]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - view.c
prevent Image_MipReduce from getting stuck in an infinite loop on 3D textures
[xonotic/darkplaces.git] / view.c
diff --git a/view.c b/view.c
index dacbe7e360bb6fdd65fb94c4591be596d1a76a79..9fab2676e20c434511124f10bf33c7d38664e591 100644 (file)
--- a/view.c
+++ b/view.c
@@ -38,7 +38,7 @@ cvar_t cl_bob = {0, "cl_bob","0.02", "view bobbing amount"};
 cvar_t cl_bobcycle = {0, "cl_bobcycle","0.6", "view bobbing speed"};
 cvar_t cl_bobup = {0, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};
 
-cvar_t cl_bobmodel = {0, "cl_bobmodel", "1", "enables gun bobbing"};
+cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
 cvar_t cl_bobmodel_side = {0, "cl_bobmodel_side", "0.05", "gun bobbing sideways sway amount"};
 cvar_t cl_bobmodel_up = {0, "cl_bobmodel_up", "0.02", "gun bobbing upward movement amount"};
 cvar_t cl_bobmodel_speed = {0, "cl_bobmodel_speed", "7", "gun bobbing speed"};
@@ -70,6 +70,7 @@ cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
 
 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
+cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
 
 float  v_dmg_time, v_dmg_roll, v_dmg_pitch;
 
@@ -154,7 +155,7 @@ void V_DriftPitch (void)
                if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
                        cl.driftmove = 0;
                else
-                       cl.driftmove += cl.frametime;
+                       cl.driftmove += cl.realframetime;
 
                if ( cl.driftmove > v_centermove.value)
                {
@@ -171,8 +172,8 @@ void V_DriftPitch (void)
                return;
        }
 
-       move = cl.frametime * cl.pitchvel;
-       cl.pitchvel += cl.frametime * v_centerspeed.value;
+       move = cl.realframetime * cl.pitchvel;
+       cl.pitchvel += cl.realframetime * v_centerspeed.value;
 
        if (delta > 0)
        {
@@ -221,7 +222,7 @@ void V_ParseDamage (void)
 
        armor = MSG_ReadByte ();
        blood = MSG_ReadByte ();
-       MSG_ReadVector(from, cl.protocol);
+       MSG_ReadVector(from, cls.protocol);
 
        count = blood*0.5 + armor*0.5;
        if (count < 10)
@@ -255,9 +256,9 @@ void V_ParseDamage (void)
        }
 
        // calculate view angle kicks
-       if (cl_entities[cl.viewentity].state_current.active)
+       if (cl.entities[cl.viewentity].state_current.active)
        {
-               ent = &cl_entities[cl.viewentity];
+               ent = &cl.entities[cl.viewentity];
                Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
                VectorNormalize(localfrom);
                v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
@@ -275,10 +276,10 @@ V_cshift_f
 */
 static void V_cshift_f (void)
 {
-       v_cshift.destcolor[0] = atoi(Cmd_Argv(1));
-       v_cshift.destcolor[1] = atoi(Cmd_Argv(2));
-       v_cshift.destcolor[2] = atoi(Cmd_Argv(3));
-       v_cshift.percent = atoi(Cmd_Argv(4));
+       v_cshift.destcolor[0] = atof(Cmd_Argv(1));
+       v_cshift.destcolor[1] = atof(Cmd_Argv(2));
+       v_cshift.destcolor[2] = atof(Cmd_Argv(3));
+       v_cshift.percent = atof(Cmd_Argv(4));
 }
 
