mirror of
https://github.com/dhewm/dhewm3-sdk.git
synced 2024-11-21 12:11:07 +00:00
afebd7e1e5
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
1855 lines
44 KiB
C++
1855 lines
44 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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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
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "sys/platform.h"
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#include "renderer/RenderWorld.h"
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#include "gamesys/SysCvar.h"
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#include "gamesys/SaveGame.h"
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#include "GameBase.h"
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#include "Player.h"
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#include "PlayerView.h"
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// _D3XP : rename all gameLocal.time to gameLocal.slow.time for merge!
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#ifdef _D3XP
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static int MakePowerOfTwo( int num ) {
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int pot;
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for (pot = 1 ; pot < num ; pot<<=1) {
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}
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return pot;
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}
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#endif
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const int IMPULSE_DELAY = 150;
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/*
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==============
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idPlayerView::idPlayerView
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==============
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*/
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idPlayerView::idPlayerView() {
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memset( screenBlobs, 0, sizeof( screenBlobs ) );
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memset( &view, 0, sizeof( view ) );
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player = NULL;
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dvMaterial = declManager->FindMaterial( "_scratch" );
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tunnelMaterial = declManager->FindMaterial( "textures/decals/tunnel" );
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armorMaterial = declManager->FindMaterial( "armorViewEffect" );
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berserkMaterial = declManager->FindMaterial( "textures/decals/berserk" );
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irGogglesMaterial = declManager->FindMaterial( "textures/decals/irblend" );
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bloodSprayMaterial = declManager->FindMaterial( "textures/decals/bloodspray" );
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bfgMaterial = declManager->FindMaterial( "textures/decals/bfgvision" );
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lagoMaterial = declManager->FindMaterial( LAGO_MATERIAL, false );
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bfgVision = false;
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dvFinishTime = 0;
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kickFinishTime = 0;
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kickAngles.Zero();
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lastDamageTime = 0.0f;
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fadeTime = 0;
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fadeRate = 0.0;
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fadeFromColor.Zero();
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fadeToColor.Zero();
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fadeColor.Zero();
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shakeAng.Zero();
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#ifdef _D3XP
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fxManager = NULL;
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if ( !fxManager ) {
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fxManager = new FullscreenFXManager;
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fxManager->Initialize( this );
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}
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#endif
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ClearEffects();
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}
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/*
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==============
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idPlayerView::Save
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==============
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*/
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void idPlayerView::Save( idSaveGame *savefile ) const {
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int i;
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const screenBlob_t *blob;
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blob = &screenBlobs[ 0 ];
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for( i = 0; i < MAX_SCREEN_BLOBS; i++, blob++ ) {
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savefile->WriteMaterial( blob->material );
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savefile->WriteFloat( blob->x );
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savefile->WriteFloat( blob->y );
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savefile->WriteFloat( blob->w );
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savefile->WriteFloat( blob->h );
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savefile->WriteFloat( blob->s1 );
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savefile->WriteFloat( blob->t1 );
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savefile->WriteFloat( blob->s2 );
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savefile->WriteFloat( blob->t2 );
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savefile->WriteInt( blob->finishTime );
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savefile->WriteInt( blob->startFadeTime );
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savefile->WriteFloat( blob->driftAmount );
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}
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savefile->WriteInt( dvFinishTime );
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savefile->WriteMaterial( dvMaterial );
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savefile->WriteInt( kickFinishTime );
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savefile->WriteAngles( kickAngles );
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savefile->WriteBool( bfgVision );
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savefile->WriteMaterial( tunnelMaterial );
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savefile->WriteMaterial( armorMaterial );
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savefile->WriteMaterial( berserkMaterial );
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savefile->WriteMaterial( irGogglesMaterial );
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savefile->WriteMaterial( bloodSprayMaterial );
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savefile->WriteMaterial( bfgMaterial );
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savefile->WriteFloat( lastDamageTime );
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savefile->WriteVec4( fadeColor );
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savefile->WriteVec4( fadeToColor );
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savefile->WriteVec4( fadeFromColor );
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savefile->WriteFloat( fadeRate );
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savefile->WriteInt( fadeTime );
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savefile->WriteAngles( shakeAng );
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savefile->WriteObject( player );
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savefile->WriteRenderView( view );
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#ifdef _D3XP
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if ( fxManager ) {
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fxManager->Save( savefile );
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}
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#endif
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}
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/*
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==============
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idPlayerView::Restore
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==============
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*/
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void idPlayerView::Restore( idRestoreGame *savefile ) {
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int i;
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screenBlob_t *blob;
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blob = &screenBlobs[ 0 ];
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for( i = 0; i < MAX_SCREEN_BLOBS; i++, blob++ ) {
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savefile->ReadMaterial( blob->material );
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savefile->ReadFloat( blob->x );
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savefile->ReadFloat( blob->y );
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savefile->ReadFloat( blob->w );
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savefile->ReadFloat( blob->h );
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savefile->ReadFloat( blob->s1 );
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savefile->ReadFloat( blob->t1 );
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savefile->ReadFloat( blob->s2 );
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savefile->ReadFloat( blob->t2 );
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savefile->ReadInt( blob->finishTime );
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savefile->ReadInt( blob->startFadeTime );
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savefile->ReadFloat( blob->driftAmount );
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}
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savefile->ReadInt( dvFinishTime );
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savefile->ReadMaterial( dvMaterial );
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savefile->ReadInt( kickFinishTime );
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savefile->ReadAngles( kickAngles );
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savefile->ReadBool( bfgVision );
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savefile->ReadMaterial( tunnelMaterial );
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savefile->ReadMaterial( armorMaterial );
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savefile->ReadMaterial( berserkMaterial );
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savefile->ReadMaterial( irGogglesMaterial );
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savefile->ReadMaterial( bloodSprayMaterial );
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savefile->ReadMaterial( bfgMaterial );
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savefile->ReadFloat( lastDamageTime );
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savefile->ReadVec4( fadeColor );
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savefile->ReadVec4( fadeToColor );
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savefile->ReadVec4( fadeFromColor );
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savefile->ReadFloat( fadeRate );
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savefile->ReadInt( fadeTime );
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savefile->ReadAngles( shakeAng );
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savefile->ReadObject( reinterpret_cast<idClass *&>( player ) );
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savefile->ReadRenderView( view );
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#ifdef _D3XP
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if ( fxManager ) {
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fxManager->Restore( savefile );
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}
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#endif
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}
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/*
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==============
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idPlayerView::SetPlayerEntity
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==============
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*/
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void idPlayerView::SetPlayerEntity( idPlayer *playerEnt ) {
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player = playerEnt;
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}
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/*
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==============
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idPlayerView::ClearEffects
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==============
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*/
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void idPlayerView::ClearEffects() {
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lastDamageTime = MS2SEC( gameLocal.slow.time - 99999 );
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dvFinishTime = ( gameLocal.fast.time - 99999 );
