/* * CG_TestEntities * * If cg_testEntities is set, create 32 player models */ static void CG_TestEntities( void ) { int i, j; float f, r; entity_t ent; memset( &ent, 0, sizeof( ent ) ); trap_R_ClearScene(); for( i = 0; i < 100; i++ ) { r = 64 * ( ( i%4 ) - 1.5 ); f = 64 * ( i/4 ) + 128; for( j = 0; j < 3; j++ ) ent.origin[j] = ent.lightingOrigin[j] = cg.view.origin[j] + cg.view.axis[FORWARD][j]*f + cg.view.axis[RIGHT][j]*r; Matrix_Copy( cg.autorotateAxis, ent.axis ); ent.scale = 1.0f; ent.rtype = RT_MODEL; // skelmod splitmodels ent.model = cgs.basePModelInfo->model; if( cgs.baseSkin ) ent.customSkin = cgs.baseSkin; else ent.customSkin = NULL; CG_AddEntityToScene( &ent ); // skelmod } }
/* * CG_DrawModel */ static void CG_DrawModel( int x, int y, int align, int w, int h, struct model_s *model, struct shader_s *shader, vec3_t origin, vec3_t angles, bool outline ) { refdef_t refdef; entity_t entity; if( !model ) return; x = CG_HorizontalAlignForWidth( x, align, w ); y = CG_VerticalAlignForHeight( y, align, h ); memset( &refdef, 0, sizeof( refdef ) ); refdef.x = x; refdef.y = y; refdef.width = w; refdef.height = h; refdef.fov_x = 30; refdef.fov_y = CalcFov( refdef.fov_x, w, h ); refdef.time = cg.time; refdef.rdflags = RDF_NOWORLDMODEL; Matrix3_Copy( axis_identity, refdef.viewaxis ); refdef.scissor_x = x; refdef.scissor_y = y; refdef.scissor_width = w; refdef.scissor_height = h; memset( &entity, 0, sizeof( entity ) ); entity.model = model; entity.customShader = shader; entity.scale = 1.0f; entity.renderfx = RF_FULLBRIGHT | RF_NOSHADOW | RF_FORCENOLOD; VectorCopy( origin, entity.origin ); VectorCopy( entity.origin, entity.origin2 ); AnglesToAxis( angles, entity.axis ); if( outline ) { entity.outlineHeight = DEFAULT_OUTLINE_HEIGHT; Vector4Set( entity.outlineRGBA, 0, 0, 0, 255 ); } trap_R_ClearScene(); CG_SetBoneposesForTemporaryEntity( &entity ); CG_AddEntityToScene( &entity ); trap_R_RenderScene( &refdef ); }
/* ================= CG_RegisterGraphics This function may execute for a couple of minutes with a slow disk. ================= */ static void CG_RegisterGraphics( void ) { int i; char items[MAX_ITEMS+1]; // clear any references to old media memset( &cg.refdef, 0, sizeof( cg.refdef ) ); trap_R_ClearScene(); CG_LoadingString( cgs.mapname ); trap_R_LoadWorldMap( cgs.mapname ); // precache status bar pics CG_LoadingString( "game media" ); cgs.media.backTileShader = trap_R_RegisterShader( "gfx/2d/backtile" ); memset( cg_items, 0, sizeof( cg_items ) ); memset( cg_weapons, 0, sizeof( cg_weapons ) ); }
void CG_Draw3DModel( float x, float y, float w, float h, qhandle_t model, qhandle_t skin, vec3_t origin, vec3_t angles ) { refdef_t refdef; refEntity_t ent; if ( !cg_draw3dIcons.integer || !cg_drawIcons.integer ) { return; } CG_AdjustFrom640( &x, &y, &w, &h ); memset( &refdef, 0, sizeof( refdef ) ); memset( &ent, 0, sizeof( ent ) ); AnglesToAxis( angles, ent.axis ); VectorCopy( origin, ent.origin ); ent.hModel = model; ent.customSkin = skin; ent.renderfx = RF_NOSHADOW; // no stencil shadows refdef.rdflags = RDF_NOWORLDMODEL; AxisClear( refdef.viewaxis ); refdef.fov_x = 30; refdef.fov_y = 30; refdef.x = x; refdef.y = y; refdef.width = w; refdef.height = h; refdef.time = cg.time; trap_R_ClearScene(); trap_R_AddRefEntityToScene( &ent ); trap_MME_TimeFraction(cg.timeFraction); trap_R_RenderScene( &refdef ); }
/* ================ CG_Draw3DModel ================ */ void CG_Draw3DModel( float x, float y, float w, float h, qhandle_t model, qhandle_t skin, vec3_t origin, vec3_t angles ) { refdef_t refdef; refEntity_t ent; CG_AdjustFrom640( &x, &y, &w, &h,qtrue); memset( &refdef, 0, sizeof( refdef ) ); memset( &ent, 0, sizeof( ent ) ); AnglesToAxis( angles, ent.axis ); VectorCopy( origin, ent.origin ); ent.hModel = model; ent.customSkin = skin; ent.renderfx = RF_NOSHADOW | RF_DEPTHHACK | RF_LIGHTING_ORIGIN; refdef.rdflags = RDF_NOWORLDMODEL; AxisClear(refdef.viewaxis); refdef.fov_x = 30; refdef.fov_y = 30; refdef.x = x; refdef.y = y; refdef.width = w; refdef.height = h; refdef.time = cg.time; trap_R_ClearScene(); trap_R_AddRefEntityToScene(&ent); trap_R_RenderScene(&refdef); }
/* =============== UI_DrawPlayer =============== */ void UI_DrawPlayer( float x, float y, float w, float h, uiPlayerInfo_t *pi, int time ) { refdef_t refdef; refEntity_t legs = {0}; refEntity_t torso = {0}; refEntity_t head = {0}; #ifdef TA_WEAPSYS refEntity_t gun[MAX_HANDS] = {0}; #else refEntity_t gun = {0}; #endif refEntity_t barrel = {0}; refEntity_t flash = {0}; vec3_t origin; int renderfx; vec3_t mins = {-16, -16, -24}; vec3_t maxs = {16, 16, 32}; float len; float xx; float xscale; float yscale; #ifdef TA_WEAPSYS int i; vec3_t angles; #ifdef TURTLEARENA // PLAYERS char *newTagNames[3] = { "tag_hand_primary", "tag_hand_secondary", NULL }; #endif char *originalTagNames[3] = { "tag_weapon", "tag_flag", NULL }; #endif if ( !pi->legsModel || !pi->torsoModel || !pi->headModel #ifdef TA_PLAYERSYS || !pi->playercfg.animations[0].numFrames ) { #else || !pi->animations[0].numFrames ) { #endif return; } // this allows the ui to cache the player model on the main menu if (w == 0 || h == 0) { return; } dp_realtime = time; if ( pi->pendingWeapon != WP_NUM_WEAPONS && dp_realtime > pi->weaponTimer ) { pi->weapon = pi->pendingWeapon; pi->lastWeapon = pi->pendingWeapon; pi->pendingWeapon = WP_NUM_WEAPONS; pi->weaponTimer = 0; #ifndef TA_WEAPSYS_EX if( pi->currentWeapon != pi->weapon ) { trap_S_StartLocalSound( weaponChangeSound, CHAN_LOCAL ); } #endif } CG_AdjustFrom640( &x, &y, &w, &h ); y -= jumpHeight; memset( &refdef, 0, sizeof( refdef ) ); memset( &legs, 0, sizeof(legs) ); memset( &torso, 0, sizeof(torso) ); memset( &head, 0, sizeof(head) ); refdef.rdflags = RDF_NOWORLDMODEL; AxisClear( refdef.viewaxis ); refdef.x = x; refdef.y = y; refdef.width = w; refdef.height = h; if ( ui_stretch.integer ) { xscale = cgs.screenXScaleStretch; yscale = cgs.screenYScaleStretch; } else { xscale = cgs.screenXScale; yscale = cgs.screenYScale; } refdef.fov_x = (int)((float)refdef.width / xscale / 640.0f * 90.0f); xx = refdef.width / xscale / tan( refdef.fov_x / 360 * M_PI ); refdef.fov_y = atan2( refdef.height / yscale, xx ); refdef.fov_y *= ( 360 / (float)M_PI ); // calculate distance so the player nearly fills the box len = 0.7 * ( maxs[2] - mins[2] ); origin[0] = len / tan( DEG2RAD(refdef.fov_x) * 0.5 ); origin[1] = 0.5 * ( mins[1] + maxs[1] ); origin[2] = -0.5 * ( mins[2] + maxs[2] ); refdef.time = dp_realtime; trap_R_ClearScene(); // get the rotation information UI_PlayerAngles( pi, legs.axis, torso.axis, head.axis ); // get the animation state (after rotation, to allow feet shuffle) UI_PlayerAnimation( pi, &legs.oldframe, &legs.frame, &legs.backlerp, &torso.oldframe, &torso.frame, &torso.backlerp ); renderfx = RF_LIGHTING_ORIGIN | RF_NOSHADOW; // // add the legs // legs.hModel = pi->legsModel; legs.customSkin = CG_AddSkinToFrame( &pi->modelSkin ); VectorCopy( origin, legs.origin ); VectorCopy( origin, legs.lightingOrigin ); legs.renderfx = renderfx; VectorCopy (legs.origin, legs.oldorigin); Byte4Copy( pi->c1RGBA, legs.shaderRGBA ); CG_AddRefEntityWithMinLight( &legs ); if (!legs.hModel) { return; } // // add the torso // torso.hModel = pi->torsoModel; if (!torso.hModel) { return; } torso.customSkin = legs.customSkin; VectorCopy( origin, torso.lightingOrigin ); UI_PositionRotatedEntityOnTag( &torso, &legs, pi->legsModel, "tag_torso"); torso.renderfx = renderfx; Byte4Copy( pi->c1RGBA, torso.shaderRGBA ); CG_AddRefEntityWithMinLight( &torso ); // // add the head // head.hModel = pi->headModel; if (!head.hModel) { return; } head.customSkin = legs.customSkin; VectorCopy( origin, head.lightingOrigin ); UI_PositionRotatedEntityOnTag( &head, &torso, pi->torsoModel, "tag_head"); head.renderfx = renderfx; Byte4Copy( pi->c1RGBA, head.shaderRGBA ); CG_AddRefEntityWithMinLight( &head ); // // add the gun // if ( pi->currentWeapon != WP_NONE ) { #ifdef TA_WEAPSYS // get hands from cent for (i = 0; i < MAX_HANDS; i++) { memset( &gun[i], 0, sizeof(gun[i]) ); gun[i].hModel = pi->weaponModel[i]; VectorCopy( origin, gun[i].lightingOrigin ); gun[i].renderfx = renderfx; Byte4Copy( pi->c1RGBA, gun[i].shaderRGBA ); if (!originalTagNames[i] #ifdef TURTLEARENA // PLAYERS || !newTagNames[i] #endif ) { break; } if (!gun[i].hModel) { continue; } if ( #ifdef TURTLEARENA // PLAYERS !UI_PositionEntityOnTag( &gun[i], &torso, pi->torsoModel, newTagNames[i]) && #endif !UI_PositionEntityOnTag( &gun[i], &torso, pi->torsoModel, originalTagNames[i])) { // Failed to find tag continue; } CG_AddRefEntityWithMinLight( &gun[i] ); } #else memset( &gun, 0, sizeof(gun) ); gun.hModel = pi->weaponModel; Byte4Copy( pi->c1RGBA, gun.shaderRGBA ); VectorCopy( origin, gun.lightingOrigin ); UI_PositionEntityOnTag( &gun, &torso, pi->torsoModel, "tag_weapon"); gun.renderfx = renderfx; CG_AddRefEntityWithMinLight( &gun ); #endif } // // add the spinning barrel // #ifdef TA_WEAPSYS for (i = 0; i < MAX_HANDS; i++) #else if ( pi->barrelModel ) #endif { #ifdef TA_WEAPSYS if (!pi->barrelModel[i]) continue; #else vec3_t angles; #endif memset( &barrel, 0, sizeof(barrel) ); VectorCopy( origin, barrel.lightingOrigin ); barrel.renderfx = renderfx; #ifdef TA_WEAPSYS barrel.hModel = pi->barrelModel[i]; VectorClear(angles); if (bg_weapongroupinfo[pi->realWeapon].weapon[0]->barrelSpin != BS_NONE) { angles[bg_weapongroupinfo[pi->realWeapon].weapon[0]->barrelSpin] = UI_MachinegunSpinAngle( pi ); } #else barrel.hModel = pi->barrelModel; angles[YAW] = 0; angles[PITCH] = 0; angles[ROLL] = UI_MachinegunSpinAngle( pi ); #endif AnglesToAxis( angles, barrel.axis ); #ifdef TA_WEAPSYS UI_PositionRotatedEntityOnTag( &barrel, &gun[i], pi->weaponModel[i], "tag_barrel"); #else UI_PositionRotatedEntityOnTag( &barrel, &gun, pi->weaponModel, "tag_barrel"); #endif CG_AddRefEntityWithMinLight( &barrel ); } // // add muzzle flash // if ( dp_realtime <= pi->muzzleFlashTime ) { #ifdef TA_WEAPSYS vec3_t *flashDlightColor; for (i = 0; i < MAX_HANDS; i++) { memset( &flash, 0, sizeof(flash) ); flash.hModel = pi->flashModel[i]; flashDlightColor = &pi->flashDlightColor[i]; Byte4Copy( pi->c1RGBA, flash.shaderRGBA ); if (!flash.hModel) continue; VectorCopy( origin, flash.lightingOrigin ); UI_PositionEntityOnTag( &flash, &gun[i], pi->weaponModel[i], "tag_flash"); flash.renderfx = renderfx; trap_R_AddRefEntityToScene( &flash ); // make a dlight for the flash if ( *flashDlightColor[0] || *flashDlightColor[1] || *flashDlightColor[2] ) { trap_R_AddLightToScene( flash.origin, 200 + (rand()&31), 1.0f, *flashDlightColor[0], *flashDlightColor[1], *flashDlightColor[2] ); } } #else if ( pi->flashModel ) { memset( &flash, 0, sizeof(flash) ); flash.hModel = pi->flashModel; Byte4Copy( pi->c1RGBA, flash.shaderRGBA ); VectorCopy( origin, flash.lightingOrigin ); UI_PositionEntityOnTag( &flash, &gun, pi->weaponModel, "tag_flash"); flash.renderfx = renderfx; CG_AddRefEntityWithMinLight( &flash ); } // make a dlight for the flash if ( pi->flashDlightColor[0] || pi->flashDlightColor[1] || pi->flashDlightColor[2] ) { trap_R_AddJuniorLightToScene( flash.origin, 200 + (rand()&31), 1.0f, pi->flashDlightColor[0], pi->flashDlightColor[1], pi->flashDlightColor[2] ); } #endif } // // add the chat icon // if ( pi->chat ) { #ifdef TA_DATA // shaders UI_PlayerFloatSprite( pi, torso.origin, trap_R_RegisterShaderNoMip( "sprites/talkBalloon" ) ); #else UI_PlayerFloatSprite( pi, torso.origin, trap_R_RegisterShaderNoMip( "sprites/balloon3" ) ); #endif } // // add an accent light // origin[0] -= 100; // + = behind, - = in front origin[1] += 100; // + = left, - = right origin[2] += 100; // + = above, - = below trap_R_AddJuniorLightToScene( origin, 500, 1.0, 1.0, 1.0, 1.0 ); origin[0] -= 100; origin[1] -= 100; origin[2] -= 100; trap_R_AddJuniorLightToScene( origin, 500, 1.0, 1.0, 0.0, 0.0 ); trap_R_RenderScene( &refdef ); } /* ========================== UI_FileExists ========================== */ static qboolean UI_FileExists(const char *filename) { int len; len = trap_FS_FOpenFile( filename, NULL, FS_READ ); if (len>0) { return qtrue; } return qfalse; }
/* ================= 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 ) { // loadingscreen #ifdef SCRIPTHUD CG_DrawLoadingScreen( ); #else CG_DrawInformation(); #endif // end loadingscreen 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 ) ) { // loadingscreen #ifdef SCRIPTHUD CG_DrawLoadingScreen( ); #else CG_DrawInformation(); #endif // end loadingscreen 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 if (!cg_deathcam.integer) // leilei - allow first person deathcam cg.renderingThirdPerson = cg_thirdPerson.integer; else cg.renderingThirdPerson = cg_thirdPerson.integer || (cg.snap->ps.stats[STAT_HEALTH] <= 0); // build cg.refdef inwater = CG_CalcViewValues(); // 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(); // play buffered voice chats CG_PlayBufferedVoiceChats(); // 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.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 ); } }
/* =============== Main_MenuDraw =============== */ static void Main_MenuDraw( void ) { refdef_t refdef; refEntity_t ent; vec3_t origin; vec3_t angles; float adjust; float x, y, w, h; vec4_t color = {0.5, 0, 0, 1}; // setup the refdef memset( &refdef, 0, sizeof( refdef ) ); refdef.rdflags = RDF_NOWORLDMODEL; AxisClear( refdef.viewaxis ); x = 0; y = 0; w = 640; h = 120; UI_AdjustFrom640( &x, &y, &w, &h ); refdef.x = x; refdef.y = y; refdef.width = w; refdef.height = h; adjust = 0; // JDC: Kenneth asked me to stop this 1.0 * sin( (float)uis.realtime / 1000 ); refdef.fov_x = 70 + adjust; refdef.fov_y = 19.6875 + adjust; refdef.time = uis.realtime; origin[0] = 300; origin[1] = 0; origin[2] = -32; trap_R_ClearScene(); // add the model memset( &ent, 0, sizeof(ent) ); adjust = 20.0 * sin( (float)uis.realtime / 3000 ); VectorSet( angles, 0, 180 + adjust, 0 ); AnglesToAxis( angles, ent.axis ); ent.hModel = s_main.bannerModel; VectorCopy( origin, ent.origin ); VectorCopy( origin, ent.lightingOrigin ); ent.renderfx = RF_LIGHTING_ORIGIN | RF_NOSHADOW; VectorCopy( ent.origin, ent.oldorigin ); trap_R_AddRefEntityToScene( &ent ); // standard menu drawing Menu_Draw( &s_main.menu ); trap_R_RenderScene( &refdef ); /* if (uis.demoversion) { UI_DrawProportionalString( 320, 372, "DEMO FOR MATURE AUDIENCES DEMO", UI_CENTER|UI_SMALLFONT, color ); UI_DrawString( 320, 400, "Quake III Arena(c) 1999-2000, Id Software, Inc. All Rights Reserved", UI_CENTER|UI_SMALLFONT, color ); } else { UI_DrawString( 320, 450, "Quake III Arena(c) 1999-2000, Id Software, Inc. All Rights Reserved", UI_CENTER|UI_SMALLFONT, color ); }*/ }
/* =============== UI_DrawPlayer =============== */ void UI_DrawPlayer( float x, float y, float w, float h, uiPlayerInfo_t *pi, int time ) { refdef_t refdef; refEntity_t legs = {0}; refEntity_t torso = {0}; refEntity_t head = {0}; refEntity_t gun = {0}; refEntity_t barrel = {0}; refEntity_t flash = {0}; vec3_t origin; int renderfx; vec3_t mins = {-16, -16, -24}; vec3_t maxs = {16, 16, 32}; float len; float xx; float xscale; float yscale; if ( !pi->legsModel || !pi->torsoModel || !pi->headModel || !pi->animations[0].numFrames ) { return; } dp_realtime = time; if ( pi->pendingWeapon != WP_NUM_WEAPONS && dp_realtime > pi->weaponTimer ) { pi->weapon = pi->pendingWeapon; pi->lastWeapon = pi->pendingWeapon; pi->pendingWeapon = WP_NUM_WEAPONS; pi->weaponTimer = 0; if( pi->currentWeapon != pi->weapon ) { trap_S_StartLocalSound( weaponChangeSound, CHAN_LOCAL ); } } CG_AdjustFrom640( &x, &y, &w, &h ); y -= jumpHeight; memset( &refdef, 0, sizeof( refdef ) ); memset( &legs, 0, sizeof(legs) ); memset( &torso, 0, sizeof(torso) ); memset( &head, 0, sizeof(head) ); refdef.rdflags = RDF_NOWORLDMODEL; AxisClear( refdef.viewaxis ); refdef.x = x; refdef.y = y; refdef.width = w; refdef.height = h; if ( ui_stretch.integer ) { xscale = cgs.screenXScaleStretch; yscale = cgs.screenYScaleStretch; } else { xscale = cgs.screenXScale; yscale = cgs.screenYScale; } refdef.fov_x = (int)((float)refdef.width / xscale / 640.0f * 90.0f); xx = refdef.width / xscale / tan( refdef.fov_x / 360 * M_PI ); refdef.fov_y = atan2( refdef.height / yscale, xx ); refdef.fov_y *= ( 360 / M_PI ); // calculate distance so the player nearly fills the box len = 0.7 * ( maxs[2] - mins[2] ); origin[0] = len / tan( DEG2RAD(refdef.fov_x) * 0.5 ); origin[1] = 0.5 * ( mins[1] + maxs[1] ); origin[2] = -0.5 * ( mins[2] + maxs[2] ); refdef.time = dp_realtime; trap_R_ClearScene(); // get the rotation information UI_PlayerAngles( pi, legs.axis, torso.axis, head.axis ); // get the animation state (after rotation, to allow feet shuffle) UI_PlayerAnimation( pi, &legs.oldframe, &legs.frame, &legs.backlerp, &torso.oldframe, &torso.frame, &torso.backlerp ); renderfx = RF_LIGHTING_ORIGIN | RF_NOSHADOW; // // add the legs // legs.hModel = pi->legsModel; legs.customSkin = CG_AddSkinToFrame( &pi->modelSkin ); VectorCopy( origin, legs.origin ); VectorCopy( origin, legs.lightingOrigin ); legs.renderfx = renderfx; VectorCopy (legs.origin, legs.oldorigin); Byte4Copy( pi->c1RGBA, legs.shaderRGBA ); CG_AddRefEntityWithMinLight( &legs ); if (!legs.hModel) { return; } // // add the torso // torso.hModel = pi->torsoModel; if (!torso.hModel) { return; } torso.customSkin = legs.customSkin; VectorCopy( origin, torso.lightingOrigin ); UI_PositionRotatedEntityOnTag( &torso, &legs, pi->legsModel, "tag_torso"); torso.renderfx = renderfx; Byte4Copy( pi->c1RGBA, torso.shaderRGBA ); CG_AddRefEntityWithMinLight( &torso ); // // add the head // head.hModel = pi->headModel; if (!head.hModel) { return; } head.customSkin = legs.customSkin; VectorCopy( origin, head.lightingOrigin ); UI_PositionRotatedEntityOnTag( &head, &torso, pi->torsoModel, "tag_head"); head.renderfx = renderfx; Byte4Copy( pi->c1RGBA, head.shaderRGBA ); CG_AddRefEntityWithMinLight( &head ); // // add the gun // if ( pi->currentWeapon != WP_NONE ) { memset( &gun, 0, sizeof(gun) ); gun.hModel = pi->weaponModel; Byte4Copy( pi->c1RGBA, gun.shaderRGBA ); VectorCopy( origin, gun.lightingOrigin ); UI_PositionEntityOnTag( &gun, &torso, pi->torsoModel, "tag_weapon"); gun.renderfx = renderfx; CG_AddRefEntityWithMinLight( &gun ); } // // add the spinning barrel // if ( pi->barrelModel ) { vec3_t angles; memset( &barrel, 0, sizeof(barrel) ); VectorCopy( origin, barrel.lightingOrigin ); barrel.renderfx = renderfx; barrel.hModel = pi->barrelModel; angles[YAW] = 0; angles[PITCH] = 0; angles[ROLL] = UI_MachinegunSpinAngle( pi ); AnglesToAxis( angles, barrel.axis ); UI_PositionRotatedEntityOnTag( &barrel, &gun, pi->weaponModel, "tag_barrel"); CG_AddRefEntityWithMinLight( &barrel ); } // // add muzzle flash // if ( dp_realtime <= pi->muzzleFlashTime ) { if ( pi->flashModel ) { memset( &flash, 0, sizeof(flash) ); flash.hModel = pi->flashModel; Byte4Copy( pi->c1RGBA, flash.shaderRGBA ); VectorCopy( origin, flash.lightingOrigin ); UI_PositionEntityOnTag( &flash, &gun, pi->weaponModel, "tag_flash"); flash.renderfx = renderfx; CG_AddRefEntityWithMinLight( &flash ); } // make a dlight for the flash if ( pi->flashDlightColor[0] || pi->flashDlightColor[1] || pi->flashDlightColor[2] ) { trap_R_AddJuniorLightToScene( flash.origin, 200 + (rand()&31), 1.0f, pi->flashDlightColor[0], pi->flashDlightColor[1], pi->flashDlightColor[2] ); } } // // add the chat icon // if ( pi->chat ) { UI_PlayerFloatSprite( pi, torso.origin, trap_R_RegisterShaderNoMip( "sprites/balloon3" ) ); } // // add an accent light // origin[0] -= 100; // + = behind, - = in front origin[1] += 100; // + = left, - = right origin[2] += 100; // + = above, - = below trap_R_AddJuniorLightToScene( origin, 500, 1.0, 1.0, 1.0, 1.0 ); origin[0] -= 100; origin[1] -= 100; origin[2] -= 100; trap_R_AddJuniorLightToScene( origin, 500, 1.0, 1.0, 0.0, 0.0 ); trap_R_RenderScene( &refdef ); }
/* =============== UI_DrawPlayer =============== */ void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int time ) { refdef_t refdef; refEntity_t legs; refEntity_t torso; refEntity_t head; refEntity_t gun; refEntity_t flash; vec3_t origin; int renderfx; vec3_t mins = {-16, -16, -24}; vec3_t maxs = {16, 16, 32}; float len; float xx; if ( !pi->legsModel || !pi->torsoModel || !pi->headModel || !pi->animations[0].numFrames ) { return; } // this allows the ui to cache the player model on the main menu if (w == 0 || h == 0) { return; } dp_realtime = time; if ( pi->pendingWeapon != -1 && dp_realtime > pi->weaponTimer ) { pi->weapon = pi->pendingWeapon; pi->lastWeapon = pi->pendingWeapon; pi->pendingWeapon = -1; pi->weaponTimer = 0; if( pi->currentWeapon != pi->weapon ) { trap_S_StartLocalSound( weaponChangeSound, CHAN_LOCAL ); } } UI_AdjustFrom640( &x, &y, &w, &h ); y -= jumpHeight; memset( &refdef, 0, sizeof( refdef ) ); memset( &legs, 0, sizeof(legs) ); memset( &torso, 0, sizeof(torso) ); memset( &head, 0, sizeof(head) ); refdef.rdflags = RDF_NOWORLDMODEL; AxisClear( refdef.viewaxis ); refdef.x = x; refdef.y = y; refdef.width = w; refdef.height = h; refdef.fov_x = (int)((float)refdef.width / 640.0f * 90.0f); xx = refdef.width / tan( refdef.fov_x / 360 * M_PI ); refdef.fov_y = atan2( refdef.height, xx ); refdef.fov_y *= ( 360 / (float)M_PI ); // calculate distance so the player nearly fills the box len = 0.72 * ( maxs[2] - mins[2] ); origin[0] = len / tan( DEG2RAD(refdef.fov_x) * 0.5 ); origin[1] = 0.5 * ( mins[1] + maxs[1] ); origin[2] = -0.5 * ( mins[2] + maxs[2] ); refdef.time = dp_realtime; trap_R_ClearScene(); // get the rotation information UI_PlayerAngles( pi, legs.axis, torso.axis, head.axis ); // get the animation state (after rotation, to allow feet shuffle) UI_PlayerAnimation( pi, &legs.oldframe, &legs.frame, &legs.backlerp, &torso.oldframe, &torso.frame, &torso.backlerp ); renderfx = RF_LIGHTING_ORIGIN | RF_NOSHADOW; // // add the legs // legs.hModel = pi->legsModel; legs.customSkin = pi->legsSkin; VectorCopy( origin, legs.origin ); VectorCopy( origin, legs.lightingOrigin ); legs.renderfx = renderfx; VectorCopy (legs.origin, legs.oldorigin); trap_R_AddRefEntityToScene( &legs ); if (!legs.hModel) { return; } // // add the torso // torso.hModel = pi->torsoModel; if (!torso.hModel) { return; } torso.customSkin = pi->torsoSkin; VectorCopy( origin, torso.lightingOrigin ); UI_PositionRotatedEntityOnTag( &torso, &legs, pi->legsModel, "tag_torso"); torso.renderfx = renderfx; trap_R_AddRefEntityToScene( &torso ); // // add the head // head.hModel = pi->headModel; if (!head.hModel) { return; } head.customSkin = pi->headSkin; VectorCopy( origin, head.lightingOrigin ); UI_PositionRotatedEntityOnTag( &head, &torso, pi->torsoModel, "tag_head"); head.renderfx = renderfx; trap_R_AddRefEntityToScene( &head ); // // add the gun // if ( pi->currentWeapon != WP_NONE ) { memset( &gun, 0, sizeof(gun) ); gun.hModel = pi->weaponModel; VectorCopy( origin, gun.lightingOrigin ); UI_PositionEntityOnTag( &gun, &torso, pi->torsoModel, "tag_weapon"); gun.renderfx = renderfx; trap_R_AddRefEntityToScene( &gun ); } // // add the spinning barrel // // // add muzzle flash // if ( dp_realtime <= pi->muzzleFlashTime ) { if ( pi->flashModel ) { memset( &flash, 0, sizeof(flash) ); flash.hModel = pi->flashModel; VectorCopy( origin, flash.lightingOrigin ); UI_PositionEntityOnTag( &flash, &gun, pi->weaponModel, "tag_flash"); flash.renderfx = renderfx; trap_R_AddRefEntityToScene( &flash ); } // make a dlight for the flash if ( pi->flashDlightColor[0] || pi->flashDlightColor[1] || pi->flashDlightColor[2] ) { trap_R_AddLightToScene( flash.origin, 200 + (rand()&31), pi->flashDlightColor[0], pi->flashDlightColor[1], pi->flashDlightColor[2] ); } } // // add the chat icon // if ( pi->chat ) { UI_PlayerFloatSprite( pi, origin, trap_R_RegisterShaderNoMip( "sprites/balloon3" ) ); } // // add an accent light // origin[0] -= 100; // + = behind, - = in front origin[1] += 100; // + = left, - = right origin[2] += 100; // + = above, - = below trap_R_AddLightToScene( origin, 500, 1.0, 1.0, 1.0 ); origin[0] -= 100; origin[1] -= 100; origin[2] -= 100; trap_R_AddLightToScene( origin, 500, 1.0, 0.0, 0.0 ); trap_R_RenderScene( &refdef ); }
/* ================= 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.cld = 0; // NERVE - SMF - reset clientDamage #ifdef DEBUGTIME_ENABLED int dbgTime = trap_Milliseconds(),elapsed; int dbgCnt = 0; #endif cg.time = serverTime; cg.demoPlayback = demoPlayback; // update cvars CG_UpdateCvars(); /* // RF, if we should force a weapon, then do so if( !cg.weaponSelect ) { if (cg_loadWeaponSelect.integer > 0) { cg.weaponSelect = cg_loadWeaponSelect.integer; cg.weaponSelectTime = cg.time; trap_Cvar_Set( "cg_loadWeaponSelect", "0" ); // turn it off } } */ #ifdef DEBUGTIME_ENABLED CG_Printf( "\n" ); #endif DEBUGTIME // 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 ); DEBUGTIME // clear all the render lists trap_R_ClearScene(); DEBUGTIME // set up cg.snap and possibly cg.nextSnap CG_ProcessSnapshots(); DEBUGTIME // 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; } if ( cg.weaponSelect == WP_FG42SCOPE || cg.weaponSelect == WP_SNOOPERSCOPE || cg.weaponSelect == WP_SNIPERRIFLE ) { float spd; spd = VectorLength( cg.snap->ps.velocity ); if ( spd > 180.0f ) { switch ( cg.weaponSelect ) { case WP_FG42SCOPE: CG_FinishWeaponChange( cg.weaponSelect, WP_FG42 ); break; case WP_SNOOPERSCOPE: CG_FinishWeaponChange( cg.weaponSelect, WP_GARAND ); break; case WP_SNIPERRIFLE: CG_FinishWeaponChange( cg.weaponSelect, WP_MAUSER ); break; } } } DEBUGTIME if ( !cg.lightstylesInited ) { CG_SetupDlightstyles(); } DEBUGTIME // if we have been told not to render, don't if ( cg_norender.integer ) { return; } // this counter will be bumped for every valid scene we generate cg.clientFrame++; // update cg.predictedPlayerState CG_PredictPlayerState(); DEBUGTIME // decide on third person view cg.renderingThirdPerson = cg_thirdPerson.integer /*|| (cg.snap->ps.stats[STAT_HEALTH] <= 0)*/; // build cg.refdef inwater = CG_CalcViewValues(); CG_CalcShakeCamera(); CG_ApplyShakeCamera(); DEBUGTIME // RF, draw the skyboxportal CG_DrawSkyBoxPortal(); DEBUGTIME if ( inwater ) { CG_UnderwaterSounds(); } DEBUGTIME // first person blend blobs, done after AnglesToAxis if ( !cg.renderingThirdPerson ) { CG_DamageBlendBlob(); } DEBUGTIME // build the render lists if ( !cg.hyperspace ) { CG_AddPacketEntities(); // adter calcViewValues, so predicted player state is correct CG_AddMarks(); DEBUGTIME // Rafael particles CG_AddParticles(); // done. DEBUGTIME CG_AddLocalEntities(); DEBUGTIME }
static JSBool sys_clearscene(JSContext *cx, unsigned argc, jsval *vp) { trap_R_ClearScene(); return JS_TRUE; }
