X-Git-Url: http://git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=view.c;h=f3f59b428ce6e494e8b0313e09d8b03bd47aa9bb;hp=938ee2da7ceec6ccd402630dea202a7f5ce60147;hb=73f27d62983b6af1cb9a6971d0a4cb6275b91a07;hpb=f13419f00e3f8335e9a25498560a433597f28f50 diff --git a/view.c b/view.c index 938ee2da..f3f59b42 100644 --- a/view.c +++ b/view.c @@ -45,12 +45,12 @@ cvar_t cl_bobfall = {CF_CLIENT | CF_ARCHIVE, "cl_bobfall","0", "how much the vie cvar_t cl_bobfallcycle = {CF_CLIENT | CF_ARCHIVE, "cl_bobfallcycle","3", "speed of the bobfall swing"}; cvar_t cl_bobfallminspeed = {CF_CLIENT | CF_ARCHIVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"}; cvar_t cl_bobmodel = {CF_CLIENT | CF_ARCHIVE, "cl_bobmodel", "1", "enables gun bobbing"}; -cvar_t cl_bobmodel_side = {CF_CLIENT | CF_ARCHIVE, "cl_bobmodel_side", "0", "gun bobbing sideways sway amount"}; -cvar_t cl_bobmodel_up = {CF_CLIENT | CF_ARCHIVE, "cl_bobmodel_up", "0", "gun bobbing upward movement amount"}; -cvar_t cl_bobmodel_forward = {CF_CLIENT | CF_ARCHIVE, "cl_bobmodel_forward", "0.25", "gun bobbing forward movement amount"}; +cvar_t cl_bobmodel_side = {CF_CLIENT | CF_ARCHIVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"}; +cvar_t cl_bobmodel_up = {CF_CLIENT | CF_ARCHIVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"}; +cvar_t cl_bobmodel_forward = {CF_CLIENT | CF_ARCHIVE, "cl_bobmodel_forward", "0", "gun bobbing forward movement amount"}; cvar_t cl_bobmodel_classic = {CF_CLIENT | CF_ARCHIVE, "cl_bobmodel_classic", "1", "classic Quake-style forward gun bobbing"}; -cvar_t cl_bobmodel_speed = {CF_CLIENT | CF_ARCHIVE, "cl_bobmodel_speed", "6", "gun bobbing speed"}; -cvar_t cl_bob_limit = {CF_CLIENT | CF_ARCHIVE, "cl_bob_limit", "4", "limits bobbing to this much distance from view_ofs"}; +cvar_t cl_bobmodel_speed = {CF_CLIENT | CF_ARCHIVE, "cl_bobmodel_speed", "7", "gun bobbing speed"}; +cvar_t cl_bob_limit = {CF_CLIENT | CF_ARCHIVE, "cl_bob_limit", "7", "limits bobbing to this much distance from view_ofs"}; cvar_t cl_bob_limit_heightcheck = {CF_CLIENT | CF_ARCHIVE, "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"}; cvar_t cl_bob_limit_heightcheck_dontcrosswatersurface = {CF_CLIENT | CF_ARCHIVE, "cl_bob_limit_heightcheck_dontcrosswatersurface", "1", "limit cl_bob_limit to not crossing liquid surfaces also"}; cvar_t cl_bob_velocity_limit = {CF_CLIENT | CF_ARCHIVE, "cl_bob_velocity_limit", "400", "limits the xyspeed value in the bobbing code"}; @@ -142,6 +142,8 @@ cvar_t chase_pitchangle = {CF_CLIENT | CF_ARCHIVE, "chase_pitchangle", "55", "ch cvar_t v_yshearing = {CF_CLIENT, "v_yshearing", "0", "be all out of gum (set this to the maximum angle to allow Y shearing for - try values like 75)"}; +cvar_t r_viewmodel_quake = {CF_CLIENT | CF_ARCHIVE, "r_viewmodel_quake", "0", "Quake-style weapon viewmodel angle adjustment"}; + float v_dmg_time, v_dmg_roll, v_dmg_pitch; int cl_punchangle_applied; @@ -475,20 +477,45 @@ static void highpass3_limited(vec3_t value, vec_t fracx, vec_t limitx, vec_t fra * viewmodelmatrix_nobob * viewmodelmatrix_withbob */ -void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qbool teleported, qbool clonground, qbool clcmdjump, float clstatsviewheight, qbool cldead, qbool clintermission, const vec3_t clvelocity) + +/* +================== +V_CalcIntermissionRefdef + +================== +*/ +static void V_CalcIntermissionRefdef (vec3_t vieworg, vec3_t viewangles, const matrix4x4_t *entrendermatrix, float clstatsviewheight) +{ + matrix4x4_t tmpmatrix; + + // entity is a fixed camera, just copy the matrix + if (cls.protocol == PROTOCOL_QUAKEWORLD) + 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); + else + { + r_refdef.view.matrix = *entrendermatrix; + Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, clstatsviewheight); + } + if (v_yshearing.value > 0) + Matrix4x4_QuakeToDuke3D(&r_refdef.view.matrix, &r_refdef.view.matrix, v_yshearing.value); + Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix); + Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value); + Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob); + + VectorCopy(vieworg, cl.csqc_vieworiginfromengine); + VectorCopy(viewangles, cl.csqc_viewanglesfromengine); + + Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix); + Matrix4x4_CreateScale(&cl.csqc_viewmodelmatrixfromengine, cl_viewmodel_scale.value); +} + +void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qbool teleported, qbool clonground, qbool clcmdjump, float