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kickFinishTime = ( gameLocal.slow.time - 99999 );
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for ( int i = 0 ; i < MAX_SCREEN_BLOBS ; i++ ) {
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screenBlobs[i].finishTime = gameLocal.slow.time;
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}
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fadeTime = 0;
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bfgVision = false;
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}
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/*
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==============
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idPlayerView::GetScreenBlob
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==============
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*/
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screenBlob_t *idPlayerView::GetScreenBlob() {
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screenBlob_t *oldest = &screenBlobs[0];
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for ( int i = 1 ; i < MAX_SCREEN_BLOBS ; i++ ) {
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if ( screenBlobs[i].finishTime < oldest->finishTime ) {
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oldest = &screenBlobs[i];
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}
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}
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return oldest;
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}
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/*
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==============
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idPlayerView::DamageImpulse
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LocalKickDir is the direction of force in the player's coordinate system,
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which will determine the head kick direction
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==============
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*/
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void idPlayerView::DamageImpulse( idVec3 localKickDir, const idDict *damageDef ) {
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//
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// double vision effect
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//
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if ( lastDamageTime > 0.0f && SEC2MS( lastDamageTime ) + IMPULSE_DELAY > gameLocal.slow.time ) {
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// keep shotgun from obliterating the view
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return;
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}
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float dvTime = damageDef->GetFloat( "dv_time" );
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if ( dvTime ) {
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if ( dvFinishTime < gameLocal.fast.time ) {
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dvFinishTime = gameLocal.fast.time;
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}
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dvFinishTime += g_dvTime.GetFloat() * dvTime;
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// don't let it add up too much in god mode
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if ( dvFinishTime > gameLocal.fast.time + 5000 ) {
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dvFinishTime = gameLocal.fast.time + 5000;
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}
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}
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//
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// head angle kick
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//
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float kickTime = damageDef->GetFloat( "kick_time" );
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if ( kickTime ) {
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kickFinishTime = gameLocal.slow.time + g_kickTime.GetFloat() * kickTime;
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// forward / back kick will pitch view
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kickAngles[0] = localKickDir[0];
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// side kick will yaw view
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kickAngles[1] = localKickDir[1]*0.5f;
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// up / down kick will pitch view
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kickAngles[0] += localKickDir[2];
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// roll will come from side
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kickAngles[2] = localKickDir[1];
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float kickAmplitude = damageDef->GetFloat( "kick_amplitude" );
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if ( kickAmplitude ) {
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kickAngles *= kickAmplitude;
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}
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}
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//
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// screen blob
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//
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float blobTime = damageDef->GetFloat( "blob_time" );
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if ( blobTime ) {
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screenBlob_t *blob = GetScreenBlob();
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blob->startFadeTime = gameLocal.slow.time;
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blob->finishTime = gameLocal.slow.time + blobTime * g_blobTime.GetFloat() * ((float)gameLocal.msec / USERCMD_MSEC);
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const char *materialName = damageDef->GetString( "mtr_blob" );
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blob->material = declManager->FindMaterial( materialName );
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blob->x = damageDef->GetFloat( "blob_x" );
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blob->x += ( gameLocal.random.RandomInt()&63 ) - 32;
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blob->y = damageDef->GetFloat( "blob_y" );
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blob->y += ( gameLocal.random.RandomInt()&63 ) - 32;
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float scale = ( 256 + ( ( gameLocal.random.RandomInt()&63 ) - 32 ) ) / 256.0f;
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blob->w = damageDef->GetFloat( "blob_width" ) * g_blobSize.GetFloat() * scale;
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blob->h = damageDef->GetFloat( "blob_height" ) * g_blobSize.GetFloat() * scale;
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blob->s1 = 0;
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blob->t1 = 0;
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blob->s2 = 1;
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blob->t2 = 1;
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}
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//
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// save lastDamageTime for tunnel vision accentuation
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//
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lastDamageTime = MS2SEC( gameLocal.slow.time );
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}
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/*
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==================
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idPlayerView::AddBloodSpray
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If we need a more generic way to add blobs then we can do that
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but having it localized here lets the material be pre-looked up etc.
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==================
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*/
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void idPlayerView::AddBloodSpray( float duration ) {
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/*
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if ( duration <= 0 || bloodSprayMaterial == NULL || g_skipViewEffects.GetBool() ) {
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return;
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}
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// visit this for chainsaw
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screenBlob_t *blob = GetScreenBlob();
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blob->startFadeTime = gameLocal.slow.time;
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blob->finishTime = gameLocal.slow.time + ( duration * 1000 );
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blob->material = bloodSprayMaterial;
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blob->x = ( gameLocal.random.RandomInt() & 63 ) - 32;
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blob->y = ( gameLocal.random.RandomInt() & 63 ) - 32;
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blob->driftAmount = 0.5f + gameLocal.random.CRandomFloat() * 0.5;
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float scale = ( 256 + ( ( gameLocal.random.RandomInt()&63 ) - 32 ) ) / 256.0f;
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blob->w = 600 * g_blobSize.GetFloat() * scale;
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blob->h = 480 * g_blobSize.GetFloat() * scale;
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float s1 = 0.0f;
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float t1 = 0.0f;
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float s2 = 1.0f;
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float t2 = 1.0f;
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if ( blob->driftAmount < 0.6 ) {
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s1 = 1.0f;
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s2 = 0.0f;
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} else if ( blob->driftAmount < 0.75 ) {
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t1 = 1.0f;
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t2 = 0.0f;
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} else if ( blob->driftAmount < 0.85 ) {
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s1 = 1.0f;
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s2 = 0.0f;
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t1 = 1.0f;
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t2 = 0.0f;
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}
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blob->s1 = s1;
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blob->t1 = t1;
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blob->s2 = s2;
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blob->t2 = t2;
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*/
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}
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/*
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==================
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idPlayerView::WeaponFireFeedback
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Called when a weapon fires, generates head twitches, etc
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==================
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*/
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void idPlayerView::WeaponFireFeedback( const idDict *weaponDef ) {
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int recoilTime;
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recoilTime = weaponDef->GetInt( "recoilTime" );
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// don't shorten a damage kick in progress
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if ( recoilTime && kickFinishTime < gameLocal.slow.time ) {
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idAngles angles;
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weaponDef->GetAngles( "recoilAngles", "5 0 0", angles );
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kickAngles = angles;
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int finish = gameLocal.slow.time + g_kickTime.GetFloat() * recoilTime;
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kickFinishTime = finish;
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}
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}
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/*
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===================
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idPlayerView::CalculateShake
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===================
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*/
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void idPlayerView::CalculateShake() {
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idVec3 origin, matrix;
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float shakeVolume = gameSoundWorld->CurrentShakeAmplitudeForPosition( gameLocal.slow.time, player->firstPersonViewOrigin );
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//
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// shakeVolume should somehow be molded into an angle here
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// it should be thought of as being in the range 0.0 -> 1.0, although
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// since CurrentShakeAmplitudeForPosition() returns all the shake sounds
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// the player can hear, it can go over 1.0 too.