static void Main_MenuDraw( void ) { refdef_t refdef; refEntity_t ent; vec3_t origin; vec3_t angles; float adjust; float x, y, w, h; vec4_t color = {0.5, 0, 0, 1}; // setup the refdef memset( &refdef, 0, sizeof( refdef ) ); refdef.rdflags = RDF_NOWORLDMODEL; AxisClear( refdef.viewaxis ); x = 0; y = 0; w = 640; h = 120; CG_AdjustFrom640( &x, &y, &w, &h ); refdef.x = x; refdef.y = y; refdef.width = w; refdef.height = h; adjust = 0; // JDC: Kenneth asked me to stop this 1.0 * sin( (float)uis.realtime / 1000 ); refdef.fov_x = 60 + adjust; refdef.fov_y = 19.6875 + adjust; refdef.time = uis.realtime; origin[0] = 300; origin[1] = 0; origin[2] = -32; trap_R_ClearScene(); // add the model memset( &ent, 0, sizeof(ent) ); adjust = 5.0 * sin( (float)uis.realtime / 5000 ); VectorSet( angles, 0, 180 + adjust, 0 ); AnglesToAxis( angles, ent.axis ); ent.hModel = s_main.bannerModel; VectorCopy( origin, ent.origin ); VectorCopy( origin, ent.lightingOrigin ); ent.renderfx = RF_LIGHTING_ORIGIN | RF_NOSHADOW; VectorCopy( ent.origin, ent.oldorigin ); CG_AddRefEntityWithMinLight( &ent ); trap_R_RenderScene( &refdef ); if (strlen(s_errorMessage.errorMessage)) { UI_DrawProportionalString_AutoWrapped( 320, 192, 600, 20, s_errorMessage.errorMessage, UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, menu_text_color ); } else { // standard menu drawing Menu_Draw( &s_main.menu ); } if (uis.demoversion) { UI_DrawProportionalString( 320, 372, "DEMO FOR MATURE AUDIENCES DEMO", UI_CENTER|UI_SMALLFONT, color ); UI_DrawString( 320, 400, "Quake III Arena(c) 1999-2000, Id Software, Inc. All Rights Reserved", UI_CENTER|UI_SMALLFONT, color ); } else if (uis.demotestversion) { UI_DrawProportionalString( 320, 372, "DEMOTEST FOR MATURE AUDIENCES DEMOTEST", UI_CENTER|UI_SMALLFONT, color ); UI_DrawString( 320, 400, "Quake III Arena(c) 1999-2000, Id Software, Inc. All Rights Reserved", UI_CENTER|UI_SMALLFONT, color ); UI_DrawString( 320, 428, "This test may only be distributed electronically. Physical media (e.g. CD-ROM's, floppies, etc.) redistribution of the demo test is prohibited. Refer to the End User License Agreement for further details.", UI_CENTER|UI_SMALLFONT, color ); } else { UI_DrawString( 320, 450, "Quake III Arena(c) 1999-2000, Id Software, Inc. All Rights Reserved", UI_CENTER|UI_SMALLFONT, color ); } }
/* * UI_DrawPlayer */ void UI_DrawPlayer(float x, float y, float w, float h, Playerinfo *pi, int time) { Refdef refdef; Refent legs; Refent torso; Refent head; Refent gun; Refent barrel; Refent flash; Vec3 origin; int renderfx; Vec3 mins = {-16, -16, -24}; Vec3 maxs = {16, 16, 32}; float len; float xx; if(!pi->legsModel || !pi->torsoModel || !pi->headModel || !pi->animations[0].numFrames) return; dp_realtime = time; if(pi->pendingWeapon != -1 && dp_realtime > pi->weaponTimer){ pi->weapon = pi->pendingWeapon; pi->lastWeapon = pi->pendingWeapon; pi->pendingWeapon = -1; pi->weaponTimer = 0; if(pi->currentWeapon != pi->weapon) trap_sndstartlocalsound(weaponChangeSound, CHAN_LOCAL); } UI_AdjustFrom640(&x, &y, &w, &h); y -= jumpHeight; memset(&refdef, 0, sizeof(refdef)); memset(&legs, 0, sizeof(legs)); memset(&torso, 0, sizeof(torso)); memset(&head, 0, sizeof(head)); refdef.rdflags = RDF_NOWORLDMODEL; clearaxis(refdef.viewaxis); refdef.x = x; refdef.y = y; refdef.width = w; refdef.height = h; refdef.fov_x = (int)((float)refdef.width / 640.0f * 90.0f); xx = refdef.width / tan(refdef.fov_x / 360 * M_PI); refdef.fov_y = atan2(refdef.height, xx); refdef.fov_y *= (360 / M_PI); /* calculate distance so the player nearly fills the box */ len = 0.7 * (maxs[2] - mins[2]); origin[0] = len / tan(DEG2RAD(refdef.fov_x) * 0.5); origin[1] = 0.5 * (mins[1] + maxs[1]); origin[2] = -0.5 * (mins[2] + maxs[2]); refdef.time = dp_realtime; trap_R_ClearScene(); /* get the rotation information */ UI_PlayerAngles(pi, legs.axis, torso.axis, head.axis); /* get the animation state (after rotation, to allow feet shuffle) */ UI_PlayerAnimation(pi, &legs.oldframe, &legs.frame, &legs.backlerp, &torso.oldframe, &torso.frame, &torso.backlerp); renderfx = RF_LIGHTING_ORIGIN | RF_NOSHADOW; /* * add the legs * */ legs.hModel = pi->legsModel; legs.customSkin = pi->legsSkin; copyv3(origin, legs.origin); copyv3(origin, legs.lightingOrigin); legs.renderfx = renderfx; copyv3 (legs.origin, legs.oldorigin); trap_R_AddRefEntityToScene(&legs); if(!legs.hModel) return; /* * add the torso * */ torso.hModel = pi->torsoModel; if(!torso.hModel) return; torso.customSkin = pi->torsoSkin; copyv3(origin, torso.lightingOrigin); UI_PositionRotatedEntityOnTag(&torso, &legs, pi->legsModel, "tag_torso"); torso.renderfx = renderfx; trap_R_AddRefEntityToScene(&torso); /* * add the head * */ head.hModel = pi->headModel; if(!head.hModel) return; head.customSkin = pi->headSkin; copyv3(origin, head.lightingOrigin); UI_PositionRotatedEntityOnTag(&head, &torso, pi->torsoModel, "tag_head"); head.renderfx = renderfx; trap_R_AddRefEntityToScene(&head); /* * add the gun * */ if(pi->currentWeapon != Wnone){ memset(&gun, 0, sizeof(gun)); gun.hModel = pi->weaponModel; if(pi->currentWeapon == Wrailgun) byte4copy(pi->c1RGBA, gun.shaderRGBA); else byte4copy(colorWhite, gun.shaderRGBA); copyv3(origin, gun.lightingOrigin); UI_PositionEntityOnTag(&gun, &torso, pi->torsoModel, "tag_weapon"); gun.renderfx = renderfx; trap_R_AddRefEntityToScene(&gun); } /* * add the spinning barrel * */ if(pi->realWeapon == Wmachinegun || pi->realWeapon == Wmelee){ Vec3 angles; memset(&barrel, 0, sizeof(barrel)); copyv3(origin, barrel.lightingOrigin); barrel.renderfx = renderfx; barrel.hModel = pi->barrelModel; angles[YAW] = 0; angles[PITCH] = 0; angles[ROLL] = UI_MachinegunSpinAngle(pi); if(pi->realWeapon == Wmelee){ angles[PITCH] = angles[ROLL]; angles[ROLL] = 0; } eulertoaxis(angles, barrel.axis); UI_PositionRotatedEntityOnTag(&barrel, &gun, pi->weaponModel, "tag_barrel"); trap_R_AddRefEntityToScene(&barrel); } /* * add muzzle flash * */ if(dp_realtime <= pi->muzzleFlashTime){ if(pi->flashModel){ memset(&flash, 0, sizeof(flash)); flash.hModel = pi->flashModel; if(pi->currentWeapon == Wrailgun) byte4copy(pi->c1RGBA, flash.shaderRGBA); else byte4copy(colorWhite, flash.shaderRGBA); copyv3(origin, flash.lightingOrigin); UI_PositionEntityOnTag(&flash, &gun, pi->weaponModel, "tag_flash"); flash.renderfx = renderfx; trap_R_AddRefEntityToScene(&flash); } /* make a dlight for the flash */ if(pi->flashDlightColor[0] || pi->flashDlightColor[1] || pi->flashDlightColor[2]) trap_R_AddLightToScene(flash.origin, 200 + (rand()&31), pi->flashDlightColor[0], pi->flashDlightColor[1], pi->flashDlightColor[2]); } /* * add the chat icon * */ if(pi->chat) UI_PlayerFloatSprite(pi, origin, trap_R_RegisterShaderNoMip("sprites/balloon4")); /* * add an accent light * */ origin[0] -= 100; /* + = behind, - = in front */ origin[1] += 100; /* + = left, - = right */ origin[2] += 100; /* + = above, - = below */ trap_R_AddLightToScene(origin, 500, 1.0, 1.0, 1.0); origin[0] -= 100; origin[1] -= 100; origin[2] -= 100; trap_R_AddLightToScene(origin, 500, 1.0, 0.0, 0.0); trap_R_RenderScene(&refdef); }
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; } }
/* ================= 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 ); } }
static void Main_MenuDraw( void ) { refdef_t refdef; refEntity_t ent; vec3_t origin; vec3_t angles; float adjust; float x, y, w, h; vec4_t color = {0.2, 0.2, 1.0, 1}; // setup the refdef memset( &refdef, 0, sizeof( refdef ) ); refdef.rdflags = RDF_NOWORLDMODEL; AxisClear( refdef.viewaxis ); x = 0; y = 0; w = 640; h = 120; UI_AdjustFrom640( &x, &y, &w, &h ); refdef.x = x; refdef.y = y; refdef.width = w; refdef.height = h; adjust = 0; // JDC: Kenneth asked me to stop this 1.0 * sin( (float)uis.realtime / 1000 ); refdef.fov_x = 60 + adjust; refdef.fov_y = 19.6875 + adjust; refdef.time = uis.realtime; origin[0] = 300; origin[1] = 0; origin[2] = -32; trap_R_ClearScene(); // add the model memset( &ent, 0, sizeof(ent) ); adjust = 5.0 * sin( (float)uis.realtime / 5000 ); VectorSet( angles, 0, 180 + adjust, 0 ); AnglesToAxis( angles, ent.axis ); ent.hModel = s_main.bannerModel; VectorCopy( origin, ent.origin ); VectorCopy( origin, ent.lightingOrigin ); ent.renderfx = RF_LIGHTING_ORIGIN | RF_NOSHADOW; VectorCopy( ent.origin, ent.oldorigin ); trap_R_AddRefEntityToScene( &ent ); trap_R_RenderScene( &refdef ); if (strlen(s_errorMessage.errorMessage)) { UI_DrawProportionalString_AutoWrapped( 320, 192, 600, 20, s_errorMessage.errorMessage, UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, menu_text_color ); } else { // standard menu drawing Menu_Draw( &s_main.menu ); } UI_DrawProportionalString( 320, 372, "", UI_CENTER|UI_SMALLFONT, color ); UI_DrawString( 320, 400, "OpenArena(c) 2005-2018 OpenArena Team", UI_CENTER|UI_SMALLFONT, color ); UI_DrawString( 320, 414, "OpenArena comes with ABSOLUTELY NO WARRANTY; this is free software", UI_CENTER|UI_SMALLFONT, color ); UI_DrawString( 320, 428, "and you are welcome to redistribute it under certain conditions;", UI_CENTER|UI_SMALLFONT, color ); UI_DrawString( 320, 444, "read COPYING for details.", UI_CENTER|UI_SMALLFONT, color ); //Draw version. UI_DrawString( 640-40, 480-14, "^7" OA_VERSION, UI_SMALLFONT, color ); if ((int)trap_Cvar_VariableValue("protocol")!=OA_STD_PROTOCOL) { UI_DrawString( 0, 480-14, va("^7Protocol: %i",(int)trap_Cvar_VariableValue("protocol")), UI_SMALLFONT, color); } }
