sqwarmed/sdk_src/game/client/c_baseviewmodel.cpp

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2024-08-29 19:18:30 -04:00
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Client side view model implementation. Responsible for drawing
// the view model.
//
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include "c_baseviewmodel.h"
#include "model_types.h"
#include "hud.h"
#include "view_shared.h"
#include "iviewrender.h"
#include "view.h"
#include "mathlib/vmatrix.h"
#include "cl_animevent.h"
#include "eventlist.h"
#include "tools/bonelist.h"
#include <KeyValues.h>
#include "hltvcamera.h"
#include "r_efx.h"
#include "dlight.h"
#include "clientalphaproperty.h"
#include "iinput.h"
#if defined( REPLAY_ENABLED )
#include "replaycamera.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar vm_debug( "vm_debug", "0", FCVAR_CHEAT );
ConVar vm_draw_always( "vm_draw_always", "0" );
void PostToolMessage( HTOOLHANDLE hEntity, KeyValues *msg );
extern float g_flMuzzleFlashScale;
void FormatViewModelAttachment( C_BasePlayer *pPlayer, Vector &vOrigin, bool bInverse )
{
int nSlot = 0;
if ( pPlayer )
{
int nPlayerSlot = C_BasePlayer::GetSplitScreenSlotForPlayer( pPlayer );
if ( nPlayerSlot == -1 )
{
nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
}
else
{
nSlot = nPlayerSlot;
}
}
Assert( nSlot != -1 );
// Presumably, SetUpView has been called so we know our FOV and render origin.
const CViewSetup *pViewSetup = view->GetPlayerViewSetup( nSlot );
float worldx = tan( pViewSetup->fov * M_PI/360.0 );
float viewx = tan( pViewSetup->fovViewmodel * M_PI/360.0 );
// aspect ratio cancels out, so only need one factor
// the difference between the screen coordinates of the 2 systems is the ratio
// of the coefficients of the projection matrices (tan (fov/2) is that coefficient)
float factorX = worldx / viewx;
float factorY = factorX;
// Get the coordinates in the viewer's space.
Vector tmp = vOrigin - pViewSetup->origin;
Vector vTransformed( MainViewRight(nSlot).Dot( tmp ), MainViewUp(nSlot).Dot( tmp ), MainViewForward(nSlot).Dot( tmp ) );
// Now squash X and Y.
if ( bInverse )
{
if ( factorX != 0 && factorY != 0 )
{
vTransformed.x /= factorX;
vTransformed.y /= factorY;
}
else
{
vTransformed.x = 0.0f;
vTransformed.y = 0.0f;
}
}
else
{
vTransformed.x *= factorX;
vTransformed.y *= factorY;
}
// Transform back to world space.
Vector vOut = (MainViewRight(nSlot) * vTransformed.x) + (MainViewUp(nSlot) * vTransformed.y) + (MainViewForward(nSlot) * vTransformed.z);
vOrigin = pViewSetup->origin + vOut;
}
void C_BaseViewModel::FormatViewModelAttachment( int nAttachment, matrix3x4_t &attachmentToWorld )
{
C_BasePlayer *pPlayer = ToBasePlayer( GetOwner() );
Vector vecOrigin;
MatrixPosition( attachmentToWorld, vecOrigin );
::FormatViewModelAttachment( pPlayer, vecOrigin, false );
PositionMatrix( vecOrigin, attachmentToWorld );
}
void C_BaseViewModel::UncorrectViewModelAttachment( Vector &vOrigin )
{
C_BasePlayer *pPlayer = ToBasePlayer( GetOwner() );
// Unformat the attachment.