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//
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shakeAng[0] = gameLocal.random.CRandomFloat() * shakeVolume;
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shakeAng[1] = gameLocal.random.CRandomFloat() * shakeVolume;
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shakeAng[2] = gameLocal.random.CRandomFloat() * shakeVolume;
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}
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/*
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===================
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idPlayerView::ShakeAxis
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===================
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*/
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idMat3 idPlayerView::ShakeAxis() const {
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return shakeAng.ToMat3();
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}
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/*
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===================
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idPlayerView::AngleOffset
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kickVector, a world space direction that the attack should
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===================
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*/
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idAngles idPlayerView::AngleOffset() const {
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idAngles ang;
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ang.Zero();
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if ( gameLocal.slow.time < kickFinishTime ) {
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float offset = kickFinishTime - gameLocal.slow.time;
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ang = kickAngles * offset * offset * g_kickAmplitude.GetFloat();
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for ( int i = 0 ; i < 3 ; i++ ) {
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if ( ang[i] > 70.0f ) {
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ang[i] = 70.0f;
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} else if ( ang[i] < -70.0f ) {
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ang[i] = -70.0f;
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}
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}
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}
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return ang;
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}
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/*
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==================
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idPlayerView::SingleView
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==================
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*/
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void idPlayerView::SingleView( idUserInterface *hud, const renderView_t *view ) {
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// normal rendering
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if ( !view ) {
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return;
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}
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// place the sound origin for the player
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gameSoundWorld->PlaceListener( view->vieworg, view->viewaxis, player->entityNumber + 1, gameLocal.slow.time, hud ? hud->State().GetString( "location" ) : "Undefined" );
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// if the objective system is up, don't do normal drawing
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if ( player->objectiveSystemOpen ) {
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player->objectiveSystem->Redraw( gameLocal.fast.time );
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return;
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}
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// hack the shake in at the very last moment, so it can't cause any consistency problems
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renderView_t hackedView = *view;
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hackedView.viewaxis = hackedView.viewaxis * ShakeAxis();
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#ifdef _D3XP
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if ( gameLocal.portalSkyEnt.GetEntity() && gameLocal.IsPortalSkyAcive() && g_enablePortalSky.GetBool() ) {
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renderView_t portalView = hackedView;
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portalView.vieworg = gameLocal.portalSkyEnt.GetEntity()->GetPhysics()->GetOrigin();
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// setup global fixup projection vars
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if ( 1 ) {
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int vidWidth, vidHeight;
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idVec2 shiftScale;
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renderSystem->GetGLSettings( vidWidth, vidHeight );
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float pot;
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int w = vidWidth;
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pot = MakePowerOfTwo( w );
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shiftScale.x = (float)w / pot;
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int h = vidHeight;
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pot = MakePowerOfTwo( h );
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shiftScale.y = (float)h / pot;
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hackedView.shaderParms[4] = shiftScale.x;