/* ================= CG_RegisterGraphics This function may execute for a couple of minutes with a slow disk. ================= */ static void CG_RegisterGraphics( void ) { int i; const char *str; // clear any references to old media memset( &cg.refdef, 0, sizeof( cg.refdef ) ); trap_R_ClearScene(); CG_LoadingString( cgs.mapname ); trap_R_LoadWorldMap( cgs.mapname ); // precache status bar pics CG_LoadingString( "game media" ); cgs.media.crosshairShader[0] = trap_R_RegisterShader( "gfx/2d/BLANK" ); cgs.media.crosshairShader[1] = trap_R_RegisterShader( "textures/hud/crosshair" ); cgs.media.crosshairShader[2] = trap_R_RegisterShader( "gfx/2d/crosshair" ); cgs.media.backTileShader = trap_R_RegisterShader( "gfx/2d/backtile" ); cgs.media.shadowMarkShader = trap_R_RegisterShader( "markShadow" ); cgs.media.wakeMarkShader = trap_R_RegisterShader( "wake" ); // su44: MoHAA zoom overlays cgs.media.zoomOverlayShader = trap_R_RegisterShader("textures/hud/zoomoverlay"); cgs.media.kar98TopOverlayShader = trap_R_RegisterShader("textures/hud/kartop.tga"); cgs.media.kar98BottomOverlayShader = trap_R_RegisterShader("textures/hud/karbottom.tga"); cgs.media.binocularsOverlayShader = trap_R_RegisterShader("textures/hud/binocularsoverlay"); // register the inline models cgs.numInlineModels = trap_CM_NumInlineModels(); for ( i = 1 ; i < cgs.numInlineModels ; i++ ) { char name[10]; vec3_t mins, maxs; int j; Com_sprintf( name, sizeof(name), "*%i", i ); cgs.inlineDrawModel[i] = trap_R_RegisterModel( name ); trap_R_ModelBounds( cgs.inlineDrawModel[i], mins, maxs ); for ( j = 0 ; j < 3 ; j++ ) { cgs.inlineModelMidpoints[i][j] = mins[j] + 0.5 * ( maxs[j] - mins[j] ); } } // register all the server specified models for (i=1 ; i<MAX_MODELS ; i++) { const char *modelName; modelName = CG_ConfigString( CS_MODELS+i ); if ( !modelName[0] ) { break; } cgs.gameModels[i] = trap_R_RegisterModel( modelName ); if( modelName[0] != '*') { cgs.gameTIKIs[i] = trap_TIKI_RegisterModel( modelName ); if(cgs.gameTIKIs[i] == 0) { CG_Printf("CG_RegisterGraphics: failed to load tiki file %s (%i)\n",modelName,i); } } } for (i=0; i<64; i++) { const char *itemName; itemName = CG_ConfigString( CS_WEAPONS+i ); if(itemName[0]) { CG_RegisterItemName(i, itemName); } } for( i = CS_RAIN_DENSITY; i != (CS_RAIN_NUMSHADERS+1); i++) { str = CG_ConfigString( i ); CG_RainCSUpdated(i,str); } str = CG_ConfigString( CS_FOGINFO ); sscanf(str, "%d %f %f %f %f", &cg.farplane_cull, &cg.farplane_distance, &cg.farplane_color[0], &cg.farplane_color[1], &cg.farplane_color[2]); CG_ClearParticles (); }
static void Main_MenuDraw( void ) { refdef_t refdef; //refEntity_t ent; //vec3_t origin; //vec3_t angles; float adjust; float x, y, w, h; vec4_t color = {1, 1, 1, 1}; int sy; // setup the refdef memset( &refdef, 0, sizeof( refdef ) ); refdef.rdflags = RDF_NOWORLDMODEL; AxisClear( refdef.viewaxis ); x = 0; y = 0; w = 640; h = 120; UI_AdjustFrom640( &x, &y, &w, &h ); refdef.x = x; refdef.y = y; refdef.width = w; refdef.height = h; adjust = 0; // JDC: Kenneth asked me to stop this 1.0 * sin( (float)uis.realtime / 1000 ); refdef.fov_x = 60 + adjust; refdef.fov_y = 19.6875 + adjust; refdef.time = uis.realtime; //origin[0] = 300; //origin[1] = 0; //origin[2] = -32; trap_R_ClearScene(); #if 0 // add the model memset( &ent, 0, sizeof(ent) ); adjust = 5.0 * sin( (float)uis.realtime / 5000 ); VectorSet( angles, 0, 180 + adjust, 0 ); AnglesToAxis( angles, ent.axis ); ent.hModel = s_main.bannerModel; VectorCopy( origin, ent.origin ); VectorCopy( origin, ent.lightingOrigin ); ent.renderfx = RF_LIGHTING_ORIGIN | RF_NOSHADOW; VectorCopy( ent.origin, ent.oldorigin ); //trap_R_AddRefEntityToScene( &ent ); #endif trap_R_RenderScene( &refdef ); //UI_DrawProportionalString( 320, 372, "DEMO FOR MATURE AUDIENCES DEMO", UI_CENTER|UI_SMALLFONT, color ); if (uis.showErrorMenu) { //UI_DrawProportionalString(0, 0, "You need to copy quakelive's baseq3 directory into ", UI_SMALLFONT, color); sy = 0; sy += 2 * SMALLCHAR_HEIGHT; UI_DrawString(0, sy, " Installation is incomplete.", UI_SMALLFONT, color); sy += 2 * SMALLCHAR_HEIGHT; UI_DrawString(0, sy, " You need to copy the files in quakelive's baseq3 directory", UI_SMALLFONT, color); sy += SMALLCHAR_HEIGHT; UI_DrawString(0, sy, " (the files ending with .pk3) into wolfcam's baseq3 directory.", UI_SMALLFONT, color); //return; } if (strlen(s_errorMessage.errorMessage)) { UI_DrawProportionalString_AutoWrapped( 320, 192, 600, 20, s_errorMessage.errorMessage, UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, menu_text_color ); } else { // standard menu drawing Menu_Draw( &s_main.menu ); } #if 0 if (uis.demoversion) { UI_DrawProportionalString( 320, 372, "DEMO FOR MATURE AUDIENCES DEMO", UI_CENTER|UI_SMALLFONT, color ); UI_DrawString( 320, 400, "Quake III Arena(c) 1999-2000, Id Software, Inc. All Rights Reserved", UI_CENTER|UI_SMALLFONT, color ); } else { UI_DrawString( 320, 450, "Quake III Arena(c) 1999-2000, Id Software, Inc. All Rights Reserved", UI_CENTER|UI_SMALLFONT, color ); } #endif }
static void Main_MenuDraw(void) { refdef_t refdef; refEntity_t ent; vec3_t origin; vec3_t angles; float adjust; float x, y, w, h; vec4_t color; qboolean connected = qtrue; vec4_t oldColor = {0.8, 0.8, 0.8, 1}; // FIXME dont call on every update... s_main.servers = (int) trap_Cvar_VariableValue("ma_servers"); s_main.players = (int) trap_Cvar_VariableValue("ma_players"); s_main.motd = UI_Cvar_VariableString("ma_motd"); if (!s_main.motd || !Q_stricmp(s_main.motd, "")) { s_main.motd = "Failed to connect to master server"; connected = qfalse; } // options the refdef memset(&refdef, 0, sizeof ( refdef)); refdef.rdflags = RDF_NOWORLDMODEL; AxisClear(refdef.viewaxis); x = 0; y = 0; w = 640; h = 120; UI_AdjustFrom640(&x, &y, &w, &h); refdef.x = x; refdef.y = y; refdef.width = w; refdef.height = h; adjust = 0; // JDC: Kenneth asked me to stop this 1.0 * sin( (float)uis.realtime / 1000 ); refdef.fov_x = 60 + adjust; refdef.fov_y = 19.6875 + adjust; refdef.time = uis.realtime; origin[0] = 300; origin[1] = 0; origin[2] = -32; trap_R_ClearScene(); // add the model memset(&ent, 0, sizeof (ent)); /*adjust = 5.0 * sin((float) uis.realtime / 5000); VectorSet(angles, 0, 180 + adjust, 0); AnglesToAxis(angles, ent.axis); ent.hModel = s_main.bannerModel; VectorCopy(origin, ent.origin); VectorCopy(origin, ent.lightingOrigin); ent.renderfx = RF_LIGHTING_ORIGIN | RF_NOSHADOW; VectorCopy(ent.origin, ent.oldorigin);*/ x = 0; y = 0; w = 640; h = 64; UI_FillRect(x, y, w, h, color_black); x = 16; y = 16; UI_DrawString(x, y, "Hazewood", UI_LEFT, color_green); x = 196; y = 28; if (connected) { UI_DrawString(x, y, va("%s", s_main.motd), UI_LEFT | UI_SMALLERFONT, color_white); } else { UI_DrawString(x, y, va("%s", s_main.motd), UI_LEFT | UI_SMALLERFONT, color_red); } x = 640 - 196 + 48; y = 12; if (s_main.servers > 0) { UI_DrawString(x, y, va("%i Servers", s_main.servers), UI_LEFT | UI_SMALLFONT, color_blue); } else { UI_DrawString(x, y, va("%i Servers", s_main.servers), UI_LEFT | UI_SMALLFONT, color_red); } y = 36; if (s_main.players > 0) { UI_DrawString(x, y, va("%i Players", s_main.players), UI_LEFT | UI_SMALLFONT, color_blue); } else { UI_DrawString(x, y, va("%i Players", s_main.players), UI_LEFT | UI_SMALLFONT, color_red); } x = 0; y = 480 - 64; w = 640; h = 64; UI_FillRect(x, y, w, h, color_black); x = 0; y = 64; w = 640; h = 480 - 128; if (!s_main.up) { s_main.fade -= ((float) uis.frametime) / 10.0f; } else { s_main.fade += ((float) uis.frametime) / 10.0f; } if (s_main.fade >= 1200.0f) { s_main.up = qfalse; s_main.currentScene++; if (s_main.currentScene >= MAX_MENU_SCENES) { s_main.currentScene = 0; } } if (s_main.fade <= -100.0f) { s_main.up = qtrue; } Vector4Copy(oldColor, color); UI_DrawHandlePic(x, y, w, h, trap_R_RegisterShaderNoMip(va("gfx/scenes/%i", s_main.currentScene))); color[3] = s_main.fade / 1000.0f; if (color[3] > 1) { color[3] = 1; } if (color[3] < 0) { color[3] = 0; } trap_R_SetColor(color); UI_DrawNamedPic(x, y, w, h, "gfx/colors/blue.jpg"); trap_R_SetColor(oldColor); trap_R_AddRefEntityToScene(&ent); trap_R_RenderScene(&refdef); if (strlen(s_errorMessage.errorMessage)) { UI_DrawProportionalString_AutoWrapped(320, 192, 600, 20, s_errorMessage.errorMessage, UI_CENTER | UI_SMALLFONT | UI_DROPSHADOW, menu_text_color); } else { Menu_Draw(&s_main.menu); } }
