/* =========================================================================== 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. =========================================================================== */ #include "sys/platform.h" #include "renderer/RenderWorld.h" #include "gamesys/SysCvar.h" #include "gamesys/SaveGame.h" #include "GameBase.h" #include "Player.h" #include "PlayerView.h" static int MakePowerOfTwo( int num ) { int pot; for (pot = 1 ; pot < num ; pot<<=1) { } return pot; } const int IMPULSE_DELAY = 150; const char *blurxMaterial[5] = { "textures/fsfx/blurx64", "textures/fsfx/blurx128", "textures/fsfx/blurx256", "textures/fsfx/blurx512", "textures/fsfx/blurx1024" }; const char *bluryMaterial[5] = { "textures/fsfx/blury32", "textures/fsfx/blury64", "textures/fsfx/blury128", "textures/fsfx/blury256", "textures/fsfx/blury512" }; /* ============== idPlayerView::idPlayerView ============== */ idPlayerView::idPlayerView() { memset( screenBlobs, 0, sizeof( screenBlobs ) ); memset( &view, 0, sizeof( view ) ); player = NULL; dvMaterial = declManager->FindMaterial( "_scratch" ); tunnelMaterial = declManager->FindMaterial( "textures/decals/tunnel" ); armorMaterial = declManager->FindMaterial( "armorViewEffect" ); berserkMaterial = declManager->FindMaterial( "textures/decals/berserk" ); irGogglesMaterial = declManager->FindMaterial( "textures/decals/irblend" ); bloodSprayMaterial = declManager->FindMaterial( "textures/decals/bloodspray" ); bfgMaterial = declManager->FindMaterial( "textures/decals/bfgvision" ); lagoMaterial = declManager->FindMaterial( LAGO_MATERIAL, false ); bfgVision = false; #ifdef _DENTONMOD //initWeights = false; shiftSensitivityDelay = 0; screenHeight = screenWidth = 0; #endif dvFinishTime = 0; kickFinishTime = 0; kickAngles.Zero(); lastDamageTime = 0.0f; fadeTime = 0; fadeRate = 0.0; fadeFromColor.Zero(); fadeToColor.Zero(); fadeColor.Zero(); shakeAng.Zero(); ClearEffects(); } /* ============== idPlayerView::Save ============== */ void idPlayerView::Save( idSaveGame *savefile ) const { int i; const screenBlob_t *blob; blob = &screenBlobs[ 0 ]; for( i = 0; i < MAX_SCREEN_BLOBS; i++, blob++ ) { savefile->WriteMaterial( blob->material ); savefile->WriteFloat( blob->x ); savefile->WriteFloat( blob->y ); savefile->WriteFloat( blob->w ); savefile->WriteFloat( blob->h ); savefile->WriteFloat( blob->s1 ); savefile->WriteFloat( blob->t1 ); savefile->WriteFloat( blob->s2 ); savefile->WriteFloat( blob->t2 ); savefile->WriteInt( blob->finishTime ); savefile->WriteInt( blob->startFadeTime ); savefile->WriteFloat( blob->driftAmount ); } savefile->WriteInt( dvFinishTime ); savefile->WriteMaterial( dvMaterial ); savefile->WriteInt( kickFinishTime ); savefile->WriteAngles( kickAngles ); savefile->WriteBool( bfgVision ); savefile->WriteMaterial( tunnelMaterial ); savefile->WriteMaterial( armorMaterial ); savefile->WriteMaterial( berserkMaterial ); savefile->WriteMaterial( irGogglesMaterial ); savefile->WriteMaterial( bloodSprayMaterial ); savefile->WriteMaterial( bfgMaterial ); savefile->WriteFloat( lastDamageTime ); savefile->WriteVec4( fadeColor ); savefile->WriteVec4( fadeToColor ); savefile->WriteVec4( fadeFromColor ); savefile->WriteFloat( fadeRate ); savefile->WriteInt( fadeTime ); savefile->WriteAngles( shakeAng ); savefile->WriteObject( player ); savefile->WriteRenderView( view ); } /* ============== idPlayerView::Restore ============== */ void idPlayerView::Restore( idRestoreGame *savefile ) { int i; screenBlob_t *blob; blob = &screenBlobs[ 0 ]; for( i = 0; i < MAX_SCREEN_BLOBS; i++, blob++ ) { savefile->ReadMaterial( blob->material ); savefile->ReadFloat( blob->x ); savefile->ReadFloat( blob->y ); savefile->ReadFloat( blob->w ); savefile->ReadFloat( blob->h ); savefile->ReadFloat( blob->s1 ); savefile->ReadFloat( blob->t1 ); savefile->ReadFloat( blob->s2 ); savefile->ReadFloat( blob->t2 ); savefile->ReadInt( blob->finishTime ); savefile->ReadInt( blob->startFadeTime ); savefile->ReadFloat( blob->driftAmount ); } savefile->ReadInt( dvFinishTime ); savefile->ReadMaterial( dvMaterial ); savefile->ReadInt( kickFinishTime ); savefile->ReadAngles( kickAngles ); savefile->ReadBool( bfgVision ); savefile->ReadMaterial( tunnelMaterial ); savefile->ReadMaterial( armorMaterial ); savefile->ReadMaterial( berserkMaterial ); savefile->ReadMaterial( irGogglesMaterial ); savefile->ReadMaterial( bloodSprayMaterial ); savefile->ReadMaterial( bfgMaterial ); savefile->ReadFloat( lastDamageTime ); savefile->ReadVec4( fadeColor ); savefile->ReadVec4( fadeToColor ); savefile->ReadVec4( fadeFromColor ); savefile->ReadFloat( fadeRate ); savefile->ReadInt( fadeTime ); savefile->ReadAngles( shakeAng ); savefile->ReadObject( reinterpret_cast( player ) ); savefile->ReadRenderView( view ); } /* ============== idPlayerView::SetPlayerEntity ============== */ void idPlayerView::SetPlayerEntity( idPlayer *playerEnt ) { player = playerEnt; } /* ============== idPlayerView::ClearEffects ============== */ void idPlayerView::ClearEffects() { lastDamageTime = MS2SEC( gameLocal.time - 99999 ); dvFinishTime = ( gameLocal.time - 99999 ); kickFinishTime = ( gameLocal.time - 99999 ); for ( int i = 0 ; i < MAX_SCREEN_BLOBS ; i++ ) { screenBlobs[i].finishTime = gameLocal.time; } fadeTime = 0; bfgVision = false; } /* ============== idPlayerView::GetScreenBlob ============== */ screenBlob_t *idPlayerView::GetScreenBlob() { screenBlob_t *oldest = &screenBlobs[0]; for ( int i = 1 ; i < MAX_SCREEN_BLOBS ; i++ ) { if ( screenBlobs[i].finishTime < oldest->finishTime ) { oldest = &screenBlobs[i]; } } return oldest; } /* ============== idPlayerView::DamageImpulse LocalKickDir is the direction of force in the player's coordinate system, which will determine the head kick direction ============== */ void idPlayerView::DamageImpulse( idVec3 localKickDir, const idDict *damageDef ) { // // double vision effect // if ( lastDamageTime > 0.0f && SEC2MS( lastDamageTime ) + IMPULSE_DELAY > gameLocal.time ) { // keep shotgun from obliterating the view return; } float dvTime = damageDef->GetFloat( "dv_time" ); if ( dvTime ) { if ( dvFinishTime < gameLocal.time ) { dvFinishTime = gameLocal.time; } dvFinishTime += g_dvTime.GetFloat() * dvTime; // don't let it add up too much in god mode if ( dvFinishTime > gameLocal.time + 5000 ) { dvFinishTime = gameLocal.time + 5000; } } // // head angle kick // float kickTime = damageDef->GetFloat( "kick_time" ); if ( kickTime ) { kickFinishTime = gameLocal.time + g_kickTime.GetFloat() * kickTime; // forward / back kick will pitch view kickAngles[0] = localKickDir[0]; // side kick will yaw view kickAngles[1] = localKickDir[1]*0.5f; // up / down kick will pitch view kickAngles[0] += localKickDir[2]; // roll will come from