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hackedView.shaderParms[5] = shiftScale.y;
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}
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gameRenderWorld->RenderScene( &portalView );
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renderSystem->CaptureRenderToImage( "_currentRender" );
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hackedView.forceUpdate = true; // FIX: for smoke particles not drawing when portalSky present
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}
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// process the frame
|
|
fxManager->Process( &hackedView );
|
|
#endif
|
|
|
|
if ( player->spectating ) {
|
|
return;
|
|
}
|
|
|
|
#ifdef _D3XP
|
|
if ( !hud ) {
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
// 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.slow.time ) {
|
|
continue;
|
|
}
|
|
|
|
blob->y += blob->driftAmount;
|
|
|
|
float fade = (float)( blob->finishTime - gameLocal.slow.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.fast.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.slow.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 ( 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::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 ) {
|
|
#ifdef _D3XP
|
|
SetTimeState ts( player->timeGroup );
|
|
#endif
|
|
|
|
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;
|
|
}
|
|
|
|
#ifdef _D3XP
|
|
SetTimeState ts( player->timeGroup );
|
|
#endif
|
|
|
|
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::RenderPlayerView
|
|
===================
|
|
*/
|
|
void idPlayerView::RenderPlayerView( idUserInterface *hud ) {
|
|
const renderView_t *view = player->GetRenderView();
|
|
|
|
SingleView( hud, view );
|
|
ScreenFade();
|
|
|
|
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 );
|
|
}
|
|
}
|
|
|
|
#ifdef _D3XP
|
|
/*
|
|
===================
|
|
idPlayerView::WarpVision
|
|
===================
|
|
*/
|
|
int idPlayerView::AddWarp( idVec3 worldOrigin, float centerx, float centery, float initialRadius, float durationMsec ) {
|
|
FullscreenFX_Warp *fx = (FullscreenFX_Warp*)( fxManager->FindFX( "warp" ) );
|
|
|
|
if ( fx ) {
|
|
fx->EnableGrabber( true );
|
|
return 1;
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
void idPlayerView::FreeWarp( int id ) {
|
|
FullscreenFX_Warp *fx = (FullscreenFX_Warp*)( fxManager->FindFX( "warp" ) );
|
|
|
|
if ( fx ) {
|
|
fx->EnableGrabber( false );
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
==================
|
|
FxFader::FxFader
|
|
==================
|
|
*/
|
|
FxFader::FxFader() {
|
|
time = 0;
|
|
state = FX_STATE_OFF;
|
|
alpha = 0;
|
|
msec = 1000;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FxFader::SetTriggerState
|
|
==================
|
|
*/
|
|
bool FxFader::SetTriggerState( bool active ) {
|
|
|
|
// handle on/off states
|
|
if ( active && state == FX_STATE_OFF ) {
|
|
state = FX_STATE_RAMPUP;
|
|
time = gameLocal.slow.time + msec;
|
|
}
|
|
else if ( !active && state == FX_STATE_ON ) {
|
|
state = FX_STATE_RAMPDOWN;
|
|
time = gameLocal.slow.time + msec;
|
|
}
|
|
|
|
// handle rampup/rampdown states
|
|
if ( state == FX_STATE_RAMPUP ) {
|
|
if ( gameLocal.slow.time >= time ) {
|
|
state = FX_STATE_ON;
|
|
}
|
|
}
|
|
else if ( state == FX_STATE_RAMPDOWN ) {
|
|
if ( gameLocal.slow.time >= time ) {
|
|
state = FX_STATE_OFF;
|
|
}
|
|
}
|
|
|
|
// compute alpha
|
|
switch ( state ) {
|
|
case FX_STATE_ON: alpha = 1; break;
|
|
case FX_STATE_OFF: alpha = 0; break;
|
|
case FX_STATE_RAMPUP: alpha = 1 - (float)( time - gameLocal.slow.time ) / msec; break;
|
|
case FX_STATE_RAMPDOWN: alpha = (float)( time - gameLocal.slow.time ) / msec; break;
|
|
}
|
|
|
|
if ( alpha > 0 ) {
|
|
return true;
|
|
}
|
|
else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FxFader::Save
|
|
==================
|
|
*/
|
|
void FxFader::Save( idSaveGame *savefile ) {
|
|
savefile->WriteInt( time );
|
|
savefile->WriteInt( state );
|
|
savefile->WriteFloat( alpha );
|
|
savefile->WriteInt( msec );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FxFader::Restore
|
|
==================
|
|
*/
|
|
void FxFader::Restore( idRestoreGame *savefile ) {
|
|
savefile->ReadInt( time );
|
|
savefile->ReadInt( state );
|
|
savefile->ReadFloat( alpha );
|
|
savefile->ReadInt( msec );
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_Helltime::Save
|
|
==================
|
|
*/
|
|
void FullscreenFX::Save( idSaveGame *savefile ) {
|
|
fader.Save( savefile );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_Helltime::Restore
|
|
==================
|
|
*/
|
|
void FullscreenFX::Restore( idRestoreGame *savefile ) {
|
|
fader.Restore( savefile );
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_Helltime::Initialize
|
|
==================
|
|
*/
|
|
void FullscreenFX_Helltime::Initialize() {
|
|
acInitMaterials[0] = declManager->FindMaterial( "textures/smf/bloodorb1/ac_init" );
|
|
acInitMaterials[1] = declManager->FindMaterial( "textures/smf/bloodorb2/ac_init" );
|
|
acInitMaterials[2] = declManager->FindMaterial( "textures/smf/bloodorb3/ac_init" );
|
|
|
|
acCaptureMaterials[0] = declManager->FindMaterial( "textures/smf/bloodorb1/ac_capture" );
|
|
acCaptureMaterials[1] = declManager->FindMaterial( "textures/smf/bloodorb2/ac_capture" );
|
|
acCaptureMaterials[2] = declManager->FindMaterial( "textures/smf/bloodorb3/ac_capture" );
|
|
|
|
acDrawMaterials[0] = declManager->FindMaterial( "textures/smf/bloodorb1/ac_draw" );
|
|
acDrawMaterials[1] = declManager->FindMaterial( "textures/smf/bloodorb2/ac_draw" );
|
|
acDrawMaterials[2] = declManager->FindMaterial( "textures/smf/bloodorb3/ac_draw" );
|
|
|
|
crCaptureMaterials[0] = declManager->FindMaterial( "textures/smf/bloodorb1/cr_capture" );
|
|
crCaptureMaterials[1] = declManager->FindMaterial( "textures/smf/bloodorb2/cr_capture" );
|
|
crCaptureMaterials[2] = declManager->FindMaterial( "textures/smf/bloodorb3/cr_capture" );
