Beispiel #1
0
void Matrix4x4_ConcatScale3( matrix4x4 out, float x, float y, float z )
{
	matrix4x4  base, temp;

	Matrix4x4_Copy( base, out );
	Matrix4x4_CreateScale3( temp, x, y, z );
	Matrix4x4_Concat( out, base, temp );
}
Beispiel #2
0
void Matrix4x4_ConcatRotate( matrix4x4 out, float angle, float x, float y, float z )
{
	matrix4x4 base, temp;

	Matrix4x4_Copy( base, out );
	Matrix4x4_CreateRotate( temp, angle, x, y, z );
	Matrix4x4_Concat( out, base, temp );
}
Beispiel #3
0
void Matrix4x4_ConcatScale( matrix4x4 out, float x )
{
	matrix4x4	base, temp;

	Matrix4x4_Copy( base, out );
	Matrix4x4_CreateScale( temp, x );
	Matrix4x4_Concat( out, base, temp );
}
Beispiel #4
0
void Matrix4x4_ConcatTranslate( matrix4x4 out, float x, float y, float z )
{
	matrix4x4 base, temp;

	Matrix4x4_Copy( base, out );
	Matrix4x4_CreateTranslate( temp, x, y, z );
	Matrix4x4_Concat( out, base, temp );
}
Beispiel #5
0
/*
================
R_BeginDrawMirror

Setup texture matrix for mirror texture
================
*/
void R_BeginDrawMirror( msurface_t *fa )
{
	matrix4x4		m1, m2, matrix;
	GLfloat		genVector[4][4];
	mextrasurf_t	*es;
	int		i;

	es = SURF_INFO( fa, RI.currentmodel );
	Matrix4x4_Copy( matrix, es->mirrormatrix );

	Matrix4x4_LoadIdentity( m1 );
	Matrix4x4_ConcatScale( m1, 0.5f );
	Matrix4x4_Concat( m2, m1, matrix );

	Matrix4x4_LoadIdentity( m1 );
	Matrix4x4_ConcatTranslate( m1, 0.5f, 0.5f, 0.5f );
	Matrix4x4_Concat( matrix, m1, m2 );

	for( i = 0; i < 4; i++ )
	{
		genVector[0][i] = i == 0 ? 1 : 0;
		genVector[1][i] = i == 1 ? 1 : 0;
		genVector[2][i] = i == 2 ? 1 : 0;
		genVector[3][i] = i == 3 ? 1 : 0;
	}

	GL_TexGen( GL_S, GL_OBJECT_LINEAR );
	GL_TexGen( GL_T, GL_OBJECT_LINEAR );
	GL_TexGen( GL_R, GL_OBJECT_LINEAR );
	GL_TexGen( GL_Q, GL_OBJECT_LINEAR );

	pglTexGenfv( GL_S, GL_OBJECT_PLANE, genVector[0] );
	pglTexGenfv( GL_T, GL_OBJECT_PLANE, genVector[1] );
	pglTexGenfv( GL_R, GL_OBJECT_PLANE, genVector[2] );
	pglTexGenfv( GL_Q, GL_OBJECT_PLANE, genVector[3] );

	GL_LoadTexMatrix( matrix );
}
/*
=============
R_SetupGL
=============
*/
static void R_SetupGL( void )
{
	if( RI.refdef.waterlevel >= 3 )
	{
		float	f;
		f = sin( cl.time * 0.4f * ( M_PI * 2.7f ));
		RI.refdef.fov_x += f;
		RI.refdef.fov_y -= f;
	}

	R_SetupModelviewMatrix( &RI.refdef, RI.worldviewMatrix );
	R_SetupProjectionMatrix( &RI.refdef, RI.projectionMatrix );
//	if( RI.params & RP_MIRRORVIEW ) RI.projectionMatrix[0][0] = -RI.projectionMatrix[0][0];

	Matrix4x4_Concat( RI.worldviewProjectionMatrix, RI.projectionMatrix, RI.worldviewMatrix );

	pglScissor( RI.scissor[0], RI.scissor[1], RI.scissor[2], RI.scissor[3] );
	pglViewport( RI.viewport[0], RI.viewport[1], RI.viewport[2], RI.viewport[3] );

	pglMatrixMode( GL_PROJECTION );
	GL_LoadMatrix( RI.projectionMatrix );

	pglMatrixMode( GL_MODELVIEW );
	GL_LoadMatrix( RI.worldviewMatrix );

	if( RI.params & RP_CLIPPLANE )
	{
		GLdouble	clip[4];
		mplane_t	*p = &RI.clipPlane;

		clip[0] = p->normal[0];
		clip[1] = p->normal[1];
		clip[2] = p->normal[2];
		clip[3] = -p->dist;

		pglClipPlane( GL_CLIP_PLANE0, clip );
		pglEnable( GL_CLIP_PLANE0 );
	}

	if( RI.params & RP_FLIPFRONTFACE )
		GL_FrontFace( !glState.frontFace );

