2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // view.c -- player eye positioning
23 #include "cl_collision.h"
28 The view is allowed to move slightly from it's true position for bobbing,
29 but if it exceeds 8 pixels linear distance (spherical, not box), the list of
30 entities sent from the server may not include everything in the pvs, especially
31 when crossing a water boudnary.
35 cvar_t cl_rollspeed = {CVAR_CLIENT, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
36 cvar_t cl_rollangle = {CVAR_CLIENT, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
38 cvar_t cl_bob = {CVAR_CLIENT | CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
39 cvar_t cl_bobcycle = {CVAR_CLIENT | CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
40 cvar_t cl_bobup = {CVAR_CLIENT | CVAR_SAVE, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};
41 cvar_t cl_bob2 = {CVAR_CLIENT | CVAR_SAVE, "cl_bob2","0", "sideways view bobbing amount"};
42 cvar_t cl_bob2cycle = {CVAR_CLIENT | CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"};
43 cvar_t cl_bob2smooth = {CVAR_CLIENT | CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"};
44 cvar_t cl_bobfall = {CVAR_CLIENT | CVAR_SAVE, "cl_bobfall","0", "how much the view swings down when falling (influenced by the speed you hit the ground with)"};
45 cvar_t cl_bobfallcycle = {CVAR_CLIENT | CVAR_SAVE, "cl_bobfallcycle","3", "speed of the bobfall swing"};
46 cvar_t cl_bobfallminspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"};
47 cvar_t cl_bobmodel = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
48 cvar_t cl_bobmodel_side = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel_side", "0", "gun bobbing sideways sway amount"};
49 cvar_t cl_bobmodel_up = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel_up", "0", "gun bobbing upward movement amount"};
50 cvar_t cl_bobmodel_forward = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel_forward", "0.25", "gun bobbing forward movement amount"};
51 cvar_t cl_bobmodel_classic = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel_classic", "1", "classic Quake-style forward gun bobbing"};
52 cvar_t cl_bobmodel_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel_speed", "6", "gun bobbing speed"};
53 cvar_t cl_bob_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_bob_limit", "4", "limits bobbing to this much distance from view_ofs"};
54 cvar_t cl_bob_limit_heightcheck = {CVAR_CLIENT | 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"};
55 cvar_t cl_bob_limit_heightcheck_dontcrosswatersurface = {CVAR_CLIENT | CVAR_SAVE, "cl_bob_limit_heightcheck_dontcrosswatersurface", "1", "limit cl_bob_limit to not crossing liquid surfaces also"};
56 cvar_t cl_bob_velocity_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_bob_velocity_limit", "400", "limits the xyspeed value in the bobbing code"};
58 cvar_t cl_leanmodel = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
59 cvar_t cl_leanmodel_side_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
60 cvar_t cl_leanmodel_side_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
61 cvar_t cl_leanmodel_side_highpass1 = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
62 cvar_t cl_leanmodel_side_highpass = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"};
63 cvar_t cl_leanmodel_side_lowpass = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_lowpass", "20", "gun leaning sideways lowpass in 1/s"};
64 cvar_t cl_leanmodel_up_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
65 cvar_t cl_leanmodel_up_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
66 cvar_t cl_leanmodel_up_highpass1 = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
67 cvar_t cl_leanmodel_up_highpass = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
68 cvar_t cl_leanmodel_up_lowpass = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_lowpass", "20", "gun leaning upward lowpass in 1/s"};
70 cvar_t cl_followmodel = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
71 cvar_t cl_followmodel_side_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
72 cvar_t cl_followmodel_side_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
73 cvar_t cl_followmodel_side_highpass1 = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
74 cvar_t cl_followmodel_side_highpass = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
75 cvar_t cl_followmodel_side_lowpass = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_lowpass", "10", "gun following sideways lowpass in 1/s"};
76 cvar_t cl_followmodel_up_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
77 cvar_t cl_followmodel_up_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
78 cvar_t cl_followmodel_up_highpass1 = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
79 cvar_t cl_followmodel_up_highpass = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"};
80 cvar_t cl_followmodel_up_lowpass = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"};
82 cvar_t cl_viewmodel_scale = {CVAR_CLIENT, "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"};
84 cvar_t v_kicktime = {CVAR_CLIENT, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
85 cvar_t v_kickroll = {CVAR_CLIENT, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
