X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=view.c;h=3e0ccc57ebbf17154f9e4e8dd536fdc818222de5;hb=e24277377e64376fe6a8bbbdfad73f614f3909bf;hp=ead18fc6b7c927a568f6425a980ea689992c3161;hpb=42d1b5f714589cdce0fa0195aaf78706b3db7192;p=xonotic%2Fdarkplaces.git diff --git a/view.c b/view.c index ead18fc6..3e0ccc57 100644 --- a/view.c +++ b/view.c @@ -21,6 +21,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" #include "cl_collision.h" +#include "image.h" void CL_VM_UpdateDmgGlobals (int dmg_take, int dmg_save, vec3_t dmg_origin); @@ -39,25 +40,40 @@ cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"}; cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"}; cvar_t cl_bobup = {CVAR_SAVE, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"}; - +cvar_t cl_bob2 = {CVAR_SAVE, "cl_bob2","0", "sideways view bobbing amount"}; +cvar_t cl_bob2cycle = {CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"}; +cvar_t cl_bob2smooth = {CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"}; +cvar_t cl_bobfall = {CVAR_SAVE, "cl_bobfall","0", "how much the view swings down when falling (influenced by the speed you hit the ground with)"}; +cvar_t cl_bobfallcycle = {CVAR_SAVE, "cl_bobfallcycle","3", "speed of the bobfall swing"}; +cvar_t cl_bobfallminspeed = {CVAR_SAVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"}; 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_leanmodel_side = {CVAR_SAVE, "cl_leanmodel_side", "1", "enables gun leaning sideways"}; -cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "2.5", "gun leaning sideways speed"}; -cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "7.5", "gun leaning sideways limit"}; -cvar_t cl_leanmodel_up = {CVAR_SAVE, "cl_leanmodel_up", "1", "enables gun leaning upward"}; -cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "2", "gun leaning upward speed"}; -cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "5", "gun leaning upward limit"}; - -cvar_t cl_followmodel_side = {CVAR_SAVE, "cl_followmodel_side", "1", "enables gun following sideways"}; -cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "4", "gun following sideways speed"}; -cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "2", "gun following sideways limit"}; -cvar_t cl_followmodel_up = {CVAR_SAVE, "cl_followmodel_up", "1", "enables gun following upward"}; -cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "3", "gun following upward speed"}; -cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "1", "gun following upward limit"}; +cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"}; +cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"}; +cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"}; +cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"}; +cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"}; +cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "20", "gun leaning sideways lowpass in 1/s"}; +cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"}; +cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"}; +cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"}; +cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"}; +cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "20", "gun leaning upward lowpass in 1/s"}; + +cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"}; +cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"}; +cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"}; +cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"}; +cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"}; +cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "10", "gun following sideways lowpass in 1/s"}; +cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"}; +cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"}; +cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"}; +cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"}; +cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"}; cvar_t cl_viewmodel_scale = {0, "cl_viewmodel_scale", "1", "changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible"}; @@ -81,12 +97,14 @@ cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers its cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"}; +cvar_t cl_smoothviewheight = {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."}; + cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"}; cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"}; cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"}; cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"}; // GAME_GOODVSBAD2 -cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"}; +cvar_t chase_stevie = {0, "chase_stevie", "0", "(GOODVSBAD2 only) chase cam view from above"}; 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"}; @@ -352,7 +370,8 @@ static void V_BonusFlash_f (void) ============================================================================== */ -extern matrix4x4_t viewmodelmatrix; +extern matrix4x4_t viewmodelmatrix_nobob; +extern matrix4x4_t viewmodelmatrix_withbob; #include "cl_collision.h" #include "csprogs.h" @@ -367,10 +386,59 @@ V_CalcRefdef static vec3_t eyeboxmins = {-16, -16, -24}; static vec3_t eyeboxmaxs = { 16, 16, 32}; #endif + +static vec_t lowpass(vec_t value, vec_t frac, vec_t *store) +{ + frac = bound(0, frac, 1); + return (*store = *store * (1 - frac) + value * frac); +} + +static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store) +{ + lowpass(value, frac, store); + return (*store = bound(value - limit, *store, value + limit)); +} + +static vec_t highpass(vec_t value, vec_t frac, vec_t *store) +{ + return value - lowpass(value, frac, store); +} + +static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store) +{ + return value - lowpass_limited(value, frac, limit, store); +} + +static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out) +{ + out[0] = lowpass(value[0], fracx, &store[0]); + out[1] = lowpass(value[1], fracy, &store[1]); + out[2] = lowpass(value[2], fracz, &store[2]); +} + +static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out) +{ + out[0] = highpass(value[0], fracx, &store[0]); + out[1] = highpass(value[1], fracy, &store[1]); + out[2] = highpass(value[2], fracz, &store[2]); +} + +static void highpass3_limited(vec3_t value, vec_t fracx, vec_t limitx, vec_t fracy, vec_t limity, vec_t fracz, vec_t limitz, vec3_t store, vec3_t out) +{ + out[0] = highpass_limited(value[0], fracx, limitx, &store[0]); + out[1] = highpass_limited(value[1], fracy, limity, &store[1]); + out[2] = highpass_limited(value[2], fracz, limitz, &store[2]); +} + void V_CalcRefdef (void) { entity_t *ent; - float vieworg[3], gunorg[3], viewangles[3], gunangles[3], smoothtime; + float vieworg[3], viewangles[3], smoothtime; + float gunorg[3], gunangles[3]; + matrix4x4_t tmpmatrix; + + static float viewheightavg; + float viewheight; #if 0 // begin of chase camera bounding box size for proper collisions by Alexander Zubov vec3_t camboxmins = {-3, -3, -3}; @@ -379,7 +447,8 @@ void V_CalcRefdef (void) #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) { @@ -408,19 +477,21 @@ void V_CalcRefdef (void) 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 { // smooth stair stepping, but only if onground and enabled - if (!cl.onground || cl_stairsmoothspeed.value <= 0) + if (!cl.onground || cl_stairsmoothspeed.value <= 0 || !ent->persistent.trail_allowed) // FIXME use a better way to detect teleport/warp cl.stairsmoothz = vieworg[2]; else { if (cl.stairsmoothz < vieworg[2]) - vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]); + vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]); else if (cl.stairsmoothz > vieworg[2]) - vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16); + vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + cl.movevars_stepheight); } // apply qw weapon recoil effect (this did not work in QW) @@ -428,7 +499,10 @@ void V_CalcRefdef (void) viewangles[PITCH] += cl.qw_weaponkick; // apply the viewofs (even if chasecam is used) - vieworg[2] += cl.stats[STAT_VIEWHEIGHT]; + // 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); + viewheightavg = viewheightavg * (1 - viewheight) + cl.stats[STAT_VIEWHEIGHT] * viewheight; + vieworg[2] += viewheightavg; if (chase_active.value) { @@ -467,7 +541,7 @@ void V_CalcRefdef (void) #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); + trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, 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); #endif @@ -482,7 +556,7 @@ void V_CalcRefdef (void) 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); + trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, 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); #endif @@ -510,7 +584,7 @@ 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_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); + trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true); VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg); } } @@ -521,7 +595,7 @@ void V_CalcRefdef (void) if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer) viewangles[ROLL] = v_deathtiltangle.value; VectorAdd(viewangles, cl.punchangle, viewangles); - viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity); + viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity); if (v_dmg_time > 0) { viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll; @@ -531,80 +605,64 @@ void V_CalcRefdef (void) VectorAdd(vieworg, cl.punchvector, vieworg); if (cl.stats[STAT_HEALTH] > 0) { - double xyspeed, bob; - vec_t d; - vec_t ef_speed = cl.realframetime; - - // gun model leaning code - if(cl_leanmodel_up.value && cl_leanmodel_up_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect - { - // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border - if(cl.viewangles[PITCH] - cl.viewmodel_push_x >= 180) - cl.viewmodel_push_x += 360; - if(cl.viewmodel_push_x - cl.viewangles[PITCH] >= 180) - cl.viewmodel_push_x -= 360; - - d = cl.viewangles[PITCH] - cl.viewmodel_push_x; - cl.viewmodel_push_x = bound(cl.viewangles[PITCH] - cl_leanmodel_up_limit.value, cl.viewmodel_push_x + d * cl_leanmodel_up_speed.value * ef_speed, cl.viewangles[PITCH] + cl_leanmodel_up_limit.value); - } - else - cl.viewmodel_push_x = cl.viewangles[PITCH]; - - if(cl_leanmodel_side.value && cl_leanmodel_side_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect - { - // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border - if(cl.viewangles[YAW] - cl.viewmodel_push_y >= 180) - cl.viewmodel_push_y += 360; - if(cl.viewmodel_push_y - cl.viewangles[YAW] >= 180) - cl.viewmodel_push_y -= 360; - - d = cl.viewangles[YAW] - cl.viewmodel_push_y; - cl.viewmodel_push_y = bound(cl.viewangles[YAW] - cl_leanmodel_side_limit.value, cl.viewmodel_push_y + d * cl_leanmodel_side_speed.value * ef_speed, cl.viewangles[YAW] + cl_leanmodel_side_limit.value); - } - else - cl.viewmodel_push_y = cl.viewangles[YAW]; - - VectorSet(gunangles, cl.viewmodel_push_x, cl.viewmodel_push_y, viewangles[2]); - - // gun model following code - if(cl_followmodel_side.value && cl_followmodel_side_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect - { - vec_t d0 = vieworg[0] - cl.gunorg_follow[0]; - vec_t d1 = vieworg[1] - cl.gunorg_follow[1]; - d = sqrt(d0 * d0 + d1 * d1); - if(d > 0) - { - cl.gunorg_follow[0] = cl.gunorg_follow[0] + d0 * cl_followmodel_side_speed.value * ef_speed; - cl.gunorg_follow[1] = cl.gunorg_follow[1] + d1 * cl_followmodel_side_speed.value * ef_speed; - d *= (1 - cl_followmodel_side_speed.value * ef_speed); - if(d > cl_followmodel_side_limit.value) - { - cl.gunorg_follow[0] = vieworg[0] - (d0 / d) * cl_followmodel_side_limit.value; - cl.gunorg_follow[1] = vieworg[1] - (d1 / d) * cl_followmodel_side_limit.value; - } - } - } - else + double xyspeed, bob, bobfall; + float cycle; + vec_t frametime; + + //frametime = cl.realframetime * cl.movevars_timescale; + frametime = (cl.time - cl.oldtime) * cl.movevars_timescale; + + // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then + if(!ent->persistent.trail_allowed) // FIXME improve this check { - cl.gunorg_follow[0] = vieworg[0]; - cl.gunorg_follow[1] = vieworg[1]; + // 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); } - if(cl_followmodel_up.value && cl_followmodel_up_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect - { - d = vieworg[2] - cl.gunorg_follow[2]; - cl.gunorg_follow[2] = bound(vieworg[2] - cl_followmodel_up_limit.value, cl.gunorg_follow[2] + d * cl_followmodel_up_speed.value * ef_speed, vieworg[2] + cl_followmodel_up_limit.value); - } - else - cl.gunorg_follow[2] = vieworg[2]; - - VectorCopy(cl.gunorg_follow, gunorg); - - // view bobbing code - xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]); + // 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); + + // vertical view bobbing code if (cl_bob.value && cl_bobcycle.value) { - float cycle; // 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 @@ -617,18 +675,87 @@ void V_CalcRefdef (void) 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 * cl_bob.value; + bob = xyspeed * bound(0, cl_bob.value, 0.05); bob = bob*0.3 + bob*0.7*cycle; - vieworg[2] += bound(-7, bob, 4); + vieworg[2] += bob; + // we also need to adjust gunorg, or this appears like pushing the gun! + // In the old code, this was applied to vieworg BEFORE copying to gunorg, + // but this is not viable with the new followmodel code as that would mean + // that followmodel would work on the munged-by-bob vieworg and do feedback + gunorg[2] += bob; + } + + // horizontal view bobbing code + if (cl_bob2.value && cl_bob2cycle.value) + { + vec3_t bob2vel; + vec3_t forward, right, up; + float side, front; + + cycle = cl.time / cl_bob2cycle.value; + cycle -= (int) cycle; + if (cycle < 0.5) + 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; + + // 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 + if (cl.onground && !cl.cmd.jump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping + cl.bob2_smooth = 1; + else + { + if(cl.bob2_smooth > 0) + cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1); + else + cl.bob2_smooth = 0; + } + + // 