/* ================= 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; int mpSetup; // NERVE - SMF #ifdef DEBUGTIME_ENABLED int dbgTime=trap_Milliseconds(),elapsed; int dbgCnt=0; #endif cg.time = serverTime; cg.demoPlayback = demoPlayback; // update cvars CG_UpdateCvars(); #ifdef DEBUGTIME_ENABLED CG_Printf("\n"); #endif DEBUGTIME // 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); DEBUGTIME // clear all the render lists trap_R_ClearScene(); DEBUGTIME // set up cg.snap and possibly cg.nextSnap CG_ProcessSnapshots(); DEBUGTIME // 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; } // check for server set weapons we might not know about // (FIXME: this is a hack for the time being since a scripted "selectweapon" does // not hit the first snap, the server weapon set in cg_playerstate.c line 219 doesn't // do the trick) if( !cg.weaponSelect && cg.snap->ps.weapon) { cg.weaponSelect = cg.snap->ps.weapon; cg.weaponSelectTime = cg.time; } //----(SA) nerve uses this for snooper/sniper if (cg.weaponSelect == WP_FG42SCOPE) { float spd; spd = VectorLength(cg.snap->ps.velocity); if (spd > 180.0f) CG_FinishWeaponChange(WP_FG42SCOPE, WP_FG42); } DEBUGTIME if(!cg.lightstylesInited) CG_SetupDlightstyles(); DEBUGTIME // if we have been told not to render, don't if (cg_norender.integer) { return; } // this counter will be bumped for every valid scene we generate cg.clientFrame++; // update cg.predictedPlayerState CG_PredictPlayerState(); DEBUGTIME // decide on third person view cg.renderingThirdPerson = cg_thirdPerson.integer || (cg.snap->ps.stats[STAT_HEALTH] <= 0); // build cg.refdef inwater = CG_CalcViewValues(); DEBUGTIME // RF, draw the skyboxportal CG_DrawSkyBoxPortal(); DEBUGTIME if(inwater) CG_UnderwaterSounds(); DEBUGTIME // first person blend blobs, done after AnglesToAxis if ( !cg.renderingThirdPerson ) { CG_DamageBlendBlob(); } DEBUGTIME // build the render lists if ( !cg.hyperspace ) { CG_AddPacketEntities(); // adter calcViewValues, so predicted player state is correct CG_AddMarks(); DEBUGTIME // Rafael particles CG_AddParticles (); // done. DEBUGTIME CG_AddLocalEntities(); DEBUGTIME }
/* ================= 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; if (cg.snap && ui_myteam.integer != cg.snap->ps.persistant[PERS_TEAM]) { trap_Cvar_Set ( "ui_myteam", va("%i", cg.snap->ps.persistant[PERS_TEAM]) ); } // 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; } trap_FX_AdjustTime( cg.time, cg.refdef.vieworg, cg.refdef.viewaxis ); CG_RunLightStyles(); // 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(); trap_ROFF_UpdateEntities(); // 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 if (cg.snap && cg.snap->ps.saberLockTime > cg.time) { trap_SetUserCmdValue( cg.weaponSelect, 0.01, cg.forceSelect, cg.itemSelect ); } else if (cg.snap && cg.snap->ps.usingATST) { trap_SetUserCmdValue( cg.weaponSelect, 0.2, cg.forceSelect, cg.itemSelect ); } else { trap_SetUserCmdValue( cg.weaponSelect, cg.zoomSensitivity, cg.forceSelect, cg.itemSelect ); } // 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); if (cg.snap->ps.stats[STAT_HEALTH] > 0 && (cg.predictedPlayerState.weapon == WP_SABER || cg.predictedPlayerState.usingATST || cg.predictedPlayerState.forceHandExtend == HANDEXTEND_KNOCKDOWN || cg.predictedPlayerState.fallingToDeath)) { cg.renderingThirdPerson = 1; } else if (cg.snap->ps.zoomMode) { //always force first person when zoomed cg.renderingThirdPerson = 0; } // build cg.refdef inwater = CG_CalcViewValues(); CG_CalcScreenEffects(); // 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_AddParticles (); CG_AddLocalEntities(); } CG_AddViewWeapon( &cg.predictedPlayerState ); if ( !cg.hyperspace) { trap_FX_AddScheduledEffects(); } // add buffered sounds CG_PlayBufferedSounds(); // play buffered voice chats CG_PlayBufferedVoiceChats(); // 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(); // if there are any entities flagged as sound trackers and attached to other entities, update their sound pos CG_UpdateSoundTrackers(); if (gCGHasFallVector) { vec3_t lookAng; VectorSubtract(cg.snap->ps.origin, cg.refdef.vieworg, lookAng); VectorNormalize(lookAng); vectoangles(lookAng, lookAng); VectorCopy(gCGFallVector, cg.refdef.vieworg); AnglesToAxis(lookAng, cg.refdef.viewaxis); } // 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 ); } }
/* ================= CG_RegisterGraphics This function may execute for a couple of minutes with a slow disk. ================= */ static void CG_RegisterGraphics( void ) { int i; static char *sb_nums[11] = { "interface/fonts/numbers/0", "interface/fonts/numbers/1", "interface/fonts/numbers/2", "interface/fonts/numbers/3", "interface/fonts/numbers/4", "interface/fonts/numbers/5", "interface/fonts/numbers/6", "interface/fonts/numbers/7", "interface/fonts/numbers/8", "interface/fonts/numbers/9", "interface/fonts/numbers/-", }; // clear any references to old media memset( &cg.refdef, 0, sizeof( cg.refdef ) ); trap_R_ClearScene(); CG_LoadingString( cgs.mapname ); trap_R_LoadWorldMap( cgs.mapname ); CG_LoadingString( "game media" ); for ( i=0 ; i<11 ; i++) { cgs.media.numberShaders[i] = trap_R_RegisterShader( sb_nums[i] ); } cgs.media.waterBubbleLargeShader = trap_R_RegisterShader( "waterBubbleLarge" ); cgs.media.waterBubbleMediumShader = trap_R_RegisterShader( "waterBubbleMedium" ); cgs.media.waterBubbleSmallShader = trap_R_RegisterShader( "waterBubbleSmall" ); cgs.media.waterBubbleTinyShader = trap_R_RegisterShader( "waterBubbleTiny" ); cgs.media.selectShader = trap_R_RegisterShader( "interface/hud/select.png" ); cgs.media.chatBubble = trap_R_RegisterShader( "chatBubble"); for ( i = 0 ; i < NUM_CROSSHAIRS ; i++ ) { cgs.media.crosshairShader[i] = trap_R_RegisterShader( va("crosshair%c", 'a'+i) ); } cgs.media.speedLineShader = trap_R_RegisterShaderNoMip("speedLines"); cgs.media.speedLineSpinShader = trap_R_RegisterShaderNoMip("speedLinesSpin"); cgs.media.globalCelLighting = trap_R_RegisterShader("GlobalCelLighting"); cgs.media.waterSplashSkin = trap_R_RegisterSkin( "effects/water/waterSplash.skin" ); cgs.media.waterSplashModel = trap_R_RegisterModel( "effects/water/waterSplash.md3" ); cgs.media.waterRippleSkin = trap_R_RegisterSkin( "effects/water/waterRipple.skin" ); cgs.media.waterRippleModel = trap_R_RegisterModel( "effects/water/waterRipple.md3" ); cgs.media.waterRippleSingleSkin = trap_R_RegisterSkin( "effects/water/waterRippleSingle.skin" ); cgs.media.waterRippleSingleModel = trap_R_RegisterModel( "effects/water/waterRippleSingle.md3" ); cgs.media.meleeSpeedEffectShader = trap_R_RegisterShader( "skills/energyBlast" ); cgs.media.meleePowerEffectShader = trap_R_RegisterShader( "shockwave" ); cgs.media.teleportEffectShader = trap_R_RegisterShader( "teleportEffect" ); cgs.media.boltEffectShader = trap_R_RegisterShader( "boltEffect" ); cgs.media.auraLightningSparks1 = trap_R_RegisterShader( "AuraLightningSparks1" ); cgs.media.auraLightningSparks2 = trap_R_RegisterShader( "AuraLightningSparks2" ); cgs.media.powerStruggleRaysEffectShader = trap_R_RegisterShader( "PowerStruggleRays" ); cgs.media.powerStruggleShockwaveEffectShader = trap_R_RegisterShader( "PowerStruggleShockwave" ); cgs.media.bfgLFGlare = trap_R_RegisterShader("bfgLFGlare"); cgs.media.bfgLFDisc = trap_R_RegisterShader("bfgLFDisc"); cgs.media.bfgLFRing = trap_R_RegisterShader("bfgLFRing"); cgs.media.bfgLFStar = trap_R_RegisterShader("bfgLFStar"); cgs.media.bfgLFLine = trap_R_RegisterShader("bfgLFLine"); memset( cg_weapons, 0, sizeof( cg_weapons ) ); cgs.media.wakeMarkShader = trap_R_RegisterShader( "wake" ); cgs.media.dirtPushShader = trap_R_RegisterShader( "DirtPush" ); cgs.media.dirtPushSkin = trap_R_RegisterSkin( "effects/shockwave/dirtPush.skin" ); cgs.media.dirtPushModel = trap_R_RegisterModel( "effects/shockwave/dirtPush.md3" ); cgs.media.hudShader = trap_R_RegisterShaderNoMip( "interface/hud/main.png" ); cgs.media.chatBackgroundShader = trap_R_RegisterShaderNoMip("chatBox"); cgs.media.markerAscendShader = trap_R_RegisterShaderNoMip( "interface/hud/markerAscend.png" ); cgs.media.markerDescendShader = trap_R_RegisterShaderNoMip( "interface/hud/markerDescend.png" ); cgs.media.breakLimitShader = trap_R_RegisterShaderNoMip( "breakLimit" ); cgs.media.RadarBlipShader = trap_R_RegisterShaderNoMip( "interface/sense/blip.png" ); cgs.media.RadarBlipTeamShader = trap_R_RegisterShaderNoMip( "interface/sense/blipteam.png" ); cgs.media.RadarBurstShader = trap_R_RegisterShaderNoMip( "interface/sense/burst.png" ); cgs.media.RadarWarningShader = trap_R_RegisterShaderNoMip( "interface/sense/warning.png" ); cgs.media.RadarMidpointShader = trap_R_RegisterShaderNoMip( "interface/sense/midpoint.png" ); // END ADDING // register the inline models cgs.numInlineModels = trap_CM_NumInlineModels(); for ( i = 1 ; i < cgs.numInlineModels ; i++ ) { char name[10]; vec3_t mins, maxs; int j; Com_sprintf( name, sizeof(name), "*%i", i ); cgs.inlineDrawModel[i] = trap_R_RegisterModel( name ); trap_R_ModelBounds( cgs.inlineDrawModel[i], mins, maxs, 0 ); for ( j = 0 ; j < 3 ; j++ ) { cgs.inlineModelMidpoints[i][j] = mins[j] + 0.5 * ( maxs[j] - mins[j] ); } } // register all the server specified models for (i=1 ; i<MAX_MODELS ; i++) { const char *modelName; modelName = CG_ConfigString( CS_MODELS+i ); if ( !modelName[0] ) { break; } cgs.gameModels[i] = trap_R_RegisterModel( modelName ); } CG_ClearParticles (); }