86 cvar_t v_kickpitch = {CVAR_CLIENT, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
88 cvar_t v_iyaw_cycle = {CVAR_CLIENT, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
89 cvar_t v_iroll_cycle = {CVAR_CLIENT, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
90 cvar_t v_ipitch_cycle = {CVAR_CLIENT, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
91 cvar_t v_iyaw_level = {CVAR_CLIENT, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
92 cvar_t v_iroll_level = {CVAR_CLIENT, "v_iroll_level", "0.1", "v_idlescale roll amount"};
93 cvar_t v_ipitch_level = {CVAR_CLIENT, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
95 cvar_t v_idlescale = {CVAR_CLIENT, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
97 cvar_t v_isometric = {CVAR_CLIENT, "v_isometric", "0", "changes view to isometric (non-perspective)"};
98 cvar_t v_isometric_verticalfov = {CVAR_CLIENT, "v_isometric_verticalfov", "512", "vertical field of view in game units (horizontal is computed using aspect ratio based on this)"};
99 cvar_t v_isometric_xx = {CVAR_CLIENT, "v_isometric_xx", "1", "camera matrix"};
100 cvar_t v_isometric_xy = {CVAR_CLIENT, "v_isometric_xy", "0", "camera matrix"};
101 cvar_t v_isometric_xz = {CVAR_CLIENT, "v_isometric_xz", "0", "camera matrix"};
102 cvar_t v_isometric_yx = {CVAR_CLIENT, "v_isometric_yx", "0", "camera matrix"};
103 cvar_t v_isometric_yy = {CVAR_CLIENT, "v_isometric_yy", "1", "camera matrix"};
104 cvar_t v_isometric_yz = {CVAR_CLIENT, "v_isometric_yz", "0", "camera matrix"};
105 cvar_t v_isometric_zx = {CVAR_CLIENT, "v_isometric_zx", "0", "camera matrix"};
106 cvar_t v_isometric_zy = {CVAR_CLIENT, "v_isometric_zy", "0", "camera matrix"};
107 cvar_t v_isometric_zz = {CVAR_CLIENT, "v_isometric_zz", "1", "camera matrix"};
108 cvar_t v_isometric_tx = {CVAR_CLIENT, "v_isometric_tx", "0", "camera position (player-relative)"};
109 cvar_t v_isometric_ty = {CVAR_CLIENT, "v_isometric_ty", "0", "camera position (player-relative)"};
110 cvar_t v_isometric_tz = {CVAR_CLIENT, "v_isometric_tz", "0", "camera position (player-relative)"};
111 cvar_t v_isometric_rot_pitch = {CVAR_CLIENT, "v_isometric_rot_pitch", "60", "camera rotation"};
112 cvar_t v_isometric_rot_yaw = {CVAR_CLIENT, "v_isometric_rot_yaw", "135", "camera rotation"};
113 cvar_t v_isometric_rot_roll = {CVAR_CLIENT, "v_isometric_rot_roll", "0", "camera rotation"};
114 cvar_t v_isometric_relx = {CVAR_CLIENT, "v_isometric_relx", "0", "camera position*forward"};
115 cvar_t v_isometric_rely = {CVAR_CLIENT, "v_isometric_rely", "0", "camera position*left"};
116 cvar_t v_isometric_relz = {CVAR_CLIENT, "v_isometric_relz", "0", "camera position*up"};
117 cvar_t v_isometric_flipcullface = {CVAR_CLIENT, "v_isometric_flipcullface", "0", "flips the backface culling"};
118 cvar_t v_isometric_locked_orientation = {CVAR_CLIENT, "v_isometric_locked_orientation", "1", "camera rotation is fixed"};
119 cvar_t v_isometric_usevieworiginculling = {CVAR_CLIENT, "v_isometric_usevieworiginculling", "0", "check visibility to the player location (can look pretty weird)"};
121 cvar_t crosshair = {CVAR_CLIENT | CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
123 cvar_t v_centermove = {CVAR_CLIENT, "v_centermove", "0.15", "how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)"};
124 cvar_t v_centerspeed = {CVAR_CLIENT, "v_centerspeed","500", "how fast the view centers itself"};
126 cvar_t cl_stairsmoothspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
128 cvar_t cl_smoothviewheight = {CVAR_CLIENT | 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."};
130 cvar_t chase_back = {CVAR_CLIENT | CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
131 cvar_t chase_up = {CVAR_CLIENT | CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
132 cvar_t chase_active = {CVAR_CLIENT | CVAR_SAVE, "chase_active", "0", "enables chase cam"};
133 cvar_t chase_overhead = {CVAR_CLIENT | CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
135 cvar_t chase_stevie = {CVAR_CLIENT, "chase_stevie", "0", "(GOODVSBAD2 only) chase cam view from above"};
137 cvar_t v_deathtilt = {CVAR_CLIENT, "v_deathtilt", "1", "whether to use sideways view when dead"};
138 cvar_t v_deathtiltangle = {CVAR_CLIENT, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
140 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
141 cvar_t chase_pitchangle = {CVAR_CLIENT | CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
143 cvar_t v_yshearing = {CVAR_CLIENT, "v_yshearing", "0", "be all out of gum (set this to the maximum angle to allow Y shearing for - try values like 75)"};
145 float v_dmg_time, v_dmg_roll, v_dmg_pitch;
152 Used by view and sv_user
155 float V_CalcRoll (const vec3_t angles, const vec3_t velocity)
162 AngleVectors (angles, NULL, right, NULL);
163 side = DotProduct (velocity, right);
164 sign = side < 0 ? -1 : 1;
167 value = cl_rollangle.value;
169 if (side < cl_rollspeed.value)
170 side = side * value / cl_rollspeed.value;
178 void V_StartPitchDrift (void)
180 if (cl.laststop == cl.time)
181 return; // something else is keeping it from drifting
183 if (cl.nodrift || !cl.pitchvel)
185 cl.pitchvel = v_centerspeed.value;
191 void V_StartPitchDrift_f(cmd_state_t *cmd)
196 void V_StopPitchDrift (void)
198 cl.laststop = cl.time;
