Пример #1
0
void view_draw(int tick)
{
	obj_type		*obj,*camera_obj;
	weapon_type		*weap;

		// get player object and held weapon
		
	obj=object_find_uid(server.player_obj_uid);
	weap=weapon_find_current(obj);

		// camera render

	view.render=&view_camera_render;
	
		// set view camera
	
	camera_obj=object_find_uid(camera.obj_uid);
	camera_get_position(&view.render->camera.pnt,&view.render->camera.ang);

	view.render->camera.fov=camera.plane.fov;
	view.render->camera.flip=FALSE;
	view.render->camera.under_liquid_idx=camera_check_liquid(&view.render->camera.pnt);
	
	view.render->no_shadow=FALSE;
	view.render->force_camera_obj=FALSE;

		// camera adjustments
	
	if (camera.mode==cv_fpp) {
		view_calculate_scope(tick,obj,camera_obj);
		view_calculate_recoil(obj);
	}
	
	view_calculate_shakes(tick,obj);
	view_calculate_sways(tick,obj);
	view_calculate_bump(obj);
	
		// build the scene
		
	view_draw_scene_build(tick);
	
		// do any back frame rendering
		
	gl_back_render_frame_start(tick);

		// render the scene

	view_draw_scene_render(tick,obj,weap);

		// draw tints and fades
		
	view_draw_liquid_tint(view.render->camera.under_liquid_idx);
	view_draw_effect_tint(tick,obj);

	fade_screen_draw(tick);
	fade_object_draw(tick,obj);
}
Пример #2
0
void view_draw_dim3rtl(void)
{
    obj_type		*obj,*camera_obj;
    weapon_type		*weap;

    // get player object and held weapon

    obj=server.obj_list.objs[server.player_obj_idx];
    weap=weapon_find_current(obj);

    // use the camera render

    view.render=&view_camera_render;

    // set view camera

    camera_view_draw_run();

    camera_obj=server.obj_list.objs[camera.obj_idx];
    memmove(&view.render->camera.pnt,&camera.cur_pos.pnt,sizeof(d3pnt));
    memmove(&view.render->camera.ang,&camera.cur_pos.ang,sizeof(d3ang));

    view.render->camera.fov=map.camera.plane.fov;
    view.render->camera.flip=FALSE;
    view.render->camera.under_liquid_idx=camera_check_liquid(obj,&view.render->camera.pnt);

    view.render->cull_idx=0;
    view.render->force_camera_obj=FALSE;

    // camera adjustments

    if (map.camera.camera_mode==cv_fpp) {
        view_calculate_scope(obj,camera_obj);
        view_calculate_recoil(obj);
    }

    view_calculate_shakes(obj);
    view_calculate_sways(obj);

    // build the scene

    view_draw_dim3rtl_scene_build();

    // we setup the 2D elements before
    // rendering because we get the last
    // frame so we want to use the last
    // frames eye point

    label_draw_setup();
    halo_draw_setup();

    if ((obj!=NULL) && (weap!=NULL)) {
        crosshair_setup(obj,weap);
        zoom_setup(obj,weap);
    }

    // dim3rtl rendering

    view_dim3rtl_render();

    // draw 2D opengl elements

    gl_2D_view_screen();

    label_draw_render();
    halo_draw_render();

    if (!view.cinema.on) {
        if ((obj!=NULL) && (weap!=NULL)) {
            crosshair_draw(obj,weap);
            zoom_draw(obj,weap);
        }
    }

    // draw tints and fades

    view_draw_liquid_tint(view.render->camera.under_liquid_idx);
    view_draw_effect_tint();
    view_fade_draw();
}