/* 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; struct model_s *gun_model; struct model_s *clientGun; extern cvar_t *skin; //============= cvar_t *crosshair; cvar_t *crosshair_scale; cvar_t *gl_transrendersort; cvar_t *gl_particle_lighting; cvar_t *gl_particle_min; cvar_t *gl_particle_max; cvar_t *cl_testparticles; cvar_t *cl_testentities; cvar_t *cl_testlights; cvar_t *cl_testblend; cvar_t *cl_stats; cvar_t *hand; 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; /* ==================== CL_Trace ==================== */ trace_t CL_Trace (vec3_t start, vec3_t end, float size, int contentmask) { vec3_t maxs, mins; VectorSet(maxs, size, size, size); VectorSet(mins, -size, -size, -size); return CM_BoxTrace (start, end, mins, maxs, 0, contentmask); } /* ==================== 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; } /* ===================== 3D Cam Stuff -psychospaz ===================== */ #define CAM_MAXALPHADIST 0.000111 float viewermodelalpha; void AddViewerEntAlpha (entity_t *ent) { if (viewermodelalpha==1 || !cl_3dcam_alpha->value) return; ent->alpha *= viewermodelalpha; if (ent->alpha<.9) ent->flags |= RF_TRANSLUCENT; } #define ANGLEMAX 90.0 void CalcViewerCamTrans (float distance) { float alphacalc = cl_3dcam_dist->value; //no div by 0 if (alphacalc<1) alphacalc=1; viewermodelalpha = distance/alphacalc; if (viewermodelalpha>1) viewermodelalpha = 1; } /* ===================== V_AddEntity ===================== */ void V_AddEntity (entity_t *ent) { if (ent->flags&RF_VIEWERMODEL) //here is our client { int i; vec3_t oldorgdiff; VectorSubtract(ent->oldorigin, ent->origin, oldorgdiff); //what was i thinking before!? for (i=0;i<3;i++) clientOrg[i] = ent->oldorigin[i] = ent->origin[i] = cl.predicted_origin[i]; VectorAdd(ent->oldorigin, oldorgdiff, ent->oldorigin); if (hand->value==1) //lefthanded { ent->renderfx |= RF_MIRRORMODEL; } //saber hack if (ent->renderfx&RF2_CAMERAMODEL) ent->flags&=~RF_VIEWERMODEL; if (cl_3dcam->value && !(cl.attractloop && !(cl.cinematictime > 0 && cls.realtime - cl.cinematictime > 1000))) { AddViewerEntAlpha(ent); ent->flags&=~RF_VIEWERMODEL; ent->renderfx|=RF2_FORCE_SHADOW|RF2_CAMERAMODEL; } else if (ent->renderfx&RF2_CAMERAMODEL) { ent->flags &= ~RF_VIEWERMODEL; ent->renderfx|=RF2_FORCE_SHADOW|RF2_CAMERAMODEL; } } if (r_numentities >= MAX_ENTITIES) return; r_entities[r_numentities++] = *ent; } /* ===================== V_AddParticle ===================== */ void V_AddParticle (vec3_t org, vec3_t angle, vec3_t color, float alpha, int alpha_src, int alpha_dst, float size, int image, int flags, decalpolys_t *decal) { int i; particle_t *p; if (r_numparticles >= MAX_PARTICLES) return; p = &r_particles[r_numparticles++]; for (i=0;i<3;i++) { p->origin[i] = org[i]; p->angle[i] = angle[i]; } p->red = color[0]; p->green = color[1]; p->blue = color[2]; p->alpha = alpha; p->image = image; p->flags = flags; p->size = size; p->decal = decal; p->blendfunc_src = alpha_src; p->blendfunc_dst = alpha_dst; } /* ===================== 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); VectorCopy (vec3_origin, dl->direction); dl->intensity = intensity; dl->color[0] = r; dl->color[1] = g; dl->color[2] = b; dl->spotlight = false; } /* ===================== V_AddSpotLight ===================== */ void V_AddSpotLight (vec3_t org, vec3_t direction, 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); VectorCopy(direction, dl->direction); dl->intensity = intensity; dl->color[0] = r; dl->color[1] = g; dl->color[2] = b; dl->spotlight=true; } /* ===================== 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>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 ; iorigin[j] = cl.refdef.vieworg[j] + cl.v_forward[j]*f + cl.v_right[j]*r; ent->model = cl.baseclientinfo.model; ent->skin = 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; dl->spotlight=true; } } //=================================================================== /* ================= CL_PrepRefresh Call before entering a new level, or after changing dlls ================= */ qboolean needLoadingPlaque (void); void CL_PrepRefresh () { char mapname[32]; int i, max; char name[MAX_QPATH]; float rotate; vec3_t axis; qboolean newPlaque = needLoadingPlaque(); if (!cl.configstrings[CS_MODELS+1][0]) return; // no map loaded if (newPlaque) SCR_BeginLoadingPlaque(); loadingMessage = true; Com_sprintf (loadingMessages[0], sizeof(loadingMessages[0]), "^2loading map..."); Com_sprintf (loadingMessages[1], sizeof(loadingMessages[1]), "^2loading models..."); Com_sprintf (loadingMessages[2], sizeof(loadingMessages[2]), "^2loading pics..."); Com_sprintf (loadingMessages[3], sizeof(loadingMessages[3]), "^2loading clients..."); loadingPercent = 0; 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 Com_Printf ("Map: %s\r", mapname); SCR_UpdateScreen (); re.BeginRegistration (mapname); Com_Printf (" \r"); Com_sprintf (loadingMessages[0], sizeof(loadingMessages[0]), "^i^0loading map...done"); loadingPercent += 20; // precache status bar pics Com_Printf ("pics\r"); SCR_UpdateScreen (); SCR_TouchPics (); Com_Printf (" \r"); CL_RegisterTEntModels (); num_cl_weaponmodels = 1; strcpy(cl_weaponmodels[0], "weapon.md2"); for (i=1, max=0 ; i20)? &name[strlen(name)-20]: 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] != '*') Com_Printf (" \r"); loadingPercent += 60.0f/(float)max; } Com_sprintf (loadingMessages[1], sizeof(loadingMessages[1]), "^i^0loading models...done"); Com_Printf ("images\r", i); SCR_UpdateScreen (); for (i=1, max=0 ; i 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++; Com_Printf ("frame %i\n", gun_frame); } void V_Gun_Prev_f (void) { gun_frame--; if (gun_frame < 0) gun_frame = 0; Com_Printf ("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, sizeof(name), "models/%s/tris.md2", Cmd_Argv(1)); gun_model = re.RegisterModel (name); } //============================================================================ /* ================= SCR_DrawCrosshair ================= */ #define DIV640 0.0015625 void SCR_DrawCrosshair (void) { float scale; int x, y, w, h; if (!crosshair->value) return; if (crosshair->modified) { crosshair->modified = false; SCR_TouchPics (); } if (crosshair_scale->modified) { crosshair_scale->modified=false; if (crosshair_scale->value>10) Cvar_SetValue("crosshair_scale", 10); else if (crosshair_scale->value<0.25) Cvar_SetValue("crosshair_scale", 0.25); } if (!crosshair_pic[0]) return; scale = crosshair_scale->value * (viddef.width*DIV640); w = crosshair_width * scale; h = crosshair_height * scale; x = (viddef.width)*0.5; y = (viddef.height)*0.5; re.DrawStretchPic ( x-w*0.5, y-h*0.5, w, h, crosshair_pic); /* re.DrawScaledPic (scr_vrect.x + ((scr_vrect.width - crosshair_width)>>1) //width , scr_vrect.y + ((scr_vrect.height - crosshair_height)>>1) //height , scale //scale , crosshair_pic); //pic*/ } void SCR_DrawIRGoggles (void) { re.DrawStretchPic (0, 0, viddef.width, viddef.height, "ir_crosshair"); } void SCR_DrawSniperCrosshair (void) { /* if (modType("dday")) { if (!clientGun) return; if (cl.refdef.fov_x>=85) return; //continue if model is sniper if ((int)(clientGun)!=(int)(re.RegisterModel("models/weapons/usa/v_m1903/tris.md2")) && (int)(clientGun)!=(int)(re.RegisterModel("models/weapons/grm/v_m98ks/tris.md2")) && (int)(clientGun)!=(int)(re.RegisterModel("models/weapons/gbr/v_303s/tris.md2")) && (int)(clientGun)!=(int)(re.RegisterModel("models/weapons/rus/v_m9130s/tris.md2"))) return; } else */if (modType("swq")) { if (clientGun) return; if (cl.refdef.fov_x>=90) return; } else if (modType("action")) { if (clientGun) return; if (cl.refdef.fov_x>=85) return; } else return; re.DrawStretchPic (0, 0, viddef.width, viddef.height, "sniper"); } /* ================== V_RenderView ================== */ //dirty hack for gloom!!! cvar_t *r_overbrightbits; cvar_t *r_celshading; cvar_t *gl_modulate; void GloomRenderCheck(void) { if (!r_celshading) r_celshading = Cvar_Get( "r_celshading", "0", CVAR_ARCHIVE ); if (!gl_modulate) gl_modulate = Cvar_Get( "gl_modulate", "1", CVAR_ARCHIVE ); if (gl_modulate && gl_modulate->value>1) Cvar_SetValue( "gl_modulate", 1 ); if (r_celshading && r_celshading->value) Cvar_SetValue( "r_celshading", 0 ); if (cl_3dcam && cl_3dcam->value) Cvar_SetValue( "cl_3dcam", 0 ); } 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 if (cl_timedemo->value) { if (!cl.timedemo_start) cl.timedemo_start = Sys_Milliseconds (); cl.timedemo_frames++; } // 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 (); 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; // build a refresh entity list and calc cl.sim* // this also calls CL_CalcViewValues which loads // v_forward, etc. CL_AddEntities (); 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*0.001; 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 if (!gl_transrendersort->value) 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) Com_Printf ("ent:%i lt:%i part:%i\n", r_numentities, r_numdlights, r_numparticles); if ( log_stats->value && ( log_stats_file != 0 ) ) fprintf( log_stats_file, "%i,%i,%i,",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); if (!modType("dday")) //dday has no crosshair (FORCED) SCR_DrawCrosshair (); SCR_DrawSniperCrosshair(); //hack for gloom if (modType("gloom")) GloomRenderCheck(); } /* ============= V_Viewpos_f ============= */ void V_Viewpos_f (void) { Com_Printf ("(%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); gl_transrendersort = Cvar_Get ("gl_transrendersort", "1", CVAR_ARCHIVE ); gl_particle_lighting = Cvar_Get ("gl_particle_lighting", "0.75", CVAR_ARCHIVE ); gl_particle_min = Cvar_Get ("gl_particle_min", "0", CVAR_ARCHIVE ); gl_particle_max = Cvar_Get ("gl_particle_max", "0", CVAR_ARCHIVE ); hand = Cvar_Get ("hand", "0", CVAR_ARCHIVE); if (!strcmp("swq",Cvar_Get ("game", "0", CVAR_ARCHIVE)->string)||!strcmp("cotf",Cvar_Get ("game", "0", CVAR_ARCHIVE)->string)) Cvar_SetValue("hand", 0); crosshair = Cvar_Get ("crosshair", "0", CVAR_ARCHIVE); crosshair_scale = Cvar_Get ("crosshair_scale", "1", 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); }