|
|
|
|
crDrawMaterials[0] = declManager->FindMaterial( "textures/smf/bloodorb1/cr_draw" );
|
|
crDrawMaterials[1] = declManager->FindMaterial( "textures/smf/bloodorb2/cr_draw" );
|
|
crDrawMaterials[2] = declManager->FindMaterial( "textures/smf/bloodorb3/cr_draw" );
|
|
|
|
clearAccumBuffer = true;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_Helltime::DetermineLevel
|
|
==================
|
|
*/
|
|
int FullscreenFX_Helltime::DetermineLevel() {
|
|
idPlayer *player;
|
|
int testfx = g_testHelltimeFX.GetInteger();
|
|
|
|
// for testing purposes
|
|
if ( testfx >= 0 && testfx < 3 ) {
|
|
return testfx;
|
|
}
|
|
|
|
player = fxman->GetPlayer();
|
|
|
|
if ( player->PowerUpActive( INVULNERABILITY ) ) {
|
|
return 2;
|
|
}
|
|
else if ( player->PowerUpActive( BERSERK ) ) {
|
|
return 1;
|
|
}
|
|
else if ( player->PowerUpActive( HELLTIME ) ) {
|
|
return 0;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_Helltime::Active
|
|
==================
|
|
*/
|
|
bool FullscreenFX_Helltime::Active() {
|
|
|
|
if ( gameLocal.inCinematic || gameLocal.isMultiplayer ) {
|
|
return false;
|
|
}
|
|
|
|
if ( DetermineLevel() >= 0 ) {
|
|
return true;
|
|
}
|
|
else {
|
|
// latch the clear flag
|
|
if ( fader.GetAlpha() == 0 ) {
|
|
clearAccumBuffer = true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_Helltime::AccumPass
|
|
==================
|
|
*/
|
|
void FullscreenFX_Helltime::AccumPass( const renderView_t *view ) {
|
|
idVec2 shiftScale;
|
|
int level = DetermineLevel();
|
|
|
|
// for testing
|
|
if ( level < 0 || level > 2 ) {
|
|
level = 0;
|
|
}
|
|
|
|
shiftScale = fxman->GetShiftScale();
|
|
renderSystem->SetColor4( 1, 1, 1, 1 );
|
|
|
|
// capture pass
|
|
if ( clearAccumBuffer ) {
|
|
clearAccumBuffer = false;
|
|
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1, 0, acInitMaterials[level] );
|
|
}
|
|
else {
|
|
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1, 0, acCaptureMaterials[level] );
|
|
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, shiftScale.y, shiftScale.x, 0, crCaptureMaterials[level] );
|
|
}
|
|
|
|
renderSystem->CaptureRenderToImage( "_accum" );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_Helltime::HighQuality
|
|
==================
|
|
*/
|
|
void FullscreenFX_Helltime::HighQuality() {
|
|
idVec2 shiftScale;
|
|
int level = DetermineLevel();
|
|
|
|
// for testing
|
|
if ( level < 0 || level > 2 ) {
|
|
level = 0;
|
|
}
|
|
|
|
shiftScale = fxman->GetShiftScale();
|
|
renderSystem->SetColor4( 1, 1, 1, 1 );
|
|
|
|
// draw pass
|
|
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1, 0, acDrawMaterials[level] );
|
|
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, shiftScale.y, shiftScale.x, 0, crDrawMaterials[level] );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_Helltime::Restore
|
|
==================
|
|
*/
|
|
void FullscreenFX_Helltime::Restore( idRestoreGame *savefile ) {
|
|
FullscreenFX::Restore( savefile );
|
|
|
|
// latch the clear flag
|
|
clearAccumBuffer = true;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_Multiplayer::Initialize
|
|
==================
|
|
*/
|
|
void FullscreenFX_Multiplayer::Initialize() {
|
|
acInitMaterials = declManager->FindMaterial( "textures/smf/multiplayer1/ac_init" );
|
|
acCaptureMaterials = declManager->FindMaterial( "textures/smf/multiplayer1/ac_capture" );
|
|
acDrawMaterials = declManager->FindMaterial( "textures/smf/multiplayer1/ac_draw" );
|
|
crCaptureMaterials = declManager->FindMaterial( "textures/smf/multiplayer1/cr_capture" );
|
|
crDrawMaterials = declManager->FindMaterial( "textures/smf/multiplayer1/cr_draw" );
|
|
clearAccumBuffer = true;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_Multiplayer::DetermineLevel
|
|
==================
|
|
*/
|
|
int FullscreenFX_Multiplayer::DetermineLevel() {
|
|
idPlayer *player;
|
|
int testfx = g_testMultiplayerFX.GetInteger();
|
|
|
|
// for testing purposes
|
|
if ( testfx >= 0 && testfx < 3 ) {
|
|
return testfx;
|
|
}
|
|
|
|
player = fxman->GetPlayer();
|
|
|
|
if ( player->PowerUpActive( INVULNERABILITY ) ) {
|
|
return 2;
|
|
}
|
|
//else if ( player->PowerUpActive( HASTE ) ) {
|
|
// return 1;
|
|
//}
|
|
else if ( player->PowerUpActive( BERSERK ) ) {
|
|
return 0;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_Multiplayer::Active
|
|
==================
|
|
*/
|
|
bool FullscreenFX_Multiplayer::Active() {
|
|
|
|
if ( !gameLocal.isMultiplayer && g_testMultiplayerFX.GetInteger() == -1 ) {
|
|
return false;
|
|
}
|
|
|
|
if ( DetermineLevel() >= 0 ) {
|
|
return true;
|
|
}
|
|
else {
|
|
// latch the clear flag
|
|
if ( fader.GetAlpha() == 0 ) {
|
|
clearAccumBuffer = true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_Multiplayer::AccumPass
|
|
==================
|
|
*/
|
|
void FullscreenFX_Multiplayer::AccumPass( const renderView_t *view ) {
|
|
idVec2 shiftScale;
|
|
int level = DetermineLevel();
|
|
|
|
// for testing
|
|
if ( level < 0 || level > 2 ) {
|
|
level = 0;
|
|
}
|
|
|
|
shiftScale = fxman->GetShiftScale();
|
|
renderSystem->SetColor4( 1, 1, 1, 1 );
|
|
|
|
// capture pass
|
|
if ( clearAccumBuffer ) {
|
|
clearAccumBuffer = false;
|
|
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1, 0, acInitMaterials );
|
|
}
|
|
else {
|
|
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1, 0, acCaptureMaterials );
|
|
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, shiftScale.y, shiftScale.x, 0, crCaptureMaterials );
|
|
}
|
|
|
|
renderSystem->CaptureRenderToImage( "_accum" );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_Multiplayer::HighQuality
|
|
==================
|
|
*/
|
|
void FullscreenFX_Multiplayer::HighQuality() {
|
|
idVec2 shiftScale;
|
|
int level = DetermineLevel();
|
|
|
|
// for testing
|
|
if ( level < 0 || level > 2 ) {
|
|
level = 0;
|
|
}
|
|
|
|
shiftScale = fxman->GetShiftScale();
|
|
renderSystem->SetColor4( 1, 1, 1, 1 );
|
|
|
|
// draw pass
|
|
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1, 0, acDrawMaterials );
