/* =========================================================================== 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( 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; bool bfgVision; // #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. void Hook_BufferCommandText( cmdExecution_t a_eType, const char *a_pcText ); // Source Hook for idCmdSystem::BufferCommandText - JC. }; dnPostProcessManager m_postProcessManager; #endif // _DENTONMOD 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__ */