Example #1
0
void CG_DemosDrawActiveFrame( int serverTime, stereoFrame_t stereoView ) {
	int deltaTime;
	qboolean hadSkip;
	qboolean captureFrame;
	float captureFPS;
	float frameSpeed;
	int blurTotal, blurIndex;
	float blurFraction;
	float stereoSep = CG_Cvar_Get( "r_stereoSeparation" );

	int inwater, entityNum;

	if (!demo.initDone) {
		if ( !cg.snap ) {
			demoProcessSnapShots( qtrue );
		}
		if ( !cg.snap ) {
			CG_Error( "No Initial demo snapshot found" );
		}
		demoPlaybackInit();
	}

	cg.demoPlayback = 2;
	
	// update cvars
	CG_UpdateCvars();

	// if we are only updating the screen as a loading
	// pacifier, don't even try to read snapshots
	if ( cg.loading ) {
		CG_DrawInformation();
		return;
	}

	captureFrame = demo.capture.active && !demo.play.paused;
	if ( captureFrame ) {
		trap_MME_BlurInfo( &blurTotal, &blurIndex );
		captureFPS = mov_captureFPS.value;
		if ( blurTotal > 0) {
			captureFPS *= blurTotal;
			blurFraction = blurIndex / (float)blurTotal;
		} else {
			blurFraction = 0;
		}
	} else {
	}

	/* Forward the demo */
	deltaTime = serverTime - demo.serverTime;
	if (deltaTime > 50)
		deltaTime = 50;
	demo.serverTime = serverTime;
	demo.serverDeltaTime = 0.001 * deltaTime;
	cg.oldTime = cg.time;
	cg.oldTimeFraction = cg.timeFraction;

	if (demo.play.time < 0) {
		demo.play.time = demo.play.fraction = 0;
	}

	demo.play.oldTime = demo.play.time;


	/* Handle the music */
	if ( demo.play.paused ) {
		if ( lastMusicStart >= 0)
			demoSynchMusic( -1, 0 ); 
	} else {
		int musicStart = (demo.play.time - mov_musicStart.value * 1000 );
		if ( musicStart <= 0 ) {
			if (lastMusicStart >= 0 )
				demoSynchMusic( -1, 0 );
		} else {
			if ( demo.play.time != demo.play.lastTime || lastMusicStart < 0)
				demoSynchMusic( musicStart, 0 );
		}
	}
	/* forward the time a bit till the moment of capture */
	if ( captureFrame && demo.capture.locked && demo.play.time < demo.capture.start ) {
		int left = demo.capture.start - demo.play.time;
		if ( left > 2000) {
			left -= 1000;
			captureFrame = qfalse;
		} else if (left > 5) {
			captureFrame = qfalse;
			left = 5;
		}
		demo.play.time += left;
	} else if ( captureFrame && demo.loop.total && blurTotal ) {
		float loopFraction = demo.loop.index / (float)demo.loop.total;
		demo.play.time = demo.loop.start;
		demo.play.fraction = demo.loop.range * loopFraction;
		demo.play.time += (int)demo.play.fraction;
		demo.play.fraction -= (int)demo.play.fraction;
	} else if (captureFrame) {
		float frameDelay = 1000.0f / captureFPS;
		demo.play.fraction += frameDelay * demo.play.speed;
		demo.play.time += (int)demo.play.fraction;
		demo.play.fraction -= (int)demo.play.fraction;
	} else if ( demo.find ) {
		demo.play.time = demo.play.oldTime + 20;
		demo.play.fraction = 0;
		if ( demo.play.paused )
			demo.find = findNone;
	} else if (!demo.play.paused) {
		float delta = demo.play.fraction + deltaTime * demo.play.speed;
		demo.play.time += (int)delta;
		demo.play.fraction = delta - (int)delta;
	}

	demo.play.lastTime = demo.play.time;

