604 lines
14 KiB
C
604 lines
14 KiB
C
/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// cl_view.c -- player rendering positioning
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#include "client.h"
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#include "collision.h"
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//=============
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//
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// development tools for weapons
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//
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int gun_frame;
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model_t *gun_model;
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//=============
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cvar_t *crosshair;
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cvar_t *cl_testparticles;
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cvar_t *cl_testentities;
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cvar_t *cl_testlights;
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cvar_t *cl_testblend;
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cvar_t *cl_stats;
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extern bool scr_initialized;
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int r_numdlights;
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dlight_t r_dlights[MAX_DLIGHTS];
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int r_numentities;
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entity_t r_entities[MAX_ENTITIES];
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int r_numparticles;
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particle_t r_particles[MAX_PARTICLES];
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lightstyle_t r_lightstyles[MAX_LIGHTSTYLES];
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char cl_weaponmodels[MAX_CLIENTWEAPONMODELS][MAX_QPATH];
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int num_cl_weaponmodels;
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int entitycmpfnc( const entity_t *a, const entity_t *b )
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{
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// all other models are sorted by model then skin
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if ( a->model == b->model )
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{
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return ((int)a->image - (int)b->image);
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}
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else
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{
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return ((int)a->model - (int)b->model);
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}
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}
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/*
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====================
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V_ClearScene
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Specifies the model that will be used as the world
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====================
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*/
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void V_ClearScene (void)
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{
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r_numdlights = 0;
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r_numentities = 0;
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r_numparticles = 0;
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}
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/*
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=================
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void V_CalcRect( void )
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Sets scr_vrect, the coordinates of the rendered window
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=================
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*/
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void V_CalcRect( void )
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{
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scr_vrect.width = scr_width->integer;
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scr_vrect.width &= ~7;
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scr_vrect.height = scr_height->integer;
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scr_vrect.height &= ~1;
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scr_vrect.y = scr_vrect.x = 0;
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}
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/*
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=====================
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V_AddEntity
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=====================
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*/
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void V_AddEntity (entity_t *ent)
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{
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if (r_numentities >= MAX_ENTITIES)
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return;
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r_entities[r_numentities++] = *ent;
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}
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/*
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=====================
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V_AddParticle
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=====================
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*/
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void V_AddParticle (vec3_t org, int color, float alpha)
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{
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particle_t *p;
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if (r_numparticles >= MAX_PARTICLES)
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return;
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p = &r_particles[r_numparticles++];
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VectorCopy (org, p->origin);
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p->color = color;
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p->alpha = alpha;
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}
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/*
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=====================
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V_AddLight
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=====================
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*/
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void V_AddLight (vec3_t org, float intensity, float r, float g, float b)
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{
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dlight_t *dl;
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if (r_numdlights >= MAX_DLIGHTS)
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return;
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dl = &r_dlights[r_numdlights++];
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VectorCopy (org, dl->origin);
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dl->intensity = intensity;
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dl->color[0] = r;
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dl->color[1] = g;
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dl->color[2] = b;
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}
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/*
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=====================
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V_AddLightStyle
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=====================
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*/
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void V_AddLightStyle (int style, float r, float g, float b)
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{
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lightstyle_t *ls;
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if (style < 0 || style > MAX_LIGHTSTYLES)
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Host_Error("V_AddLightStyle: invalid light style %i\n", style);
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ls = &r_lightstyles[style];
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ls->white = r+g+b;
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ls->rgb[0] = r;
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ls->rgb[1] = g;
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ls->rgb[2] = b;
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}
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/*
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================
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V_TestParticles
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If cl_testparticles is set, create 4096 particles in the view
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================
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*/
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void V_TestParticles (void)
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{
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particle_t *p;
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int i, j;
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float d, r, u;
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r_numparticles = MAX_PARTICLES;
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for (i=0 ; i<r_numparticles ; i++)
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{
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d = i*0.25;
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r = 4*((i&7)-3.5);
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u = 4*(((i>>3)&7)-3.5);
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p = &r_particles[i];
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for (j=0 ; j<3 ; j++)
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p->origin[j] = cl.refdef.vieworg[j] + cl.v_forward[j]*d +
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cl.v_right[j]*r + cl.v_up[j]*u;
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p->color = 8;
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p->alpha = cl_testparticles->value;
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}
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}
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/*
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================
