ref: b10d6e123329a38a29030744bf232ac03387cee5
dir: /client/cl_view.c/
/* 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; //============= cvar_t *crosshair; cvar_t *cl_testparticles; cvar_t *cl_testentities; cvar_t *cl_testlights; cvar_t *cl_testblend; cvar_t *cl_stats; 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; /* ==================== 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; } /* ===================== V_AddEntity ===================== */ void V_AddEntity (entity_t *ent) { if (r_numentities >= MAX_ENTITIES) return; r_entities[r_numentities++] = *ent; } /* ===================== V_AddParticle ===================== */ void V_AddParticle (vec3_t org, int color, float alpha) { particle_t *p; if (r_numparticles >= MAX_PARTICLES) return; p = &r_particles[r_numparticles++]; VectorCopy (org, p->origin); p->color = color; p->alpha = alpha; } /* ===================== 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); dl->intensity = intensity; dl->color[0] = r; dl->color[1] = g; dl->color[2] = b; } /* ===================== 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<r_numparticles ; i++) { d = i*0.25; r = 4*((i&7)-3.5); u = 4*(((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 ; i<r_numentities ; i++) { ent = &r_entities[i]; r = 64 * ( (i%4) - 1.5 ); f = 64 * (i/4) + 128; for (j=0 ; j<3 ; j++) ent->origin[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 ; i<r_numdlights ; i++) { dl = &r_dlights[i]; r = 64 * ( (i%4) - 1.5 ); f = 64 * (i/4) + 128; for (j=0 ; j<3 ; j++) dl->origin[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; } } //=================================================================== /* ================= CL_PrepRefresh Call before entering a new level, or after changing dlls ================= */ void CL_PrepRefresh (void) { char mapname[32]; int i; char name[MAX_QPATH]; float rotate; vec3_t axis; if (!cl.configstrings[CS_MODELS+1][0]) return; // no map loaded 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"); // 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 ; i<MAX_MODELS && cl.configstrings[CS_MODELS+i][0] ; i++) { strcpy (name, cl.configstrings[CS_MODELS+i]); name[37] = 0; // never go beyond one line if (name[0] != '*') Com_Printf ("%s\r", 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"); } Com_Printf ("images\r", i); SCR_UpdateScreen (); for (i=1 ; i<MAX_IMAGES && cl.configstrings[CS_IMAGES+i][0] ; i++) { cl.image_precache[i] = re.RegisterPic (cl.configstrings[CS_IMAGES+i]); Sys_SendKeyEvents (); // pump message loop } Com_Printf (" \r"); for (i=0 ; i<MAX_CLIENTS ; i++) { if (!cl.configstrings[CS_PLAYERSKINS+i][0]) continue; Com_Printf ("client %i\r", i); SCR_UpdateScreen (); Sys_SendKeyEvents (); // pump message loop CL_ParseClientinfo (i); Com_Printf (" \r"); } CL_LoadClientinfo (&cl.baseclientinfo, "unnamed\\male/grunt"); // set sky textures and speed Com_Printf ("sky\r", i); SCR_UpdateScreen (); rotate = atof (cl.configstrings[CS_SKYROTATE]); sscanf (cl.configstrings[CS_SKYAXIS], "%f %f %f", &axis[0], &axis[1], &axis[2]); re.SetSky (cl.configstrings[CS_SKY], rotate, axis); Com_Printf (" \r"); // the renderer can now free unneeded stuff re.EndRegistration (); // clear any lines of console text Con_ClearNotify (); SCR_UpdateScreen (); cl.refresh_prepped = true; cl.force_refdef = true; // make sure we have a valid refdef // start the cd track CDAudio_Play (atoi(cl.configstrings[CS_CDTRACK]), true); } /* ==================== CalcFov ==================== */ float CalcFov (float fov_x, float width, float height) { float a; float x; if (fov_x < 1 || fov_x > 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 ================= */ void SCR_DrawCrosshair (void) { if (!crosshair->value) return; if (crosshair->modified) { crosshair->modified = false; SCR_TouchPics (); } if (!crosshair_pic[0]) return; re.DrawPic (scr_vrect.x + ((scr_vrect.width - crosshair_width)>>1) , scr_vrect.y + ((scr_vrect.height - crosshair_height)>>1), crosshair_pic); } /* ================== V_RenderView ================== */ 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 (); // build a refresh entity list and calc cl.sim* // this also calls CL_CalcViewValues which loads // v_forward, etc. CL_AddEntities (); 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; 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 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); SCR_DrawCrosshair (); } /* ============= 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); crosshair = Cvar_Get ("crosshair", "0", 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); }