	if ( demo.loop.total && captureFrame && blurTotal ) {
		//Delay till we hit the right part at the start
		int time;
		float timeFraction;
		if ( demo.loop.lineDelay && !blurIndex ) {
			time = demo.loop.start - demo.loop.lineDelay;
			timeFraction = 0;
			if ( demo.loop.lineDelay > 8 )
				demo.loop.lineDelay -= 8;
			else
				demo.loop.lineDelay = 0;
			captureFrame = qfalse;
		} else {
			if ( blurIndex == blurTotal - 1 ) {
				//We'll restart back to the start again
				demo.loop.lineDelay = 2000;
				if ( ++demo.loop.index >= demo.loop.total ) {
					demo.loop.total = 0;
				}
			}
			time = demo.loop.start;
			timeFraction = demo.loop.range * blurFraction;
		}
		time += (int)timeFraction;
		timeFraction -= (int)timeFraction;
		lineAt( time, timeFraction, &demo.line.time, &cg.timeFraction, &frameSpeed );
	} else {
		lineAt( demo.play.time, demo.play.fraction, &demo.line.time, &cg.timeFraction, &frameSpeed );
	}
	/* Set the correct time */
	cg.time = trap_MME_SeekTime( demo.line.time );
	/* cg.time is shifted ahead a bit to correct some issues.. */
	frameSpeed *= demo.play.speed;

	cg.frametime = (cg.time - cg.oldTime) + (cg.timeFraction - cg.oldTimeFraction);
	if (cg.frametime < 0) {
		int i;
		cg.frametime = 0;
		hadSkip = qtrue;
		cg.oldTime = cg.time;
		cg.oldTimeFraction = cg.timeFraction;
		CG_InitLocalEntities();
		CG_InitMarkPolys();
		CG_ClearParticles ();
		trap_FX_Reset( );
		trap_R_DecalReset();

		cg.centerPrintTime = 0;
        cg.damageTime = 0;
		cg.powerupTime = 0;
		cg.rewardTime = 0;
		cg.scoreFadeTime = 0;
		cg.lastKillTime = 0;
		cg.attackerTime = 0;
		cg.soundTime = 0;
		cg.itemPickupTime = 0;
		cg.itemPickupBlendTime = 0;
		cg.weaponSelectTime = 0;
		cg.headEndTime = 0;
		cg.headStartTime = 0;
		cg.v_dmg_time = 0;

		cg.rewardCount[0] = 0;
		cg.rewardStack = 0;
		cg.rewardTime = 0;

		trap_S_ClearLoopingSounds(qtrue);
		
		for (i = 0; i < MAX_CHATBOX_ITEMS; i++)
			cg.chatItems[i].time = 0;
	} else if (cg.frametime > 100) {
		hadSkip = qtrue;
	} else {
		hadSkip = qfalse;
	}
	/* Make sure the random seed is the same each time we hit this frame */
	srand( (cg.time % 10000000) + cg.timeFraction * 1000);
	/* Prepare to render the screen */		
	trap_S_ClearLoopingSounds(qfalse);
	trap_R_ClearScene();
	/* Update demo related information */
	trap_SetUserCmdValue( cg.weaponSelect, 1 );
	demoProcessSnapShots( hadSkip );
	if ( !cg.snap ) {
		CG_DrawInformation();
		return;
	}
	CG_PreparePacketEntities( );
	CG_DemosUpdatePlayer( );
	chaseUpdate( demo.play.time, demo.play.fraction );
	cameraUpdate( demo.play.time, demo.play.fraction );
	dofUpdate( demo.play.time, demo.play.fraction );
	demoEffectUpdate( demo.play.time, demo.play.fraction );
	cg.clientFrame++;
	// update cg.predictedPlayerState
	CG_InterpolatePlayerState( qfalse );
	BG_PlayerStateToEntityState( &cg.predictedPlayerState, &cg.predictedPlayerEntity.currentState, qfalse );
	if ( cg.cpma.detected ) {
		if ( cg.predictedPlayerState.pm_type >= 4 )
			cg.predictedPlayerEntity.currentState.eType = ET_INVISIBLE;
	}
	cg.predictedPlayerEntity.currentValid = qtrue;
	VectorCopy( cg.predictedPlayerEntity.currentState.pos.trBase, cg.predictedPlayerEntity.lerpOrigin );
	VectorCopy( cg.predictedPlayerEntity.currentState.apos.trBase, cg.predictedPlayerEntity.lerpAngles );

	inwater = demoSetupView();