207 Moves the client pitch angle towards cl.idealpitch sent by the server.
209 If the user is adjusting pitch manually, either with lookup/lookdown,
210 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
212 Drifting is enabled when the center view key is hit, mlook is released and
213 lookspring is non 0, or when
216 void V_DriftPitch (void)
220 if (noclip_anglehack || !cl.onground || cls.demoplayback )
227 // don't count small mouse motion
230 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
233 cl.driftmove += cl.realframetime;
235 if ( cl.driftmove > v_centermove.value)
237 V_StartPitchDrift ();
242 delta = cl.idealpitch - cl.viewangles[PITCH];
250 move = cl.realframetime * cl.pitchvel;
251 cl.pitchvel += cl.realframetime * v_centerspeed.value;
260 cl.viewangles[PITCH] += move;
269 cl.viewangles[PITCH] -= move;
275 ==============================================================================
279 ==============================================================================
288 void V_ParseDamage (void)
292 //vec3_t forward, right;
298 armor = MSG_ReadByte(&cl_message);
299 blood = MSG_ReadByte(&cl_message);
300 MSG_ReadVector(&cl_message, from, cls.protocol);
302 // Send the Dmg Globals to CSQC
303 CL_VM_UpdateDmgGlobals(blood, armor, from);
305 count = blood*0.5 + armor*0.5;
309 cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
311 cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
312 cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
313 if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
314 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
315 if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
316 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
320 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
321 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
322 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
326 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
327 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
328 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
332 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
333 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
334 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
337 // calculate view angle kicks
338 if (cl.entities[cl.viewentity].state_current.active)
340 ent = &cl.entities[cl.viewentity];
341 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
342 VectorNormalize(localfrom);
343 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
344 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
345 v_dmg_time = v_kicktime.value;
349 static cshift_t v_cshift;
356 static void V_cshift_f(cmd_state_t *cmd)
358 v_cshift.destcolor[0] = atof(Cmd_Argv(cmd, 1));
359 v_cshift.destcolor[1] = atof(Cmd_Argv(cmd, 2));
360 v_cshift.destcolor[2] = atof(Cmd_Argv(cmd, 3));
361 v_cshift.percent = atof(Cmd_Argv(cmd, 4));
369 When you run over an item, the server sends this command
372 static void V_BonusFlash_f(cmd_state_t *cmd)
374 if(Cmd_Argc(cmd) == 1)
376 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
377 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
378 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
379 cl.cshifts[CSHIFT_BONUS].percent = 50;
380 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
382 else if(Cmd_Argc(cmd) >= 4 && Cmd_Argc(cmd) <= 6)
384 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(cmd, 1)) * 255;
385 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(cmd, 2)) * 255;
386 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(cmd, 3)) * 255;
387 if(Cmd_Argc(cmd) >= 5)
388 cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(cmd, 4)) * 255; // yes, these are HEXADECIMAL percent ;)
390 cl.cshifts[CSHIFT_BONUS].percent = 50;
391 if(Cmd_Argc(cmd) >= 6)
392 cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(cmd, 5)) * 255;
394 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
397 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
401 ==============================================================================
405 ==============================================================================
408 extern matrix4x4_t viewmodelmatrix_nobob;
409 extern matrix4x4_t viewmodelmatrix_withbob;
411 #include "cl_collision.h"
421 static vec3_t eyeboxmins = {-16, -16, -24};
422 static vec3_t eyeboxmaxs = { 16, 16, 32};
425 static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
427 frac = bound(0, frac, 1);
428 return (*store = *store * (1 - frac) + value * frac);
431 static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
433 lowpass(value, frac, store);
434 return (*store = bound(value - limit, *store, value + limit));
437 static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
439 return value - lowpass(value, frac, store);
442 static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
444 return value - lowpass_limited(value, frac, limit, store);
447 static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
449 out[0] = lowpass(value[0], fracx, &store[0]);
450 out[1] = lowpass(value[1], fracy, &store[1]);
451 out[2] = lowpass(value[2], fracz, &store[2]);
454 static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
456 out[0] = highpass(value[0], fracx, &store[0]);
457 out[1] = highpass(value[1], fracy, &store[1]);
458 out[2] = highpass(value[2], fracz, &store[2]);
461 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)
463 out[0] = highpass_limited(value[0], fracx, limitx, &store[0]);
464 out[1] = highpass_limited(value[1], fracy, limity, &store[1]);
465 out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
473 * cl.gunangles_adjustment_highpass
474 * cl.gunangles_adjustment_lowpass
475 * cl.gunangles_highpass
477 * cl.gunorg_adjustment_highpass
478 * cl.gunorg_adjustment_lowpass
482 * cl.lastongroundtime
486 * cl.calcrefdef_prevtime
489 * cl.movevars_stepheight
490 * cl.movevars_timescale
494 * cl.qw_intermission_angles
495 * cl.qw_intermission_origin
500 * cl.csqc_viewanglesfromengine
501 * cl.csqc_viewmodelmatrixfromengine
502 * cl.csqc_vieworiginfromengine
503 * r_refdef.view.matrix
504 * viewmodelmatrix_nobob
505 * viewmodelmatrix_withbob
507 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)
509 float vieworg[3], viewangles[3], smoothtime;
510 float gunorg[3], gunangles[3];
511 matrix4x4_t tmpmatrix;
513 static float viewheightavg;
516 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
517 vec3_t camboxmins = {-3, -3, -3};
518 vec3_t camboxmaxs = {3, 3, 3};
519 // end of chase camera bounding box size for proper collisions by Alexander Zubov
523 // react to clonground state changes (for gun bob)
527 cl.hitgroundtime = cl.movecmd[0].time;
528 cl.lastongroundtime = cl.movecmd[0].time;
530 cl.oldonground = clonground;
531 cl.calcrefdef_prevtime = max(cl.calcrefdef_prevtime, cl.oldtime);
533 VectorClear(gunangles);
535 viewmodelmatrix_nobob = identitymatrix;
536 viewmodelmatrix_withbob = identitymatrix;
537 r_refdef.view.matrix = identitymatrix;
539 // player can look around, so take the origin from the entity,
540 // and the angles from the input system