	GL_Cull( GL_FRONT );

	pglDisable( GL_BLEND );
	pglDisable( GL_ALPHA_TEST );
	pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
}
Beispiel #7
0
/**
 * @brief Applies translation, rotation, and scale for the specified entity.
 */
void R_RotateForEntity(const r_entity_t *e) {

	if (!e) {
		R_PopMatrix(R_MATRIX_MODELVIEW);
		return;
	}

	R_PushMatrix(R_MATRIX_MODELVIEW);

	matrix4x4_t modelview;

	R_GetMatrix(R_MATRIX_MODELVIEW, &modelview);

	Matrix4x4_Concat(&modelview, &modelview, &e->matrix);

	R_SetMatrix(R_MATRIX_MODELVIEW, &modelview);
}
Beispiel #8
0
qboolean R_Shader_StartLightPass( unsigned int lightIndex ) {
	GLint valid;
	R_ShaderLight *light = GetLightFromIndex( lightIndex );
	matrix4x4_t *worldToViewMatrix = &r_refdef.lightShader.worldToViewMatrix;
	vec3_t lightPosition, newcolor;
	float f;
	
	assert( light->active  == true );

	// setup cubemap texture generation
	if( gl_support_cubemaps ) {
		matrix4x4_t worldToLightMatrix;
		matrix4x4_t viewToWorldMatrix;
		matrix4x4_t viewToLightMatrix;

		// setup the cubemap
		qglSelectTextureARB( GL_TEXTURE1_ARB );
		glEnable( GL_TEXTURE_CUBE_MAP_ARB );
		glBindTexture( GL_TEXTURE_CUBE_MAP_ARB, GL_LoadCubeTexImage( light->cubemapname, false, true ) ); 
		qglSelectTextureARB( GL_TEXTURE0_ARB );
		
		// invert worldToViewMatrix
		worldToLightMatrix = GetWorldToLightMatrix( light );
		Matrix4x4_Invert_Simple( &viewToWorldMatrix, worldToViewMatrix );
		Matrix4x4_Concat( &viewToLightMatrix, &worldToLightMatrix, &viewToWorldMatrix );

		qglUniformMatrix4fvARB( r_refdef.lightShader.viewToLightMatrix, 1, true, (float *)&viewToLightMatrix.m );
	}

	Matrix4x4_Transform( worldToViewMatrix, light->origin, lightPosition );
	//Con_Printf( "Light distance to origin: %f (vs %f)\n", VectorDistance( light->origin, r_refdef.vieworg ), VectorLength( lightPosition ) );
    
	qglUniform3fvARB( r_refdef.lightShader.lightPosition, 1, lightPosition );
	f = (light->style >= 0 ? d_lightstylevalue[light->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
	VectorScale(light->color, f, newcolor);
	qglUniform3fvARB( r_refdef.lightShader.lightColor, 1, newcolor );
	qglUniform1fARB( r_refdef.lightShader.lightMaxDistance, light->maxDistance );

	qglValidateProgramARB( r_refdef.lightShader.programObject );
	qglGetObjectParameterivARB( r_refdef.lightShader.programObject, GL_OBJECT_VALIDATE_STATUS_ARB, &valid );
	return valid == true;
}
Beispiel #9
0
/*
=============
R_SetupGL
=============
*/
static void R_SetupGL( void )
{
	if( r_underwater_distortion->value && RI.refdef.waterlevel >= 3 )
	{
		float	f;
		f = sin( cl.time * r_underwater_distortion->value * ( M_PI * 2.7f ));
		RI.refdef.fov_x += f;
		RI.refdef.fov_y -= f;
	}

	R_SetupModelviewMatrix( &RI.refdef, RI.worldviewMatrix );
	R_SetupProjectionMatrix( &RI.refdef, RI.projectionMatrix );
//	if( RI.params & RP_MIRRORVIEW ) RI.projectionMatrix[0][0] = -RI.projectionMatrix[0][0];