	CG_TileClear();
	trap_FX_Begin( cg.time, cg.timeFraction );

	scriptRun( hadSkip );
	CG_AddPacketEntities();
	CG_AddMarks();
	CG_AddParticles ();
	CG_AddLocalEntities();
	
	if ( cg.playerCent == &cg.predictedPlayerEntity ) {
		// warning sounds when powerup is wearing off
		CG_PowerupTimerSounds();
		CG_AddViewWeapon( &cg.predictedPlayerState  );
	} else if ( cg.playerCent && cg.playerCent->currentState.number < MAX_CLIENTS )  {
		CG_AddViewWeaponDirect( cg.playerCent );
	}
	trap_S_UpdateEntityPosition(ENTITYNUM_NONE, cg.refdef.vieworg);
	CG_PlayBufferedSounds();
	CG_PlayBufferedVoiceChats();
		
	cg.refdef.time = cg.time;
	memcpy( cg.refdef.areamask, cg.snap->areamask, sizeof( cg.refdef.areamask ) );
	/* Render some extra demo related stuff */
	if (!captureFrame) {
		switch (demo.editType) {
		case editCamera:
			cameraDraw( demo.play.time, demo.play.fraction );
			break;
		case editChase:
			chaseDraw( demo.play.time, demo.play.fraction );
			break;
		case editDof:
			dofDraw( demo.play.time, demo.play.fraction );
			break;
		case editEffect:
			demoEffectDraw( demo.play.time, demo.play.fraction );
			break;
		}
		/* Add bounding boxes for easy aiming */
		if ( demo.editType && ( demo.cmd.buttons & BUTTON_ATTACK) && ( demo.cmd.buttons & BUTTON_AFFIRMATIVE)  ) {
			int i;
			centity_t *targetCent;
			for (i = 0;i<MAX_GENTITIES;i++) {
	            targetCent = demoTargetEntity( i );
				if (targetCent) {
					vec3_t container, traceStart, traceImpact, forward;
					const float *color;

					demoCentityBoxSize( targetCent, container );
					VectorSubtract( demo.viewOrigin, targetCent->lerpOrigin, traceStart );
					AngleVectors( demo.viewAngles, forward, 0, 0 );
					if (BoxTraceImpact( traceStart, forward, container, traceImpact )) {
						color = colorRed;
					} else {
						color = colorYellow;
					}
					demoDrawBox( targetCent->lerpOrigin, container, color );
				}
			}

		}
		if ( mov_gridStep.value > 0 && mov_gridRange.value > 0) {
			vec4_t color;
			vec3_t offset;
			qhandle_t shader = trap_R_RegisterShader( "mme/gridline" );
			color[0] = color[1] = color[2] = 1;
			color[3] = 0;
			offset[0] = offset[1] = offset[2] = 0;
			Q_parseColor( mov_gridColor.string, ospColors, color );
			demoDrawGrid( demo.viewOrigin, color, offset, mov_gridWidth.value, mov_gridStep.value, mov_gridRange.value, shader );
		}
	}
	
	if (frameSpeed > 5)
		frameSpeed = 5;

	trap_S_UpdateScale( frameSpeed );
	if (cg.playerCent && cg.predictedPlayerState.pm_type == PM_INTERMISSION) {
		entityNum = cg.snap->ps.clientNum;
	} else if (cg.playerCent) {
		entityNum = cg.playerCent->currentState.number;
	} else {
		entityNum = ENTITYNUM_NONE;
	}
	trap_S_Respatialize( entityNum, cg.refdef.vieworg, cg.refdef.viewaxis, inwater);

	trap_FX_End();
	if (captureFrame && stereoSep > 0.0f)
		trap_Cvar_Set("r_stereoSeparation", va("%f", -stereoSep));
	trap_MME_TimeFraction(cg.timeFraction);
	trap_R_RenderScene( &cg.refdef );

	if ( demo.viewType == viewChase && cg.playerCent && ( cg.playerCent->currentState.number < MAX_CLIENTS ) )
		CG_Draw2D();
	
