コード例 #1
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 );
	}


}
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, qboolean demoPlayback )
{
	int inwater;

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

	trap_Rocket_ClearText();
	CG_NotifyHooks();

	// 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 ) )
	{
		return;
	}

	// let the client system know what our weapon and zoom settings are
	trap_SetUserCmdValue( cg.weaponSelect, 0, cg.zoomSensitivity );

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

	// update cg.predictedPlayerState
	CG_PredictPlayerState();

	// update unlockables data (needs valid predictedPlayerState)
	CG_UpdateUnlockables( &cg.predictedPlayerState );

	// update cvars (needs valid unlockables data)
	CG_UpdateCvars();

	// 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 culling planes
	CG_SetupFrustum();

	// 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();
	}

	// 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
	if (cg_thirdPerson.value) {
		trap_S_Respatialize( -1, cg.refdef.vieworg, cg.refdef.viewaxis, inwater );
	} else {
		trap_S_Respatialize( cg.snap->ps.clientNum, cg.refdef.vieworg, cg.refdef.viewaxis, inwater );
	}

	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();

	if ( cg_stats.integer )
	{
		CG_Printf( "cg.clientFrame:%i\n", cg.clientFrame );
	}
}
コード例 #3
0
ファイル: cg_view.c プロジェクト: LuckyBro/sgfork
/*
=================
CG_DrawActiveFrame

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

    cg.time = serverTime;

//unlagged - lag simulation #1
    // adjust the clock to reflect latent snaps
    cg.time -= cg_latentSnaps.integer * (1000 / sv_fps.integer);
//unlagged - lag simulation #1

    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;
    }

    // let the client system know what our weapon and zoom settings are
    trap_SetUserCmdValue( cg.weaponSelect, cg.zoomSensitivity );
    // WP_SEC_PISTOL 's special value has been transmitted.
    // Restore cg.weaponSelect
    if (cg.weaponSelect == WP_SEC_PISTOL)
        cg.weaponSelect = cg._weaponSelect;

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

    // check if duel start sound has to be played
    if(cg.roundstarttime && cg.roundstarttime <= cg.time && cgs.gametype == GT_DUEL) {
        cg.introstart = cg.roundstarttime;

        cg.introend = cg.introstart + DU_INTRO_CAM + DU_INTRO_DRAW;
        cg.roundstarttime = 0;

        // cycle through the start tracks
        trap_S_StartLocalSound( cgs.media.duelstart[cg.duelstartsound], CHAN_ANNOUNCER );
        cg.duelstartsound++;
        if(cg.duelstartsound == 5)
            cg.duelstartsound = 0;
    }

    // update cg.predictedPlayerState
    CG_PredictPlayerState();

    // decide on third person view
    cg.renderingThirdPerson = cg_thirdPerson.integer || cg.introstart || (cgs.deathcam && (cg.snap->ps.stats[STAT_HEALTH] <= 0)
                              && !(cg.snap->ps.pm_flags & PMF_SUICIDE) && !(cg.snap->ps.pm_flags & PMF_FOLLOW)
                              && (cg.snap->ps.pm_type != PM_CHASECAM) && (cgs.gametype != GT_DUEL));

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

    // build cg_frustum, from cg.refdef
    CG_SetupFrustum();

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

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

    CG_AddViewWeapon( &cg.predictedPlayerState );

    // 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 ) );

    // 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 );
    }


}