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+// Copyright (C) 1999-2000 Id Software, Inc.
+//
+// cg_view.c -- setup all the parameters (position, angle, etc)
+// for a 3D rendering
+
+/*
+ * Portions Copyright (C) 2000-2001 Tim Angus
+ *
+ * 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, 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.
+ */
+
+/* To assertain which portions are licensed under the GPL and which are
+ * licensed by Id Software, Inc. please run a diff between the equivalent
+ * versions of the "Tremulous" modification and the unmodified "Quake3"
+ * game source code.
+ */
+
+#include "cg_local.h"
+
+
+/*
+=============================================================================
+
+ MODEL TESTING
+
+The viewthing and gun positioning tools from Q2 have been integrated and
+enhanced into a single model testing facility.
+
+Model viewing can begin with either "testmodel <modelname>" or "testgun <modelname>".
+
+The names must be the full pathname after the basedir, like
+"models/weapons/v_launch/tris.md3" or "players/male/tris.md3"
+
+Testmodel will create a fake entity 100 units in front of the current view
+position, directly facing the viewer. It will remain immobile, so you can
+move around it to view it from different angles.
+
+Testgun will cause the model to follow the player around and supress the real
+view weapon model. The default frame 0 of most guns is completely off screen,
+so you will probably have to cycle a couple frames to see it.
+
+"nextframe", "prevframe", "nextskin", and "prevskin" commands will change the
+frame or skin of the testmodel. These are bound to F5, F6, F7, and F8 in
+q3default.cfg.
+
+If a gun is being tested, the "gun_x", "gun_y", and "gun_z" variables will let
+you adjust the positioning.
+
+Note that none of the model testing features update while the game is paused, so
+it may be convenient to test with deathmatch set to 1 so that bringing down the
+console doesn't pause the game.
+
+=============================================================================
+*/
+
+/*
+=================
+CG_TestModel_f
+
+Creates an entity in front of the current position, which
+can then be moved around
+=================
+*/
+void CG_TestModel_f (void) {
+ vec3_t angles;
+
+ memset( &cg.testModelEntity, 0, sizeof(cg.testModelEntity) );
+ if ( trap_Argc() < 2 ) {
+ return;
+ }
+
+ Q_strncpyz (cg.testModelName, CG_Argv( 1 ), MAX_QPATH );
+ cg.testModelEntity.hModel = trap_R_RegisterModel( cg.testModelName );
+
+ if ( trap_Argc() == 3 ) {
+ cg.testModelEntity.backlerp = atof( CG_Argv( 2 ) );
+ cg.testModelEntity.frame = 1;
+ cg.testModelEntity.oldframe = 0;
+ }
+ if (! cg.testModelEntity.hModel ) {
+ CG_Printf( "Can't register model\n" );
+ return;
+ }
+
+ VectorMA( cg.refdef.vieworg, 100, cg.refdef.viewaxis[0], cg.testModelEntity.origin );
+
+ angles[PITCH] = 0;
+ angles[YAW] = 180 + cg.refdefViewAngles[1];
+ angles[ROLL] = 0;
+
+ AnglesToAxis( angles, cg.testModelEntity.axis );
+ cg.testGun = qfalse;
+}
+
+/*
+=================
+CG_TestGun_f
+
+Replaces the current view weapon with the given model
+=================
+*/
+void CG_TestGun_f (void) {
+ CG_TestModel_f();
+ cg.testGun = qtrue;
+ cg.testModelEntity.renderfx = RF_MINLIGHT | RF_DEPTHHACK | RF_FIRST_PERSON;
+}
+
+
+void CG_TestModelNextFrame_f (void) {
+ cg.testModelEntity.frame++;
+ CG_Printf( "frame %i\n", cg.testModelEntity.frame );
+}
+
+void CG_TestModelPrevFrame_f (void) {
+ cg.testModelEntity.frame--;
+ if ( cg.testModelEntity.frame < 0 ) {
+ cg.testModelEntity.frame = 0;
+ }