	Matrix4x4_Concat( RI.worldviewProjectionMatrix, RI.projectionMatrix, RI.worldviewMatrix );

	if( RP_NORMALPASS( ))
	{
		int	x, x2, y, y2;

		// set up viewport (main, playersetup)
		x = floor( RI.viewport[0] * glState.width / glState.width );
		x2 = ceil(( RI.viewport[0] + RI.viewport[2] ) * glState.width / glState.width );
		y = floor( glState.height - RI.viewport[1] * glState.height / glState.height );
		y2 = ceil( glState.height - ( RI.viewport[1] + RI.viewport[3] ) * glState.height / glState.height );

		pglViewport( x, y2, x2 - x, y - y2 );
	}
	else
	{
		// envpass, mirrorpass
		pglViewport( RI.viewport[0], RI.viewport[1], RI.viewport[2], RI.viewport[3] );
	}

	pglMatrixMode( GL_PROJECTION );
	GL_LoadMatrix( RI.projectionMatrix );

	pglMatrixMode( GL_MODELVIEW );
	GL_LoadMatrix( RI.worldviewMatrix );

	if( RI.params & RP_CLIPPLANE )
	{
		GLdouble	clip[4];
		mplane_t	*p = &RI.clipPlane;

		clip[0] = p->normal[0];
		clip[1] = p->normal[1];
		clip[2] = p->normal[2];
		clip[3] = -p->dist;

		pglClipPlane( GL_CLIP_PLANE0, clip );
		pglEnable( GL_CLIP_PLANE0 );
	}

	if( RI.params & RP_FLIPFRONTFACE )
		GL_FrontFace( !glState.frontFace );

	GL_Cull( GL_FRONT );

	pglDisable( GL_BLEND );
	pglDisable( GL_ALPHA_TEST );
	pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
}
Beispiel #10
0
/*
================
R_DrawMirrors

Draw all viewpasess from mirror position
Mirror textures will be drawn in normal pass
================
*/
void R_DrawMirrors( void )
{
	ref_instance_t	oldRI;
	mplane_t		plane;
	msurface_t	*surf, *surf2;
	int		i, oldframecount;
	mextrasurf_t	*es, *tmp, *mirrorchain;
	vec3_t		forward, right, up;
	vec3_t		origin, angles;
	matrix4x4		mirrormatrix;
	cl_entity_t	*e;
	model_t		*m;
	float		d;

	if( !tr.num_mirror_entities ) return; // mo mirrors for this frame

	oldRI = RI; // make refinst backup
	oldframecount = tr.framecount;

	for( i = 0; i < tr.num_mirror_entities; i++ )
	{
		mirrorchain = tr.mirror_entities[i].chain;

		for( es = mirrorchain; es != NULL; es = es->mirrorchain )
		{
			RI.currententity = e = tr.mirror_entities[i].ent;
			RI.currentmodel = m = RI.currententity->model;

			surf = INFO_SURF( es, m );

			ASSERT( RI.currententity != NULL );
			ASSERT( RI.currentmodel != NULL );

			// NOTE: copy mirrortexture and mirrormatrix from another surfaces
			// from this entity\world that has same planes and reduce number of viewpasses

			// make sure what we have one pass at least
			if( es != mirrorchain )
			{
				for( tmp = mirrorchain; tmp != es; tmp = tmp->mirrorchain )
				{
					surf2 = INFO_SURF( tmp, m );

					if( !tmp->mirrortexturenum )
						continue;	// not filled?

					if( surf->plane->dist != surf2->plane->dist )
						continue;

					if( !VectorCompare( surf->plane->normal, surf2->plane->normal ))
						continue;

					// found surface with same plane!
					break;
				}

				if( tmp != es && tmp && tmp->mirrortexturenum )
				{
					// just copy reflection texture from surface with same plane
					Matrix4x4_Copy( es->mirrormatrix, tmp->mirrormatrix );
					es->mirrortexturenum = tmp->mirrortexturenum;
					continue;	// pass skiped
				}
			} 

