cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
-cvar_t cl_leanmodel_side = {CVAR_SAVE, "cl_leanmodel_side", "1", "enables gun leaning sideways"};
-cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "2.5", "gun leaning sideways speed"};
-cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "7.5", "gun leaning sideways limit"};
-cvar_t cl_leanmodel_up = {CVAR_SAVE, "cl_leanmodel_up", "1", "enables gun leaning upward"};
-cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "2", "gun leaning upward speed"};
-cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "5", "gun leaning upward limit"};
-
-cvar_t cl_followmodel_side = {CVAR_SAVE, "cl_followmodel_side", "1", "enables gun following sideways"};
-cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "4", "gun following sideways speed"};
-cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "2", "gun following sideways limit"};
-cvar_t cl_followmodel_up = {CVAR_SAVE, "cl_followmodel_up", "1", "enables gun following upward"};
-cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "3", "gun following upward speed"};
-cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "1", "gun following upward limit"};
+cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
+cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "1", "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", "5", "gun leaning sideways pre-highpass in 1/s"};
+cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "15", "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_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "1", "gun leaning upward speed"};
+cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "25", "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_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
+cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "1", "gun following sideways speed"};
+cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "4", "gun following sideways limit"};
+cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "5", "gun following sideways pre-highpass in 1/s"};
+cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "15", "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_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "1", "gun following upward speed"};
+cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "2", "gun following upward limit"};
+cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "5", "gun following upward pre-highpass in 1/s"};
+cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "15", "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_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"};
static vec3_t eyeboxmins = {-16, -16, -24};
static vec3_t eyeboxmaxs = { 16, 16, 32};
#endif
+
+static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
+{
+ frac = bound(0, frac, 1);
+ return (*store = *store * (1 - frac) + value * frac);
+}
+
+static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
+{
+ lowpass(value, frac, store);
+ return (*store = bound(value - limit, *store, value + limit));
+}
+
+static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
+{
+ return value - lowpass(value, frac, store);
+}
+
+static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
+{
+ return value - lowpass_limited(value, frac, limit, store);
+}
+
+static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
+{
+ out[0] = lowpass(value[0], fracx, &store[0]);
+ out[1] = lowpass(value[1], fracy, &store[1]);
+ out[2] = lowpass(value[2], fracz, &store[2]);
+}
+
+static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
+{
+ out[0] = highpass(value[0], fracx, &store[0]);
+ out[1] = highpass(value[1], fracy, &store[1]);
+ out[2] = highpass(value[2], fracz, &store[2]);
+}
+
+static void highpass3_limited(vec3_t value, vec_t fracx, vec_t limitx, vec_t fracy, vec_t limity, vec_t fracz, vec_t limitz, vec3_t store, vec3_t out)
+{
+ out[0] = highpass_limited(value[0], fracx, limitx, &store[0]);
+ out[1] = highpass_limited(value[1], fracy, limity, &store[1]);
+ out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
+}
+
void V_CalcRefdef (void)
{
entity_t *ent;
- float vieworg[3], gunorg[3], viewangles[3], gunangles[3], smoothtime;
+ float vieworg[3], viewangles[3], smoothtime;
+ float gunorg[3], gunangles[3];
#if 0
// begin of chase camera bounding box size for proper collisions by Alexander Zubov
vec3_t camboxmins = {-3, -3, -3};
if (cl.stats[STAT_HEALTH] > 0)
{
double xyspeed, bob;
- vec_t d;
- vec_t ef_speed = cl.realframetime;
-
- // gun model leaning code
- if(cl_leanmodel_up.value && cl_leanmodel_up_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect
- {
- // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
- if(cl.viewangles[PITCH] - cl.viewmodel_push_x >= 180)
- cl.viewmodel_push_x += 360;
- if(cl.viewmodel_push_x - cl.viewangles[PITCH] >= 180)
- cl.viewmodel_push_x -= 360;
-
- d = cl.viewangles[PITCH] - cl.viewmodel_push_x;
- cl.viewmodel_push_x = bound(cl.viewangles[PITCH] - cl_leanmodel_up_limit.value, cl.viewmodel_push_x + d * cl_leanmodel_up_speed.value * ef_speed, cl.viewangles[PITCH] + cl_leanmodel_up_limit.value);
- }
- else
- cl.viewmodel_push_x = cl.viewangles[PITCH];
+ vec_t frametime;
- if(cl_leanmodel_side.value && cl_leanmodel_side_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect
- {
- // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
- if(cl.viewangles[YAW] - cl.viewmodel_push_y >= 180)
- cl.viewmodel_push_y += 360;
- if(cl.viewmodel_push_y - cl.viewangles[YAW] >= 180)
- cl.viewmodel_push_y -= 360;
-
- d = cl.viewangles[YAW] - cl.viewmodel_push_y;
- cl.viewmodel_push_y = bound(cl.viewangles[YAW] - cl_leanmodel_side_limit.value, cl.viewmodel_push_y + d * cl_leanmodel_side_speed.value * ef_speed, cl.viewangles[YAW] + cl_leanmodel_side_limit.value);
- }
- else
