コード例 #1
0
ファイル: cg_view.c プロジェクト: lepe/trem-gpp-bots
/*
=================
CG_DrawActiveFrame

Generates and draws a game scene and status information at the given time.
=================
*/
void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback )
{
  int   inwater;

  cg.time = serverTime;
  cg.demoPlayback = demoPlayback;

  // update cvars
  CG_UpdateCvars( );

  // if we are only updating the screen as a loading
  // pacifier, don't even try to read snapshots
  if( cg.infoScreenText[ 0 ] != 0 )
  {
    CG_DrawLoadingScreen( );
    return;
  }

  // any looped sounds will be respecified as entities
  // are added to the render list
  trap_S_ClearLoopingSounds( qfalse );

  // clear all the render lists
  trap_R_ClearScene( );

  // set up cg.snap and possibly cg.nextSnap
  CG_ProcessSnapshots( );

  // if we haven't received any snapshots yet, all
  // we can draw is the information screen
  if( !cg.snap || ( cg.snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) )
  {
    CG_DrawLoadingScreen( );
    return;
  }

  // let the client system know what our weapon and zoom settings are
  trap_SetUserCmdValue( cg.weaponSelect, cg.zoomSensitivity );

  // this counter will be bumped for every valid scene we generate
  cg.clientFrame++;

  // update cg.predictedPlayerState
  CG_PredictPlayerState( );

  // decide on third person view
  cg.renderingThirdPerson = ( cg_thirdPerson.integer || ( cg.snap->ps.stats[ STAT_HEALTH ] <= 0 ) || 
                            ( cg.chaseFollow && cg.snap->ps.pm_flags & PMF_FOLLOW) );

  // update speedometer
  CG_AddSpeed( );

  // build cg.refdef
  inwater = CG_CalcViewValues( );

  // build the render lists
  if( !cg.hyperspace )
  {
    CG_AddPacketEntities( );     // after calcViewValues, so predicted player state is correct
    CG_AddMarks( );
  }

  CG_AddViewWeapon( &cg.predictedPlayerState );

  //after CG_AddViewWeapon
  if( !cg.hyperspace )
  {
    CG_AddParticles( );
    CG_AddTrails( );
  }

  // add buffered sounds
  CG_PlayBufferedSounds( );

  // finish up the rest of the refdef
  if( cg.testModelEntity.hModel )
    CG_AddTestModel( );

  cg.refdef.time = cg.time;
  memcpy( cg.refdef.areamask, cg.snap->areamask, sizeof( cg.refdef.areamask ) );

  //remove expired console lines
  if( cg.consoleLines[ 0 ].time + cg_consoleLatency.integer < cg.time && cg_consoleLatency.integer > 0 )
    CG_RemoveNotifyLine( );

  // update audio positions
  trap_S_Respatialize( cg.snap->ps.clientNum, cg.refdef.vieworg, cg.refdef.viewaxis, inwater );

  // make sure the lagometerSample and frame timing isn't done twice when in stereo
  if( stereoView != STEREO_RIGHT )
  {
    cg.frametime = cg.time - cg.oldTime;

    if( cg.frametime < 0 )
      cg.frametime = 0;

    cg.oldTime = cg.time;
    CG_AddLagometerFrameInfo( );
  }

  if( cg_timescale.value != cg_timescaleFadeEnd.value )
  {
    if( cg_timescale.value < cg_timescaleFadeEnd.value )
    {
      cg_timescale.value += cg_timescaleFadeSpeed.value * ( (float)cg.frametime ) / 1000;
      if( cg_timescale.value > cg_timescaleFadeEnd.value )
        cg_timescale.value = cg_timescaleFadeEnd.value;
    }
    else
    {
      cg_timescale.value -= cg_timescaleFadeSpeed.value * ( (float)cg.frametime ) / 1000;
      if( cg_timescale.value < cg_timescaleFadeEnd.value )
        cg_timescale.value = cg_timescaleFadeEnd.value;
    }

    if( cg_timescaleFadeSpeed.value )
      trap_Cvar_Set( "timescale", va( "%f", cg_timescale.value ) );
  }

  // actually issue the rendering calls
  CG_DrawActive( stereoView );

  if( cg_stats.integer )
    CG_Printf( "cg.clientFrame:%i\n", cg.clientFrame );
}
コード例 #2
0
/*
=================
CG_DrawActiveFrame

Generates and draws a game scene and status information at the given time.
=================
*/
void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ) {
	int		inwater;
	qboolean renderClientViewport[MAX_SPLITVIEW];
	int		i;

	cg.time = serverTime;
	cg.demoPlayback = demoPlayback;

	// update cvars
	CG_UpdateCvars();

	// if we are only updating the screen as a loading
	// pacifier, don't even try to read snapshots
	if ( cg.infoScreenText[0] != 0 ) {
		CG_DrawInformation();
		return;
	}

	// any looped sounds will be respecified as entities
	// are added to the render list
	trap_S_ClearLoopingSounds(qfalse);

	// clear all the render lists
	trap_R_ClearScene();

	// set up cg.snap and possibly cg.nextSnap
	CG_ProcessSnapshots();

	// if we haven't received any snapshots yet, all
	// we can draw is the information screen
	if ( !cg.snap || ( cg.snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) ) {
		CG_DrawInformation();
		return;
	}

	// this counter will be bumped for every valid scene we generate
	cg.clientFrame++;