+ CG_Printf( "frame %i\n", cg.testModelEntity.frame );
+}
+
+void CG_TestModelNextSkin_f (void) {
+ cg.testModelEntity.skinNum++;
+ CG_Printf( "skin %i\n", cg.testModelEntity.skinNum );
+}
+
+void CG_TestModelPrevSkin_f (void) {
+ cg.testModelEntity.skinNum--;
+ if ( cg.testModelEntity.skinNum < 0 ) {
+ cg.testModelEntity.skinNum = 0;
+ }
+ CG_Printf( "skin %i\n", cg.testModelEntity.skinNum );
+}
+
+static void CG_AddTestModel (void) {
+ int i;
+
+ // re-register the model, because the level may have changed
+ cg.testModelEntity.hModel = trap_R_RegisterModel( cg.testModelName );
+ if (! cg.testModelEntity.hModel ) {
+ CG_Printf ("Can't register model\n");
+ return;
+ }
+
+ // if testing a gun, set the origin reletive to the view origin
+ if ( cg.testGun ) {
+ VectorCopy( cg.refdef.vieworg, cg.testModelEntity.origin );
+ VectorCopy( cg.refdef.viewaxis[0], cg.testModelEntity.axis[0] );
+ VectorCopy( cg.refdef.viewaxis[1], cg.testModelEntity.axis[1] );
+ VectorCopy( cg.refdef.viewaxis[2], cg.testModelEntity.axis[2] );
+
+ // allow the position to be adjusted
+ for (i=0 ; i<3 ; i++) {
+ cg.testModelEntity.origin[i] += cg.refdef.viewaxis[0][i] * cg_gun_x.value;
+ cg.testModelEntity.origin[i] += cg.refdef.viewaxis[1][i] * cg_gun_y.value;
+ cg.testModelEntity.origin[i] += cg.refdef.viewaxis[2][i] * cg_gun_z.value;
+ }
+ }
+
+ trap_R_AddRefEntityToScene( &cg.testModelEntity );
+}
+
+
+
+//============================================================================
+
+
+/*
+=================
+CG_CalcVrect
+
+Sets the coordinates of the rendered window
+=================
+*/
+static void CG_CalcVrect (void) {
+ int size;
+
+ // the intermission should allways be full screen
+ if ( cg.snap->ps.pm_type == PM_INTERMISSION ) {
+ size = 100;
+ } else {
+ // bound normal viewsize
+ if (cg_viewsize.integer < 30) {
+ trap_Cvar_Set ("cg_viewsize","30");
+ size = 30;
+ } else if (cg_viewsize.integer > 100) {
+ trap_Cvar_Set ("cg_viewsize","100");
+ size = 100;
+ } else {
+ size = cg_viewsize.integer;
+ }
+
+ }
+ cg.refdef.width = cgs.glconfig.vidWidth*size/100;
+ cg.refdef.width &= ~1;
+
+ cg.refdef.height = cgs.glconfig.vidHeight*size/100;
+ cg.refdef.height &= ~1;
+
+ cg.refdef.x = (cgs.glconfig.vidWidth - cg.refdef.width)/2;
+ cg.refdef.y = (cgs.glconfig.vidHeight - cg.refdef.height)/2;
+}
+
+//==============================================================================
+
+
+/*
+===============
+CG_OffsetThirdPersonView
+
+===============
+*/
+#define FOCUS_DISTANCE 512
+static void CG_OffsetThirdPersonView( void ) {
+ vec3_t forward, right, up;
+ vec3_t view;
+ vec3_t focusAngles;
+ trace_t trace;
+ static vec3_t mins = { -4, -4, -4 };
+ static vec3_t maxs = { 4, 4, 4 };
+ vec3_t focusPoint;
+ float focusDist;
+ float forwardScale, sideScale;
+
+ //TA: when wall climbing the viewheight is not straight up
+ if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBING )
+ VectorMA( cg.refdef.vieworg, cg.predictedPlayerState.viewheight, cg.predictedPlayerState.grapplePoint, cg.refdef.vieworg );
+ else
+ cg.refdef.vieworg[2] += cg.predictedPlayerState.viewheight;
+
+ VectorCopy( cg.refdefViewAngles, focusAngles );
+
+ // if dead, look at killer
+ if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) {
+ focusAngles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW];
+ cg.refdefViewAngles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW];
+ }
+
+ //if ( focusAngles[PITCH] > 45 ) {
+ // focusAngles[PITCH] = 45; // don't go too far overhead
+ //}
+ AngleVectors( focusAngles, forward, NULL, NULL );
+
+ VectorMA( cg.refdef.vieworg, FOCUS_DISTANCE, forward, focusPoint );
