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Xash3DArchive/engine/client/cl_view.c

199 lines
4.6 KiB
C

//=======================================================================
// Copyright XashXT Group 2009 ©
// cl_view.c - player rendering positioning
//=======================================================================
#include "common.h"
#include "client.h"
#include "const.h"
#include "entity_types.h"
#include "gl_local.h"
/*
====================
V_ClearScene
Specifies the model that will be used as the world
====================
*/
void V_ClearScene( void )
{
R_ClearScene();
}
/*
===============
V_SetupRefDef
update refdef values each frame
===============
*/
void V_SetupRefDef( void )
{
cl_entity_t *clent;
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.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.waterlevel = cl.frame.local.client.waterlevel;
cl.refdef.onlyClientDraw = 0; // reset clientdraw
cl.refdef.viewsize = 120; // probably was 'scr_viewsize' or somewhat
cl.refdef.hardware = true; // always true
cl.refdef.spectator = cl.spectator;
cl.refdef.nextView = 0;
// setup default viewport
cl.refdef.viewport[0] = cl.refdef.viewport[1] = 0;
cl.refdef.viewport[2] = scr_width->integer;
cl.refdef.viewport[3] = scr_height->integer;
// 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] );
// calculate the origin
if( CL_IsPredicted( ) && !cl.refdef.demoplayback )
{
// use predicted values
float backlerp = 1.0f - cl.lerpFrac;
int i;
for( i = 0; i < 3; i++ )
{
cl.refdef.simorg[i] = cl.predicted_origin[i] - backlerp * cl.prediction_error[i];
cl.refdef.viewheight[i] = cl.predicted_viewofs[i] - backlerp * cl.prediction_error[i];
}
VectorCopy( cl.predicted_velocity, cl.refdef.simvel );
}
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_CalcRefDef
sets cl.refdef view values
===============
*/
void V_CalcRefDef( void )
{
do
{
clgame.dllFuncs.pfnCalcRefdef( &cl.refdef );
R_RenderFrame( &cl.refdef, true );
cl.refdef.onlyClientDraw = false;
} while( cl.refdef.nextView );
}
//============================================================================
/*
==================
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;
V_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 ) > 60.0f )
{
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 )
{
R_Set2DMode( true );
if( cls.state == ca_active )
{
CL_DrawHUD( CL_ACTIVE );
VGui_Paint();
}
if( cls.scrshot_action == scrshot_inactive )
{
SCR_RSpeeds();
SCR_NetSpeeds();
SCR_DrawFPS();
CL_DrawDemoRecording();
R_ShowTextures();
CL_DrawHUD( CL_CHANGELEVEL );
Con_DrawConsole();
UI_UpdateMenu( host.realtime );
S_ExtraUpdate();
}
SCR_MakeScreenShot();
R_EndFrame();
}