]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - view.c
use dynamic eye position-centered bouncegrid when rendering in dynamic
[xonotic/darkplaces.git] / view.c
diff --git a/view.c b/view.c
index 658fba51c3f2b28928362ce06107a85729344459..6be70a6d086108035e12c00709f3c706c8fc9af8 100644 (file)
--- a/view.c
+++ b/view.c
@@ -39,14 +39,12 @@ cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when
 cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
 cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
 cvar_t cl_bobup = {CVAR_SAVE, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};
-
-cvar_t cl_bob_side = {CVAR_SAVE, "cl_bob_side","0.02", "view bobbing amount"};
-cvar_t cl_bobcycle_side = {CVAR_SAVE, "cl_bobcycle_side","0.6", "view bobbing speed"};
-cvar_t cl_bobup_side = {CVAR_SAVE, "cl_bobup_side","0.5", "view bobbing adjustment that makes the sideways swing of the bob last longer"};
-
-cvar_t cl_bobroll = {CVAR_SAVE, "cl_bobroll","0", "view rolling amount"};
-cvar_t cl_bobrollcycle = {CVAR_SAVE, "cl_bobrollcycle","0.8", "view rolling speed"};
-cvar_t cl_bobrollairtime = {CVAR_SAVE, "cl_bobrollairtime","0.05", "how fast the view rolls back when you stop touching the ground"};
+cvar_t cl_bob2 = {CVAR_SAVE, "cl_bob2","0", "sideways view bobbing amount"};
+cvar_t cl_bob2cycle = {CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"};
+cvar_t cl_bob2smooth = {CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"};
+cvar_t cl_bobfall = {CVAR_SAVE, "cl_bobfall","0", "how much the view swings down when falling (influenced by the speed you hit the ground with)"};
+cvar_t cl_bobfallcycle = {CVAR_SAVE, "cl_bobfallcycle","3", "speed of the bobfall swing"};
+cvar_t cl_bobfallminspeed = {CVAR_SAVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"};
 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
 cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
 cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
@@ -56,25 +54,25 @@ cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
 cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
 cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
-cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "5", "gun leaning sideways highpass in 1/s"};
-cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "30", "gun leaning sideways lowpass in 1/s"};
+cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"};
+cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "20", "gun leaning sideways lowpass in 1/s"};
 cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
 cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
 cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
-cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "30", "gun leaning upward lowpass in 1/s"};
+cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "20", "gun leaning upward lowpass in 1/s"};
 
 cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
 cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
 cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
 cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
 cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
-cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "30", "gun following sideways lowpass in 1/s"};
+cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "10", "gun following sideways lowpass in 1/s"};
 cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
 cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
 cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
-cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "3", "gun following upward highpass in 1/s"};
-cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "30", "gun following upward lowpass in 1/s"};
+cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"};
+cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"};
 
 cvar_t cl_viewmodel_scale = {0, "cl_viewmodel_scale", "1", "changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible"};
 
@@ -98,6 +96,8 @@ cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers its
 
 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
 
+cvar_t cl_smoothviewheight = {CVAR_SAVE, "cl_smoothviewheight", "0", "time of the averaging to the viewheight value so that it creates a smooth transition. higher values = longer transition, 0 for instant transition."};
+
 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
@@ -433,6 +433,9 @@ void V_CalcRefdef (void)
        entity_t *ent;
        float vieworg[3], viewangles[3], smoothtime;
        float gunorg[3], gunangles[3];
+       
+       static float viewheightavg;
+       float viewheight;       
 #if 0
 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
        vec3_t camboxmins = {-3, -3, -3};
@@ -480,9 +483,9 @@ void V_CalcRefdef (void)
                        else
                        {
                                if (cl.stairsmoothz < vieworg[2])
-                                       vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
+                                       vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
                                else if (cl.stairsmoothz > vieworg[2])
-                                       vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
+                                       vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + cl.movevars_stepheight);
                        }
 
                        // apply qw weapon recoil effect (this did not work in QW)
@@ -490,7 +493,10 @@ void V_CalcRefdef (void)
                        viewangles[PITCH] += cl.qw_weaponkick;
 
                        // apply the viewofs (even if chasecam is used)
-                       vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
+                       // Samual: Lets add smoothing for this too so that things like crouching are done with a transition.
+                       viewheight = bound(0, (cl.time - cl.oldtime) / max(0.0001, cl_smoothviewheight.value), 1);
+                       viewheightavg = viewheightavg * (1 - viewheight) + cl.stats[STAT_VIEWHEIGHT] * viewheight;
+                       vieworg[2] += viewheightavg;
 
                        if (chase_active.value)
                        {
@@ -593,12 +599,13 @@ void V_CalcRefdef (void)
                                VectorAdd(vieworg, cl.punchvector, vieworg);
                                if (cl.stats[STAT_HEALTH] > 0)
                                {
-                                       double xyspeed, bob, bobroll;
-                                       float cycle, cycle2;
+                                       double xyspeed, bob, bobfall;
+                                       float cycle;
                                        vec_t frametime;
 
