X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=view.c;h=77aed899ddce7e8223e09196b83b2b7cd6ec060e;hp=a1f14cd23f9443d5468a5f48ab9cd70b802f7b0c;hb=2075ae43356d724bae305ce8fd36ea570718b14a;hpb=b785c6f06ac931cd0e1ca5a3c4a7e4d1a3cf303c diff --git a/view.c b/view.c index a1f14cd2..77aed899 100644 --- a/view.c +++ b/view.c @@ -48,6 +48,10 @@ 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"}; cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"}; +cvar_t cl_bob_limit = {CVAR_SAVE, "cl_bob_limit", "7", "limits bobbing to this much distance from view_ofs"}; +cvar_t cl_bob_limit_heightcheck = {CVAR_SAVE, "cl_bob_limit_heightcheck", "0", "check ceiling and floor height against cl_bob_limit and scale down all view bobbing if could result in camera being in solid"}; +cvar_t cl_bob_limit_heightcheck_dontcrosswatersurface = {CVAR_SAVE, "cl_bob_limit_heightcheck_dontcrosswatersurface", "1", "limit cl_bob_limit to not crossing liquid surfaces also"}; +cvar_t cl_bob_velocity_limit = {CVAR_SAVE, "cl_bob_velocity_limit", "400", "limits the xyspeed value in the bobbing code"}; 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"}; @@ -88,6 +92,30 @@ cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"} cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"}; +cvar_t v_isometric = {0, "v_isometric", "0", "changes view to isometric (non-perspective)"}; +cvar_t v_isometric_verticalfov = { 0, "v_isometric_verticalfov", "512", "vertical field of view in game units (horizontal is computed using aspect ratio based on this)"}; +cvar_t v_isometric_xx = {0, "v_isometric_xx", "1", "camera matrix"}; +cvar_t v_isometric_xy = {0, "v_isometric_xy", "0", "camera matrix"}; +cvar_t v_isometric_xz = {0, "v_isometric_xz", "0", "camera matrix"}; +cvar_t v_isometric_yx = {0, "v_isometric_yx", "0", "camera matrix"}; +cvar_t v_isometric_yy = {0, "v_isometric_yy", "1", "camera matrix"}; +cvar_t v_isometric_yz = {0, "v_isometric_yz", "0", "camera matrix"}; +cvar_t v_isometric_zx = {0, "v_isometric_zx", "0", "camera matrix"}; +cvar_t v_isometric_zy = {0, "v_isometric_zy", "0", "camera matrix"}; +cvar_t v_isometric_zz = {0, "v_isometric_zz", "1", "camera matrix"}; +cvar_t v_isometric_tx = {0, "v_isometric_tx", "0", "camera position (player-relative)"}; +cvar_t v_isometric_ty = {0, "v_isometric_ty", "0", "camera position (player-relative)"}; +cvar_t v_isometric_tz = {0, "v_isometric_tz", "0", "camera position (player-relative)"}; +cvar_t v_isometric_rot_pitch = {0, "v_isometric_rot_pitch", "60", "camera rotation"}; +cvar_t v_isometric_rot_yaw = {0, "v_isometric_rot_yaw", "135", "camera rotation"}; +cvar_t v_isometric_rot_roll = {0, "v_isometric_rot_roll", "0", "camera rotation"}; +cvar_t v_isometric_relx = {0, "v_isometric_relx", "0", "camera position*forward"}; +cvar_t v_isometric_rely = {0, "v_isometric_rely", "0", "camera position*left"}; +cvar_t v_isometric_relz = {0, "v_isometric_relz", "0", "camera position*up"}; +cvar_t v_isometric_flipcullface = {0, "v_isometric_flipcullface", "0", "flips the backface culling"}; +cvar_t v_isometric_locked_orientation = {0, "v_isometric_locked_orientation", "1", "camera rotation is fixed"}; +cvar_t v_isometric_usevieworiginculling = {0, "v_isometric_usevieworiginculling", "0", "check visibility to the player location (can look pretty weird)"}; + cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"}; cvar_t v_centermove = {0, "v_centermove", "0.15", "how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)"}; @@ -110,6 +138,8 @@ cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use // Prophecy camera pitchangle by Alexander "motorsep" Zubov cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"}; +cvar_t v_yshearing = {0, "v_yshearing", "0", "be all out of gum (set this to the maximum angle to allow Y shearing for - try values like 75)"}; + float v_dmg_time, v_dmg_roll, v_dmg_pitch; @@ -120,7 +150,7 @@ V_CalcRoll Used by view and sv_user =============== */ -float V_CalcRoll (vec3_t angles, vec3_t velocity) +float V_CalcRoll (const vec3_t angles, const vec3_t velocity) { vec3_t right; float sign; @@ -446,6 +476,7 @@ static void highpass3_limited(vec3_t value, vec_t