			R_PlaneForMirror( surf, &plane, mirrormatrix );

			d = -2.0f * ( DotProduct( RI.vieworg, plane.normal ) - plane.dist );
			VectorMA( RI.vieworg, d, plane.normal, origin );

			d = -2.0f * DotProduct( RI.vforward, plane.normal );
			VectorMA( RI.vforward, d, plane.normal, forward );
			VectorNormalize( forward );

			d = -2.0f * DotProduct( RI.vright, plane.normal );
			VectorMA( RI.vright, d, plane.normal, right );
			VectorNormalize( right );

			d = -2.0f * DotProduct( RI.vup, plane.normal );
			VectorMA( RI.vup, d, plane.normal, up );
			VectorNormalize( up );

			VectorsAngles( forward, right, up, angles );
			angles[ROLL] = -angles[ROLL];

			RI.params = RP_MIRRORVIEW|RP_CLIPPLANE|RP_OLDVIEWLEAF;

			RI.clipPlane = plane;
			RI.clipFlags |= ( 1<<5 );

			RI.frustum[5] = plane;
			RI.frustum[5].signbits = SignbitsForPlane( RI.frustum[5].normal );
			RI.frustum[5].type = PLANE_NONAXIAL;

			RI.refdef.viewangles[0] = anglemod( angles[0] );
			RI.refdef.viewangles[1] = anglemod( angles[1] );
			RI.refdef.viewangles[2] = anglemod( angles[2] );
			VectorCopy( origin, RI.refdef.vieworg );
			VectorCopy( origin, RI.cullorigin );

			// put pvsorigin before the mirror plane to avoid get full visibility on world mirrors
			if( RI.currententity == clgame.entities )
			{
				VectorMA( es->origin, 1.0f, plane.normal, origin );
			}
			else
			{
				Matrix4x4_VectorTransform( mirrormatrix, es->origin, origin );
				VectorMA( origin, 1.0f, plane.normal, origin );
			}

			VectorCopy( origin, RI.pvsorigin );

			// combine two leafs from client and mirror views
			r_viewleaf = Mod_PointInLeaf( oldRI.pvsorigin, cl.worldmodel->nodes );
			r_viewleaf2 = Mod_PointInLeaf( RI.pvsorigin, cl.worldmodel->nodes );

			if( GL_Support( GL_ARB_TEXTURE_NPOT_EXT ))
			{
				// allow screen size
				RI.viewport[2] = bound( 96, RI.viewport[2], 1024 );
				RI.viewport[3] = bound( 72, RI.viewport[3], 768 );
			}
			else
			{
				RI.viewport[2] = NearestPOW( RI.viewport[2], true );
				RI.viewport[3] = NearestPOW( RI.viewport[3], true );
				RI.viewport[2] = bound( 128, RI.viewport[2], 1024 );
				RI.viewport[3] = bound( 64, RI.viewport[3], 512 );
			}

			tr.framecount++;
			R_RenderScene( &RI.refdef );
			r_stats.c_mirror_passes++;

			es->mirrortexturenum = R_AllocateMirrorTexture();

			// create personal projection matrix for mirror
			if( VectorIsNull( e->origin ) && VectorIsNull( e->angles ))
			{
				Matrix4x4_Copy( es->mirrormatrix, RI.worldviewProjectionMatrix );
			}
			else
			{
				Matrix4x4_ConcatTransforms( RI.modelviewMatrix, RI.worldviewMatrix, mirrormatrix );
				Matrix4x4_Concat( es->mirrormatrix, RI.projectionMatrix, RI.modelviewMatrix );
			}			

			RI = oldRI; // restore ref instance
		}

		// clear chain for this entity
		for( es = mirrorchain; es != NULL; )
		{
			tmp = es->mirrorchain;
			es->mirrorchain = NULL;
			es = tmp;
		}

		tr.mirror_entities[i].chain = NULL; // done
		tr.mirror_entities[i].ent = NULL;
	}

	r_oldviewleaf = r_viewleaf = NULL;	// force markleafs next frame
	tr.framecount = oldframecount;	// restore real framecount
	tr.num_mirror_entities = 0;
	tr.num_mirrors_used = 0;
}
Beispiel #11
0
/**
 * @brief Draws bounding boxes for all non-linked entities in `ents`.
 */
static void R_DrawEntityBounds(const r_entities_t *ents, const vec4_t color) {

	if (!r_draw_entity_bounds->value) {
		return;
	}

	if (ents->count == 0) {
		return;
	}

	R_BindDiffuseTexture(r_image_state.null->texnum);

	R_EnableColorArray(true);

