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https://github.com/FWGS/xash3d-fwgs.git
synced 2026-08-05 03:24:56 +08:00
engine: move underwater fov effect handling to the engine
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@@ -360,6 +360,29 @@ qboolean V_PreRender( void )
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//============================================================================
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/*
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====================
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V_ApplyRefUnderwater
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apply underwater fov effect
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====================
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*/
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static void V_ApplyRefUnderwater( ref_viewpass_t *rvp )
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{
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if( !FBitSet( rvp->flags, RF_DRAW_CUBEMAP|RF_DRAW_OVERVIEW ))
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return;
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if( !FBitSet( host.features, ENGINE_QUAKE_COMPATIBLE ))
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return;
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if( cl.local.waterlevel < 3 )
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return;
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rvp->fov_x = atan( tan( DEG2RAD( rvp->fov_x ) / 2 ) * ( 0.97f + sin( cl.time * 1.5f ) * 0.03f )) * 2 / (M_PI_F / 180.0f);
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rvp->fov_y = atan( tan( DEG2RAD( rvp->fov_y ) / 2 ) * ( 1.03f - sin( cl.time * 1.5f ) * 0.03f )) * 2 / (M_PI_F / 180.0f);
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}
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/*
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==================
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V_RenderView
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@@ -389,6 +412,7 @@ void V_RenderView( void )
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clgame.dllFuncs.pfnCalcRefdef( &rp );
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V_GetRefParams( &rp, &rvp );
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V_RefApplyOverview( &rvp );
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V_ApplyRefUnderwater( &rvp );
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if( viewnum == 0 && FBitSet( rvp.flags, RF_ONLY_CLIENTDRAW ))
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{
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@@ -352,14 +352,6 @@ R_SetupFrustum
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*/
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void R_SetupFrustum( void )
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{
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const ref_overview_t *ov = gEngfuncs.GetOverviewParms();
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if( RP_NORMALPASS() && FBitSet( gp_host->features, ENGINE_QUAKE_COMPATIBLE ) && ( ENGINE_GET_PARM( PARM_WATER_LEVEL ) >= 3 ))
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{
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RI.fov_x = atan( tan( DEG2RAD( RI.fov_x ) / 2 ) * ( 0.97f + sin( gp_cl->time * 1.5f ) * 0.03f )) * 2 / (M_PI_F / 180.0f);
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RI.fov_y = atan( tan( DEG2RAD( RI.fov_y ) / 2 ) * ( 1.03f - sin( gp_cl->time * 1.5f ) * 0.03f )) * 2 / (M_PI_F / 180.0f);
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}
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// build the transformation matrix for the given view angles
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AngleVectors( RI.viewangles, RI.vforward, RI.vright, RI.vup );
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@@ -372,8 +364,14 @@ void R_SetupFrustum( void )
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}
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if( RI.drawOrtho )
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{
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const ref_overview_t *ov = gEngfuncs.GetOverviewParms();
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GL_FrustumInitOrtho( &RI.frustum, ov->xLeft, ov->xRight, ov->yTop, ov->yBottom, ov->zNear, ov->zFar );
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else GL_FrustumInitProj( &RI.frustum, 0.0f, R_GetFarClip(), RI.fov_x, RI.fov_y ); // NOTE: we ignore nearplane here (mirrors only)
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}
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else
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{
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GL_FrustumInitProj( &RI.frustum, 0.0f, R_GetFarClip(), RI.fov_x, RI.fov_y ); // NOTE: we ignore nearplane here (mirrors only)
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}
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}
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/*
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