clstatsviewheight, qbool cldead, const vec3_t clvelocity) { 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}; - vec3_t camboxmaxs = {3, 3, 3}; -// end of chase camera bounding box size for proper collisions by Alexander Zubov -#endif + float viewheight; trace_t trace; // react to clonground state changes (for gun bob) @@ -520,28 +547,8 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa if (v_dmg_time > 0) v_dmg_time -= bound(0, smoothtime, 0.1); - if (clintermission) - { - // entity is a fixed camera, just copy the matrix - if (cls.protocol == PROTOCOL_QUAKEWORLD) - 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); - else - { - r_refdef.view.matrix = *entrendermatrix; - Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, clstatsviewheight); - } - if (v_yshearing.value > 0) - Matrix4x4_QuakeToDuke3D(&r_refdef.view.matrix, &r_refdef.view.matrix, v_yshearing.value); - Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix); - Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value); - Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob); - - VectorCopy(vieworg, cl.csqc_vieworiginfromengine); - VectorCopy(viewangles, cl.csqc_viewanglesfromengine); - - Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix); - Matrix4x4_CreateScale(&cl.csqc_viewmodelmatrixfromengine, cl_viewmodel_scale.value); - } + if (cl.intermission) + V_CalcIntermissionRefdef(vieworg, viewangles, entrendermatrix, clstatsviewheight); else { // smooth stair stepping, but only if clonground and enabled @@ -578,10 +585,8 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa if (chase_overhead.integer) { -#if 1 vec3_t offset; vec3_t bestvieworg; -#endif vec3_t up; viewangles[PITCH] = 0; AngleVectors(viewangles, forward, NULL, up); @@ -589,23 +594,8 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup; chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup; chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup; -#if 0 -#if 1 - //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false); - trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false); -#else - //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false); - trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false); -#endif - VectorCopy(trace.endpos, vieworg); - vieworg[2] -= 8; -#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_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true); -#else - 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); -#endif VectorCopy(trace.endpos, bestvieworg); offset[2] = 0; for (offset[0] = -16;offset[0] <= 16;offset[0] += 8) @@ -616,18 +606,13 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0]; 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_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true); -#else - 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); -#endif if (bestvieworg[2] > trace.endpos[2]) bestvieworg[2] = trace.endpos[2]; } } bestvieworg[2] -= 8; VectorCopy(bestvieworg, vieworg); -#endif viewangles[PITCH] = campitch; } else @@ -656,25 +641,12 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa if (cldead && v_deathtilt.integer) viewangles[ROLL] = v_deathtiltangle.value; - // Hanicef: don't apply punchangle twice if the scene is rendered more than once. - if (!cl_punchangle_applied) - { - VectorAdd(viewangles, cl.punchangle, viewangles); - cl_punchangle_applied = 1; - } - viewangles[ROLL] += Com_CalcRoll(clviewangles, clvelocity, cl_rollangle.value, cl_rollspeed.value); - - 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; - } // origin VectorAdd(vieworg, cl.punchvector, vieworg); if (!cldead) { - double xyspeed, bob, bobfall; - double bobcycle = 0, cycle; // double-precision because cl.time can be a very large number, where float would get stuttery at high time values + double xyspeed = 0, bob = 0, bobfall = 0; + double cycle = 0; // double-precision because cl.time can be a very large number, where float would get stuttery at high time values vec_t frametime; frametime = (cl.time - cl.calcrefdef_prevtime) * cl.movevars_timescale; @@ -739,7 +711,7 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa // vertical view bobbing code if (cl_bob.value && cl_bobcycle.value) { - float bob_limit = cl_bob_limit.value; + float bob_limit = cl_bobmodel_classic.integer ? 