-                                       frametime = cl.realframetime * cl.movevars_timescale;
-
+                                       //frametime = cl.realframetime * cl.movevars_timescale;
+                                       frametime = (cl.time - cl.oldtime) * cl.movevars_timescale;
+                                       
                                        // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
                                        if(!ent->persistent.trail_allowed) // FIXME improve this check
                                        {
@@ -644,8 +651,10 @@ void V_CalcRefdef (void)
                                        VectorAdd(vieworg, gunorg, gunorg);
                                        VectorAdd(viewangles, gunangles, gunangles);
 
-                                       // view bobbing code
-                                       xyspeed = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]);
+                                       // bounded XY speed, used by several effects below
+                                       xyspeed = bound (0, sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]), 400);
+
+                                       // vertical view bobbing code
                                        if (cl_bob.value && cl_bobcycle.value)
                                        {
                                                // LordHavoc: this code is *weird*, but not replacable (I think it
@@ -660,73 +669,87 @@ void V_CalcRefdef (void)
                                                        cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
                                                // bob is proportional to velocity in the xy plane
                                                // (don't count Z, or jumping messes it up)
-                                               bob = xyspeed * cl_bob.value;
+                                               bob = xyspeed * bound(0, cl_bob.value, 0.05);
                                                bob = bob*0.3 + bob*0.7*cycle;
-                                               vieworg[2] += bound(-7, bob, 4);
+                                               vieworg[2] += bob;
                                                // we also need to adjust gunorg, or this appears like pushing the gun!
                                                // In the old code, this was applied to vieworg BEFORE copying to gunorg,
                                                // but this is not viable with the new followmodel code as that would mean
                                                // that followmodel would work on the munged-by-bob vieworg and do feedback
-                                               gunorg[2] += bound(-7, bob, 4);
+                                               gunorg[2] += bob;
                                        }
 
-                                       // view bobbing code 2
-                                       if (cl_bob_side.value && cl_bobcycle_side.value)
+                                       // horizontal view bobbing code
+                                       if (cl_bob2.value && cl_bob2cycle.value)
                                        {
-                                               // LordHavoc: this code is *weird*, but not replacable (I think it
-                                               // should be done in QC on the server, but oh well, quake is quake)
-                                               // LordHavoc: figured out bobup: the time at which the sin is at 180
-                                               // degrees (which allows lengthening or squishing the peak or valley)
-                                               cycle = cl.time / cl_bobcycle_side.value;
+                                               vec3_t bob2vel;
+                                               vec3_t forward, right, up;
+                                               float side, front;
+
+                                               cycle = cl.time / cl_bob2cycle.value;
                                                cycle -= (int) cycle;
-                                               if (cycle < cl_bobup_side.value)
-                                                       cycle = sin(M_PI * cycle / cl_bobup_side.value);
+                                               if (cycle < 0.5)
+                                                       cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin
                                                else
-                                                       cycle = sin(M_PI + M_PI * (cycle-cl_bobup_side.value)/(1.0 - cl_bobup_side.value));
-                                               // bob is proportional to velocity in the xy plane
-                                               // (don't count Z, or jumping messes it up)
-                                               bob = xyspeed * cl_bob_side.value;
-                                               bob = bob*0.3 + bob*0.7*cycle;
-                                               vieworg[1] += bound(-7, bob, 4);
-                                               vieworg[0] += bound(-7, bob, 4);
+                                                       cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5);
+                                               bob = bound(0, cl_bob2.value, 0.05) * cycle;
+
+                                               // this value slowly decreases from 1 to 0 when we stop touching the ground.
+                                               // The cycle is later multiplied with it so the view smooths back to normal
+                                               if (cl.onground && !cl.cmd.jump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
+                                                       cl.bob2_smooth = 1;
+                                               else
+                                               {
+                                                       if(cl.bob2_smooth > 0)
+                                                               cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
+                                                       else
+                                                               cl.bob2_smooth = 0;
+                                               }
+
+                                               // calculate the front and side of the player between the X and Y axes
+                                               AngleVectors(viewangles, forward, right, up);
+                                               // now get the speed based on those angles. The bounds should match the same value as xyspeed's
+                                               side = bound(-400, DotProduct (cl.velocity, right) * cl.bob2_smooth, 400);
+                                               front = bound(-400, DotProduct (cl.velocity, forward) * cl.bob2_smooth, 400);
+                                               VectorScale(forward, bob, forward);
+                                               VectorScale(right, bob, right);
+                                               // we use side with forward and front with right, so the bobbing goes
+                                               // to the side when we walk forward and to the front when we strafe
+                                               VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
+                                               vieworg[0] += bob2vel[0];
+                                               vieworg[1] += bob2vel[1];
                                                // we also need to adjust gunorg, or this appears like pushing the gun!
                                                // In the old code, this was applied to vieworg BEFORE copying to gunorg,
                                                // but this is not viable with the new followmodel code as that would mean
                                                // that followmodel would work on the munged-by-bob vieworg and do feedback
-                                               gunorg[1] += bound(-7, bob, 4);
-                                               gunorg[0] += bound(-7, bob, 4);
-                                               //vieworg[0] += bound(-7, bob, 4);
+                                               gunorg[0] += bob2vel[0];
+                                               gunorg[1] += bob2vel[1];
                                        }
 
