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authorthilo <thilo@edf5b092-35ff-0310-97b2-ce42778d08ea>2008-05-01 14:56:57 +0000
committerthilo <thilo@edf5b092-35ff-0310-97b2-ce42778d08ea>2008-05-01 14:56:57 +0000
commitb863dd098c133889a2c66b60218306e2b3b81fb4 (patch)
tree353a5737cc8fd3d3b22e8fc54217ad960e404186
parente02f31a31c7cf4bccb2bbaaf5cbc0565be173552 (diff)
downloadioquake3-aero-b863dd098c133889a2c66b60218306e2b3b81fb4.tar.gz
ioquake3-aero-b863dd098c133889a2c66b60218306e2b3b81fb4.zip
- replace a few constant values with GL macros in tr_cmds.c
- tidy up top of tr_types.h a bit, change flags to hex representation - make ROM cvar enforcing really work - remove cg_stereoSeparation from cgame as it is obsolete. - Add CG_DrawCrosshair3D so people see crosshair correctly when stereoseparation is enabled git-svn-id: svn://svn.icculus.org/quake3/trunk@1335 edf5b092-35ff-0310-97b2-ce42778d08ea
-rw-r--r--code/cgame/cg_draw.c123
-rw-r--r--code/cgame/cg_local.h3
-rw-r--r--code/cgame/cg_main.c2
-rw-r--r--code/client/cl_main.c2
-rw-r--r--code/client/cl_scrn.c4
-rw-r--r--code/qcommon/cvar.c21
-rw-r--r--code/renderer/tr_backend.c46
-rw-r--r--code/renderer/tr_cmds.c4
-rw-r--r--code/renderer/tr_main.c21
-rw-r--r--code/renderer/tr_types.h40
10 files changed, 175 insertions, 91 deletions
diff --git a/code/cgame/cg_draw.c b/code/cgame/cg_draw.c
index a525e5c..7fe0558 100644
--- a/code/cgame/cg_draw.c
+++ b/code/cgame/cg_draw.c
@@ -1861,7 +1861,8 @@ CROSSHAIR
CG_DrawCrosshair
=================
*/
-static void CG_DrawCrosshair(void) {
+static void CG_DrawCrosshair(void)
+{
float w, h;
qhandle_t hShader;
float f;
@@ -1915,6 +1916,82 @@ static void CG_DrawCrosshair(void) {
w, h, 0, 0, 1, 1, hShader );
}
+/*
+=================
+CG_DrawCrosshair3D
+=================
+*/
+static void CG_DrawCrosshair3D(void)
+{
+ float w, h;
+ qhandle_t hShader;
+ float f;
+ int ca;
+
+ trace_t trace;
+ vec3_t endpos;
+ float stereoSep, zProj, maxdist, xmax;
+ char rendererinfos[128];
+ refEntity_t ent;
+
+ if ( !cg_drawCrosshair.integer ) {
+ return;
+ }
+
+ if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR) {
+ return;
+ }
+
+ if ( cg.renderingThirdPerson ) {
+ return;
+ }
+
+ w = h = cg_crosshairSize.value;
+
+ // pulse the size of the crosshair when picking up items
+ f = cg.time - cg.itemPickupBlendTime;
+ if ( f > 0 && f < ITEM_BLOB_TIME ) {
+ f /= ITEM_BLOB_TIME;
+ w *= ( 1 + f );
+ h *= ( 1 + f );
+ }
+
+ ca = cg_drawCrosshair.integer;
+ if (ca < 0) {
+ ca = 0;
+ }
+ hShader = cgs.media.crosshairShader[ ca % NUM_CROSSHAIRS ];
+
+ // Use a different method rendering the crosshair so players don't see two of them when
+ // focusing their eyes at distant objects with high stereo separation
+ // We are going to trace to the next shootable object and place the crosshair in front of it.
+
+ // first get all the important renderer information
+ trap_Cvar_VariableStringBuffer("r_zProj", rendererinfos, sizeof(rendererinfos));
+ zProj = atof(rendererinfos);
+ trap_Cvar_VariableStringBuffer("r_stereoSeparation", rendererinfos, sizeof(rendererinfos));
+ stereoSep = zProj / atof(rendererinfos);
+
+ xmax = zProj * tan(cg.refdef.fov_x * M_PI / 360.0f);
+
+ // let the trace run through until a change in stereo separation of the crosshair becomes less than one pixel.