	R_BindAttributeInterleaveBuffer(&r_model_state.bound_vertice_buffer, R_ARRAY_MASK_ALL);
	R_BindAttributeBuffer(R_ARRAY_ELEMENTS, &r_model_state.bound_element_buffer);

	u8vec4_t bc;
	ColorDecompose(color, bc);

	for (int32_t i = 0; i < 8; ++i) {
		Vector4Set(r_model_state.bound_vertices[i].color, bc[0], bc[1], bc[2], bc[3]);
	}

	static matrix4x4_t mat, modelview;

	R_GetMatrix(R_MATRIX_MODELVIEW, &modelview);

	for (size_t i = 0; i < ents->count; i++) {
		const r_entity_t *e = ents->entities[i];

		if (e->parent || (e->effects & EF_WEAPON) || !IS_MESH_MODEL(e->model)) {
			continue;
		}

		VectorSet(r_model_state.bound_vertices[0].position, e->mins[0], e->mins[1], e->mins[2]);
		VectorSet(r_model_state.bound_vertices[1].position, e->maxs[0], e->mins[1], e->mins[2]);
		VectorSet(r_model_state.bound_vertices[2].position, e->maxs[0], e->maxs[1], e->mins[2]);
		VectorSet(r_model_state.bound_vertices[3].position, e->mins[0], e->maxs[1], e->mins[2]);

		VectorSet(r_model_state.bound_vertices[4].position, e->mins[0], e->mins[1], e->maxs[2]);
		VectorSet(r_model_state.bound_vertices[5].position, e->maxs[0], e->mins[1], e->maxs[2]);
		VectorSet(r_model_state.bound_vertices[6].position, e->maxs[0], e->maxs[1], e->maxs[2]);
		VectorSet(r_model_state.bound_vertices[7].position, e->mins[0], e->maxs[1], e->maxs[2]);

		R_UploadToBuffer(&r_model_state.bound_vertice_buffer, sizeof(r_bound_interleave_vertex_t) * 8,
		                 r_model_state.bound_vertices);

		// draw box
		const vec_t *origin;

		if (e->effects & EF_BOB) {
			origin = e->termination;
		} else {
			origin = e->origin;
		}

		Matrix4x4_CreateFromEntity(&mat, origin, vec3_origin, e->scale);

		Matrix4x4_Concat(&mat, &modelview, &mat);

		R_SetMatrix(R_MATRIX_MODELVIEW, &mat);

		R_DrawArrays(GL_LINES, 0, (GLint) r_model_state.bound_element_count - 6);

		// draw origin
		Matrix4x4_CreateFromEntity(&mat, origin, e->angles, e->scale);

		Matrix4x4_Concat(&mat, &modelview, &mat);

		R_SetMatrix(R_MATRIX_MODELVIEW, &mat);

		R_DrawArrays(GL_LINES, (GLint) r_model_state.bound_element_count - 6, 6);
	}

	R_SetMatrix(R_MATRIX_MODELVIEW, &modelview);

	R_UnbindAttributeBuffer(R_ARRAY_ELEMENTS);

	R_EnableColorArray(false);

	R_Color(NULL);
}
Beispiel #12
0
/*
 * State:
 *   cl.bob2_smooth
 *   cl.bobfall_speed
 *   cl.bobfall_swing
 *   cl.gunangles_adjustment_highpass
 *   cl.gunangles_adjustment_lowpass
 *   cl.gunangles_highpass
 *   cl.gunangles_prev
 *   cl.gunorg_adjustment_highpass
 *   cl.gunorg_adjustment_lowpass
 *   cl.gunorg_highpass
 *   cl.gunorg_prev
 *   cl.hitgroundtime
 *   cl.lastongroundtime
 *   cl.oldongrounbd
 *   cl.stairsmoothtime
 *   cl.stairsmoothz
 *   cl.calcrefdef_prevtime
 * Extra input:
 *   cl.movecmd[0].time
 *   cl.movevars_stepheight
 *   cl.movevars_timescale
 *   cl.oldtime
 *   cl.punchangle
 *   cl.punchvector
 *   cl.qw_intermission_angles
 *   cl.qw_intermission_origin
 *   cl.qw_weaponkick
 *   cls.protocol
 *   cl.time
 * Output:
 *   cl.csqc_viewanglesfromengine
 *   cl.csqc_viewmodelmatrixfromengine
 *   cl.csqc_vieworiginfromengine
 *   r_refdef.view.matrix
 *   viewmodelmatrix_nobob
 *   viewmodelmatrix_withbob
 */
void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qboolean teleported, qboolean clonground, qboolean clcmdjump, float clstatsviewheight, qboolean cldead, qboolean clintermission, const vec3_t clvelocity)
{
	float vieworg[3], viewangles[3], smoothtime;
	float gunorg[3], gunangles[3];
	matrix4x4_t tmpmatrix;
	
	static float viewheightavg;
	float viewheight;	
#if 0
// begin of chase camera bounding box size for proper collisions by Alexander Zubov
	vec3_t camboxmins = {-3, -3, -3};
	vec3_t camboxmaxs = {3, 3, 3};
// end of chase camera bounding box size for proper collisions by Alexander Zubov
#endif
	trace_t trace;