fracx, vec_t limitx, vec_t fra * cl.oldongrounbd * cl.stairsmoothtime * cl.stairsmoothz + * cl.calcrefdef_prevtime * Extra input: * cl.movecmd[0].time * cl.movevars_stepheight @@ -458,8 +489,6 @@ static void highpass3_limited(vec3_t value, vec_t fracx, vec_t limitx, vec_t fra * cl.qw_weaponkick * cls.protocol * cl.time - * cl.velocity (TODO should these be parameters?) - * cl.viewangles (TODO should these be parameters?) * Output: * cl.csqc_viewanglesfromengine * cl.csqc_viewmodelmatrixfromengine @@ -468,7 +497,7 @@ static void highpass3_limited(vec3_t value, vec_t fracx, vec_t limitx, vec_t fra * viewmodelmatrix_nobob * viewmodelmatrix_withbob */ -void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qboolean teleported, qboolean clonground, qboolean clcmdjump, float clstatsviewheight, qboolean cldead, qboolean clintermission) +void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qboolean teleported, qboolean clonground, qboolean clcmdjump, float clstatsviewheight, qboolean cldead, qboolean clintermission, const vec3_t clvelocity) { float vieworg[3], viewangles[3], smoothtime; float gunorg[3], gunangles[3]; @@ -492,7 +521,9 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa cl.lastongroundtime = cl.movecmd[0].time; } cl.oldonground = clonground; + cl.calcrefdef_prevtime = max(cl.calcrefdef_prevtime, cl.oldtime); + VectorClear(gunangles); VectorClear(gunorg); viewmodelmatrix_nobob = identitymatrix; viewmodelmatrix_withbob = identitymatrix; @@ -521,6 +552,8 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa r_refdef.view.matrix = *entrendermatrix; Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, clstatsviewheight); } + if (v_yshearing.value > 0) + Matrix4x4_QuakeToDuke3D(&r_refdef.view.matrix, &r_refdef.view.matrix, v_yshearing.value); Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix); Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value); Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob); @@ -550,7 +583,7 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa // apply the viewofs (even if chasecam is used) // 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); + viewheight = bound(0, (cl.time - cl.calcrefdef_prevtime) / max(0.0001, cl_smoothviewheight.value), 1); viewheightavg = viewheightavg * (1 - viewheight) + clstatsviewheight * viewheight; vieworg[2] += viewheightavg; @@ -580,20 +613,20 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup; #if 0 #if 1 - //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); - trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); + //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false); + trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false); #else - //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); - trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); + //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false); + trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false); #endif VectorCopy(trace.endpos, vieworg); vieworg[2] -= 8; #else // trace from first person view location to our chosen third person view location #if 1 - trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true); + trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true); #else - trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); + trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false); #endif VectorCopy(trace.endpos, bestvieworg); offset[2] = 0; @@ -606,9 +639,9 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1]; chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2]; #if 1 - trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true); + trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true); #else - trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); + trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false); #endif if (bestvieworg[2] > trace.endpos[2]) bestvieworg[2] = trace.endpos[2]; @@ -634,7 +667,7 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa chase_dest[0] = vieworg[0] + forward[0] * dist; chase_dest[1] = vieworg[1] + forward[1] * dist; chase_dest[2] = vieworg[2] + forward[2] * dist + camup; - trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true); + trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true); VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg); } } @@ -645,7 +678,7 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa if (cldead && v_deathtilt.integer) viewangles[ROLL] = v_deathtiltangle.value; VectorAdd(viewangles, cl.punchangle, viewangles); - viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity); + viewangles[ROLL] += V_CalcRoll(clviewangles, clvelocity); if (v_dmg_time > 0) { viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll; @@ -656,62 +689,96 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa if (!cldead) { double xyspeed, bob, bobfall; - float cycle; + double cycle; // double-precision because cl.time can be a very large number, where float would get stuttery at high time values vec_t frametime; - frametime = (cl.time - cl.oldtime) * cl.movevars_timescale; + frametime = (cl.time - cl.calcrefdef_prevtime) * cl.movevars_timescale; - // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then - if(teleported) + if(cl_followmodel.integer || cl_leanmodel.integer) { - // try to fix the first highpass; result is NOT - // perfect! TODO find a better fix - VectorCopy(viewangles, cl.gunangles_prev); + // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then + if(teleported) + { + // try to fix the first highpass; result is NOT + // perfect! TODO find a better fix + VectorCopy(viewangles, cl.gunangles_prev); + VectorCopy(vieworg, cl.gunorg_prev); + } + + // 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(vieworg, 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(vieworg, 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((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5); + cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5); + cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5); + highpass3_limited(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(viewangles, cl.gunangles_prev); + VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass); + + // 3. calculate the RAW adjustment vectors + gunorg[0] *= -cl_followmodel_side_speed.value; + gunorg[1] *= -cl_followmodel_side_speed.value; + gunorg[2] *= -cl_followmodel_up_speed.value; + + gunangles[PITCH] *= -cl_leanmodel_up_speed.value; + gunangles[YAW] *= -cl_leanmodel_side_speed.value; + 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(viewangles, gunangles, gunangles); + } + else + { + // Just initialize gunorg/gunangles. + VectorCopy(vieworg, gunorg); + VectorCopy(viewangles, gunangles); } - - // 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(vieworg, 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(vieworg, 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((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5); - cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5); - cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5); - highpass3_limited(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(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(viewangles, gunangles, gunangles); // 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); + xyspeed = bound (0, sqrt(clvelocity[0]*clvelocity[0] + clvelocity[1]*clvelocity[1]), cl_bob_velocity_limit.value); // vertical view bobbing code if (cl_bob.value && cl_bobcycle.value) { + float bob_limit = cl_bob_limit.value; + + if (cl_bob_limit_heightcheck.integer) + { + // use traces to determine what range the view can bob in, and scale down the bob as needed + float trace1fraction; + float trace2fraction; + vec3_t bob_height_check_dest; + + // these multipliers are expanded a bit (the actual bob sin range is from -0.4 to 1.0) to reduce nearclip issues, especially on water surfaces + bob_height_check_dest[0] = vieworg[0]; + bob_height_check_dest[1] = vieworg[1]; + bob_height_check_dest[2] = vieworg[2] + cl_bob_limit.value * 1.1f; + trace = CL_TraceLine(vieworg, bob_height_check_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY | (cl_bob_limit_heightcheck_dontcrosswatersurface.integer ? SUPERCONTENTS_LIQUIDSMASK : 0), 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true); + trace1fraction = trace.fraction; + + bob_height_check_dest[0] = vieworg[0]; + bob_height_check_dest[1] = vieworg[1]; + bob_height_check_dest[2] = vieworg[2] + cl_bob_limit.value * -0.5f; + trace = CL_TraceLine(vieworg, bob_height_check_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY | (cl_bob_limit_heightcheck_dontcrosswatersurface.integer ? SUPERCONTENTS_LIQUIDSMASK : 0), 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true); + trace2fraction = trace.fraction; + + bob_limit *= min(trace1fraction, trace2fraction); + } + // 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 @@ -724,7 +791,8 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa 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 * bound(0, cl_bob.value, 0.05); + bob = xyspeed * cl_bob.value; + bob = bound(0, bob, bob_limit); bob = bob*0.3 + bob*0.7*cycle; vieworg[2] += bob; // we also need to adjust gunorg, or this appears like pushing the gun! @@ -747,7 +815,7 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin else cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5); - bob = bound(0, cl_bob2.value, 0.05) * cycle; + bob = cl_bob2.value * 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 @@ -764,8 +832,8 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa // 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); + side = bound(-cl_bob_velocity_limit.value, DotProduct (clvelocity, right) * cl.bob2_smooth, cl_bob_velocity_limit.value); + front = bound(-cl_bob_velocity_limit.value, DotProduct (clvelocity, forward) * cl.bob2_smooth, cl_bob_velocity_limit.value); VectorScale(forward, bob, forward); VectorScale(right, bob, right); // we use side with forward and front with right, so the bobbing goes @@ -787,8 +855,8 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa { if (!clonground) { - 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_speed = bound(-400, clvelocity[2], 0) * bound(0, cl_bobfall.value, 0.1); + if (clvelocity[2] < -cl_bobfallminspeed.value) cl.bobfall_swing = 1; else cl.bobfall_swing = 0; // TODO really? @@ -854,18 +922,25 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa viewangles[2] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value; } Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1); + if (v_yshearing.value > 0) + Matrix4x4_QuakeToDuke3D(&r_refdef.view.matrix, &r_refdef.view.matrix, v_yshearing.value); // calculate a viewmodel matrix for use in view-attached entities Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix); Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value); Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix_withbob, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value); + if (v_yshearing.value > 0) + Matrix4x4_QuakeToDuke3D(&viewmodelmatrix_withbob, &viewmodelmatrix_withbob, v_yshearing.value); + VectorCopy(vieworg, cl.csqc_vieworiginfromengine); VectorCopy(viewangles, cl.csqc_viewanglesfromengine); Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix); Matrix4x4_Concat(&cl.csqc_viewmodelmatrixfromengine, &tmpmatrix, &viewmodelmatrix_withbob); } + + cl.calcrefdef_prevtime = cl.time; } void V_CalcRefdef (void) @@ -879,7 +954,7 @@ void V_CalcRefdef (void) ent = &cl.entities[cl.viewentity]; cldead = (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && cl.stats[STAT_HEALTH] != -2342); - V_CalcRefdefUsing(&ent->render.matrix, cl.viewangles, !ent->persistent.trail_allowed, cl.onground, cl.cmd.jump, cl.stats[STAT_VIEWHEIGHT], cldead, cl.intermission); // FIXME use a better way to detect teleport/warp than trail_allowed + V_CalcRefdefUsing(&ent->render.matrix, cl.viewangles, !ent->persistent.trail_allowed, cl.onground, cl.cmd.jump, cl.stats[STAT_VIEWHEIGHT], cldead, cl.intermission != 0, cl.velocity); // FIXME use a better way to detect teleport/warp than trail_allowed } else { @@ -892,6 +967,66 @@ void V_CalcRefdef (void) } } +void V_MakeViewIsometric(void) +{ + // when using isometric view to play normal games we have to rotate the camera to make the Ortho matrix do the right thing (forward as up the screen, etc) + matrix4x4_t relative; + matrix4x4_t modifiedview; + matrix4x4_t modify; + vec3_t forward, left, up, org; + float t[4][4]; + + r_refdef.view.useperspective = false; + r_refdef.view.usevieworiginculling = !r_trippy.value && v_isometric_usevieworiginculling.integer; + r_refdef.view.frustum_y = v_isometric_verticalfov.value * cl.viewzoom; + r_refdef.view.frustum_x = r_refdef.view.frustum_y * (float)r_refdef.view.width / (float)r_refdef.view.height / vid_pixelheight.value; + r_refdef.view.frustum_x *= r_refdef.frustumscale_x; + r_refdef.view.frustum_y *= r_refdef.frustumscale_y; + r_refdef.view.ortho_x = r_refdef.view.frustum_x; // used by VM_CL_R_SetView + r_refdef.view.ortho_y = r_refdef.view.frustum_y; // used by VM_CL_R_SetView + + t[0][0] = v_isometric_xx.value; + t[0][1] = v_isometric_xy.value; + t[0][2] = v_isometric_xz.value; + t[0][3] = 0.0f; + t[1][0] = v_isometric_yx.value; + t[1][1] = v_isometric_yy.value; + t[1][2] = v_isometric_yz.value; + t[1][3] = 0.0f; + t[2][0] = v_isometric_zx.value; + t[2][1] = v_isometric_zy.value; + t[2][2] = v_isometric_zz.value; + t[2][3] = 0.0f; + t[3][0] = 0.0f; + t[3][1] = 0.0f; + t[3][2] = 0.0f; + t[3][3] = 1.0f; + Matrix4x4_FromArrayFloatGL(&modify, t[0]); + + // if the orientation is locked, extract the origin and create just a translate matrix to start with + if (v_isometric_locked_orientation.integer) + { + vec3_t vx, vy, vz, origin; + Matrix4x4_ToVectors(&r_refdef.view.matrix, vx, vy, vz, origin); + Matrix4x4_CreateTranslate(&r_refdef.view.matrix, origin[0], origin[1], origin[2]); + } + + Matrix4x4_Concat(&modifiedview, &r_refdef.view.matrix, &modify); + Matrix4x4_CreateFromQuakeEntity(&relative, v_isometric_tx.value, v_isometric_ty.value, v_isometric_tz.value, v_isometric_rot_pitch.value, v_isometric_rot_yaw.value, v_isometric_rot_roll.value, 1.0f); + Matrix4x4_Concat(&r_refdef.view.matrix, &modifiedview, &relative); + Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, org); + VectorMAMAMAM(1.0f, org, v_isometric_relx.value, forward, v_isometric_rely.value, left, v_isometric_relz.value, up, org); + Matrix4x4_FromVectors(&r_refdef.view.matrix, forward, left, up, org); + + if (v_isometric_flipcullface.integer) + { + int a = r_refdef.view.cullface_front; + r_refdef.view.cullface_front = r_refdef.view.cullface_back; + r_refdef.view.cullface_back = a; + } +} + + void V_FadeViewFlashs(void) { // don't flash if time steps backwards @@ -1074,6 +1209,30 @@ void V_Init (void) Cvar_RegisterVariable (&v_iroll_level); Cvar_RegisterVariable (&v_ipitch_level); + Cvar_RegisterVariable(&v_isometric); + Cvar_RegisterVariable(&v_isometric_verticalfov); + Cvar_RegisterVariable(&v_isometric_xx); + Cvar_RegisterVariable(&v_isometric_xy); + Cvar_RegisterVariable(&v_isometric_xz); + Cvar_RegisterVariable(&v_isometric_yx); + Cvar_RegisterVariable(&v_isometric_yy); + Cvar_RegisterVariable(&v_isometric_yz); + Cvar_RegisterVariable(&v_isometric_zx); + Cvar_RegisterVariable(&v_isometric_zy); + Cvar_RegisterVariable(&v_isometric_zz); + Cvar_RegisterVariable(&v_isometric_tx); + Cvar_RegisterVariable(&v_isometric_ty); + Cvar_RegisterVariable(&v_isometric_tz); + Cvar_RegisterVariable(&v_isometric_rot_pitch); + Cvar_RegisterVariable(&v_isometric_rot_yaw); + Cvar_RegisterVariable(&v_isometric_rot_roll); + Cvar_RegisterVariable(&v_isometric_relx); + Cvar_RegisterVariable(&v_isometric_rely); + Cvar_RegisterVariable(&v_isometric_relz); + Cvar_RegisterVariable(&v_isometric_flipcullface); + Cvar_RegisterVariable(&v_isometric_locked_orientation); + Cvar_RegisterVariable(&v_isometric_usevieworiginculling); + Cvar_RegisterVariable (&v_idlescale); Cvar_RegisterVariable (&crosshair); @@ -1092,6 +1251,10 @@ void V_Init (void) Cvar_RegisterVariable (&cl_bobmodel_side); Cvar_RegisterVariable (&cl_bobmodel_up); Cvar_RegisterVariable (&cl_bobmodel_speed); + Cvar_RegisterVariable (&cl_bob_limit); + Cvar_RegisterVariable (&cl_bob_limit_heightcheck); + Cvar_RegisterVariable (&cl_bob_limit_heightcheck_dontcrosswatersurface); + Cvar_RegisterVariable (&cl_bob_velocity_limit); Cvar_RegisterVariable (&cl_leanmodel); Cvar_RegisterVariable (&cl_leanmodel_side_speed); @@ -1136,5 +1299,7 @@ void V_Init (void) Cvar_RegisterVariable (&v_deathtilt); Cvar_RegisterVariable (&v_deathtiltangle); + + Cvar_RegisterVariable (&v_yshearing); }