//	CG_DrawSmallString( 0, 0, va( "height %d", cg.playerCent->pe.viewHeight ), 1 );

	if (captureFrame) {
		char fileName[MAX_OSPATH];
		Com_sprintf( fileName, sizeof( fileName ), "capture/%s/%s", mme_demoFileName.string, mov_captureName.string );
		trap_MME_Capture( fileName, captureFPS, demo.viewFocus, demo.viewRadius );
		if ( mov_captureCamera.integer )
			demoAddViewPos( fileName, demo.viewOrigin, demo.viewAngles, demo.viewFov );
	} else {
		if (demo.editType && !cg.playerCent)
			demoDrawCrosshair();
		hudDraw();
		if (demo.editType) {
			demoDrawProgress(trap_MME_ProgressTime());
		}
	}
//checkCaptureEnd:
	if ( demo.capture.active && demo.capture.locked && demo.play.time > demo.capture.end  ) {
		Com_Printf( "Capturing ended\n" );
		if (demo.autoLoad) {
			trap_SendConsoleCommand( "disconnect\n" );
		} 
		demo.capture.active = qfalse;
	}
}
Example #2
0
static int demoSetupView( void) {
	vec3_t forward;
	int inwater = qfalse;
	qboolean behindView = qfalse;
	int contents;

	cg.playerPredicted = qfalse;
	cg.playerCent = 0;
	demo.viewFocus = 0;
	demo.viewTarget = -1;

	switch (demo.viewType) {
	case viewChase:
		if ( demo.chase.cent && demo.chase.distance < mov_chaseRange.value ) {
			centity_t *cent = demo.chase.cent;
			
			if ( cent->currentState.number < MAX_CLIENTS ) {
				cg.playerCent = cent;
				cg.playerPredicted = cent == &cg.predictedPlayerEntity;
				if (!cg.playerPredicted ) {
					//Make sure lerporigin of playercent is val
					CG_CalcEntityLerpPositions( cg.playerCent );
				}
				cg.renderingThirdPerson = cg_thirdPerson.integer || (cg.snap->ps.stats[STAT_HEALTH] <= 0);
				CG_CalcViewValues();
				// first person blend blobs, done after AnglesToAxis
				if ( !cg.renderingThirdPerson ) {
					CG_DamageBlendBlob();
				}
				VectorCopy( cg.refdef.vieworg, demo.viewOrigin );
				VectorCopy( cg.refdefViewAngles, demo.viewAngles );
			} else {
				VectorCopy( cent->lerpOrigin, demo.viewOrigin );
				VectorCopy( cent->lerpAngles, demo.viewAngles );
			}
			demo.viewFov = cg_fov.value;
		} else {
			memset( &cg.refdef, 0, sizeof(refdef_t));
			AngleVectors( demo.chase.angles, forward, 0, 0 );
			VectorMA( demo.chase.origin , -demo.chase.distance, forward, demo.viewOrigin );
			VectorCopy( demo.chase.angles, demo.viewAngles );
			demo.viewFov = cg_fov.value;
			demo.viewTarget = demo.chase.target;
			cg.renderingThirdPerson = qtrue;
		}
		break;
	case viewCamera:
		memset( &cg.refdef, 0, sizeof(refdef_t));
		VectorCopy( demo.camera.origin, demo.viewOrigin );
		VectorCopy( demo.camera.angles, demo.viewAngles );
		demo.viewFov = demo.camera.fov + cg_fov.value;
		demo.viewTarget = demo.camera.target;
		cg.renderingThirdPerson = qtrue;
		cameraMove();
		break;
	case viewEffect:
		memset( &cg.refdef, 0, sizeof(refdef_t));
		if ( demo.effect.active ) {
			VectorCopy( demo.effect.active->origin, demo.viewOrigin );
			VectorCopy( demo.effect.active->angles, demo.viewAngles );
			demo.viewAngles[ROLL] = 0;
			demo.viewFov = cg_fov.value;
			cg.renderingThirdPerson = qtrue;
		}
		break;
	default:
		return inwater;
	}