+
+ VectorCopy( cg.refdef.vieworg, view );
+
+ //TA: when wall climbing the viewheight is not straight up
+ if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBING )
+ VectorMA( view, 8, cg.predictedPlayerState.grapplePoint, view );
+ else
+ view[2] += 8;
+
+ //cg.refdefViewAngles[PITCH] *= 0.5;
+
+ AngleVectors( cg.refdefViewAngles, forward, right, up );
+
+ forwardScale = cos( cg_thirdPersonAngle.value / 180 * M_PI );
+ sideScale = sin( cg_thirdPersonAngle.value / 180 * M_PI );
+ VectorMA( view, -cg_thirdPersonRange.value * forwardScale, forward, view );
+ VectorMA( view, -cg_thirdPersonRange.value * sideScale, right, view );
+
+ // trace a ray from the origin to the viewpoint to make sure the view isn't
+ // in a solid block. Use an 8 by 8 block to prevent the view from near clipping anything
+
+ if (!cg_cameraMode.integer) {
+ CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID );
+
+ if ( trace.fraction != 1.0 ) {
+ VectorCopy( trace.endpos, view );
+ view[2] += (1.0 - trace.fraction) * 32;
+ // try another trace to this position, because a tunnel may have the ceiling
+ // close enogh that this is poking out
+
+ CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID );
+ VectorCopy( trace.endpos, view );
+ }
+ }
+
+ VectorCopy( view, cg.refdef.vieworg );
+
+ // select pitch to look at focus point from vieword
+ VectorSubtract( focusPoint, cg.refdef.vieworg, focusPoint );
+ focusDist = sqrt( focusPoint[0] * focusPoint[0] + focusPoint[1] * focusPoint[1] );
+ if ( focusDist < 1 ) {
+ focusDist = 1; // should never happen
+ }
+ cg.refdefViewAngles[PITCH] = -180 / M_PI * atan2( focusPoint[2], focusDist );
+ cg.refdefViewAngles[YAW] -= cg_thirdPersonAngle.value;
+}
+
+
+// this causes a compiler bug on mac MrC compiler
+static void CG_StepOffset( void ) {
+ int timeDelta;
+ int steptime;
+
+ BG_unpackAttributes( NULL, NULL, &steptime, cg.predictedPlayerState.stats );
+
+ // smooth out stair climbing
+ timeDelta = cg.time - cg.stepTime;
+ if ( timeDelta < steptime ) {
+ cg.refdef.vieworg[2] -= cg.stepChange
+ * (steptime - timeDelta) / steptime;
+ }
+}
+
+/*
+===============
+CG_OffsetFirstPersonView
+
+===============
+*/
+static void CG_OffsetFirstPersonView( void ) {
+ float *origin;
+ float *angles;
+ float bob;
+ float ratio;
+ float delta;
+ float speed;
+ float f;
+ vec3_t predictedVelocity;
+ int timeDelta;
+ int bob2;
+
+ if ( cg.snap->ps.pm_type == PM_INTERMISSION ) {
+ return;
+ }
+
+ origin = cg.refdef.vieworg;
+ angles = cg.refdefViewAngles;
+
+ // if dead, fix the angle and don't add any kick
+ if ( cg.snap->ps.stats[STAT_HEALTH] <= 0 ) {
+ angles[ROLL] = 40;
+ angles[PITCH] = -15;
+ angles[YAW] = cg.snap->ps.stats[STAT_DEAD_YAW];
+ origin[2] += cg.predictedPlayerState.viewheight;
+ return;
+ }
+
+ // add angles based on weapon kick
+ VectorAdd (angles, cg.kick_angles, angles);
+
+ // add angles based on damage kick
+ if ( cg.damageTime ) {
+ ratio = cg.time - cg.damageTime;
+ if ( ratio < DAMAGE_DEFLECT_TIME ) {
+ ratio /= DAMAGE_DEFLECT_TIME;
+ angles[PITCH] += ratio * cg.v_dmg_pitch;
+ angles[ROLL] += ratio * cg.v_dmg_roll;
+ } else {
+ ratio = 1.0 - ( ratio - DAMAGE_DEFLECT_TIME ) / DAMAGE_RETURN_TIME;
+ if ( ratio > 0 ) {
+ angles[PITCH] += ratio * cg.v_dmg_pitch;
+ angles[ROLL] += ratio * cg.v_dmg_roll;
+ }
+ }
+ }
+
+ // add pitch based on fall kick
+#if 0
+ ratio = ( cg.time - cg.landTime) / FALL_TIME;
+ if (ratio < 0)
+ ratio = 0;
+ angles[PITCH] += ratio * cg.fall_value;
+#endif
+
+ // add angles based on velocity
+ VectorCopy( cg.predictedPlayerState.velocity, predictedVelocity );
+