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V_TestEntities
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If cl_testentities is set, create 32 player models
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================
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*/
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void V_TestEntities (void)
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{
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int i, j;
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float f, r;
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entity_t *ent;
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r_numentities = 32;
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memset (r_entities, 0, sizeof(r_entities));
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for (i = 0; i < r_numentities; i++)
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{
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ent = &r_entities[i];
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r = 64 * ( (i%4) - 1.5 );
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f = 64 * (i/4) + 128;
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for (j=0 ; j<3 ; j++)
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ent->origin[j] = cl.refdef.vieworg[j] + cl.v_forward[j]*f +
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cl.v_right[j]*r;
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ent->model = cl.baseclientinfo.model;
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ent->image = cl.baseclientinfo.skin;
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}
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}
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/*
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================
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V_TestLights
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If cl_testlights is set, create 32 lights models
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================
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*/
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void V_TestLights (void)
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{
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int i, j;
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float f, r;
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dlight_t *dl;
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r_numdlights = 32;
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memset (r_dlights, 0, sizeof(r_dlights));
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for (i=0 ; i<r_numdlights ; i++)
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{
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dl = &r_dlights[i];
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r = 64 * ( (i%4) - 1.5 );
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f = 64 * (i/4) + 128;
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for (j=0 ; j<3 ; j++)
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dl->origin[j] = cl.refdef.vieworg[j] + cl.v_forward[j]*f +
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cl.v_right[j]*r;
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dl->color[0] = ((i%6)+1) & 1;
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dl->color[1] = (((i%6)+1) & 2)>>1;
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dl->color[2] = (((i%6)+1) & 4)>>2;
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dl->intensity = 200;
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}
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}
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//===================================================================
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/*
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=================
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CL_PrepRefresh
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Call before entering a new level, or after changing dlls
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=================
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*/
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void CL_PrepRefresh( void )
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{
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char mapname[32];
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char name[MAX_QPATH];
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float rotate;
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vec3_t axis;
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int i;
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int mdlcount = 0, imgcount = 0, cl_count = 0;
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if (!cl.configstrings[CS_MODELS+1][0])
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return; // no map loaded
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// get splash name
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Cvar_Set( "cl_levelshot_name", va("background/%s.tga", cl.configstrings[CS_NAME]));
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if(!FS_FileExists(va("graphics/%s", Cvar_VariableString("cl_levelshot_name"))))
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{
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Cvar_Set("cl_levelshot_name", "common/black");
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cl.make_levelshot = true; // make levelshot
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}
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Con_Close();
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Cvar_SetValue("scr_loading", 0.0f ); // reset progress bar
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// let the render dll load the map
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FS_FileBase( cl.configstrings[CS_MODELS+1], mapname );
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SCR_UpdateScreen();
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re->BeginRegistration( mapname ); // load map
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SCR_UpdateScreen();
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CG_ExecuteProgram( "Hud_Precache" ); // get alias names
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CL_RegisterTEntModels ();
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num_cl_weaponmodels = 1;
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strcpy(cl_weaponmodels[0], "weapon.mdl");
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for( i = 1; i < MAX_MODELS; i++ )
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{
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if(!cl.configstrings[CS_MODELS+i][0])
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break;
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mdlcount++; // total num models
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}
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for( i = 1; i < MAX_IMAGES; i++ )
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{
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if(!cl.configstrings[CS_IMAGES+i][0])
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break;
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imgcount++; // total num models
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}
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for (i = 0; i < MAX_CLIENTS; i++)
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{
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if(!cl.configstrings[CS_PLAYERSKINS+i][0])
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continue;
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cl_count++;
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}
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// create thread here ?
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for (i = 1; i < MAX_MODELS && cl.configstrings[CS_MODELS+i][0]; i++)
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{
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strcpy(name, cl.configstrings[CS_MODELS+i]);
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name[37] = 0; // never go beyond one line
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if (name[0] != '*') MsgDev(D_LOAD, "%s\n", name);
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SCR_UpdateScreen();
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Sys_SendKeyEvents(); // pump message loop
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if (name[0] == '#')
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{
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// special player weapon model
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if (num_cl_weaponmodels < MAX_CLIENTWEAPONMODELS)
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{
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strncpy(cl_weaponmodels[num_cl_weaponmodels], cl.configstrings[CS_MODELS+i]+1,
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sizeof(cl_weaponmodels[num_cl_weaponmodels]) - 1);
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num_cl_weaponmodels++;
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}
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}
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else
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{
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cl.model_draw[i] = re->RegisterModel(cl.configstrings[CS_MODELS+i]);
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if (name[0] == '*') cl.model_clip[i] = CM_InlineModel (cl.configstrings[CS_MODELS+i]);
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else cl.model_clip[i] = NULL;
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}
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Cvar_SetValue("scr_loading", scr_loading->value + 50.0f/mdlcount );
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SCR_UpdateScreen();
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}
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// create thread here ?
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SCR_UpdateScreen();
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for (i = 1; i < MAX_IMAGES && cl.configstrings[CS_IMAGES+i][0]; i++)
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{
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cl.image_precache[i] = re->RegisterPic (cl.configstrings[CS_IMAGES+i]);
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Sys_SendKeyEvents (); // pump message loop
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Cvar_SetValue("scr_loading", scr_loading->value + 3.0f/imgcount );
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SCR_UpdateScreen();
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}
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// create thread here ?
