#include "quakedef.h"
#include "cl_collision.h"
+#include "image.h"
void CL_VM_UpdateDmgGlobals (int dmg_take, int dmg_save, vec3_t dmg_origin);
==============================================================================
*/
-extern matrix4x4_t viewmodelmatrix;
+extern matrix4x4_t viewmodelmatrix_nobob;
+extern matrix4x4_t viewmodelmatrix_withbob;
#include "cl_collision.h"
#include "csprogs.h"
entity_t *ent;
float vieworg[3], viewangles[3], smoothtime;
float gunorg[3], gunangles[3];
+ matrix4x4_t tmpmatrix;
static float viewheightavg;
float viewheight;
#endif
trace_t trace;
VectorClear(gunorg);
- viewmodelmatrix = identitymatrix;
+ viewmodelmatrix_nobob = identitymatrix;
+ viewmodelmatrix_withbob = identitymatrix;
r_refdef.view.matrix = identitymatrix;
if (cls.state == ca_connected && cls.signon == SIGNONS)
{
r_refdef.view.matrix = ent->render.matrix;
Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
}
- viewmodelmatrix = r_refdef.view.matrix;
+ Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
+ Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
+ Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob);
}
else
{
}
// calculate a view matrix for rendering the scene
if (v_idlescale.value)
- Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0] + v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value, viewangles[1] + v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value, viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
- else
- Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1);
+ {
+ 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;
+ }
+ Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1);
+
// calculate a viewmodel matrix for use in view-attached entities
- Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
+ 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);
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);
}
}
}
a2 = 1 / r_refdef.viewblend[3];
VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
}
- r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
- r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
- r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
+ r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0], 255.0f);
+ r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1], 255.0f);
+ r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2], 255.0f);
r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
+ if (vid.sRGB3D)
+ {
+ r_refdef.viewblend[0] = Image_LinearFloatFromsRGB(r_refdef.viewblend[0]);
+ r_refdef.viewblend[1] = Image_LinearFloatFromsRGB(r_refdef.viewblend[1]);
+ r_refdef.viewblend[2] = Image_LinearFloatFromsRGB(r_refdef.viewblend[2]);
+ }
+ else
+ {
+ r_refdef.viewblend[0] *= (1.0f/256.0f);
+ r_refdef.viewblend[1] *= (1.0f/256.0f);
+ r_refdef.viewblend[2] *= (1.0f/256.0f);
+ }
// Samual: Ugly hack, I know. But it's the best we can do since
// there is no way to detect client states from the engine.