 
@@ -325,26 +326,48 @@ void V_CalcRefdef (void)
        if(csqc_loaded)
                return;
        VectorClear(gunorg);
-       Matrix4x4_CreateIdentity(&viewmodelmatrix);
-       Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
+       viewmodelmatrix = identitymatrix;
+       r_view.matrix = identitymatrix;
        if (cls.state == ca_connected && cls.signon == SIGNONS)
        {
                // ent is the view entity (visible when out of body)
-               ent = &cl_entities[cl.viewentity];
+               ent = &cl.entities[cl.viewentity];
+               // player can look around, so take the origin from the entity,
+               // and the angles from the input system
+               Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
+               VectorCopy(cl.viewangles, viewangles);
+               // interpolate the angles if playing a demo or spectating someone
+               if (cls.demoplayback || cl.fixangle[0])
+               {
+                       int i;
+                       float frac = bound(0, (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]), 1);
+                       for (i = 0;i < 3;i++)
+                       {
+                               float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
+                               if (d > 180)
+                                       d -= 360;
+                               else if (d < -180)
+                                       d += 360;
+                               viewangles[i] = cl.mviewangles[1][i] + frac * d;
+                       }
+               }
                if (cl.intermission)
                {
                        // entity is a fixed camera, just copy the matrix
-                       Matrix4x4_Copy(&r_refdef.viewentitymatrix, &ent->render.matrix);
-                       Matrix4x4_Copy(&viewmodelmatrix, &ent->render.matrix);
-                       r_refdef.viewentitymatrix.m[2][3] += cl.stats[STAT_VIEWHEIGHT];
-                       viewmodelmatrix.m[2][3] += cl.stats[STAT_VIEWHEIGHT];
+                       if (cls.protocol == PROTOCOL_QUAKEWORLD)
+                               Matrix4x4_CreateFromQuakeEntity(&r_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);
+                       else
+                       {
+                               r_view.matrix = ent->render.matrix;
+                               r_view.matrix.m[2][3] += cl.stats[STAT_VIEWHEIGHT];
+                       }
+                       viewmodelmatrix = r_view.matrix;
                }
                else
                {
-                       // player can look around, so take the origin from the entity,
-                       // and the angles from the input system
-                       Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
-                       VectorCopy(cl.viewangles, viewangles);
+                       // apply qw weapon recoil effect (this did not work in QW)
+                       // TODO: add a cvar to disable this
+                       viewangles[PITCH] += cl.qw_weaponkick;
 
                        if (cl.onground)
                        {
@@ -397,7 +420,7 @@ void V_CalcRefdef (void)
                                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_TraceBox(vieworg, vec3_origin, vec3_origin, chase_dest, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
+                               trace = CL_TraceBox(vieworg, vec3_origin, vec3_origin, chase_dest, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, false);
                                VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
                        }
                        else
@@ -405,14 +428,14 @@ void V_CalcRefdef (void)
                                // first person view from entity
                                // angles
                                if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
-                                       viewangles[ROLL] = 80;  // dead view angle
+                                       viewangles[ROLL] = v_deathtiltangle.value;
                                VectorAdd(viewangles, cl.punchangle, viewangles);
                                viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
                                if (v_dmg_time > 0)
                                {
                                        viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
                                        viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
-                                       v_dmg_time -= cl.frametime;
+                                       v_dmg_time -= cl.realframetime;
                                }
                                // origin
                                VectorAdd(vieworg, cl.punchvector, vieworg);
@@ -421,7 +444,7 @@ void V_CalcRefdef (void)
                                {
                                        double xyspeed, bob;
 
-                                       xyspeed = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]);
+                                       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)
                                        {
                                                float cycle;
@@ -488,9 +511,9 @@ void V_CalcRefdef (void)
                        }
                        // calculate a view matrix for rendering the scene
                        if (v_idlescale.value)
-                               Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0] + v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value, viewangles[1] + v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value, viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
+                               Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0] + v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value, viewangles[1] + v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value, viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
                        else
-                               Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
+                               Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
                        // calculate a viewmodel matrix for use in view-attached entities
                        Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], 0.3);
                        VectorCopy(vieworg, csqc_origin);
@@ -526,7 +549,7 @@ void V_CalcViewBlend(void)
                // set contents color
                int supercontents;
                vec3_t vieworigin;
-               Matrix4x4_OriginFromMatrix(&r_refdef.viewentitymatrix, vieworigin);
+               Matrix4x4_OriginFromMatrix(&r_view.matrix, vieworigin);
                supercontents = CL_PointSuperContents(vieworigin);
                if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
                {
@@ -550,7 +573,7 @@ void V_CalcViewBlend(void)
                                cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
                                cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
                        }
-                       cl.cshifts[CSHIFT_CONTENTS].percent = 150 >> 1;
+                       cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
                }
                else
                {
@@ -672,5 +695,6 @@ void V_Init (void)
                Cvar_RegisterVariable (&chase_stevie);
 
        Cvar_RegisterVariable (&v_deathtilt);
+       Cvar_RegisterVariable (&v_deathtiltangle);
 }