::FormatViewModelAttachment( pPlayer, vOrigin, true );
}
//-----------------------------------------------------------------------------
// Purpose
//-----------------------------------------------------------------------------
void C_BaseViewModel::FireEvent( const Vector& origin, const QAngle& angles, int eventNum, const char *options )
{
// We override sound requests so that we can play them locally on the owning player
if ( ( eventNum == AE_CL_PLAYSOUND ) || ( eventNum == CL_EVENT_SOUND ) )
{
// Only do this if we're owned by someone
if ( GetOwner() != NULL )
{
CLocalPlayerFilter filter;
EmitSound( filter, GetOwner()->GetSoundSourceIndex(), options, &GetAbsOrigin() );
return;
}
}
C_BasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( !pOwner )
return;
ACTIVE_SPLITSCREEN_PLAYER_GUARD_ENT( pOwner );
// Otherwise pass the event to our associated weapon
C_BaseCombatWeapon *pWeapon = pOwner->GetActiveWeapon();
if ( pWeapon )
{
bool bResult = pWeapon->OnFireEvent( this, origin, angles, eventNum, options );
if ( !bResult )
{
if ( eventNum == AE_CLIENT_EFFECT_ATTACH && ::input->CAM_IsThirdPerson() )
return;
BaseClass::FireEvent( origin, angles, eventNum, options );
}
}
}
bool C_BaseViewModel::Interpolate( float currentTime )
{
CStudioHdr *pStudioHdr = GetModelPtr();
// Make sure we reset our animation information if we've switch sequences
UpdateAnimationParity();
bool bret = BaseClass::Interpolate( currentTime );
// Hack to extrapolate cycle counter for view model
float elapsed_time = currentTime - m_flAnimTime;
C_BasePlayer *pPlayer = ToBasePlayer( GetOwner() );
// Predicted viewmodels have fixed up interval
if ( GetPredictable() || IsClientCreated() )
{
Assert( pPlayer );
float curtime = pPlayer ? pPlayer->GetFinalPredictedTime() : gpGlobals->curtime;
elapsed_time = curtime - m_flAnimTime;
// Adjust for interpolated partial frame
elapsed_time += ( gpGlobals->interpolation_amount * TICK_INTERVAL );
}
// Prediction errors?
if ( elapsed_time < 0 )
{
elapsed_time = 0;
}
float dt = elapsed_time * GetSequenceCycleRate( pStudioHdr, GetSequence() );
if ( dt >= 1.0f )
{
if ( !IsSequenceLooping( GetSequence() ) )
{
dt = 0.999f;
}
else
{
dt = fmod( dt, 1.0f );
}
}
SetCycle( dt );
return bret;
}
inline bool C_BaseViewModel::ShouldFlipViewModel()
{
return false;
}
void C_BaseViewModel::ApplyBoneMatrixTransform( matrix3x4_t& transform )
{
if ( ShouldFlipViewModel() )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD_ENT( GetOwner() );
matrix3x4_t viewMatrix, viewMatrixInverse;
// We could get MATERIAL_VIEW here, but this is called sometimes before the renderer
// has set that matrix. Luckily, this is called AFTER the CViewSetup has been initialized.
const CViewSetup *pSetup = view->GetPlayerViewSetup();
AngleMatrix( pSetup->angles, pSetup->origin, viewMatrixInverse );
MatrixInvert( viewMatrixInverse, viewMatrix );
// Transform into view space.
matrix3x4_t temp, temp2;
ConcatTransforms( viewMatrix, transform, temp );
// Flip it along X.
// (This is the slower way to do it, and it equates to negating the top row).
//matrix3x4_t mScale;
//SetIdentityMatrix( mScale );
//mScale[0][0] = 1;
//mScale[1][1] = -1;
//mScale[2][2] = 1;
//ConcatTransforms( mScale, temp, temp2 );
temp[1][0] = -temp[1][0];
temp[1][1] = -temp[1][1];
temp[1][2] = -temp[1][2];
temp[1][3] = -temp[1][3];
// Transform back out of view space.