541 Matrix4x4_OriginFromMatrix(entrendermatrix, vieworg);
542 VectorCopy(clviewangles, viewangles);
544 // calculate how much time has passed since the last V_CalcRefdef
545 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
546 cl.stairsmoothtime = cl.time;
550 v_dmg_time -= bound(0, smoothtime, 0.1);
554 // entity is a fixed camera, just copy the matrix
555 if (cls.protocol == PROTOCOL_QUAKEWORLD)
556 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, cl.qw_intermission_origin[0], cl.qw_intermission_origin[1], cl.qw_intermission_origin[2], cl.qw_intermission_angles[0], cl.qw_intermission_angles[1], cl.qw_intermission_angles[2], 1);
559 r_refdef.view.matrix = *entrendermatrix;
560 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, clstatsviewheight);
562 if (v_yshearing.value > 0)
563 Matrix4x4_QuakeToDuke3D(&r_refdef.view.matrix, &r_refdef.view.matrix, v_yshearing.value);
564 Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
565 Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
566 Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob);
568 VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
569 VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
571 Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
572 Matrix4x4_CreateScale(&cl.csqc_viewmodelmatrixfromengine, cl_viewmodel_scale.value);
576 // smooth stair stepping, but only if clonground and enabled
577 if (!clonground || cl_stairsmoothspeed.value <= 0 || teleported)
578 cl.stairsmoothz = vieworg[2];
581 if (cl.stairsmoothz < vieworg[2])
582 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
583 else if (cl.stairsmoothz > vieworg[2])
584 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + cl.movevars_stepheight);
587 // apply qw weapon recoil effect (this did not work in QW)
588 // TODO: add a cvar to disable this
589 viewangles[PITCH] += cl.qw_weaponkick;
591 // apply the viewofs (even if chasecam is used)
592 // Samual: Lets add smoothing for this too so that things like crouching are done with a transition.
593 viewheight = bound(0, (cl.time - cl.calcrefdef_prevtime) / max(0.0001, cl_smoothviewheight.value), 1);
594 viewheightavg = viewheightavg * (1 - viewheight) + clstatsviewheight * viewheight;
595 vieworg[2] += viewheightavg;
597 if (chase_active.value)
599 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
600 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
602 camback = chase_back.value;
603 camup = chase_up.value;
604 campitch = chase_pitchangle.value;
606 AngleVectors(viewangles, forward, NULL, NULL);
608 if (chase_overhead.integer)
615 viewangles[PITCH] = 0;
616 AngleVectors(viewangles, forward, NULL, up);
617 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
618 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
619 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
620 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
623 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
624 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
626 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
627 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
629 VectorCopy(trace.endpos, vieworg);
632 // trace from first person view location to our chosen third person view location
634 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
636 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);
638 VectorCopy(trace.endpos, bestvieworg);
640 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
642 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
644 AngleVectors(viewangles, NULL, NULL, up);
645 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
646 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
647 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
649 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
651 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);
653 if (bestvieworg[2] > trace.endpos[2])
654 bestvieworg[2] = trace.endpos[2];
658 VectorCopy(bestvieworg, vieworg);
660 viewangles[PITCH] = campitch;
664 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
666 // look straight down from high above
667 viewangles[PITCH] = 90;
669 VectorSet(forward, 0, 0, -1);
672 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
674 chase_dest[0] = vieworg[0] + forward[0] * dist;
675 chase_dest[1] = vieworg[1] + forward[1] * dist;
676 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
677 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
678 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
683 // first person view from entity
685 if (cldead && v_deathtilt.integer)
686 viewangles[ROLL] = v_deathtiltangle.value;
687 VectorAdd(viewangles, cl.punchangle, viewangles);
688 viewangles[ROLL] += V_CalcRoll(clviewangles, clvelocity);
691 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
692 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
695 VectorAdd(vieworg, cl.punchvector, vieworg);
698 double xyspeed, bob, bobfall;
699 double cycle; // double-precision because cl.time can be a very large number, where float would get stuttery at high time values
702 frametime = (cl.time - cl.calcrefdef_prevtime) * cl.movevars_timescale;
704 if(cl_followmodel.integer || cl_leanmodel.integer)
706 // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
709 // try to fix the first highpass; result is NOT
710 // perfect! TODO find a better fix
711 VectorCopy(viewangles, cl.gunangles_prev);
712 VectorCopy(vieworg, cl.gunorg_prev);
715 // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
716 VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
717 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);
718 VectorCopy(vieworg, cl.gunorg_prev);
719 VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
721 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
722 VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
723 cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
724 cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
725 cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
726 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);
727 VectorCopy(viewangles, cl.gunangles_prev);
728 VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
730 // 3. calculate the RAW adjustment vectors
731 gunorg[0] *= -cl_followmodel_side_speed.value;
732 gunorg[1] *= -cl_followmodel_side_speed.value;
733 gunorg[2] *= -cl_followmodel_up_speed.value;
735 gunangles[PITCH] *= -cl_leanmodel_up_speed.value;
736 gunangles[YAW] *= -cl_leanmodel_side_speed.value;
739 // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
740 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
741 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);
742 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);
743 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
744 highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
745 lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
747 // 5. use the adjusted vectors
748 VectorAdd(vieworg, gunorg, gunorg);
749 VectorAdd(viewangles, gunangles, gunangles);
753 // Just initialize gunorg/gunangles.
