Exemple #1
0
/*
=====================
CG_DrawActive

Perform all drawing needed to completely fill the screen
=====================
*/
void CG_DrawActive()
{
	// optionally draw the info screen instead
	if ( !cg.snap )
	{
		return;
	}

	// clear around the rendered view if sized down
	CG_TileClear();

	CG_DrawBinaryShadersFinalPhases();

	// draw 3D view
	trap_R_RenderScene( &cg.refdef );

	// first person blend blobs, done after AnglesToAxis
	if ( !cg.renderingThirdPerson )
	{
		CG_PainBlend();
	}

	// draw status bar and other floating elements
	CG_Draw2D();
}
Exemple #2
0
/*
=====================
CG_DrawActive

Perform all drawing needed to completely fill the screen
=====================
*/
void CG_DrawActive( stereoFrame_t stereoView )
{
	float  separation;
	vec3_t baseOrg;

	// optionally draw the info screen instead
	if ( !cg.snap )
	{
		return;
	}

	switch ( stereoView )
	{
		case STEREO_CENTER:
			separation = 0;
			break;

		default:
			separation = 0;
			CG_Error( "CG_DrawActive: Undefined stereoView" );
	}

	// clear around the rendered view if sized down
	CG_TileClear();

	// offset vieworg appropriately if we're doing stereo separation
	VectorCopy( cg.refdef.vieworg, baseOrg );

	if ( separation != 0 )
	{
		VectorMA( cg.refdef.vieworg, -separation, cg.refdef.viewaxis[ 1 ],
		          cg.refdef.vieworg );
	}

	CG_DrawBinaryShadersFinalPhases();

	// draw 3D view
	trap_R_RenderScene( &cg.refdef );

	// restore original viewpoint if running stereo
	if ( separation != 0 )
	{
		VectorCopy( baseOrg, cg.refdef.vieworg );
	}

	// first person blend blobs, done after AnglesToAxis
	if ( !cg.renderingThirdPerson )
	{
		CG_PainBlend();
	}

	// draw status bar and other floating elements
	CG_Draw2D();
}
Exemple #3
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;
	}
}
Exemple #4
0
void CG_RenderView( float frameTime, float realFrameTime, int realTime, unsigned int serverTime, float stereo_separation, unsigned int extrapolationTime, bool flipped )
{
	refdef_t *rd = &cg.view.refdef;

	// update time
	cg.realTime = realTime;
	cg.frameTime = frameTime;
	cg.realFrameTime = realFrameTime;
	cg.frameCount++;
	cg.time = serverTime;

	if( !cgs.precacheDone || !cg.frame.valid )
	{
		CG_Precache();
		CG_DrawLoading();
		return;
	}

	{
		float snapTime = ( cg.frame.serverTime - cg.oldFrame.serverTime );

		if( !snapTime )
			snapTime = cgs.snapFrameTime;

		// moved this from CG_Init here
		cgs.extrapolationTime = extrapolationTime;

		if( cg.oldFrame.serverTime == cg.frame.serverTime )
			cg.lerpfrac = 1.0f;
		else
			cg.lerpfrac = ( (double)( cg.time - cgs.extrapolationTime ) - (double)cg.oldFrame.serverTime ) / (double)snapTime;

		if( cgs.extrapolationTime )
		{
			cg.xerpTime = 0.001f * ( (double)cg.time - (double)cg.frame.serverTime );
			cg.oldXerpTime = 0.001f * ( (double)cg.time - (double)cg.oldFrame.serverTime );

			if( cg.time >= cg.frame.serverTime )
			{
				cg.xerpSmoothFrac = (double)( cg.time - cg.frame.serverTime ) / (double)( cgs.extrapolationTime );
				clamp( cg.xerpSmoothFrac, 0.0f, 1.0f );
			}
			else
			{
				cg.xerpSmoothFrac = (double)( cg.frame.serverTime - cg.time ) / (double)( cgs.extrapolationTime );
				clamp( cg.xerpSmoothFrac, -1.0f, 0.0f );
				cg.xerpSmoothFrac = 1.0f - cg.xerpSmoothFrac;
			}