	// Use single camera/viewport at intermission
	for (i = 0; i < CG_MaxSplitView(); i++) {
		if (cg.snap->lcIndex[i] != -1 && cg.snap->pss[i].pm_type != PM_INTERMISSION) {
			// client present and not at intermission, keep viewports separate.
			break;
		}
	}
	cg.singleCamera = (cg.snap->numPSs > 1) && (i == CG_MaxSplitView());

	cg.numViewports = 0;
	for (i = 0; i < CG_MaxSplitView(); i++) {
		if (cg.snap->lcIndex[i] == -1) {
			renderClientViewport[i] = qfalse;
			continue;
		}
		cg.cur_localClientNum = i;
		cg.cur_lc = &cg.localClients[i];
		cg.cur_ps = &cg.snap->pss[cg.snap->lcIndex[i]];

		// Check if viewport should be drawn.
		if ( cg.singleCamera && cg.numViewports >= 1 ) {
			renderClientViewport[i] = qfalse;
		} else {
			cg.numViewports++;
			renderClientViewport[i] = qtrue;
		}

		// let the client system know what our weapon and zoom settings are
		trap_SetUserCmdValue( cg.cur_lc->weaponSelect, cg.cur_lc->zoomSensitivity, cg.cur_localClientNum );

		// update cg.predictedPlayerState
		CG_PredictPlayerState();

		// Remove expired console lines
		if( cg.cur_lc->consoleLines[ 0 ].time + cg_consoleLatency.integer < cg.time && cg_consoleLatency.integer > 0 ) {
			CG_RemoveNotifyLine( cg.cur_lc );
		}
	}

	// If all local clients dropped out from playing still draw main local client.
	if (cg.numViewports == 0) {
		cg.numViewports = 1;
		renderClientViewport[0] = qtrue;
	}

	// play lead change annoucement and time/frag limit warnings
	CG_CheckGameSounds();

	// add buffered sounds
	CG_PlayBufferedSounds();

#ifdef MISSIONPACK
	// play buffered voice chats
	CG_PlayBufferedVoiceChats();
#endif

	for (i = 0, cg.viewport = -1; i < CG_MaxSplitView(); i++) {
		if (!renderClientViewport[i]) {
			continue;
		}
		cg.viewport++;
		cg.cur_localClientNum = i;
		cg.cur_lc = &cg.localClients[i];
		cg.cur_ps = &cg.snap->pss[cg.snap->lcIndex[i]];

		// decide on third person view
		cg.cur_lc->renderingThirdPerson = cg_thirdPerson[cg.cur_localClientNum].integer || (cg.cur_ps->stats[STAT_HEALTH] <= 0);

		CG_PB_ClearPolyBuffers();

		// build cg.refdef
		inwater = CG_CalcViewValues();
		CG_SetupFrustum();

		// first person blend blobs, done after AnglesToAxis
		if ( !cg.cur_lc->renderingThirdPerson ) {
			CG_DamageBlendBlob();
		}

		// build the render lists
		if ( !cg.cur_lc->hyperspace ) {
			CG_AddPacketEntities();			// adter calcViewValues, so predicted player state is correct
			CG_AddMarks();
			CG_AddParticles ();
			CG_AddLocalEntities();
			CG_AddAtmosphericEffects();
		}
		CG_AddViewWeapon( &cg.cur_lc->predictedPlayerState );

		// finish up the rest of the refdef
		if ( cg.testModelEntity.hModel ) {
			CG_AddTestModel();
		}
		cg.refdef.time = cg.time;
		memcpy( cg.refdef.areamask, cg.snap->areamask, sizeof( cg.refdef.areamask ) );

		// warning sounds when powerup is wearing off
		CG_PowerupTimerSounds();

		// update audio positions
		trap_S_Respatialize( cg.cur_ps->clientNum, cg.refdef.vieworg, cg.refdef.viewaxis, inwater, !cg.cur_lc->renderingThirdPerson );

		// make sure the lagometerSample and frame timing isn't done twice when in stereo
		if ( stereoView != STEREO_RIGHT && cg.viewport == 0 ) {
			cg.frametime = cg.time - cg.oldTime;
			if ( cg.frametime < 0 ) {
				cg.frametime = 0;
			}
			cg.oldTime = cg.time;
			CG_AddLagometerFrameInfo();
		}
		if (cg_timescale.value != cg_timescaleFadeEnd.value) {
			if (cg_timescale.value < cg_timescaleFadeEnd.value) {
				cg_timescale.value += cg_timescaleFadeSpeed.value * ((float)cg.frametime) / 1000;
				if (cg_timescale.value > cg_timescaleFadeEnd.value)
					cg_timescale.value = cg_timescaleFadeEnd.value;
			}
			else {
				cg_timescale.value -= cg_timescaleFadeSpeed.value * ((float)cg.frametime) / 1000;
				if (cg_timescale.value < cg_timescaleFadeEnd.value)
					cg_timescale.value = cg_timescaleFadeEnd.value;
			}
			if (cg_timescaleFadeSpeed.value) {
				trap_Cvar_Set("timescale", va("%f", cg_timescale.value));
			}
		}

		// actually issue the rendering calls
		CG_DrawActive( stereoView );
	}

	// load any models that have been deferred if a scoreboard is shown
	if ( !CG_AnyScoreboardShowing() ) {
		cg.deferredPlayerLoading = 0;
	} else if ( ++cg.deferredPlayerLoading > 10 ) {
		CG_LoadDeferredPlayers();
	}

	if (cg.numViewports != 1) {
		// Setup single viewport
		cg.numViewports = 1;
		cg.viewport = 0;

		// calculate size of viewport
		CG_CalcVrect();
	}

	// Not drawing single client view.
	cg.cur_lc = NULL;
	cg.cur_ps = NULL;
	cg.cur_localClientNum = -1;

	// Draw over all viewports
	CG_DrawScreen2D( stereoView );

	if ( cg_stats.integer ) {
		CG_Printf( "cg.clientFrame:%i\n", cg.clientFrame );
	}


}