|
|
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, shiftScale.y, shiftScale.x, 0, crDrawMaterials );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_Multiplayer::Restore
|
|
==================
|
|
*/
|
|
void FullscreenFX_Multiplayer::Restore( idRestoreGame *savefile ) {
|
|
FullscreenFX::Restore( savefile );
|
|
|
|
// latch the clear flag
|
|
clearAccumBuffer = true;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_Warp::Initialize
|
|
==================
|
|
*/
|
|
void FullscreenFX_Warp::Initialize() {
|
|
material = declManager->FindMaterial( "textures/smf/warp" );
|
|
grabberEnabled = false;
|
|
startWarpTime = 0;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_Warp::Active
|
|
==================
|
|
*/
|
|
bool FullscreenFX_Warp::Active() {
|
|
if ( grabberEnabled ) {
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_Warp::Save
|
|
==================
|
|
*/
|
|
void FullscreenFX_Warp::Save( idSaveGame *savefile ) {
|
|
FullscreenFX::Save( savefile );
|
|
|
|
savefile->WriteBool( grabberEnabled );
|
|
savefile->WriteInt( startWarpTime );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_Warp::Restore
|
|
==================
|
|
*/
|
|
void FullscreenFX_Warp::Restore( idRestoreGame *savefile ) {
|
|
FullscreenFX::Restore( savefile );
|
|
|
|
savefile->ReadBool( grabberEnabled );
|
|
savefile->ReadInt( startWarpTime );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_Warp::DrawWarp
|
|
==================
|
|
*/
|
|
void FullscreenFX_Warp::DrawWarp( WarpPolygon_t wp, float interp ) {
|
|
idVec4 mid1_uv, mid2_uv;
|
|
idVec4 mid1, mid2;
|
|
idVec2 drawPts[6], shiftScale;
|
|
WarpPolygon_t trans;
|
|
|
|
trans = wp;
|
|
shiftScale = fxman->GetShiftScale();
|
|
|
|
// compute mid points
|
|
mid1 = trans.outer1 * ( interp ) + trans.center * ( 1 - interp );
|
|
mid2 = trans.outer2 * ( interp ) + trans.center * ( 1 - interp );
|
|
mid1_uv = trans.outer1 * ( 0.5 ) + trans.center * ( 1 - 0.5 );
|
|
mid2_uv = trans.outer2 * ( 0.5 ) + trans.center * ( 1 - 0.5 );
|
|
|
|
// draw [outer1, mid2, mid1]
|
|
drawPts[0].Set( trans.outer1.x, trans.outer1.y );
|
|
drawPts[1].Set( mid2.x, mid2.y );
|
|
drawPts[2].Set( mid1.x, mid1.y );
|
|
drawPts[3].Set( trans.outer1.z, trans.outer1.w );
|
|
drawPts[4].Set( mid2_uv.z, mid2_uv.w );
|
|
drawPts[5].Set( mid1_uv.z, mid1_uv.w );
|
|
for ( int j = 0; j < 3; j++ ) {
|
|
drawPts[j+3].x *= shiftScale.x;
|
|
drawPts[j+3].y *= shiftScale.y;
|
|
}
|
|
renderSystem->DrawStretchTri( drawPts[0], drawPts[1], drawPts[2], drawPts[3], drawPts[4], drawPts[5], material );
|
|
|
|
// draw [outer1, outer2, mid2]
|
|
drawPts[0].Set( trans.outer1.x, trans.outer1.y );
|
|
drawPts[1].Set( trans.outer2.x, trans.outer2.y );
|
|
drawPts[2].Set( mid2.x, mid2.y );
|
|
drawPts[3].Set( trans.outer1.z, trans.outer1.w );
|
|
drawPts[4].Set( trans.outer2.z, trans.outer2.w );
|
|
drawPts[5].Set( mid2_uv.z, mid2_uv.w );
|
|
for ( int j = 0; j < 3; j++ ) {
|
|
drawPts[j+3].x *= shiftScale.x;
|
|
drawPts[j+3].y *= shiftScale.y;
|
|
}
|
|
renderSystem->DrawStretchTri( drawPts[0], drawPts[1], drawPts[2], drawPts[3], drawPts[4], drawPts[5], material );
|
|
|
|
// draw [mid1, mid2, center]
|
|
drawPts[0].Set( mid1.x, mid1.y );
|
|
drawPts[1].Set( mid2.x, mid2.y );
|
|
drawPts[2].Set( trans.center.x, trans.center.y );
|
|
drawPts[3].Set( mid1_uv.z, mid1_uv.w );
|
|
drawPts[4].Set( mid2_uv.z, mid2_uv.w );
|
|
drawPts[5].Set( trans.center.z, trans.center.w );
|
|
for ( int j = 0; j < 3; j++ ) {
|
|
drawPts[j+3].x *= shiftScale.x;
|
|
drawPts[j+3].y *= shiftScale.y;
|
|
}
|
|
renderSystem->DrawStretchTri( drawPts[0], drawPts[1], drawPts[2], drawPts[3], drawPts[4], drawPts[5], material );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_Warp::HighQuality
|
|
==================
|
|
*/
|
|
void FullscreenFX_Warp::HighQuality() {
|
|
float x1, y1, x2, y2, radius, interp;
|
|
idVec2 center;
|
|
int STEP = 9;
|
|
|
|
interp = ( idMath::Sin( (float)( gameLocal.slow.time - startWarpTime ) / 1000 ) + 1 ) / 2.f;
|
|
interp = 0.7 * ( 1 - interp ) + 0.3 * ( interp );
|
|
|
|
// draw the warps
|
|
center.x = 320;
|
|
center.y = 240;
|
|
radius = 200;
|
|
|
|
for ( float i = 0; i < 360; i += STEP ) {
|
|
// compute the values
|
|
x1 = idMath::Sin( DEG2RAD( i ) );
|
|
y1 = idMath::Cos( DEG2RAD( i ) );
|
|
|
|
x2 = idMath::Sin( DEG2RAD( i + STEP ) );
|
|
y2 = idMath::Cos( DEG2RAD( i + STEP ) );
|
|
|
|
// add warp polygon
|
|
WarpPolygon_t p;
|
|
|
|
p.outer1.x = center.x + x1 * radius;
|
|
p.outer1.y = center.y + y1 * radius;
|
|
p.outer1.z = p.outer1.x / 640.f;
|
|
p.outer1.w = 1 - ( p.outer1.y / 480.f );
|
|
|
|
p.outer2.x = center.x + x2 * radius;
|
|
p.outer2.y = center.y + y2 * radius;
|
|
p.outer2.z = p.outer2.x / 640.f;
|
|
p.outer2.w = 1 - ( p.outer2.y / 480.f );
|
|
|
|
p.center.x = center.x;
|
|
p.center.y = center.y;
|
|
p.center.z = p.center.x / 640.f;
|
|
p.center.w = 1 - ( p.center.y / 480.f );
|
|
|
|
// draw it
|
|
DrawWarp( p, interp );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_EnviroSuit::Initialize
|
|
==================
|
|
*/
|
|
void FullscreenFX_EnviroSuit::Initialize() {
|
|
material = declManager->FindMaterial( "textures/smf/enviro_suit" );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_EnviroSuit::Active
|
|
==================
|
|
*/
|
|
bool FullscreenFX_EnviroSuit::Active() {
|
|
idPlayer *player;
|
|
|
|
player = fxman->GetPlayer();
|
|
|
|
if ( player->PowerUpActive( ENVIROSUIT ) ) {
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_EnviroSuit::HighQuality
|
|
==================
|
|
*/
|
|
void FullscreenFX_EnviroSuit::HighQuality() {
|
|
renderSystem->SetColor4( 1, 1, 1, 1 );
|
|
renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, material );
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_DoubleVision::Initialize
|
|
==================
|
|
*/
|
|
void FullscreenFX_DoubleVision::Initialize() {
|
|
material = declManager->FindMaterial( "textures/smf/doubleVision" );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_DoubleVision::Active