+ delta = DotProduct ( predictedVelocity, cg.refdef.viewaxis[0]);
+ angles[PITCH] += delta * cg_runpitch.value;
+
+ delta = DotProduct ( predictedVelocity, cg.refdef.viewaxis[1]);
+ angles[ROLL] -= delta * cg_runroll.value;
+
+ // add angles based on bob
+ //TA: bob amount is class dependant
+ BG_unpackAttributes( NULL, &bob2, NULL, cg.predictedPlayerState.stats );
+ if( bob2 != 0 )
+ {
+ // make sure the bob is visible even at low speeds
+ speed = cg.xyspeed > 200 ? cg.xyspeed : 200;
+
+ delta = cg.bobfracsin * ( bob2 / 1000.0 ) * speed;
+ if (cg.predictedPlayerState.pm_flags & PMF_DUCKED)
+ delta *= 3; // crouching
+ angles[PITCH] += delta;
+ delta = cg.bobfracsin * ( bob2 / 1000.0 ) * speed;
+ if (cg.predictedPlayerState.pm_flags & PMF_DUCKED)
+ delta *= 3; // crouching accentuates roll
+ if (cg.bobcycle & 1)
+ delta = -delta;
+ angles[ROLL] += delta;
+ }
+
+ //TA: this *feels* more realisitic for humans
+ if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_HUMANS )
+ {
+ angles[PITCH] += cg.bobfracsin * bob2 * 0.5;
+
+ //TA: heavy breathing effects
+ if( cg.predictedPlayerState.stats[ STAT_STAMINA ] < 0 )
+ {
+ float deltaBreath = (float)(
+ cg.predictedPlayerState.stats[ STAT_STAMINA ] < 0 ?
+ -cg.predictedPlayerState.stats[ STAT_STAMINA ] :
+ cg.predictedPlayerState.stats[ STAT_STAMINA ] ) / 200.0;
+ float deltaAngle = cos( (float)cg.time/150.0 ) * deltaBreath;
+
+ deltaAngle += ( deltaAngle < 0 ? -deltaAngle : deltaAngle ) * 0.5;
+
+ angles[ PITCH ] -= deltaAngle;
+ }
+ }
+
+//===================================
+
+ // add view height
+ //TA: when wall climbing the viewheight is not straight up
+ if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBING )
+ VectorMA( origin, cg.predictedPlayerState.viewheight, cg.predictedPlayerState.grapplePoint, origin );
+ else
+ origin[2] += cg.predictedPlayerState.viewheight;
+
+ // smooth out duck height changes
+ timeDelta = cg.time - cg.duckTime;
+ if ( timeDelta < DUCK_TIME) {
+ cg.refdef.vieworg[2] -= cg.duckChange
+ * (DUCK_TIME - timeDelta) / DUCK_TIME;
+ }
+
+ // add bob height
+ bob = cg.bobfracsin * cg.xyspeed * cg_bobup.value;
+ if (bob > 6) {
+ bob = 6;
+ }
+
+ //TA: likewise for bob
+ if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBING )
+ VectorMA( origin, bob, cg.predictedPlayerState.grapplePoint, origin );
+ else
+ origin[2] += bob;
+
+
+ // add fall height
+ delta = cg.time - cg.landTime;
+ if ( delta < LAND_DEFLECT_TIME ) {
+ f = delta / LAND_DEFLECT_TIME;
+ cg.refdef.vieworg[2] += cg.landChange * f;
+ } else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) {
+ delta -= LAND_DEFLECT_TIME;
+ f = 1.0 - ( delta / LAND_RETURN_TIME );
+ cg.refdef.vieworg[2] += cg.landChange * f;
+ }
+
+ // add step offset
+ CG_StepOffset();
+
+ // add kick offset
+
+ VectorAdd (origin, cg.kick_origin, origin);
+
+ // pivot the eye based on a neck length
+#if 0
+ {
+#define NECK_LENGTH 8
+ vec3_t forward, up;
+
+ cg.refdef.vieworg[2] -= NECK_LENGTH;
+ AngleVectors( cg.refdefViewAngles, forward, NULL, up );
+ VectorMA( cg.refdef.vieworg, 3, forward, cg.refdef.vieworg );
+ VectorMA( cg.refdef.vieworg, NECK_LENGTH, up, cg.refdef.vieworg );
+ }
+#endif
+}
+
+//======================================================================
+
+void CG_ZoomDown_f( void ) {
+ if ( cg.zoomed ) {
+ return;
+ }
+ cg.zoomed = qtrue;
+ cg.zoomTime = cg.time;
+}
+
+void CG_ZoomUp_f( void ) {
+ if ( !cg.zoomed ) {
+ return;
+ }
+ cg.zoomed = qfalse;
+ cg.zoomTime = cg.time;
+}
+
+
+/*
+====================
+CG_CalcFov
+
+Fixed fov at intermissions, otherwise account for fov variable and zooms.
