X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=view.c;h=784d46322bd4de4e01d078c34019ba6e4ae031d6;hb=76e4c7368717520b5182d72f596bdbfd97a3860b;hp=f91b26a1299d27f3dc4e078128d4788e99c97cce;hpb=874d8f76ec8f70b02675649ccecf0486d743d17b;p=xonotic%2Fdarkplaces.git diff --git a/view.c b/view.c index f91b26a1..784d4632 100644 --- a/view.c +++ b/view.c @@ -45,19 +45,29 @@ cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing s 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", "20", "gun leaning sideways speed"}; +cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"}; +cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "1", "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_up = {CVAR_SAVE, "cl_leanmodel_up", "1", "enables gun leaning upward"}; -cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "15", "gun leaning upward speed"}; -cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "25", "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", "0.015", "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", "0.01", "gun following upward speed"}; -cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "1.5", "gun following upward 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", "5", "gun leaning sideways highpass in 1/s"}; +cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "30", "gun leaning sideways lowpass in 1/s"}; +cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "1", "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", "30", "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", "0.5", "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", "30", "gun following sideways lowpass in 1/s"}; +cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "1", "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", "3", "gun following upward highpass in 1/s"}; +cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "30", "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"}; @@ -95,7 +105,6 @@ cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"}; float v_dmg_time, v_dmg_roll, v_dmg_pitch; -float gunorg[3], gunangles[3]; /* @@ -368,10 +377,55 @@ 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], viewangles[3], smoothtime; + float gunorg[3], gunangles[3]; #if 0 // begin of chase camera bounding box size for proper collisions by Alexander Zubov vec3_t camboxmins = {-3, -3, -3}; @@ -414,7 +468,7 @@ void V_CalcRefdef (void) 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 { @@ -522,7 +576,7 @@ 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(viewangles, cl.movement_velocity); if (v_dmg_time > 0) { viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll; @@ -533,61 +587,54 @@ void V_CalcRefdef (void) if (cl.stats[STAT_HEALTH] > 0) { double xyspeed, bob; - vec_t d; + vec_t frametime; - // gun model leaning code - vec_t ef_speed_up = cl_leanmodel_up_speed.value * cl.realframetime * cl.movevars_timescale; - if(cl_leanmodel_up.value && ef_speed_up >= 0 && ef_speed_up < 1) // bad things happen if this goes out of range, so prevent the effect - { - // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border - if(cl.viewangles[PITCH] - gunangles[PITCH] >= 180) - gunangles[PITCH] += 360; - if(gunangles[PITCH] - cl.viewangles[PITCH] >= 180) - gunangles[PITCH] -= 360; - - d = cl.viewangles[PITCH] - gunangles[PITCH]; - gunangles[PITCH] = bound(cl.viewangles[PITCH] - cl_leanmodel_up_limit.value, gunangles[PITCH] * (1 - ef_speed_up) + cl.viewangles[PITCH] * ef_speed_up, cl.viewangles[PITCH] + cl_leanmodel_up_limit.value); - } - else - gunangles[PITCH] = cl.viewangles[PITCH]; + frametime = cl.realframetime * cl.movevars_timescale; - vec_t ef_speed_side = cl_leanmodel_side_speed.value * cl.realframetime * cl.movevars_timescale; - if(cl_leanmodel_side.value && ef_speed_side >= 0 && ef_speed_side < 1) // bad things happen if this goes out of range, so prevent the effect + // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then + if(!ent->persistent.trail_allowed) // FIXME improve this check { - // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border - if(cl.viewangles[YAW] - gunangles[YAW] >= 180) - gunangles[YAW] += 360; - if(gunangles[YAW] - cl.viewangles[YAW] >= 180) - gunangles[YAW] -= 360; - - d = cl.viewangles[YAW] - gunangles[YAW]; - gunangles[YAW] = bound(cl.viewangles[YAW] - cl_leanmodel_side_limit.value, gunangles[YAW] * (1 - ef_speed_side) + cl.viewangles[YAW] * ef_speed_side, cl.viewangles[YAW] + cl_leanmodel_side_limit.value); + // 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); } - else - gunangles[YAW] = cl.viewangles[YAW]; - gunangles[ROLL] = viewangles[2]; - - // gun model following code - if(cl_followmodel_side.value) - { - gunorg[0] = vieworg[0] - bound(-cl_followmodel_side_limit.value, cl.movement_velocity[0] * cl_followmodel_side_speed.value, cl_followmodel_side_limit.value); - gunorg[1] = vieworg[1] - bound(-cl_followmodel_side_limit.value, cl.movement_velocity[1] * cl_followmodel_side_speed.value, cl_followmodel_side_limit.value); - } - else - { - gunorg[0] = vieworg[0]; - gunorg[1] = vieworg[1]; - } - - if(cl_followmodel_up.value) - { - gunorg[2] = vieworg[2] - bound(-cl_followmodel_up_limit.value, cl.movement_velocity[2] * cl_followmodel_up_speed.value, cl_followmodel_up_limit.value); - } - else - { - gunorg[2] = vieworg[2]; - } + // 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); // view bobbing code xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]); @@ -855,19 +902,29 @@ void V_Init (void) 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);