|
|
==================
|
|
*/
|
|
bool FullscreenFX_DoubleVision::Active() {
|
|
|
|
if ( gameLocal.fast.time < fxman->GetPlayerView()->dvFinishTime ) {
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_DoubleVision::HighQuality
|
|
==================
|
|
*/
|
|
void FullscreenFX_DoubleVision::HighQuality() {
|
|
int offset = fxman->GetPlayerView()->dvFinishTime - gameLocal.fast.time;
|
|
float scale = offset * g_dvAmplitude.GetFloat();
|
|
idPlayer *player;
|
|
idVec2 shiftScale;
|
|
|
|
// for testing purposes
|
|
if ( !Active() ) {
|
|
static int test = 0;
|
|
if ( test > 312 ) {
|
|
test = 0;
|
|
}
|
|
|
|
offset = test++;
|
|
scale = offset * g_dvAmplitude.GetFloat();
|
|
}
|
|
|
|
player = fxman->GetPlayer();
|
|
shiftScale = fxman->GetShiftScale();
|
|
|
|
offset *= 2; // crutch up for higher res
|
|
|
|
// set the scale and shift
|
|
if ( scale > 0.5f ) {
|
|
scale = 0.5f;
|
|
}
|
|
float shift = scale * sin( sqrtf( (float)offset ) * g_dvFrequency.GetFloat() );
|
|
shift = fabs( shift );
|
|
|
|
// carry red tint if in berserk mode
|
|
idVec4 color(1, 1, 1, 1);
|
|
if ( gameLocal.fast.time < player->inventory.powerupEndTime[ BERSERK ] ) {
|
|
color.y = 0;
|
|
color.z = 0;
|
|
}
|
|
|
|
if ( !gameLocal.isMultiplayer && (gameLocal.fast.time < player->inventory.powerupEndTime[ HELLTIME ] || gameLocal.fast.time < player->inventory.powerupEndTime[ INVULNERABILITY ])) {
|
|
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, shiftScale.y, shiftScale.x, 0, material );
|
|
renderSystem->SetColor4( color.x, color.y, color.z, 0.5f );
|
|
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, shiftScale.y, (1-shift) * shiftScale.x, 0, material );
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_InfluenceVision::Initialize
|
|
==================
|
|
*/
|
|
void FullscreenFX_InfluenceVision::Initialize() {
|
|
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_InfluenceVision::Active
|
|
==================
|
|
*/
|
|
bool FullscreenFX_InfluenceVision::Active() {
|
|
idPlayer *player;
|
|
|
|
player = fxman->GetPlayer();
|
|
|
|
if ( player->GetInfluenceMaterial() || player->GetInfluenceEntity() ) {
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_InfluenceVision::HighQuality
|
|
==================
|
|
*/
|
|
void FullscreenFX_InfluenceVision::HighQuality() {
|
|
float distance = 0.0f;
|
|
float pct = 1.0f;
|
|
idPlayer *player;
|
|
idVec2 shiftScale;
|
|
|
|
shiftScale = fxman->GetShiftScale();
|
|
player = fxman->GetPlayer();
|
|
|
|
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() ) {
|
|
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 ) {
|
|
return;
|
|
} else {
|
|
// int offset = 25 + sinf( gameLocal.slow.time );
|
|
// DoubleVision( hud, view, pct * offset );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_Bloom::Initialize
|
|
==================
|
|
*/
|
|
void FullscreenFX_Bloom::Initialize() {
|
|
drawMaterial = declManager->FindMaterial( "textures/smf/bloom2/draw" );
|
|
initMaterial = declManager->FindMaterial( "textures/smf/bloom2/init" );
|
|
currentMaterial = declManager->FindMaterial( "textures/smf/bloom2/currentMaterial" );
|
|
|
|
currentIntensity = 0;
|
|
targetIntensity = 0;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_Bloom::Active
|
|
==================
|
|
*/
|
|
bool FullscreenFX_Bloom::Active() {
|
|
idPlayer *player;
|
|
|
|
player = fxman->GetPlayer();
|
|
|
|
if ( player && player->bloomEnabled ) {
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_Bloom::HighQuality
|
|
==================
|
|
*/
|
|
void FullscreenFX_Bloom::HighQuality() {
|
|
float shift, delta;
|
|
idVec2 shiftScale;
|
|
idPlayer *player;
|
|
int num;
|
|
|
|
shift = 1;
|
|
player = fxman->GetPlayer();
|
|
shiftScale = fxman->GetShiftScale();
|
|
renderSystem->SetColor4( 1, 1, 1, 1 );
|
|
|
|
// if intensity value is different, start the blend
|
|
targetIntensity = g_testBloomIntensity.GetFloat();
|
|
|
|
if ( player && player->bloomEnabled ) {
|
|
targetIntensity = player->bloomIntensity;
|
|
}
|
|
|
|
delta = targetIntensity - currentIntensity;
|
|
float step = 0.001f;
|
|
|
|
if ( step < fabs( delta ) ) {
|
|
if ( delta < 0 ) {
|
|
step = -step;
|
|
}
|
|
|
|
currentIntensity += step;
|
|
}
|
|
|
|
// draw the blends
|
|
num = g_testBloomNumPasses.GetInteger();
|
|
|
|
for ( int i = 0; i < num; i++ ) {
|
|
float s1 = 0, t1 = 0, s2 = 1, t2 = 1;
|
|
float alpha;
|
|
|
|
// do the center scale
|
|
s1 -= 0.5;
|
|
s1 *= shift;
|
|
s1 += 0.5;
|
|
s1 *= shiftScale.x;
|
|
|
|
t1 -= 0.5;
|
|
t1 *= shift;
|
|
t1 += 0.5;
|
|
t1 *= shiftScale.y;
|
|
|
|
s2 -= 0.5;
|
|
s2 *= shift;
|
|
s2 += 0.5;
|
|
s2 *= shiftScale.x;
|
|
|
|
t2 -= 0.5;
|
|
t2 *= shift;
|
|
t2 += 0.5;
|
|
t2 *= shiftScale.y;
|
|
|
|
// draw it
|
|
if ( num == 1 ) {
|
|
alpha = 1;
|
|
}
|
|
else {
|
|
alpha = 1 - (float)i / ( num - 1 );
|
|
}
|
|
|
|
renderSystem->SetColor4( alpha, alpha, alpha, 1 );
|
|
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, s1, t2, s2, t1, drawMaterial );
|
|
|
|
shift += currentIntensity;
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_Bloom::Save
|
|
==================
|
|
*/
|
|
void FullscreenFX_Bloom::Save( idSaveGame *savefile ) {
|
|
FullscreenFX::Save( savefile );
|
|
savefile->WriteFloat( currentIntensity );
|
|
savefile->WriteFloat( targetIntensity );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FullscreenFX_Bloom::Restore
|
|
==================
|
|
*/
|
|
void FullscreenFX_Bloom::Restore( idRestoreGame *savefile ) {
|
|
FullscreenFX::Restore( savefile );
|
|
savefile->ReadFloat( currentIntensity );
|
|
savefile->ReadFloat( targetIntensity );
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
==================
|
|
FullscreenFXManager::FullscreenFXManager
|
|
==================
|
|
*/
|
|
FullscreenFXManager::FullscreenFXManager() {
|
|
highQualityMode = false;
|
|
playerView = NULL;
|
|
blendBackMaterial = NULL;
|
|
