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Xash3DArchive/engine/client/cl_view.c

173 lines
4.0 KiB
C

//=======================================================================
// Copyright XashXT Group 2009 ©
// cl_view.c - player rendering positioning
//=======================================================================
#include "common.h"
#include "client.h"
#include "const.h"
/*
====================
V_ClearScene
Specifies the model that will be used as the world
====================
*/
void V_ClearScene( void )
{
re->ClearScene();
}
/*
===============
V_SetupRefDef
update refdef values each frame
===============
*/
void V_SetupRefDef( void )
{
edict_t *clent;
clent = CL_GetLocalPlayer ();
// UNDONE: temporary place for detect waterlevel
CL_CheckWater( clent );
VectorCopy( clent->v.velocity, cl.refdef.simvel );
VectorCopy( clent->v.origin, cl.refdef.simorg );
VectorCopy( clent->v.view_ofs, cl.refdef.viewheight );
VectorCopy( clent->v.punchangle, cl.refdef.punchangle );
cl.refdef.movevars = &clgame.movevars;
cl.refdef.onground = clent->v.groundentity;
cl.refdef.areabits = cl.frame.areabits;
cl.refdef.health = clent->v.health;
cl.refdef.movetype = clent->v.movetype;
cl.refdef.idealpitch = clent->v.ideal_pitch;
cl.refdef.num_entities = clgame.globals->numEntities;
cl.refdef.max_entities = clgame.globals->maxEntities;
cl.refdef.maxclients = clgame.globals->maxClients;
cl.refdef.time = cl.time * 0.001f;
cl.refdef.frametime = cls.frametime;
cl.refdef.demoplayback = cls.demoplayback;
cl.refdef.smoothing = cl_predict->integer;
cl.refdef.waterlevel = clent->v.waterlevel;
cl.refdef.flags = cl.render_flags;
cl.refdef.viewsize = 120; // fixme if you can
cl.refdef.nextView = 0;
// calculate the origin
if( cl_predict->integer && !cl.refdef.demoplayback )
{
// use predicted values
int i, delta;
float backlerp = 1.0 - cl.lerpFrac;
for( i = 0; i < 3; i++ )
cl.refdef.vieworg[i] = cl.predicted_origin[i] + cl.refdef.viewheight[i] - backlerp * cl.prediction_error[i];
// smooth out stair climbing
delta = cls.realtime - cl.predicted_step_time;
if( delta < cl.serverframetime )
cl.refdef.vieworg[2] -= cl.predicted_step * ((cl.serverframetime - delta) / (float)cl.serverframetime);
}
}
/*
===============
V_ApplyRefDef
apply pre-calculated values
===============
*/
void V_AddViewModel( void )
{
if( cl.refdef.nextView ) return; // add viewmodel only at firstperson pass
if( !cl.frame.valid || cl.refdef.paused ) return;
re->AddRefEntity( &clgame.viewent, ED_VIEWMODEL );
}
/*
===============
V_CalcRefDef
sets cl.refdef view values
===============
*/
void V_CalcRefDef( void )
{
do
{
clgame.dllFuncs.pfnCalcRefdef( &cl.refdef );
V_AddViewModel();
re->RenderFrame( &cl.refdef );
} while( cl.refdef.nextView );
}
//============================================================================
/*
==================
V_RenderView
==================
*/
void V_RenderView( void )
{
if( !cl.video_prepped ) return; // still loading
cl.time = bound( cl.frame.servertime - cl.serverframetime, cl.time, cl.frame.servertime );
if( cl.refdef.paused ) cl.lerpFrac = 1.0f;
else cl.lerpFrac = 1.0 - (cl.frame.servertime - cl.time) / (float)cl.serverframetime;
// update cl_globalvars
clgame.globals->time = cl.time * 0.001f; // clamped
clgame.globals->frametime = cl.serverframetime * 0.001f; // !!!
if( cl.frame.valid && (cl.force_refdef || !cl.refdef.paused ))
{
cl.force_refdef = false;
V_ClearScene ();
CL_AddEntities ();
V_SetupRefDef ();
}
V_CalcRefDef ();
}
/*
==================
V_PreRender
==================
*/
bool V_PreRender( void )
{
// too early
if( !re ) return false;
re->BeginFrame( !cl.refdef.paused );
return true;
}
/*
==================
V_PostRender
==================
*/
void V_PostRender( void )
{
if( cls.scrshot_action == scrshot_inactive )
{
SCR_RSpeeds();
SCR_DrawNet();
SCR_DrawFPS();
UI_UpdateMenu( cls.realtime );
Con_DrawConsole();
}
re->EndFrame();
}