	demo.viewAngles[YAW]	+= mov_deltaYaw.value;
	demo.viewAngles[PITCH]	+= mov_deltaPitch.value;
	demo.viewAngles[ROLL]	+= mov_deltaRoll.value;

	trap_FX_VibrateView( 1.0f, demo.viewOrigin, demo.viewAngles );
	VectorCopy( demo.viewOrigin, cg.refdef.vieworg );
	AnglesToAxis( demo.viewAngles, cg.refdef.viewaxis );

	/* find focus ditance to certain target but don't apply if dof is not locked, use for drawing */
	if ( demo.dof.target >= 0 ) {
		centity_t* targetCent = demoTargetEntity( demo.dof.target );
		if ( targetCent ) {
			vec3_t targetOrigin;
			chaseEntityOrigin( targetCent, targetOrigin );
			//Find distance betwene plane of camera and this target
			demo.viewFocus = DotProduct( cg.refdef.viewaxis[0], targetOrigin ) - DotProduct( cg.refdef.viewaxis[0], cg.refdef.vieworg  );
			demo.dof.focus = demo.viewFocusOld = demo.viewFocus;
		} else {
			demo.dof.focus = demo.viewFocus = demo.viewFocusOld;
		}
		if (demo.dof.focus < 0.001f) {
			behindView = qtrue;
		}
	}
	if ( demo.dof.locked ) {
		if (!behindView) {
			demo.viewFocus = demo.dof.focus;		
			demo.viewRadius = demo.dof.radius;
		} else {
			demo.viewFocus = 0.002f;		// no matter what value, just not less or equal zero
			demo.viewRadius = 0.0f;
		}
	} else if ( demo.viewTarget >= 0 ) {
		centity_t* targetCent = demoTargetEntity( demo.viewTarget );
		if ( targetCent ) {
			vec3_t targetOrigin;
			chaseEntityOrigin( targetCent, targetOrigin );
			//Find distance betwene plane of camera and this target
			demo.viewFocus = DotProduct( cg.refdef.viewaxis[0], targetOrigin ) - DotProduct( cg.refdef.viewaxis[0], cg.refdef.vieworg  );
			demo.viewRadius = CG_Cvar_Get( "mme_dofRadius" );
		}
	} else if ( demo.dof.target >= 0 ) {
		demo.viewFocus = 0;
		demo.viewRadius = 0;
	}

	cg.refdef.width = cgs.glconfig.vidWidth*cg_viewsize.integer/100;
	cg.refdef.width &= ~1;

	cg.refdef.height = cgs.glconfig.vidHeight*cg_viewsize.integer/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.refdef.fov_x = demo.viewFov;
	cg.refdef.fov_y = atan2( cg.refdef.height, (cg.refdef.width / tan( demo.viewFov / 360 * M_PI )) ) * 360 / M_PI;
	
	contents = CG_PointContents( cg.refdef.vieworg, -1 );
	if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ){
		double v = WAVE_AMPLITUDE * sin(((double)cg.time + (double)cg.timeFraction) / 1000.0 * WAVE_FREQUENCY * M_PI * 2);
		cg.refdef.fov_x += v;
		cg.refdef.fov_y -= v;
		inwater = qtrue;
	} else {
		inwater = qfalse;
	}
	return inwater;
}
static void CG_Update_HUD_Color_f( void )
{
	// update 
	cg.HUDColor = CG_Cvar_Get( "hud_color" );
}
static void CG_Update_MFD_Color_f( void )
{
	// update 
	cg.MFDColor = CG_Cvar_Get( "mfd_color" );
}
float
UI_DisplayContextCG::getCVarValue( const char *cvar )
{
	return CG_Cvar_Get( cvar );
}