			clamp_low( cg.xerpTime, -( cgs.extrapolationTime * 0.001f ) );
			//clamp( cg.xerpTime, -( cgs.extrapolationTime * 0.001f ), ( cgs.extrapolationTime * 0.001f ) );
			//clamp( cg.oldXerpTime, 0, ( ( snapTime + cgs.extrapolationTime ) * 0.001f ) );
		}
		else
		{
			cg.xerpTime = 0.0f;
			cg.xerpSmoothFrac = 0.0f;
		}
	}

	if( cg_showClamp->integer )
	{
		if( cg.lerpfrac > 1.0f )
			CG_Printf( "high clamp %f\n", cg.lerpfrac );
		else if( cg.lerpfrac < 0.0f )
			CG_Printf( "low clamp  %f\n", cg.lerpfrac );
	}

	clamp( cg.lerpfrac, 0.0f, 1.0f );

	if( !cgs.configStrings[CS_WORLDMODEL][0] )
	{
		CG_AddLocalSounds();

		trap_R_DrawStretchPic( 0, 0, cgs.vidWidth, cgs.vidHeight, 0, 0, 1, 1, colorBlack, cgs.shaderWhite );

		trap_S_Update( vec3_origin, vec3_origin, axis_identity, cgs.clientInfo[cgs.playerNum].name );

		return;
	}

	// bring up the game menu after reconnecting
	if( !cgs.tv && !cgs.demoPlaying ) {
		if( ISREALSPECTATOR() && !cg.firstFrame ) {
			if( !cgs.gameMenuRequested ) {
				trap_Cmd_ExecuteText( EXEC_NOW, "gamemenu\n" );
			}
			cgs.gameMenuRequested = true;
		}
	}

	if( !cg.viewFrameCount )
		cg.firstViewRealTime = cg.realTime;

	CG_FlashGameWindow(); // notify player of important game events

	CG_CalcVrect(); // find sizes of the 3d drawing screen
	CG_TileClear(); // clear any dirty part of the background

	CG_ChaseCamButtons();

	CG_RunLightStyles();

	CG_ClearFragmentedDecals();

	trap_R_ClearScene();

	if( CG_DemoCam_Update() )
		CG_SetupViewDef( &cg.view, CG_DemoCam_GetViewType(), flipped );
	else
		CG_SetupViewDef( &cg.view, VIEWDEF_PLAYERVIEW, flipped );

	CG_LerpEntities();  // interpolate packet entities positions

	CG_CalcViewWeapon( &cg.weapon );

	CG_FireEvents( false );

	CG_AddEntities();
	CG_AddViewWeapon( &cg.weapon );
	CG_AddLocalEntities();
	CG_AddParticles();
	CG_AddDlights();
	CG_AddShadeBoxes();
	CG_AddDecals();
	CG_AddPolys();
	CG_AddLightStyles();

#ifndef PUBLIC_BUILD
	CG_AddTest();
#endif

	// offset vieworg appropriately if we're doing stereo separation
	VectorMA( cg.view.origin, stereo_separation, &cg.view.axis[AXIS_RIGHT], rd->vieworg );

	// never let it sit exactly on a node line, because a water plane can
	// disappear when viewed with the eye exactly on it.
	// the server protocol only specifies to 1/16 pixel, so add 1/16 in each axis
	rd->vieworg[0] += 1.0/PM_VECTOR_SNAP;
	rd->vieworg[1] += 1.0/PM_VECTOR_SNAP;
	rd->vieworg[2] += 1.0/PM_VECTOR_SNAP;

	AnglesToAxis( cg.view.angles, rd->viewaxis );

	rd->rdflags = CG_RenderFlags();

	// warp if underwater
	if( rd->rdflags & RDF_UNDERWATER )
	{
		float phase = rd->time * 0.001 * WAVE_FREQUENCY * M_TWOPI;
		float v = WAVE_AMPLITUDE * ( sin( phase ) - 1.0 ) + 1;
		rd->fov_x *= v;
		rd->fov_y *= v;
	}

	CG_AddLocalSounds();
	CG_SetSceneTeamColors(); // update the team colors in the renderer

	trap_R_RenderScene( &cg.view.refdef );

	cg.oldAreabits = true;

	trap_S_Update( cg.view.origin, cg.view.velocity, cg.view.axis, cgs.clientInfo[cgs.playerNum].name );

	CG_Draw2D();

	CG_ResetTemporaryBoneposesCache(); // clear for next frame

	cg.viewFrameCount++;
}