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diff --git a/src/cgame/cg_view.c b/src/cgame/cg_view.c
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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 );
- }
-}
-