754 VectorCopy(vieworg, gunorg);
755 VectorCopy(viewangles, gunangles);
758 // bounded XY speed, used by several effects below
759 xyspeed = bound (0, sqrt(clvelocity[0]*clvelocity[0] + clvelocity[1]*clvelocity[1]), cl_bob_velocity_limit.value);
761 // vertical view bobbing code
762 if (cl_bob.value && cl_bobcycle.value)
764 float bob_limit = cl_bob_limit.value;
766 if (cl_bob_limit_heightcheck.integer)
768 // use traces to determine what range the view can bob in, and scale down the bob as needed
769 float trace1fraction;
770 float trace2fraction;
771 vec3_t bob_height_check_dest;
773 // 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
774 bob_height_check_dest[0] = vieworg[0];
775 bob_height_check_dest[1] = vieworg[1];
776 bob_height_check_dest[2] = vieworg[2] + cl_bob_limit.value * 1.1f;
777 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);
778 trace1fraction = trace.fraction;
780 bob_height_check_dest[0] = vieworg[0];
781 bob_height_check_dest[1] = vieworg[1];
782 bob_height_check_dest[2] = vieworg[2] + cl_bob_limit.value * -0.5f;
783 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);
784 trace2fraction = trace.fraction;
786 bob_limit *= min(trace1fraction, trace2fraction);
789 // LadyHavoc: this code is *weird*, but not replacable (I think it
790 // should be done in QC on the server, but oh well, quake is quake)
791 // LadyHavoc: figured out bobup: the time at which the sin is at 180
792 // degrees (which allows lengthening or squishing the peak or valley)
793 cycle = cl.time / cl_bobcycle.value;
794 cycle -= (int) cycle;
795 if (cycle < cl_bobup.value)
796 cycle = sin(M_PI * cycle / cl_bobup.value);
798 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
799 // bob is proportional to velocity in the xy plane
800 // (don't count Z, or jumping messes it up)
801 bob = xyspeed * cl_bob.value;
802 bob = bob*0.3 + bob*0.7*cycle;
803 bob = bound(-7, bob, bob_limit);
805 // we also need to adjust gunorg, or this appears like pushing the gun!
806 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
807 // but this is not viable with the new followmodel code as that would mean
808 // that followmodel would work on the munged-by-bob vieworg and do feedback
812 // horizontal view bobbing code
813 if (cl_bob2.value && cl_bob2cycle.value)
816 vec3_t forward, right, up;
819 cycle = cl.time / cl_bob2cycle.value;
820 cycle -= (int) cycle;
822 cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin
824 cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5);
825 bob = cl_bob2.value * cycle;
827 // this value slowly decreases from 1 to 0 when we stop touching the ground.
828 // The cycle is later multiplied with it so the view smooths back to normal
829 if (clonground && !clcmdjump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
833 if(cl.bob2_smooth > 0)
834 cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
839 // calculate the front and side of the player between the X and Y axes
840 AngleVectors(viewangles, forward, right, up);
841 // now get the speed based on those angles. The bounds should match the same value as xyspeed's
842 side = bound(-cl_bob_velocity_limit.value, DotProduct (clvelocity, right) * cl.bob2_smooth, cl_bob_velocity_limit.value);
843 front = bound(-cl_bob_velocity_limit.value, DotProduct (clvelocity, forward) * cl.bob2_smooth, cl_bob_velocity_limit.value);
844 VectorScale(forward, bob, forward);
845 VectorScale(right, bob, right);
846 // we use side with forward and front with right, so the bobbing goes
847 // to the side when we walk forward and to the front when we strafe
848 VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
849 vieworg[0] += bob2vel[0];
850 vieworg[1] += bob2vel[1];
851 // we also need to adjust gunorg, or this appears like pushing the gun!
852 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
853 // but this is not viable with the new followmodel code as that would mean
854 // that followmodel would work on the munged-by-bob vieworg and do feedback
855 gunorg[0] += bob2vel[0];
856 gunorg[1] += bob2vel[1];
860 // causes the view to swing down and back up when touching the ground
861 if (cl_bobfall.value && cl_bobfallcycle.value)
865 cl.bobfall_speed = bound(-400, clvelocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
866 if (clvelocity[2] < -cl_bobfallminspeed.value)
867 cl.bobfall_swing = 1;
869 cl.bobfall_swing = 0; // TODO really?
