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Xash3DArchive/engine/client/cl_view.c

572 lines
13 KiB
C

/*
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 "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;
/*
====================
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;
}
/*
=====================
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)
Com_Error (ERR_DROP, "Bad light style %i", 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<r_numparticles ; i++)
{
d = i*0.25;
r = 4*((i&7)-3.5);
u = 4*(((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 ; i<r_numdlights ; i++)
{
dl = &r_dlights[i];
r = 64 * ( (i%4) - 1.5 );
f = 64 * (i/4) + 128;
for (j=0 ; j<3 ; j++)
dl->origin[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];
int i;
char name[MAX_QPATH];
float rotate;
vec3_t axis;
if (!cl.configstrings[CS_MODELS+1][0])
return; // no map loaded
SCR_AddDirtyPoint (0, 0);
SCR_AddDirtyPoint (viddef.width-1, viddef.height-1);
// let the render dll load the map
strcpy (mapname, cl.configstrings[CS_MODELS+1] + 5); // skip "maps/"
mapname[strlen(mapname)-4] = 0; // cut off ".bsp"
// register models, pics, and skins
Msg ("Map: %s\r", mapname);
SCR_UpdateScreen ();
re->BeginRegistration (mapname);
Msg (" \r");
// precache status bar pics
Msg ("pics\r");
SCR_UpdateScreen ();
SCR_TouchPics ();
Msg (" \r");
CL_RegisterTEntModels ();
num_cl_weaponmodels = 1;
strcpy(cl_weaponmodels[0], "weapon.mdl");
for (i=1 ; i<MAX_MODELS && cl.configstrings[CS_MODELS+i][0] ; i++)
{
strcpy (name, cl.configstrings[CS_MODELS+i]);
name[37] = 0; // never go beyond one line
if (name[0] != '*') Msg ("%s\r", name);
SCR_UpdateScreen ();
Sys_SendKeyEvents (); // pump message loop
if (name[0] == '#')
{
// special player weapon model
if (num_cl_weaponmodels < MAX_CLIENTWEAPONMODELS)
{
strncpy(cl_weaponmodels[num_cl_weaponmodels], cl.configstrings[CS_MODELS+i]+1,
sizeof(cl_weaponmodels[num_cl_weaponmodels]) - 1);
num_cl_weaponmodels++;
}
}
else
{
cl.model_draw[i] = re->RegisterModel (cl.configstrings[CS_MODELS+i]);
if (name[0] == '*')
cl.model_clip[i] = CM_InlineModel (cl.configstrings[CS_MODELS+i]);
else
cl.model_clip[i] = NULL;
}
if (name[0] != '*')
Msg (" \r");
}
Msg ("images\r", i);
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
}
Msg (" \r");
for (i=0 ; i<MAX_CLIENTS ; i++)
{
if (!cl.configstrings[CS_PLAYERSKINS+i][0])
continue;
Msg ("client %i\r", i);
SCR_UpdateScreen ();
Sys_SendKeyEvents (); // pump message loop
CL_ParseClientinfo (i);
Msg (" \r");
}
CL_LoadClientinfo (&cl.baseclientinfo, "unnamed\\male/grunt");
// set sky textures and speed
Msg ("sky\r", i);
SCR_UpdateScreen ();
rotate = atof (cl.configstrings[CS_SKYROTATE]);
sscanf (cl.configstrings[CS_SKYAXIS], "%f %f %f", &axis[0], &axis[1], &axis[2]);
re->SetSky (cl.configstrings[CS_SKY], rotate, axis);
Msg (" \r");
// the renderer can now free unneeded stuff
re->EndRegistration ();
// clear any lines of console text
Con_ClearNotify ();
SCR_UpdateScreen ();
cl.refresh_prepped = true;
cl.force_refdef = true; // make sure we have a valid refdef
}
/*
====================
CalcFov
====================
*/
float CalcFov (float fov_x, float width, float height)
{
float a;
float x;
if (fov_x < 1 || fov_x > 179)
{
Com_Error (ERR_DROP, "Bad fov: %f", fov_x);
}
x = width/tan(fov_x/360*M_PI);
a = atan (height/x);
a = a*360/M_PI;
return a;
}
//============================================================================
// 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;
}
sprintf (name, "models/weapons/v_%s.mdl", Cmd_Argv(1));
gun_model = re->RegisterModel (name);
}
//============================================================================
/*
=================
SCR_DrawCrosshair
=================
*/
void SCR_DrawCrosshair (void)
{
if (!crosshair->value)
return;
if (crosshair->modified)
{
crosshair->modified = false;
SCR_TouchPics ();
}
if (!crosshair_pic[0])
return;
re->DrawPic (scr_vrect.x + ((scr_vrect.width - crosshair_width)>>1)
, scr_vrect.y + ((scr_vrect.height - crosshair_height)>>1), crosshair_pic);
}
/*
==================
V_RenderView
==================
*/
void V_RenderView( float stereo_separation )
{
extern int entitycmpfnc( const entity_t *, const entity_t * );
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;
}
// offset vieworg appropriately if we're doing stereo separation
if ( stereo_separation != 0 )
{
vec3_t tmp;
VectorScale( cl.v_right, stereo_separation, tmp );
VectorAdd( cl.refdef.vieworg, tmp, cl.refdef.vieworg );
}
// 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 = cl.time;
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.rdflags;
// 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 );
}
cl.refdef.rdflags |= RDF_BLOOM;
re->RenderFrame (&cl.refdef);
if (cl_stats->value)
Msg ("ent:%i lt:%i part:%i\n", r_numentities, r_numdlights, r_numparticles);
SCR_AddDirtyPoint (scr_vrect.x, scr_vrect.y);
SCR_AddDirtyPoint (scr_vrect.x+scr_vrect.width-1,
scr_vrect.y+scr_vrect.height-1);
SCR_DrawCrosshair ();
}
/*
=============
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);
Cmd_AddCommand ("gun_prev", V_Gun_Prev_f);
Cmd_AddCommand ("gun_model", V_Gun_Model_f);
Cmd_AddCommand ("viewpos", V_Viewpos_f);
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);
}