/* ================= CG_RegisterGraphics This function may execute for a couple of minutes with a slow disk. ================= */ static void CG_RegisterGraphics( void ) { gitem_t *backpack; int i; char items[MAX_ITEMS+1]; static char *sb_nums[11] = { "gfx/2d/numbers/zero_32b", "gfx/2d/numbers/one_32b", "gfx/2d/numbers/two_32b", "gfx/2d/numbers/three_32b", "gfx/2d/numbers/four_32b", "gfx/2d/numbers/five_32b", "gfx/2d/numbers/six_32b", "gfx/2d/numbers/seven_32b", "gfx/2d/numbers/eight_32b", "gfx/2d/numbers/nine_32b", "gfx/2d/numbers/minus_32b", }; // clear any references to old media memset( &cg.refdef, 0, sizeof( cg.refdef ) ); trap_R_ClearScene(); CG_LoadingString( cgs.mapname ); trap_R_LoadWorldMap( cgs.mapname ); // precache status bar pics CG_LoadingString( "game media" ); for ( i=0 ; i<11 ; i++) { cgs.media.numberShaders[i] = trap_R_RegisterShader( sb_nums[i] ); } cgs.media.botSkillShaders[0] = trap_R_RegisterShader( "menu/art/skill1.tga" ); cgs.media.botSkillShaders[1] = trap_R_RegisterShader( "menu/art/skill2.tga" ); cgs.media.botSkillShaders[2] = trap_R_RegisterShader( "menu/art/skill3.tga" ); cgs.media.botSkillShaders[3] = trap_R_RegisterShader( "menu/art/skill4.tga" ); cgs.media.botSkillShaders[4] = trap_R_RegisterShader( "menu/art/skill5.tga" ); cgs.media.viewBloodShader = trap_R_RegisterShader( "viewBloodBlend" ); cgs.media.deferShader = trap_R_RegisterShaderNoMip( "gfx/2d/defer.tga" ); cgs.media.scoreboardName = trap_R_RegisterShaderNoMip( "menu/tab/name.tga" ); cgs.media.scoreboardPing = trap_R_RegisterShaderNoMip( "menu/tab/ping.tga" ); cgs.media.scoreboardScore = trap_R_RegisterShaderNoMip( "menu/tab/score.tga" ); cgs.media.scoreboardTime = trap_R_RegisterShaderNoMip( "menu/tab/time.tga" ); cgs.media.objectivesOverlay = trap_R_RegisterShaderNoMip( CG_ConfigString(CS_OBJECTIVESOVERLAY) ); cgs.media.objectivesUpdated = trap_R_RegisterShaderNoMip( "menu/objectives/updated.tga" ); cgs.media.objectivesUpdatedSound = trap_S_RegisterSound( "sound/misc/objective_update_01.wav", qfalse ); cgs.media.deathImage = trap_R_RegisterShaderNoMip( "menu/art/level_complete5" ); cgs.media.scoreShow = trap_S_RegisterSound( "sound/weapons/rocket/rocklx1a.wav", qfalse ); cgs.media.finalScoreShow = trap_S_RegisterSound( "sound/weapons/rocket/rocklx1a.wav", qfalse ); cgs.media.smokePuffShader = trap_R_RegisterShader( "smokePuff" ); cgs.media.smokePuffRageProShader = trap_R_RegisterShader( "smokePuffRagePro" ); cgs.media.shotgunSmokePuffShader = trap_R_RegisterShader( "shotgunSmokePuff" ); cgs.media.plasmaBallShader = trap_R_RegisterShader( "sprites/plasma1" ); cgs.media.bloodTrailShader = trap_R_RegisterShader( "bloodTrail" ); cgs.media.lagometerShader = trap_R_RegisterShader("lagometer" ); cgs.media.connectionShader = trap_R_RegisterShader( "disconnected" ); cgs.media.waterBubbleShader = trap_R_RegisterShader( "waterBubble" ); cgs.media.tracerShader = trap_R_RegisterShader( "gfx/misc/tracer" ); cgs.media.selectShader = trap_R_RegisterShader( "gfx/2d/select" ); for ( i = 0 ; i < NUM_CROSSHAIRS ; i++ ) { cgs.media.crosshairShader[i] = trap_R_RegisterShader( va("gfx/2d/crosshair%c", 'a'+i) ); } cgs.media.backTileShader = trap_R_RegisterShader( "gfx/2d/backtile" ); cgs.media.noammoShader = trap_R_RegisterShader( "icons/noammo" ); // powerup shaders cgs.media.quadShader = trap_R_RegisterShader("powerups/quad" ); cgs.media.quadWeaponShader = trap_R_RegisterShader("powerups/quadWeapon" ); cgs.media.battleSuitShader = trap_R_RegisterShader("powerups/battleSuit" ); cgs.media.battleWeaponShader = trap_R_RegisterShader("powerups/battleWeapon" ); cgs.media.invisShader = trap_R_RegisterShader("powerups/invisibility" ); cgs.media.regenShader = trap_R_RegisterShader("powerups/regen" ); cgs.media.hastePuffShader = trap_R_RegisterShader("hasteSmokePuff" ); if ( cg_buildScript.integer ) { cgs.media.redCubeModel = trap_R_RegisterModel( "models/powerups/orb/r_orb.md3" ); cgs.media.blueCubeModel = trap_R_RegisterModel( "models/powerups/orb/b_orb.md3" ); cgs.media.redCubeIcon = trap_R_RegisterShader( "icons/skull_red" ); cgs.media.blueCubeIcon = trap_R_RegisterShader( "icons/skull_blue" ); } if ( cg_buildScript.integer ) { cgs.media.redFlagModel = trap_R_RegisterModel( "models/flags/r_flag.md3" ); cgs.media.blueFlagModel = trap_R_RegisterModel( "models/flags/b_flag.md3" ); cgs.media.redFlagShader[0] = trap_R_RegisterShaderNoMip( "icons/iconf_red1" ); cgs.media.redFlagShader[1] = trap_R_RegisterShaderNoMip( "icons/iconf_red2" ); cgs.media.redFlagShader[2] = trap_R_RegisterShaderNoMip( "icons/iconf_red3" ); cgs.media.blueFlagShader[0] = trap_R_RegisterShaderNoMip( "icons/iconf_blu1" ); cgs.media.blueFlagShader[1] = trap_R_RegisterShaderNoMip( "icons/iconf_blu2" ); cgs.media.blueFlagShader[2] = trap_R_RegisterShaderNoMip( "icons/iconf_blu3" ); } cgs.media.dustPuffShader = trap_R_RegisterShader("hasteSmokePuff" ); if ( CG_IsTeamGame() || cg_buildScript.integer ) { cgs.media.friendShader = trap_R_RegisterShader( "sprites/foe" ); cgs.media.redQuadShader = trap_R_RegisterShader("powerups/blueflag" ); cgs.media.teamStatusBar = trap_R_RegisterShader( "gfx/2d/colorbar.tga" ); } cgs.media.armorModel = trap_R_RegisterModel( "models/powerups/armor/armor_yel.md3" ); cgs.media.armorIcon = trap_R_RegisterShaderNoMip( "icons/iconr_yellow" ); cgs.media.machinegunBrassModel = trap_R_RegisterModel( "models/weapons2/shells/m_shell.md3" ); cgs.media.shotgunBrassModel = trap_R_RegisterModel( "models/weapons2/shells/s_shell.md3" ); cgs.media.gibAbdomen = trap_R_RegisterModel( "models/gibs/abdomen.md3" ); cgs.media.gibArm = trap_R_RegisterModel( "models/gibs/arm.md3" ); cgs.media.gibChest = trap_R_RegisterModel( "models/gibs/chest.md3" ); cgs.media.gibFist = trap_R_RegisterModel( "models/gibs/fist.md3" ); cgs.media.gibFoot = trap_R_RegisterModel( "models/gibs/foot.md3" ); cgs.media.gibForearm = trap_R_RegisterModel( "models/gibs/forearm.md3" ); cgs.media.gibIntestine = trap_R_RegisterModel( "models/gibs/intestine.md3" ); cgs.media.gibLeg = trap_R_RegisterModel( "models/gibs/leg.md3" ); cgs.media.gibSkull = trap_R_RegisterModel( "models/gibs/skull.md3" ); cgs.media.gibBrain = trap_R_RegisterModel( "models/gibs/brain.md3" ); cgs.media.debrislight1 = trap_R_RegisterModel( "models/debris/concrete_b1.md3" ); cgs.media.debrislight2 = trap_R_RegisterModel( "models/debris/concrete_b2.md3" ); cgs.media.debrislight3 = trap_R_RegisterModel( "models/debris/concrete_b3.md3" ); cgs.media.debrislight4 = trap_R_RegisterModel( "models/debris/concrete_b4.md3" ); cgs.media.debrislight5 = trap_R_RegisterModel( "models/debris/concrete_b5.md3" ); cgs.media.debrislight6 = trap_R_RegisterModel( "models/debris/concrete_b6.md3" ); cgs.media.debrislight7 = trap_R_RegisterModel( "models/debris/concrete_b7.md3" ); cgs.media.debrislight8 = trap_R_RegisterModel( "models/debris/concrete_b8.md3" ); cgs.media.debrisdark1 = trap_R_RegisterModel( "models/debris/concrete_d1.md3" ); cgs.media.debrisdark2 = trap_R_RegisterModel( "models/debris/concrete_d2.md3" ); cgs.media.debrisdark3 = trap_R_RegisterModel( "models/debris/concrete_d3.md3" ); cgs.media.debrisdark4 = trap_R_RegisterModel( "models/debris/concrete_d4.md3" ); cgs.media.debrisdark5 = trap_R_RegisterModel( "models/debris/concrete_d5.md3" ); cgs.media.debrisdark6 = trap_R_RegisterModel( "models/debris/concrete_d6.md3" ); cgs.media.debrisdark7 = trap_R_RegisterModel( "models/debris/concrete_d7.md3" ); cgs.media.debrisdark8 = trap_R_RegisterModel( "models/debris/concrete_d8.md3" ); cgs.media.debrislightlarge1 = trap_R_RegisterModel( "models/debris/concrete_b1_large.md3" ); cgs.media.debrislightlarge2 = trap_R_RegisterModel( "models/debris/concrete_b2_large.md3" ); cgs.media.debrislightlarge3 = trap_R_RegisterModel( "models/debris/concrete_b3_large.md3" ); cgs.media.debrisdarklarge1 = trap_R_RegisterModel( "models/debris/wood_b1.md3" ); cgs.media.debrisdarklarge2 = trap_R_RegisterModel( "models/debris/wood_b1.md3" ); cgs.media.debrisdarklarge3 = trap_R_RegisterModel( "models/debris/wood_b1.md3" ); cgs.media.debriswood1 = trap_R_RegisterModel( "models/debris/wood_b1.md3" ); cgs.media.debriswood2 = trap_R_RegisterModel( "models/debris/wood_b2.md3" ); cgs.media.debriswood3 = trap_R_RegisterModel( "models/debris/wood_b3.md3" ); cgs.media.debriswood4 = trap_R_RegisterModel( "models/debris/wood_b4.md3" ); cgs.media.debriswood5 = trap_R_RegisterModel( "models/debris/wood_b5.md3" ); cgs.media.debrisglass1 = trap_R_RegisterModel( "models/debris/glass_1.md3" ); cgs.media.debrisglass2 = trap_R_RegisterModel( "models/debris/glass_2.md3" ); cgs.media.debrisglass3 = trap_R_RegisterModel( "models/debris/glass_3.md3" ); cgs.media.debrisglass4 = trap_R_RegisterModel( "models/debris/glass_4.md3" ); cgs.media.debrisglass5 = trap_R_RegisterModel( "models/debris/glass_5.md3" ); cgs.media.debrisglasslarge1 = trap_R_RegisterModel( "models/debris/glass_1_large.md3" ); cgs.media.debrisglasslarge2 = trap_R_RegisterModel( "models/debris/glass_2_large.md3" ); cgs.media.debrisglasslarge3 = trap_R_RegisterModel( "models/debris/glass_3_large.md3" ); cgs.media.debrisglasslarge4 = trap_R_RegisterModel( "models/debris/glass_4_large.md3" ); cgs.media.debrisglasslarge5 = trap_R_RegisterModel( "models/debris/glass_5_large.md3" ); cgs.media.debrisstone1 = trap_R_RegisterModel( "models/debris/stone_1.md3" ); cgs.media.debrisstone2 = trap_R_RegisterModel( "models/debris/stone_2.md3" ); cgs.media.debrisstone3 = trap_R_RegisterModel( "models/debris/stone_3.md3" ); cgs.media.debrisstone4 = trap_R_RegisterModel( "models/debris/stone_4.md3" ); cgs.media.debrisstone5 = trap_R_RegisterModel( "models/debris/stone_5.md3" ); cgs.media.sparkShader = trap_R_RegisterShaderNoMip("spark"); cgs.media.smoke2 = trap_R_RegisterModel( "models/weapons2/shells/s_shell.md3" ); cgs.media.balloonShader = trap_R_RegisterShader( "sprites/balloon3" ); cgs.media.bloodExplosionShader = trap_R_RegisterShader( "bloodExplosion" ); cgs.media.bulletFlashModel = trap_R_RegisterModel("models/weaphits/bullet.md3"); cgs.media.ringFlashModel = trap_R_RegisterModel("models/weaphits/ring02.md3"); cgs.media.dishFlashModel = trap_R_RegisterModel("models/weaphits/boom01.md3"); cgs.media.teleportEffectModel = trap_R_RegisterModel( "models/misc/telep.md3" ); cgs.media.teleportEffectShader = trap_R_RegisterShader( "teleportEffect" ); cgs.media.invulnerabilityPowerupModel = trap_R_RegisterModel( "models/powerups/shield/shield.md3" ); cgs.media.medalImpressive = trap_R_RegisterShaderNoMip( "medal_impressive" ); cgs.media.medalExcellent = trap_R_RegisterShaderNoMip( "medal_excellent" ); cgs.media.medalGauntlet = trap_R_RegisterShaderNoMip( "medal_gauntlet" ); cgs.media.medalDefend = trap_R_RegisterShaderNoMip( "medal_defend" ); cgs.media.medalAssist = trap_R_RegisterShaderNoMip( "medal_assist" ); cgs.media.medalCapture = trap_R_RegisterShaderNoMip( "medal_capture" ); memset( cg_items, 0, sizeof( cg_items ) ); memset( cg_weapons, 0, sizeof( cg_weapons ) ); // only register the items that the server says we need strcpy( items, CG_ConfigString( CS_ITEMS) ); for ( i = 1 ; i < bg_numItems ; i++ ) { if ( items[ i ] == '1' || cg_buildScript.integer ) { CG_LoadingItem( i ); CG_RegisterItemVisuals( i ); } } // wall marks cgs.media.bulletMarkShader = trap_R_RegisterShader( "gfx/damage/bullet_mrk" ); cgs.media.burnMarkShader = trap_R_RegisterShader( "gfx/damage/burn_med_mrk" ); cgs.media.holeMarkShader = trap_R_RegisterShader( "gfx/damage/hole_lg_mrk" ); cgs.media.energyMarkShader = trap_R_RegisterShader( "gfx/damage/plasma_mrk" ); cgs.media.shadowMarkShader = trap_R_RegisterShader( "markShadow" ); cgs.media.wakeMarkShader = trap_R_RegisterShader( "wake" ); cgs.media.bloodMarkShader = trap_R_RegisterShader( "bloodMark" ); // paintball mode marks cgs.media.bulletMarkPaintShader = trap_R_RegisterShader( "gfx/damage/bullet_mrk_paint" ); cgs.media.burnMarkPaintShader = trap_R_RegisterShader( "gfx/damage/burn_med_mrk_paint" ); cgs.media.holeMarkPaintShader = trap_R_RegisterShader( "gfx/damage/hole_lg_mrk_paint" ); cgs.media.energyMarkPaintShader = trap_R_RegisterShader( "gfx/damage/plasma_mrk_paint" ); // register the inline models cgs.numInlineModels = trap_CM_NumInlineModels(); for ( i = 1 ; i < cgs.numInlineModels ; i++ ) { char name[10]; vec3_t mins, maxs; int j; Com_sprintf( name, sizeof(name), "*%i", i ); cgs.inlineDrawModel[i] = trap_R_RegisterModel( name ); trap_R_ModelBounds( cgs.inlineDrawModel[i], mins, maxs ); for ( j = 0 ; j < 3 ; j++ ) { cgs.inlineModelMidpoints[i][j] = mins[j] + 0.5 * ( maxs[j] - mins[j] ); } } // register all the server specified models for (i=1 ; i<MAX_MODELS ; i++) { const char *modelName; modelName = CG_ConfigString( CS_MODELS+i ); if ( !modelName[0] ) { break; } cgs.gameModels[i] = trap_R_RegisterModel( modelName ); } CG_ClearParticles (); /* for (i=1; i<MAX_PARTICLES_AREAS; i++) { { int rval; rval = CG_NewParticleArea ( CS_PARTICLES + i); if (!rval) break; } } */ }
void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int time ) { refdef_t refdef; refEntity_t legs = {0}; refEntity_t torso = {0}; refEntity_t head = {0}; refEntity_t gun = {0}; refEntity_t backpack = {0}; refEntity_t helmet = {0}; // refEntity_t barrel = {0}; refEntity_t flash = {0}; vec3_t origin; int renderfx; vec3_t mins = {-16, -16, -24}; vec3_t maxs = {16, 16, 32}; float len; float xx; vec4_t hcolor = { 1, 0, 0, 0.5 }; const char *torso_anim = NULL, *legs_anim = NULL; if ( !pi->legsModel || !pi->torsoModel || !pi->headModel || !pi->animations[0].numFrames ) { return; } dp_realtime = time; if ( pi->pendingWeapon != WP_NUM_WEAPONS && dp_realtime > pi->weaponTimer ) { pi->weapon = pi->pendingWeapon; pi->lastWeapon = pi->pendingWeapon; pi->pendingWeapon = WP_NUM_WEAPONS; pi->weaponTimer = 0; if ( pi->currentWeapon != pi->weapon ) { trap_S_StartLocalSound( trap_S_RegisterSound( "sound/weapons/change.wav" ), CHAN_LOCAL ); } } UI_AdjustFrom640( &x, &y, &w, &h ); y -= jumpHeight; memset( &refdef, 0, sizeof( refdef ) ); memset( &legs, 0, sizeof( legs ) ); memset( &torso, 0, sizeof( torso ) ); memset( &head, 0, sizeof( head ) ); refdef.rdflags = RDF_NOWORLDMODEL; AxisClear( refdef.viewaxis ); refdef.x = x; refdef.y = y; refdef.width = w; refdef.height = h; refdef.fov_x = (int)((float)refdef.width / uiInfo.uiDC.xscale / 640.0f * 90.0f); xx = refdef.width / uiInfo.uiDC.xscale / tan( refdef.fov_x / 360 * M_PI ); refdef.fov_y = atan2( refdef.height / uiInfo.uiDC.yscale, xx ); refdef.fov_y *= ( 360 / M_PI ); // calculate distance so the player nearly fills the box len = 1.01 * ( maxs[2] - mins[2] ); // NERVE - SMF - changed from 0.7 origin[0] = len / tan( DEG2RAD( refdef.fov_x ) * 0.5 ); origin[1] = 0.5 * ( mins[1] + maxs[1] ); origin[2] = -0.5 * ( mins[2] + maxs[2] ); refdef.time = dp_realtime; trap_R_SetColor( hcolor ); trap_R_ClearScene(); trap_R_SetColor( NULL ); // get the rotation information UI_PlayerAngles( pi, legs.axis, torso.axis, head.axis ); // get the animation state (after rotation, to allow feet shuffle) // UI_PlayerAnimation( pi, &legs.oldframe, &legs.frame, &legs.backlerp, // &torso.oldframe, &torso.frame, &torso.backlerp ); renderfx = RF_LIGHTING_ORIGIN | RF_NOSHADOW; // // add the body // legs.hModel = pi->legsModel; legs.customSkin = pi->legsSkin; legs.renderfx = renderfx; VectorCopy( origin, legs.origin ); VectorCopy( origin, legs.lightingOrigin ); VectorCopy( legs.origin, legs.oldorigin ); WM_getWeaponAnim( &torso_anim, &legs_anim ); if ( torso_anim ) { legs.torsoFrame = UI_GetAnimation( pi, torso_anim ); legs.oldTorsoFrame = UI_GetAnimation( pi, torso_anim ); } legs.torsoBacklerp = 0; //torso.backlerp; if ( legs_anim ) { legs.frame = UI_GetAnimation( pi, legs_anim ); legs.oldframe = UI_GetAnimation( pi, legs_anim ); } legs.backlerp = 0; memcpy( legs.torsoAxis, torso.axis, sizeof( torso.axis ) ); torso = legs; trap_R_AddRefEntityToScene( &torso ); // // add the head // head.hModel = pi->headModel; if ( !head.hModel ) { return; } head.customSkin = pi->headSkin; VectorCopy( origin, head.lightingOrigin ); UI_PositionRotatedEntityOnTag( &head, &torso, pi->torsoModel, "tag_head" ); head.renderfx = renderfx; trap_R_AddRefEntityToScene( &head ); // // add the gun // if ( pi->currentWeapon != WP_NONE ) { memset( &gun, 0, sizeof( gun ) ); gun.hModel = pi->weaponModel; VectorCopy( origin, gun.lightingOrigin ); UI_PositionEntityOnTag( &gun, &torso, pi->torsoModel, "tag_weapon" ); gun.renderfx = renderfx; trap_R_AddRefEntityToScene( &gun ); } // // add muzzle flash // if ( dp_realtime <= pi->muzzleFlashTime ) { if ( pi->flashModel ) { memset( &flash, 0, sizeof( flash ) ); flash.hModel = pi->flashModel; VectorCopy( origin, flash.lightingOrigin ); UI_PositionEntityOnTag( &flash, &gun, pi->weaponModel, "tag_flash" ); flash.renderfx = renderfx; trap_R_AddRefEntityToScene( &flash ); } // make a dlight for the flash if ( pi->flashDlightColor[0] || pi->flashDlightColor[1] || pi->flashDlightColor[2] ) { trap_R_AddLightToScene( flash.origin, 200 + ( rand() & 31 ), pi->flashDlightColor[0], pi->flashDlightColor[1], pi->flashDlightColor[2], 0 ); } } // // add the backpack // if ( pi->backpackModel ) { memset( &backpack, 0, sizeof( backpack ) ); backpack.hModel = pi->backpackModel; VectorCopy( origin, backpack.lightingOrigin ); UI_PositionEntityOnTag( &backpack, &torso, pi->torsoModel, "tag_back" ); backpack.renderfx = renderfx; trap_R_AddRefEntityToScene( &backpack ); } // // add the helmet // if ( pi->helmetModel ) { memset( &helmet, 0, sizeof( helmet ) ); helmet.hModel = pi->helmetModel; VectorCopy( origin, helmet.lightingOrigin ); UI_PositionEntityOnTag( &helmet, &head, pi->headModel, "tag_mouth" ); helmet.renderfx = renderfx; trap_R_AddRefEntityToScene( &helmet ); } // // add the chat icon // if ( pi->chat ) { UI_PlayerFloatSprite( pi, origin, trap_R_RegisterShaderNoMip( "sprites/balloon3" ) ); } // // add an accent light // // origin[0] -= 100; // + = behind, - = in front // origin[1] += 100; // + = left, - = right // origin[2] += 100; // + = above, - = below trap_R_AddLightToScene( origin, 500, 1.0, 1.0, 1.0, 0 ); origin[0] -= 100; origin[1] -= 100; origin[2] -= 100; trap_R_AddLightToScene( origin, 500, 1.0, 0.0, 0.0, 0 ); trap_R_RenderScene( &refdef ); }
/* ================= 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 ); } }
/* ================= 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 ); }
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++; }