873 cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime);
875 bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed;
876 vieworg[2] += bobfall;
877 gunorg[2] += bobfall;
881 // gun model bobbing code
882 if (cl_bobmodel.value)
884 // calculate for swinging gun model
885 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
886 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
887 // for the most part, but for some reason when you go through a message trigger or
888 // pick up an item or anything like that it will momentarily jolt the gun.
889 vec3_t forward, right, up;
894 s = cl.time * cl_bobmodel_speed.value;
897 if (cl.time - cl.hitgroundtime < 0.2)
899 // just hit the ground, speed the bob back up over the next 0.2 seconds
900 t = cl.time - cl.hitgroundtime;
901 t = bound(0, t, 0.2);
909 // recently left the ground, slow the bob down over the next 0.2 seconds
910 t = cl.time - cl.lastongroundtime;
911 t = 0.2 - bound(0, t, 0.2);
915 bspeed = xyspeed * 0.01f;
916 AngleVectors (gunangles, forward, right, up);
917 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
918 VectorMA (gunorg, bob, right, gunorg);
919 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
920 VectorMA (gunorg, bob, up, gunorg);
921 // Classic Quake bobbing
922 bob = (cl_bobmodel_classic.integer ? xyspeed * cl_bob.value * 0.25 * cycle : bspeed * cl_bobmodel_forward.value * cos(s * 2) * t) * cl_viewmodel_scale.value;
923 VectorMA (gunorg, (cl_bobmodel_classic.integer ? (bob > 1 ? 1 : bob) : bob), forward, gunorg);
927 // calculate a view matrix for rendering the scene
928 if (v_idlescale.value)
930 viewangles[0] += v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
931 viewangles[1] += v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
932 viewangles[2] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
934 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1);
935 if (v_yshearing.value > 0)
936 Matrix4x4_QuakeToDuke3D(&r_refdef.view.matrix, &r_refdef.view.matrix, v_yshearing.value);
938 // calculate a viewmodel matrix for use in view-attached entities
939 Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
940 Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
942 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix_withbob, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
943 if (v_yshearing.value > 0)
944 Matrix4x4_QuakeToDuke3D(&viewmodelmatrix_withbob, &viewmodelmatrix_withbob, v_yshearing.value);
946 VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
947 VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
949 Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
950 Matrix4x4_Concat(&cl.csqc_viewmodelmatrixfromengine, &tmpmatrix, &viewmodelmatrix_withbob);
953 cl.calcrefdef_prevtime = cl.time;
956 void V_CalcRefdef (void)
961 if (cls.state == ca_connected && cls.signon == SIGNONS && !cl.csqc_server2csqcentitynumber[cl.viewentity])
963 // ent is the view entity (visible when out of body)
964 ent = &cl.entities[cl.viewentity];
966 cldead = (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && cl.stats[STAT_HEALTH] != -2342);
967 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
971 viewmodelmatrix_nobob = identitymatrix;
972 viewmodelmatrix_withbob = identitymatrix;
973 cl.csqc_viewmodelmatrixfromengine = identitymatrix;
974 r_refdef.view.matrix = identitymatrix;
975 VectorClear(cl.csqc_vieworiginfromengine);
976 VectorCopy(cl.viewangles, cl.csqc_viewanglesfromengine);
980 void V_MakeViewIsometric(void)
982 // 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)
983 matrix4x4_t relative;
984 matrix4x4_t modifiedview;
986 vec3_t forward, left, up, org;
989 r_refdef.view.useperspective = false;
990 r_refdef.view.usevieworiginculling = !r_trippy.value && v_isometric_usevieworiginculling.integer;
991 r_refdef.view.frustum_y = v_isometric_verticalfov.value * cl.viewzoom;
992 r_refdef.view.frustum_x = r_refdef.view.frustum_y * (float)r_refdef.view.width / (float)r_refdef.view.height / vid_pixelheight.value;
993 r_refdef.view.frustum_x *= r_refdef.frustumscale_x;
994 r_refdef.view.frustum_y *= r_refdef.frustumscale_y;
995 r_refdef.view.ortho_x = r_refdef.view.frustum_x; // used by VM_CL_R_SetView
996 r_refdef.view.ortho_y = r_refdef.view.frustum_y; // used by VM_CL_R_SetView
998 t[0][0] = v_isometric_xx.value;
999 t[0][1] = v_isometric_xy.value;
1000 t[0][2] = v_isometric_xz.value;
1002 t[1][0] = v_isometric_yx.value;
1003 t[1][1] = v_isometric_yy.value;
1004 t[1][2] = v_isometric_yz.value;
1006 t[2][0] = v_isometric_zx.value;
1007 t[2][1] = v_isometric_zy.value;
1008 t[2][2] = v_isometric_zz.value;
1014 Matrix4x4_FromArrayFloatGL(&modify, t[0]);
1016 // if the orientation is locked, extract the origin and create just a translate matrix to start with
1017 if (v_isometric_locked_orientation.integer)
1019 vec3_t vx, vy, vz, origin;
1020 Matrix4x4_ToVectors(&r_refdef.view.matrix, vx, vy, vz, origin);
1021 Matrix4x4_CreateTranslate(&r_refdef.view.matrix, origin[0], origin[1], origin[2]);
1024 Matrix4x4_Concat(&modifiedview, &r_refdef.view.matrix, &modify);
1025 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);
