]> 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 8498db86cbada985c411b76c1918e373dafdf290..6be70a6d086108035e12c00709f3c706c8fc9af8 100644 (file)
--- a/view.c
+++ b/view.c
@@ -96,6 +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"};
@@ -431,6 +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};
@@ -478,9 +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)
@@ -488,7 +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)
                        {
@@ -595,8 +603,9 @@ void V_CalcRefdef (void)
                                        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
                                        {
@@ -727,16 +736,13 @@ void V_CalcRefdef (void)
                                                        if (cl.velocity[2] < -cl_bobfallminspeed.value)
                                                                cl.bobfall_swing = 1;
                                                        else
-                                                               cl.bobfall_swing = 0;
+                                                               cl.bobfall_swing = 0; // TODO really?
                                                }
                                                else
                                                {
-                                                       if(cl.bobfall_swing > 0)
-                                                               cl.bobfall_swing -= bound(0, cl_bobfallcycle.value * frametime, 1);
-                                                       else
-                                                               cl.bobfall_swing = 0;
+                                                       cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime);
 
-                                                       bobfall = sin(M_PI + M_PI * cl.bobfall_swing) * -cl.bobfall_speed;
+                                                       bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed;
                                                        vieworg[2] += bobfall;
                                                        gunorg[2] += bobfall;
                                                }
@@ -789,7 +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);
@@ -1018,6 +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);