+====================
+*/
+#define WAVE_AMPLITUDE 1
+#define WAVE_FREQUENCY 0.4
+
+static int CG_CalcFov( void ) {
+ float x;
+ float phase;
+ float v;
+ int contents;
+ float fov_x, fov_y;
+ float zoomFov;
+ float f;
+ int inwater;
+ int attribFov;
+ int a;
+ float b;
+
+ BG_unpackAttributes( &attribFov, NULL, NULL, cg.predictedPlayerState.stats );
+
+ if ( cg.predictedPlayerState.pm_type == PM_INTERMISSION ) {
+ // if in intermission, use a fixed value
+ fov_x = 90;
+ }
+ else
+ {
+ //TA: don't lock the fov globally - we need to be able to change it
+ fov_x = attribFov;
+
+ if ( fov_x < 1 )
+ fov_x = 1;
+ else if ( fov_x > 160 )
+ fov_x = 160;
+ }
+
+ // account for zooms
+ zoomFov = cg_zoomFov.value;
+ if ( zoomFov < 1 )
+ zoomFov = 1;
+ else if ( zoomFov > attribFov )
+ zoomFov = attribFov;
+
+ //TA: only do all the zoom stuff if the client CAN zoom
+ if( cg.predictedPlayerState.stats[ STAT_ABILITIES ] & SCA_CANZOOM )
+ {
+ if ( cg.zoomed )
+ {
+ f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME;
+
+ if ( f > 1.0 )
+ fov_x = zoomFov;
+ else
+ fov_x = fov_x + f * ( zoomFov - fov_x );
+ }
+ else
+ {
+ f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME;
+
+ if ( f > 1.0 )
+ fov_x = fov_x;
+ else
+ fov_x = zoomFov + f * ( fov_x - zoomFov );
+ }
+ }
+
+ x = cg.refdef.width / tan( fov_x / 360 * M_PI );
+ fov_y = atan2( cg.refdef.height, x );
+ fov_y = fov_y * 360 / M_PI;
+
+ // warp if underwater
+ contents = CG_PointContents( cg.refdef.vieworg, -1 );
+ if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ){
+ phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2;
+ v = WAVE_AMPLITUDE * sin( phase );
+ fov_x += v;
+ fov_y -= v;
+ inwater = qtrue;
+ }
+ else {
+ inwater = qfalse;
+ }
+
+
+ // set it
+ cg.refdef.fov_x = fov_x;
+ cg.refdef.fov_y = fov_y;
+
+ if ( !cg.zoomed ) {
+ cg.zoomSensitivity = 1;
+ } else {
+ cg.zoomSensitivity = cg.refdef.fov_y / 75.0;
+ }
+
+ return inwater;
+}
+
+
+
+/*
+===============
+CG_DamageBlendBlob
+
+===============
+*/
+static void CG_DamageBlendBlob( void ) {
+ int t;
+ int maxTime;
+ refEntity_t ent;
+
+ if ( !cg.damageValue ) {
+ return;
+ }
+
+ // ragePro systems can't fade blends, so don't obscure the screen
+ if ( cgs.glconfig.hardwareType == GLHW_RAGEPRO ) {
+ return;
+ }
+
+ maxTime = DAMAGE_TIME;
+ t = cg.time - cg.damageTime;
+ if ( t <= 0 || t >= maxTime ) {
+ return;
+ }
+
+
+ memset( &ent, 0, sizeof( ent ) );
+ ent.reType = RT_SPRITE;
+ ent.renderfx = RF_FIRST_PERSON;
+
+ VectorMA( cg.refdef.vieworg, 8, cg.refdef.viewaxis[0], ent.origin );
+ VectorMA( ent.origin, cg.damageX * -8, cg.refdef.viewaxis[1], ent.origin );
+ VectorMA( ent.origin, cg.damageY * 8, cg.refdef.viewaxis[2], ent.origin );
+
+ ent.radius = cg.damageValue * 3;
