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; } }
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 ); }