1026 Matrix4x4_Concat(&r_refdef.view.matrix, &modifiedview, &relative);
1027 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, org);
1028 VectorMAMAMAM(1.0f, org, v_isometric_relx.value, forward, v_isometric_rely.value, left, v_isometric_relz.value, up, org);
1029 Matrix4x4_FromVectors(&r_refdef.view.matrix, forward, left, up, org);
1031 if (v_isometric_flipcullface.integer)
1033 int a = r_refdef.view.cullface_front;
1034 r_refdef.view.cullface_front = r_refdef.view.cullface_back;
1035 r_refdef.view.cullface_back = a;
1040 void V_FadeViewFlashs(void)
1042 // don't flash if time steps backwards
1043 if (cl.time <= cl.oldtime)
1045 // drop the damage value
1046 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
1047 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
1048 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
1049 // drop the bonus value
1050 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
1051 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
1052 cl.cshifts[CSHIFT_BONUS].percent = 0;
1055 void V_CalcViewBlend(void)
1059 r_refdef.viewblend[0] = 0;
1060 r_refdef.viewblend[1] = 0;
1061 r_refdef.viewblend[2] = 0;
1062 r_refdef.viewblend[3] = 0;
1063 r_refdef.frustumscale_x = 1;
1064 r_refdef.frustumscale_y = 1;
1065 if (cls.state == ca_connected && cls.signon == SIGNONS)
1067 // set contents color
1070 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
1071 supercontents = CL_PointSuperContents(vieworigin);
1072 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
1074 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
1075 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
1076 if (supercontents & SUPERCONTENTS_LAVA)
1078 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
1079 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
1080 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
1082 else if (supercontents & SUPERCONTENTS_SLIME)
1084 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
1085 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
1086 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
1090 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
1091 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
1092 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
1094 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
1098 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
1099 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
1100 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
1101 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
1104 if (gamemode != GAME_TRANSFUSION)
1106 if (cl.stats[STAT_ITEMS] & IT_QUAD)
1108 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
1109 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
1110 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
1111 cl.cshifts[CSHIFT_POWERUP].percent = 30;
1113 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
1115 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
1116 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
1117 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
1118 cl.cshifts[CSHIFT_POWERUP].percent = 20;
1120 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1122 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
1123 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
1124 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
1125 cl.cshifts[CSHIFT_POWERUP].percent = 100;
1127 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
1129 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
1130 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
1131 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
1132 cl.cshifts[CSHIFT_POWERUP].percent = 30;
1135 cl.cshifts[CSHIFT_POWERUP].percent = 0;
1138 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
1139 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
1140 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
1141 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
1143 // LadyHavoc: fixed V_CalcBlend
1144 for (j = 0;j < NUM_CSHIFTS;j++)
1146 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
1149 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
1150 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
1153 // saturate color (to avoid blending in black)
1154 if (r_refdef.viewblend[3])
1156 a2 = 1 / r_refdef.viewblend[3];
1157 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
1159 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0], 255.0f);
1160 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1], 255.0f);
1161 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2], 255.0f);
1162 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
1165 r_refdef.viewblend[0] = Image_LinearFloatFromsRGB(r_refdef.viewblend[0]);
1166 r_refdef.viewblend[1] = Image_LinearFloatFromsRGB(r_refdef.viewblend[1]);
1167 r_refdef.viewblend[2] = Image_LinearFloatFromsRGB(r_refdef.viewblend[2]);
1171 r_refdef.viewblend[0] *= (1.0f/256.0f);
1172 r_refdef.viewblend[1] *= (1.0f/256.0f);
1173 r_refdef.viewblend[2] *= (1.0f/256.0f);
1176 // Samual: Ugly hack, I know. But it's the best we can do since
1177 // there is no way to detect client states from the engine.