+ ent.customShader = cgs.media.viewBloodShader;
+ ent.shaderRGBA[0] = 255;
+ ent.shaderRGBA[1] = 255;
+ ent.shaderRGBA[2] = 255;
+ ent.shaderRGBA[3] = 200 * ( 1.0 - ((float)t / maxTime) );
+ trap_R_AddRefEntityToScene( &ent );
+}
+
+
+/*
+===============
+CG_DrawSurfNormal
+
+Draws a vector against
+the surface player is looking at
+===============
+*/
+static void CG_DrawSurfNormal( void )
+{
+ trace_t tr;
+ vec3_t end, temp;
+ vec3_t up = { 0, 5, 0 };
+ polyVert_t normal[4];
+
+ VectorMA( cg.refdef.vieworg, 8192, cg.refdef.viewaxis[ 0 ], end );
+
+ CG_Trace( &tr, cg.refdef.vieworg, NULL, NULL, end, cg.predictedPlayerState.clientNum, MASK_SOLID );
+ //CG_Printf( "%f %f %f\n", tr.plane.normal[ 0 ], tr.plane.normal[ 1 ], tr.plane.normal[ 2 ] );
+
+ VectorCopy( tr.endpos, normal[0].xyz );
+ normal[0].st[0] = 0;
+ normal[0].st[1] = 0;
+ normal[0].modulate[0] = 255;
+ normal[0].modulate[1] = 255;
+ normal[0].modulate[2] = 255;
+ normal[0].modulate[3] = 255;
+
+ VectorAdd( up, tr.endpos, temp );
+ VectorCopy( temp, normal[1].xyz);
+ normal[1].st[0] = 0;
+ normal[1].st[1] = 1;
+ normal[1].modulate[0] = 255;
+ normal[1].modulate[1] = 255;
+ normal[1].modulate[2] = 255;
+ normal[1].modulate[3] = 255;
+
+ VectorMA( tr.endpos, 64, tr.plane.normal, temp );
+ VectorAdd( temp, up, temp );
+ VectorCopy( temp, normal[2].xyz );
+ normal[2].st[0] = 1;
+ normal[2].st[1] = 1;
+ normal[2].modulate[0] = 255;
+ normal[2].modulate[1] = 255;
+ normal[2].modulate[2] = 255;
+ normal[2].modulate[3] = 255;
+
+ VectorMA( tr.endpos, 64, tr.plane.normal, temp );
+ VectorCopy( temp, normal[3].xyz );
+ normal[3].st[0] = 1;
+ normal[3].st[1] = 0;
+ normal[3].modulate[0] = 255;
+ normal[3].modulate[1] = 255;
+ normal[3].modulate[2] = 255;
+ normal[3].modulate[3] = 255;
+
+ trap_R_AddPolyToScene( cgs.media.whiteShader, 4, normal );
+}
+
+
+/*
+===============
+CG_CalcViewValues
+
+Sets cg.refdef view values
+===============
+*/
+static int CG_CalcViewValues( void ) {
+ playerState_t *ps;
+
+ memset( &cg.refdef, 0, sizeof( cg.refdef ) );
+
+ // strings for in game rendering
+ // Q_strncpyz( cg.refdef.text[0], "Park Ranger", sizeof(cg.refdef.text[0]) );
+ // Q_strncpyz( cg.refdef.text[1], "19", sizeof(cg.refdef.text[1]) );
+
+ // calculate size of 3D view
+ CG_CalcVrect();
+
+ ps = &cg.predictedPlayerState;
+
+ // intermission view
+ if ( ps->pm_type == PM_INTERMISSION ) {
+ VectorCopy( ps->origin, cg.refdef.vieworg );
+ VectorCopy( ps->viewangles, cg.refdefViewAngles );
+ AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
+ return CG_CalcFov();
+ }
+
+ cg.bobcycle = ( ps->bobCycle & 128 ) >> 7;
+ cg.bobfracsin = fabs( sin( ( ps->bobCycle & 127 ) / 127.0 * M_PI ) );
+ cg.xyspeed = sqrt( ps->velocity[0] * ps->velocity[0] +
