//----------------------------------------------------------------------------- // Purpose: Render the weapon. Draw the Viewmodel if the weapon's being carried // by this player, otherwise draw the worldmodel. //----------------------------------------------------------------------------- int C_BaseCombatWeapon::DrawModel( int flags ) { VPROF_BUDGET( "C_BaseCombatWeapon::DrawModel", VPROF_BUDGETGROUP_MODEL_RENDERING ); if ( !m_bReadyToDraw ) return 0; if ( !IsVisible() ) return 0; // check if local player chases owner of this weapon in first person C_BasePlayer *localplayer = C_BasePlayer::GetLocalPlayer(); if ( localplayer && localplayer->IsObserver() && GetOwner() ) { // don't draw weapon if chasing this guy as spectator // we don't check that in ShouldDraw() since this may change // without notification if ( localplayer->GetObserverMode() == OBS_MODE_IN_EYE && localplayer->GetObserverTarget() == GetOwner() ) return false; } return BaseClass::DrawModel( flags ); }
bool IsLocalPlayerSpectator( void ) { C_BasePlayer * player = C_BasePlayer::GetLocalPlayer(); if ( player ) return player->IsObserver(); else return false; // game not started yet }
void C_HLTVCamera::SpecNextPlayer( bool bInverse ) { int start = 0; if ( m_iTraget1 > 0 && m_iTraget1 <= gpGlobals->maxClients ) start = m_iTraget1; else if (GetBall() && m_iTraget1 == GetBall()->entindex()) start = 0; int index = start; while ( true ) { // got next/prev player if ( bInverse ) index--; else index++; // check bounds if ( index < 0 ) { index = gpGlobals->maxClients; } else if ( index > gpGlobals->maxClients ) { index = 0; } if ( index == start ) break; // couldn't find a new valid player if (index > 0 && index <= gpGlobals->maxClients) { C_BasePlayer *pPlayer = UTIL_PlayerByIndex( index ); if ( !pPlayer ) continue; // only follow living players if ( pPlayer->IsObserver() ) continue; } break; // found a new player } if (index == 0 && GetBall()) index = GetBall()->entindex(); if (index != 0) SetPrimaryTarget( index ); // turn off auto director once user tried to change view settings SetAutoDirector( false ); }
void C_Camera::SpecNextTarget(bool inverse) { int start = 0; if (m_nTarget > 0 && m_nTarget <= gpGlobals->maxClients) start = m_nTarget; else if (GetMatchBall() && m_nTarget == GetMatchBall()->entindex()) start = 0; int index = start; while ( true ) { // got next/prev player if (inverse) index--; else index++; // check bounds if ( index < 0 ) { index = gpGlobals->maxClients; } else if ( index > gpGlobals->maxClients ) { index = 0; } if ( index == start ) break; // couldn't find a new valid player if (index > 0 && index <= gpGlobals->maxClients) { C_BasePlayer *pPlayer = UTIL_PlayerByIndex( index ); if ( !pPlayer ) continue; // only follow living players if ( pPlayer->IsObserver() ) continue; } break; // found a new player } if (index == 0 && GetMatchBall()) index = GetMatchBall()->entindex(); if (index != 0) SetTarget( index ); }
void OpenVoiceMenu( int index ) { // do not show the menu if the player is dead or is an observer C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return; if ( !pPlayer->IsAlive() || pPlayer->IsObserver() ) return; CHudMenu *pMenu = (CHudMenu *) gHUD.FindElement( "CHudMenu" ); if ( !pMenu ) return; // if they hit the key again, close the menu if ( g_ActiveVoiceMenu == index ) { if ( pMenu->IsMenuOpen() ) { pMenu->HideMenu(); g_ActiveVoiceMenu = 0; return; } } if ( index > 0 && index < 9 ) { KeyValues *pKV = new KeyValues( "MenuItems" ); CMultiplayRules *pRules = dynamic_cast< CMultiplayRules * >( GameRules() ); if ( pRules ) { if ( !pRules->GetVoiceMenuLabels( index-1, pKV ) ) { pKV->deleteThis(); return; } } pMenu->ShowMenu_KeyValueItems( pKV ); pKV->deleteThis(); g_ActiveVoiceMenu = index; } else { g_ActiveVoiceMenu = 0; } }