ConcatTransforms( viewMatrixInverse, temp, transform );
}
}
//-----------------------------------------------------------------------------
// Purpose: check if weapon viewmodel should be drawn
//-----------------------------------------------------------------------------
bool C_BaseViewModel::ShouldDraw()
{
if ( g_bEngineIsHLTV )
{
return ( HLTVCamera()->GetMode() == OBS_MODE_IN_EYE &&
HLTVCamera()->GetPrimaryTarget() == GetOwner() );
}
#if defined( REPLAY_ENABLED )
else if ( engine->IsReplay() )
{
return ( ReplayCamera()->GetMode() == OBS_MODE_IN_EYE &&
ReplayCamera()->GetPrimaryTarget() == GetOwner() );
}
#endif
else
{
Assert( !IsEffectActive( EF_NODRAW ) );
Assert( GetRenderMode() != kRenderNone );
if ( vm_draw_always.GetBool() )
return true;
if ( GetOwner() != C_BasePlayer::GetLocalPlayer() )
return false;
return BaseClass::ShouldDraw();
}
}
//-----------------------------------------------------------------------------
// Purpose: Render the weapon. Draw the Viewmodel if the weapon's being carried
// by this player, otherwise draw the worldmodel.
//-----------------------------------------------------------------------------
int C_BaseViewModel::DrawModel( int flags, const RenderableInstance_t &instance )
{
if ( !m_bReadyToDraw )
return 0;
if ( flags & STUDIO_RENDER )
{
// Determine blending amount and tell engine
float blend = (float)( instance.m_nAlpha / 255.0f );
// Totally gone
if ( blend <= 0.0f )
return 0;
// Tell engine
render->SetBlend( blend );
float color[3];
GetColorModulation( color );
render->SetColorModulation( color );
}
CMatRenderContextPtr pRenderContext( materials );
if ( ShouldFlipViewModel() )
pRenderContext->CullMode( MATERIAL_CULLMODE_CW );
int ret = 0;
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
C_BaseCombatWeapon *pWeapon = GetOwningWeapon();
// If the local player's overriding the viewmodel rendering, let him do it
if ( pPlayer && pPlayer->IsOverridingViewmodel() )
{
ret = pPlayer->DrawOverriddenViewmodel( this, flags, instance );
}
else if ( pWeapon && pWeapon->IsOverridingViewmodel() )
{
ret = pWeapon->DrawOverriddenViewmodel( this, flags, instance );
}
else
{
ret = BaseClass::DrawModel( flags, instance );
}
pRenderContext->CullMode( MATERIAL_CULLMODE_CCW );
// Now that we've rendered, reset the animation restart flag
if ( flags & STUDIO_RENDER )
{
if ( m_nOldAnimationParity != m_nAnimationParity )
{
m_nOldAnimationParity = m_nAnimationParity;
}
// Tell the weapon itself that we've rendered, in case it wants to do something
if ( pWeapon )
{
pWeapon->ViewModelDrawn( this );
}
if ( vm_debug.GetBool() )
{
MDLCACHE_CRITICAL_SECTION();
int line = 16;
CStudioHdr *hdr = GetModelPtr();
engine->Con_NPrintf( line++, "%s: %s(%d), cycle: %.2f cyclerate: %.2f playbackrate: %.2f\n",
(hdr)?hdr->pszName():"(null)",
GetSequenceName( GetSequence() ),
GetSequence(),
GetCycle(),
GetSequenceCycleRate( hdr, GetSequence() ),
GetPlaybackRate()
);
if ( hdr )
{
for( int i=0; i < hdr->GetNumPoseParameters(); ++i )
{
const mstudioposeparamdesc_t &Pose = hdr->pPoseParameter( i );
engine->Con_NPrintf( line++, "pose_param %s: %f",
Pose.pszName(), GetPoseParameter( i ) );
}
}
// Determine blending amount and tell engine
float blend = (float)( instance.m_nAlpha / 255.0f );
float color[3];
GetColorModulation( color );
engine->Con_NPrintf( line++, "blend=%f, color=%f,%f,%f", blend, color[0], color[1], color[2] );
engine->Con_NPrintf( line++, "GetRenderMode()=%d", GetRenderMode() );
engine->Con_NPrintf( line++, "m_nRenderFX=0x%8.8X", GetRenderFX() );
color24 c = GetRenderColor();
unsigned char a = GetRenderAlpha();
engine->Con_NPrintf( line++, "rendercolor=%d,%d,%d,%d", c.r, c.g, c.b, a );
engine->Con_NPrintf( line++, "origin=%f, %f, %f", GetRenderOrigin().x, GetRenderOrigin().y, GetRenderOrigin().z );
engine->Con_NPrintf( line++, "angles=%f, %f, %f", GetRenderAngles()[0], GetRenderAngles()[1], GetRenderAngles()[2] );
if ( IsEffectActive( EF_NODRAW ) )
{
engine->Con_NPrintf( line++, "EF_NODRAW" );
}
}
}
return ret;
}
//-----------------------------------------------------------------------------
// Purpose: Called by the player when the player's overriding the viewmodel drawing. Avoids infinite recursion.
