Ejemplo n.º 1
0
/*
* GS_AddClippingPlane
*/
static void GS_AddClippingPlane( move_t *move, const vec3_t planeNormal )
{
	int i;

	// see if we are already clipping to this plane
	for( i = 0; i < move->numClipPlanes; i++ )
	{
		if( DotProduct( planeNormal, move->clipPlaneNormals[i] ) >= ( 1.0f - SLIDEMOVE_PLANEINTERACT_EPSILON ) )
		{
			return;
		}
	}

	if( move->numClipPlanes + 1 == MAX_SLIDEMOVE_CLIP_PLANES )
		module_Error( "GS_AddTouchPlane: MAX_SLIDEMOVE_CLIP_PLANES reached\n" );

	// add the plane
	VectorCopy( planeNormal, move->clipPlaneNormals[move->numClipPlanes] );
	move->numClipPlanes++;
}
Ejemplo n.º 2
0
/*
* CG_SetupViewDef
*/
static void CG_SetupViewDef( cg_viewdef_t *view, int type, bool flipped )
{
	memset( view, 0, sizeof( cg_viewdef_t ) );

	//
	// VIEW SETTINGS
	//

	view->type = type;
	view->flipped = flipped;

	if( view->type == VIEWDEF_PLAYERVIEW )
	{
		view->POVent = cg.frame.playerState.POVnum;

		view->draw2D = true;

		// set up third-person
		if( cgs.demoPlaying )
			view->thirdperson = CG_DemoCam_GetThirdPerson();
		else if( chaseCam.mode == CAM_THIRDPERSON )
			view->thirdperson = true;
		else
			view->thirdperson = ( cg_thirdPerson->integer != 0 );

		if( cg_entities[view->POVent].serverFrame != cg.frame.serverFrame )
			view->thirdperson = false;

		// check for drawing gun
		if( !view->thirdperson && view->POVent > 0 && view->POVent <= gs.maxclients )
		{
			if( ( cg_entities[view->POVent].serverFrame == cg.frame.serverFrame ) &&
				( cg_entities[view->POVent].current.weapon != 0 ) )
				view->drawWeapon = ( cg_gun->integer != 0 ) && ( cg_gun_alpha->value > 0 );
		}

		// check for chase cams
		if( !( cg.frame.playerState.pmove.pm_flags & PMF_NO_PREDICTION ) )
		{
			if( (unsigned)view->POVent == cgs.playerNum + 1 )
			{
				if( cg_predict->integer && !cgs.demoPlaying )
				{
					view->playerPrediction = true;
				}
			}
		}
	}
	else if( view->type == VIEWDEF_CAMERA )
	{
		CG_DemoCam_GetViewDef( view );
	}
	else
	{
		module_Error( "CG_SetupView: Invalid view type %i\n", view->type );
	}

	//
	// SETUP REFDEF FOR THE VIEW SETTINGS
	//

	if( view->type == VIEWDEF_PLAYERVIEW )
	{
		int i;
		vec3_t viewoffset;

		if( view->playerPrediction )
		{
			CG_PredictMovement();

			// fixme: crouching is predicted now, but it looks very ugly
			VectorSet( viewoffset, 0.0f, 0.0f, cg.predictedPlayerState.viewheight );

			for( i = 0; i < 3; i++ )
			{
				view->origin[i] = cg.predictedPlayerState.pmove.origin[i] + viewoffset[i] - ( 1.0f - cg.lerpfrac ) * cg.predictionError[i];
				view->angles[i] = cg.predictedPlayerState.viewangles[i];
			}

			CG_ViewSmoothPredictedSteps( view->origin ); // smooth out stair climbing

			if( cg_viewBob->integer && !cg_thirdPerson->integer ) {
				view->origin[2] += CG_ViewSmoothFallKick() * 6.5f;
			}
		}
		else
		{
			cg.predictingTimeStamp = cg.time;
			cg.predictFrom = 0;

			// we don't run prediction, but we still set cg.predictedPlayerState with the interpolation
			CG_InterpolatePlayerState( &cg.predictedPlayerState );

			VectorSet( viewoffset, 0.0f, 0.0f, cg.predictedPlayerState.viewheight );

			VectorAdd( cg.predictedPlayerState.pmove.origin, viewoffset, view->origin );
			VectorCopy( cg.predictedPlayerState.viewangles, view->angles );
		}

		view->refdef.fov_x = cg.predictedPlayerState.fov;

		CG_CalcViewBob();

		VectorCopy( cg.predictedPlayerState.pmove.velocity, view->velocity );
	}
	else if( view->type == VIEWDEF_CAMERA )
	{
		view->refdef.fov_x = CG_DemoCam_GetOrientation( view->origin, view->angles, view->velocity );
	}

	Matrix3_FromAngles( view->angles, view->axis );
	if( view->flipped )
		VectorInverse( &view->axis[AXIS_RIGHT] );

	// view rectangle size
	view->refdef.x = scr_vrect.x;
	view->refdef.y = scr_vrect.y;
	view->refdef.width = scr_vrect.width;
	view->refdef.height = scr_vrect.height;
	view->refdef.time = cg.time;
	view->refdef.areabits = cg.frame.areabits;
	view->refdef.scissor_x = scr_vrect.x;
	view->refdef.scissor_y = scr_vrect.y;
	view->refdef.scissor_width = scr_vrect.width;
	view->refdef.scissor_height = scr_vrect.height;

	view->refdef.fov_y = CalcFov( view->refdef.fov_x, view->refdef.width, view->refdef.height );

	AdjustFov( &view->refdef.fov_x, &view->refdef.fov_y, view->refdef.width, view->refdef.height, false );

	view->fracDistFOV = tan( view->refdef.fov_x * ( M_PI/180 ) * 0.5f );

	view->refdef.minLight = 0.3f;

	if( view->thirdperson )
		CG_ThirdPersonOffsetView( view );

	if( !view->playerPrediction )
		cg.predictedWeaponSwitch = 0;

	VectorCopy( cg.view.origin, view->refdef.vieworg );
	Matrix3_Copy( cg.view.axis, view->refdef.viewaxis );
	VectorInverse( &view->refdef.viewaxis[AXIS_RIGHT] );

	view->refdef.colorCorrection = NULL;
	if( cg_colorCorrection->integer )
	{
		int colorCorrection = GS_ColorCorrection();
		if( ( colorCorrection > 0 ) && ( colorCorrection < MAX_IMAGES ) )
			view->refdef.colorCorrection = cgs.imagePrecache[colorCorrection];
	}
}