side kickAngles[2] = localKickDir[1]; float kickAmplitude = damageDef->GetFloat( "kick_amplitude" ); if ( kickAmplitude ) { kickAngles *= kickAmplitude; } } // // screen blob // float blobTime = damageDef->GetFloat( "blob_time" ); if ( blobTime ) { screenBlob_t *blob = GetScreenBlob(); blob->startFadeTime = gameLocal.time; blob->finishTime = gameLocal.time + blobTime * g_blobTime.GetFloat(); const char *materialName = damageDef->GetString( "mtr_blob" ); blob->material = declManager->FindMaterial( materialName ); blob->x = damageDef->GetFloat( "blob_x" ); blob->x += ( gameLocal.random.RandomInt()&63 ) - 32; blob->y = damageDef->GetFloat( "blob_y" ); blob->y += ( gameLocal.random.RandomInt()&63 ) - 32; float scale = ( 256 + ( ( gameLocal.random.RandomInt()&63 ) - 32 ) ) / 256.0f; blob->w = damageDef->GetFloat( "blob_width" ) * g_blobSize.GetFloat() * scale; blob->h = damageDef->GetFloat( "blob_height" ) * g_blobSize.GetFloat() * scale; blob->s1 = 0; blob->t1 = 0; blob->s2 = 1; blob->t2 = 1; } // // save lastDamageTime for tunnel vision accentuation // lastDamageTime = MS2SEC( gameLocal.time ); } /* ================== idPlayerView::AddBloodSpray If we need a more generic way to add blobs then we can do that but having it localized here lets the material be pre-looked up etc. ================== */ void idPlayerView::AddBloodSpray( float duration ) { /* if ( duration <= 0 || bloodSprayMaterial == NULL || g_skipViewEffects.GetBool() ) { return; } // visit this for chainsaw screenBlob_t *blob = GetScreenBlob(); blob->startFadeTime = gameLocal.time; blob->finishTime = gameLocal.time + ( duration * 1000 ); blob->material = bloodSprayMaterial; blob->x = ( gameLocal.random.RandomInt() & 63 ) - 32; blob->y = ( gameLocal.random.RandomInt() & 63 ) - 32; blob->driftAmount = 0.5f + gameLocal.random.CRandomFloat() * 0.5; float scale = ( 256 + ( ( gameLocal.random.RandomInt()&63 ) - 32 ) ) / 256.0f; blob->w = 600 * g_blobSize.GetFloat() * scale; blob->h = 480 * g_blobSize.GetFloat() * scale; float s1 = 0.0f; float t1 = 0.0f; float s2 = 1.0f; float t2 = 1.0f; if ( blob->driftAmount < 0.6 ) { s1 = 1.0f; s2 = 0.0f; } else if ( blob->driftAmount < 0.75 ) { t1 = 1.0f; t2 = 0.0f; } else if ( blob->driftAmount < 0.85 ) { s1 = 1.0f; s2 = 0.0f; t1 = 1.0f; t2 = 0.0f; } blob->s1 = s1; blob->t1 = t1; blob->s2 = s2; blob->t2 = t2; */ } /* ================== idPlayerView::WeaponFireFeedback Called when a weapon fires, generates head twitches, etc ================== */ void idPlayerView::WeaponFireFeedback( const idDict *weaponDef ) { int recoilTime; recoilTime = weaponDef->GetInt( "recoilTime" ); // don't shorten a damage kick in progress if ( recoilTime && kickFinishTime < gameLocal.time ) { idAngles angles; weaponDef->GetAngles( "recoilAngles", "5 0 0", angles ); kickAngles = angles; int finish = gameLocal.time + g_kickTime.GetFloat() * recoilTime; kickFinishTime = finish; } } /* =================== idPlayerView::CalculateShake =================== */ void idPlayerView::CalculateShake() { idVec3 origin, matrix; float shakeVolume = gameSoundWorld->CurrentShakeAmplitudeForPosition( gameLocal.time, player->firstPersonViewOrigin ); // // shakeVolume should somehow be molded into an angle here // it should be thought of as being in the range 0.0 -> 1.0, although // since CurrentShakeAmplitudeForPosition() returns all the shake sounds // the player