shiftScale.Set( 0, 0 );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FullscreenFXManager::~FullscreenFXManager
|
|
==================
|
|
*/
|
|
FullscreenFXManager::~FullscreenFXManager() {
|
|
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FullscreenFXManager::FindFX
|
|
==================
|
|
*/
|
|
FullscreenFX* FullscreenFXManager::FindFX( idStr name ) {
|
|
for ( int i = 0; i < fx.Num(); i++ ) {
|
|
if ( fx[i]->GetName() == name ) {
|
|
return fx[i];
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FullscreenFXManager::CreateFX
|
|
==================
|
|
*/
|
|
void FullscreenFXManager::CreateFX( idStr name, idStr fxtype, int fade ) {
|
|
FullscreenFX *pfx = NULL;
|
|
|
|
if ( fxtype == "helltime" ) {
|
|
pfx = new FullscreenFX_Helltime;
|
|
}
|
|
else if ( fxtype == "warp" ) {
|
|
pfx = new FullscreenFX_Warp;
|
|
}
|
|
else if ( fxtype == "envirosuit" ) {
|
|
pfx = new FullscreenFX_EnviroSuit;
|
|
}
|
|
else if ( fxtype == "doublevision" ) {
|
|
pfx = new FullscreenFX_DoubleVision;
|
|
}
|
|
else if ( fxtype == "multiplayer" ) {
|
|
pfx = new FullscreenFX_Multiplayer;
|
|
}
|
|
else if ( fxtype == "influencevision" ) {
|
|
pfx = new FullscreenFX_InfluenceVision;
|
|
}
|
|
else if ( fxtype == "bloom" ) {
|
|
pfx = new FullscreenFX_Bloom;
|
|
}
|
|
else {
|
|
assert( 0 );
|
|
}
|
|
|
|
if ( pfx ) {
|
|
pfx->Initialize();
|
|
pfx->SetFXManager( this );
|
|
pfx->SetName( name );
|
|
pfx->SetFadeSpeed( fade );
|
|
fx.Append( pfx );
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FullscreenFXManager::Initialize
|
|
==================
|
|
*/
|
|
void FullscreenFXManager::Initialize( idPlayerView *pv ) {
|
|
// set the playerview
|
|
playerView = pv;
|
|
blendBackMaterial = declManager->FindMaterial( "textures/smf/blendBack" );
|
|
|
|
// allocate the fx
|
|
CreateFX( "helltime", "helltime", 1000 );
|
|
CreateFX( "warp", "warp", 0 );
|
|
CreateFX( "envirosuit", "envirosuit", 500 );
|
|
CreateFX( "doublevision", "doublevision", 0 );
|
|
CreateFX( "multiplayer", "multiplayer", 1000 );
|
|
CreateFX( "influencevision", "influencevision", 1000 );
|
|
CreateFX( "bloom", "bloom", 0 );
|
|
|
|
// pre-cache the texture grab so we dont hitch
|
|
renderSystem->CropRenderSize( 512, 512, true );
|
|
renderSystem->CaptureRenderToImage( "_accum" );
|
|
renderSystem->UnCrop();
|
|
|
|
renderSystem->CropRenderSize( 512, 256, true );
|
|
renderSystem->CaptureRenderToImage( "_scratch" );
|
|
renderSystem->UnCrop();
|
|
|
|
renderSystem->CaptureRenderToImage( "_currentRender" );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FullscreenFXManager::Blendback
|
|
==================
|
|
*/
|
|
void FullscreenFXManager::Blendback( float alpha ) {
|
|
// alpha fade
|
|
if ( alpha < 1.f ) {
|
|
renderSystem->SetColor4( 1, 1, 1, 1 - alpha );
|
|
renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, shiftScale.y, shiftScale.x, 0.f, blendBackMaterial );
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FullscreenFXManager::Save
|
|
==================
|
|
*/
|
|
void FullscreenFXManager::Save( idSaveGame *savefile ) {
|
|
savefile->WriteBool( highQualityMode );
|
|
savefile->WriteVec2( shiftScale );
|
|
|
|
for ( int i = 0; i < fx.Num(); i++ ) {
|
|
FullscreenFX *pfx = fx[i];
|
|
pfx->Save( savefile );
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FullscreenFXManager::Restore
|
|
==================
|
|
*/
|
|
void FullscreenFXManager::Restore( idRestoreGame *savefile ) {
|
|
savefile->ReadBool( highQualityMode );
|
|
savefile->ReadVec2( shiftScale );
|
|
|
|
for ( int i = 0; i < fx.Num(); i++ ) {
|
|
FullscreenFX *pfx = fx[i];
|
|
pfx->Restore( savefile );
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FullscreenFXManager::CaptureCurrentRender
|
|
==================
|
|
*/
|
|
void FullscreenFXManager::CaptureCurrentRender() {
|
|
renderSystem->CaptureRenderToImage( "_currentRender" );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FullscreenFXManager::Process
|
|
==================
|
|
*/
|
|
void FullscreenFXManager::Process( const renderView_t *view ) {
|
|
bool allpass = false;
|
|
|
|
if ( g_testFullscreenFX.GetInteger() == -2 ) {
|
|
allpass = true;
|
|
}
|
|
|
|
if ( g_lowresFullscreenFX.GetBool() ) {
|
|
highQualityMode = false;
|
|
}
|
|
else {
|
|
highQualityMode = true;
|
|
}
|
|
|
|
// compute the shift scale
|
|
if ( highQualityMode ) {
|
|
int vidWidth, vidHeight;
|
|
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;
|
|
}
|
|
else {
|
|
// if we're in low-res mode, shrink view down
|
|
shiftScale.x = 1;
|
|
shiftScale.y = 1;
|
|
renderSystem->CropRenderSize( 512, 512, true );
|
|
}
|
|
|
|
// do the first render
|
|
gameRenderWorld->RenderScene( view );
|
|
|
|
// do the process
|
|
for ( int i = 0; i < fx.Num(); i++ ) {
|
|
FullscreenFX *pfx = fx[i];
|
|
bool drawIt = false;
|
|
|
|
// determine if we need to draw
|
|
if ( pfx->Active() || g_testFullscreenFX.GetInteger() == i || allpass ) {
|
|
drawIt = pfx->SetTriggerState( true );
|
|
}
|
|
else {
|
|
drawIt = pfx->SetTriggerState( false );
|
|
}
|
|
|
|
// do the actual drawing
|
|
if ( drawIt ) {
|
|
// we need to dump to _currentRender
|
|
CaptureCurrentRender();
|
|
|
|
// handle the accum pass if we have one
|
|
if ( pfx->HasAccum() ) {
|
|
|
|
// if we're in high quality mode, we need to crop the accum pass
|
|
if ( highQualityMode ) {
|
|
renderSystem->CropRenderSize( 512, 512, true );
|
|
pfx->AccumPass( view );
|
|
renderSystem->UnCrop();
|
|
}
|
|
else {
|
|
pfx->AccumPass( view );
|
|
}
|
|
}
|
|
|
|
// do the high quality pass
|
|
pfx->HighQuality();
|
|
|
|
// do the blendback
|
|
Blendback( pfx->GetFadeAlpha() );
|
|
}
|
|
}
|
|
|
|
if ( !highQualityMode ) {
|
|
// we need to dump to _currentRender
|
|
CaptureCurrentRender();
|
|
|
|
// uncrop view
|
|
renderSystem->UnCrop();
|
|
|
|
// draw the final full-screen image
|
|
renderSystem->SetColor4( 1, 1, 1, 1 );
|
|
renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 1, 1, 0.f, blendBackMaterial );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
#endif
|