 || style > MAX_LIGHTSTYLES) Host_Error("V_AddLightStyle: invalid light style %i\n", style); ls = &r_lightstyles[style]; ls->white = r+g+b; ls->rgb[0] = r; ls->rgb[1] = g; ls->rgb[2] = b; } /* ================ V_TestParticles If cl_testparticles is set, create 4096 particles in the view ================ */ void V_TestParticles (void) { particle_t *p; int i, j; float d, r, u; r_numparticles = MAX_PARTICLES; for (i=0 ; i>3)&7)-3.5); p = &r_particles[i]; for (j=0 ; j<3 ; j++) p->origin[j] = cl.refdef.vieworg[j] + cl.v_forward[j]*d + cl.v_right[j]*r + cl.v_up[j]*u; p->color = 8; p->alpha = cl_testparticles->value; } } /* ================ V_TestEntities If cl_testentities is set, create 32 player models ================ */ void V_TestEntities (void) { int i, j; float f, r; entity_t *ent; r_numentities = 32; memset (r_entities, 0, sizeof(r_entities)); for (i = 0; i < r_numentities; i++) { ent = &r_entities[i]; r = 64 * ( (i%4) - 1.5 ); f = 64 * (i/4) + 128; for (j=0 ; j<3 ; j++) ent->origin[j] = cl.refdef.vieworg[j] + cl.v_forward[j]*f + cl.v_right[j]*r; ent->model = cl.baseclientinfo.model; ent->image = cl.baseclientinfo.skin; } } /* ================ V_TestLights If cl_testlights is set, create 32 lights models ================ */ void V_TestLights (void) { int i, j; float f, r; dlight_t *dl; r_numdlights = 32; memset (r_dlights, 0, sizeof(r_dlights)); for (i=0 ; iorigin[j] = cl.refdef.vieworg[j] + cl.v_forward[j]*f + cl.v_right[j]*r; dl->color[0] = ((i%6)+1) & 1; dl->color[1] = (((i%6)+1) & 2)>>1; dl->color[2] = (((i%6)+1) & 4)>>2; dl->intensity = 200; } } //=================================================================== /* ================= CL_PrepRefresh Call before entering a new level, or after changing dlls ================= */ void CL_PrepRefresh( void ) { char mapname[32]; string name; float rotate; vec3_t axis; int i; int mdlcount = 0, imgcount = 0, cl_count = 0; if (!cl.configstrings[CS_MODELS+1][0]) return; // no map loaded Msg("CL_PrepRefresh: %s\n", cl.configstrings[CS_NAME] ); // get splash name Cvar_Set( "cl_levelshot_name", va("background/%s.tga", cl.configstrings[CS_NAME])); if(!FS_FileExists(va("graphics/%s", Cvar_VariableString("cl_levelshot_name")))) { Cvar_Set("cl_levelshot_name", "common/black"); cl.make_levelshot = true; // make levelshot } Con_Close(); Cvar_SetValue("scr_loading", 0.0f ); // reset progress bar // let the render dll load the map FS_FileBase( cl.configstrings[CS_MODELS+1], mapname ); SCR_UpdateScreen(); re->BeginRegistration( mapname ); // load map SCR_UpdateScreen(); CG_ExecuteProgram( "Hud_Precache" ); // get alias names CL_RegisterTEntModels (); num_cl_weaponmodels = 1; com.strcpy(cl_weaponmodels[0], "v_glock.mdl"); for( i = 1; i < MAX_MODELS; i++ ) { if(!cl.configstrings[CS_MODELS+i][0]) break; mdlcount++; // total num models } for( i = 1; i < MAX_IMAGES; i++ ) { if(!cl.configstrings[CS_IMAGES+i][0]) break; imgcount++; // total num models } for (i = 0; i < MAX_CLIENTS; i++) { if(!cl.configstrings[CS_PLAYERSKINS+i][0]) continue; cl_count++; } // create thread here ? for (i = 1; i < MAX_MODELS && cl.configstrings[CS_MODELS+i][0]; i++) { com.strncpy( name, cl.configstrings[CS_MODELS+i], MAX_STRING ); SCR_UpdateScreen(); Sys_SendKeyEvents(); // pump message loop cl.model_draw[i] = re->RegisterModel( name ); if (name[0] == '*') cl.model_clip[i] = pe->RegisterModel( name ); else cl.model_clip[i] = NULL;//get studio models here? Cvar_SetValue("scr_loading", scr_loading->value + 50.0f/mdlcount ); SCR_UpdateScreen(); } // create thread here ? SCR_UpdateScreen(); for (i = 1; i < MAX_IMAGES && cl.configstrings[CS_IMAGES+i][0]; i++) { cl.image_precache[i] = re->RegisterPic (cl.configstrings[CS_IMAGES+i]); Sys_SendKeyEvents (); // pump message loop Cvar_SetValue("scr_loading", scr_loading->value + 3.0f/imgcount ); SCR_UpdateScreen(); } // create thread here ? for (i = 0; i < MAX_CLIENTS; i++) { if(!cl.configstrings[CS_PLAYERSKINS+i][0]) continue; Cvar_SetValue("scr_loading", scr_loading->value + 2.0f/cl_count ); SCR_UpdateScreen (); Sys_SendKeyEvents(); // pump message loop CL_ParseClientinfo(i); } CL_LoadClientinfo (&cl.baseclientinfo, "unnamed\\male/grunt"); // set sky textures and speed SCR_UpdateScreen(); rotate = com.atof(cl.configstrings[CS_SKYROTATE]); com.atov( axis, cl.configstrings[CS_SKYAXIS], 3 ); re->SetSky( cl.configstrings[CS_SKY], rotate, axis); Cvar_SetValue("scr_loading", 100.0f ); // all done re->EndRegistration (); // the render can now free unneeded stuff Con_ClearNotify(); // clear any lines of console text SCR_UpdateScreen(); cl.refresh_prepped = true; cl.force_refdef = true; } /* ==================== CalcFov ==================== */ float CalcFov( float fov_x, float width, float height ) { float fov_y, x, rad = 360.0f * M_PI; 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; } //============================================================================ // gun frame debugging functions void V_Gun_Next_f (void) { gun_frame++; Msg ("frame %i\n", gun_frame); } void V_Gun_Prev_f (void) { gun_frame--; if (gun_frame < 0) gun_frame = 0; Msg ("frame %i\n", gun_frame); } void V_Gun_Model_f (void) { char name[MAX_QPATH]; if (Cmd_Argc() != 2) { gun_model = NULL; return; } com.sprintf (name, "models/weapons/v_%s.mdl", Cmd_Argv(1)); gun_model = re->RegisterModel (name); } //============================================================================ /* ================== V_RenderView ================== */ void V_RenderView( void ) { if (cls.state != ca_active) return; if (!cl.refresh_prepped) return; // still loading // an invalid frame will just use the exact previous refdef // we can't use the old frame if the video mode has changed, though... if ( cl.frame.valid && (cl.force_refdef || !cl_paused->value) ) { cl.force_refdef = false; V_ClearScene (); // build a refresh entity list and calc cl.sim* // this also calls CL_CalcViewValues which loads // v_forward, etc. CL_AddEntities (); if (cl_testparticles->value) V_TestParticles (); if (cl_testentities->value) V_TestEntities (); if (cl_testlights->value) V_TestLights (); if (cl_testblend->value) { cl.refdef.blend[0] = 1; cl.refdef.blend[1] = 0.5; cl.refdef.blend[2] = 0.25; cl.refdef.blend[3] = 0.5; } // never let it 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 1/8 pixel, so add 1/16 in each axis cl.refdef.vieworg[0] += 1.0/16; cl.refdef.vieworg[1] += 1.0/16; cl.refdef.vieworg[2] += 1.0/16; cl.refdef.x = scr_vrect.x; cl.refdef.y = scr_vrect.y; cl.refdef.width = scr_vrect.width; cl.refdef.height = scr_vrect.height; cl.refdef.fov_y = CalcFov (cl.refdef.fov_x, cl.refdef.width, cl.refdef.height); cl.refdef.time = cls.realtime; // render use realtime now cl.refdef.areabits = cl.frame.areabits; if (!cl_add_entities->value) r_numentities = 0; if (!cl_add_particles->value) r_numparticles = 0; if (!cl_add_lights->value) r_numdlights = 0; if (!cl_add_blend->value) { VectorClear (cl.refdef.blend); } cl.refdef.num_entities = r_numentities; cl.refdef.entities = r_entities; cl.refdef.num_particles = r_numparticles; cl.refdef.particles = r_particles; cl.refdef.num_dlights = r_numdlights; cl.refdef.dlights = r_dlights; cl.refdef.lightstyles = r_lightstyles; cl.refdef.rdflags = cl.frame.playerstate.effects; // sort entities for better cache locality qsort( cl.refdef.entities, cl.refdef.num_entities, sizeof( cl.refdef.entities[0] ), (int (*)(const void *, const void *))entitycmpfnc ); } re->RenderFrame (&cl.refdef); if (cl_stats->value) Msg ("ent:%i lt:%i part:%i\n", r_numentities, r_numdlights, r_numparticles); } /* ================== V_PreRender ================== */ bool V_PreRender( void ) { // too early if(!re) return false; re->BeginFrame(); // clear screen SCR_FillRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, g_color_table[0] ); return true; } /* ================== V_PostRender ================== */ void V_PostRender( void ) { SCR_DrawNet(); SCR_DrawFPS(); Con_DrawConsole(); M_Draw(); re->EndFrame(); } /* ============= V_Viewpos_f ============= */ void V_Viewpos_f (void) { Msg ("(%i %i %i) : %i\n", (int)cl.refdef.vieworg[0], (int)cl.refdef.vieworg[1], (int)cl.refdef.vieworg[2], (int)cl.refdef.viewangles[YAW]); } /* ============= V_Init ============= */ void V_Init (void) { Cmd_AddCommand ("gun_next", V_Gun_Next_f, "decrease viewmodel current frame" ); Cmd_AddCommand ("gun_prev", V_Gun_Prev_f, "increase viewmodel current frame" ); Cmd_AddCommand ("gun_model", V_Gun_Model_f, "change gun (not a weapon, just viewmodel)" ); Cmd_AddCommand ("viewpos", V_Viewpos_f, "prints current player origin" ); crosshair = Cvar_Get ("crosshair", "0", CVAR_ARCHIVE); cl_testblend = Cvar_Get ("cl_testblend", "0", 0); cl_testparticles = Cvar_Get ("cl_testparticles", "0", 0); cl_testentities = Cvar_Get ("cl_testentities", "0", 0); cl_testlights = Cvar_Get ("cl_testlights", "0", 0); cl_stats = Cvar_Get ("cl_stats", "0", 0); }