can hear, it can go over 1.0 too. // shakeAng[0] = gameLocal.random.CRandomFloat() * shakeVolume; shakeAng[1] = gameLocal.random.CRandomFloat() * shakeVolume; shakeAng[2] = gameLocal.random.CRandomFloat() * shakeVolume; } /* =================== idPlayerView::ShakeAxis =================== */ idMat3 idPlayerView::ShakeAxis() const { return shakeAng.ToMat3(); } /* =================== idPlayerView::AngleOffset kickVector, a world space direction that the attack should =================== */ idAngles idPlayerView::AngleOffset() const { idAngles ang; ang.Zero(); if ( gameLocal.time < kickFinishTime ) { float offset = kickFinishTime - gameLocal.time; ang = kickAngles * offset * offset * g_kickAmplitude.GetFloat(); for ( int i = 0 ; i < 3 ; i++ ) { if ( ang[i] > 70.0f ) { ang[i] = 70.0f; } else if ( ang[i] < -70.0f ) { ang[i] = -70.0f; } } } return ang; } /* ================== idPlayerView::SingleView ================== */ void idPlayerView::SingleView( idUserInterface *hud, const renderView_t *view ) { // normal rendering if ( !view ) { return; } // place the sound origin for the player gameSoundWorld->PlaceListener( view->vieworg, view->viewaxis, player->entityNumber + 1, gameLocal.time, hud ? hud->State().GetString( "location" ) : "Undefined" ); // if the objective system is up, don't do normal drawing if ( player->objectiveSystemOpen ) { player->objectiveSystem->Redraw( gameLocal.time ); return; } // hack the shake in at the very last moment, so it can't cause any consistency problems renderView_t hackedView = *view; hackedView.viewaxis = hackedView.viewaxis * ShakeAxis(); #ifdef _PORTALSKY if ( gameLocal.portalSkyEnt.GetEntity() && gameLocal.IsPortalSkyAcive() && g_enablePortalSky.GetBool() ) { renderView_t portalView = hackedView; portalView.vieworg = gameLocal.portalSkyEnt.GetEntity()->GetPhysics()->GetOrigin(); // setup global fixup projection vars if ( 1 ) { int vidWidth, vidHeight; idVec2 shiftScale; renderSystem->GetGLSettings( vidWidth, vidHeight ); float pot; int w = vidWidth; pot = MakePowerOfTwo( w ); shiftScale.x = (float)w / pot; int h = vidHeight; pot = MakePowerOfTwo( h ); shiftScale.y = (float)h / pot; hackedView.shaderParms[4] = shiftScale.x; hackedView.shaderParms[5] = shiftScale.y; } gameRenderWorld->RenderScene( &portalView ); renderSystem->CaptureRenderToImage( "_currentRender" ); hackedView.forceUpdate = true; // FIX: for smoke particles not drawing when portalSky present } #endif // _PORTALSKY gameRenderWorld->RenderScene( &hackedView ); if ( player->spectating ) { return; } // draw screen blobs if ( !pm_thirdPerson.GetBool() && !g_skipViewEffects.GetBool() ) { for ( int i = 0 ; i < MAX_SCREEN_BLOBS ; i++ ) { screenBlob_t *blob = &screenBlobs[i]; if ( blob->finishTime <= gameLocal.time ) { continue; } blob->y += blob->driftAmount; float fade = (float)( blob->finishTime - gameLocal.time ) / ( blob->finishTime - blob->startFadeTime ); if ( fade > 1.0f ) { fade = 1.0f; } if ( fade ) { renderSystem->SetColor4( 1,1,1,fade ); renderSystem->DrawStretchPic( blob->x, blob->y, blob->w, blob->h,blob->s1, blob->t1, blob->s2, blob->t2, blob->material ); } } /* player->DrawHUD( hud );*/ // armor impulse feedback float armorPulse = ( gameLocal.time - player->lastArmorPulse ) / 250.0f; if ( armorPulse > 0.0f && armorPulse < 1.0f ) { renderSystem->SetColor4( 1, 1, 1, 1.0 - armorPulse ); renderSystem->DrawStretchPic( 0, 0, 640, 480, 0, 0, 1, 1, armorMaterial ); } // tunnel vision float health = 0.0f; if ( g_testHealthVision.GetFloat() != 0.0f ) { health = g_testHealthVision.GetFloat(); } else { health = player->health; } float alpha = health / 100.0f; if ( alpha < 0.0f ) { alpha = 0.0f; } if ( alpha > 1.0f ) { alpha = 1.0f; } if ( alpha < 1.0f ) { renderSystem->SetColor4( ( player->health <= 0.0f ) ? MS2SEC( gameLocal.time ) : lastDamageTime, 1.0f, 1.0f, ( player->health <= 0.0f ) ? 