dhewm3-sdk/game/PlayerView.h

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/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __GAME_PLAYERVIEW_H__
#define __GAME_PLAYERVIEW_H__
#include "idlib/math/Vector.h"
#include "idlib/Dict.h"
#include "renderer/Material.h"
#include "renderer/RenderWorld.h"
class idSaveGame;
class idRestoreGame;
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/*
===============================================================================
Player view.
===============================================================================
*/
// screenBlob_t are for the on-screen damage claw marks, etc
typedef struct {
const idMaterial * material;
float x, y, w, h;
float s1, t1, s2, t2;
int finishTime;
int startFadeTime;
float driftAmount;
} screenBlob_t;
#define MAX_SCREEN_BLOBS 8
class idPlayerView {
public:
idPlayerView();
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
void SetPlayerEntity( class idPlayer *playerEnt );
void ClearEffects( void );
void DamageImpulse( idVec3 localKickDir, const idDict *damageDef );
void WeaponFireFeedback( const idDict *weaponDef );
idAngles AngleOffset( void ) const; // returns the current kick angle
idMat3 ShakeAxis( void ) const; // returns the current shake angle
void CalculateShake( void );
// this may involve rendering to a texture and displaying
// that with a warp model or in double vision mode
void RenderPlayerView( idUserInterface *hud );
void Fade( idVec4 color, int time );
void Flash( idVec4 color, int time );
void AddBloodSpray( float duration );
// temp for view testing
void EnableBFGVision( bool b ) { bfgVision = b; };
private:
void SingleView( idUserInterface *hud, const renderView_t *view );
void DoubleVision( idUserInterface *hud, const renderView_t *view, int offset );
void BerserkVision( idUserInterface *hud, const renderView_t *view );
void InfluenceVision( idUserInterface *hud, const renderView_t *view );
void ScreenFade();
screenBlob_t * GetScreenBlob();
screenBlob_t screenBlobs[MAX_SCREEN_BLOBS];
int dvFinishTime; // double vision will be stopped at this time
const idMaterial * dvMaterial; // material to take the double vision screen shot
int kickFinishTime; // view kick will be stopped at this time
idAngles kickAngles;
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bool bfgVision; //
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#ifdef _DENTONMOD
class dnImageWrapper
{
private:
// Changed const idStr to idStr, so that compiler can provide a default implementation for the assignment operator.
// E.g. copying contents of idPlayerView object to another would be impossible otherwise.
idStr m_strImage;
const idMaterial *m_matImage;
public:
dnImageWrapper( const char *a_strImage ) :
m_strImage ( a_strImage ),
m_matImage ( declManager->FindMaterial(a_strImage) )
{
}
ID_INLINE operator const char * () const
{
return m_strImage.c_str();
}
ID_INLINE operator const idMaterial *() const
{
return m_matImage;
}
};
class dnPostProcessManager
{
private:
int m_iScreenHeight;
int m_iScreenWidth;
int m_iScreenHeightPow2;
int m_iScreenWidthPow2;
float m_fShiftScale_x;
float m_fShiftScale_y;
int m_nFramesToUpdateCookedData; // After these number of frames Cooked data will be updated. 0 means no update.
unsigned char m_nFramesSinceLumUpdate;
bool m_bForceUpdateOnCookedData;
dnImageWrapper m_imageCurrentRender;
dnImageWrapper m_imageCurrentRender8x8DownScaled;
dnImageWrapper m_imageLuminance64x64;
dnImageWrapper m_imageluminance4x4;
dnImageWrapper m_imageAdaptedLuminance1x1;
dnImageWrapper m_imageBloom;
dnImageWrapper m_imageHalo;
// Every channel of this image will have a cooked mathematical data.
dnImageWrapper m_imageCookedMath;
const idMaterial* m_matCookMath_pass1;
const idMaterial* m_matCookMath_pass2;
const idMaterial* m_matCookMath_pass3;
const idMaterial *m_matAvgLuminance64x;
const idMaterial *m_matAvgLumSample4x4;
const idMaterial *m_matAdaptLuminance;
const idMaterial *m_matBrightPass;
const idMaterial *m_matGaussBlurX;
const idMaterial *m_matGaussBlurY;
const idMaterial *m_matHalo;
const idMaterial *m_matGaussBlurXHalo;
const idMaterial *m_matGaussBlurYHalo;
const idMaterial *m_matFinalScenePass;
const idMaterial *m_matCookVignette;
// For debug renders
const idMaterial *m_matDecodedLumTexture64x64;
const idMaterial *m_matDecodedLumTexture4x4;
const idMaterial *m_matDecodedAdaptLuminance;
public:
dnPostProcessManager();
~dnPostProcessManager();
// Methods
void Initialize (); // This method should be invoked when idPlayerView::Restore is called.
void Update (); // Called Every Frame.
private:
// Following methods should not be called by any other object, but itself.
void UpdateBackBufferParameters ();
void RenderDebugTextures ();
void UpdateCookedData ();
void UpdateInteractionShader (); // Chooses between the various VFP files according to the CVAR settings. Only call this if settings got changed.
// will be called whenever vid_restart or reloadImages is executed
// (set via common->SetCallback())
static void ReloadImagesCallback(void* arg, const idCmdArgs& cmdArgs);
};
dnPostProcessManager m_postProcessManager;
#endif // _DENTONMOD
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const idMaterial * tunnelMaterial; // health tunnel vision
const idMaterial * armorMaterial; // armor damage view effect
const idMaterial * berserkMaterial; // berserk effect
const idMaterial * irGogglesMaterial; // ir effect
const idMaterial * bloodSprayMaterial; // blood spray
const idMaterial * bfgMaterial; // when targeted with BFG
const idMaterial * lagoMaterial; // lagometer drawing
float lastDamageTime; // accentuate the tunnel effect for a while
idVec4 fadeColor; // fade color
idVec4 fadeToColor; // color to fade to
idVec4 fadeFromColor; // color to fade from
float fadeRate; // fade rate
int fadeTime; // fade time
idAngles shakeAng; // from the sound sources
idPlayer * player;
renderView_t view;
};
#endif /* !__GAME_PLAYERVIEW_H__ */