1178 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 &&
1179 cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
1181 cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
1182 cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
1185 cl.deathfade = 0.0f;
1187 if(cl.deathfade > 0)
1190 float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
1191 a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
1193 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
1194 r_refdef.viewblend[3] = a;
1199 //============================================================================
1208 Cmd_AddCommand(CMD_CLIENT | CMD_CLIENT_FROM_SERVER, "v_cshift", V_cshift_f, "sets tint color of view");
1209 Cmd_AddCommand(CMD_CLIENT | CMD_CLIENT_FROM_SERVER, "bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up); optionally takes R G B [A [alphafade]] arguments to specify how the flash looks");
1210 Cmd_AddCommand(CMD_CLIENT, "centerview", V_StartPitchDrift_f, "gradually recenter view (stop looking up/down)");
1212 Cvar_RegisterVariable (&v_centermove);
1213 Cvar_RegisterVariable (&v_centerspeed);
1215 Cvar_RegisterVariable (&v_iyaw_cycle);
1216 Cvar_RegisterVariable (&v_iroll_cycle);
1217 Cvar_RegisterVariable (&v_ipitch_cycle);
1218 Cvar_RegisterVariable (&v_iyaw_level);
1219 Cvar_RegisterVariable (&v_iroll_level);
1220 Cvar_RegisterVariable (&v_ipitch_level);
1222 Cvar_RegisterVariable(&v_isometric);
1223 Cvar_RegisterVariable(&v_isometric_verticalfov);
1224 Cvar_RegisterVariable(&v_isometric_xx);
1225 Cvar_RegisterVariable(&v_isometric_xy);
1226 Cvar_RegisterVariable(&v_isometric_xz);
1227 Cvar_RegisterVariable(&v_isometric_yx);
1228 Cvar_RegisterVariable(&v_isometric_yy);
1229 Cvar_RegisterVariable(&v_isometric_yz);
1230 Cvar_RegisterVariable(&v_isometric_zx);
1231 Cvar_RegisterVariable(&v_isometric_zy);
1232 Cvar_RegisterVariable(&v_isometric_zz);
1233 Cvar_RegisterVariable(&v_isometric_tx);
1234 Cvar_RegisterVariable(&v_isometric_ty);
1235 Cvar_RegisterVariable(&v_isometric_tz);
1236 Cvar_RegisterVariable(&v_isometric_rot_pitch);
1237 Cvar_RegisterVariable(&v_isometric_rot_yaw);
1238 Cvar_RegisterVariable(&v_isometric_rot_roll);
1239 Cvar_RegisterVariable(&v_isometric_relx);
1240 Cvar_RegisterVariable(&v_isometric_rely);
1241 Cvar_RegisterVariable(&v_isometric_relz);
1242 Cvar_RegisterVariable(&v_isometric_flipcullface);
1243 Cvar_RegisterVariable(&v_isometric_locked_orientation);
1244 Cvar_RegisterVariable(&v_isometric_usevieworiginculling);
1246 Cvar_RegisterVariable (&v_idlescale);
1247 Cvar_RegisterVariable (&crosshair);
1249 Cvar_RegisterVariable (&cl_rollspeed);
1250 Cvar_RegisterVariable (&cl_rollangle);
1251 Cvar_RegisterVariable (&cl_bob);
1252 Cvar_RegisterVariable (&cl_bobcycle);
1253 Cvar_RegisterVariable (&cl_bobup);
1254 Cvar_RegisterVariable (&cl_bob2);
1255 Cvar_RegisterVariable (&cl_bob2cycle);
1256 Cvar_RegisterVariable (&cl_bob2smooth);
1257 Cvar_RegisterVariable (&cl_bobfall);
1258 Cvar_RegisterVariable (&cl_bobfallcycle);
1259 Cvar_RegisterVariable (&cl_bobfallminspeed);
1260 Cvar_RegisterVariable (&cl_bobmodel);
1261 Cvar_RegisterVariable (&cl_bobmodel_side);
1262 Cvar_RegisterVariable (&cl_bobmodel_up);
1263 Cvar_RegisterVariable (&cl_bobmodel_forward);
1264 Cvar_RegisterVariable (&cl_bobmodel_classic);
1265 Cvar_RegisterVariable (&cl_bobmodel_speed);
1266 Cvar_RegisterVariable (&cl_bob_limit);
1267 Cvar_RegisterVariable (&cl_bob_limit_heightcheck);
1268 Cvar_RegisterVariable (&cl_bob_limit_heightcheck_dontcrosswatersurface);
1269 Cvar_RegisterVariable (&cl_bob_velocity_limit);
1271 Cvar_RegisterVariable (&cl_leanmodel);
1272 Cvar_RegisterVariable (&cl_leanmodel_side_speed);
1273 Cvar_RegisterVariable (&cl_leanmodel_side_limit);
1274 Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
1275 Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
1276 Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
1277 Cvar_RegisterVariable (&cl_leanmodel_up_speed);
1278 Cvar_RegisterVariable (&cl_leanmodel_up_limit);
1279 Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
1280 Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
1281 Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
1283 Cvar_RegisterVariable (&cl_followmodel);
1284 Cvar_RegisterVariable (&cl_followmodel_side_speed);
1285 Cvar_RegisterVariable (&cl_followmodel_side_limit);
1286 Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
1287 Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
1288 Cvar_RegisterVariable (&cl_followmodel_side_highpass);
1289 Cvar_RegisterVariable (&cl_followmodel_up_speed);
1290 Cvar_RegisterVariable (&cl_followmodel_up_limit);
1291 Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
1292 Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
1293 Cvar_RegisterVariable (&cl_followmodel_up_highpass);
1295 Cvar_RegisterVariable (&cl_viewmodel_scale);
1297 Cvar_RegisterVariable (&v_kicktime);
1298 Cvar_RegisterVariable (&v_kickroll);
1299 Cvar_RegisterVariable (&v_kickpitch);
1301 Cvar_RegisterVariable (&cl_stairsmoothspeed);
1303 Cvar_RegisterVariable (&cl_smoothviewheight);
1305 Cvar_RegisterVariable (&chase_back);
1306 Cvar_RegisterVariable (&chase_up);
1307 Cvar_RegisterVariable (&chase_active);
1308 Cvar_RegisterVariable (&chase_overhead);
1309 Cvar_RegisterVariable (&chase_pitchangle);
1310 Cvar_RegisterVariable (&chase_stevie);
1312 Cvar_RegisterVariable (&v_deathtilt);
1313 Cvar_RegisterVariable (&v_deathtiltangle);
1315 Cvar_RegisterVariable (&v_yshearing);