X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=view.c;h=3e0ccc57ebbf17154f9e4e8dd536fdc818222de5;hb=7c586d061e7308e0e8164827fa0e14b470921d67;hp=276e9091b566eb996996ea9516c70a93e9cdaaad;hpb=e11d48d5becde5e2ad87efd230ac999b2780336a;p=xonotic%2Fdarkplaces.git diff --git a/view.c b/view.c index 276e9091..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); @@ -42,33 +43,37 @@ cvar_t cl_bobup = {CVAR_SAVE, "cl_bobup","0.5", "view bobbing adjustment that ma 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 = {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", "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_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", "30", "gun leaning upward lowpass 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", "30", "gun following sideways lowpass 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", "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_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"}; @@ -92,12 +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"}; @@ -363,7 +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" @@ -427,6 +435,10 @@ void V_CalcRefdef (void) entity_t *ent; 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}; @@ -435,7 +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) { @@ -464,7 +477,9 @@ 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 { @@ -474,9 +489,9 @@ void V_CalcRefdef (void) 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) @@ -484,7 +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) { @@ -523,7 +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 @@ -538,7 +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 @@ -566,7 +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); } } @@ -587,12 +605,13 @@ void V_CalcRefdef (void) VectorAdd(vieworg, cl.punchvector, vieworg); if (cl.stats[STAT_HEALTH] > 0) { - double xyspeed, bob; + double xyspeed, bob, bobfall; float cycle; vec_t frametime; - frametime = cl.realframetime * cl.movevars_timescale; - + //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 { @@ -638,7 +657,7 @@ void V_CalcRefdef (void) VectorAdd(vieworg, gunorg, gunorg); VectorAdd(viewangles, gunangles, gunangles); - // bounded XY speed calculation, used by several effects below + // 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 @@ -676,14 +695,14 @@ void V_CalcRefdef (void) cycle = cl.time / cl_bob2cycle.value; cycle -= (int) cycle; if (cycle < 0.5) - cycle = sin(M_PI * cycle / 0.5); + cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin else - cycle = sin(M_PI + M_PI * (cycle-0.5)/0.5); - bob = xyspeed * bound(0, cl_bob2.value, 0.05) * cycle; + 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 while the jump button is pressed, to avoid twitches when bunny-hopping + 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 { @@ -693,11 +712,11 @@ void V_CalcRefdef (void) cl.bob2_smooth = 0; } - // calculate the side and front of the player between the X and Y axes + // 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 division is for mathing vertical bobbing intensity - side = DotProduct (cl.velocity, right) / 1000 * cl.bob2_smooth; - front = DotProduct (cl.velocity, forward) / 1000 * cl.bob2_smooth; + // 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 @@ -713,8 +732,30 @@ void V_CalcRefdef (void) 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. @@ -758,13 +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); } } } @@ -888,10 +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. @@ -950,6 +1013,9 @@ void V_Init (void) 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); @@ -986,14 +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);