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); + VectorScale(forward, bob, forward); + VectorScale(right, bob, right); + // we use side with forward and front with right, so the bobbing goes + // to the side when we walk forward and to the front when we strafe + VectorMAMAM(side, forward, front, right, 0, up, bob2vel); + vieworg[0] += bob2vel[0]; + vieworg[1] += bob2vel[1]; // we also need to adjust gunorg, or this appears like pushing the gun! // In the old code, this was applied to vieworg BEFORE copying to gunorg, // but this is not viable with the new followmodel code as that would mean // that followmodel would work on the munged-by-bob vieworg and do feedback - gunorg[2] += bound(-7, bob, 4); + gunorg[0] += bob2vel[0]; + gunorg[1] += bob2vel[1]; + } + + // fall bobbing code + // causes the view to swing down and back up when touching the ground + if (cl_bobfall.value && cl_bobfallcycle.value) + { + if (!cl.onground) + { + 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_swing = 1; + else + cl.bobfall_swing = 0; // TODO really? + } + else + { + cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime); + + bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed; + vieworg[2] += bobfall; + gunorg[2] += bobfall; + } } // gun model bobbing code - if (cl_bob.value && cl_bobmodel.value) + if (cl_bobmodel.value) { // calculate for swinging gun model // the gun bobs when running on the ground, but doesn't bob when you're in the air. @@ -661,7 +788,7 @@ void V_CalcRefdef (void) t *= 5; } - bspeed = bound (0, xyspeed, 400) * 0.01f; + bspeed = xyspeed * 0.01f; AngleVectors (gunangles, forward, right, up); bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t; VectorMA (gunorg, bob, right, gunorg); @@ -672,13 +799,23 @@ void V_CalcRefdef (void) } // 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] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 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); - VectorCopy(vieworg, cl.csqc_origin); - VectorCopy(viewangles, cl.csqc_angles); + 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); } } } @@ -802,10 +939,22 @@ void V_CalcViewBlend(void) 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. @@ -861,24 +1010,40 @@ void V_Init (void) Cvar_RegisterVariable (&cl_bob); Cvar_RegisterVariable (&cl_bobcycle); Cvar_RegisterVariable (&cl_bobup); + Cvar_RegisterVariable (&cl_bob2); + Cvar_RegisterVariable (&cl_bob2cycle); + Cvar_RegisterVariable (&cl_bob2smooth); + Cvar_RegisterVariable (&cl_bobfall); + Cvar_RegisterVariable (&cl_bobfallcycle); + Cvar_RegisterVariable (&cl_bobfallminspeed); Cvar_RegisterVariable (&cl_bobmodel); Cvar_RegisterVariable (&cl_bobmodel_side); Cvar_RegisterVariable (&cl_bobmodel_up); Cvar_RegisterVariable (&cl_bobmodel_speed); - Cvar_RegisterVariable (&cl_leanmodel_side); + Cvar_RegisterVariable (&cl_leanmodel); Cvar_RegisterVariable (&cl_leanmodel_side_speed); Cvar_RegisterVariable (&cl_leanmodel_side_limit); - Cvar_RegisterVariable (&cl_leanmodel_up); + Cvar_RegisterVariable (&cl_leanmodel_side_highpass1); + Cvar_RegisterVariable (&cl_leanmodel_side_lowpass); + Cvar_RegisterVariable (&cl_leanmodel_side_highpass); Cvar_RegisterVariable (&cl_leanmodel_up_speed); Cvar_RegisterVariable (&cl_leanmodel_up_limit); + Cvar_RegisterVariable (&cl_leanmodel_up_highpass1); + Cvar_RegisterVariable (&cl_leanmodel_up_lowpass); + Cvar_RegisterVariable (&cl_leanmodel_up_highpass); - Cvar_RegisterVariable (&cl_followmodel_side); + Cvar_RegisterVariable (&cl_followmodel); Cvar_RegisterVariable (&cl_followmodel_side_speed); Cvar_RegisterVariable (&cl_followmodel_side_limit); - Cvar_RegisterVariable (&cl_followmodel_up); + Cvar_RegisterVariable (&cl_followmodel_side_highpass1); + Cvar_RegisterVariable (&cl_followmodel_side_lowpass); + Cvar_RegisterVariable (&cl_followmodel_side_highpass); Cvar_RegisterVariable (&cl_followmodel_up_speed); Cvar_RegisterVariable (&cl_followmodel_up_limit); + Cvar_RegisterVariable (&cl_followmodel_up_highpass1); + Cvar_RegisterVariable (&cl_followmodel_up_lowpass); + Cvar_RegisterVariable (&cl_followmodel_up_highpass); Cvar_RegisterVariable (&cl_viewmodel_scale); @@ -887,14 +1052,15 @@ void V_Init (void) Cvar_RegisterVariable (&v_kickpitch); Cvar_RegisterVariable (&cl_stairsmoothspeed); + + Cvar_RegisterVariable (&cl_smoothviewheight); Cvar_RegisterVariable (&chase_back); Cvar_RegisterVariable (&chase_up); Cvar_RegisterVariable (&chase_active); Cvar_RegisterVariable (&chase_overhead); Cvar_RegisterVariable (&chase_pitchangle); - if (gamemode == GAME_GOODVSBAD2) - Cvar_RegisterVariable (&chase_stevie); + Cvar_RegisterVariable (&chase_stevie); Cvar_RegisterVariable (&v_deathtilt); Cvar_RegisterVariable (&v_deathtiltangle);