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for (i = 0; i < MAX_CLIENTS; i++)
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{
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if(!cl.configstrings[CS_PLAYERSKINS+i][0]) continue;
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Cvar_SetValue("scr_loading", scr_loading->value + 2.0f/cl_count );
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SCR_UpdateScreen ();
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Sys_SendKeyEvents(); // pump message loop
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CL_ParseClientinfo(i);
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}
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CL_LoadClientinfo (&cl.baseclientinfo, "unnamed\\male/grunt");
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// set sky textures and speed
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SCR_UpdateScreen();
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rotate = atof(cl.configstrings[CS_SKYROTATE]);
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com.atov( axis, cl.configstrings[CS_SKYAXIS], 3 );
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re->SetSky( cl.configstrings[CS_SKY], rotate, axis);
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Cvar_SetValue("scr_loading", 100.0f ); // all done
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re->EndRegistration (); // the render can now free unneeded stuff
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Con_ClearNotify(); // clear any lines of console text
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SCR_UpdateScreen();
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cl.refresh_prepped = true;
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cl.force_refdef = true;
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}
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/*
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====================
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CalcFov
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====================
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*/
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float CalcFov (float fov_x, float width, float height)
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{
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float a;
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float x;
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if (fov_x < 1 || fov_x > 179)
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{
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Host_Error("CalcFov: Bad fov: %f\n", fov_x);
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}
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x = width/tan(fov_x/360*M_PI);
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a = atan (height/x);
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a = a*360/M_PI;
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return a;
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}
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//============================================================================
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// gun frame debugging functions
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void V_Gun_Next_f (void)
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{
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gun_frame++;
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Msg ("frame %i\n", gun_frame);
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}
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void V_Gun_Prev_f (void)
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{
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gun_frame--;
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if (gun_frame < 0) gun_frame = 0;
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Msg ("frame %i\n", gun_frame);
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}
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void V_Gun_Model_f (void)
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{
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char name[MAX_QPATH];
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if (Cmd_Argc() != 2)
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{
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gun_model = NULL;
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return;
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}
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sprintf (name, "models/weapons/v_%s.mdl", Cmd_Argv(1));
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gun_model = re->RegisterModel (name);
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}
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//============================================================================
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/*
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==================
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V_RenderView
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==================
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*/
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void V_RenderView( void )
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{
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if (cls.state != ca_active) return;
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if (!cl.refresh_prepped) return; // still loading
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if (cl_timedemo->value)
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{
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if (!cl.timedemo_start)
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cl.timedemo_start = Sys_DoubleTime();
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cl.timedemo_frames++;
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}
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// an invalid frame will just use the exact previous refdef
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// we can't use the old frame if the video mode has changed, though...
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if ( cl.frame.valid && (cl.force_refdef || !cl_paused->value) )
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{
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cl.force_refdef = false;
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V_ClearScene ();
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// build a refresh entity list and calc cl.sim*
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// this also calls CL_CalcViewValues which loads
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// v_forward, etc.
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CL_AddEntities ();
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if (cl_testparticles->value)
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V_TestParticles ();
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if (cl_testentities->value)
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V_TestEntities ();
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if (cl_testlights->value)
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V_TestLights ();
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if (cl_testblend->value)
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{
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cl.refdef.blend[0] = 1;
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cl.refdef.blend[1] = 0.5;
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cl.refdef.blend[2] = 0.25;
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cl.refdef.blend[3] = 0.5;
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}
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// never let it sit exactly on a node line, because a water plane can
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// dissapear when viewed with the eye exactly on it.
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// the server protocol only specifies to 1/8 pixel, so add 1/16 in each axis
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cl.refdef.vieworg[0] += 1.0/16;
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cl.refdef.vieworg[1] += 1.0/16;
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cl.refdef.vieworg[2] += 1.0/16;
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cl.refdef.x = scr_vrect.x;
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cl.refdef.y = scr_vrect.y;
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cl.refdef.width = scr_vrect.width;
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cl.refdef.height = scr_vrect.height;
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cl.refdef.fov_y = CalcFov (cl.refdef.fov_x, cl.refdef.width, cl.refdef.height);
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cl.refdef.time = cls.realtime; // render use realtime now
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cl.refdef.areabits = cl.frame.areabits;
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if (!cl_add_entities->value)
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r_numentities = 0;
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if (!cl_add_particles->value)
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r_numparticles = 0;
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if (!cl_add_lights->value)
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r_numdlights = 0;
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if (!cl_add_blend->value)
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{
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VectorClear (cl.refdef.blend);
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}
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cl.refdef.num_entities = r_numentities;
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cl.refdef.entities = r_entities;
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cl.refdef.num_particles = r_numparticles;
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cl.refdef.particles = r_particles;
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cl.refdef.num_dlights = r_numdlights;
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cl.refdef.dlights = r_dlights;
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cl.refdef.lightstyles = r_lightstyles;
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cl.refdef.rdflags = cl.frame.playerstate.rdflags;
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// sort entities for better cache locality
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qsort( cl.refdef.entities, cl.refdef.num_entities, sizeof( cl.refdef.entities[0] ), (int (*)(const void *, const void *))entitycmpfnc );
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}
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re->RenderFrame (&cl.refdef);
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if (cl_stats->value) Msg ("ent:%i lt:%i part:%i\n", r_numentities, r_numdlights, r_numparticles);
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}
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/*
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==================
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V_PreRender
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==================
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*/
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bool V_PreRender( void )
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{
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if(!scr_initialized)
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return false;
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re->BeginFrame();
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// clear screen
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SCR_FillRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, g_color_table[0] );
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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);
|
|
}
|