+ ps->velocity[1] * ps->velocity[1] );
+
+
+ VectorCopy( ps->origin, cg.refdef.vieworg );
+ VectorCopy( ps->viewangles, cg.refdefViewAngles );
+
+ if (cg_cameraOrbit.integer) {
+ if (cg.time > cg.nextOrbitTime) {
+ cg.nextOrbitTime = cg.time + cg_cameraOrbitDelay.integer;
+ cg_thirdPersonAngle.value += cg_cameraOrbit.value;
+ }
+ }
+ // add error decay
+ if ( cg_errorDecay.value > 0 ) {
+ int t;
+ float f;
+
+ t = cg.time - cg.predictedErrorTime;
+ f = ( cg_errorDecay.value - t ) / cg_errorDecay.value;
+ if ( f > 0 && f < 1 ) {
+ VectorMA( cg.refdef.vieworg, f, cg.predictedError, cg.refdef.vieworg );
+ } else {
+ cg.predictedErrorTime = 0;
+ }
+ }
+
+ if ( cg.renderingThirdPerson ) {
+ // back away from character
+ CG_OffsetThirdPersonView();
+ } else {
+ // offset for local bobbing and kicks
+ CG_OffsetFirstPersonView();
+ }
+
+ // position eye reletive to origin
+ AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
+
+ if ( cg.hyperspace ) {
+ cg.refdef.rdflags |= RDF_NOWORLDMODEL | RDF_HYPERSPACE;
+ }
+
+ //draw the surface normal looking at
+ if( cg_drawSurfNormal.integer )
+ CG_DrawSurfNormal( );
+
+ // field of view
+ return CG_CalcFov();
+}
+
+
+/*
+=====================
+CG_PowerupTimerSounds
+=====================
+*/
+static void CG_PowerupTimerSounds( void ) {
+ int i;
+ int t;
+
+ // powerup timers going away
+ for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
+ t = cg.snap->ps.powerups[i];
+ if ( t <= cg.time ) {
+ continue;
+ }
+ if ( t - cg.time >= POWERUP_BLINKS * POWERUP_BLINK_TIME ) {
+ continue;
+ }
+ if ( ( t - cg.time ) / POWERUP_BLINK_TIME != ( t - cg.oldTime ) / POWERUP_BLINK_TIME ) {
+ trap_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_ITEM, cgs.media.wearOffSound );
+ }
+ }
+}
+
+/*
+=====================
+CG_AddBufferedSound
+=====================
+*/
+void CG_AddBufferedSound( sfxHandle_t sfx ) {
+ if ( !sfx )
+ return;
+ cg.soundBuffer[cg.soundBufferIn] = sfx;
+ cg.soundBufferIn = (cg.soundBufferIn + 1) % MAX_SOUNDBUFFER;
+ if (cg.soundBufferIn == cg.soundBufferOut) {
+ cg.soundBufferOut++;
+ }
+}
+
+/*
+=====================
+CG_PlayBufferedSounds
+=====================
+*/
+static void CG_PlayBufferedSounds( void ) {
+ if ( cg.soundTime < cg.time ) {
+ if (cg.soundBufferOut != cg.soundBufferIn && cg.soundBuffer[cg.soundBufferOut]) {
+ trap_S_StartLocalSound(cg.soundBuffer[cg.soundBufferOut], CHAN_ANNOUNCER);
+ cg.soundBuffer[cg.soundBufferOut] = 0;
+ cg.soundBufferOut = (cg.soundBufferOut + 1) % MAX_SOUNDBUFFER;
+ cg.soundTime = cg.time + 750;
+ }
+ }
+}
+
+//=========================================================================
+
+/*
+=================
+CG_DrawActiveFrame
+
+Generates and draws a game scene and status information at the given time.
