/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). 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 . 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; /* =============================================================================== 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( const renderView_t *view ); // sikk - Commented: Functions overridden //void DoubleVision( const renderView_t *view, int offset ); //void BerserkVision( const renderView_t *view ); //void InfluenceVision( const renderView_t *view ); void ScreenFade( void ); screenBlob_t * GetScreenBlob( void ); 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 int dvFinishTime; // double vision will be stopped at this time int kickFinishTime; // view kick will be stopped at this time idAngles kickAngles; bool bfgVision; // idVec4 fadeColor; // fade color idVec4 fadeToColor; // color to fade to idVec4 fadeFromColor; // color to fade from float fadeRate; // fade rate int fadeTime; // fade time float lastDamageTime; // accentuate the tunnel effect for a while screenBlob_t screenBlobs[MAX_SCREEN_BLOBS]; idAngles shakeAng; // from the sound sources idPlayer * player; renderView_t view; // sikk---> PostProcess Effects void DoPostFX( void ); void PostFX_SoftShadows( void ); void PostFX_EdgeAA( void ); void PostFX_HDR( void ); void PostFX_Bloom( void ); void PostFX_MotionBlur( void ); void PostFX_DoF( void ); void PostFX_SSIL( void ); void PostFX_SSAO( void ); void PostFX_SunShafts( void ); void PostFX_LensFlare( void ); void PostFX_ColorGrading( void ); void PostFX_ExplosionFX( void ); void PostFX_IRGoggles( void ); void PostFX_ScreenFrost( void ); void PostFX_CelShading( void ); void PostFX_Filmgrain( void ); void PostFX_Vignetting( void ); void PostFX_AdrenalineVision( void ); void PostFX_DoubleVision( void ); void PostFX_BerserkVision( void ); void PostFX_InfluenceVision( void ); void PostFX_BFGVision( void ); void PostFX_TunnelVision( void ); void PostFX_ScreenBlobs( void ); void PostFX_ArmorPulse( void ); void RenderDepth( bool bCrop ); void RenderNormals( bool bFace ); void ToggleShadows( bool noShadows ); void ResetShadows( void ); bool DoFConditionCheck( void ); bool MBConditionCheck( void ); const idMaterial * blackMaterial; // Black material (for general use) const idMaterial * whiteMaterial; // White material (for general use) const idMaterial * currentRenderMaterial; // Current Render material (for general use) const idMaterial * scratchMaterial; // Scratch material (for general use) const idMaterial * depthMaterial; // Depth material (for general use) const idMaterial * normalsMaterial; // View Space Normals material (for general use) const idMaterial * softShadowsMaterial; // Soft Shadow material const idMaterial * edgeAAMaterial; // Edge AA material const idMaterial * hdrLumBaseMaterial; // HDR Luminance Base material const idMaterial * hdrLumAverageMaterial; // HDR Luminance Average material const idMaterial * hdrLumAdaptedMaterial; // HDR Luminance Adapted material const idMaterial * hdrBrightPass1Material; // HDR Bright Pass Filter material (Reinhard RGB) const idMaterial * hdrBrightPass2Material; // HDR Bright Pass Filter material (Reinhard Yxy) const idMaterial * hdrBrightPass3Material; // HDR Bright Pass Filter material (Exp) const idMaterial * hdrBrightPass4Material; // HDR Bright Pass Filter material (Filmic simple) const idMaterial * hdrBrightPass5Material; // HDR Bright Pass Filter material (Filmic complex) const idMaterial * hdrBloomMaterial; // HDR Bloom material const idMaterial * hdrFlareMaterial; // HDR Lens Flare material const idMaterial * hdrGlareMaterial; // HDR Glare material const idMaterial * hdrFinalMaterial; // HDR Final Tone Mapping material const idMaterial * bloomMaterial; // Bloom material const idMaterial * ssilMaterial; // SSIL material const idMaterial * ssaoMaterial; // SSAO material const idMaterial * sunShaftsMaterial; // Sun Shafts material const idMaterial * lensFlareMaterial; // Lens Flare material const idMaterial * dofMaterial; // DoF material const idMaterial * motionBlurMaterial; // Motion Blur material const idMaterial * colorGradingMaterial; // Color Grading material const idMaterial * screenFrostMaterial; // Screen Frost material const idMaterial * celShadingMaterial; // Cel Shading material const idMaterial * filmgrainMaterial; // Filmgrain material const idMaterial * vignettingMaterial; // Vignetting material const idMaterial * tunnel2Material; // health tunnel vision for Health Management System (Health Regen) const idMaterial * adrenalineMaterial; // Adrenaline Vision material const idMaterial * explosionFXMaterial; // Explosion FX material renderView_t hackedView; idAngles prevViewAngles; // Holds previous frame's player view angles int prevTime; // Holds previous frame's time bool bDepthRendered; // Holds whether the depth map has been rendered for the current frame pvsHandle_t playerPVS; // Holds player's current pvs (for soft shadows) bool bSoftShadows; // a soft shadows toggle used so ResetShadows() is only run once when r_useSoftShadows = 0 // <---sikk // sikk---> PostProccess Scaling Fix int screenHeight; int screenWidth; idVec2 shiftScale; // <---sikk }; #endif /* !__GAME_PLAYERVIEW_H__ */