	// react to clonground state changes (for gun bob)
	if (clonground)
	{
		if (!cl.oldonground)
			cl.hitgroundtime = cl.movecmd[0].time;
		cl.lastongroundtime = cl.movecmd[0].time;
	}
	cl.oldonground = clonground;
	cl.calcrefdef_prevtime = max(cl.calcrefdef_prevtime, cl.oldtime);

	VectorClear(gunorg);
	viewmodelmatrix_nobob = identitymatrix;
	viewmodelmatrix_withbob = identitymatrix;
	r_refdef.view.matrix = identitymatrix;

	// player can look around, so take the origin from the entity,
	// and the angles from the input system
	Matrix4x4_OriginFromMatrix(entrendermatrix, vieworg);
	VectorCopy(clviewangles, viewangles);

	// calculate how much time has passed since the last V_CalcRefdef
	smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
	cl.stairsmoothtime = cl.time;

	// fade damage flash
	if (v_dmg_time > 0)
		v_dmg_time -= bound(0, smoothtime, 0.1);

	if (clintermission)
	{
		// entity is a fixed camera, just copy the matrix
		if (cls.protocol == PROTOCOL_QUAKEWORLD)
			Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, cl.qw_intermission_origin[0], cl.qw_intermission_origin[1], cl.qw_intermission_origin[2], cl.qw_intermission_angles[0], cl.qw_intermission_angles[1], cl.qw_intermission_angles[2], 1);
		else
		{
			r_refdef.view.matrix = *entrendermatrix;
			Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, clstatsviewheight);
		}
		Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
		Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
		Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob);

		VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
		VectorCopy(viewangles, cl.csqc_viewanglesfromengine);

		Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
		Matrix4x4_CreateScale(&cl.csqc_viewmodelmatrixfromengine, cl_viewmodel_scale.value);
	}
	else
	{
		// smooth stair stepping, but only if clonground and enabled
		if (!clonground || cl_stairsmoothspeed.value <= 0 || teleported)
			cl.stairsmoothz = vieworg[2];
		else
		{
			if (cl.stairsmoothz < vieworg[2])
				vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
			else if (cl.stairsmoothz > vieworg[2])
				vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + cl.movevars_stepheight);
		}

		// apply qw weapon recoil effect (this did not work in QW)
		// TODO: add a cvar to disable this
		viewangles[PITCH] += cl.qw_weaponkick;

		// apply the viewofs (even if chasecam is used)
		// Samual: Lets add smoothing for this too so that things like crouching are done with a transition.
		viewheight = bound(0, (cl.time - cl.calcrefdef_prevtime) / max(0.0001, cl_smoothviewheight.value), 1);
		viewheightavg = viewheightavg * (1 - viewheight) + clstatsviewheight * viewheight;
		vieworg[2] += viewheightavg;

		if (chase_active.value)
		{
			// observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
			vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];

			camback = chase_back.value;
			camup = chase_up.value;
			campitch = chase_pitchangle.value;

			AngleVectors(viewangles, forward, NULL, NULL);

			if (chase_overhead.integer)
			{
#if 1
				vec3_t offset;
				vec3_t bestvieworg;
#endif
				vec3_t up;
				viewangles[PITCH] = 0;
				AngleVectors(viewangles, forward, NULL, up);
				// trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
				chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
				chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
				chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
#if 0
#if 1
				//trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
				trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
#else
				//trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
				trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
#endif
				VectorCopy(trace.endpos, vieworg);
				vieworg[2] -= 8;
#else
				// trace from first person view location to our chosen third person view location
#if 1
				trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
#else
				trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
#endif
				VectorCopy(trace.endpos, bestvieworg);
				offset[2] = 0;
				for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
				{
					for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
					{
						AngleVectors(viewangles, NULL, NULL, up);
						chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
						chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
						chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
#if 1
						trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
#else
						trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
#endif
						if (bestvieworg[2] > trace.endpos[2])
							bestvieworg[2] = trace.endpos[2];
					}
				}
				bestvieworg[2] -= 8;
				VectorCopy(bestvieworg, vieworg);
#endif
				viewangles[PITCH] = campitch;
			}
			else
			{
				if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
				{
					// look straight down from high above
					viewangles[PITCH] = 90;
					camback = 2048;
					VectorSet(forward, 0, 0, -1);
				}

				// trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
				dist = -camback - 8;
				chase_dest[0] = vieworg[0] + forward[0] * dist;
				chase_dest[1] = vieworg[1] + forward[1] * dist;
				chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
				trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
				VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
			}
		}
		else
		{
			// first person view from entity
			// angles
			if (cldead && v_deathtilt.integer)
				viewangles[ROLL] = v_deathtiltangle.value;

			if (cl_weaponrecoil.integer > 0)
				VectorAdd(viewangles, cl.punchangle, viewangles);
			viewangles[ROLL] += V_CalcRoll(clviewangles, clvelocity);
			if (v_dmg_time > 0)
			{
				viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
				viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
			}
			// origin
			if (cl_weaponrecoil.integer > 0)
            	VectorAdd(vieworg, cl.punchvector, vieworg);
			if (!cldead)
			{
				double xyspeed, bob, bobfall;
				float cycle;
				vec_t frametime;

				frametime = (cl.time - cl.calcrefdef_prevtime) * cl.movevars_timescale;

				// 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
				if(teleported)
				{
					// try to fix the first highpass; result is NOT
					// perfect! TODO find a better fix
					VectorCopy(viewangles, cl.gunangles_prev);
					VectorCopy(vieworg, cl.gunorg_prev);
				}

				// 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
				VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
				highpass3_limited(vieworg, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_up_highpass1.value, cl_followmodel_up_limit.value, cl.gunorg_highpass, gunorg);
				VectorCopy(vieworg, cl.gunorg_prev);
				VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);

				// in the highpass, we _store_ the DIFFERENCE to the actual view angles...
				VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
				cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
				cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
				cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
				highpass3_limited(viewangles, frametime*cl_leanmodel_up_highpass1.value, cl_leanmodel_up_limit.value, frametime*cl_leanmodel_side_highpass1.value, cl_leanmodel_side_limit.value, 0, 0, cl.gunangles_highpass, gunangles);
				VectorCopy(viewangles, cl.gunangles_prev);
				VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);

				// 3. calculate the RAW adjustment vectors
				gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
				gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
				gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);

				gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0);
				gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0);
				gunangles[ROLL] = 0;

				// 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
				//    trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
				highpass3(gunorg, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_up_highpass.value, cl.gunorg_adjustment_highpass, gunorg);
				lowpass3(gunorg, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_up_lowpass.value, cl.gunorg_adjustment_lowpass, gunorg);
				// we assume here: PITCH = 0, YAW = 1, ROLL = 2
				highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
				lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);

				// 5. use the adjusted vectors
				VectorAdd(vieworg, gunorg, gunorg);
				VectorAdd(viewangles, gunangles, gunangles);

				// bounded XY speed, used by several effects below
				xyspeed = bound (0, sqrt(clvelocity[0]*clvelocity[0] + clvelocity[1]*clvelocity[1]), 400);

				// vertical view bobbing code
				if (cl_bob.value && cl_bobcycle.value)
				{
					// LordHavoc: this code is *weird*, but not replacable (I think it
					// should be done in QC on the server, but oh well, quake is quake)
					// LordHavoc: figured out bobup: the time at which the sin is at 180
					// degrees (which allows lengthening or squishing the peak or valley)
					cycle = cl.time / cl_bobcycle.value;
					cycle -= (int) cycle;
					if (cycle < cl_bobup.value)
						cycle = sin(M_PI * cycle / cl_bobup.value);
					else
						cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
					// bob is proportional to velocity in the xy plane
					// (don't count Z, or jumping messes it up)
					bob = xyspeed * bound(0, cl_bob.value, 0.05);
					bob = bob*0.3 + bob*0.7*cycle;
					vieworg[2] += bob;
					// we also need to adjust gunorg, or this appears like pushing the gun!
					// In the old code, this was applied to vieworg BEFORE copying to gunorg,
					// but this is not viable with the new followmodel code as that would mean
					// that followmodel would work on the munged-by-bob vieworg and do feedback
					gunorg[2] += bob;
				}