//-----------------------------------------------------------------------------
int C_BaseViewModel::DrawOverriddenViewmodel( int flags, const RenderableInstance_t &instance )
{
return BaseClass::DrawModel( flags, instance );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
uint8 C_BaseViewModel::OverrideAlphaModulation( uint8 nAlpha )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD_ENT( GetOwner() );
// See if the local player wants to override the viewmodel's rendering
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer && pPlayer->IsOverridingViewmodel() )
return pPlayer->AlphaProp()->ComputeRenderAlpha();
C_BaseCombatWeapon *pWeapon = GetOwningWeapon();
if ( pWeapon && pWeapon->IsOverridingViewmodel() )
return pWeapon->AlphaProp()->ComputeRenderAlpha();
return nAlpha;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
RenderableTranslucencyType_t C_BaseViewModel::ComputeTranslucencyType( void )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD_ENT( GetOwner() );
// See if the local player wants to override the viewmodel's rendering
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer && pPlayer->IsOverridingViewmodel() )
return pPlayer->ComputeTranslucencyType();
C_BaseCombatWeapon *pWeapon = GetOwningWeapon();
if ( pWeapon && pWeapon->IsOverridingViewmodel() )
return pWeapon->ComputeTranslucencyType();
return BaseClass::ComputeTranslucencyType();
}
//-----------------------------------------------------------------------------
// Purpose: If the animation parity of the weapon has changed, we reset cycle to avoid popping
//-----------------------------------------------------------------------------
void C_BaseViewModel::UpdateAnimationParity( void )
{
C_BasePlayer *pPlayer = ToBasePlayer( GetOwner() );
// If we're predicting, then we don't use animation parity because we change the animations on the clientside
// while predicting. When not predicting, only the server changes the animations, so a parity mismatch
// tells us if we need to reset the animation.
if ( m_nOldAnimationParity != m_nAnimationParity && !GetPredictable() )
{
float curtime = (pPlayer && IsIntermediateDataAllocated()) ? pPlayer->GetFinalPredictedTime() : gpGlobals->curtime;
// FIXME: this is bad
// Simulate a networked m_flAnimTime and m_flCycle
// FIXME: Do we need the magic 0.1?
SetCycle( 0.0f ); // GetSequenceCycleRate( GetSequence() ) * 0.1;
m_flAnimTime = curtime;
}
}
//-----------------------------------------------------------------------------
// Purpose: Update global map state based on data received
// Input : bnewentity -
//-----------------------------------------------------------------------------
void C_BaseViewModel::OnDataChanged( DataUpdateType_t updateType )
{
if ( updateType == DATA_UPDATE_CREATED )
{
AlphaProp()->EnableAlphaModulationOverride( true );
}
SetPredictionEligible( true );
BaseClass::OnDataChanged(updateType);
}
void C_BaseViewModel::PostDataUpdate( DataUpdateType_t updateType )
{
BaseClass::PostDataUpdate(updateType);
OnLatchInterpolatedVariables( LATCH_ANIMATION_VAR );
}
//-----------------------------------------------------------------------------
// Purpose: Return the player who will predict this entity
//-----------------------------------------------------------------------------
CBasePlayer *C_BaseViewModel::GetPredictionOwner()
{
return ToBasePlayer( GetOwner() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseViewModel::GetBoneControllers(float controllers[MAXSTUDIOBONECTRLS])
{
BaseClass::GetBoneControllers( controllers );
// Tell the weapon itself that we've rendered, in case it wants to do something
C_BasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( !pPlayer )
return;
C_BaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon();
if ( pWeapon )
{
pWeapon->GetViewmodelBoneControllers( this, controllers );
}
}