+ maxdist = cgs.glconfig.vidWidth * stereoSep * zProj / (2 * xmax);
+ VectorMA(cg.refdef.vieworg, maxdist, cg.refdef.viewaxis[0], endpos);
+ CG_Trace(&trace, cg.refdef.vieworg, NULL, NULL, endpos, 0, MASK_SHOT);
+
+ memset(&ent, 0, sizeof(ent));
+ ent.reType = RT_SPRITE;
+ ent.renderfx = RF_DEPTHHACK | RF_CROSSHAIR;
+
+ VectorCopy(trace.endpos, ent.origin);
+
+ // scale the crosshair so it appears the same size for all distances
+ ent.radius = w / 640 * xmax * trace.fraction * maxdist / zProj;
+ ent.customShader = hShader;
+
+ trap_R_AddRefEntityToScene(&ent);
+}
+
/*
@@ -2439,7 +2516,8 @@ void CG_DrawTimedMenus( void ) {
CG_Draw2D
=================
*/
-static void CG_Draw2D( void ) {
+static void CG_Draw2D(stereoFrame_t stereoFrame)
+{
#ifdef MISSIONPACK
if (cgs.orderPending && cg.time > cgs.orderTime) {
CG_CheckOrderPending();
@@ -2466,7 +2544,10 @@ static void CG_Draw2D( void ) {
*/
if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR ) {
CG_DrawSpectator();
- CG_DrawCrosshair();
+
+ if(stereoFrame == STEREO_CENTER)
+ CG_DrawCrosshair();
+
CG_DrawCrosshairNames();
} else {
// don't draw any status if dead or the scoreboard is being explicitly shown
@@ -2486,7 +2567,8 @@ static void CG_Draw2D( void ) {
#ifdef MISSIONPACK
CG_DrawProxWarning();
#endif
- CG_DrawCrosshair();
+ if(stereoFrame == STEREO_CENTER)
+ CG_DrawCrosshair();
CG_DrawCrosshairNames();
CG_DrawWeaponSelect();
@@ -2550,9 +2632,6 @@ Perform all drawing needed to completely fill the screen
=====================
*/
void CG_DrawActive( stereoFrame_t stereoView ) {
- float separation;
- vec3_t baseOrg;
-
// optionally draw the info screen instead
if ( !cg.snap ) {
CG_DrawInformation();
@@ -2566,41 +2645,17 @@ void CG_DrawActive( stereoFrame_t stereoView ) {
return;
}
- switch ( stereoView ) {
- case STEREO_CENTER:
- separation = 0;
- break;
- case STEREO_LEFT:
- separation = -cg_stereoSeparation.value / 2;
- break;
- case STEREO_RIGHT:
- separation = cg_stereoSeparation.value / 2;
- break;
- default:
- separation = 0;
- CG_Error( "CG_DrawActive: Undefined stereoView" );
- }
-
-
// clear around the rendered view if sized down
CG_TileClear();
- // offset vieworg appropriately if we're doing stereo separation
- VectorCopy( cg.refdef.vieworg, baseOrg );
- if ( separation != 0 ) {
- VectorMA( cg.refdef.vieworg, -separation, cg.refdef.viewaxis[1], cg.refdef.vieworg );
- }
+ if(stereoView != STEREO_CENTER)
+ CG_DrawCrosshair3D();
// draw 3D view
trap_R_RenderScene( &cg.refdef );
- // restore original viewpoint if running stereo
- if ( separation != 0 ) {
- VectorCopy( baseOrg, cg.refdef.vieworg );
- }
-
// draw status bar and other floating elements
- CG_Draw2D();
+ CG_Draw2D(stereoView);
}
diff --git a/code/cgame/cg_local.h b/code/cgame/cg_local.h
index 71598a6..d000916 100644
--- a/code/cgame/cg_local.h
+++ b/code/cgame/cg_local.h
@@ -1134,7 +1134,6 @@ extern vmCvar_t cg_zoomFov;
extern vmCvar_t cg_thirdPersonRange;
extern vmCvar_t cg_thirdPersonAngle;
extern vmCvar_t cg_thirdPerson;
-extern vmCvar_t cg_stereoSeparation;
extern vmCvar_t cg_lagometer;
extern vmCvar_t cg_drawAttacker;
extern vmCvar_t cg_synchronousClients;
@@ -1288,7 +1287,7 @@ void CG_InitTeamChat( void );
void CG_GetTeamColor(vec4_t *color);
const char *CG_GetGameStatusText( void );
const char *CG_GetKillerText( void );
-void CG_Draw3DModel( float x, float y, float w, float h, qhandle_t model, qhandle_t skin, vec3_t origin, vec3_t angles );