				// horizontal view bobbing code
				if (cl_bob2.value && cl_bob2cycle.value)
				{
					vec3_t bob2vel;
					vec3_t forward, right, up;
					float side, front;

					cycle = cl.time / cl_bob2cycle.value;
					cycle -= (int) cycle;
					if (cycle < 0.5)
						cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin
					else
						cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5);
					bob = bound(0, cl_bob2.value, 0.05) * cycle;

					// this value slowly decreases from 1 to 0 when we stop touching the ground.
					// The cycle is later multiplied with it so the view smooths back to normal
					if (clonground && !clcmdjump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
						cl.bob2_smooth = 1;
					else
					{
						if(cl.bob2_smooth > 0)
							cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
						else
							cl.bob2_smooth = 0;
					}

					// calculate the front and side of the player between the X and Y axes
					AngleVectors(viewangles, forward, right, up);
					// now get the speed based on those angles. The bounds should match the same value as xyspeed's
					side = bound(-400, DotProduct (clvelocity, right) * cl.bob2_smooth, 400);
					front = bound(-400, DotProduct (clvelocity, forward) * cl.bob2_smooth, 400);
					VectorScale(forward, bob, forward);
					VectorScale(right, bob, right);
					// we use side with forward and front with right, so the bobbing goes
					// to the side when we walk forward and to the front when we strafe
					VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
					vieworg[0] += bob2vel[0];
					vieworg[1] += bob2vel[1];
					// we also need to adjust gunorg, or this appears like pushing the gun!
					// In the old code, this was applied to vieworg BEFORE copying to gunorg,
					// but this is not viable with the new followmodel code as that would mean
					// that followmodel would work on the munged-by-bob vieworg and do feedback
					gunorg[0] += bob2vel[0];
					gunorg[1] += bob2vel[1];
				}

				// fall bobbing code
				// causes the view to swing down and back up when touching the ground
				if (cl_bobfall.value && cl_bobfallcycle.value)
				{
					if (!clonground)
					{
						cl.bobfall_speed = bound(-400, clvelocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
						if (clvelocity[2] < -cl_bobfallminspeed.value)
							cl.bobfall_swing = 1;
						else
							cl.bobfall_swing = 0; // TODO really?
					}
					else
					{
						cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime);

						bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed;
						vieworg[2] += bobfall;
						gunorg[2] += bobfall;
					}
				}

				// gun model bobbing code
				if (cl_bobmodel.value)
				{
					// calculate for swinging gun model
					// the gun bobs when running on the ground, but doesn't bob when you're in the air.
					// Sajt: I tried to smooth out the transitions between bob and no bob, which works
					// for the most part, but for some reason when you go through a message trigger or
					// pick up an item or anything like that it will momentarily jolt the gun.
					vec3_t forward, right, up;
					float bspeed;
					float s;
					float t;

					s = cl.time * cl_bobmodel_speed.value;
					if (clonground)
					{
						if (cl.time - cl.hitgroundtime < 0.2)
						{
							// just hit the ground, speed the bob back up over the next 0.2 seconds
							t = cl.time - cl.hitgroundtime;
							t = bound(0, t, 0.2);
							t *= 5;
						}
						else
							t = 1;
					}
					else
					{
						// recently left the ground, slow the bob down over the next 0.2 seconds
						t = cl.time - cl.lastongroundtime;
						t = 0.2 - bound(0, t, 0.2);
						t *= 5;
					}

					bspeed = xyspeed * 0.01f;
					AngleVectors (gunangles, forward, right, up);
					bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
					VectorMA (gunorg, bob, right, gunorg);
					bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
					VectorMA (gunorg, bob, up, gunorg);
				}
			}
		}
		// calculate a view matrix for rendering the scene
		if (v_idlescale.value)
		{
			viewangles[0] += v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
			viewangles[1] += v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
			viewangles[2] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
		}
		Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1);

		// calculate a viewmodel matrix for use in view-attached entities
		Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
		Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);

		Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix_withbob, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
		VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
		VectorCopy(viewangles, cl.csqc_viewanglesfromengine);

		Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
		Matrix4x4_Concat(&cl.csqc_viewmodelmatrixfromengine, &tmpmatrix, &viewmodelmatrix_withbob);
	}

	cl.calcrefdef_prevtime = cl.time;
}