0.0f : alpha ); renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, tunnelMaterial ); } if ( player->PowerUpActive(BERSERK) ) { int berserkTime = player->inventory.powerupEndTime[ BERSERK ] - gameLocal.time; if ( berserkTime > 0 ) { // start fading if within 10 seconds of going away alpha = (berserkTime < 10000) ? (float)berserkTime / 10000 : 1.0f; renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, alpha ); renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, berserkMaterial ); } } if ( bfgVision ) { renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f ); renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, bfgMaterial ); } } // test a single material drawn over everything if ( g_testPostProcess.GetString()[0] ) { const idMaterial *mtr = declManager->FindMaterial( g_testPostProcess.GetString(), false ); if ( !mtr ) { common->Printf( "Material not found.\n" ); g_testPostProcess.SetString( "" ); } else { renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f ); renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, mtr ); } } } /* =================== idPlayerView::DoubleVision =================== */ void idPlayerView::DoubleVision( idUserInterface *hud, const renderView_t *view, int offset ) { if ( !g_doubleVision.GetBool() ) { SingleView( hud, view ); return; } float scale = offset * g_dvAmplitude.GetFloat(); if ( scale > 0.5f ) { scale = 0.5f; } float shift = scale * sin( sqrtf( offset ) * g_dvFrequency.GetFloat() ); shift = fabs( shift ); // if double vision, render to a texture renderSystem->CropRenderSize( 512, 256, true ); SingleView( hud, view ); renderSystem->CaptureRenderToImage( "_scratch" ); renderSystem->UnCrop(); // carry red tint if in berserk mode idVec4 color(1, 1, 1, 1); if ( gameLocal.time < player->inventory.powerupEndTime[ BERSERK ] ) { color.y = 0; color.z = 0; } renderSystem->SetColor4( color.x, color.y, color.z, 1.0f ); renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, shift, 1, 1, 0, dvMaterial ); renderSystem->SetColor4( color.x, color.y, color.z, 0.5f ); renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1-shift, 0, dvMaterial ); } /* =================== idPlayerView::BerserkVision =================== */ void idPlayerView::BerserkVision( idUserInterface *hud, const renderView_t *view ) { renderSystem->CropRenderSize( 512, 256, true ); SingleView( hud, view ); renderSystem->CaptureRenderToImage( "_scratch" ); renderSystem->UnCrop(); renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f ); renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1, 0, dvMaterial ); } /* ================= idPlayerView::Flash flashes the player view with the given color ================= */ void idPlayerView::Flash(idVec4 color, int time ) { Fade(idVec4(0, 0, 0, 0), time); fadeFromColor = colorWhite; } /* ================= idPlayerView::Fade used for level transition fades assumes: color.w is 0 or 1 ================= */ void idPlayerView::Fade( idVec4 color, int time ) { if ( !fadeTime ) { fadeFromColor.Set( 0.0f, 0.0f, 0.0f, 1.0f - color[ 3 ] ); } else { fadeFromColor = fadeColor; } fadeToColor = color; if ( time <= 0 ) { fadeRate = 0; time = 0; fadeColor = fadeToColor; } else { fadeRate = 1.0f / ( float )time; } if ( gameLocal.realClientTime == 0 && time == 0 ) { fadeTime = 1; } else { fadeTime = gameLocal.realClientTime + time; } } /* ================= idPlayerView::ScreenFade ================= */ void idPlayerView::ScreenFade() { int msec; float t; if ( !fadeTime ) { return; } msec = fadeTime - gameLocal.realClientTime; if ( msec <= 0 ) { fadeColor = fadeToColor; if ( fadeColor[ 3 ] == 0.0f ) { fadeTime = 0; } } else { t = ( float )msec * fadeRate; fadeColor = fadeFromColor * t + fadeToColor * ( 1.0f - t ); } if ( fadeColor[ 3 ] != 0.0f ) { renderSystem->SetColor4( fadeColor[ 0 ], fadeColor[ 1 ], fadeColor[ 2 ], fadeColor[ 3 ] ); renderSystem->DrawStretchPic( 0, 0, 640, 480, 0, 0, 1, 1, declManager->FindMaterial( "_white" ) ); } } /* =================== idPlayerView::InfluenceVision =================== */ void idPlayerView::InfluenceVision( idUserInterface *hud, const renderView_t *view ) { float distance = 0.0f; float pct = 1.0f; if ( player->GetInfluenceEntity() ) { distance = ( player->GetInfluenceEntity()->GetPhysics()->GetOrigin() - player->GetPhysics()->GetOrigin() ).Length(); if ( player->GetInfluenceRadius() != 0.0f && distance < player->GetInfluenceRadius() ) { pct = distance / player->GetInfluenceRadius(); pct = 1.0f - idMath::ClampFloat( 0.0f, 1.0f, pct ); } } if ( player->GetInfluenceMaterial() ) { SingleView( hud, view ); renderSystem->CaptureRenderToImage( "_currentRender" ); renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, pct ); renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, player->GetInfluenceMaterial() ); } else if ( player->GetInfluenceEntity() == NULL ) { SingleView( hud, view ); return; } else { int offset = 25 + sinf( gameLocal.time ); DoubleVision( hud, view, pct * offset ); } } /* =================== idPlayerView::RenderPlayerView =================== */ void idPlayerView::RenderPlayerView( idUserInterface *hud ) { const renderView_t *view = player->GetRenderView(); if ( g_skipViewEffects.GetBool() ) { SingleView( hud, view ); } else { #ifdef _DENTONMOD // This condition makes sure that, the 2 loops inside run once only when resolution changes or map starts. if( screenHeight != renderSystem->GetScreenHeight() || screenWidth !=renderSystem->GetScreenWidth() ) { int width = 1, height = 1; screenHeight = renderSystem->GetScreenHeight(); screenWidth = renderSystem->GetScreenWidth(); while( width < screenWidth ) { width <<= 1; } while( height < screenHeight ) { height <<= 1; } shiftScale_x = screenWidth / (float)width; shiftScale_y = screenHeight / (float)height; } #endif /* Render the standard view */ if ( player->GetInfluenceMaterial() || player->GetInfluenceEntity() ) { InfluenceVision( hud, view ); } else if ( gameLocal.time < dvFinishTime ) { DoubleVision( hud, view, dvFinishTime - gameLocal.time ); } else if ( player->PowerUpActive( BERSERK ) ) { BerserkVision( hud, view ); } else { SingleView( hud, view ); } #ifdef _DENTONMOD /* Render bloom */ int bloomType = r_bloom.GetInteger(); if (bloomType != 0 && !player->objectiveSystemOpen) { float