+void CG_Draw3DModel(float x, float y, float w, float h, qhandle_t model, qhandle_t skin, vec3_t origin, vec3_t angles);
void CG_Text_PaintChar(float x, float y, float width, float height, float scale, float s, float t, float s2, float t2, qhandle_t hShader);
void CG_CheckOrderPending( void );
const char *CG_GameTypeString( void );
diff --git a/code/cgame/cg_main.c b/code/cgame/cg_main.c
index 15f4db5..15a5539 100644
--- a/code/cgame/cg_main.c
+++ b/code/cgame/cg_main.c
@@ -142,7 +142,6 @@ vmCvar_t cg_zoomFov;
vmCvar_t cg_thirdPerson;
vmCvar_t cg_thirdPersonRange;
vmCvar_t cg_thirdPersonAngle;
-vmCvar_t cg_stereoSeparation;
vmCvar_t cg_lagometer;
vmCvar_t cg_drawAttacker;
vmCvar_t cg_synchronousClients;
@@ -211,7 +210,6 @@ static cvarTable_t cvarTable[] = {
{ &cg_zoomFov, "cg_zoomfov", "22.5", CVAR_ARCHIVE },
{ &cg_fov, "cg_fov", "90", CVAR_ARCHIVE },
{ &cg_viewsize, "cg_viewsize", "100", CVAR_ARCHIVE },
- { &cg_stereoSeparation, "cg_stereoSeparation", "0.4", CVAR_ARCHIVE },
{ &cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE },
{ &cg_gibs, "cg_gibs", "1", CVAR_ARCHIVE },
{ &cg_draw2D, "cg_draw2D", "1", CVAR_ARCHIVE },
diff --git a/code/client/cl_main.c b/code/client/cl_main.c
index ef50e0b..d130620 100644
--- a/code/client/cl_main.c
+++ b/code/client/cl_main.c
@@ -2743,6 +2743,8 @@ void CL_Init( void ) {
// cgame might not be initialized before menu is used
Cvar_Get ("cg_viewsize", "100", CVAR_ARCHIVE );
+ // Make sure cg_stereoSeparation is zero as that variable is deprecated and should not be used anymore.
+ Cvar_Get ("cg_stereoSeparation", "0", CVAR_ROM);
//
// register our commands
diff --git a/code/client/cl_scrn.c b/code/client/cl_scrn.c
index 3172f3d..fd4c38b 100644
--- a/code/client/cl_scrn.c
+++ b/code/client/cl_scrn.c
@@ -474,7 +474,7 @@ void SCR_DrawScreenField( stereoFrame_t stereoFrame ) {
case CA_LOADING:
case CA_PRIMED:
// draw the game information screen and loading progress
- CL_CGameRendering(STEREO_CENTER);
+ CL_CGameRendering(stereoFrame);
// also draw the connection information, so it doesn't
// flash away too briefly on local or lan games
@@ -484,7 +484,7 @@ void SCR_DrawScreenField( stereoFrame_t stereoFrame ) {
break;
case CA_ACTIVE:
// always supply STEREO_CENTER as vieworg offset is now done by the engine.
- CL_CGameRendering(STEREO_CENTER);
+ CL_CGameRendering(stereoFrame);
SCR_DrawDemoRecording();
break;
}
diff --git a/code/qcommon/cvar.c b/code/qcommon/cvar.c
index 9dfff2e..2526e38 100644
--- a/code/qcommon/cvar.c
+++ b/code/qcommon/cvar.c
@@ -228,6 +228,17 @@ cvar_t *Cvar_Get( const char *var_name, const char *var_value, int flags ) {
Z_Free( var->resetString );
var->resetString = CopyString( var_value );
+ if(flags & CVAR_ROM)
+ {
+ // this variable was set by the user,
+ // so force it to value given by the engine.
+
+ if(var->latchedString)
+ Z_Free(var->latchedString);
+
+ var->latchedString = CopyString(var_value);
+ }
+
// ZOID--needs to be set so that cvars the game sets as
// SERVERINFO get sent to clients
cvar_modifiedFlags |= flags;
@@ -239,16 +250,6 @@ cvar_t *Cvar_Get( const char *var_name, const char *var_value, int flags ) {
// we don't have a reset string yet
Z_Free( var->resetString );
var->resetString = CopyString( var_value );
-
- // if there is no reset string yet this means the variable was set by the user,
- // so force it to value given by the engine.