- cl.viewmodel_push_y = cl.viewangles[YAW];
-
- VectorSet(gunangles, cl.viewmodel_push_x, cl.viewmodel_push_y, viewangles[2]);
-
- // gun model following code
- if(cl_followmodel_side.value && cl_followmodel_side_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect
- {
- vec_t d0 = vieworg[0] - cl.gunorg_follow[0];
- vec_t d1 = vieworg[1] - cl.gunorg_follow[1];
- d = sqrt(d0 * d0 + d1 * d1);
- if(d > 0)
- {
- cl.gunorg_follow[0] = cl.gunorg_follow[0] + d0 * cl_followmodel_side_speed.value * ef_speed;
- cl.gunorg_follow[1] = cl.gunorg_follow[1] + d1 * cl_followmodel_side_speed.value * ef_speed;
- d *= (1 - cl_followmodel_side_speed.value * ef_speed);
- if(d > cl_followmodel_side_limit.value)
- {
- cl.gunorg_follow[0] = vieworg[0] - (d0 / d) * cl_followmodel_side_limit.value;
- cl.gunorg_follow[1] = vieworg[1] - (d1 / d) * cl_followmodel_side_limit.value;
- }
- }
- }
- else
- {
- cl.gunorg_follow[0] = vieworg[0];
- cl.gunorg_follow[1] = vieworg[1];
- }
+ frametime = cl.realframetime * cl.movevars_timescale;
- if(cl_followmodel_up.value && cl_followmodel_up_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect
+ // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
+ if(!ent->persistent.trail_allowed) // FIXME improve this check
{
- d = vieworg[2] - cl.gunorg_follow[2];
- cl.gunorg_follow[2] = bound(vieworg[2] - cl_followmodel_up_limit.value, cl.gunorg_follow[2] + d * cl_followmodel_up_speed.value * ef_speed, vieworg[2] + cl_followmodel_up_limit.value);
+ // try to fix the first highpass; result is NOT
+ // perfect! TODO find a better fix
+ VectorCopy(cl.viewangles, cl.gunangles_prev);
+ VectorCopy(cl.movement_origin, cl.gunorg_prev);
}
- else
- cl.gunorg_follow[2] = vieworg[2];
-
- VectorCopy(cl.gunorg_follow, gunorg);
- // gun model bobbing code
+ // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
+ VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
+ highpass3_limited(cl.movement_origin, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_up_highpass1.value, cl_followmodel_up_limit.value, cl.gunorg_highpass, gunorg);
+ VectorCopy(cl.movement_origin, cl.gunorg_prev);
+ VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
+
+ // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
+ VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
+ cl.gunangles_highpass[PITCH] += 360 * floor((cl.viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
+ cl.gunangles_highpass[YAW] += 360 * floor((cl.viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
+ cl.gunangles_highpass[ROLL] += 360 * floor((cl.viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
+ highpass3_limited(cl.viewangles, frametime*cl_leanmodel_up_highpass1.value, cl_leanmodel_up_limit.value, frametime*cl_leanmodel_side_highpass1.value, cl_leanmodel_side_limit.value, 0, 0, cl.gunangles_highpass, gunangles);
+ VectorCopy(cl.viewangles, cl.gunangles_prev);
+ VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
+
+ // 3. calculate the RAW adjustment vectors
+ gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
+ gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
+ gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
+
+ gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0);
+ gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0);
+ gunangles[ROLL] = 0;
+
+ // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
+ // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
+ highpass3(gunorg, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_up_highpass.value, cl.gunorg_adjustment_highpass, gunorg);
+ lowpass3(gunorg, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_up_lowpass.value, cl.gunorg_adjustment_lowpass, gunorg);
+ // we assume here: PITCH = 0, YAW = 1, ROLL = 2
+ highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
+ lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
+
+ // 5. use the adjusted vectors
+ VectorAdd(vieworg, gunorg, gunorg);
+ VectorAdd(cl.viewangles, gunangles, gunangles);
+
+ // view bobbing code
xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
if (cl_bob.value && cl_bobcycle.value)
{
bob = xyspeed * cl_bob.value;
bob = bob*0.3 + bob*0.7*cycle;
vieworg[2] += bound(-7, bob, 4);
+ // 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);
}
+ // gun model bobbing code
if (cl_bob.value && cl_bobmodel.value)
{
// calculate for swinging gun model
Cvar_RegisterVariable (&cl_bobmodel_up);
Cvar_RegisterVariable (&cl_bobmodel_speed);
- Cvar_RegisterVariable (&cl_leanmodel_side);
+ Cvar_RegisterVariable (&cl_leanmodel);
Cvar_RegisterVariable (&cl_leanmodel_side_speed);
Cvar_RegisterVariable (&cl_leanmodel_side_limit);
- Cvar_RegisterVariable (&cl_leanmodel_up);
+ Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
+ Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
+ Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
Cvar_RegisterVariable (&cl_leanmodel_up_speed);
Cvar_RegisterVariable (&cl_leanmodel_up_limit);
+ Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
+ Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
+ Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
- Cvar_RegisterVariable (&cl_followmodel_side);
+ Cvar_RegisterVariable (&cl_followmodel);
Cvar_RegisterVariable (&cl_followmodel_side_speed);
Cvar_RegisterVariable (&cl_followmodel_side_limit);
- Cvar_RegisterVariable (&cl_followmodel_up);
+ Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
+ Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
+ Cvar_RegisterVariable (&cl_followmodel_side_highpass);
Cvar_RegisterVariable (&cl_followmodel_up_speed);
Cvar_RegisterVariable (&cl_followmodel_up_limit);
+ Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
+ Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
+ Cvar_RegisterVariable (&cl_followmodel_up_highpass);
Cvar_RegisterVariable (&cl_viewmodel_scale);