+=================
+*/
+void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ) {
+ int inwater;
+
+ cg.time = serverTime;
+ cg.demoPlayback = demoPlayback;
+
+ // update cvars
+ CG_UpdateCvars();
+
+ // if we are only updating the screen as a loading
+ // pacifier, don't even try to read snapshots
+ if ( cg.infoScreenText[0] != 0 ) {
+ CG_DrawInformation();
+ return;
+ }
+
+ // any looped sounds will be respecified as entities
+ // are added to the render list
+ trap_S_ClearLoopingSounds(qfalse);
+
+ // clear all the render lists
+ trap_R_ClearScene();
+
+ // set up cg.snap and possibly cg.nextSnap
+ CG_ProcessSnapshots();
+
+ // if we haven't received any snapshots yet, all
+ // we can draw is the information screen
+ if ( !cg.snap || ( cg.snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) ) {
+ CG_DrawInformation();
+ return;
+ }
+
+ // let the client system know what our weapon and zoom settings are
+ trap_SetUserCmdValue( cg.weaponSelect, cg.zoomSensitivity );
+
+ // this counter will be bumped for every valid scene we generate
+ cg.clientFrame++;
+
+ // update cg.predictedPlayerState
+ CG_PredictPlayerState();
+
+ // decide on third person view
+ cg.renderingThirdPerson = cg_thirdPerson.integer || (cg.snap->ps.stats[STAT_HEALTH] <= 0);
+
+ // build cg.refdef
+ inwater = CG_CalcViewValues();
+
+ // first person blend blobs, done after AnglesToAxis
+ if ( !cg.renderingThirdPerson ) {
+ CG_DamageBlendBlob();
+ }
+
+ // build the render lists
+ if ( !cg.hyperspace ) {
+ CG_AddPacketEntities(); // adter calcViewValues, so predicted player state is correct
+ CG_AddMarks();
+ CG_AddLocalEntities();
+ }
+ CG_AddViewWeapon( &cg.predictedPlayerState );
+
+ // add buffered sounds
+ CG_PlayBufferedSounds();
+
+ // play buffered voice chats
+ CG_PlayBufferedVoiceChats();
+
+ // finish up the rest of the refdef
+ if ( cg.testModelEntity.hModel ) {
+ CG_AddTestModel();
+ }
+ cg.refdef.time = cg.time;
+ memcpy( cg.refdef.areamask, cg.snap->areamask, sizeof( cg.refdef.areamask ) );
+
+ // warning sounds when powerup is wearing off
+ CG_PowerupTimerSounds();
+
+ // update audio positions
+ trap_S_Respatialize( cg.snap->ps.clientNum, cg.refdef.vieworg, cg.refdef.viewaxis, inwater );
+
+ // make sure the lagometerSample and frame timing isn't done twice when in stereo
+ if ( stereoView != STEREO_RIGHT ) {
+ cg.frametime = cg.time - cg.oldTime;
+ if ( cg.frametime < 0 ) {
+ cg.frametime = 0;
+ }
+ cg.oldTime = cg.time;
+ CG_AddLagometerFrameInfo();
+ }
+ if (cg_timescale.value != cg_timescaleFadeEnd.value) {
+ if (cg_timescale.value < cg_timescaleFadeEnd.value) {
+ cg_timescale.value += cg_timescaleFadeSpeed.value * ((float)cg.frametime) / 1000;
+ if (cg_timescale.value > cg_timescaleFadeEnd.value)
+ cg_timescale.value = cg_timescaleFadeEnd.value;
+ }
+ else {
+ cg_timescale.value -= cg_timescaleFadeSpeed.value * ((float)cg.frametime) / 1000;
+ if (cg_timescale.value < cg_timescaleFadeEnd.value)
+ cg_timescale.value = cg_timescaleFadeEnd.value;
+ }
+ if (cg_timescaleFadeSpeed.value) {
+ trap_Cvar_Set("timescale", va("%f", cg_timescale.value));
+ }
+ }
+
+ // actually issue the rendering calls
+ CG_DrawActive( stereoView );
+
+ if ( cg_stats.integer ) {
+ CG_Printf( "cg.clientFrame:%i\n", cg.clientFrame );
+ }
+}
+