- if(var->flags & CVAR_ROM)
- {
- if(var->latchedString)
- Z_Free(var->latchedString);
-
- var->latchedString = CopyString(var_value);
- }
} else if ( var_value[0] && strcmp( var->resetString, var_value ) ) {
Com_DPrintf( "Warning: cvar \"%s\" given initial values: \"%s\" and \"%s\"\n",
var_name, var->resetString, var_value );
diff --git a/code/renderer/tr_backend.c b/code/renderer/tr_backend.c
index 904c7d4..15e32c5 100644
--- a/code/renderer/tr_backend.c
+++ b/code/renderer/tr_backend.c
@@ -521,7 +521,7 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
int fogNum, oldFogNum;
int entityNum, oldEntityNum;
int dlighted, oldDlighted;
- qboolean depthRange, oldDepthRange;
+ qboolean depthRange, oldDepthRange, isCrosshair, wasCrosshair;
int i;
drawSurf_t *drawSurf;
int oldSort;
@@ -539,6 +539,7 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
oldShader = NULL;
oldFogNum = -1;
oldDepthRange = qfalse;
+ wasCrosshair = qfalse;
oldDlighted = qfalse;
oldSort = -1;
depthRange = qfalse;
@@ -573,7 +574,7 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
// change the modelview matrix if needed
//
if ( entityNum != oldEntityNum ) {
- depthRange = qfalse;
+ depthRange = isCrosshair = qfalse;
if ( entityNum != ENTITYNUM_WORLD ) {
backEnd.currentEntity = &backEnd.refdef.entities[entityNum];
@@ -590,9 +591,13 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or );
}
- if ( backEnd.currentEntity->e.renderfx & RF_DEPTHHACK ) {
+ if(backEnd.currentEntity->e.renderfx & RF_DEPTHHACK)
+ {
// hack the depth range to prevent view model from poking into walls
depthRange = qtrue;
+
+ if(backEnd.currentEntity->e.renderfx & RF_CROSSHAIR)
+ isCrosshair = qtrue;
}
} else {
backEnd.currentEntity = &tr.worldEntity;
@@ -610,26 +615,40 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
// change depthrange. Also change projection matrix so first person weapon does not look like coming
// out of the screen.
//
- if (oldDepthRange != depthRange)
+ if (oldDepthRange != depthRange || wasCrosshair != isCrosshair)
{
if (depthRange)
{
if(backEnd.viewParms.stereoFrame != STEREO_CENTER)
{
- viewParms_t temp = backEnd.viewParms;
-
- R_SetupProjection(&temp, r_znear->value, qfalse);
-
- qglMatrixMode(GL_PROJECTION);
- qglLoadMatrixf(temp.projectionMatrix);
- qglMatrixMode(GL_MODELVIEW);
+ if(isCrosshair)
+ {
+ if(oldDepthRange)
+ {
+ // was not a crosshair but now is, change back proj matrix
+ qglMatrixMode(GL_PROJECTION);
+ qglLoadMatrixf(backEnd.viewParms.projectionMatrix);
+ qglMatrixMode(GL_MODELVIEW);
+ }
+ }
+ else
+ {
+ viewParms_t temp = backEnd.viewParms;
+
+ R_SetupProjection(&temp, r_znear->value, qfalse);
+
+ qglMatrixMode(GL_PROJECTION);
+ qglLoadMatrixf(temp.projectionMatrix);
+ qglMatrixMode(GL_MODELVIEW);
+ }
}
- qglDepthRange (0, 0.3);
+ if(!oldDepthRange)
+ qglDepthRange (0, 0.3);
}
else
{
- if(backEnd.viewParms.stereoFrame != STEREO_CENTER)
+ if(!wasCrosshair && backEnd.viewParms.stereoFrame != STEREO_CENTER)
{
qglMatrixMode(GL_PROJECTION);
qglLoadMatrixf(backEnd.viewParms.projectionMatrix);
@@ -640,6 +659,7 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
}
oldDepthRange = depthRange;
+ wasCrosshair = isCrosshair;
}
oldEntityNum = entityNum;
diff --git a/code/renderer/tr_cmds.c b/code/renderer/tr_cmds.c
index 06a18e8..d506986 100644
--- a/code/renderer/tr_cmds.c
+++ b/code/renderer/tr_cmds.c
@@ -319,9 +319,9 @@ void R_SetColorMode(GLboolean *rgba, stereoFrame_t stereoFrame, int colormode)
rgba[0] = GL_FALSE;
if(colormode == MODE_RED_BLUE)
- rgba[1] = 0;
+ rgba[1] = GL_FALSE;
else if(colormode == MODE_RED_GREEN)
- rgba[2] = 0;
+ rgba[2] = GL_FALSE;
}
}
diff --git a/code/renderer/tr_main.c b/code/renderer/tr_main.c
index c5996ba..feda105 100644
--- a/code/renderer/tr_main.c
+++ b/code/renderer/tr_main.c
@@ -456,7 +456,7 @@ void R_SetupFrustum (viewParms_t *dest, float xmin, float xmax, float ymax, floa
float oppleg, adjleg, length;
int i;
- if(stereoSep == 0)
+ if(stereoSep == 0 && xmin != -xmax)
{
// symmetric case can be simplified
VectorCopy(dest->or.origin, ofsorigin);
@@ -513,19 +513,22 @@ R_SetupProjection
void R_SetupProjection(viewParms_t *dest, float zProj, qboolean computeFrustum)
{
float xmin, xmax, ymin, ymax;
- float width, height, stereoSep;
+ float width, height, stereoSep = r_stereoSeparation->value;
/*
* offset the view origin of the viewer for stereo rendering
* by setting the projection matrix appropriately.