blur_str, blur_cut, src_str, src_cut; renderSystem->CaptureRenderToImage( "_currentRender" ); //------------------------------------------------ // Maha_x's Shift Sensitivity - Modified for compatibilty by Clone JCDenton //------------------------------------------------ bool disableShiftSensitivity = ( r_bloom_shiftSensitivity_delay.GetInteger() == -1 ); if( !disableShiftSensitivity && (bloomType == 1 || bloomType == 2) && gameLocal.time > shiftSensitivityDelay ) { renderSystem->CropRenderSize(2, 2, true, true); shiftSensitivityDelay = gameLocal.time + r_bloom_shiftSensitivity_delay.GetInteger(); renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1, 0, declManager->FindMaterial( "textures/AFX/AFXweight" ) ); renderSystem->CaptureRenderToImage( "_afxweight" ); renderSystem->UnCrop(); } //------------------------------------------------ //------------------------------------------------- // User configurable buffer size - By Clone JC Denton //------------------------------------------------- int bufferMult = 5 - r_bloom_buffer.GetInteger(); int blurMtrIndex; if( bufferMult < 5 ) { if( bufferMult <= 0 ) { bufferMult = 1; blurMtrIndex = 4; } else { blurMtrIndex = 4 - bufferMult; bufferMult = 1<CropRenderSize(1024/bufferMult, 512/bufferMult, true, true); } else { renderSystem->CropRenderSize(512, 256, true, true); blurMtrIndex = 3; } //------------------------------------------------- //renderSystem->CropRenderSize(256, 128, true, true); renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f ); renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, shiftScale_y, shiftScale_x, 0, declManager->FindMaterial( "_currentRender" ) ); int bloomContrast = r_bloom_contrast.GetInteger(); if( bloomType == 2 && bloomContrast > 0 ) { renderSystem->CaptureRenderToImage( "_fsfx_input" ); if( !disableShiftSensitivity ) { renderSystem->SetColor4( r_bloom_contrast_mult.GetFloat(), r_bloom_contrast_min.GetFloat(), 1.0f, 1.0f ); } else { renderSystem->SetColor4( r_bloom_contrast_mult.GetFloat(), r_bloom_contrast_mult.GetFloat(), 1.0f, 1.0f ); } renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1, 0, declManager->FindMaterial( "textures/AFX/AFXmodulate" ) ); } else if( bloomType > 2 ) { blur_str = r_bloom_blur_mult.GetFloat(); blur_cut = blur_str - (int)blur_str; src_str = r_bloom_src_mult.GetFloat(); src_cut = src_str - (int)src_str; if( bloomContrast == 1) { renderSystem->CaptureRenderToImage( "_fsfx_input" ); renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1, 0, declManager->FindMaterial( "textures/fsfx/blend_modulate_2x" ) ); } else if( bloomContrast == 2 ) { renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1, 0, declManager->FindMaterial( "textures/fsfx/invert_dst" ) ); renderSystem->SetColor4( 0.1f, 0.1f, 0.1f, 1.0f); renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1, 0, declManager->FindMaterial( "textures/fsfx/add_color" ) ); renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f); renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1, 0, declManager->FindMaterial( "textures/fsfx/invert_dst" ) ); renderSystem->CaptureRenderToImage( "_fsfx_input" ); renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1, 0, declManager->FindMaterial( "textures/fsfx/blend_add" ) ); } } if( bloomType == 1 && bloomContrast > 0 ) { //Unlike other bloomType, we are using the blurred image for