-                                       // view rolling code
-                                       if (cl_bobroll.value && cl_bobrollcycle.value)
+                                       // fall bobbing code
+                                       // causes the view to swing down and back up when touching the ground
+                                       if (cl_bobfall.value && cl_bobfallcycle.value)
                                        {
-                                               cycle2 = cl.time / cl_bobrollcycle.value;
-                                               cycle2 -= (int) cycle2;
-                                               if (cycle2 < 0.5)
-                                                       cycle2 = sin(M_PI * cycle2 / 0.5);
-                                               else
-                                                       cycle2 = sin(M_PI + M_PI * (cycle2-0.5)/0.5);
-
-                                               // this value slowly decreases from 1 to 0 when we stop touching the ground.
-                                               // The cycle is later multiplied with it so the view smooths back to normal
-                                               if (cl.onground && !cl.cmd.jump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
-                                                       cl.bobroll_airtime = 1;
-                                               else
+                                               if (!cl.onground)
                                                {
-                                                       if(cl.bobroll_airtime > 0)
-                                                               cl.bobroll_airtime -= bound(0, cl_bobrollairtime.value, 1);
+                                                       cl.bobfall_speed = bound(-400, cl.velocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
+                                                       if (cl.velocity[2] < -cl_bobfallminspeed.value)
+                                                               cl.bobfall_swing = 1;
                                                        else
-                                                               cl.bobroll_airtime = 0;
+                                                               cl.bobfall_swing = 0; // TODO really?
                                                }
+                                               else
+                                               {
+                                                       cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime);
 
-                                               cycle2 *= cl_bobroll.value * cl.bobroll_airtime;
-                                               bobroll = bound(0, xyspeed, sv_maxspeed.value) * cycle2;
-                                               viewangles[2] += bound(-45, bobroll, 45);
+                                                       bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed;
+                                                       vieworg[2] += bobfall;
+                                                       gunorg[2] += bobfall;
+                                               }
                                        }
 
                                        // gun model bobbing code
-                                       if (cl_bob.value && cl_bobmodel.value)
+                                       if (cl_bobmodel.value)
                                        {
                                                // calculate for swinging gun model
                                                // the gun bobs when running on the ground, but doesn't bob when you're in the air.
@@ -759,7 +782,7 @@ void V_CalcRefdef (void)
                                                        t *= 5;
                                                }
 
-                                               bspeed = bound (0, xyspeed, 400) * 0.01f;
+                                               bspeed = xyspeed * 0.01f;
                                                AngleVectors (gunangles, forward, right, up);
                                                bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
                                                VectorMA (gunorg, bob, right, gunorg);
@@ -772,7 +795,7 @@ void V_CalcRefdef (void)
                        if (v_idlescale.value)
                                Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0] + v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value, viewangles[1] + v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value, viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
                        else
-                               Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
+                               Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1);
                        // calculate a viewmodel matrix for use in view-attached entities
                        Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
                        VectorCopy(vieworg, cl.csqc_origin);
@@ -959,14 +982,12 @@ void V_Init (void)
        Cvar_RegisterVariable (&cl_bob);
        Cvar_RegisterVariable (&cl_bobcycle);
        Cvar_RegisterVariable (&cl_bobup);
-
-       Cvar_RegisterVariable (&cl_bob_side);
-       Cvar_RegisterVariable (&cl_bobcycle_side);
-       Cvar_RegisterVariable (&cl_bobup_side);
-
-       Cvar_RegisterVariable (&cl_bobroll);
-       Cvar_RegisterVariable (&cl_bobrollcycle);
-       Cvar_RegisterVariable (&cl_bobrollairtime);
+       Cvar_RegisterVariable (&cl_bob2);
+       Cvar_RegisterVariable (&cl_bob2cycle);
+       Cvar_RegisterVariable (&cl_bob2smooth);
+       Cvar_RegisterVariable (&cl_bobfall);
+       Cvar_RegisterVariable (&cl_bobfallcycle);
+       Cvar_RegisterVariable (&cl_bobfallminspeed);
        Cvar_RegisterVariable (&cl_bobmodel);
        Cvar_RegisterVariable (&cl_bobmodel_side);
        Cvar_RegisterVariable (&cl_bobmodel_up);
@@ -1003,6 +1024,8 @@ void V_Init (void)
        Cvar_RegisterVariable (&v_kickpitch);
 
        Cvar_RegisterVariable (&cl_stairsmoothspeed);
+       
+       Cvar_RegisterVariable (&cl_smoothviewheight);
 
        Cvar_RegisterVariable (&chase_back);
        Cvar_RegisterVariable (&chase_up);