*/
-
- if(dest->stereoFrame == STEREO_LEFT)
- stereoSep = zProj / r_stereoSeparation->value;
- else if(dest->stereoFrame == STEREO_RIGHT)
- stereoSep = zProj / -r_stereoSeparation->value;
- else
- stereoSep = 0;
+
+ if(stereoSep != 0)
+ {
+ if(dest->stereoFrame == STEREO_LEFT)
+ stereoSep = zProj / r_stereoSeparation->value;
+ else if(dest->stereoFrame == STEREO_RIGHT)
+ stereoSep = zProj / -r_stereoSeparation->value;
+ else
+ stereoSep = 0;
+ }
ymax = zProj * tan(dest->fovY * M_PI / 360.0f);
ymin = -ymax;
diff --git a/code/renderer/tr_types.h b/code/renderer/tr_types.h
index bb917cf..2a10342 100644
--- a/code/renderer/tr_types.h
+++ b/code/renderer/tr_types.h
@@ -24,27 +24,33 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#define __TR_TYPES_H
-#define MAX_DLIGHTS 32 // can't be increased, because bit flags are used on surfaces
-#define MAX_ENTITIES 1023 // can't be increased without changing drawsurf bit packing
+#define MAX_DLIGHTS 32 // can't be increased, because bit flags are used on surfaces
+#define MAX_ENTITIES 1023 // can't be increased without changing drawsurf bit packing
// renderfx flags
-#define RF_MINLIGHT 1 // allways have some light (viewmodel, some items)
-#define RF_THIRD_PERSON 2 // don't draw through eyes, only mirrors (player bodies, chat sprites)
-#define RF_FIRST_PERSON 4 // only draw through eyes (view weapon, damage blood blob)
-#define RF_DEPTHHACK 8 // for view weapon Z crunching
-#define RF_NOSHADOW 64 // don't add stencil shadows
-
-#define RF_LIGHTING_ORIGIN 128 // use refEntity->lightingOrigin instead of refEntity->origin
- // for lighting. This allows entities to sink into the floor
- // with their origin going solid, and allows all parts of a
- // player to get the same lighting
-#define RF_SHADOW_PLANE 256 // use refEntity->shadowPlane
-#define RF_WRAP_FRAMES 512 // mod the model frames by the maxframes to allow continuous
- // animation without needing to know the frame count
+#define RF_MINLIGHT 0x0001 // allways have some light (viewmodel, some items)
+#define RF_THIRD_PERSON 0x0002 // don't draw through eyes, only mirrors (player bodies, chat sprites)
+#define RF_FIRST_PERSON 0x0004 // only draw through eyes (view weapon, damage blood blob)
+#define RF_DEPTHHACK 0x0008 // for view weapon Z crunching
+
+#define RF_CROSSHAIR 0x0010 // This item is a cross hair and will draw over everything similar to
+ // DEPTHHACK in stereo rendering mode, with the difference that the
+ // projection matrix won't be hacked to reduce the stereo separation as
+ // is done for the gun.
+
+#define RF_NOSHADOW 0x0040 // don't add stencil shadows
+
+#define RF_LIGHTING_ORIGIN 0x0080 // use refEntity->lightingOrigin instead of refEntity->origin
+ // for lighting. This allows entities to sink into the floor
+ // with their origin going solid, and allows all parts of a
+ // player to get the same lighting
+
+#define RF_SHADOW_PLANE 0x0100 // use refEntity->shadowPlane
+#define RF_WRAP_FRAMES 0x0200 // mod the model frames by the maxframes to allow continuous
// refdef flags
-#define RDF_NOWORLDMODEL 1 // used for player configuration screen
-#define RDF_HYPERSPACE 4 // teleportation effect
+#define RDF_NOWORLDMODEL 0x0001 // used for player configuration screen
+#define RDF_HYPERSPACE 0x0004 // teleportation effect
typedef struct {
vec3_t xyz;