4 : cl_bob_limit.value; if (cl_bob_limit_heightcheck.integer) { @@ -771,20 +743,23 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa cycle = cl.time / cl_bobcycle.value; cycle -= (int) cycle; if (cycle < cl_bobup.value) - bobcycle = cycle = sin(M_PI * cycle / cl_bobup.value); + cycle = M_PI * cycle / cl_bobup.value; else - bobcycle = cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value)); + cycle = 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 = bob*0.3 + bob*0.7*cycle; + bob = bob*0.3 + bob*0.7*sin(cycle); bob = bound(-7, bob, bob_limit); + 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; + if(!cl_bobmodel_classic.integer) + gunorg[2] += bob; } // horizontal view bobbing code @@ -855,50 +830,85 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa gunorg[2] += bobfall; } } + VectorCopy(clviewangles, viewangles); + + // Hanicef: don't apply punchangle twice if the scene is rendered more than once. + if (!cl_punchangle_applied) + { + VectorAdd(viewangles, cl.punchangle, viewangles); + cl_punchangle_applied = 1; + } + viewangles[ROLL] += Com_CalcRoll(clviewangles, clvelocity, cl_rollangle.value, cl_rollspeed.value); + + 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; + } // gun model bobbing code 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. - // Sajt: I tried to smooth out the transitions between bob and no bob, which works - // for the most part, but for some reason when you go through a message trigger or - // pick up an item or anything like that it will momentarily jolt the gun. vec3_t forward, right, up; - float bspeed; - float s; - float t; + AngleVectors (gunangles, forward, right, up); - s = cl.time * cl_bobmodel_speed.value; - if (clonground) + if(!cl_bobmodel_classic.integer) { - if (cl.time - cl.hitgroundtime < 0.2) + // calculate for swinging gun model + // the gun bobs when running on the ground, but doesn't bob when you're in the air. + // Sajt: I tried to smooth out the transitions between bob and no bob, which works + // for the most part, but for some reason when you go through a message trigger or + // pick up an item or anything like that it will momentarily jolt the gun. + float bspeed; + float s; + float t; + + s = cl.time * cl_bobmodel_speed.value; + if (clonground) { - // just hit the ground, speed the bob back up over the next 0.2 seconds - t = cl.time - cl.hitgroundtime; - t = bound(0, t, 0.2); - t *= 5; + if (cl.time - cl.hitgroundtime < 0.2) + { + // just hit the ground, speed the bob back up over the next 0.2 seconds + t = cl.time - cl.hitgroundtime; + t = bound(0, t, 0.2); + t *= 5; + } + else + t = 1; } else - t = 1; + { + // recently left the ground, slow the bob down over the next 0.2 seconds + t = cl.time - cl.lastongroundtime; + t = 0.2 - bound(0, t, 0.2); + t *= 5; + } + + bspeed = xyspeed * 0.01f; + bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t; + VectorMA (gunorg, bob, right, gunorg); + bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t; + VectorMA (gunorg, bob, up, gunorg); } else { - // recently left the ground, slow the bob down over the next 0.2 seconds - t = cl.time - cl.lastongroundtime; - t = 0.2 - bound(0, t, 0.2); - t *= 5; - } + // Classic Quake bobbing + for (int i = 0; i < 3; i++) + gunorg[i] += forward[i]*bob*0.4; + gunorg[2] += bob; - 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); - bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t; - VectorMA (gunorg, bob, up, gunorg); - // Classic Quake bobbing - bob = (cl_bobmodel_classic.integer ? xyspeed * cl_bob.value * 0.25 * bobcycle : bspeed * cl_bobmodel_forward.value * cos(s * 2) * t) * cl_viewmodel_scale.value; - VectorMA (gunorg, (cl_bobmodel_classic.integer ? (bob > 1 ? 1 : bob) : bob), forward, gunorg); + if (r_viewmodel_quake.value) + { + if (scr_viewsize.value == 110) + gunorg[2] += 1; + else if (scr_viewsize.value == 100) + gunorg[2] += 2; + else if (scr_viewsize.value == 90) + gunorg[2] += 1; + else if (scr_viewsize.value == 80) + gunorg[2] += 0.5; + } + } } } } @@ -942,7 +952,7 @@ void V_CalcRefdef (void) ent = &cl.entities[cl.viewentity]; cldead = (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && cl.stats[STAT_HEALTH] != -2342); - 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 + V_CalcRefdefUsing(&ent->render.matrix, cl.viewangles, !ent->persistent.trail_allowed, cl.onground, cl.cmd.jump, cl.stats[STAT_VIEWHEIGHT], cldead, cl.velocity); // FIXME use a better way to detect teleport/warp than trail_allowed } else { @@ -1291,5 +1301,6 @@ void V_Init (void) Cvar_RegisterVariable (&v_deathtiltangle); Cvar_RegisterVariable (&v_yshearing); + Cvar_RegisterVariable (&r_viewmodel_quake); }