//----------------------------------------------------------------------------- // Purpose: // Output : int //----------------------------------------------------------------------------- int CBasePlayer::GetDefaultFOV( void ) const { #if defined( CLIENT_DLL ) if ( GetObserverMode() == OBS_MODE_IN_EYE ) { C_BasePlayer *pTargetPlayer = dynamic_cast<C_BasePlayer*>( GetObserverTarget() ); if ( pTargetPlayer && !pTargetPlayer->IsObserver() ) { return pTargetPlayer->GetDefaultFOV(); } } #endif int iFOV = ( m_iDefaultFOV == 0 ) ? g_pGameRules->DefaultFOV() : m_iDefaultFOV; return iFOV; }
void C_HLTVCamera::SpecNamedPlayer( const char *szPlayerName ) { for ( int index = 1; index <= gpGlobals->maxClients; ++index ) { C_BasePlayer *pPlayer = UTIL_PlayerByIndex( index ); if ( !pPlayer ) continue; if ( !FStrEq( szPlayerName, pPlayer->GetPlayerName() ) ) continue; // only follow living players or dedicated spectators if ( pPlayer->IsObserver() && pPlayer->GetTeamNumber() != TEAM_SPECTATOR ) continue; SetPrimaryTarget( index ); return; } }
bool CGEObjectives::ShouldDraw( void ) { // Forget about drawing without our resource if ( !g_RR ) return false; // Never draw if our CVars don't allow it // unless we are forcing it with our gameplay if ( cl_ge_showobjectives.GetInt() == 0 ) return false; // Don't show if we are in intermission time! if ( GEMPRules() && GEMPRules()->IsIntermission() ) return false; // Always show if we are observing and passed the tests above C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( pPlayer && pPlayer->IsObserver() ) return true; return CHudElement::ShouldDraw(); }
//---------------------------------------------------------------------------- // Hooks into the fast path render system //---------------------------------------------------------------------------- IClientModelRenderable* C_BaseCombatWeapon::GetClientModelRenderable() { if ( !m_bReadyToDraw ) return 0; // check if local player chases owner of this weapon in first person C_BasePlayer *localplayer = C_BasePlayer::GetLocalPlayer(); if ( localplayer && localplayer->IsObserver() && GetOwner() ) { // don't draw weapon if chasing this guy as spectator // we don't check that in ShouldDraw() since this may change // without notification if ( localplayer->GetObserverMode() == OBS_MODE_IN_EYE && localplayer->GetObserverTarget() == GetOwner() ) return NULL; } if ( !BaseClass::GetClientModelRenderable() ) return NULL; EnsureCorrectRenderingModel(); return this; }
//----------------------------------------------------------------------------- // Purpose: Render current view into specified rectangle // Input : *rect - is computed by CVideoMode_Common::GetClientViewRect() //----------------------------------------------------------------------------- void CViewRender::Render( vrect_t *rect ) { Assert(s_DbgSetupOrigin == m_View.origin); Assert(s_DbgSetupAngles == m_View.angles); VPROF_BUDGET( "CViewRender::Render", "CViewRender::Render" ); tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ ); vrect_t vr = *rect; // Stub out the material system if necessary. CMatStubHandler matStub; engine->EngineStats_BeginFrame(); // Assume normal vis m_bForceNoVis = false; C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); // Set for console commands, etc. render->SetMainView ( m_View.origin, m_View.angles ); for( StereoEye_t eEye = GetFirstEye(); eEye <= GetLastEye(); eEye = (StereoEye_t)(eEye+1) ) { CViewSetup &view = GetView( eEye ); #if 0 && defined( CSTRIKE_DLL ) const bool bPlayingBackReplay = g_pEngineClientReplay && g_pEngineClientReplay->IsPlayingReplayDemo(); if ( pPlayer && !bPlayingBackReplay ) { C_BasePlayer *pViewTarget = pPlayer; if ( pPlayer->IsObserver() && pPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) { pViewTarget = dynamic_cast<C_BasePlayer*>( pPlayer->GetObserverTarget() ); } if ( pViewTarget ) { float targetFOV = (float)pViewTarget->m_iFOV; if ( targetFOV == 0 ) { // FOV of 0 means use the default FOV targetFOV = g_pGameRules->DefaultFOV(); } float deltaFOV = view.fov - m_flLastFOV; float FOVDirection = targetFOV - pViewTarget->m_iFOVStart; // Clamp FOV changes to stop FOV oscillation if ( ( deltaFOV < 0.0f && FOVDirection > 0.0f ) || ( deltaFOV > 0.0f && FOVDirection < 0.0f ) ) { view.fov = m_flLastFOV; } // Catch case where FOV overshoots its target FOV if ( ( view.fov < targetFOV && FOVDirection <= 0.0f ) || ( view.fov > targetFOV && FOVDirection >= 0.0f ) ) { view.fov = targetFOV; } m_flLastFOV = view.fov; } } #endif static ConVarRef sv_restrict_aspect_ratio_fov( "sv_restrict_aspect_ratio_fov" ); float aspectRatio = engine->GetScreenAspectRatio() * 0.75f; // / (4/3) float limitedAspectRatio = aspectRatio; if ( ( sv_restrict_aspect_ratio_fov.GetInt() > 0 && engine->IsWindowedMode() && gpGlobals->maxClients > 1 ) || sv_restrict_aspect_ratio_fov.GetInt() == 2 ) { limitedAspectRatio = MIN( aspectRatio, 1.85f * 0.75f ); // cap out the FOV advantage at a 1.85:1 ratio (about the widest any legit user should be) } view.fov = ScaleFOVByWidthRatio( view.fov, limitedAspectRatio ); view.fovViewmodel = ScaleFOVByWidthRatio( view.fovViewmodel, aspectRatio ); // Let the client mode hook stuff. g_pClientMode->PreRender(&view); g_pClientMode->AdjustEngineViewport( vr.x, vr.y, vr.width, vr.height ); ToolFramework_AdjustEngineViewport( vr.x, vr.y, vr.width, vr.height ); float flViewportScale = mat_viewportscale.GetFloat(); view.m_nUnscaledX = vr.x; view.m_nUnscaledY = vr.y; view.m_nUnscaledWidth = vr.width; view.m_nUnscaledHeight = vr.height; switch( eEye ) { case STEREO_EYE_MONO: { #if 0 // Good test mode for debugging viewports that are not full-size. view.width = vr.width * flViewportScale * 0.75f; view.height = vr.height * flViewportScale * 0.75f; view.x = vr.x + view.width * 0.10f; view.y = vr.y + view.height * 0.20f; #else view.x = vr.x * flViewportScale; view.y = vr.y * flViewportScale; view.width = vr.width * flViewportScale; view.height = vr.height * flViewportScale; #endif float engineAspectRatio = engine->GetScreenAspectRatio(); view.m_flAspectRatio = ( engineAspectRatio > 0.0f ) ? engineAspectRatio : ( (float)view.width / (float)view.height ); } break; case STEREO_EYE_RIGHT: case STEREO_EYE_LEFT: { g_pSourceVR->GetViewportBounds( (ISourceVirtualReality::VREye)(eEye - 1 ), &view.x, &view.y, &view.width, &view.height ); view.m_nUnscaledWidth = view.width; view.m_nUnscaledHeight = view.height; view.m_nUnscaledX = view.x; view.m_nUnscaledY = view.y; } break; default: Assert ( false ); break; } // if we still don't have an aspect ratio, compute it from the view size if( view.m_flAspectRatio <= 0.f ) view.m_flAspectRatio = (float)view.width / (float)view.height; int nClearFlags = VIEW_CLEAR_DEPTH | VIEW_CLEAR_STENCIL; if( gl_clear_randomcolor.GetBool() ) { CMatRenderContextPtr pRenderContext( materials ); pRenderContext->ClearColor3ub( rand()%256, rand()%256, rand()%256 ); pRenderContext->ClearBuffers( true, false, false ); pRenderContext->Release(); } else if ( gl_clear.GetBool() ) { nClearFlags |= VIEW_CLEAR_COLOR; } else if ( IsPosix() ) { MaterialAdapterInfo_t adapterInfo; materials->GetDisplayAdapterInfo( materials->GetCurrentAdapter(), adapterInfo ); // On Posix, on ATI, we always clear color if we're antialiasing if ( adapterInfo.m_VendorID == 0x1002 ) { if ( g_pMaterialSystem->GetCurrentConfigForVideoCard().m_nAASamples > 0 ) { nClearFlags |= VIEW_CLEAR_COLOR; } } } // Determine if we should draw view model ( client mode override ) bool drawViewModel = g_pClientMode->ShouldDrawViewModel(); if ( cl_leveloverview.GetFloat() > 0 ) { SetUpOverView(); nClearFlags |= VIEW_CLEAR_COLOR; drawViewModel = false; } // Apply any player specific overrides if ( pPlayer ) { // Override view model if necessary if ( !pPlayer->m_Local.m_bDrawViewmodel ) { drawViewModel = false; } } int flags = 0; if( eEye == STEREO_EYE_MONO || eEye == STEREO_EYE_LEFT || ( g_ClientVirtualReality.ShouldRenderHUDInWorld() ) ) { flags = RENDERVIEW_DRAWHUD; } if ( drawViewModel ) { flags |= RENDERVIEW_DRAWVIEWMODEL; } if( eEye == STEREO_EYE_RIGHT ) { // we should use the monitor view from the left eye for both eyes flags |= RENDERVIEW_SUPPRESSMONITORRENDERING; } RenderView( view, nClearFlags, flags ); if ( UseVR() ) { bool bDoUndistort = ! engine->IsTakingScreenshot(); if ( bDoUndistort ) { g_ClientVirtualReality.PostProcessFrame( eEye ); } // logic here all cloned from code in viewrender.cpp around RenderHUDQuad: // figure out if we really want to draw the HUD based on freeze cam bool bInFreezeCam = ( pPlayer && pPlayer->GetObserverMode() == OBS_MODE_FREEZECAM ); // draw the HUD after the view model so its "I'm closer" depth queues work right. if( !bInFreezeCam && g_ClientVirtualReality.ShouldRenderHUDInWorld() ) { // TODO - a bit of a shonky test - basically trying to catch the main menu, the briefing screen, the loadout screen, etc. bool bTranslucent = !g_pMatSystemSurface->IsCursorVisible(); g_ClientVirtualReality.OverlayHUDQuadWithUndistort( view, bDoUndistort, g_pClientMode->ShouldBlackoutAroundHUD(), bTranslucent ); } } } // TODO: should these be inside or outside the stereo eye stuff? g_pClientMode->PostRender(); engine->EngineStats_EndFrame(); #if !defined( _X360 ) // Stop stubbing the material system so we can see the budget panel matStub.End(); #endif // Draw all of the UI stuff "fullscreen" // (this is not health, ammo, etc. Nor is it pre-game briefing interface stuff - this is the stuff that appears when you hit Esc in-game) // In stereo mode this is rendered inside of RenderView so it goes into the render target if( !g_ClientVirtualReality.ShouldRenderHUDInWorld() ) { CViewSetup view2d; view2d.x = rect->x; view2d.y = rect->y; view2d.width = rect->width; view2d.height = rect->height; render->Push2DView( view2d, 0, NULL, GetFrustum() ); render->VGui_Paint( PAINT_UIPANELS | PAINT_CURSOR ); render->PopView( GetFrustum() ); } }
void CGERadar::WorldToRadar( CGERadarContact *contact ) { // If we are out of range don't bother if ( !IsContactInRange( contact ) ) return; C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pLocalPlayer ) return; Vector vContact = GetContactPosition(contact); float x_diff = vContact.x - pLocalPlayer->GetAbsOrigin().x; float y_diff = vContact.y - pLocalPlayer->GetAbsOrigin().y; // Supply epsilon values to avoid divide-by-zero if(x_diff == 0.0f ) x_diff = 0.001f; if(y_diff == 0.0f ) y_diff = 0.001f; float fRadarRadius = m_flRadarDiameter * 0.500f; float fRange = GetRadarRange(); float fScale = fRange >= 1.000f ? fRadarRadius / fRange : 0.000f; float dist = min( GetContactRange( vContact ), fRange ); float flOffset = atan(y_diff/x_diff); float flPlayerY; // If we're in first person spectate mode we should use the rotation of whoever we're spectating. if (pLocalPlayer->IsObserver() && pLocalPlayer->GetObserverTarget() && pLocalPlayer->GetObserverMode() == OBS_MODE_IN_EYE) flPlayerY = (pLocalPlayer->GetLocalAngles().y * M_PI) * 0.0055555f; else flPlayerY = (pLocalPlayer->LocalEyeAngles().y * M_PI) * 0.0055555f; // Always add because atan will return neg angle w/ neg coeff if ( x_diff < 0 ) flOffset += M_PI; else flOffset += M_TWOPI; flOffset = flPlayerY - flOffset; // Transform relative to radar source float xnew_diff = dist * sin(flOffset); float ynew_diff = -dist * cos(flOffset); // Scale the dot's position to match radar scale xnew_diff *= fScale; ynew_diff *= fScale; // Make sure we never leave our radar circle! contact->m_vScaledPos.x = fRadarRadius + xnew_diff + m_iSideBuff; contact->m_vScaledPos.y = fRadarRadius + ynew_diff + m_iSideBuff; contact->m_vScaledPos.z = vContact.z - pLocalPlayer->GetAbsOrigin().z; // Figure out our alpha modulation if ( !contact->m_bAlwaysVisible && dist > fRange * 0.8f ) contact->m_flAlphaMod = RemapValClamped( dist, fRange * 0.8f, fRange, 1.0, 0 ); else contact->m_flAlphaMod = 1.0f; }