obtaining bloom contrast. renderSystem->CaptureRenderToImage( "_fsfx_input" ); renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1, 0, declManager->FindMaterial( blurxMaterial[blurMtrIndex] ) ); renderSystem->CaptureRenderToImage( "_fsfx_input" ); renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1, 0, declManager->FindMaterial( bluryMaterial[blurMtrIndex] ) ); renderSystem->CaptureRenderToImage( "_fsfx_input" ); if( !disableShiftSensitivity ) { renderSystem->SetColor4(r_bloom_contrast_mult.GetFloat(), r_bloom_contrast_min.GetFloat(), 1, 1); } else { renderSystem->SetColor4(r_bloom_contrast_mult.GetFloat(), r_bloom_contrast_mult.GetFloat(), 1, 1); } renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1, 0, declManager->FindMaterial( "textures/AFX/AFXmodulate" ) ); } for( int i=0; i < r_bloom_blurIterations.GetInteger(); i++ ) { // Two pass gaussian filter renderSystem->CaptureRenderToImage( "_fsfx_input" ); renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1, 0, declManager->FindMaterial( blurxMaterial[blurMtrIndex] ) ); renderSystem->CaptureRenderToImage( "_fsfx_input" ); renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1, 0, declManager->FindMaterial( bluryMaterial[blurMtrIndex] ) ); } if( bloomType > 2 ) { if ((blur_str == 0.0f) || (blur_cut > 0.0f)) { renderSystem->SetColor4( 0, 0, 0, 1.0f - blur_cut); renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 1, 1, declManager->FindMaterial( "_white" ) ); blur_str -= blur_cut; } else { blur_str -= 1.0f; } renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f ); if( blur_str >= 1.0f ) { // two new lines, minor fix by Clone JCD renderSystem->CaptureRenderToImage( "_fsfx_input" ); // Need to capture the current image before drawing blend_add while (blur_str >= 1.0f) { renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1, 0, declManager->FindMaterial( "textures/fsfx/blend_add" ) ); blur_str -= 1.0f; } } } renderSystem->CaptureRenderToImage( "_fsfx_input" ); renderSystem->UnCrop(); if( bloomType <= 2) { renderSystem->SetColor4( r_bloom_blur_mult.GetFloat(), r_bloom_src_mult.GetFloat(), 1.0f, 1.0f ); renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1, 0, declManager->FindMaterial( "textures/AFX/AFXadd" ) ); } else { if ((src_str == 0.0f) || (src_cut > 0.0f)) { renderSystem->SetColor4( src_cut, src_cut, src_cut, 1.0f); src_str -= src_cut; } else { src_str -= 1.0f; } renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, shiftScale_y, shiftScale_x, 0, declManager->FindMaterial( "_currentRender" ) ); renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f ); while (src_str >= 1.0f) { renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, shiftScale_y, shiftScale_x, 0, declManager->FindMaterial( "textures/fsfx/current_blend_add" ) ); src_str -= 1.0f; } renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1, 0, declManager->FindMaterial( "textures/fsfx/blend_add" ) ); } } #endif ScreenFade(); } /* Render the hud on top of everything */ if ( !pm_thirdPerson.GetBool() && !g_skipViewEffects.GetBool() && !player->objectiveSystemOpen && !player->spectating ) { player->DrawHUD( hud ); } if ( net_clientLagOMeter.GetBool() && lagoMaterial && gameLocal.isClient ) { renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f ); renderSystem->DrawStretchPic( 10.0f, 380.0f, 64.0f, 64.0f, 0.0f, 0.0f, 1.0f, 1.0f, lagoMaterial ); } }